Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
Addons | Simple Font Floating Text 1.1.5Changes the floating text to a different font Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Infinite500 v2.5c: Revised high level play for ToME 1.3.1Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. Marson's UI Modifications 1.3.0v3.7.0 *** FOR ToME v1.3.0+ ONLY *** An attempt to make 1920x1080 easier on my decaying eyesight, plus a few personal preferences. This is a revamp for the Minimalist UI. It may work for Classic, but hasn't been tested for it. Most settings can be found on the UI tab on the Game Options screen. • Adds a 'Fonts' tab to 'Game Options'. Choose separate font styles and sizes for six categories: * menus & dialogs * HUD elements * tooltips & character sheet * chat & combat log * flying text * lore • Expanded font size range to 8 - 36 points. (Stock range is 10 - 18) • Ability to add your own fonts with a fontpack addon. http://te4.org/games/addons/tome/font_example • Scales most dialog boxes to account for larger fonts. • Hotkey bar revamp: * Frame colors: green = activated talent, blue = sustained talent, yellow = equipped item, orange = unequipped item. Colors on talent screen and buff bar changed to match. * Frame colors do not change when on cooldown. * All talents/items on cooldown will have a red overlay. * Z-layer of key text (C8, etc) moved under color overlay to better differentiate from cooldown text. * Unequipped items get pale yellow color overlay similar to cooldown overlay. * Right-clicking on an item no longer clears the item; it brings up the hotkey assignment menu. (You may clear it from there, as with talents.) • 'Use Talent' screen now also lists all usable items, allowing you to associate a hotkey using the dropdown menu. Objects are separated based on whether they are worn or not and display their current cooldowns. • When assigning a hotkey, the list will show available hotkeys as 1 through 0,-,= with C,S,A,AS, modifiers (example: "Hotkey C7") instead of "Hotkey 1" through "Hotkey 60", so as to match the labels on the hotkey bar. • Enabled and modified 'Creature List' code that was in stock ToME but not used. Lists NPCs in player's sight along with their remaining energy and distance. Mousing over an NPC in the Creature List will center the screen on that creature. Toggle the list on/off with Ctrl-Tab. • 'Limit Terrain Height' option will rescale trees and mushrooms to prevent them from overlapping the grid above them. (Will not affect current level until you leave and return.) • Adds viewport options: 'Original' is the stock behavior from v1.1.5 ToME. The game will use Scroll Distance, but won't show a black border around the map. With a high Scroll Distance, you will remain centered until you get to the edge of the map, at which point the map stops moving and your character moves off-center. 'No Hiding' is now the stock behavior of v1.2.x ToME. It is a bit of a hybrid. The map will scroll similar to 1.1.5, but will show enough of a black border so that your avatar will not hide under UI elements such as the mini-map and hotkey bar. 'Centered' will force the viewport to strictly follow the Scroll Distance setting. If you have it a high number, you will be centered 100% of the time. • Adds option to enable right-click dragging of the viewport. This will coexist with mouse gestures but may not mix with them in a visually pleasing manner. • Separate adjustable background transparencies for dialogs, tooltips, combat log, chat, and hotkeys. • Adjustable tooltip width. • Ability to change tooltip location: each of the four corners / at mouse cursor / opposite corner from mouse. • Tooltip will get out of the way of target location via keyboard as well as mouse cursor. • Ability to disable ambient background noises (dogs barking, water dripping, etc.) on the UI tab in Game Options. Defaults to 'enabled' (no change from stock). • Shields (damage, temporal, etc.) will play a sound when they expire on a character you are controlling. (I've missed that my antimagic shield went down one too many times.) I've included a couple versions of the sound, including silence. (shield_off.ogg created by reg7783 and licensed under the Creative Commons 0 License.) • Adds a choice of tooltip style for the Inventory screen. 'Original' is the same as stock. 'Small Screen' moves the tooltip to either side of the screen so that it obscures less and doesn't bounce around. 'Big Screen' uses a dedicated location between the rag doll and the item list. • If your character knows the talent 'Extract Gems', a tab will appear on the inventory screen listing all items that may be converted to gems based on your current talent level, including items in the Transmogrification Chest. • Adds a 'Usable Items' tab to the Inventory screen. • Adds a 'Preview Talents' button to the character creation screen. This will allow you to view the stats and talents of the current race/class combo without needing to generate a new game. • Character creation screen will remind you if you are in dev/cheat mode. • Ability to ESC from character creation screen. • Alchemist quest shows details about the various rewards you are working towards: "Agrimley the hermit needs your help making an Elixir of Explosive Force, which permanently increase your chance to critically strike with spells by 4%." This will only apply to characters who take the quest after enabling this addon. (Also available as separate addon.) • ToME Bugfix: 'Tactical Overlay' dropdown menu. + ToME v1.3.0 compatible. + Integrated 0player's NPC List speed performance fix. + Added frame highlights when mousing over or dragging a hotkey. Ashes of Urh'Rok 1.2.4Official 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:
Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Arcanum Class Pack 1.3.1Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: ZOmnibus Addon Pack 1.3.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Doctornull's Class Pack 1.2.5This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. Doctornull's Tweak Pack 1.2.3A collection of tweaks for existing ToME content. Everything is Unique! 1.3.1Bite-Sized Update: You spawn at level 12, and can level up to a maximum of 200. Increase your rank as you slay your foes. You can see your kill counts and your rank experience in the quest log. Conveyance Reward 1.3.0This adds the Spell/Conveyance tree as a reward for completing the Tempest Peak questline for Angolwen. All the code is borrowed from DG's own, and thus everything works the same as antimagic characters getting Fungus. Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Faerie Race 1.2.3This addon adds in a Faerie, or Fey, race into ToME. This addon was originally created by Kaballah, but he hasn't been online in over a year. --- The Fey are an incredibly quick and agile race, however they are incredibly fragile. Fey stats: Fey skills: -Flight -Fey Luck -Fey Speed -Fey Dust --- Dark Faeries are Faeries that have given up much of their natural agility and defense in exchange for bonus offensive potency. Dark Fey stats: Dark Fey skills: -Powers of the Dark -Fey Clone -Vision of the Shadows -Feyd to Black More Mastery 1.3.1Increases the mastery value increase to 0.4, and removes the 1 increase limit. Merchant on the Map 1.1.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Items Vault 1.3.0Donators/Buyers bonus! Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Female |
Race | Faerie |
Class | Adventurer |
Level / Exp | 160 / 53% |
Size | small |
Lifes / Deaths | Killed by horrifying rogue at level 2 on the 74th Pyre 122nd year of Ascendancy at 15:36 4 / 3Killed by Vorygaba the stone troll at level 13 on the 2nd Flare 122nd year of Ascendancy at 23:11 Killed by Velevena the temporal stalker at level 148 on the 40th Dusk 122nd year of Ascendancy at 07:46 |
Primary Stats
Strength | 151 (base 93) |
Dexterity | 122 (base 64) |
Constitution | 155 (base 130) |
Magic | 186 (base 132) |
Willpower | 126 (base 65) |
Cunning | 114 (base 56) |
Resources
Mana | 1288/1288 |
Equilibrium | 20 |
Hate | 112/122 |
Life | 5371/5371 |
Positive | 0/527 |
Stamina | 758/758 |
Paradox | 300 |
Healing Factor | 1.1 |
Regeneration | 63.499375812856 |
Speed
Mental | +112.93779942048% |
Attack | 0% |
Movement | +284.95955846177% |
Spell | 0% |
Global | +210.71588893577% |
Vision
Sight | 10 |
Lite | 9 |
Infravision | 12 |
See Invisible | 15 |
ESP Range | 10 |
ESP Kinds | demon/minor, demon/major |
Offense: Mainhand
Damage | 487 |
Accuracy | 135 |
Crit Chance | 268% |
APR | 103 |
Speed | 0.42 |
Offense: Offhand
Damage | 358 |
Accuracy | 135 |
Crit Chance | 273% |
APR | 106 |
Speed | 0.47 |
Offense: Spell
Spellpower | 105.46291572855 |
Crit Chance | 100% |
Speed | 1 |
Cooldown Reduction | 30 |
Offense: Mind
Mindpower | 96.86 |
Crit Chance | 100% |
Speed | 1 |
Offense: Damage Bonus
All | 0% |
Defense: Base
Armour (hardiness) | 53 (30%) |
Defense | 131.02874782912 |
Ranged Defense | 131.02874782912 |
Fatigue | 0 |
Physical Save | 124.73928571429 |
Spell Save | 114.38653324057 |
Mental Save | 124.87417134906 |
Defense: Resistances
All | + 41%( 75%) |
Defense: Immunities
Teleport Resistance | 83% |
Disarm Resistance | 100% |
Silence Resistance | 100% |
Confusion Resistance | 100% |
Stun Resistance | 100% |
Pinning Resistance | 15% |
Instadeath Resistance | 100% |
Blind Resistance | 15% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ReconstructionUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to heal yourself for 328 life, and cure one cut or wound effect. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 12 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 422 damage for 5 turns. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 146 with a minimum range of 15. Its effects scale with your Cunning stat. |
Class Talents
Spell / Meta | 1.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Cursed / Rampage | 1.00 |
| 15/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Technique / Tireless Combatant | 1.00 |
| 5/5 |
| 1/5 |
| 12/5 |
| 14/5 |
Spell / Advanced martial enchantments | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 15/5 |
Spell / Temporal | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 15/5 |
Chronomancy / Temporal assault | 1.00 |
| 15/5 |
| 1/5 |
| 1/5 |
| 15/5 |
Chronomancy / Blade Threading | 1.00 |
| 2/5 |
| 5/5 |
| 3/5 |
| 6/5 |
Technique / Magical combat | 1.00 |
| 7/5 |
| 10/5 |
| 6/5 |
| 15/5 |
Chronomancy / Temporal Combat | 1.00 |
| 6/5 |
| 15/5 |
| 6/5 |
| 5/5 |
Technique / Battle tactics | 1.00 |
| 15/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Dual weapons | 1.00 |
| 5/5 |
| 10/5 |
| 4/5 |
| 15/5 |
Technique / Bloodthirst | 1.00 |
| 11/5 |
| 11/5 |
| 15/5 |
| 13/5 |
Spell / Stone | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 15/5 |
Cursed / Gloom | 1.00 |
| 11/5 |
| 5/5 |
| 5/5 |
| 11/5 |
Generic Talents
Race / Faerie | 1.00 |
| 15/5 |
| 15/5 |
| 2/5 |
| 0/5 |
Technique / Mage warden | 1.00 |
| 6/5 |
| 8/5 |
| 1/5 |
| 15/5 |
Technique / Combat training | 1.00 |
| 15/5 |
| 9/5 |
| 15/5 |
| 15/5 |
| 15/5 |
| 15/5 |
Spell / Aegis | 1.00 |
| 1/5 |
| 11/5 |
| 1/5 |
| 1/5 |
Wild-gift / Harmony | 1.00 |
| 1/5 |
| 11/5 |
| 0/5 |
| 0/5 |
Spell / Stone alchemy | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Thuggery | 1.00 |
| 1/5 |
| 12/5 |
| 15/5 |
| 15/5 |
Cunning / Scoundrel | 1.00 |
| 15/5 |
| 7/5 |
| 1/5 |
| 15/5 |
Chronomancy / Fate Weaving | 1.00 |
| 11/5 |
| 5/5 |
| 7/5 |
| 7/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Arcane Feed |
talent | Essence of Speed |
talent | Arcane Combat |
talent | Precision |
talent | Arcane Shield |
talent | Quicken Spells |
talent | Lacerating Strikes |
talent | Weapon Folding |
talent | Momentum |
talent | Battlesurge |
talent | Crystalline Focus |
talent | Spellcraft |
talent | Elemental Harmony |
talent | Gloom |
talent | Shielding |
talent | Total Thuggery |
beneficial effect | Parrying melee attacks: Has a 50% chance to deflect up to 143 damage from the next 2.5 attack(s). Parrying |
beneficial effect | The thrill of combat improves the target's maximum life by 18%, life regeneration by 39.42, and stamina regeneration by 7.88. Bloodbath |
beneficial effect | The Faerie is in flight, gaining the following bonuses. FlyingMove Speed: +275% Defense: +128 Avoidance of some traps. |
Quests
Your home forest was suddenly overtaken by powerful corruption, and you were forced to flee for your very life. A Corrupted Forest* You managed to escape your corrupted forest, and defeat your fallen guardian... but not another soul was in sight. | 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 |
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 failed to protect the lone alchemist from death by dredgling's temporal clone. Escort: lone alchemist (level 2 of Daikara) | failed |
You successfully escorted the lost anorithil to the recall portal on level 3 of Old Forest. Escort: lost anorithil (level 3 of Old Forest)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You failed to protect the temporal explorer from death by Iverianor the electric eel. Escort: temporal explorer (level 2 of Trollmire) | failed |
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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin! | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 187. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You 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! | active |
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 within3 lumberjacks have died. | done |
Equipment
On feet | Glowstoker the pair of drakeskin leather boots (18 def, 5 armour) Glowstoker the pair of drakeskin leather boots (18 def, 5 armour)Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +9 Physical crit. chance: +6.0% Physical power: +6 (+1 eff.) Armour: +5 Defense: +18 (+4 eff.) Fatigue: -5% Damage when hit (Melee): 8 arcane Changes stats: +9 Str / +4 Dex / +12 Mag / +17 Wil / +11 Cun / +22 Con Changes resistances: +14% lightning / +13% temporal / +6% light / +27% fire / +30% cold Changes resistances penetration: +5% mind / +8% physical Changes damage: +10% physical / +15% light / +6% arcane Physical save: +55 (+8 eff.) Spell save: +27 (+4 eff.) Mental save: +66 (+9 eff.) Silence immunity: +50% Confusion immunity: +50% Stun/Freeze immunity: +48% Stamina each turn: +0.90 Equilibrium when hit: +0.04 Maximum life: +58.00 Mindpower: +25 (+5 eff.) Mental crit. chance: +1% Movement speed: +10% Heals friendly targets nearby when you use a nature summon: +40 Size category: +1 It can be used to blink to a nearby random location (rad 97), putting all charms on cooldown for 25 turns. A pair of boots made of leather. Press to compare |
Light source | Guardian's Bell Guardian's BellInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Accuracy: +15 (+2 eff.) Defense: +15 (+3 eff.) Changes stats: +5 Dex / +5 Mag Changes resistances: +25% blight Changes resistances cap: +15% blight Changes damage: +15% nature Light radius: +5 This bell is rumored to have secret powers granted to each race by the great Faerie Queen of old. A small bell, once defended by your, now fallen, guardian. Press to compare |
On head | Ashprophet (20 def, 20 armour) Ashprophet (20 def, 20 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +11 (+2 eff.) Armour: +20 Defense: +20 (+4 eff.) Fatigue: +5% Effects when hit in melee: * 20% chance to gain 10% of a turn Changes stats: +8 Str / +11 Dex / +1 Mag / +5 Wil / +16 Cun Changes resistances: +6% temporal / +6% fire / +24% darkness / +6% all Changes damage: +6% fire Grants telepathy: Demon/Minor Demon/Major Physical save: +13 (+2 eff.) Stamina when hit: +2.60 Equilibrium when hit: +3.00 Mindpower: +6 (+1 eff.) Infravision radius: +12 See invisible: +9 A cap made of leather. Press to compare |
On hands | Porebremina (0 def, 3 armour) Porebremina (0 def, 3 armour)Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +20 (+3 eff.) Armour penetration: +1 Physical crit. chance: +20.0% Armour: +3 Damage (Melee): 14 lightning / 13 fire / 15 mind Damage when hit (Melee): 4 arcane Changes stats: +5 Str / +5 Dex / +5 Cun Changes resistances: +9% lightning / +9% fire / +10% mind / +2% physical Changes damage: +10% lightning / +8% fire / +11% mind Talent cooldown: Double Strike (-1 turn) Critical mult.: +12.00% Physical save: +25 (+4 eff.) Mental save: +9 (+1 eff.) Disarm immunity: +42% Life regen: +5.60 Stamina each turn: +1.30 Psi each turn: +0.36 Mana when firing critical spell: +1.00 Maximum stamina: +10.00 Spell crit. chance: +20% Mental crit. chance: +20% Healing mod.: +10% Damage Shield penetration: +20% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. Press to compare |
Tool | Willowmire [power 22] (14 cooldown) Willowmire [power 22] (14 cooldown)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 3 When wielded/worn: Changes resistances: +9% blight / +3% nature / +6% light Maximum wards: +3 blight / +3 fire / +2 cold Talent granted: +1 Ward Reduces incoming crit damage: 5.00% Blindness immunity: +15% Stun/Freeze immunity: +5% Stamina when hit: +0.70 It can be used to harden the skin for 6 turns increasing armour by 22 and armour hardiness by 50%, putting all charms on cooldown for 14 turns. Natural totems are made by powerful wilders to store nature power. Press to compare |
On fingers | sneakthief's voratun ring of time (+19%) sneakthief's voratun ring of time (+19%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+2 eff.) Changes stats: +6 Cun / +7 Dex Changes resistances: +19% temporal Changes damage: +19% temporal Rings can have magical properties. Press to compare |
On fingers | savage's steel ring of misery savage's steel ring of miseryCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 11% chance to cause random gloom Damage (Melee): 11 bleed Effects on ranged hit: * 12% chance to cause random gloom Damage (Ranged): 10 bleed Changes stats: +4 Cun / +2 Con Spell save: +12 (+2 eff.) Hate when firing a critical mind attack: +2.00 Maximum stamina: +16.00 Maximum hate: +7.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 4.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 44%. Rings can have magical properties. Press to compare |
Around neck | Umbravengeance UmbravengeancePowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +14 (+2 eff.) Physical power: +16 (+2 eff.) Armour: +6 Defense: +23 (+5 eff.) Changes stats: +22 Str / +8 Dex / +4 Mag / +8 Wil / +13 Lck Changes resistances: +6% darkness Changes resistances cap: +5% all Changes resistances penetration: +20% blight / +10% darkness Changes damage: +7% temporal / +7% light / +23% physical / +6% nature / +7% darkness Physical save: +19 (+3 eff.) Maximum mana: +40.00 Spellpower: +5 (+1 eff.) Spell crit. chance: +5% Combat speed: +20% Defense after a teleport: +15 Resist all after a teleport: +6% New effects duration reduction after a teleport: +30% Reduce all damage from unseen attackers: 16% Amulets can have magical properties. Press to compare |
In main hand | Rhylegar the voratun longsword (55-77 power, 6 apr) Rhylegar the voratun longsword (55-77 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 55.0 - 77.0 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 111% On weapon hit: * 25% chance to put talents on cooldown On weapon crit: * wounds the target reducing their healing Damage (Melee): +29 cold Burst (radius 1) on hit: +12 fire When wielded/worn: Accuracy: +19 (+3 eff.) Armour penetration: +15 Physical crit. chance: +29.0% Physical power: +15 (+2 eff.) Damage when hit (Melee): 12 physical Changes stats: +9 Dex Changes resistances penetration: +20% temporal Changes damage: +9% temporal Critical mult.: +20.00% Maximum stamina: +15.00 Sharp, long, and deadly. Press to compare |
Around waist | Gleambearer the drakeskin leather belt Gleambearer the drakeskin leather beltInfused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +6 (+1 eff.) Effects on melee hit: * 46% chance to corrode armour Changes stats: +7 Str / +5 Dex / +13 Wil / +5 Cun / +4 Con Changes resistances: +15% light Changes resistances penetration: +15% light Changes damage: +6% mind Reduced damage from: +44% Summoned Critical mult.: +15.00% Physical save: +41 (+6 eff.) Spell save: +20 (+3 eff.) Mental save: +50 (+7 eff.) Maximum life: +110.00 Mindpower: +34 (+6 eff.) Mental crit. chance: +1% A belt that goes around your waist. Press to compare |
In off hand | Issykhad (37.5-48.75 power, 9 apr) Issykhad (37.5-48.75 power, 9 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Base power: 37.5 - 48.8 Uses stats: 30% Wil, 45% Str, 50% Mag, 45% Dex Damage type: Blight Mastery: Agile Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% On weapon crit: * cripple the target Damage (Melee): +130 insidious poison / +14 temporal / +14 nature When wielded/worn: Physical crit. chance: +12.0% Changes resistances: +3% physical / +3% fire / +3% darkness / +6% mind Physical save: +18 (+3 eff.) Silence immunity: +5% Pinning immunity: +15% Sharp, short and deadly. Press to compare |
Cloak | Corpseschism (8 def, 12 armour) Corpseschism (8 def, 12 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 1 When wielded/worn: Armour: +12 Defense: +8 (+2 eff.) Effects on melee hit: * Slows global speed by 45% Changes stats: +9 Str / +1 Dex / +1 Mag / +6 Wil / +8 Cun / +2 Con Changes resistances: +6% acid / +6% fire / +20% cold / +5% arcane / +6% lightning Changes resistances penetration: +5% nature Physical save: +27 (+4 eff.) Spell save: +11 (+2 eff.) Mental save: +27 (+4 eff.) Only die when reaching: -100.00 life Mental crit. chance: +10% See invisible: +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. Press to compare |
Main armor | elven-silk robe 'Cleanseblight' (13 def, 7 armour) elven-silk robe 'Cleanseblight' (13 def, 7 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Armour: +7 Defense: +13 (+3 eff.) Damage when hit (Melee): 8 nature / 12 temporal Changes stats: +31 Mag / +12 Wil Changes resistances: +6% temporal / +40% light / +40% blight / +57% mind / +73% darkness Changes resistances penetration: +20% temporal / +20% darkness / +15% fire / +10% nature / +32% physical Changes damage: +15% darkness / +40% physical / +37% light / +15% nature / +40% blight / +12% fire / +20% arcane / +18% temporal Physical save: +39 (+6 eff.) Spell save: +69 (+11 eff.) Mental save: +80 (+11 eff.) Silence immunity: +95% Mana each turn: +0.40 Spellpower on spell critical (stacks up to 3 times): +13 Maximum life: +62.00 Maximum mana: +194.00 Maximum hate: +15.00 Spellpower: +74 (+12 eff.) Spell crit. chance: +21% Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Light radius: +4 Reduces paradox anomalies(equivalent to willpower): +16 The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. Press to compare |
Inventory
Rune of the Rift (654.00 temporal damage, removed from time 4 turns) Rune of the Rift (654.00 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: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 1000.62 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 ability. |
cleansing copper amulet of willpower (+3) cleansing copper amulet of willpower (+3)Infused by nature Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +11% nature / +10% blight Poison immunity: +20% Disease immunity: +22% Amulets can have magical properties. Press to compare |
Malemarig the Kindlequench Malemarig the KindlequenchInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +11 (+2 eff.) Defense: +8 (+2 eff.) Damage when hit (Melee): 20 fire Changes stats: +5 Dex / +4 Cun / +8 Lck Changes resistances: +3% lightning / +18% fire Changes damage: +18% lightning Reduce all damage from unseen attackers: 12% Amulets can have magical properties. Press to compare |
rogue's copper ring of frost (+22%) rogue's copper ring of frost (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +4 (+1 eff.) Changes stats: +2 Cun Changes resistances: +22% cold Changes damage: +11% cold Rings can have magical properties. Press to compare |
titan's copper ring titan's copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Con Physical save: +4 (+1 eff.) Rings can have magical properties. Press to compare |
This item will automatically be transmogrified when you leave the level. keeper's yew starstaff of wizardry (20-24 power, 4 apr, temporal element)keeper's yew starstaff of wizardry (20-24 power, 4 apr, temporal element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stats: 130% Mag, 30% Wil Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes stats: +4 Mag / +4 Wil Changes damage: +20% temporal Talent granted: +1 Command Staff Maximum mana: +63.00 Spellpower: +17 (+3 eff.) Spell crit. chance: +3% Casting speed: +12% Paradox regeneration: -3.00 Staves designed for wielders of magic, by the greats of the art. Press to compare |
This item will automatically be transmogrified when you leave the level. blazebringer's steel battleaxe of purging (22-33 power, 2 apr)blazebringer's steel battleaxe of purging (22-33 power, 2 apr) Requires: - Strength 16 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 22.0 - 33.0 Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 25% chance to remove a magical effect Damage (Melee): +16 nature Burst (radius 2) on crit: +16 fire When wielded/worn: Changes resistances penetration: +12% fire Global speed: +4% Massive two-handed battleaxes. Press to compare |
iron longsword (12-16.8 power, 2 apr) iron longsword (12-16.8 power, 2 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 12.0 - 16.8 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% Sharp, long, and deadly. Press to compare |
arcing iron mace of projection (11.5-16.1 power, 2 apr) arcing iron mace of projection (11.5-16.1 power, 2 apr)Requires: - Strength 11 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 11.5 - 16.1 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +0.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +5 lightning / +6 mind It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 6 turns. Blunt and deadly. Press to compare |
Ravenquell the dwarven-steel mace (26.5-37.1 power, 4 apr) Ravenquell the dwarven-steel mace (26.5-37.1 power, 4 apr)Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 3 Base power: 26.5 - 37.1 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +1.5% Attack speed: 111% On weapon crit: * wounds the target reducing their healing Damage (Melee): +67 insidious poison / +14 temporal / +11 nature Burst (radius 2) on crit: +14 fire When wielded/worn: Accuracy: +10 (+1 eff.) Physical crit. chance: +11.0% Physical power: +10 (+1 eff.) Effects on melee hit: * 15% chance to inflict damage reduction Damage when hit (Melee): 8 light Changes stats: +5 Dex / +2 Mag / +4 Wil Changes resistances: +7% all Changes resistances penetration: +11% nature / +11% fire Changes damage: +6% arcane / +3% blight Spell save: +6 (+1 eff.) Mana when firing critical spell: +3.00 Spellpower on spell critical (stacks up to 3 times): +4 Global speed: +3% Blunt and deadly. Press to compare |
insidious steel waraxe of massacre (20-28 power, 3 apr) insidious steel waraxe of massacre (20-28 power, 3 apr)Requires: - Strength 16 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 20.0 - 28.0 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% Damage (Melee): +17 insidious poison One-handed war axes. Press to compare |
Unerring Scalpel (15-19.5 power, 25 apr) Unerring Scalpel (15-19.5 power, 25 apr)Requires: - Cunning 16 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 1 Base power: 15.0 - 19.5 Uses stats: 30% Wil, 55% Dex, 50% Mag, 45% Str Damage type: Physical Mastery: Agile Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +25 Physical crit. chance: +0.0% Attack speed: 100% Damage Shield penetration (this weapon only): +50% When wielded/worn: Accuracy: +20 (+3 eff.) Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. Press to compare |
iron dagger (10.5-13.65 power, 5 apr) iron dagger (10.5-13.65 power, 5 apr)Requires: - Dexterity 11 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.5 - 13.7 Uses stats: 30% Wil, 45% Dex, 50% Mag, 45% Str Damage type: Physical Mastery: Agile Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% Sharp, short and deadly. Press to compare |
acidic steel dagger (13.5-17.55 power, 6 apr) acidic steel dagger (13.5-17.55 power, 6 apr)Requires: - Dexterity 16 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 13.5 - 17.6 Uses stats: 30% Wil, 45% Dex, 50% Mag, 45% Str Damage type: Physical Mastery: Agile Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +6 acid Sharp, short and deadly. Press to compare |
This item will automatically be transmogrified when you leave the level. nature's vined mindstar of the jelly (4-4.4 power, 18 apr, nature damage)nature's vined mindstar of the jelly (4-4.4 power, 18 apr, nature damage) Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 4.0 - 4.4 Uses stats: 65% Wil, 50% Mag, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes resistances: +6% blight Changes damage: +5% nature / +5% acid Disease immunity: +16% Equilibrium when hit: +1.30 Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. Press to compare |
Torchbore the dwarven-steel ritual blade (15.5-20.15 power, 7 apr) Torchbore the dwarven-steel ritual blade (15.5-20.15 power, 7 apr)Requires: - Magic 20 - Dexterity 20 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / ritual blade ; tier 3 Base power: 15.5 - 20.2 Uses stats: 30% Wil, 95% Mag, 45% Dex Damage type: Physical Mastery: Agile Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% On weapon crit: * infects the target causing blight damage equal to half your spellpower per turn and reducing their healing factor and disease resistance by half your spellpower, for 4 turns * confuses the target with your spellpower as confusion strength for 4 turns Damage conversion: 17% nature / 12% blight When wielded/worn: Damage when hit (Melee): 20 arcane / 12 fire Changes resistances penetration: +12% blight / +10% fire / +12% mind / +10% arcane Changes damage: +12% nature / +12% blight Spell crit. chance: +6% Talent on hit(spell): Soul Rot (20% chance level 6). Sharp, short and deadly. Press to compare |
Hathudodralach the ash longbow Hathudodralach the ash longbowRequires: - Dexterity 16 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 2 It must be held with both hands. Base power: 0.0 - 0.0 Uses stats: 30% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +7 Damage (Ranged): +13 nature When wielded/worn: Armour penetration: +3 Physical power: +7 (+1 eff.) Changes stats: +3 Str Changes resistances: +1% physical / +5% all Changes resistances penetration: +7% nature Changes damage: +3% arcane Stamina each turn: +0.60 Damage Shield penetration: +10% New effects duration reduction after a teleport: +30% Longbows are used to shoot arrows at your foes. Press to compare |
This item will automatically be transmogrified when you leave the level. penetrating cured leather sling of lightningpenetrating cured leather sling of lightning Requires: - Dexterity 16 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / sling ; tier 2 Base power: 0.0 - 0.0 Uses stats: 30% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +7 Damage (Ranged): +12 lightning When wielded/worn: Changes resistances penetration: +11% physical Changes damage: +14% lightning Damage Shield penetration: +30% Slings are used to hurl stones or metal shots at your foes. Press to compare |
This item will automatically be transmogrified when you leave the level. mindwoven woollen robe of life (0 def, 0 armour)mindwoven woollen robe of life (0 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +11% blight Mental save: +21 (+3 eff.) Life regen: +3.00 Maximum life: +64.00 Mindpower: +4 (+1 eff.) Mental crit. chance: +4% Healing mod.: +18% A cloth vestment. It offers no intrinsic protection but can be enchanted. Press to compare |
rough leather armour (1 def, 2 armour) rough leather armour (1 def, 2 armour)Requires: - Strength 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% A suit of armour made of leather. Press to compare |
spiked rough leather armour of fire resistance (1 def, 2 armour) spiked rough leather armour of fire resistance (1 def, 2 armour)Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% Damage when hit (Melee): 11 physical Changes resistances: +16% fire A suit of armour made of leather. Press to compare |
Eel-skin armour (10 def, 1 armour) Eel-skin armour (10 def, 1 armour)Infused by nature 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +1 Defense: +10 (+2 eff.) Fatigue: +2% Changes stats: +3 Cun / +2 Dex Poison immunity: +30% Talent on hit(nature): Call Lightning (10% chance level 2). It can be used to activate talent Call Lightning (costing 18 power out of 50/50) : Effective talent level: 2.0 Power cost: 18 out of 50/50. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 103.96 to 311.87 damage. The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. Press to compare |
This item will automatically be transmogrified when you leave the level. enlightening hardened leather armour of clarity (3 def, 6 armour)enlightening hardened leather armour of clarity (3 def, 6 armour) Requires: - Strength 16 Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +8% Changes stats: +6 Cun / +7 Wil Changes resistances: +8% mind Mental save: +37 (+5 eff.) A suit of armour made of leather. Press to compare |
Betarera the Stokepanic (5 def, 8 armour) Betarera the Stokepanic (5 def, 8 armour)Requires: - Strength 20 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour penetration: +20 Armour: +8 Defense: +5 (+1 eff.) Fatigue: +8% Damage (Melee): 33 acid / 23 fire Damage (Ranged): 10 acid Damage when hit (Melee): 15 acid / 32 fire / 14 light Changes stats: +3 Str / +1 Dex / +6 Wil / +2 Con Changes resistances: +48% acid / +30% lightning / +22% darkness / +29% nature / +27% blight / +25% fire / +16% mind / +30% cold Changes damage: +9% mind Mental save: +25 (+4 eff.) Life regen: +15.00 Light radius: +2 Combat speed: +15% Casting speed: +15% Mental speed: +15% Healing mod.: +30% A suit of armour made of leather. Press to compare |
Emelumivena (5 def, 8 armour) Emelumivena (5 def, 8 armour)Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+1 eff.) Fatigue: +8% Effects on melee hit: * 40% chance to corrode armour Damage when hit (Melee): 4 acid Changes stats: +2 Str Changes resistances: +28% fire / +8% physical Physical save: +20 (+3 eff.) Life regen: +2.30 Maximum life: +72.00 Healing mod.: +25% A suit of armour made of leather. Press to compare |
This item will automatically be transmogrified when you leave the level. hardened steel mail armour of delving (2 def, 13 armour)hardened steel mail armour of delving (2 def, 13 armour) Requires: - Strength 20 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +13 Defense: +2 (+0 eff.) Fatigue: +14% Changes stats: +7 Str Changes resistances: +9% acid / +18% physical / +14% darkness / +9% cold / +8% lightning / +8% fire Light radius: +2 It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 38 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. Press to compare |
Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. Press to compare |
Elenoroddamas the Noonrace (1 def, 0 armour) Elenoroddamas the Noonrace (1 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +5 (+1 eff.) Armour penetration: +4 Defense: +1 (+0 eff.) Effects on melee hit: * 15% chance to blind Damage when hit (Melee): 12 light Changes stats: +4 Cun / +4 Dex Changes resistances: +11% nature / +11% blight Changes resistances penetration: +25% darkness Changes damage: +12% light Life regen: +1.00 Healing mod.: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. Press to compare |
This item will automatically be transmogrified when you leave the level. Unrokhad (8 def, 7 armour)Unrokhad (8 def, 7 armour) Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +19 (+3 eff.) Armour penetration: +19 Physical crit. chance: +2.0% Physical power: +2 (+0 eff.) Armour: +7 Defense: +8 (+2 eff.) Fatigue: -3% Damage when hit (Melee): 16 acid Changes stats: +3 Str / +7 Dex / +9 Mag / +10 Wil / +10 Cun / +6 Con Changes resistances: +9% acid / +14% temporal / +40% darkness / +14% cold Changes resistances penetration: +5% acid / +7% arcane / +16% darkness Changes damage: +7% arcane / +18% darkness Grants telepathy: Demon/Minor Demon/Major Talent mastery: +0.30 Technique / Combat training Critical mult.: +42.00% Stealth bonus: +31 Physical save: +7 (+1 eff.) Spell save: +0 (+0 eff.) Stamina each turn: +0.60 Mana each turn: -0.17 Maximum mana: +131.00 Spellpower: +5 (+1 eff.) Spell crit. chance: +4% Mental crit. chance: +10% Infravision radius: +2 Defense after a teleport: +14 Resist all after a teleport: +11% New effects duration reduction after a teleport: +14% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature, putting all charms on cooldown for 10 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. Press to compare |
Serpentine Cloak (10 def, 0 armour) Serpentine Cloak (10 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 (+2 eff.) Changes stats: +6 Cun / +5 Con Changes resistances penetration: +15% nature Talent mastery: +0.10 Cunning / Stealth It can be used to activate talent Phase Door (costing 30 power out of 60/60) : Effective talent level: 2.0 Power cost: 30 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a small range of up to 15 grids. At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 4). If the target area is not in line of sight, there is a chance the spell will fizzle. The range will increase with your Spellpower. Cunning and malice seem to emanate from this cloak. Press to compare |
Xanimina (3 def, 0 armour) Xanimina (3 def, 0 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +31 (+4 eff.) Armour penetration: +4 Physical crit. chance: +5.0% Physical power: +4 (+0 eff.) Defense: +3 (+1 eff.) Fatigue: -23% Changes stats: +4 Str / +5 Wil / +5 Cun Changes resistances: +20% nature / +18% blight Critical mult.: +3.00% Life regen: +2.10 Maximum life: +154.00 Maximum stamina: +36.00 Mental crit. chance: +8% Healing mod.: +35% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. Press to compare |
traveler's pair of rough leather boots of tirelessness (0 def, 1 armour) traveler's pair of rough leather boots of tirelessness (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -3% Maximum encumbrance: +21 Physical save: +6 (+1 eff.) Stamina each turn: +0.30 Maximum stamina: +10.00 A pair of boots made of leather. Press to compare |
Poluriathra the pair of iron boots (13 def, 3 armour) Poluriathra the pair of iron boots (13 def, 3 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Armour: +3 Defense: +13 (+3 eff.) Fatigue: +2% Damage when hit (Melee): 4 physical Changes stats: +2 Str / +1 Dex Changes resistances: +2% physical / +7% cold / +7% fire Changes damage: +6% physical Silence immunity: +25% Confusion immunity: +25% Stun/Freeze immunity: +25% Healing mod.: +10% It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 37% chance to completely evade them and granting you 42 defense for 16 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. Press to compare |
pair of iron boots 'Falegodunarin' (39 def, 9 armour) pair of iron boots 'Falegodunarin' (39 def, 9 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour: +9 Defense: +39 (+8 eff.) Fatigue: +2% Damage when hit (Melee): 8 temporal Changes resistances: +13% fire / +7% cold Changes resistances penetration: +10% mind Changes damage: +12% temporal Critical mult.: +10.00% Physical save: +7 (+1 eff.) Spell save: +7 (+1 eff.) Mental save: +7 (+1 eff.) Silence immunity: +25% Confusion immunity: +26% Pinning immunity: +15% Stun/Freeze immunity: +51% Infravision radius: +2 Movement speed: +20% It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 38% chance to completely evade them and granting you 53 defense for 16 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. Press to compare |
pair of dwarven-steel boots 'Boltvile' (45 def, 23 armour) pair of dwarven-steel boots 'Boltvile' (45 def, 23 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +9 Physical crit. chance: +5.0% Physical power: +5 (+1 eff.) Armour: +23 Defense: +45 (+9 eff.) Ranged Defense: +7 (+1 eff.) Fatigue: -12% Changes stats: +4 Cun / +2 Dex Changes resistances: +22% acid / +11% temporal / +9% light / +28% cold / +21% fire / +6% mind / +40% lightning Physical save: +60 (+9 eff.) Spell save: +22 (+4 eff.) Mental save: +21 (+3 eff.) Blindness immunity: +5% Silence immunity: +15% Disarm immunity: +10% Confusion immunity: +5% Stamina each turn: +1.40 Hate when firing a critical mind attack: +2.00 Maximum life: +96.00 Mindpower: +2 (+0 eff.) Movement speed: +20% It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 37% chance to completely evade them and granting you 31 defense for 16 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. Press to compare |
Sludgegrip (0 def, 0 armour) Sludgegrip (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+0 eff.) These gloves are coated with a thick, green liquid. Press to compare |
restful rough leather gloves (0 def, 1 armour) restful rough leather gloves (0 def, 1 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Life regen: +1.00 Stamina each turn: +0.60 Maximum stamina: +13.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. Press to compare |
Velodaba the linen wizard hat (1 def, 0 armour) Velodaba the linen wizard hat (1 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn Changes stats: +4 Cun / +8 Wil Changes resistances: +18% lightning Changes damage: +12% lightning Mana each turn: +0.04 Mana when firing critical spell: +2.00 Spellpower: +2 (+0 eff.) Spell crit. chance: +1% Mindpower: +4 (+1 eff.) A pointy cloth hat, very wizardly... Press to compare |
Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)Requires: - Strength 16 - Talent Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+2 eff.) Spell save: +12 (+2 eff.) Mental save: +12 (+2 eff.) Skullcracker multiplicator: +5 A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. Press to compare |
Murkrebel MurkrebelRequires: - Magic 30 Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / wardstone ; tier 5 When wielded/worn: Armour: +8 Defense: +10 (+2 eff.) Damage when hit (Melee): 50 lightning / 5 blindness Changes resistances: +28% lightning / +45% temporal / +84% darkness / +65% fire / +29% nature / +23% acid / +45% physical / +45% blight / +22% cold / +34% arcane / +3% mind Reduce damage by fixed amount: +5 all Maximum wards: +5 lightning / +10 temporal / +15 darkness / +12 fire / +5 nature / +2 acid / +7 physical / +8 blight / +4 cold / +5 arcane Changes damage: +19% temporal / +20% darkness / +17% fire Reduced damage from: +24% Undead / +22% Demon Talent granted: +43 Ward Critical mult.: +15.00% Spell save: +10 (+2 eff.) Only die when reaching: -40.00 life Mental crit. chance: +1% Light radius: +2 See stealth: +31 Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% Slows Projectiles: +30% Randomly fires a lightning bolt at a nearby enemy for 100 Handheld warding devices Press to compare |
opal 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 When used as a pommel gem: +2 critical hit chance. Gems can be sold for money or used in arcane rituals. |
2 topaz 2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning When used as a pommel gem: +10% weapon speed. Gems can be sold for money or used in arcane rituals. |
2 amethyst 2 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 When used as a pommel gem: Damage burst on hit (radius 1): +10 arcane. Gems can be sold for money or used in arcane rituals. |
2 onyx 2 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 When used as a pommel gem: +3 critical hit chance. Gems can be sold for money or used in arcane rituals. |
2 emerald 2 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 When used as a pommel gem: +30 Poison damage on hit. Gems can be sold for money or used in arcane rituals. |
garnet 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 When used as a pommel gem: +6% life leech. Gems can be sold for money or used in arcane rituals. |
bloodstone 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 When used as a pommel gem: +10% life leech. Gems can be sold for money or used in arcane rituals. |
diamond diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used as an alchemist bomb: Bomb damage +25% Latent Damage Type: Cold When used as a pommel gem: +5 critical hit chance. Gems can be sold for money or used in arcane rituals. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 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. Press to compare |
brass lantern of health brass lantern of healthInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +41.00 Light radius: +2 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. Press to compare |
miner's iron pickaxe (dig speed 29 turns) miner's iron pickaxe (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. Press to compare |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. Press to compare |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1) Rod of Recall (1/1)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, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
elm wand of clairvoyance 'Darkpride' [power 8] (4 cooldown) elm wand of clairvoyance 'Darkpride' [power 8] (4 cooldown)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 1 When wielded/worn: Changes resistances: +5% arcane / +3% darkness Changes resistances penetration: +10% arcane Changes damage: +3% arcane Talent cooldown: Void Blast (+6 turn) Talent granted: +2 Void Blast It can be used to reveal the area around you dispelling darkness and detecting the presence of nearby creatures (rad 8), putting all charms on cooldown for 4 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. Press to compare |
Achievements
By Sammy the Faerie Adventurer level 79
14th Dusk 122nd year of Ascendancy at 10:48 see stats
By Sammy the Faerie Adventurer level 11
8th Mirth 122nd year of Ascendancy at 12:06 see stats
By Sammy the Faerie Adventurer level 132
40th Dusk 122nd year of Ascendancy at 01:25 see stats
By Sammy the Faerie Adventurer level 99
18th Dusk 122nd year of Ascendancy at 03:07 see stats
By Sammy the Faerie Adventurer level 101
18th Dusk 122nd year of Ascendancy at 07:21 see stats
By Sammy the Faerie Adventurer level 79
14th Dusk 122nd year of Ascendancy at 10:37 see stats
By Sammy the Faerie Adventurer level 10
79th Pyre 122nd year of Ascendancy at 20:48 see stats
By Sammy the Faerie Adventurer level 20
9th Flare 122nd year of Ascendancy at 18:31 see stats
By Sammy the Faerie Adventurer level 30
10th Flare 122nd year of Ascendancy at 05:52 see stats
By Sammy the Faerie Adventurer level 40
12nd Dusk 122nd year of Ascendancy at 03:38 see stats
By Sammy the Faerie Adventurer level 50
12nd Dusk 122nd year of Ascendancy at 14:23 see stats
By Sammy the Faerie Adventurer level 111
30th Dusk 122nd year of Ascendancy at 00:20 see stats
By Sammy the Faerie Adventurer level 61
13rd Dusk 122nd year of Ascendancy at 01:15 see stats
By Sammy the Faerie Adventurer level 44
12nd Dusk 122nd year of Ascendancy at 11:11 see stats
By Sammy the Faerie Adventurer level 10
79th Pyre 122nd year of Ascendancy at 20:50 see stats
By Sammy the Faerie Adventurer level 79
14th Dusk 122nd year of Ascendancy at 10:48 see stats
By Sammy the Faerie Adventurer level 78
14th Dusk 122nd year of Ascendancy at 10:22 see stats
By Sammy the Faerie Adventurer level 18
9th Flare 122nd year of Ascendancy at 04:13 see stats
By Sammy the Faerie Adventurer level 43
12nd Dusk 122nd year of Ascendancy at 10:11 see stats
Log
Talent Windblade is ready to use.
Talent Rampage is ready to use.
The fabric of time around Sammy stabilizes to normal.
Talent Rune: Shielding is ready to use.
Talent Time Shield is ready to use.
There is a way to the previous level here (press '' or right click to use).
Ran for 48 turns (stop reason: at exit).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is nowhere left to explore.
Saving game...
Saving done.
Sammy deactivates Essence of Speed.
Sammy deactivates Momentum.
Sammy deactivates Arcane Shield.
Sammy deactivates Battlesurge.
Sammy deactivates Weapon Folding.
Sammy deactivates Precision.
Sammy deactivates Arcane Combat.
Sammy deactivates Gloom.
Sammy deactivates Elemental Harmony.
Sammy deactivates Crystalline Focus.
Sammy deactivates Spellcraft.
Sammy deactivates Arcane Feed.
Sammy deactivates Lacerating Strikes.
Sammy no longer revels in blood quite so much.
Sammy deactivates Total Thuggery.
Sammy deactivates Shielding.
Sammy deactivates Quicken Spells.