
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Player AI 1.3.1Adds a keybind to activate the new player AI. Set to Alt+F1 by default. This description seems to vanish when I put too much text in it, so view the feature list and changelog on the steam version here: http://steamcommunity.com/sharedfiles/filedetails/?id=523638132. Note for Developers: This addon superwrites Player:act(), so if your addon also touches Player:act() change the load order so that the Player AI addon loads last. Go to Landmark 1.1.0Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! Better Item Description 1.5.5This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Exponential Leveling 1.4.8Exponential Leveling is an addon that changes the amount of points (stats, class, ..) and optionally resources (hp/stamina/mana/regen..) you gain upon EACH level up. Being fully configurable, it can also be used to make the game easier as you wish to. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. How to use this addon: - Download and install, of course. Check if the addon is ACTIVATED. If you have another addon that superload/overload player.lua, it might conflict.
- Start a New Game.
- Under Options > Gameplay, you can enable or disable the addon. This will work from the next levelup. It cannot be used retroactively.
- You can also change mode of operating (Default is balanced) and optional modes of operation (Also increase resources, life, etc on levelup) or be left as is.
Operating Modes: - Balanced -> Gives extra points in a fair way depending on your difficulty (Nightmare, Insane and Madness)
- Extra Points -> Gives many more points than vanilla in any difficulty
- Cheatish -> Gives way more points than you'll ever need
- Only Life -> Does NOT change how many points you gain on levelup, but provide some extra MAX HP on levelup. How much per level can be configured under the options.
Optional Modes (These work alongside Operating Modes): - None -> Nothing else than what chosen under Operating Modes
- All Resources -> Increase stamina, mana, hate, vim, etc (MAX and regen) upon levelup. How much per level can be configured under the options.
- MAX HP -> Increase only MAX HP and not all resources upon levelup. How much per level can be configured under the options. Stacks with Only Life if you want to.
POINTS COMPARISON (Example: Cornac Rogue at lv50): STATS | TALENTS | GENERIC | CATEGORY | PRODIGIES | MAX HP | STAMINA VANILLA | 160 | 70 | 49 | 4 | 2 | 958 | 247 BALANCED NIGHTMARE | 181 | 127 | 101 | 9 | 5 | 958 | 247 BALANCED INSANE | 217 | 145 | 119 | 12 | 8 | 958 | 247 BALANCED MADNESS | 269 | 166 | 140 | 20 | 17 | 958 | 247 EXTRA POINTS | 212 | 171 | 150 | 14 | 17 | 958 | 247 CHEATISH | 1140 | 560 | 539 | 102 | 202 | 958 | 247 ONLY LIFE | 160 | 70 | 49 | 4 | 2 | 1252+ | 247 + ALL RESOURCES | - | - | - | - | - | 1252+ | 396+ All resources ALSO gives, by a small amount, resources regeneration like: mana, stamina, vim, positive/negative, hate (per kill, not passively generated), psi and reduces equilibrium (by a small amount) every turn even in combat. Update v4.0.3
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Berserker |
| Level / Exp | 27 / 51% |
| Size | medium |
| Lifes / Deaths | Killed by will o' the wisp at level 27 on the 10th Decay 122nd year of Ascendancy at 12:46 / 1 |
Primary Stats
| Strength | 65 (base 57) |
| Dexterity | 64 (base 57) |
| Constitution | 63 (base 57) |
| Magic | 18 (base 18) |
| Willpower | 57 (base 57) |
| Cunning | 57 (base 57) |
Resources
| Life | -185/1654 |
| Stamina | 135/324 |
| Equilibrium | 20 |
| Healing Factor | 1.7612017167382 |
| Regeneration | 64.165135536163 |
Speed
| Mental | +7.2% |
| Attack | +17.2% |
| Movement | +76% |
| Spell | +17.2% |
| Global | +160.07631716746% |
Vision
| Sight | 10 |
| Lite | 10 |
| Infravision | 6 |
| See Stealth | 52.237717309058 |
| See Invisible | 64.237717309058 |
Offense: Mainhand
| Damage | 151 |
| Accuracy | 82 |
| Crit Chance | 105% |
| APR | 21 |
| Speed | 0.93 |
Offense: Spell
| Spellpower | 47 |
| Crit Chance | 32% |
| Speed | 0.85324232081911 |
Offense: Mind
| Mindpower | 61 |
| Crit Chance | 32% |
| Speed | 0.85324232081911 |
Offense: Damage Bonus
| Lightning | +6% |
| Light | +10% |
| Mind | +34% |
| Fire | +18% |
| Acid | +6% |
Offense: Damage Penetration
| Blight | +20% |
| Acid | +45% |
| Fire | +10% |
Defense: Base
| Armour (hardiness) | 66.763402816797 (100%) |
| Defense | 26 |
| Ranged Defense | 29 |
| Fatigue | 18 |
| Physical Save | 40 |
| Spell Save | 39 |
| Mental Save | 42 |
Defense: Resistances
| Acid | + 18%( 70%) |
| Physical | + 55%( 70%) |
| Mind | + 33%( 70%) |
| All | + 15%( 70%) |
| Lightning | + 43%( 70%) |
| Light | + 40%( 70%) |
| Arcane | + 23%( 70%) |
| Fire | + 54%( 70%) |
| Nature | + 20%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 10% |
| Pinning Resistance | 60% |
| Knockback Resistance | 60% |
| Instadeath Resistance | 100% |
| Blind Resistance | 20% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 28 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 290 damage for 4 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 326 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 188 and cleanse 1 wound and 1 poison effect. Its effects scale with your Dexterity stat. |
Class Talents
| Technique / Superiority | 1.50 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Two-handed assault | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Berserker's strength | 1.50 |
| 5/5 |
| 5/5 |
| 3/5 |
| 2/5 |
| Technique / Bloodthirst | 1.40 |
| 4/5 |
| 4/5 |
| 1/5 |
| 2/5 |
| Technique / Combat techniques | 1.43 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.50 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Wild-gift / Harmony | 1.20 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Combat training | 1.50 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Effects
| talent | Berserker Rage |
| talent | Precise Strikes |
| talent | Elemental Harmony |
| talent | Shattering Impact |
| detrimental effect | The target is on fire, taking 38.70 fire damage per turn. Burning |
| beneficial effect | The thrill of combat improves the target's maximum life by 11%, life regeneration by 26.74, and stamina regeneration by 5.35. Bloodbath |
| detrimental effect | The target is hexed. Each time it uses an ability it takes 37.82 fire damage, and talent cooldowns are increased by 50% plus 1 turn. Burning Hex |
| beneficial effect | Reduces physical damage received by 43% and provides a 26% chance to ignore critical hits. Juggernaut |
| beneficial effect | Increases critical hit chance by 46%. Berserker Rage |
| beneficial effect | Increases global speed by 46%. Elemental Harmony |
| beneficial effect | The target's skin reacts to damage, granting 25 armour and 40% armour hardiness. Thorny Skin |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffIn its remains, you found a strange staff. It radiates power and danger and you dare not use it yourself. You should bring it to the elders of Last Hope in the southeast. | active |
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. | active |
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 successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved Dexterity by +1. | done |
You failed to protect the repented thief from death by cold drake hatchling. Escort: repented thief (level 2 of Daikara) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved Dexterity by +2. | done |
You failed to protect the repented thief from death by large brown snake. Escort: repented thief (level 3 of Old Forest) | failed |
You failed to protect the temporal explorer from death by cold drake. Escort: temporal explorer (level 1 of Daikara) | 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 |
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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | 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. | 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * You've found the needed bloated horror heart. * You've found the needed snow giant kidney. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' | 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 |
Equipment
| On feet | pair of dwarven-steel boots 'Politta' (0 def, 4 armour)3.0 T3 feet armor [Rare] Psionic While equipped: dps ---------- Phys.crit +2.0% Crit.mult +9.00% Acc +4 (+1 eff.) ----- def ----- Armour +4 Fatigue +3% Phys.save +8 (+3 eff.) Spell.save +20 (+7 eff.) Mind.save +10 (+3 eff.) Heal.mod +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | Beladur (14/14, 23-32.2 power, 5 apr)3.0 T1 arrow ammo [Rare] Master Power 23.0 - 32.2 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit / acc Apr +5 Crit +1.0% Capacity 14 Ranged+ +32 acid +16 arcane On Hit.r1 +4 arcane On Crit.r2 +4 acid Arrows are used with bows to pierce your foes to death. |
| Light source | Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +4 Call light (114 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | dwarven-steel helm 'Velorewen' (0 def, 7 armour)3.0 T3 head armor [Rare] Master While equipped: ----- def ----- Armour +7 Fatigue +4% Resists +3% acid +4% physical +5% arcane +6% nature Die.at -60.00 life ---------- misc Infravis +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | ash totem of thorny skin 'Camuharadin' [power 25] (14/18 cooldown)2.0 T2 totem charm [Rare] Nature While equipped: Stats +4 Dex +2 Con dps ---------- Dmg.mod +6% acid Res.pen +25% acid ---------- misc Light +3 Wards +2 acid +2 nature +2 light Talents +1 Ward Harden the skin for 7 turns increasing armour by 25 and armour hardiness by 40% Puts all charms on 18 cooldown Natural totems are made by powerful wilders to store nature power. |
| On fingers | warrior's gold ring of sensing0.1 T3 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Str ----- def ----- Armour +4 Blind- +20% ---------- misc Infravis +3 See.Stealth +5 See.Invis +11 Rings can have magical properties. |
| On fingers | Flamewolf the steel ring0.1 T2 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +30% mind +15% fire Res.pen +10% fire Melee Ret 16 mind ----- def ----- Resists +12% fire HP.reg +1.60 Stun/Frz- +24% Rings can have magical properties. |
| Around waist | Muruirak1.0 T3 belt armor [Rare] Nature While equipped: dps ---------- Res.pen +20% acid Melee Ret 8 mind 16 acid ----- def ----- Resists +15% mind HP.reg +1.40 Heal.mod +12% A belt that goes around your waist. |
| In main hand | Drake's Bane (52-78 power, 21 apr)3.0 T3 battleaxe 2H weapon [Unique] Master Power 52.0 - 78.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +21 Crit +2.0% Atk.spd 100% Against +25% Dragon While equipped: Stats +6 Str ----- def ----- Phys.save +9 (+3 eff.) Stun/Frz- +20% Knockbk- +40% The killing of Kroltar, mightiest of wyrms, took seven months and the lives of 20,000 dwarven warriors. Finally the beast was worn down and mastersmith Gruxim, standing atop the bodies of his fallen comrades, was able slit its throat with this axe crafted purely for the purpose of penetrating the wyrm's hide. |
| On hands | Singeobsidian the iron gauntlets (0 def, 1 armour)1.5 T1 hands armor [Rare] Psionic While equipped: dps ---------- Melee+ 6 mind Dmg.mod +4% mind +3% fire ----- def ----- Armour +1 Resists +6% mind +12% fire ---------- misc Light +3 Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | Zanuresin (9 def, 8 armour)14.0 T3 heavy armor [Rare] Master While equipped: dps ---------- Res.pen +20% blight ----- def ----- Armour +8 Defense +9 (+4 eff.) Rng.Def +6 (+3 eff.) Fatigue +16% Resists +9% lightning +22% fire +5% arcane Mind.save +3 (+1 eff.) Die.at -80.00 life Knockbk- +20% A suit of armour made of mail. |
| Cloak | Malumas the Arcbrace (2 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% lightning Acc +21 (+4 eff.) Melee Ret 20 lightning On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Defense +2 (+1 eff.) Fatigue -5% Resists +24% lightning Max.HP +58.00 ---------- misc Max.stam +18.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | steel amulet 'Grinikalthodig'0.1 T2 amulet jewelry [Rare] Master While equipped: Stats +4 Con dps ---------- On Hit (Melee): * 40% chance to gain 10% of a turn (3/turn limit) ----- def ----- Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc See.Invis +6 Masteries +0.13 Technique/Combat techniques Amulets can have magical properties. |
Inventory
regeneration infusion (heal 290 over 5 turns)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 27 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 290 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
sun infusion (rad 7; power 20; turns 5; dispels darkness)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to brighten the area in a radius of 7 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 10). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 20) for 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Rune of the Rift (378.00 temporal damage, removed from time 4 turns)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 24 Travel.spd instantaneous Usage Speed Spell (85% of a turn) Is a spell Description: Inflicts 378.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
acid wave rune of the sneak (115 acid damage; disarm 5 turns with power 50)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 36 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 114.90 acid damage. The corrosive acid will also disarm enemies struck for 5 turns (with power 50 vs. physical save). The surge of natural acids will remove one detrimental magical effect from you. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
invisibility rune of the wizard (power 12 for 5 turns)0.1 T3 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 31 Travel.spd instantaneous Usage Speed Spell (85% of a turn) Is a spell Description: Activate the rune to become invisible (power 12) for 5 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune of the wizard (range 7; power 19; dur 4)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (85% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 7. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 19%, your defense is increased by 19 and all your resistances by 19%. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the titan (absorb 239 for 3 turns)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 27 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 239 damage for 3 turns. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
protective gold amulet of willpower (+4)0.1 T3 amulet jewelry [Ego+] Nature/Master While equipped: Stats +4 Wil ----- def ----- Armour +5 Defense +9 (+4 eff.) Res.Cap +4% all Phys.save +10 (+3 eff.) Amulets can have magical properties. |
restful copper amulet0.1 T1 amulet jewelry [Ego] Master While equipped: ----- def ----- Fatigue -4% HP.reg +0.90 Amulets can have magical properties. |
restful copper amulet of magic (+3)0.1 T1 amulet jewelry [Ego] Arcane/Master While equipped: Stats +3 Mag ----- def ----- Fatigue -5% HP.reg +0.90 Amulets can have magical properties. |
Elemental Fury0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +3 Cun +3 Mag dps ---------- Dmg.mod +12% lightning +12% fire +12% arcane +12% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
copper ring of clarity0.1 T1 ring jewelry [Ego] Psionic While equipped: ----- def ----- Mind.save +6 (+2 eff.) Confus- +22% Rings can have magical properties. |
gold ring0.1 T3 ring jewelry [Normal] Rings can have magical properties. |
gold ring0.1 T3 ring jewelry [Normal] Rings can have magical properties. |
steel ring0.1 T2 ring jewelry [Normal] Rings can have magical properties. |
steel ring of blight (+10%)0.1 T2 ring jewelry [Ego] Arcane While equipped: dps ---------- Dmg.mod +10% blight ----- def ----- Resists +10% blight Rings can have magical properties. |
steel ring of power0.1 T2 ring jewelry [Ego] Arcane While equipped: dps ---------- Phys.pwr +6 (+1 eff.) Spell.pwr +6 (+2 eff.) Mind.pwr +6 (+1 eff.) Rings can have magical properties. |
titan's gold ring of darkness (+24%)0.1 T3 ring jewelry [Ego] Arcane/Nature While equipped: Stats +2 Con dps ---------- Dmg.mod +12% darkness ----- def ----- Resists +24% darkness Phys.save +4 (+1 eff.) Rings can have magical properties. |
Urykalthogrim the steel battleaxe (27.5-41.25 power, 2 apr)3.0 T2 battleaxe 2H weapon [Rare] Master Power 27.5 - 41.3 Acid Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +2 Crit +5.0% Atk.spd 100% Melee+ +8 acid +4 mind On Hit.r1 +16 mind While equipped: Stats +2 Wil ---------- misc Equi/ret +0.08 Max.hate +4.00 Max.psi +10.00 Massive two-handed battleaxes. |
insidious stralite battleaxe of purging (48-72 power, 3 apr)3.0 T4 battleaxe 2H weapon [Ego+] Nature/Disrupt Power 48.0 - 72.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +3 Crit +7.5% Atk.spd 100% Melee+ +17 nature +51 insidious poison On Hit: * 25% chance to remove a magical effect Massive two-handed battleaxes. |
Bill's Tree Trunk (30-51 power, 7 apr)5.0 T1 greatmaul 2H weapon [Unique] Master Power 30.0 - 51.0 Physical Uses 130% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +7 Crit +1.5% Atk.spd 100% While equipped: Shattering Blow: Level 3.0 Pwr.cost 18 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Hits the target with your weapon, doing 134% damage. If the attack hits, the target's armour and saves are reduced by 16 for 7 turns. Also if the target is protected by a temporary damage shield there is 74% chance to shatter it. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
acidic iron greatmaul of daylight (18-27 power, 1 apr)5.0 T1 greatmaul 2H weapon [Ego] Arcane Power 18.0 - 27.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +1 Crit +0.5% Atk.spd 100% Melee+ +7 acid +9 light Against +7% Undead On Crit: * splashes the target with acid Massive two-handed mauls. |
dwarven-steel greatmaul (39.5-59.25 power, 2 apr)5.0 T3 greatmaul 2H weapon [Normal] Power 39.5 - 59.3 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +2 Crit +1.5% Atk.spd 100% Massive two-handed mauls. |
Colaryem (48-76.8 power, 12 apr)3.0 T3 greatsword 2H weapon [Unique] Arcane Power 48.0 - 76.8 Physical Uses 130% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +12 Crit +11.0% Atk.spd 50% While equipped: Stats +7 Dex dps ---------- Mov.spd +10% Dmg.mod +7% lightning ----- def ----- Fatigue -12% Resists +7% lightning ---------- misc Max.enc +50 Avoid Pressure Traps Attack speed improves with your strength and size category. This intricate blade is impractically long and almost as wide as your body, yet contrary to its size and apparent girth it is not only light, but threatens to escape your grasp and fly away. You will need to be really strong to keep it grounded. Or really big. |
acidic dwarven-steel greatsword (36-57.6 power, 2 apr)3.0 T3 greatsword 2H weapon [Ego] Arcane Power 36.0 - 57.6 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.5% Atk.spd 100% Melee+ +12 acid On Crit: * splashes the target with acid Massive two-handed swords. |
dwarven-steel greatsword of erosion (35.5-56.8 power, 2 apr)3.0 T3 greatsword 2H weapon [Ego] Nature Power 35.5 - 56.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.5% Atk.spd 100% Melee+ +12 nature +14 temporal Massive two-handed swords. |
dwarven-steel greatsword of vileness (33.5-53.6 power, 2 apr)3.0 T3 greatsword 2H weapon [Ego] Arcane Power 33.5 - 53.6 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.5% Atk.spd 100% Melee+ +13 blight On Hit: * 14% chance to disease Massive two-handed swords. |
iron greatsword (18.5-29.6 power, 1 apr)3.0 T1 greatsword 2H weapon [Normal] Power 18.5 - 29.6 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +1 Crit +2.5% Atk.spd 100% Massive two-handed swords. |
manaburning steel greatsword of massacre (34.5-55.2 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego] Disrupt/Master Power 34.5 - 55.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.0% Atk.spd 100% On Hit: * 16 arcane resource burn Massive two-handed swords. |
ranger's yew longbow of acid4.0 T3 longbow 2H weapon Reqs Shoot [Ego] Arcane/Master Acc+ +0.2% crit / acc Atk.spd 125% Range +9 Ranged+ +12 acid While equipped: Stats +3 Dex dps ---------- Dmg.mod +15% acid Longbows are used to shoot arrows at your foes. |
Everpyre Blade (38-53.2 power, 10 apr)3.0 T4 longsword 1H weapon [Unique] Nature/Master Power 38.0 - 53.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +10 Crit +18.0% Atk.spd 100% Dmg.conv 50% fire While equipped: Stats +7 Str +7 Wil dps ---------- Dmg.mod +20% fire Res.pen +15% fire ----- def ----- Resists +10% nature +15% fire Fire Breath: Level 2.0 Pwr.cost 23 out of 25/25. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 224.94 fire damage over 3 turns, and has a 25% chance of being Flameshocked for 3 turns, stunning them. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. This ornate blade is carved from the wood of a tree said to burn eternally. Its hilt is encrusted with gems, suggesting it once belonged to a figure of considerable status. The flames seem to bend to the will of the sword's holder. |
dwarven-steel mace (29-40.6 power, 4 apr)3.0 T3 mace 1H weapon [Normal] Power 29.0 - 40.6 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +4 Crit +1.5% Atk.spd 100% Blunt and deadly. |
flaming dwarven-steel mace (28.5-39.9 power, 4 apr)3.0 T3 mace 1H weapon [Ego] Arcane Power 28.5 - 39.9 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +4 Crit +1.5% Atk.spd 100% On Hit.r1 +8 fire Blunt and deadly. |
Penitence (15-18 power, 4 apr, nature element)5.0 T2 staff 2H weapon Reqs Mag 24 [Unique] Arcane/Nature Power 15.0 - 18.0 Nature Uses 120% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +10% Spell.pwr +15 (+5 eff.) ----- def ----- Resists +30% blight +30% nature Affinity +20% nature Spell.save +15 (+5 eff.) ---------- misc Talents +1 Command Staff Cure up to 3 diseases or poisons (based on Magic). Uses 9 power out of 60/60 A powerful staff sent in secret to Angolwen by the Shaloren, to aid their fighting of the plagues following the Spellblaze. Its power is not to harm, but to heal and protect. |
Staff of Absorption7.0 staff 2H weapon Reqs Mag 40 [Plot Item] Unknown Power 30.0 - 33.0 Arcane Uses 100% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 While equipped: dps ---------- Spell.crit +10% Spell.pwr +20 (+6 eff.) Acc +20 (+4 eff.) Absorb energies. Uses 900 power out of 1000/1000 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. |
earthen yew vilestaff of might (20-24 power, 4 apr, acid element)5.0 T3 staff 2H weapon Reqs Mag 24 [Ego] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +10% Spell.pwr +9 (+3 eff.) Dmg.mod +20% acid ----- def ----- Armour +5 Hardiness +5% Phys.save +4 (+1 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
yew starstaff 'Arohek' (20-24 power, 4 apr, temporal element)5.0 T3 staff 2H weapon Reqs Mag 24 [Random Unique] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Crit +6.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +9% Spell.pwr +16 (+5 eff.) Mind.pwr +2 (+0 eff.) Dmg.mod +20% temporal On Hit (Melee): * 11% chance to disease ----- def ----- Armour +4 Hardiness +3% Phys.save +4 (+1 eff.) ---------- misc Stam/turn +0.60 Equi/ret +0.04 Vim/s.crit +2.00 Max.vim +20.00 Talents +1 Command Staff Unleash an elemental blastwave, dealing 30.74 to 36.88 temporal damage in a radius 4 around the user Puts all charms on 9 cooldown Staves designed for wielders of magic, by the greats of the art. |
dwarven-steel waraxe of massacre (28.5-39.9 power, 4 apr)3.0 T3 waraxe 1H weapon [Ego] Master Power 28.5 - 39.9 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +4 Crit +4.5% Atk.spd 100% One-handed war axes. |
grounding rough leather belt of life1.0 T1 belt armor [Ego] Nature While equipped: ----- def ----- Resists +5% lightning +6% temporal HP.reg +0.70 Heal.mod +10% A belt that goes around your waist. |
Airstinger (2 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: dps ---------- Res.pen +10% lightning Acc +8 (+1 eff.) ----- def ----- Defense +2 (+1 eff.) Resists +12% lightning Phys.save +6 (+2 eff.) Max.HP +59.00 ---------- misc Stam/turn +0.40 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Mucusire the cashmere cloak (5 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: dps ---------- Melee Ret 4 nature On Hit (Melee): * Slows global speed by 30% ----- def ----- Defense +5 (+2 eff.) Rng.Def +3 (+1 eff.) Resists +5% arcane +12% fire Phys.save +30 (+10 eff.) Spell.save +6 (+2 eff.) Max.HP +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Normal] While equipped: ----- def ----- Defense +2 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Normal] While equipped: ----- def ----- Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Firewalker (8 def, 2 armour)2.0 T3 cloth armor [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Dmg.mod +20% fire Res.pen +20% fire Melee Ret 18 fire ----- def ----- Armour +2 Defense +8 (+4 eff.) Resists -10% cold +20% fire This fiery robe was worn by the mad pyromancer Halchot, who terrorised many towns in the late Age of Dusk, burning and looting villages as they tried to recover from the Spellblaze. Eventually he was tracked down by the Ziguranth, who cut out his tongue, chopped off his head, and rent his body to shreds. The head was encased in a block of ice and paraded through the streets of nearby towns amidst the cheers of the locals. Only this robe remains of the flames of Halchot. |
pair of rough leather boots 'Xanolaith' (0 def, 5 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +2 Mag dps ---------- Res.pen +15% blight ----- def ----- Armour +5 Fatigue +1% Resists +6% lightning Spell.save +3 (+1 eff.) Cut- +15% ---------- misc Infravis +1 A pair of boots made of leather. |
dwarven-steel gauntlets (0 def, 2 armour)1.5 T3 hands armor [Normal] While equipped: ----- def ----- Armour +2 Metal gloves protecting the hands up to the middle of the lower arm. |
steady iron gauntlets (0 def, 1 armour)1.5 T1 hands armor [Ego] Psionic While equipped: dps ---------- Acc +5 (+1 eff.) ----- def ----- Armour +1 Phys.save +5 (+2 eff.) Mind.save +5 (+2 eff.) Disarm- +21% Metal gloves protecting the hands up to the middle of the lower arm. |
temporal iron gauntlets (0 def, 1 armour)1.5 T1 hands armor [Ego] Arcane While equipped: dps ---------- Melee+ 6 temporal Ranged+ 8 temporal Dmg.mod +3% temporal ----- def ----- Armour +1 Resists +5% temporal Metal gloves protecting the hands up to the middle of the lower arm. |
Polariawyn (0 def, 4 armour)3.0 T3 head armor [Rare] Master While equipped: Stats +4 Con dps ---------- Mind.pwr +6 (+1 eff.) Res.pen +10% mind ----- def ----- Armour +4 Fatigue +4% Heal/summ +40 ---------- misc Hate/m.crit +5.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+4 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+4 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
mindwoven cashmere wizard hat (2 def, 0 armour)2.0 T3 head armor [Ego] Psionic While equipped: dps ---------- Mind.crit +4% Mind.pwr +4 (+1 eff.) ----- def ----- Defense +2 (+1 eff.) ---------- misc Psi/turn +0.10 A pointy cloth hat, very wizardly... |
rough leather cap of dexterity (+3) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +3 Dex ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
Ulurek the Bleakonslaught (4 def, 32 armour)14.0 T4 heavy armor [Random Unique] Master While equipped: dps ---------- Res.pen +10% darkness +25% mind Melee Ret 12 mind ----- def ----- Armour +32 Defense +4 (+2 eff.) Fatigue +16% Resists +22% cold A suit of armour made of mail. |
dwarven-steel mail armour of acid resistance (3 def, 8 armour)14.0 T3 heavy armor [Ego] Master While equipped: ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +16% Resists +20% acid A suit of armour made of mail. |
iron mail armour (2 def, 4 armour)14.0 T1 heavy armor [Normal] While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
Daimilathaledan (3 def, 6 armour)9.0 T3 light armor [Rare] Master While equipped: dps ---------- Phys.crit +5.0% Crit.mult +12.00% Phys.pwr +7 (+1 eff.) Dmg.mod +3% blight +9% temporal Res.pen +20% temporal On Hit (Melee): * 10% chance to disease * 40% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +6 Defense +3 (+1 eff.) Fatigue +8% Resists +3% blight +3% temporal A suit of armour made of leather. |
Eel-skin armour (10 def, 1 armour)9.0 T2 light armor [Unique] Nature While equipped: Stats +3 Cun +2 Dex ----- def ----- Armour +1 Defense +10 (+5 eff.) Fatigue +2% Poison- +30% On Nature Hit: 10% Call Lightning 2 Call Lightning: Level 2.0 Pwr.cost 17 out of 50/50. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 68.43 to 205.28 lightning damage. The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
spiked hardened leather armour of temporal resistance (3 def, 6 armour)9.0 T3 light armor [Ego] Arcane/Master While equipped: dps ---------- Melee Ret 12 physical ----- def ----- Armour +6 Defense +3 (+1 eff.) Fatigue +8% Resists +17% temporal A suit of armour made of leather. |
Tempestwasp the iron plate armour (3 def, 13 armour)17.0 T1 massive armor [Rare] Master While equipped: dps ---------- Dmg.mod +9% lightning On Hit (Melee): * 15% chance to daze at end of turn ----- def ----- Armour +13 Defense +3 (+1 eff.) Fatigue +20% Resists +17% cold Phys.save +6 (+2 eff.) Pinning- +10% A suit of armour made of metal plates. |
3 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
94 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
4 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Daimohell the dwarven-steel pickaxe (dig speed 23 turns)3.0 T3 digger tool [Rare] Arcane While equipped: Stats +2 Str +4 Wil dps ---------- Mind.crit +4% Crit.mult +10.00% Dmg.mod +6% mind ---------- misc Max.hate +4.00 Spell.cld 10% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
2 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
2 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 182 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 Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Aruldann [power 81] (14/18 cooldown)2.0 T3 torque charm [Rare] Psionic While equipped: Stats +5 Str +3 Mag +3 Wil +3 Cun ----- def ----- Resists +15% mind Setup a psionic shield, reducing all fire, cold, light, and arcane damage by 81 for 7 turns Puts all charms on 18 cooldown 100% to regenerate 6 hate. Torques are made by powerful psionics to store psionic powers. |
hateful iron torque of kinetic psionic shield [power 25] (14/18 cooldown)2.0 T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all physical, nature, temporal and acid damage by 25 for 7 turns Puts all charms on 18 cooldown 100% to regenerate 2 hate. Torques are made by powerful psionics to store psionic powers. |
quick iron torque of kinetic psionic shield [power 21] (14/13 cooldown)2.0 T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all physical, nature, temporal and acid damage by 21 for 7 turns Puts all charms on 13 cooldown Torques are made by powerful psionics to store psionic powers. |
supercharged steel torque of kinetic psionic shield [power 63] (14/23 cooldown)2.0 T2 torque charm [Ego] Psionic Setup a psionic shield, reducing all physical, nature, temporal and acid damage by 63 for 7 turns Puts all charms on 23 cooldown Torques are made by powerful psionics to store psionic powers. |
supercharged stralite torque of charged psionic shield [power 151] (14/21 cooldown)2.0 T4 torque charm [Ego] Psionic Setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 151 for 7 turns Puts all charms on 21 cooldown Torques are made by powerful psionics to store psionic powers. |
elm totem of thorny skin [power 16] (14/18 cooldown)2.0 T1 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 16 and armour hardiness by 30% Puts all charms on 18 cooldown Natural totems are made by powerful wilders to store nature power. |
6 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
7 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Bringer of Doom (Nightmare (Roguelike) difficulty)
Killed a Bringer of Doom.By Agrornian the Cornac Berserker level 14
51st Dusk 122nd year of Ascendancy at 23:35 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Agrornian the Cornac Berserker level 20
57th Haze 122nd year of Ascendancy at 21:56 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Agrornian the Cornac Berserker level 10
38th Dusk 122nd year of Ascendancy at 08:16 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Agrornian the Cornac Berserker level 20
57th Haze 122nd year of Ascendancy at 16:12 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By Agrornian the Cornac Berserker level 13
51st Dusk 122nd year of Ascendancy at 13:20 see stats
Treasure Hoarder (Nightmare (Roguelike) difficulty)
Amassed 3000 gold pieces.By Agrornian the Cornac Berserker level 22
5th Decay 122nd year of Ascendancy at 22:50 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Agrornian the Cornac Berserker level 14
52nd Dusk 122nd year of Ascendancy at 10:19 see stats
Vampire crusher (Nightmare (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Agrornian the Cornac Berserker level 26
10th Decay 122nd year of Ascendancy at 09:27 see stats
Log
Will o' the wisp explodes! Agrornian is enveloped in frost.
Will o' the wisp hits Agrornian for 289 cold damage.
You pickup 0.85 gold pieces.
Will o' the wisp misses Agrornian.
Skeleton mage misses Agrornian.
Burning Shock from Orc pyromancer hits Skeleton mage for 46 fire damage.
Orc necromancer misses Agrornian.
Orc pyromancer casts Rune: Heat Beam.
Agrornian is on fire!
Orc pyromancer misses Agrornian.
Burning Shock from Orc pyromancer hits Orc necromancer for 46 fire damage.
Burning from Orc pyromancer hits Agrornian for 28 fire damage.
Agrornian uses Fearless Cleave.
Agrornian performs a melee critical strike against Orc pyromancer!
The shattering blow creates a shockwave!
Orc necromancer has regained its confidence.
Orc necromancer roars with rage shaking off 1 mental debuffs!
Orc pyromancer is dazed!
Agrornian performs a melee critical strike against Skeleton mage!
The shield around skeleton mage crumbles.
Skeleton mage is dazed!
Dread hits Agrornian for 17 fire damage.
Agrornian hits Orc pyromancer for 337 physical, 8 mind (345 total damage).
Agrornian hits Skeleton mage for (227 absorbed), 0 physical, (65 absorbed), 240 physical, 8 mind (248 total damage).
Agrornian hits Orc necromancer for 227 physical damage.
Will o' the wisp explodes! Agrornian is enveloped in frost.
Saving game...




















































































































