












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.4 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Nekarcos's Quality of Life 07: Visible Size Categories 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Easy Map v2 1.6.0Description Original Easy Map mod by Codefly This addon replaces ToME's map display with one that's more in-line with other games. You can drag the mouse to scroll, use the mouse wheel to zoom in and out, and left-click to set the currently viewed area (instead of accidentally traveling there, which can still be done via right-click menu). It also shows the viewport rectangle on the map, and if your computer is powerful enough, you can even show the actual terrain instead of the confusing color blocks, or make the walls red to easily find paths you have yet to explore. The player and zone exits are also displayed as icons on the map. Additionally, if you travel via the map and stop unexpectedly (i.e., you ran into your golem), a friendly dialog will pop up asking if you'd like to continue to your destination. Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Обновление: Я просто пофиксил чекер версии мода и убрал всплывающее окошко о новой версии игры и изменил цвет легенды на черный Мод заменяет карту игры на нечто более схожее с другими играми. Вы можете перемещать карту мышкой, приближать или отдалять карту колесиком и устанавливать текущий обзор левым кликом мыши (вместо того, что бы случайно переместиться туда, как было ранее). Карат способна отображать реальную местность ландшафта и окрашивать непроходимые места в красный цвет, что бы проще найти дорогу. Установка: Удаление: или в игре: Ashes of Urh'Rok 1.6.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Embers of Rage 1.6.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.6.0Combines 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:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.6.0Donators/Buyers bonus! Full Respecialization 1.5.5Allows full control over respecialization at any time. Grants the ability to respecialize all your attributes: stats, talents, categories, and prodigies. Categories no longer have a cap. 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. Deathknight 1.5.5Adds the Deathknight class. See forum thread for details. Dread Necromancer 1.6.4The Dread Necromancer is a complete reimagining of Necromancer - while it shares many of the themes and names, and has a few talents retained, it's effectively an entirely new take on the class. See the forum thread for full details. Select your Escorts 1.6.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Possessor Bonus Class 1.6.0Donators/Buyers bonus! Class: Astromancer 1.6.0A new class, a Celestial summoner who draws on the powers of Shandral's other planets to call up elementals. Their main resource is negative energy, which they generate by summoning and some other spells, and spent by others. This mod should be compatible with just about everything.
Sounds remixed from samples by Mike Koenig under CC-BY 3.0 Grove Keeper 1.6.2Adds the Grove Keeper, a Wilder subclass. The Grove Keeper is pirmarily a mindpower-caster with limited summoning ability, but has the option to mix slings, or one-handed weapons and unarmed attacks, into their skill set. They are also able to become proficient with mindstars and focus wholly on mind-casting. Includes advanced class categories favoring either weapon-hybrid or mind-casting play style, with the advanced hybrid tree working equally well for ranged or melee. Full details in the forum. 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:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Friendly Patrols 1.6.0Changes Maj-Eyal & Far East world map patrols to always be friendly by altering their faction (and hate for arcane magic). No Ruined Dungeon Puzzle 1.6.0Changes the Ruined Dungeon sealed door to open upon killing all six Guardians in lieu of the sequential orb interaction puzzle. Forbidden Cults 1.6.0Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Sun Paladin |
| Level / Exp | 31 / 18% |
| Size | medium |
| Lifes / Deaths | Killed by Lisanne the ghoul at level 30 on the 14th Steel 123rd year of Ascendancy at 20:43 0 / 7Killed by flame turret at level 31 on the 15th Steel 123rd year of Ascendancy at 08:18 Killed by flame turret at level 31 on the 15th Steel 123rd year of Ascendancy at 10:19 Killed by Voressra the corrupted plasmic disruptor at level 31 on the 15th Steel 123rd year of Ascendancy at 13:21 Killed by flame turret at level 31 on the 15th Steel 123rd year of Ascendancy at 20:24 Killed by The Divine Writhing Mass at level 31 on the 15th Steel 123rd year of Ascendancy at 22:39 Killed by flame turret at level 31 on the 15th Steel 123rd year of Ascendancy at 23:59 |
Primary Stats
| Strength | 59 (base 59) |
| Dexterity | 1 (base 10) |
| Constitution | 10 (base 10) |
| Magic | 53 (base 60) |
| Willpower | 8 (base 10) |
| Cunning | 12 (base 16) |
Resources
| Life | -84/994 |
| Positive | 22/90 |
| Stamina | 185/185 |
| Healing Factor | 1.722788810391 |
| Regeneration | 199.39563125254 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -30% |
| Spell | 0% |
| Global | +76.923076923077% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 6 |
| See Stealth | 23.599459836163 |
| See Invisible | 23.599459836163 |
Offense: Mainhand
| Damage | 92 |
| Accuracy | 40 |
| Crit Chance | 24% |
| APR | 13 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 18 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Mind
| Mindpower | 0 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | -37% |
| Blight | -34% |
| Physical | -34% |
| Cold | -25% |
| All | -40% |
| Darkness | -34% |
| Light | -3% |
| Temporal | -34% |
| Fire | -31% |
Offense: Damage Penetration
| Acid | +10% |
Defense: Base
| Armour (hardiness) | 87.573967222613 (100%) |
| Defense | 33 |
| Ranged Defense | 33 |
| Fatigue | 48 |
| Physical Save | 72 |
| Spell Save | 49 |
| Mental Save | 38 |
Defense: Resistances
| Lightning | + 11%( 74%) |
| Acid | + 22%( 74%) |
| Light | + 33%( 74%) |
| Nature | + 22%( 74%) |
| Cold | + 46%( 74%) |
| Physical | + 32%( 74%) |
| Fire | + 13%( 74%) |
| All | + 4%( 74%) |
Defense: Immunities
| Disarm Resistance | 26% |
| Bleed Resistance | 60% |
| Instadeath Resistance | 100% |
| Poison Resistance | 20% |
| Knockback Resistance | 30% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 463 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 27% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 571% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. |
Class Talents
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Guardian | 1.30 |
| 4/5 |
| 4/5 |
| 1/5 |
| 4/5 |
| Technique / Combat techniques | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Combat | 1.30 |
| 4/5 |
| 1/5 |
| 3/5 |
| 2/5 |
| Technique / Shield offense | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Sun | 1.30 |
| 3/5 |
| 2/5 |
| 5/5 |
| 4/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Celestial / Light | 1.30 |
| 2/5 |
| 4/5 |
| 1/5 |
| 2/5 |
| Celestial / Chants | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Shield of Light |
| talent | Weapon of Light |
| talent | Weapon of Wrath |
| talent | Chant of Fortress |
| detrimental effect | Reduces global action speed by 30%. Slow |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
| detrimental effect | The target is stunned, reducing damage by 50%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents cooldown twice as slow. Stunned |
| beneficial effect | Increases the effectiveness of all healing the target receives by 30%. Empowered Healing |
| beneficial effect | A flow of life spins around the target, regenerating 97.96 life per turn. Regeneration |
| detrimental effect | Reduces all damage done by 45% and increase all detrimental effects durations by 6 turns on application. Covered in Gastric Fluids |
| beneficial effect | The target's skin turns to stone, granting 11 armour, 15 physical save and 15 spell save. Dwarven Resilience |
| beneficial effect | The target has 12 increased life regeneration. Recovery |
| detrimental effect | The target is being driven mad by the void, taking 73.19 darkness damage per turn and reducing all powers by 48. Dark Whispers |
| detrimental effect | The target's mind and body is wasting away, reducing all stats by 12. AtrophyThis effect will fade in 2 turns if the source is not in line of sight. |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Dreadfell. Escort: lost sun paladin (level 1 of Dreadfell)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 6 of Dreadfell. Escort: lost sun paladin (level 6 of Dreadfell)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost tinker (level 1 of Ruins of Kor'Pul) | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Dreadfell. Escort: lost warrior (level 2 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 8 of Dreadfell. Escort: lost warrior (level 8 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Dreadfell. Escort: repented thief (level 3 of Dreadfell)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You failed to protect the repented thief from death by Teake. Escort: repented thief (level 4 of Dreadfell) | failed |
You successfully escorted the repented thief to the recall portal on level 5 of Dreadfell. Escort: repented thief (level 5 of Dreadfell)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
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 Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * 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: 54. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | 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 precision. He has given you some notes on the ingredients: * You've found the needed giant spider spinneret. * You've found the needed vial of squid ink. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' Marus of Elvala has completed an elixir of the savior without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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! | 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 within | active |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | [vs. Frost Treads (1 def, 4 armour) (On feet)]Frost Treads (1 def, 4 armour) Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 (-) Defense: +1 (+1 eff.) (-) Fatigue: +7% (-) Changes stats: +4(-) Str / +4(-) Wil / +4(-) Cun Changes resistances: +10%(-) nature / +20%(-) cold Changes damage: +15%(-) cold Light radius: +1 (-) Movement speed: +20% (-) Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| Light source | [vs. Summertide Phial (Light source)]Summertide Phial Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Damage (Melee): 15(-) Lite Light Burst (radius 1) Changes resistances: +30%(-) light Changes damage: +10%(-) light Light radius: +5 (-) Healing mod.: +10% (-) When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(45 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | [vs. leafwalker's dwarven-steel helm (0 def, 4 armour) (On head)]leafwalker's dwarven-steel helm (0 def, 4 armour) Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 (-) Fatigue: +4% (-) Changes resistances: +9%(-) nature Spell save: +3 (+1 eff.) (-) Maximum life: +65.00 (-) Healing mod.: +13% (-) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | [vs. steady voratun gauntlets of strength (+2) (0 def, 3 armour) (On hands)]steady voratun gauntlets of strength (+2) (0 def, 3 armour) Requires: - Heavy armour training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +8 (+3 eff.) (-) Physical power: +10 (+4 eff.) (-) Armour: +3 (-) Fatigue: +5% (-) Changes stats: +2(-) Str Physical save: +8 (+2 eff.) (-) Mental save: +6 (+3 eff.) (-) Disarm immunity: +26% (-) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | [vs. dwarven dwarven-steel pickaxe (dig speed 24 turns) (Tool)]dwarven dwarven-steel pickaxe (dig speed 24 turns) Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2(-) Str Physical save: +7 (+2 eff.) (-) Spell save: +5 (+1 eff.) (-) Mental save: +11 (+6 eff.) (-) Maximum life: +43.00 (-) When carried: Talents granted: +1.00(-) Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | [vs. titan's gold ring of pilfering (On fingers, 1 of 2)]titan's gold ring of pilfering Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +9 (+3 eff.) (-) Armour penetration: +7 (-) Defense: +9 (+5 eff.) (-) Changes stats: +4(-) Con Physical save: +8 (+2 eff.) (-) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 73% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. Tap to cycle through comparison choices |
| On fingers | [vs. titan's gold ring of pilfering (On fingers, 1 of 2)]painweaver's steel ring of luminosity Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +0 (+0 eff.) (-9 (-3 eff.)) Armour penetration: +0 (-7) Physical power: +9 (+3 eff.) Defense: +0 (+0 eff.) (-9 (-5 eff.)) Damage (Melee): 20 light Damage (Ranged): 16 light Changes stats: +0(-4) Con / +3 Mag Changes damage: +12% light / +5% all Physical save: +0 (+0 eff.) (-8 (-2 eff.)) Spellpower: +8 (+5 eff.) Mindpower: +6 (+0 eff.) Rings can have magical properties. Tap to cycle through comparison choices |
| Around neck | [vs. Lelahell the gold amulet (Around neck)]Lelahell the gold amulet Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Armour: +5 (-) Defense: +7 (+4 eff.) (-) Effects on melee hit: * 20% chance to reduce armor by 21% Damage (Melee): 0(-20) item acid corrode Changes stats: +4(-) Mag Changes resistances: +18%(-) acid Changes resistances cap: +4%(-) all Changes damage: +3%(-) acid / +6%(-) temporal / +6%(-) light / +6%(-) blight / +6%(-) darkness / +6%(-) physical Physical save: +15 (+4 eff.) (-) Cut immunity: +60% (-) Spellpower: +5 (+5 eff.) (-) Spell crit. chance: +4% (-) Healing mod.: +19% (-) It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 3.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 84 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
| In main hand | [vs. acidic voratun waraxe (39-54.6 power, 6 apr) (In main hand)]acidic voratun waraxe (39-54.6 power, 6 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 39.0 - 54.6 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +6 (-) Crit. chance: +7.0% (-) Attack speed: 100% (-) On weapon crit: * Splash the target with acid dealing 40 damage over 5 turns and reducing armor and accuracy by 5 One-handed war axes. |
| Around waist | [vs. Kyleg (Around waist)]Kyleg Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +5 (-) Defense: +9 (+5 eff.) (-) Changes stats: +3(-) Wil Physical save: +10 (+3 eff.) (-) Spell save: +12 (+4 eff.) (-) Life regen: +4.00 (-) Only die when reaching: -60.00 life (-) Defense after a teleport: +10 (-) Resist all after a teleport: +10% (-) New effects duration reduction after a teleport: +10% (-) A belt that goes around your waist. |
| In off hand | [vs. dwarven-steel shield of resistance (0 def, 6 armour, 27.5-33 power, 82.5 block) (In off hand)]dwarven-steel shield of resistance (0 def, 6 armour, 27.5-33 power, 82.5 block) Requires: - Shield usage training - Strength 24 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 27.5 - 33.0 Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +3.5% (-) Block value: +82 (-) When wielded/worn: Armour: +6 (-) Fatigue: +8% (-) Changes resistances: +7%(-) acid / +6%(-) fire / +5%(-) cold / +7%(-) lightning Talents granted: +1.00(-) Block Handheld deflection devices. |
| Cloak | [vs. cashmere cloak 'Runudig' (17 def, 7 armour) (Cloak)]cashmere cloak 'Runudig' (17 def, 7 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +7 (-) Defense: +17 (+9 eff.) (-) Changes stats: +4(-) Cun Changes resistances: +9%(-) acid / +19%(-) cold / +3%(-) fire Changes resistances penetration: +10%(-) acid Poison immunity: +20% (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | [vs. Borfast's Cage (10 def, 20 armour) (Main armor)]Borfast's Cage (10 def, 20 armour) Requires: - Massive armour training - Strength 35 Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +20 (-) Defense: +10 (+5 eff.) (-) Fatigue: +24% (-) Changes stats: +5(-) Con Changes resistances: -15%(-) acid / +15%(-) physical Reduces opponents crit chance: 20% (-) Physical save: +15 (+4 eff.) (-) Knockback immunity: +30% (-) Life regen: +2.00 (-) Maximum life: +50.00 (-) Inch-thick stralite plates lock together with voratun joints. The whole suit looks impenetrable, but has clearly been subjected to terrible treatment - great dents and misshaping warps, and caustic fissures bored across the surface. Though clearly a powerful piece, it must once have been much greater. |
Inventory
This item will automatically be transmogrified when you leave the level.healing infusion of the titan (heal 95; cd 11) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 95 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Prismatic Rune (6 turns; acid, physical, darkness, fire, temporal, cold)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 5 acid, 4 physical, 3 darkness, 3 fire, 4 temporal, 3 cold It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
This item will automatically be transmogrified when you leave the level.teleportation rune (range 90; cd 17) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 90 with a minimum range of 15. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
[vs. Lelahell the gold amulet (Around neck)]Withering Orbs Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Armour: +0 (-5) Defense: +0 (+0 eff.) (-7 (-4 eff.)) Damage (Melee): 5 mind / 0(-20) item acid corrode Damage (Ranged): 5 mind Changes stats: +0(-4) Mag Changes resistances: +0%(-18%) acid Changes resistances cap: +0%(-4%) all Changes damage: +0%(-3%) acid / +0%(-6%) temporal / +0%(-6%) light / +0%(-6%) blight / +0%(-6%) darkness / +0%(-6%) physical Physical save: +0 (+0 eff.) (-15 (-4 eff.)) Cut immunity: +0% (-60%) Spellpower: +0 (+0 eff.) (-5 (-5 eff.)) Spell crit. chance: +0% (-4%) Mindpower: +5 (+0 eff.) See stealth: +10 See invisible: +10 Healing mod.: +0% (-19%) Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
[vs. Lelahell the gold amulet (Around neck)]copper amulet 'Eilinilrarin' Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Armour: +0 (-5) Defense: +0 (+0 eff.) (-7 (-4 eff.)) Damage (Melee): 0(-20) item acid corrode Changes stats: +4 Cun / +0(-4) Mag Changes resistances: +12%(-6%) acid Changes resistances cap: +0%(-4%) all Changes damage: +0%(-3%) acid / +0%(-6%) temporal / +0%(-6%) light / +0%(-6%) blight / +0%(-6%) darkness / +0%(-6%) physical Physical save: +10 (+3 eff.) (-5 (-1 eff.)) Spell save: +11 (+4 eff.) Mental save: +10 (+4 eff.) Cut immunity: +0% (-60%) Spellpower: +0 (+0 eff.) (-5 (-5 eff.)) Spell crit. chance: +0% (-4%) Mental crit. chance: +1% Light radius: +1 Infravision radius: +1 Healing mod.: +0% (-19%) Amulets can have magical properties. |
[vs. Lelahell the gold amulet (Around neck)]Ereluhek Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +2 (-3) Defense: +0 (+0 eff.) (-7 (-4 eff.)) Damage (Melee): 0(-20) item acid corrode Changes stats: +1 Dex / +0(-4) Mag / +2 Cun Changes resistances: +0%(-18%) acid / +10% physical Changes resistances cap: +0%(-4%) all Changes damage: +0%(-3%) acid / +12%(+6%) physical / +0%(-6%) light / +0%(-6%) blight / +0%(-6%) darkness / +0%(-6%) temporal Physical save: +0 (+0 eff.) (-15 (-4 eff.)) Cut immunity: +0% (-60%) Stamina each turn: +0.30 Spellpower: +0 (+0 eff.) (-5 (-5 eff.)) Spell crit. chance: +0% (-4%) Light radius: +1 See invisible: +3 Healing mod.: +0% (-19%) Amulets can have magical properties. |
[vs. titan's gold ring of pilfering (On fingers, 1 of 2)]wizard's copper ring Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) (-9 (-3 eff.)) Armour penetration: +0 (-7) Defense: +0 (+0 eff.) (-9 (-5 eff.)) Changes stats: +0(-4) Con / +3 Mag Physical save: +0 (+0 eff.) (-8 (-2 eff.)) Spell save: +6 (+2 eff.) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. titan's gold ring of pilfering (On fingers, 1 of 2)]wizard's copper ring of power Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) (-9 (-3 eff.)) Armour penetration: +0 (-7) Physical power: +6 (+2 eff.) Defense: +0 (+0 eff.) (-9 (-5 eff.)) Changes stats: +0(-4) Con / +3 Mag Physical save: +0 (+0 eff.) (-8 (-2 eff.)) Spell save: +6 (+2 eff.) Spellpower: +6 (+4 eff.) Mindpower: +6 (+0 eff.) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. titan's gold ring of pilfering (On fingers, 1 of 2)]Halyroddagorn Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +0 (+0 eff.) (-9 (-3 eff.)) Armour penetration: +0 (-7) Defense: +20 (+10 eff.) (+11 (+5 eff.)) Changes stats: +0(-4) Con Changes resistances: +6% fire / +26% nature / +15% cold Changes damage: +13% nature Physical save: +0 (+0 eff.) (-8 (-2 eff.)) Teleport immunity: +20% Rings can have magical properties. Tap to cycle through comparison choices |
[vs. titan's gold ring of pilfering (On fingers, 1 of 2)]Nightsong Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +0 (+0 eff.) (-9 (-3 eff.)) Armour penetration: +0 (-7) Defense: +6 (+3 eff.) (-3 (-2 eff.)) Fatigue: -7% Changes stats: +6 Cun / +0(-4) Con Changes damage: +10% darkness Talent cooldown: Shadowstep (-1 turn) Physical save: +0 (+0 eff.) (-8 (-2 eff.)) Mental save: +13 (+5 eff.) Maximum stamina: +25.00 It can be used to activate talent Shadowstep (costing 50 power out of 50/50) : Effective talent level: 2.0 Power cost: 50 out of 50/50. Range: 7 Travel Speed: instantaneous Is: a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. Tap to cycle through comparison choices |
[vs. titan's gold ring of pilfering (On fingers, 1 of 2)]Vargh Redemption Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +0 (+0 eff.) (-9 (-3 eff.)) Armour penetration: +0 (-7) Defense: +0 (+0 eff.) (-9 (-5 eff.)) Changes stats: +6(+2) Con / +4 Wil Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Physical save: +0 (+0 eff.) (-8 (-2 eff.)) Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 2.58 cold and 2.27 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 60 power out of 60/60. This azure ring seems to be always moist to the touch. Tap to cycle through comparison choices |
[vs. titan's gold ring of pilfering (On fingers, 1 of 2)]rogue's steel ring of tenacity Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +0 (+0 eff.) (-9 (-3 eff.)) Armour penetration: +0 (-7) Defense: +6 (+3 eff.) (-3 (-2 eff.)) Changes stats: +3 Cun / +0(-4) Con Physical save: +0 (+0 eff.) (-8 (-2 eff.)) Disarm immunity: +23% Pinning immunity: +22% Knockback immunity: +23% Maximum life: +22.00 Rings can have magical properties. Tap to cycle through comparison choices |
[vs. titan's gold ring of pilfering (On fingers, 1 of 2)]sneakthief's steel ring of luminosity Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +7 (+2 eff.) (-2 (-1 eff.)) Armour penetration: +0 (-7) Defense: +0 (+0 eff.) (-9 (-5 eff.)) Damage (Melee): 10 light Damage (Ranged): 10 light Changes stats: +4 Dex / +1 Mag / +5 Cun / +0(-4) Con Changes damage: +13% light Physical save: +0 (+0 eff.) (-8 (-2 eff.)) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. titan's gold ring of pilfering (On fingers, 1 of 2)]steel ring of lightning (+24%) Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +0 (+0 eff.) (-9 (-3 eff.)) Armour penetration: +0 (-7) Defense: +0 (+0 eff.) (-9 (-5 eff.)) Changes stats: +0(-4) Con Changes resistances: +24% lightning Changes damage: +12% lightning Physical save: +0 (+0 eff.) (-8 (-2 eff.)) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. titan's gold ring of pilfering (On fingers, 1 of 2)]Aeragawyn the gold ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +0 (+0 eff.) (-9 (-3 eff.)) Armour penetration: +0 (-7) Defense: +0 (+0 eff.) (-9 (-5 eff.)) Changes stats: +5 Wil / +8 Cun / +0(-4) Con Changes damage: +9% blight / +9% arcane / +9% mind Physical save: +0 (+0 eff.) (-8 (-2 eff.)) Disarm immunity: +38% Pinning immunity: +37% Knockback immunity: +30% Maximum life: +28.00 Maximum vim: +30.00 Spellpower: +20 (+11 eff.) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. acidic voratun waraxe (39-54.6 power, 6 apr) (In main hand)]This item will automatically be transmogrified when you leave the level. elemental voratun battleaxe of phasing (56.5-84.75 power, 34 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 56.5 - 84.8(+17.5 - +30.2) Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +34 (+28) Crit. chance: +8.0% (+1.0%) Attack speed: 100% (-) On weapon hit: + Create an explosion dealing 24 cold damage (1/turn) On weapon crit: - Splash the target with acid dealing 40 damage over 5 turns and reducing armor and accuracy by 5 Damage Shield penetration (this weapon only): +26% When wielded/worn: Changes resistances penetration: +20% cold Changes damage: +17% cold Massive two-handed battleaxes. |
[vs. acidic voratun waraxe (39-54.6 power, 6 apr) (In main hand)]This item will automatically be transmogrified when you leave the level. voratun greatsword of crippling (60-96 power, 4 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 60.0 - 96.0(+21.0 - +41.4) Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 (-2) Crit. chance: +5.0% (-2.0%) Attack speed: 100% (-) On weapon crit: + Cripple the target reducing mind, spell, and combat action speeds by 30% - Splash the target with acid dealing 40 damage over 5 turns and reducing armor and accuracy by 5 When wielded/worn: Physical crit. chance: +14.0% Massive two-handed swords. |
[vs. acidic voratun waraxe (39-54.6 power, 6 apr) (In main hand)]This item will automatically be transmogrified when you leave the level. truestriking voratun longsword (43-60.2 power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 43.0 - 60.2(+4.0 - +5.6) Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 (-) Crit. chance: +5.0% (-2.0%) Attack speed: 100% (-) On weapon crit: - Splash the target with acid dealing 40 damage over 5 turns and reducing armor and accuracy by 5 When wielded/worn: Accuracy: +25 (+8 eff.) Armour penetration: +8 Changes resistances penetration: +5% physical Sharp, long, and deadly. |
[vs. acidic voratun waraxe (39-54.6 power, 6 apr) (In main hand)]This item will automatically be transmogrified when you leave the level. throat-seeking dragonbone longbow of piercing Requires: - Dexterity 48 - Talent Shoot Infused by arcane disrupting forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Base power: 0.0 - 0.0(-39.0 - -54.6) Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +0 (-6) Crit. chance: +0.0% (-7.0%) Attack speed: 100% (-) Firing range: +10 On weapon crit: + silences the target - Splash the target with acid dealing 40 damage over 5 turns and reducing armor and accuracy by 5 Damage (Ranged): +15 nature When wielded/worn: Accuracy: +23 (+7 eff.) Armour penetration: +15 Changes resistances penetration: +14% nature / +15% all Longbows are used to shoot arrows at your foes. |
[vs. acidic voratun waraxe (39-54.6 power, 6 apr) (In main hand)]This item will automatically be transmogrified when you leave the level. mighty drakeskin leather sling Requires: - Dexterity 48 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 5 Base power: 0.0 - 0.0(-39.0 - -54.6) Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +0 (-6) Crit. chance: +0.0% (-7.0%) Attack speed: 100% (-) Firing range: +10 On weapon crit: - Splash the target with acid dealing 40 damage over 5 turns and reducing armor and accuracy by 5 When wielded/worn: Physical power: +12 (+4 eff.) Changes stats: +4 Str Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level.elemental quiver of dragonbone arrows (21/21, 50.5-70.7 power, 18 apr) Requires: - Dexterity 48 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 50.5 - 70.7 Uses stats: 50% Str, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +18 Crit. chance: +3.0% Capacity: 21 On weapon hit: * Create an explosion dealing 30 acid damage (1/turn) Arrows are used with bows to pierce your foes to death. |
[vs. dwarven-steel shield of resistance (0 def, 6 armour, 27.5-33 power, 82.5 block) (In off hand)]Baragen the Phoenixstinger (0 def, 6 armour, 28.5-34.2 power, 123.5 block) Requires: - Shield usage training - Strength 24 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 28.5 - 34.2(+1.0 - +1.2) Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +3.5% (-) Block value: +124 (+41) Damage (Melee): +4 fire When wielded/worn: Armour: +6 (-) Fatigue: +8% (-) Effects when hit in melee: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +5 Con / +2 Mag Changes resistances: +0%(-7%) acid / +13% temporal / +0%(-6%) fire / +0%(-5%) cold / +0%(-7%) lightning Talents granted: +1.00(-) Block Confusion immunity: +20% Handheld deflection devices. |
[vs. Borfast's Cage (10 def, 20 armour) (Main armor)]This item will automatically be transmogrified when you leave the level. voratun mail armour (5 def, 10 armour) Requires: - Heavy armour training - Strength 48 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 (-10) Defense: +5 (+2 eff.) (-5 (-3 eff.)) Fatigue: +12% (-12%) Changes stats: +0(-5) Con Changes resistances: +0%(+15%) acid / +0%(-15%) physical Reduces opponents crit chance: 0% (-20%) Physical save: +0 (+0 eff.) (-15 (-4 eff.)) Knockback immunity: +0% (-30%) Life regen: +0.00 (-2.00) Maximum life: +0.00 (-50.00) A suit of armour made of mail. |
[vs. Borfast's Cage (10 def, 20 armour) (Main armor)]This item will automatically be transmogrified when you leave the level. hardened voratun plate armour of the dragon (0 def, 23 armour) Requires: - Massive armour training - Strength 60 Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +23 (+3) Defense: +0 (+0 eff.) (-10 (-5 eff.)) Fatigue: +22% (-2%) Changes stats: +0(-5) Con Changes resistances: +21%(+36%) acid / +17%(+2%) physical / +21% fire / +21% cold / +18% lightning Talent cooldown: Rush (-5 turns) Reduces opponents crit chance: 0% (-20%) Physical save: +0 (+0 eff.) (-15 (-4 eff.)) Disarm immunity: +30% Stun/Freeze immunity: +25% Knockback immunity: +30% (-) Life regen: +0.00 (-2.00) Maximum life: +0.00 (-50.00) A suit of armour made of metal plates. |
[vs. Kyleg (Around waist)]nightruned rough leather belt of unlife Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour: +0 (-5) Defense: +0 (+0 eff.) (-9 (-5 eff.)) Changes stats: +0(-3) Wil Changes resistances: +6% blight / +6% light / +6% darkness Physical save: +0 (+0 eff.) (-10 (-3 eff.)) Spell save: +0 (+0 eff.) (-12 (-4 eff.)) Life regen: +0.00 (-4.00) Only die when reaching: +0.00 life (+60.00 life) Defense after a teleport: +0 (-10) Resist all after a teleport: +0% (-10%) New effects duration reduction after a teleport: +0% (-10%) The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
[vs. cashmere cloak 'Runudig' (17 def, 7 armour) (Cloak)]Yaruyathel (1 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +0 (-7) Defense: +1 (+1 eff.) (-16 (-8 eff.)) Changes stats: +4 Str / +1 Dex / +2 Wil / +2(-2) Cun Changes resistances: +0%(-9%) acid / +0%(-19%) cold / +0%(-3%) fire Changes resistances penetration: +0%(-10%) acid Poison immunity: +0% (-20%) Maximum life: +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. cashmere cloak 'Runudig' (17 def, 7 armour) (Cloak)]This item will automatically be transmogrified when you leave the level. shadow elven-silk cloak of mindcraft (3 def, 0 armour) Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Armour: +0 (-7) Defense: +3 (+2 eff.) (-14 (-7 eff.)) Changes stats: +5(+1) Cun / +3 Wil Changes resistances: +0%(-9%) acid / +0%(-19%) cold / +17% darkness / +0%(-3%) fire Changes resistances penetration: +7% darkness / +0%(-10%) acid Changes damage: +21% darkness Stealth bonus: +21 Poison immunity: +0% (-20%) Mental crit. chance: +6% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. Frost Treads (1 def, 4 armour) (On feet)]The Black Boots (2 def, 1 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 (-3) Defense: +2 (+1 eff.) (+1 (+0 eff.)) Fatigue: +2% (-5%) Changes stats: +0(-4) Str / +0(-4) Wil / +4(-) Cun Changes resistances: +0%(-10%) nature / +0%(-20%) cold Changes damage: +0%(-15%) cold Stealth bonus: +10 Light radius: +0 (-1) Movement speed: +0% (-20%) Shadow Power: +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
[vs. Frost Treads (1 def, 4 armour) (On feet)]This item will automatically be transmogrified when you leave the level. Filthbrawn (0 def, 14 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +14 (+10) Defense: +0 (+0 eff.) (-1 (-1 eff.)) Fatigue: +0% (-7%) Effects on melee hit: * 20% chance to slow global speed by 10% Changes stats: +5(+1) Str / +8 Dex / +0(-4) Wil / +0(-4) Cun Changes resistances: +12% lightning / +0%(-20%) cold / +0%(-10%) nature Changes damage: +12% nature / +0%(-15%) cold Equilibrium when hit: +0.16 Light radius: +0 (-1) Infravision radius: +3 Movement speed: +0% (-20%) A pair of boots made of leather. |
[vs. leafwalker's dwarven-steel helm (0 def, 4 armour) (On head)]prismatic dwarven-steel helm of strength (+3) (0 def, 4 armour) Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 (-) Fatigue: +4% (-) Changes stats: +3 Str Changes resistances: +0%(-9%) nature / +13% light / +13% darkness Spell save: +0 (+0 eff.) (-3 (-1 eff.)) Maximum life: +0.00 (-65.00) Healing mod.: +0% (-13%) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
[vs. leafwalker's dwarven-steel helm (0 def, 4 armour) (On head)]This item will automatically be transmogrified when you leave the level. Xerildawe the Phoenixtickler (0 def, 5 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +4 Physical crit. chance: +3.0% Armour: +5 (+1) Fatigue: +5% (+1%) Changes stats: +9 Str / +3 Dex / +8 Con Changes resistances: +0%(-9%) nature / +15% fire Spell save: +0 (+0 eff.) (-3 (-1 eff.)) Stamina each turn: +3.00 Maximum life: +0.00 (-65.00) Light radius: +3 Healing mod.: +0% (-13%) It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 12.0 Physical damage. If the attack hits, the target is confused (8% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
13 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
8 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
12 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 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
14 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% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
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 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 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 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 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% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
[vs. Summertide Phial (Light source)]brass lantern 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 0(-15) Lite Light Burst (radius 1) Changes resistances: +0%(-30%) light Changes damage: +0%(-10%) light Light radius: +3 (-2) Healing mod.: +0% (-10%) 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. |
[vs. Summertide Phial (Light source)]brass lantern of clarity Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 0(-15) Lite Light Burst (radius 1) Changes resistances: +0%(-30%) light Changes damage: +0%(-10%) light Mental save: +6 (+2 eff.) Light radius: +3 (-2) See stealth: +6 See invisible: +5 Healing mod.: +0% (-10%) 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. |
[vs. Summertide Phial (Light source)]bright brass lantern Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 0(-15) Lite Light Burst (radius 1) Changes resistances: +0%(-30%) light Changes damage: +0%(-10%) light Light radius: +6 (+1) Healing mod.: +0% (-10%) 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. |
[vs. Summertide Phial (Light source)]survivor's brass lantern of health Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 0(-15) Lite Light Burst (radius 1) Changes resistances: +0%(-30%) light Changes damage: +0%(-10%) light Physical save: +5 (+1 eff.) Maximum life: +43.00 Light radius: +3 (-2) Healing mod.: +12% (+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. |
[vs. dwarven dwarven-steel pickaxe (dig speed 24 turns) (Tool)]Tooth of the Mouth (dig speed 12 turns) Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes stats: +0(-2) Str Changes damage: +5% blight Physical save: +0 (+0 eff.) (-7 (-2 eff.)) Spell save: +0 (+0 eff.) (-5 (-1 eff.)) Mental save: +0 (+0 eff.) (-11 (-6 eff.)) Maximum life: +0.00 (-43.00) When carried: Talents granted: +1.00(-) Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
[vs. dwarven dwarven-steel pickaxe (dig speed 24 turns) (Tool)]woodsman's iron pickaxe (dig speed 37 turns) Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1(-1) Str Changes resistances: +10% nature Changes damage: +6% nature Physical save: +0 (+0 eff.) (-7 (-2 eff.)) Spell save: +0 (+0 eff.) (-5 (-1 eff.)) Mental save: +0 (+0 eff.) (-11 (-6 eff.)) Maximum life: +0.00 (-43.00) When carried: Talents granted: +1.00(-) Dig Allows you to dig a wall, remove a tree, create ways. |
[vs. dwarven dwarven-steel pickaxe (dig speed 24 turns) (Tool)]Eye of the Dreaming One Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +0(-2) Str / +5 Wil Physical save: +0 (+0 eff.) (-7 (-2 eff.)) Spell save: +0 (+0 eff.) (-5 (-1 eff.)) Mental save: +10 (+5 eff.) (-1 (-1 eff.)) Maximum life: +0.00 (-43.00) Mindpower: +5 (+0 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. When carried: Talent granted: +0(+-1) Dig It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 1 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
[vs. dwarven dwarven-steel pickaxe (dig speed 24 turns) (Tool)]Prox's Lucky Halfling Foot Infused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +5 Lck / +0(-2) Str Trap disarming bonus: +5 Physical save: +0 (+0 eff.) (-7 (-2 eff.)) Spell save: +0 (+0 eff.) (-5 (-1 eff.)) Mental save: +0 (+0 eff.) (-11 (-6 eff.)) Maximum life: +0.00 (-43.00) When carried: Talent granted: +0(+-1) Dig 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. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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) Activation costs 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 Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) Activation costs 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
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 Activation costs 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. |
[vs. dwarven dwarven-steel pickaxe (dig speed 24 turns) (Tool)]yew totem of healing 'Turigar' [power 252] (15 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Changes stats: +0(-2) Str / +2 Wil Changes damage: +6% arcane Physical save: +0 (+0 eff.) (-7 (-2 eff.)) Spell save: +0 (+0 eff.) (-5 (-1 eff.)) Mental save: +0 (+0 eff.) (-11 (-6 eff.)) Mana each turn: +0.08 Spellpower on spell critical (stacks up to 3 times): +8 Maximum life: +0.00 (-43.00) Maximum vim: +40.00 Spell crit. chance: +4% When carried: Talent granted: +0(+-1) Dig It can be used to heal yourself and all friendly characters within 10 spaces for 252 Activation puts all charms on cooldown for 15 turns. When used: * Gain a 28% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
[vs. dwarven dwarven-steel pickaxe (dig speed 24 turns) (Tool)]elm wand of shielding [power 60] (20 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Changes stats: +0(-2) Str Physical save: +0 (+0 eff.) (-7 (-2 eff.)) Spell save: +0 (+0 eff.) (-5 (-1 eff.)) Mental save: +0 (+0 eff.) (-11 (-6 eff.)) Maximum life: +0.00 (-43.00) When carried: Talent granted: +0(+-1) Dig It can be used to create a shield absorbing up to 60 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Forbidden Tome: "The Illusory Castle"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
Achievements
Earth Master (Nightmare (Adventure) difficulty)
Killed Harkor'Zun and unlocked Stone magic.By Teake the Dwarf Sun Paladin level 22
34th Dearth 122nd year of Ascendancy at 09:06 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Teake the Dwarf Sun Paladin level 19
10th Dearth 122nd year of Ascendancy at 15:47 see stats
Home sweet home (Nightmare (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Teake the Dwarf Sun Paladin level 28
28th Iron 123rd year of Ascendancy at 22:56 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Teake the Dwarf Sun Paladin level 10
5th Profit 122nd year of Ascendancy at 09:39 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Teake the Dwarf Sun Paladin level 20
14th Dearth 122nd year of Ascendancy at 14:26 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By Teake the Dwarf Sun Paladin level 30
11st Steel 123rd year of Ascendancy at 18:29 see stats
Rescuer of the lost (Nightmare (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Teake the Dwarf Sun Paladin level 18
28th Wealth 122nd year of Ascendancy at 16:21 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Teake the Dwarf Sun Paladin level 29
10th Steel 123rd year of Ascendancy at 18:25 see stats
Squadmate (Nightmare (Adventure) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Teake the Dwarf Sun Paladin level 5
18th Voratun 122nd year of Ascendancy at 21:38 see stats
That was close (Nightmare (Adventure) difficulty)
Killed your target while having only 1 life left.By Teake the Dwarf Sun Paladin level 30
14th Steel 123rd year of Ascendancy at 20:43 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Teake the Dwarf Sun Paladin level 11
7th Profit 122nd year of Ascendancy at 12:32 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Teake the Dwarf Sun Paladin level 19
14th Dearth 122nd year of Ascendancy at 01:36 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By Teake the Dwarf Sun Paladin level 27
13rd Iron 123rd year of Ascendancy at 03:47 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Teake the Dwarf Sun Paladin level 19
10th Dearth 122nd year of Ascendancy at 14:51 see stats
Log
Voressra the corrupted plasmic disruptor breathes lightning!
Your shield crumbles under the damage!
The shield around Teake crumbles.
Teake resists the effect 'Stunned'!
Teake receives 9 healing from Shield of Light.
Melee retaliation hits Voressra the corrupted plasmic disruptor for (2 absorbed), 0 light (0 total damage).
Voressra the corrupted plasmic disruptor hits Teake for (13 absorbed), 0 darkness, (6 absorbed), 0 lightning, (18 absorbed), 103 lightning (103 total damage).
Teake feels pain again.
Teake is free from the numbing blight.
The Divine Writhing Mass damages himself through Martyrdom!
Teake receives 9 healing from Shield of Light.
Teake hits The Divine Writhing Mass for (0 absorbed), 0 darkness (0 total damage).
Dark Whispers from The Divine Writhing Mass hits Teake for 77 darkness damage.
The Divine Writhing Mass uses Stunning Blow.
Teake is stunned!
Teake shrugs off the effect 'Stunned'!
The Divine Writhing Mass damages himself through Martyrdom!
Shield of Light hits Teake for 9 healing, 9 healing, 9 healing, 9 healing (0 total damage) [36 healing].
Melee retaliation hits The Divine Writhing Mass for (1 absorbed), 0 light, (0 absorbed), 0 light (0 total damage).
Teake hits The Divine Writhing Mass for (0 absorbed), 0 physical, (0 absorbed), 0 cold, (0 absorbed), 0 physical, (0 absorbed), 0 cold (0 total damage).
The Divine Writhing Mass hits Teake for 44 physical, 16 cold, 19 physical, 9 cold (88 total damage).
Bloated ooze is free from the blighted poison.
Crippling Blight from Corrupted mastocytic feeder hits Bloated ooze for 0 blight damage.
Veloratha the corrupted plasmic disruptor is free from the numbing blight.
The Divine Writhing Mass is no longer influenced by martyrdom.
Crippling Blight from Corrupted mastocytic feeder hits Veloratha the corrupted plasmic disruptor for (7 absorbed), 0 blight (0 total damage).
Insidious Blight from Corrupted mastocytic feeder hits Voressra the corrupted plasmic disruptor for (7 absorbed), 0 blight (0 total damage).
Flame turret uses Flamethrower.
Flame turret's tinker attains critical power!
Saving game...
















































































































