










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Alternate Talent Requirements 1.5.0Changes some talent categories to base their stat requirements on your highest stat from a given subset. These talents require the greater of Strength or Dexterity: These talents require the greater of Strength or Magic: These talents require the greater of Strength or Willpower: Talent Point Planner 1.5.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Possessor Bonus Class 1.5.4Donators/Buyers bonus! Use Item Shortcuts 1.3.0Adds some additional entries to the inventory's use-item dialog to more conveniently apply some talents to items in inventory. Current added entries are:
In addition, if you have turned off the "Object & Creature links" chat message filter under Game Options, the "Link item in chat" entry is removed from the dialog. (new in v3) Also adds game option "[ZOmnibus] | Allow object actions in stores", which will allow some item actions (like tagging) to be performed on items in your inventory from within the store dialog. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Select First Escort 1.5.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it Plenum Tooltip: Enhanced actor tooltip display for TOME v2.4 1.3.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Items Vault 1.5.0Donators/Buyers bonus! Unlimited Respec 1.3.1Removes the restriction on how many talents you can respec. Marson's Character Recycler 1.2.3v1.0.0 You can choose to regenerate the current character at the beginning, or to go back to the character generation screen and create a new one. Unlock Exotic Mastery 1.3.1Are you tired of needing to rescue a Warrior escort before you can train Exotic Mastery? Then this is the addon for you! This addon gives access to the Exotic Weapons Mastery talent by default so it can be trained on any character with Technique/Combat Training. It should be compatible will all other addons. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Longer Character Names 1.3.0Increase the enforced maximum character name length from 25 to 50 characters. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Tier-1 Short Circuit Option 1.1.0Adds a new game option "Short-circuit some early dungeons" to enable or disable the new b43 behavior of skipping the player directly to the bottom of tier-1 dungeons if you're strong enough. The option will appear under Game Options in the <Esc> menu. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Mex's Start in Last Hope 1.5.0Changes your starting zone to Last Hope. Merchant on the Map 1.1.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Cornac |
| Class | Sun Paladin |
| Level / Exp | 34 / 24% |
| Size | medium |
| Lifes / Deaths | Killed by Grand Corruptor at level 33 on the 30th Pyre 123rd year of Ascendancy at 00:33 / 1 |
Primary Stats
| Strength | 81 (base 60) |
| Dexterity | 10 (base 10) |
| Constitution | 12 (base 10) |
| Magic | 63 (base 60) |
| Willpower | 10 (base 10) |
| Cunning | 24 (base 24) |
Resources
| Steam | 100/100 |
| Life | 530/1091 |
| Positive | 102/149 |
| Stamina | 230/230 |
| Paradox | 300 |
| Healing Factor | 1.1564835164835 |
| Regeneration | 3.7585714285714 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | -1.1102230246252E-14% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 6 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 216 |
| Accuracy | 44 |
| Crit Chance | 52% |
| APR | 38 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 44 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Mind
| Mindpower | 16 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +3% |
| Light | +11% |
| Temporal | +12% |
| Nature | +9% |
| Arcane | +9% |
| Lightning | +21% |
| All | 0% |
Offense: Damage Penetration
| Mind | +20% |
| Darkness | +15% |
Defense: Base
| Armour (hardiness) | 45.268591263751 (100%) |
| Defense | 17 |
| Ranged Defense | 17 |
| Fatigue | 9 |
| Physical Save | 37 |
| Spell Save | 30 |
| Mental Save | 26 |
Defense: Resistances
| Acid | + 28%( 70%) |
| Cold | + 10%( 70%) |
| All | 0%( 70%) |
| Darkness | + 36%( 70%) |
| Light | + 22%( 70%) |
| Temporal | + 6%( 70%) |
| Lightning | + 46%( 70%) |
| Fire | + 24%( 70%) |
| Nature | + 29%( 70%) |
Defense: Immunities
| Stun Resistance | 60% |
| Confusion Resistance | 10% |
| Teleport Resistance | 100% |
| Blind Resistance | 100% |
| Silence Resistance | 60% |
| Disarm Resistance | 100% |
| Pinning Resistance | 69% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 96% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 27 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 or physical effect and reduce all damage taken by 13% for 6 turns. Also removes cross-tier effects of the affected types for free. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 107 with a minimum range of 15. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 461% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 8 turns. Note: since you will be moving very fast, game turns will pass very slowly. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 31 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 293 damage for 4 turns. Its effects scale with your Strength stat. |
Class Talents
| Celestial / Crusader | 1.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 4/5 |
| Celestial / Sun | 1.30 |
| 3/5 |
| 2/5 |
| 5/5 |
| 5/5 |
| Technique / Combat veteran | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Combat | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Technique / Shield offense | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Two-handed assault | 1.10 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.10 |
| 0/5 |
| 5/5 |
| 0/5 |
| 3/5 |
| 5/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Light | 1.30 |
| 3/5 |
| 4/5 |
| 1/5 |
| 5/5 |
| Celestial / Chants | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| detrimental effect | The target is confused, acting randomly (chance 50%) and unable to perform complex actions. Confused |
| detrimental effect | The target is hexed. Each time it uses an ability it takes 76.37 fire damage, and talent cooldowns are increased by 85% plus 1 turn. Burning Hex |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You failed to protect the injured seer from death by Ivada the snow giant boulder thrower. Escort: injured seer (level 2 of Daikara) | failed |
You successfully escorted the lost tinker to the recall portal on level 2 of Old Forest. Escort: lost tinker (level 2 of Old Forest) | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Daikara. Escort: lost warrior (level 1 of Daikara)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 4 of Old Forest. Escort: temporal explorer (level 4 of Old Forest)As a reward you improved talent Precognition (+1 level(s)). | 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 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 |
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You have destroyed the naga portal. The invasion is stopped. * However, you were teleported to a distant land. You must find a way back to the Gates of Morning. | active |
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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
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 the fox. He has given you some notes on the ingredients: * You've found the needed honey tree root. * You've found the needed snow giant kidney. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * You've found the needed ice ant stinger. * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed black mamba head. * You've found the needed ice wyrm tooth. * You've found the needed minotaur nose. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * You've found the needed skeleton mage skull. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' | 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 within19 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of iron boots 'Blackvagrant' (0 def, 3 armour) Requires: - Talent Heavy Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 20 darkness Changes resistances: +12% darkness Physical save: +15 (+6 eff.) Pinning immunity: +25% Knockback immunity: +25% Teleport immunity: +100% Spellpower: +4 (+1 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | alchemist's lamp 'Eilinura'Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +6% nature / +9% darkness Changes resistances penetration: +20% mind Reduces incoming crit damage: 15.00% Silence immunity: +10% Stun/Freeze immunity: +5% Maximum life: +61.00 Light radius: +3 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Hanedor the hardened leather hat (0 def, 9 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +8 (+3 eff.) Armour: +9 Fatigue: +3% Damage when hit (Melee): 20 acid Changes stats: +0 Cun / +5 Str Mental save: +0 (+0 eff.) Silence immunity: +30% Stamina when hit: +1.60 Equilibrium when hit: +1.30 Maximum life: +30.00 A hat made of leather. Very stylish. |
| Tool | Oozestalker the voratun pickaxe (dig speed 22 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Fatigue: -19% Effects on melee hit: * Slows global speed by 30% Changes stats: +12 Str Changes resistances: +20% nature / +24% fire Changes damage: +9% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | DuridumasPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Con Changes resistances: +22% light Changes damage: +11% light Spell save: +10 (+5 eff.) Mental save: +6 (+3 eff.) Blindness immunity: +5% Silence immunity: +10% Disarm immunity: +29% Pinning immunity: +24% Stun/Freeze immunity: +5% Knockback immunity: +21% Maximum life: +20.00 Maximum stamina: +13.00 Rings can have magical properties. |
| On fingers | steel ring 'Ivetta'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Mag Changes resistances: +6% acid Changes damage: +12% temporal Spell save: +6 (+3 eff.) Disease immunity: +10% Silence immunity: +10% Pinning immunity: +20% Only die when reaching: -40.00 life Rings can have magical properties. |
| Around waist | Isumina the BlazewellInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 16 lightning Changes resistances: +6% lightning Changes resistances penetration: +15% darkness Changes damage: +3% darkness / +12% lightning Maximum life: +33.00 A belt that goes around your waist. |
| In main hand | arcing voratun battleaxe of massacre (71-106.5 power, 24 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 71.0 - 106.5 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +24 Crit. chance: +28.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +19 lightning Massive two-handed battleaxes. |
| On hands | Snow Giant Wraps (0 def, 2 armour) Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 It is part of a set of items. This would be great with a mighty matching belt. When wielded/worn: Armour: +2 Changes stats: +4 Str Changes resistances: +10% lightning / +10% cold Talent granted: +5 Iron Grip Disarm immunity: +100% Knockback immunity: +50% Maximum life: +60.00 It can be used to activate talent Throw Boulder (costing 6 power out of 6/6) : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Throw a huge boulder, dealing 154.30 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
| Main armor | Bloommaim the stralite plate armour (7 def, 16 armour) Requires: - Strength 48 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +16 Armour Hardiness: +20% Defense: +7 (+5 eff.) Fatigue: +29% Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 8 arcane Changes resistances: +22% acid / +3% nature Changes damage: +9% arcane Life regen: +3.00 Maximum life: +102.00 Healing mod.: +14% A suit of armour made of metal plates. |
| Cloak | Cloudoozer the cashmere cloak (10 def, 0 armour) =LifeMultAcc=Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +26 (+9 eff.) Armour penetration: +7 Defense: +10 (+6 eff.) Fatigue: -6% Changes resistances: +30% lightning / +6% temporal Changes damage: +9% lightning Critical mult.: +21.00% Stealth bonus: +11 Physical save: +8 (+4 eff.) Stun/Freeze immunity: +50% Maximum life: +53.00 Maximum stamina: +18.00 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | The Black CorePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Spellpower: +5 (+1 eff.) Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
Inventory
medical injector implant (efficiency 110% / cooldown 51%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 3 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 110% efficiency and cooldown mod of 51%. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the sneak (efficiency 123% / cooldown 70%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 3 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 123% efficiency and cooldown mod of 70%. Its effects scale with your Cunning stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the warrior (efficiency 137% / cooldown 71%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 3 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 137% efficiency and cooldown mod of 71%. Its effects scale with your Strength stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
heroism infusion of the duelist (+6 for 9 turns, die at -365)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 53 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 6 for 9 turns. While Heroism is active, you will only die when reaching -365 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity 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 ability. |
wild infusion of the wizard (resist 16%; cure physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 24 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 16% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic 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 ability. |
This item will automatically be transmogrified when you leave the level.invisibility rune (power 7 for 9 turns) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 44 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to become invisible (power 7) for 9 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level.shielding rune of the warrior (absorb 354 for 4 turns) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 40 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 354 damage for 4 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level.schematic: Voltaic Sentry Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Hathosin the steel amuletCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -11% Changes stats: +4 Dex / +3 Mag / +2 Wil / +5 Cun / +4 Con Mental save: +5 (+2 eff.) Confusion immunity: +11% Life regen: +1.40 Stamina each turn: +0.40 Vim when firing critical spell: +3.00 Spellpower: +2 (+0 eff.) Mindpower: +7 (+5 eff.) Movement speed: +10% Amulets can have magical properties. |
Layarin the gold amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -18% Changes stats: +5 Dex / +6 Cun / +6 Con Changes damage: +9% arcane Critical mult.: +5.00% Spell save: +20 (+10 eff.) Life regen: +0.80 Stamina each turn: +0.50 Spellpower on spell critical (stacks up to 3 times): +4 Maximum vim: +20.00 Spell crit. chance: +2% Infravision radius: +2 Movement speed: +10% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Amulets can have magical properties. |
clarifying steel amulet of constitution (+4)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Con Changes resistances: +13% mind Confusion immunity: +23% Amulets can have magical properties. |
BaryfastInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +6 (+1 eff.) Defense: +12 (+7 eff.) Damage when hit (Melee): 8 arcane Changes stats: +6 Str / +6 Cun / +7 Con Changes resistances: +26% cold Changes damage: +6% arcane / +13% cold Spell save: +32 (+14 eff.) Rings can have magical properties. |
Berefast the DourreeveCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes resistances penetration: +25% darkness / +5% acid Changes damage: +12% acid / +6% darkness Stun/Freeze immunity: +23% Life regen: +1.00 Rings can have magical properties. |
Blackgash the steel ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes stats: +2 Str / +1 Mag / +1 Con Changes resistances: +24% acid Changes damage: +12% acid / +9% darkness Grants telepathy: Dragon Rings can have magical properties. |
Bloodcaller =Leech=Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-4 eff.) Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, and this is your reward. |
GledhessraInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +6 Changes stats: +4 Str / +7 Dex Changes resistances: +30% nature Changes damage: +15% nature Life regen: +0.40 Rings can have magical properties. |
Lisiwe the copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +8 (+3 eff.) Armour penetration: +9 Defense: +9 (+6 eff.) Changes stats: +3 Dex Changes resistances: +9% acid Changes damage: +15% acid Light radius: +3 Infravision radius: +3 See invisible: +6 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 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 121% 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. |
Obsidianmaim the gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +14 (+8 eff.) Damage when hit (Melee): 12 darkness Changes stats: +7 Cun Changes resistances: +12% blight / +6% cold / +12% nature / +6% light Spell save: +3 (+2 eff.) Rings can have magical properties. |
Shinewhisper the copper ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to blind Changes stats: +6 Dex / +5 Wil / +2 Con Changes resistances: +24% darkness Changes damage: +12% darkness Light radius: +2 Infravision radius: +3 Rings can have magical properties. |
WindrendCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 (+3 eff.) Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 8 mind / 20 nature Changes stats: +5 Dex Changes resistances: +9% nature Changes damage: +9% nature Rings can have magical properties. |
mule's copper ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -4% Maximum encumbrance: +21 Stun/Freeze immunity: +22% Life regen: +1.20 Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level.sneakthief's gold ring of fire (+26%) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +9 (+3 eff.) Changes stats: +6 Cun / +6 Dex Changes resistances: +26% fire Changes damage: +13% fire Rings can have magical properties. |
steel ring 'Ivegatira'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 8 temporal Changes stats: +3 Con Changes resistances: +6% temporal / +20% cold Changes damage: +10% cold Physical save: +6 (+3 eff.) Disarm immunity: +20% Pinning immunity: +22% Knockback immunity: +24% Maximum life: +20.00 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level.Spiderransom (46-59.8 power, 9 apr) Requires: - Dexterity 35 Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 4 Base power: 46.0 - 59.8 Uses stats: 45% Str, 50% Mag, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% Burst (radius 1) on hit: +8 nature Burst (radius 2) on crit: +4 nature When wielded/worn: Armour penetration: +11 Physical crit. chance: +8.0% Changes resistances: +5% arcane / +3% nature Changes damage: +3% arcane Critical mult.: +12.00% Sharp, short and deadly. |
chilling voratun greatsword of massacre (79-126.4 power, 4 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 79.0 - 126.4 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +23 cold Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.Noonwend Requires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +9 On weapon hit: * 40% chance to corrode armour by 30% * 20% chance to blind Burst (radius 1) on hit: +4 acid Burst (radius 2) on crit: +6 light When wielded/worn: Changes stats: +6 Dex Changes damage: +12% acid / +9% light Longbows are used to shoot arrows at your foes. |
Morrigor (50-70 power, 12 apr)Requires: - Magic 40 Powered by arcane forces Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 50.0 - 70.0 Uses stats: 110% Mag, 60% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +12 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * deal 34.34 arcane and 32.45 darkness damage (based on Magic) in a radius 1 around the target On weapon kill: * swallows the victim's soul, gaining a new power When wielded/worn: Talent granted: +1 Soul Purge Spellpower: +24 (+8 eff.) Spell crit. chance: +12% This heavy, ridged blade emanates magical power, yet as you grasp the handle an icy chill runs its course through your spine. You feel the disembodied presence of all those slain by it. In unison, they demand company. |
This item will automatically be transmogrified when you leave the level.dwarven-steel mace 'Bokarim' (25-35 power, 4 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 25.0 - 35.0 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +11 lightning When wielded/worn: Changes stats: +10 Str Changes resistances: +6% mind Changes damage: +9% mind Light radius: +3 See invisible: +9 Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.ash magestaff 'Amagund' (21-25.2 power, 3 apr, arcane element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 21.0 - 25.2 Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% Burst (radius 1) on hit: +12 mind Burst (radius 2) on crit: +8 mind When wielded/worn: Changes stats: +4 Str / +1 Con Changes damage: +21% arcane Grants telepathy: Demon/Minor Demon/Major Talent granted: +1 Command Staff Spellpower: +9 (+3 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.elven-wood magestaff 'Heatlore' (25-30 power, 5 apr, blight element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% Burst (radius 2) on crit: +4 fire When wielded/worn: Effects on melee hit: * Slows global speed by 15% Damage (Melee): 25 fire Changes resistances: +21% fire Changes resistances penetration: +12% blight / +2% fire Changes damage: +25% blight Talent granted: +1 Command Staff Critical mult.: +29.00% Spellpower: +16 (+5 eff.) Spell crit. chance: +16% See invisible: +11 Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.potent dragonbone magestaff (37-44.4 power, 6 apr, arcane element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 37.0 - 44.4 Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +37% arcane Talent granted: +1 Command Staff Spellpower: +18 (+6 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.yew vilestaff 'Ivyvena' (20-24 power, 4 apr, blight element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 40% chance to gain 10% of a turn (3/turn limit) Damage (Melee): +16 blight Burst (radius 2) on crit: +12 blight When wielded/worn: Changes damage: +29% blight / +18% temporal Talent granted: +1 Command Staff Spellpower: +9 (+3 eff.) Spell crit. chance: +13% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.Murderfang's Surekill Requires: - Cunning 30 - Dexterity 40 - Talent Shoot - Talent Steam Pool Powered by steamtech 4.00 Encumbrance. [Unique] Type: weapon / steamgun ; tier 3 Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +20 Crit. chance: -10.0% Attack speed: 100% Dam. multiplier: 100% Firing range: +6 On weapon crit: * Burst apart, dealing physical damage equal to 25% of the original damage in a ball of radius 1. Travel speed: +1500% Attacks use: 2.0 Steam When wielded/worn: Talent granted: +3 Surekill Critical mult.: +50.00% "Murderfang came over yesterday, raving about this idea for a steamgun he had. He described it in great detail, everything, except for how it would actually work. What do you even grip it by? Insisted I make it though, left some design notes. They all just say 'make it really flashy'. -Pizurk, Master Tinker |
This item will automatically be transmogrified when you leave the level.mighty dwarven-steel steamgun Requires: - Dexterity 24 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 3 Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +12 Attack speed: 100% Firing range: +8 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Physical power: +8 (+2 eff.) Changes stats: +3 Str Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
This item will automatically be transmogrified when you leave the level.steel steamgun of cold Requires: - Dexterity 16 - Talent Shoot - Talent Steam Pool Powered by arcane forces Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 2 Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Attack speed: 100% Firing range: +7 Travel speed: +600% Damage (Ranged): +11 cold Attacks use: 2.0 Steam When wielded/worn: Changes damage: +9% cold Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
This item will automatically be transmogrified when you leave the level.arcing stralite waraxe (31.5-44.1 power, 5 apr) Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 31.5 - 44.1 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +8 lightning One-handed war axes. |
Duviroddadin the GleamwhisperInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 15% chance to corrode armour by 30% Damage when hit (Melee): 8 light Changes resistances: +9% light / +9% acid Life regen: +0.70 Healing mod.: +12% A belt that goes around your waist. |
Hettarakor the MucksearPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Damage when hit (Melee): 12 nature Changes stats: +4 Mag / +7 Wil Critical mult.: +15.00% Hate when firing a critical mind attack: +1.00 Spell crit. chance: +4% Mindpower: +4 (+4 eff.) Mental crit. chance: +5% Heals friendly targets nearby when you use a nature summon: +10 A belt that goes around your waist. |
PorethInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 16 acid Changes resistances: +24% acid / +5% arcane / +6% blight Changes damage: +12% arcane Maximum life: +48.00 A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level.hardened leather belt 1.00 Encumbrance. Type: armor / belt ; tier 3 A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level.hardened leather belt 1.00 Encumbrance. Type: armor / belt ; tier 3 A belt that goes around your waist. |
Gilubers the linen cloak (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Damage when hit (Melee): 4 mind Changes stats: +1 Str / +1 Dex / +5 Mag / +1 Cun / +3 Con Changes resistances penetration: +10% mind A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level.cashmere cloak (2 def, 0 armour) 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level.cashmere cloak of the Shaloren (2 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+2 eff.) Changes stats: +3 Mag / +3 Wil A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level.thick cashmere cloak (2 def, 7 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +7 Defense: +2 (+2 eff.) Changes resistances: +16% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level.silk robe of protection (6 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Armour: +3 Defense: +6 (+4 eff.) Physical save: +16 (+6 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Mayunor the pair of hardened leather boots (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +9 Physical crit. chance: +5.0% Physical power: +5 (+1 eff.) Armour: +3 Fatigue: +3% Changes resistances: +18% acid / +12% darkness / +6% fire / +6% nature / +5% arcane Blindness immunity: +15% Silence immunity: +10% Stun/Freeze immunity: +10% A pair of boots made of leather. |
Neryvena (0 def, 1 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +1 Armour: +1 Fatigue: +1% Effects on melee hit: * Slows global speed by 30% Changes resistances: +5% arcane Critical mult.: +9.00% Physical save: +6 (+3 eff.) Spell save: +5 (+3 eff.) Mental save: +6 (+3 eff.) A pair of boots made of leather. |
Assassin's Surprise (0 def, 4 armour)Requires: - Talent Heavy Armour Training Powered by steamtech 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +4 Damage (Melee): 10 poison Changes stats: +5 Cun Poison immunity: +20% Activating this item is instant. It can be used to fire a poisonous bolt out to range 6 that deals 9 nature damage and afflicts the target with crippling poison (15% fail chance) that deals 27 addition nature damage over 3 turns (damage based on Cunning), costing 12 power out of 24/24. These steel gauntlets feature a hidden contraption embedded in the left index finger that fires poisonous bolts. |
Ce'Nyrin the iron gauntlets (0 def, 1 armour)Requires: - Talent Heavy Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Fatigue: -4% Damage (Melee): 6 acid Changes stats: +4 Dex / +4 Wil Changes resistances: +6% acid Changes resistances penetration: +15% temporal Changes damage: +3% acid Light radius: +2 Infravision radius: +1 Metal gloves protecting the hands up to the middle of the lower arm. |
radiant hardened leather gloves of magic (+4) (0 def, 2 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 14 light Changes stats: +4 Mag Changes resistances: +11% light Changes damage: +8% light / +6% arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Corrupted Gaze (4 def, 8 armour)Requires: - Magic 16 - Talent Heavy Armour Training Powered by arcane forces 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Accuracy: +10 (+3 eff.) Armour: +8 Defense: +4 (+3 eff.) Fatigue: +6% Changes stats: +5 Mag / +3 Wil / +4 Cun Changes resistances: +10% blight Changes resistances penetration: +10% blight Changes damage: +20% blight Talent mastery: +0.10 Corruption / Vim Disease immunity: +40% See stealth: +12 See invisible: +12 It can be used to activate talent Vimsense (costing 25 power out of 32/32) : Effective talent level: 3.0 Power cost: 25 out of 32/32. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Feel the very existence of creatures around you for 6 turns, in a radius of 10. The evil touch will reduce their blight resistance by 20%, but also make them aware of you. The resistance reduction will improve with your Spellpower. This helmet radiates a dark power. Its visor seems to twist and corrupt the vision of its wearer. You feel worried that if you were to lower it for long, the visions may affect your mind. |
Lelivon the Sparkwind (7 def, 10 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +10 Defense: +7 (+5 eff.) Fatigue: +3% Damage when hit (Melee): 8 lightning Changes stats: +5 Con / +6 Wil Changes resistances: +5% all Changes damage: +12% lightning Grants telepathy: Dragon Physical save: +10 (+4 eff.) See invisible: +12 A cap made of leather. |
This item will automatically be transmogrified when you leave the level.Sparkfame (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * 30% chance to daze at end of turn Changes resistances: +9% acid / +6% fire / +5% arcane / +6% cold Changes resistances penetration: +20% lightning Physical save: +16 (+6 eff.) Spell save: +15 (+8 eff.) A hat made of leather. Very stylish. |
This item will automatically be transmogrified when you leave the level.bladed dwarven-steel helm of constitution (+3) (0 def, 4 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Damage when hit (Melee): 7 physical Changes stats: +3 Str / +5 Con 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 189.3 Physical damage. If the attack hits, the target is confused (25% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
drakeskin leather cap 'Toradil' (9 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +11 (+2 eff.) Armour: +5 Defense: +9 (+6 eff.) Ranged Defense: +9 (+6 eff.) Fatigue: +5% Changes stats: +10 Str / +10 Dex / +5 Wil Changes resistances: +11% physical Physical save: +14 (+6 eff.) Spell save: +30 (+13 eff.) Pinning immunity: +15% Stun/Freeze immunity: +10% A cap made of leather. |
dwarven-steel helm 'Rhemas' (0 def, 4 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +6 Str / +8 Cun / +3 Con Changes resistances: +11% fire / +11% cold Grants telepathy: Humanoid/Orc Silence immunity: +0% Hate when firing a critical mind attack: +4.00 Mindpower: +10 (+7 eff.) Mental crit. chance: +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level.hardened leather hat of the depths (0 def, 3 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes resistances: +10% cold Allows you to breathe in: water A hat made of leather. Very stylish. |
This item will automatically be transmogrified when you leave the level.mindwoven cashmere wizard hat of nature (+19%) (2 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+2 eff.) Changes resistances: +19% nature Changes damage: +13% nature Psi each turn: +0.12 Mindpower: +3 (+3 eff.) Mental crit. chance: +4% A pointy cloth hat, very wizardly... |
miner's hardened leather cap of the depths (0 def, 5 armour) =Water=Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +5 Fatigue: +3% Changes resistances: +5% cold Allows you to breathe in: water Infravision radius: +2 A cap made of leather. |
This item will automatically be transmogrified when you leave the level.shimmering cashmere wizard hat of arcana (2 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+2 eff.) Changes stats: +5 Mag / +5 Wil Changes damage: +12% arcane Maximum mana: +54.00 Spellpower: +4 (+1 eff.) A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level.stabilizing dwarven-steel helm of strength (+4) (0 def, 4 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +4 Str Physical save: +13 (+5 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level.prismatic hardened leather armour of clarity (3 def, 6 armour) Requires: - Strength 16 Powered by arcane forces Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+3 eff.) Fatigue: +8% Changes resistances: +12% light / +11% darkness / +7% mind Mental save: +13 (+6 eff.) A suit of armour made of leather. |
dwarven-steel plate armour 'Emelubreda' (5 def, 16 armour)Requires: - Strength 35 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +16 Armour Hardiness: +0% Defense: +5 (+4 eff.) Fatigue: +24% Effects on melee hit: * 10% chance to disease Damage when hit (Melee): 0 physical Changes stats: +3 Str / +1 Con Changes resistances: +8% acid / +9% physical / +9% fire / +7% lightning / +9% cold Talent cooldown: Rush (-5 turns) Critical mult.: +10.00% Disarm immunity: +20% Stun/Freeze immunity: +22% Knockback immunity: +28% Life regen: +1.10 Mana each turn: +0.08 Spellpower on spell critical (stacks up to 3 times): +4 Maximum life: +52.00 Healing mod.: +13% A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level.Glorethra the Sparkbone (15/39, 35.5-49.7 power, 10 apr) Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 35.5 - 49.7 Uses stats: 50% Str, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Crit. chance: +2.0% Capacity: 39 On weapon hit: * 40% chance to daze at end of turn Damage (Ranged): +4 mind Burst (radius 1) on hit: +12 mind Burst (radius 2) on crit: +8 mind When wielded/worn: Ammo reloads per turn: +5 Arrows are used with bows to pierce your foes to death. |
4 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. |
696 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
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 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. |
lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+4 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+4 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+3 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+3 eff.) Physical save: +4 (+2 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. |
Flamejam (dig speed 7 turns)Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +5 Physical power: +7 (+2 eff.) Changes stats: +3 Cun / +2 Str Changes resistances: +6% fire Changes resistances penetration: +12% physical Changes damage: +15% mind Critical mult.: +13.00% Psi when hit: +0.04 Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
This item will automatically be transmogrified when you leave the level.miner's dwarven-steel pickaxe (dig speed 25 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang =Pen=Infused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
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. |
13 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+1 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. |
GleamwalkerCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +9% darkness / +12% fire Spell save: +9 (+5 eff.) Light radius: +7 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (50 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
This item will automatically be transmogrified when you leave the level.alchemist's lamp 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
This item will automatically be transmogrified when you leave the level.bright alchemist's lamp of focus Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +4 Wil Changes damage: +8% mind Light radius: +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+5 eff.) Mindpower: +5 (+4 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. 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 5 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. |
Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+4 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
2 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. |
Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
This item will automatically be transmogrified when you leave the level.barbed pouch of dwarven-steel shots of accuracy (19/19, 30-36 power, 3 apr) Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 30.0 - 36.0 Uses stats: 70% Dex, 50% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +5 Armour Penetration: +3 Crit. chance: +5.0% Capacity: 19 On weapon crit: * wounds the target for 7 turns: 19 bleeding, 64% reduced healing Damage (Ranged): +8 bleed Shots are used with slings to pummel your foes to death. |
dwarven steel mental stimulatorPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item worn on slot 'head' When attach to an other item: Changes stats: +6 Cun Mental save: +9 (+4 eff.) Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel spike attachmentPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item worn on slot 'body' When attach to an other item: Armour: +12 Fatigue: +1% Damage when hit (Melee): 30 physical Tinkers can be attached to normal items to improve them with steam power! |
Loridralach the dwarven-steel torque of psychoportation [power 36] (30 cooldown) =Tele=Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 3 When wielded/worn: Armour: +6 Reduces incoming crit damage: 5.00% Physical save: +9 (+4 eff.) Teleport immunity: +30% It can be used to teleport randomly (rad 36), putting all charms on cooldown for 30 turns. When used: 100% chance to regenerate 5 psi. Torques are made by powerful psionics to store psionic powers. |
dwarven-steel torque of charged psionic shield [power 73] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 73 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
Ravenransom [power 28] (20 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 2 When wielded/worn: Damage when hit (Melee): 8 blight Changes resistances: +6% blight Changes damage: +3% darkness It can be used to harden the skin for 7 turns increasing armour by 28 and armour hardiness by 40%, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 4 stamina. Natural totems are made by powerful wilders to store nature power. |
2 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
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. |
7 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. |
11 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Bringer of Doom (Insane (Roguelike) difficulty)
Killed a Bringer of Doom.By Sister Sunshine the Cornac Sun Paladin level 29
35th Regrowth 123rd year of Ascendancy at 13:50 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Sister Sunshine the Cornac Sun Paladin level 12
21st Dusk 122nd year of Ascendancy at 01:33 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By Sister Sunshine the Cornac Sun Paladin level 33
31st Pyre 123rd year of Ascendancy at 00:39 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Sister Sunshine the Cornac Sun Paladin level 24
47th Haze 122nd year of Ascendancy at 06:26 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Sister Sunshine the Cornac Sun Paladin level 29
35th Regrowth 123rd year of Ascendancy at 23:47 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Sister Sunshine the Cornac Sun Paladin level 10
78th Pyre 122nd year of Ascendancy at 18:04 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Sister Sunshine the Cornac Sun Paladin level 20
65th Dusk 122nd year of Ascendancy at 06:00 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Sister Sunshine the Cornac Sun Paladin level 30
35th Regrowth 123rd year of Ascendancy at 23:47 see stats
Lost in translation (Insane (Roguelike) difficulty)
Destroyed the naga portal in the slazish fens and got caught in the after-effect.By Sister Sunshine the Cornac Sun Paladin level 9
78th Pyre 122nd year of Ascendancy at 17:51 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Sister Sunshine the Cornac Sun Paladin level 23
22nd Haze 122nd year of Ascendancy at 21:40 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By Sister Sunshine the Cornac Sun Paladin level 30
36th Regrowth 123rd year of Ascendancy at 14:10 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Sister Sunshine the Cornac Sun Paladin level 20
66th Dusk 122nd year of Ascendancy at 07:14 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Sister Sunshine the Cornac Sun Paladin level 11
6th Mirth 122nd year of Ascendancy at 07:22 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Sister Sunshine the Cornac Sun Paladin level 11
7th Mirth 122nd year of Ascendancy at 17:02 see stats
The sky is falling! (Insane (Roguelike) difficulty)
Saw a huge meteor falling from the sky.By Sister Sunshine the Cornac Sun Paladin level 33
29th Pyre 123rd year of Ascendancy at 23:44 see stats
Thralless (Insane (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Sister Sunshine the Cornac Sun Paladin level 29
19th Regrowth 123rd year of Ascendancy at 18:46 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Sister Sunshine the Cornac Sun Paladin level 24
47th Haze 122nd year of Ascendancy at 18:43 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Sister Sunshine the Cornac Sun Paladin level 16
46th Dusk 122nd year of Ascendancy at 00:46 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By Sister Sunshine the Cornac Sun Paladin level 33
30th Pyre 123rd year of Ascendancy at 00:33 see stats
Log
Sister Sunshine hits Dread for 13 lightning, 7 darkness, 6 arcane, 13 acid (38 total damage).
Sister Sunshine hits Something for 13 lightning, 7 darkness, 6 arcane, 9 acid (34 total damage).
Sister Sunshine hits Something for 13 lightning, 7 darkness, 6 arcane, 13 acid (38 total damage).
Something hits Sister Sunshine for 88 physical damage.
Sister Sunshine casts Rune: Shielding.
A shield forms around Sister Sunshine.
Sister Sunshine casts Sun Ray.
Dread resists the blinding light!
Dread resists the blinding light!
Dread resists the blinding light!
Something hits Sister Sunshine for (58 absorbed), 0 fire (0 total damage).
Sister Sunshine hits Something for 129 light damage.
Dread hits Sister Sunshine for (53 absorbed), 0 physical (0 total damage).
Dread hits Sister Sunshine for (48 absorbed), 0 physical (0 total damage).
Sister Sunshine hits Dread for 13 lightning, 7 darkness, 6 arcane, 13 acid (38 total damage).
Sister Sunshine hits Dread for 13 lightning, 7 darkness, 6 arcane, 9 acid (34 total damage).
Sister Sunshine deactivates Weapon of Light.
The shield around Sister Sunshine crumbles.
Sister Sunshine deactivates Righteous Strength.
Sister Sunshine misses Dread.
Dread hits Sister Sunshine for 51 physical damage.
Something hits Sister Sunshine for 49 physical damage.
Sister Sunshine hits Something for 13 lightning, 7 darkness, 6 arcane, 13 acid (38 total damage).
Sister Sunshine hits Dread for 13 lightning, 7 darkness, 6 arcane, 9 acid (34 total damage).
Sister Sunshine resists the silence!
Sister Sunshine is free from the hex.
Sister Sunshine seems more focused.






























































































































