







Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Forbidden Cults 1.5.9Official 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.
Items Vault 1.5.0Donators/Buyers bonus! ZOmnibus Addon Pack 1.5.0Combines 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: Post Effects fixes 1.5.10The addon improves gamefield view during different post effects Here is details about what been changed: 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. Better Item Description 1.5.10This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Opague Tooltips 1.5.5Tired of messy looking tooltips, or squinting when trying to read them? Squint no more!! This mod removes the transparency of the tooltips, making them easier to read! Possessor Bonus Class 1.5.4Donators/Buyers bonus! 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. 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. Showing Items Tier in Inventory 1.5.10This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game 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:
Improved Auto-explore and Rest 1.5.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. EquipDoll - Clean Item Names 1.5.10Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Skeleton |
| Class | Brawler |
| Level / Exp | 32 / 28% |
| Size | medium |
| Lifes / Deaths | Killed by Ukllmswwik the Wise at level 29 on the 22nd Regrowth 124th year of Ascendancy at 16:18 / 2Killed by orc pyromancer at level 32 on the 41st Regrowth 124th year of Ascendancy at 12:35 |
Primary Stats
| Strength | 65 (base 41) |
| Dexterity | 69 (base 42) |
| Constitution | 40 (base 10) |
| Magic | 36 (base 10) |
| Willpower | 20 (base 10) |
| Cunning | 75 (base 55) |
Resources
| Life | -72/1005 |
| Positive | 2/143 |
| Stamina | 232/238 |
| Healing Factor | 1.2142857142855 |
| Regeneration | 0.30357142857137 |
Speed
| Mental | +10% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| See Invisible | 15 |
Offense: Barehand
| Damage | 110 |
| Accuracy | 47 |
| Crit Chance | 42% |
| APR | 21 |
| Speed | 0.73 |
Offense: Spell
| Spellpower | 28 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Mind
| Mindpower | 32 |
| Crit Chance | 28% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +8% |
| Lightning | +8% |
| Cold | +23% |
| Physical | +6% |
| Fire | +32% |
| All | 0% |
Offense: Damage Penetration
| Fire | +10% |
Defense: Base
| Armour (hardiness) | 24 (46.274970622797%) |
| Defense | 61 |
| Ranged Defense | 61 |
| Fatigue | 0 |
| Physical Save | 38 |
| Spell Save | 22 |
| Mental Save | 33 |
Defense: Resistances
| Acid | + 18%( 70%) |
| Nature | + 14%( 70%) |
| Lightning | + 18%( 70%) |
| Cold | + 42%( 70%) |
| Physical | + 12%( 70%) |
| Fire | + 18%( 70%) |
| All | + 4%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Silence Resistance | 22% |
| Bleed Resistance | 100% |
| Confusion Resistance | 38% |
| Fear Resistance | 100% |
| Stun Resistance | 25% |
| Poison Resistance | 100% |
| Disarm Resistance | 31% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 280 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Acid WaveUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 305.64 acid damage. The corrosive acid will also disarm enemies struck for 5 turns (with power 57 vs. physical save). The surge of natural acids will remove one detrimental magical effect from you. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 89 with a minimum range of 15. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 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 385 damage for 5 turns. Its effects scale with your Constitution stat. |
Class Talents
| Cunning / Tactical | 1.30 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Finishing moves | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Technique / Pugilism | 1.30 |
| 5/5 |
| 4/5 |
| 3/5 |
| 4/5 |
| Technique / Combat veteran | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Unarmed discipline | 1.30 |
| 4/5 |
| 2/5 |
| 1/5 |
| 2/5 |
| Technique / Combat techniques | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Unarmed training | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Technique / Combat training | 1.10 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.10 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Undead / Skeleton | 1.10 |
| 3/5 |
| 1/5 |
| 3/5 |
| 5/5 |
Prodigies
| 1/1 |
Effects
| talent | Striking Stance |
| beneficial effect | The target's defense is increased by 36. Defensive Maneuver |
| beneficial effect | The target has been affected by space or time manipulations and is becoming more resistant to them (+35). Continuum Destabilization |
| beneficial effect | The target is in the middle of a combo chain and has earned 4 combo points. 4 Combo |
| beneficial effect | Countering melee attacks: Has a 31% chance to get an automatic counter attack when avoiding a melee attack. (2.0 counters remaining) Counter Attacking |
| detrimental effect | Zone-wide effect: +20 magic, +2 mana regen, -20 accuracy, -20 stealth power. Sorcerous Aura |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs and left for dead. They asked about the staff and stole it from you. Go at once to Last Hope to report those events! | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife'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. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You failed to protect the injured seer from death by degenerated skeleton archer. Escort: injured seer (level 2 of Ruins of Kor'Pul) | failed |
You successfully escorted the lost anorithil to the recall portal on level 3 of Dreadfell. Escort: lost anorithil (level 3 of Dreadfell)As a reward you improved talent Healing Light (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by armoured skeleton warrior. Escort: lost sun paladin (level 5 of Dreadfell) | failed |
You failed to protect the lost tinker from death by giant venus flytrap. Escort: lost tinker (level 3 of Old Forest) | failed |
You successfully escorted the lost warrior to the recall portal on level 6 of Dreadfell. Escort: lost warrior (level 6 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 2 of Lost Dwarven Kingdom of Reknor. Escort: repented thief (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Device Mastery (+1 level(s)). | done |
You failed to protect the temporal explorer from death by Gloradhekira the crimson crystal. Escort: temporal explorer (level 2 of Old Forest) | failed |
You failed to protect the worried loremaster from death by skeleton master archer. Escort: worried loremaster (level 2 of Dreadfell) | failed |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
You 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. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 415. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed storm wyrm claw. * You've found the needed honey tree root. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * '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've found the needed vial of squid ink. * You've found the needed orc heart. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * You have destroyed Vor. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * Find a Resonating Diamond. | active |
You have found a slavers' compound and entered it. Till the Blood Runs Clear | 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 | undeterred pair of dwarven-steel boots of evasion (15 def, 4 armour)3.0 T3 feet armor [Ego++] Arcane/Master While equipped: ----- def ----- Armour +4 Defense +15 (+4 eff.) Fatigue +3% Silence- +22% Confus- +38% Stun/Frz- +25% Evasion: (Instant) Puts all charms on 27 cooldown Level 2.4 Pwr.cost 27 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 32% chance to evade melee and ranged attacks and 24 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| On hands | brawler's drakeskin leather gloves of the juggernaut (0 def, 3 armour)1.0 T5 hands armor [Ego++] Master While equipped: Stats +4 Str +4 Dex +3 Cun +3 Con ----- def ----- Armour +3 Phys.save +20 (+7 eff.) Spell.save +5 (+2 eff.) Mind.save +6 (+3 eff.) Disarm- +31% ---------- misc Cooldown Double Strike -1 Unarmed combat: Power 24.5 - 27.0 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit / acc Acc +6 Apr +5 Crit +13.0% Atk.spd 167% Melee+ +21 physical On Hit: 10% Juggernaut 1 On Hit: 10% Set Up 5 Juggernaut: (Instant) Puts all charms on 27 cooldown Level 3.0 Pwr.cost 27 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 27% and provides a 15% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| On head | Crown of the Elements (0 def, 5 armour)2.0 T5 head armor [Unique] Arcane While equipped: Stats +3 Wil +5 Con dps ---------- Melee+ 10 acid 10 fire 10 cold 10 lightning Dmg.mod +8% acid +8% fire +8% lightning +8% cold ----- def ----- Armour +5 Fatigue +5% Resists +15% acid +15% fire +15% lightning +15% cold ---------- misc See.Invis +15 This jeweled crown shimmers with colors. |
| Tool | overpowered dragonbone wand of conjuration [power 781] (12 cooldown)2.0 T5 wand charm [Ego+] Arcane Fire a bolt of a random element with (base) damage 390 to 781 Puts all charms on 12 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +6 Con +4 Wil dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 12.17 cold and 10.49 physical damage (based on Willpower) each turn and knocking opponents back. Uses 54 power out of 60/60 This azure ring seems to be always moist to the touch. |
| On fingers | rogue's steel ring of blinding strikes0.1 T2 ring jewelry [Ego+] Arcane/Master While equipped: Stats +2 Cun dps ---------- Melee+ 22 light Ranged+ 29 light On Hit (Melee): * 10% chance to blind On Hit (Ranged): * 16% chance to blind ----- def ----- Defense +4 (+1 eff.) Rings can have magical properties. This item has been sent to the Item's Vault. |
| Around neck | Flarehacker the gold amulet0.1 T3 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +5 Con dps ---------- Phys.pwr +6 (+2 eff.) Phys.spd +10% Dmg.mod +6% physical +24% fire Res.pen +10% fire ----- def ----- Resists +8% physical ---------- misc Stam/turn +0.40 Amulets can have magical properties. |
| Main armor | The Untouchable (14 def, 12 armour)9.0 T3 light armor [Unique] Arcane While equipped: Stats +8 Cun dps ---------- Apr +10 ----- def ----- Armour +12 Defense +14 (+3 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
| Light source | bright brass lantern of health2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +42.00 ---------- misc Light +4 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. |
| Cloak | murderer's elven-silk cloak of battle (3 def, 0 armour)2.0 T5 cloak armor [Ego+] Master While equipped: Stats +3 Cun +3 Dex dps ---------- Phys.crit +2.0% Phys.pwr +3 (+1 eff.) Acc +5 (+2 eff.) Apr +6 ----- def ----- Defense +3 (+1 eff.) Fatigue -3% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around waist | balancing hardened leather belt of valiance1.0 T3 belt armor [Ego++] Master/Psionic While equipped: Stats +5 Dex +3 Wil +4 Cun dps ---------- Phys.crit +7.0% Mind.crit +8% ----- def ----- Mind.save +8 (+4 eff.) Max.HP +61.00 A belt that goes around your waist. |
Inventory
healing infusion of the psychic (heal 110)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 110 and cleanse 1 wound and 1 poison effect. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion (378% speed; 8 turns)0.1 T2 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 378% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
teleportation rune of the titan (range 116)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 116 with a minimum range of 15. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
vision rune (radius 13; dur 16; see dragon)0.1 T2 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to get a vision of the area surrounding you (13 radius) and to allow you to see invisible and stealthed creatures (power 16) for 16 turns. Your mind will become more receptive for 16 turns, allowing you to sense any dragon around. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
invisibility rune (power 7 for 7 turns)0.1 T3 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to become invisible (power 7) for 7 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
controlled phase door rune (range 9)0.1 T4 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport in a range of 9. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Ancient Tome titled 'Gems and their uses'0.1 tome scroll [Plot Item] Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
insulating copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +11% cold +11% fire Amulets can have magical properties. |
starlit copper amulet of mastery (0.11 Technique / Unarmed training)0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +10% light +11% darkness Blind- +20% ---------- misc Masteries +0.11 Technique/Unarmed training Amulets can have magical properties. |
savior's steel amulet of the eclipse0.1 T2 amulet jewelry [Ego++] Arcane/Master While equipped: dps ---------- Melee+ 7 light 6 darkness Dmg.mod +6% light +6% darkness On Melee Ret: * 5% chance to blind * 7% chance to inflict 15% damage reduction ----- def ----- Phys.save +11 (+4 eff.) Spell.save +13 (+6 eff.) Mind.save +10 (+5 eff.) Amulets can have magical properties. |
warmaker's steel amulet of manastreaming0.1 T2 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +4 Str +6 Dex +2 Mag +5 Wil dps ---------- S.pwr/crit +2 ---------- misc Mana/turn +0.19 Max.mana +20.00 Amulets can have magical properties. |
wanderer's gold amulet0.1 T3 amulet jewelry [Ego+] Master While equipped: Stats +6 Dex +5 Cun +5 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -6% HP.reg +0.40 ---------- misc Stam/turn +0.50 Amulets can have magical properties. |
copper ring 'Glurawen'0.1 T1 ring jewelry [Rare] Psionic While equipped: dps ---------- Phys.pwr +4 (+1 eff.) Dmg.mod +11% mind ----- def ----- Defense +9 (+2 eff.) Rng.Def +9 (+2 eff.) Resists +11% mind HP.reg +0.80 Heal.mod +10% Rings can have magical properties. |
copper ring of perseverance0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- HP.reg +0.90 Stun/Frz- +22% Rings can have magical properties. |
wizard's copper ring of sensing0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +2 Mag ----- def ----- Spell.save +4 (+2 eff.) Blind- +25% ---------- misc Infravis +4 See.Stealth +7 See.Invis +6 Rings can have magical properties. |
conjurer's steel ring0.1 T2 ring jewelry [Ego+] Arcane While equipped: Stats +5 Wil +5 Mag dps ---------- Spell.pwr +6 (+3 eff.) Rings can have magical properties. |
conjurer's steel ring0.1 T2 ring jewelry [Ego+] Arcane While equipped: Stats +5 Wil +4 Mag dps ---------- Spell.pwr +5 (+2 eff.) Rings can have magical properties. |
rogue's steel ring of lightning (+24%)0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +4 Cun dps ---------- Dmg.mod +12% lightning ----- def ----- Defense +8 (+2 eff.) Resists +24% lightning Rings can have magical properties. |
solipsist's steel ring of pilfering0.1 T2 ring jewelry [Ego++] Master/Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Mind.pwr +6 (+3 eff.) Acc +8 (+3 eff.) Apr +7 ----- def ----- Defense +9 (+2 eff.) Disengage: Puts all charms on 9 cooldown Level 2.4 Pwr.cost 9 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 5 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 154% 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. |
titan's steel ring of fire (+22%)0.1 T2 ring jewelry [Ego] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +11% fire ----- def ----- Resists +22% fire Phys.save +6 (+2 eff.) Rings can have magical properties. |
wizard's steel ring of lightning (+22%)0.1 T2 ring jewelry [Ego] Arcane/Nature While equipped: Stats +2 Mag dps ---------- Dmg.mod +11% lightning ----- def ----- Resists +22% lightning Spell.save +4 (+2 eff.) Rings can have magical properties. |
wizard's steel ring of time (+10%)0.1 T2 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag dps ---------- Dmg.mod +10% temporal ----- def ----- Resists +10% temporal Spell.save +6 (+3 eff.) Rings can have magical properties. |
Glibeth the gold ring0.1 T3 ring jewelry [Rare] Psionic While equipped: Stats +4 Wil dps ---------- Res.pen +20% temporal Melee Ret 12 arcane ----- def ----- Resists +5% arcane +6% temporal Mind.save +8 (+4 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% Rings can have magical properties. |
gold ring of misery0.1 T3 ring jewelry [Ego+] Psionic While equipped: Stats +1 Cun dps ---------- Melee+ 6 bleed Ranged+ 8 bleed On Hit (Melee): * 12% chance to cause random gloom On Hit (Ranged): * 14% chance to cause random gloom ---------- misc Hate/m.crit +2.00 Max.hate +7.00 Bleeding Edge: Puts all charms on 18 cooldown Level 3.0 Pwr.cost 18 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings can have magical properties. |
solipsist's gold ring of misery0.1 T3 ring jewelry [Ego++] Psionic While equipped: Stats +7 Cun +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 8 bleed Ranged+ 8 bleed On Hit (Melee): * 10% chance to cause random gloom On Hit (Ranged): * 12% chance to cause random gloom ---------- misc Hate/m.crit +2.00 Max.hate +6.00 Bleeding Edge: Puts all charms on 18 cooldown Level 4.0 Pwr.cost 18 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 67%. Rings can have magical properties. |
rogue's stralite ring of darkness (+28%)0.1 T4 ring jewelry [Ego] Arcane/Master While equipped: Stats +6 Cun dps ---------- Dmg.mod +14% darkness ----- def ----- Defense +12 (+3 eff.) Resists +28% darkness Rings can have magical properties. |
savior's stralite ring of misery0.1 T4 ring jewelry [Ego+] Master/Psionic While equipped: Stats +5 Cun dps ---------- Melee+ 12 bleed Ranged+ 5 bleed On Hit (Melee): * 14% chance to cause random gloom On Hit (Ranged): * 17% chance to cause random gloom ----- def ----- Phys.save +11 (+4 eff.) Spell.save +12 (+6 eff.) Mind.save +10 (+5 eff.) ---------- misc Hate/m.crit +2.00 Max.hate +9.00 Bleeding Edge: Puts all charms on 18 cooldown Level 3.0 Pwr.cost 18 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings can have magical properties. |
blighted elven-wood magestaff of channeling (25-30 power, 5 apr, fire element)5.0 T4 staff 2H weapon [Ego++] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +27 (+13 eff.) Dmg.mod +25% fire On Hit (Melee): * 11% chance to disease ---------- misc Mana/turn +0.22 Vim/s.crit +3.00 Max.vim +16.00 Talents +1 Command Staff Channel mana (increasing mana regeneration by 500% for ten turns) Puts all charms on 27 cooldown Staves designed for wielders of magic, by the greats of the art. |
blighted elven-wood starstaff of invocation (25-30 power, 5 apr, light element)5.0 T4 staff 2H weapon [Ego++] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +20 (+10 eff.) S.pwr/crit +7 Dmg.mod +25% light On Hit (Melee): * 5% chance to disease ---------- misc Vim/s.crit +3.00 Max.vim +23.00 Talents +1 Command Staff Conjure elemental energy in a radius 8 cone, dealing 34.98 to 41.97 light damage Puts all charms on 8 cooldown Staves designed for wielders of magic, by the greats of the art. |
potent elven-wood magestaff (33-39.6 power, 5 apr, cold element)5.0 T4 staff 2H weapon [Ego] Arcane Power 33.0 - 39.6 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +16 (+8 eff.) Dmg.mod +33% cold ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
shimmering elven-wood magestaff of greater warding (25-30 power, 5 apr, fire element)5.0 T4 staff 2H weapon [Ego+] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +12 (+6 eff.) Dmg.mod +25% fire ----- def ----- Armour +9 Defense +8 (+2 eff.) ---------- misc Mana/turn +0.22 Max.mana +43.00 Wards +3 fire Talents +1 Command Staff +3 Ward Staves designed for wielders of magic, by the greats of the art. |
dragonbone starstaff of channeling (30-36 power, 6 apr, physical element)5.0 T5 staff 2H weapon Reqs Mag 48 [Ego+] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +29 (+13 eff.) Dmg.mod +30% physical ---------- misc Mana/turn +0.17 Talents +1 Command Staff Channel mana (increasing mana regeneration by 500% for ten turns) Puts all charms on 27 cooldown Staves designed for wielders of magic, by the greats of the art. |
Voratun Hammer of the Deep Bellow (82-123 power, 7 apr)5.0 T5 greatmaul 2H weapon [Unique] Arcane/Master Power 82.0 - 123.0 Physical Uses 120% Str Acc+ +0.1% dam / acc Apr +7 Crit +4.0% Atk.spd 100% Melee+ +30 fire On Hit: 10% Flameshock 3 While equipped: dps ---------- Dmg.mod +15% physical The legendary hammer of the Dwarven master smiths. For ages it was used to forge powerful weapons with searing heat until it became highly powerful by itself. |
truestriking stralite greatsword of crippling (47.5-76 power, 3 apr)3.0 T4 greatsword 2H weapon [Ego++] Master Power 47.5 - 76.0 Physical Uses 120% Str Acc+ +0.4% crit.pwr / acc Apr +3 Crit +4.5% Atk.spd 100% On Crit: * cripple the target While equipped: dps ---------- Phys.crit +12.0% Res.pen +17% physical Acc +10 (+3 eff.) Apr +13 Massive two-handed swords. |
acidic stralite waraxe of phasing (34-47.6 power, 18 apr)3.0 T4 waraxe 1H weapon [Ego] Arcane Power 34.0 - 47.6 Physical Uses 100% Str Acc+ +0.2% crit / acc Apr +18 Crit +6.5% Atk.spd 100% Phasing +42% Melee+ +9 acid On Crit: * splashes the target with acid One-handed war axes. |
summoner's pulsing mindstar of slime (13-14.3 power, 32 apr, mind damage)3.0 T4 mindstar 1H weapon Reqs Wil 35 [Ego+] Nature/Disrupt This natural mindstar summons a caller. Power 13.0 - 14.3 Mind Uses 45% Wil, 25% Cun Mastery Psiblades Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +6% Mind.pwr +12 (+6 eff.) Dmg.mod +5% nature On Melee Ret: * Slows global speed by 5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Eyal's Will (22-24.2 power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon Reqs Wil 48 [Unique] Nature/Disrupt Power 22.0 - 24.2 Nature Uses 60% Wil, 20% Cun Mastery Psiblades Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +10 Wil dps ---------- Mind.crit +9% Mind.pwr +18 (+8 eff.) Dmg.mod +20% nature +10% acid Res.pen +20% nature +10% acid ----- def ----- Resists +25% blight +15% nature ---------- misc Talents +3 Ooze Spit Masteries +0.10 Wild-gift/Mindstar mastery Slime Wave: Level 3.0 Pwr.cost 27 out of 30/30. Range melee/personal Travel.spd instantaneous Description: A wall of slime oozes out from the caster with radius 1, increasing once every two turns to a maximum eventual radius of 7, doing 28.77 slime damage for 11 turns. The damage and duration will increase with your Mindpower. This smooth green crystal flows with a light green slime in its core. Droplets occasionally form on its surface, tufts of grass growing quickly on the ground where they fall. |
honing living mindstar of flames (16.5-18.15 power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon Reqs Wil 48 [Ego++] Nature/Psionic This natural fire should be returned to the wyrm. This honing mindstar will focus other psionic mindstars. Power 16.5 - 18.2 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+5 eff.) All.spd +3% Dmg.mod +14% fire +5% physical Res.pen +13% fire +5% physical Melee Ret 7 fire ----- def ----- Resists +10% fire +6% physical Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
mage-hunter's elven-wood longbow of true flight4.0 T4 longbow 2H weapon Reqs Shoot [Ego++] Disrupt/Master Acc+ +0.2% crit / acc Atk.spd 125% Range +10 While equipped: Stats +5 Cun +3 Wil dps ---------- Phys.crit +14.0% Mind.pwr +20 (+9 eff.) Acc +14 (+5 eff.) On Hit (Ranged): * 21 arcane resource burn ---------- misc Masteries +0.15 Wild-gift/Antimagic Longbows are used to shoot arrows at your foes. |
caustic reinforced leather sling4.0 T4 sling 1H weapon Reqs Shoot [Ego+] Nature Acc+ +0.1% dam / acc Atk.spd 125% Range +9 On Hit: * 9% chance to corrode armour by 30% While equipped: dps ---------- Res.pen +8% acid ----- def ----- HP.reg +2.10 Slings are used to hurl stones or metal shots at your foes. |
swiftstrike reinforced leather sling of recursion4.0 T4 sling 1H weapon Reqs Shoot [Ego++] Arcane/Master Acc+ +0.1% dam / acc Atk.spd 143% Range +9 Proj.spd +200% On Hit: 10% Shoot 1 Slings are used to hurl stones or metal shots at your foes. |
warden's reinforced leather sling of true flight4.0 T4 sling 1H weapon Reqs Shoot [Ego++] Arcane/Master Acc+ +0.1% dam / acc Atk.spd 125% Range +10 While equipped: Stats +3 Mag dps ---------- Phys.crit +8.0% Dmg.mod +5% physical +8% temporal Res.pen +7% physical +8% temporal Acc +9 (+3 eff.) ---------- misc Reload +3 Masteries +0.10 Chronomancy/Bow Threading Instant Weapon Swap Slings are used to hurl stones or metal shots at your foes. |
blazebringer's stralite steamgun of power4.0 T4 steamgun 1H weapon Reqs Shoot Steam Pool [Ego+] Nature/Master/Steamtech Acc+ +0.1% dam / acc Apr +20 Atk.spd 100% Range +9 Proj.spd +600% Ranged+ +12 fire Uses 2.0 Steam While equipped: dps ---------- All.spd +3% Dmg.mod +11% physical Res.pen +9% fire +16% physical Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
quiver of elven-wood arrows of gravity (18/18, 46.5-65.1 power, 14 apr)3.0 T4 arrow ammo [Ego+] Nature Power 46.5 - 65.1 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit / acc Apr +14 Crit +2.5% Capacity 18 Ranged+ +20 gravity On Hit: * 10% chance to crush the target Arrows are used with bows to pierce your foes to death. |
elemental pouch of stralite shots of erosion (22/22, 43.5-52.2 power, 5 apr)3.0 T4 shot ammo [Ego+] Arcane/Nature Power 43.5 - 52.2 Physical Uses 70% Dex, 50% Cun Acc+ +0.1% dam / acc Apr +5 Crit +5.5% Capacity 22 Ranged+ +10 nature +11 temporal On Hit: * Random elemental explosion Shots are used with slings to pummel your foes to death. |
stormwoven cashmere robe of life (2 def, 0 armour)2.0 T3 cloth armor [Ego++] Nature While equipped: Stats +5 Str +6 Mag +5 Wil dps ---------- Dmg.mod +5% lightning +7% physical +13% cold ----- def ----- Defense +2 (+0 eff.) Resists +8% blight +8% cold +7% lightning Max.HP +45.00 HP.reg +1.50 Heal.mod +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant silk robe of life (3 def, 0 armour)2.0 T4 cloth armor [Ego++] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +10% nature ----- def ----- Defense +3 (+1 eff.) Resists +9% blight Max.HP +60.00 HP.reg +3.50 Heal.mod +18% Poison- +34% Disease- +31% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven elven-silk robe of the mind (+14%) (5 def, 0 armour)2.0 T5 cloth armor [Ego] Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +4 (+2 eff.) Dmg.mod +14% mind ----- def ----- Defense +5 (+1 eff.) Resists +14% mind Mind.save +19 (+9 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stormwoven elven-silk robe of power (5 def, 0 armour)2.0 T5 cloth armor [Ego++] Arcane/Nature While equipped: Stats +8 Str +5 Mag +5 Wil dps ---------- Spell.pwr +15 (+7 eff.) Dmg.mod +13% lightning +11% physical +5% cold +13% all ----- def ----- Defense +5 (+1 eff.) Resists +8% lightning +9% cold A cloth vestment. It offers no intrinsic protection but can be enchanted. |
radiant rough leather armour of lightning resistance (1 def, 2 armour)9.0 T1 light armor [Ego+] Nature/Master While equipped: Stats +1 Wil dps ---------- Dmg.mod +10% blight Melee Ret 5 light ----- def ----- Armour +2 Defense +1 (+0 eff.) Fatigue +6% Resists +10% blight +10% darkness +15% lightning ---------- misc Light +1 A suit of armour made of leather. It was corrupted by the digestive sack. |
Skin of Many (12 def, 6 armour)9.0 T2 light armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +6 Defense +12 (+3 eff.) Fatigue +7% Max.HP +40.00 Blind- +0% Confus- +0% ---------- misc Infravis +3 Masteries -0.20 Cunning/Stealth The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
reinforced leather armour of Toknor (4 def, 7 armour)9.0 T4 light armor [Ego+] Master While equipped: dps ---------- Phys.crit +4.0% Crit.mult +10.00% Phys.pwr +9 (+3 eff.) ----- def ----- Armour +7 Defense +4 (+1 eff.) Fatigue +8% A suit of armour made of leather. |
searing stralite plate armour of implacability (7 def, 19 armour)17.0 T4 massive armor Reqs Heavy Armour Training 3 [Ego++] Arcane/Master While equipped: dps ---------- Melee+ 16 acid 15 fire Melee Ret 10 acid 11 fire ----- def ----- Armour +19 Defense +7 (+2 eff.) Fatigue +20% Resists +12% acid +10% fire Phys.save +9 (+3 eff.) A suit of armour made of metal plates. |
Voroleba1.0 T1 belt armor [Rare] Arcane While equipped: Stats +2 Con dps ---------- Acc +2 (+1 eff.) ----- def ----- Defense +9 (+2 eff.) Rng.Def +9 (+2 eff.) Resists +6% light +6% darkness Phys.save +3 (+1 eff.) ---------- misc Stam/turn +0.40 A belt that goes around your waist. |
blurring rough leather belt of the mystic1.0 T1 belt armor [Ego] Arcane/Master While equipped: dps ---------- Spell.pwr +2 (+1 eff.) ----- def ----- Defense +8 (+2 eff.) Mind.save +6 (+3 eff.) Stealth +5 A belt that goes around your waist. |
hardened leather belt 'Beluna'1.0 T3 belt armor [Rare] Psionic While equipped: Stats +4 Str dps ---------- Phys.crit +2.0% Mind.pwr +3 (+1 eff.) Acc +2 (+1 eff.) ----- def ----- Resists +9% darkness +3% fire Phys.save +7 (+3 eff.) ---------- misc Stam/turn +0.80 A belt that goes around your waist. |
monstrous hardened leather belt of recklessness1.0 T3 belt armor [Ego++] Nature/Master While equipped: Stats +4 Str +4 Con dps ---------- Phys.crit +4.0% Crit.mult +8.00% Phys.pwr +11 (+3 eff.) ----- def ----- Phys.save +10 (+4 eff.) ---------- misc Size +1 A belt that goes around your waist. |
enveloping linen cloak of Eldoral (7 def, 0 armour)2.0 T1 cloak armor [Ego] Master While equipped: Stats +1 Cun +1 Dex ----- def ----- Defense +7 (+2 eff.) Phys.save +5 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
enveloping linen cloak of the voidstalker (7 def, 0 armour)2.0 T1 cloak armor [Ego+] Arcane/Master While equipped: ----- def ----- Defense +7 (+2 eff.) Resists +12% darkness +12% temporal Phys.save +6 (+2 eff.) Def/telep +11 Res/telep +11% Dur/telep +11% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 9 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cloak of Deception1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +5 (+2 eff.) Mind.pwr +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Frozen Shroud (12 def, 0 armour)2.0 T5 cloak armor [Unique] Arcane While equipped: Stats +7 Mag dps ---------- Melee Ret 60 ice ----- def ----- Defense +12 (+3 eff.) Resists +25% cold -15% fire +8% all Release a radius 4 chilling blast, instantly dealing 225.09 cold damage and condensing the air into freezing vapors that deal 75.03 cold damage (based on Magic) each turn for 10 turns. Uses 27 power out of 30/30 All that remains of the Glacial Legion. This cloak seems to exude an icy cold vapor that freezes all it touches. This item has been sent to the Item's Vault. |
traveler's pair of rough leather boots of tirelessness (0 def, 1 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 Fatigue -4% Phys.save +5 (+2 eff.) ---------- misc Max.enc +22 Stam/turn +0.30 Max.stam +12.00 A pair of boots made of leather. |
Shoes of Moving Slowly (0 def, 0 armour)2.0 T4 feet armor [Unique] Unknown While equipped: Stats +8 Wil +8 Mag dps ---------- Spell.pwr +5 (+2 eff.) ----- def ----- Armour +0 Defense +0 (+0 eff.) Fatigue +3% Knockbk- +100% Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. Combine it with the Shoes of Moving Quickly. Fast does not always win. Rumoured to be able to combine with the Shoes of Moving Quickly. |
blood-soaked pair of dwarven-steel boots of speed (0 def, 4 armour)3.0 T3 feet armor [Ego++] Arcane/Master While equipped: dps ---------- Phys.crit +4.0% Phys.pwr +3 (+1 eff.) Mov.spd +20% Apr +3 ----- def ----- Armour +4 Fatigue +3% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
dreamer's pair of dwarven-steel boots of uncanny dodging (2 def, 4 armour)3.0 T3 feet armor [Ego+] Master/Psionic While equipped: ----- def ----- Armour +4 Defense +2 (+0 eff.) Rng.Def +5 (+1 eff.) Fatigue +3% Phys.save +7 (+3 eff.) Spell.save +8 (+4 eff.) Mind.save +9 (+5 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
wanderer's pair of voratun boots of evasion (18 def, 5 armour)3.0 T5 feet armor [Ego++] Master While equipped: Stats +1 Cun +3 Con ----- def ----- Armour +5 Defense +18 (+4 eff.) Fatigue +4% Phys.save +19 (+7 eff.) Mind.save +19 (+9 eff.) Evasion: (Instant) Puts all charms on 27 cooldown Level 2.4 Pwr.cost 27 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 32% chance to evade melee and ranged attacks and 24 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Beluma the Thundervault (0 def, 1 armour)1.0 T1 hands armor [Rare] Arcane While equipped: Stats +2 Mag dps ---------- Dmg.mod +4% arcane Res.pen +15% lightning On Hit (Melee): * 15% chance to daze at end of turn ----- def ----- Armour +1 Resists +5% arcane +6% lightning Unarmed combat: Power 8.0 - 8.8 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit / acc Apr +1 Crit +1.0% Atk.spd 167% Melee+ +5 arcane On Crit.r2 +5 arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
heroic rough leather gloves of dispersion (0 def, 4 armour)1.0 T1 hands armor [Ego++] Arcane/Master While equipped: Stats +3 Wil +3 Mag dps ---------- Melee+ 5 arcane ----- def ----- Armour +4 Resists +3% arcane Mind.save +6 (+3 eff.) Max.HP +40.00 Unarmed combat: Power 12.5 - 13.8 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit / acc Acc +5 Apr +1 Crit +1.0% Atk.spd 167% Melee+ +5 arcane On Hit: 10% Manathrust 3 On Hit: 10% Battle Shout 1 Disperse Magic: Puts all charms on 18 cooldown Level 3.0 Pwr.cost 18 out of 20/20. Range 10 Travel.spd instantaneous Is a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Normal] While equipped: ----- def ----- Armour +1 Unarmed combat: Power 7.0 - 7.7 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit / acc Apr +1 Crit +1.0% Atk.spd 167% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
storm rough leather gloves of magic (+2) (0 def, 1 armour)1.0 T1 hands armor [Ego] Arcane/Nature While equipped: Stats +2 Mag dps ---------- Melee+ 6 lightning Dmg.mod +3% arcane +4% lightning ----- def ----- Armour +1 Resists +6% lightning Unarmed combat: Power 8.0 - 8.8 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit / acc Apr +1 Crit +1.0% Atk.spd 167% Melee+ +5 arcane On Crit.r2 +6 arcane +6 lightning On Hit: 10% Lightning Breath 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Wyrmbreath (0 def, 4 armour)1.0 T2 hands armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Dmg.mod +10% fire ----- def ----- Armour +4 Resists +18% fire +10% darkness +10% nature Unarmed combat: Power 18.0 - 19.8 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit / acc Apr +7 Crit +1.0% Atk.spd 167% Melee+ +10 fire Dmg.conv 50% fire On Hit: 10% Bellowing Roar 3 On Hit: 10% Fire Breath 2 Fire Breath: Level 2.0 Pwr.cost 22 out of 24/24. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 251.63 fire damage over 3 turns, and has a 25% chance of being Flameshocked for 3 turns, stunning them. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
brawler's hardened leather gloves of strength (+7) (0 def, 2 armour)1.0 T3 hands armor [Ego+] Master While equipped: Stats +7 Str +2 Dex +4 Cun dps ---------- Phys.pwr +11 (+3 eff.) ----- def ----- Armour +2 Phys.save +6 (+2 eff.) ---------- misc Cooldown Double Strike -1 Unarmed combat: Power 21.0 - 23.1 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit / acc Acc +6 Apr +3 Crit +10.0% Atk.spd 167% On Hit: 10% Set Up 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
iron gauntlets of magic (+3) (0 def, 1 armour)1.5 T1 hands armor [Ego] Arcane While equipped: Stats +3 Mag dps ---------- Dmg.mod +4% arcane ----- def ----- Armour +1 Unarmed combat: Power 9.0 - 12.6 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.1% dam / acc Apr +3 Crit +2.0% Atk.spd 125% Melee+ +4 arcane On Crit.r2 +6 arcane Metal gloves protecting the hands up to the middle of the lower arm. |
alchemist's dwarven-steel gauntlets of the iron hand (0 def, 2 armour)1.5 T3 hands armor [Ego++] Arcane/Master While equipped: Stats +3 Str +3 Mag +5 Wil +2 Con dps ---------- Melee+ 5 acid 5 fire 5 lightning 5 cold ----- def ----- Armour +2 Disarm- +30% ---------- misc Masteries +0.20 Technique/Grappling Unarmed combat: Power 20.0 - 28.0 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.1% dam / acc Apr +9 Crit +8.0% Atk.spd 125% Melee+ +8 ice +12 fire +14 lightning +15 acid On Hit: 10% Disarm 3 Metal gloves protecting the hands up to the middle of the lower arm. |
Cloud Caller (0 def, 0 armour)2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light +10% lightning ----- def ----- Resists +10% light +10% lightning Call Lightning: Level 1.0 Pwr.cost 18 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 32.65 to 97.95 lightning damage. The damage will increase with your Mindpower. This hat's broad brim protects you from harsh sunlight and sudden storms. |
Gorofast the hardened leather cap (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +2 Str +5 Con ----- def ----- Armour +3 Fatigue +3% Crit.dmg- 15.00% Phys.save +13 (+5 eff.) ---------- misc Light +2 A cap made of leather. |
mindcaging hardened leather cap of might (0 def, 3 armour)2.0 T3 head armor [Ego++] Master/Psionic While equipped: Stats +3 Str +4 Con dps ---------- Phys.pwr +5 (+2 eff.) ----- def ----- Armour +3 Fatigue +3% Resists +12% mind Mind.save +15 (+7 eff.) Confus- +27% A cap made of leather. |
grounding iron helm of dexterity (+3) (0 def, 3 armour)3.0 T1 head armor [Ego] Nature/Master While equipped: Stats +3 Dex ----- def ----- Armour +3 Fatigue +5% Resists +5% lightning +5% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
insulating iron helm of constitution (+3) (0 def, 3 armour)3.0 T1 head armor [Ego] Master While equipped: Stats +3 Con ----- def ----- Armour +3 Fatigue +5% Resists +5% cold +6% fire A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Light of Revelation2.0 T2 lite [Unique] Unknown While equipped: dps ---------- Against +25% Horror ----- def ----- D.Red.from +25% Horror ---------- misc Light +7 See.Stealth +35 See.Invis +35 Sometimes reveals the hidden truths you'd rather not see. The "lantern" appears to be a glowing shard of a glass-like substance. Despite how bright it is, its light deeply disturbs you. It illuminates everything in its wake, including things which you would rather not see. Part of you wants to throw it away, but another part wants to know the unearthly truths it will reveal to you. |
Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +4 Call light (69 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Blood-Runed Athame1.0 misc [Plot Item] An athame, covered in blood runes. It radiates power. |
iron pickaxe of endurance (dig speed 38 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +2 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner's iron pickaxe (dig speed 29 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Treedare (dig speed 31 turns)3.0 T3 digger tool [Rare] Nature While equipped: Stats +2 Cun +2 Str dps ---------- Dmg.mod +6% nature Res.pen +25% nature ----- def ----- Fatigue -6% Resists +14% nature ---------- misc Infravis +3 See.Invis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Eternity's Counter2.0 T4 misc tool [Unique] Arcane While equipped: dps ---------- Mov.spd -16% Phys.spd +12% Spell.spd +12% Mind.spd +12% Dmg.mod +15% temporal +10% all ----- def ----- Resists +15% temporal -12% all Dmg.red +0 all Offers either offensive or defensive benefits, depending on the position of the sands. Switching the direction of flow takes no time. Flip the hourglass (sands currently flowing towards entropy). Uses 18 power out of 20/20 This hourglass of otherworldly crystal appears to be filled with countless tiny gemstones in place of sand. As they fall, you feel the flow of time change around you. |
Elemental Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
Orb of Many Ways1.0 orb [Plot Item] Unknown Activate a portal. Uses 9 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Entropy (1/1)2.0 T2 rod charm [Unique] Unknown While carried: ---------- misc Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 86% of the healing done. This effect scales with your Magic stat.. Uses 68 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 182 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Darkkiss [power 117] (6 cooldown)2.0 T2 wand charm [Rare] Arcane While equipped: Stats +4 Str dps ---------- Phys.pwr +4 (+1 eff.) ----- def ----- Armour +8 Resists +6% darkness Die.at -40.00 life ---------- misc Wards +2 lightning +2 temporal +2 blight +2 fire +2 cold Talents +1 Ward Creates a wall of flames lasting 4 turns (dealing 154 fire damage overall) Puts all charms on 6 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
bright ash wand of conjuration [power 157] (9 cooldown)2.0 T2 wand charm [Ego] Arcane Fire a bolt of a random element with (base) damage 78 to 157 Puts all charms on 9 cooldown 100% to regenerate 3 positive energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Umbrastar the yew wand of conjuration [power 265] (9 cooldown)2.0 T3 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +9% arcane Res.pen +25% darkness Melee Ret 8 arcane 8 darkness On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Resists +5% arcane +6% darkness ---------- misc Wards +3 lightning +3 temporal +4 blight +2 fire +3 cold Talents +1 Ward Fire a bolt of a random element with (base) damage 132 to 265 Puts all charms on 9 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
volcanic yew wand of conjuration [power 271] (9 cooldown)2.0 T3 wand charm [Ego+] Arcane While equipped: ---------- misc Talents +2 Volcano Cooldown Volcano -2 Fire a bolt of a random element with (base) damage 136 to 271 Puts all charms on 9 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
striking elven-wood wand of conjuration [power 337] (9 cooldown)2.0 T4 wand charm [Ego+] Arcane While equipped: ---------- misc Talents +3 Strike Cooldown Strike -1 Fire a bolt of a random element with (base) damage 168 to 337 Puts all charms on 9 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
A dangerous secret (Roguelike)
Found the mysterious staff and told Last Hope about it.By 1Gian the Skeleton Brawler level 26
44th Haze 123rd year of Ascendancy at 00:53 see stats
A different point of view (Roguelike)
Learned the five chapters of Orc history through loremaster Hadak's tales.By 1Gian the Skeleton Brawler level 32
40th Regrowth 124th year of Ascendancy at 09:36 see stats
Brave new world (Roguelike)
Went to the Far East and took part in the war.By 1Gian the Skeleton Brawler level 29
16th Regrowth 124th year of Ascendancy at 00:24 see stats
Curse Lifter (Roguelike)
Killed Ben Cruthdar the Cursed.By 1Gian the Skeleton Brawler level 9
5th Dusk 122nd year of Ascendancy at 21:48 see stats
Destroyer's bane (Roguelike)
Killed Golbug the Destroyer.By 1Gian the Skeleton Brawler level 27
57th Haze 123rd year of Ascendancy at 21:44 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By 1Gian the Skeleton Brawler level 16
1st Time of Equilibrium 122nd year of Ascendancy at 14:07 see stats
Eye of the storm (Roguelike)
Freed Derth from the onslaught of the mad Tempest, Urkis.By 1Gian the Skeleton Brawler level 16
1st Time of Equilibrium 122nd year of Ascendancy at 03:35 see stats
Home sweet home (Roguelike)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By 1Gian the Skeleton Brawler level 14
52nd Dusk 122nd year of Ascendancy at 02:07 see stats
Level 10 (Roguelike)
Got a character to level 10.By 1Gian the Skeleton Brawler level 10
21st Dusk 122nd year of Ascendancy at 09:16 see stats
Level 20 (Roguelike)
Got a character to level 20.By 1Gian the Skeleton Brawler level 20
38th Regrowth 123rd year of Ascendancy at 17:10 see stats
Level 30 (Roguelike)
Got a character to level 30.By 1Gian the Skeleton Brawler level 30
27th Regrowth 124th year of Ascendancy at 20:12 see stats
Rescuer of the lost (Roguelike)
Rescued the merchant from the assassin lord.By 1Gian the Skeleton Brawler level 17
3rd Regrowth 123rd year of Ascendancy at 05:00 see stats
Size matters (Roguelike)
Did over 600 damage in one attack.By 1Gian the Skeleton Brawler level 25
76th Dusk 123rd year of Ascendancy at 20:25 see stats
Sliders (Roguelike)
Activated a portal using the Orb of Many Ways.By 1Gian the Skeleton Brawler level 28
9th Regrowth 124th year of Ascendancy at 08:39 see stats
The Arena (Roguelike)
Unlocked Arena mode.By 1Gian the Skeleton Brawler level 5
6th Mirth 122nd year of Ascendancy at 15:32 see stats
The secret city (Roguelike)
Discovered the truth about mages.By 1Gian the Skeleton Brawler level 8
2nd Summertide 122nd year of Ascendancy at 02:10 see stats
The sky is falling! (Roguelike)
Saw a huge meteor falling from the sky.By 1Gian the Skeleton Brawler level 11
27th Dusk 122nd year of Ascendancy at 17:52 see stats
Treasure Hoarder (Roguelike)
Amassed 3000 gold pieces.By 1Gian the Skeleton Brawler level 26
50th Haze 123rd year of Ascendancy at 07:29 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By 1Gian the Skeleton Brawler level 16
64th Dusk 122nd year of Ascendancy at 11:38 see stats
Unstoppable (Roguelike)
Returned from the dead.By 1Gian the Skeleton Brawler level 29
22nd Regrowth 124th year of Ascendancy at 16:18 see stats
Vampire crusher (Roguelike)
Destroyed the Master in its lair of the Dreadfell.By 1Gian the Skeleton Brawler level 22
46th Regrowth 123rd year of Ascendancy at 12:24 see stats
Log
Talent Re-assemble is ready to use.
Talent Spinning Backhand is ready to use.
Resting starts...
Talent Healing Light is ready to use.
The shield around 1Gian crumbles.
Talent Rune: Reflection Shield is ready to use.
Talent Rune: Teleportation is ready to use.
Talent Rush is ready to use.
Talent Bone Armour is ready to use.
Rested for 33 turns (stop reason: hostile spotted to the north (orc pyromancer)).
1Gian lashes out with a spinning backhand.
1Gian performs a melee critical strike against Orc pyromancer!
1Gian hits Orc pyromancer for 395 physical, 22 physical, 11 lightning, 17 light, 13 fire, 5 acid, 12 cold (476 total damage).
Orc pyromancer casts Fireflash.
Orc pyromancer's spell attains critical power!
1Gian speeds up.
1Gian throws two quick punches.
1Gian slows down.
Orc pyromancer loses sight!
1Gian uses Set Up.
1Gian is moving defensively!
You collect a new ingredient: orc heart (1).
1Gian performs a melee critical strike against Orc pyromancer!
1Gian hits Orc pyromancer for 141 physical, 22 physical, 11 lightning, 17 light, 13 fire, 5 acid, 12 cold, 118 physical (340 total damage).
1Gian killed Orc pyromancer!
Saving game...






























































































































