Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.2.5 |
Addons | No More Rare Monsters 1.2.5Get rid of those constant one-shot encounters. Elites and Bosses untouched. Items Vault 1.2.0Donators/Buyers bonus! Infinite500 v2.4: Revised high level play for ToME 1.2.4Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. Ashes of Urh'Rok 1.2.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Breeding Pits Restoration Project 1.1.5Restores the orc breeding pits cut content to the game. Extra Dungeons 1.2.5In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. Weapons Pack 1.2.4This adds new weapon types and egos to the game. - Tridents are unchanged, but generate more often. Most of the stuff here can be individually turned on/off in the Game Options menu. So you could use this addon just for the extra tridents if you really wanted to. Superhuman 1.2.5For those who think the Homosuperior race by gkjzhgffjh is not easy enough. |
Campaign | Infinite |
Mode | Normal Adventure |
Sex | Male |
Race | Superhuman |
Class | Berserker |
Level / Exp | 54 / 85% |
Size | big |
Lifes / Deaths | Killed by Vlaolgda the dolleg at level 34 on the 9th Flare 122nd year of Ascendancy at 20:05 1 / 6Killed by Aerywyn the lesser vampire at level 42 on the 7th Dusk 122nd year of Ascendancy at 12:03 Killed by Xygaba the pyromancer at level 47 on the 11st Dusk 122nd year of Ascendancy at 20:32 Killed by Mayewyn the snow giant boulder thrower at level 49 on the 13rd Dusk 122nd year of Ascendancy at 19:05 Killed by Elathra the assassin at level 52 on the 16th Dusk 122nd year of Ascendancy at 21:01 Killed by Emurina the faeros at level 54 on the 19th Dusk 122nd year of Ascendancy at 02:21 |
Primary Stats
Strength | 133 (base 63) |
Dexterity | 81 (base 63) |
Constitution | 91 (base 63) |
Magic | 38 (base 10) |
Willpower | 82 (base 43) |
Cunning | 39 (base 16) |
Resources
Life | 4009/4009 |
Stamina | 439/439 |
Equilibrium | 0 |
Healing Factor | 1.21 |
Regeneration | 26.615344478996 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +25% |
Spell | 0% |
Global | +200% |
Vision
Sight | 12 |
Lite | 4 |
Infravision | 9 |
See Invisible | 11 |
ESP Range | 10 |
ESP Kinds | dragon, demon/major, demon/minor, humanoid/orc |
Offense: Mainhand
Damage | 326 |
Accuracy | 76 |
Crit Chance | 52% |
APR | 17 |
Speed | 1.00 |
Offense: Spell
Spellpower | 34 |
Crit Chance | 25% |
Speed | 1 |
Offense: Mind
Mindpower | 66.375 |
Crit Chance | 32% |
Speed | 1 |
Offense: Damage Bonus
All | 0% |
Defense: Base
Armour (hardiness) | 28 (60%) |
Defense | 50.394444444444 |
Ranged Defense | 50.394444444444 |
Fatigue | 0 |
Physical Save | 71.870833333333 |
Spell Save | 74.645833333333 |
Mental Save | 56.811111111111 |
Defense: Resistances
All | + 15%( 70%) |
Defense: Immunities
Stun Resistance | 48% |
Confusion Resistance | 100% |
Poison Resistance | 5% |
Blind Resistance | 19% |
Silence Resistance | 27% |
Pinning Resistance | 21% |
Disarm Resistance | 24% |
Instadeath Resistance | 100% |
Knockback Resistance | 23% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of mental, physical effects and reduce all damage taken by 25% for 6 turns. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 610 life over 5 turns. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 250 damage for 25 turns. |
Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 54 with a minimum range of 15. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 610 life over 5 turns. Its effects scale with your Magic stat. |
Class Talents
Cunning / Tactical | 1.70 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Berserker's strength | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Technique / Bloodthirst | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Two-handed assault | 1.50 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat techniques | 1.50 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cursed / Cursed aura | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
Technique / Combat training | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Harmony | 2.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Daunting Presence |
detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
beneficial effect | Countering melee attacks: Has a 54% chance to get an automatic counter attack when avoiding a melee attack. (1.6 counters remaining) Counter Attacking |
beneficial effect | The target is surrounded by a magical shield, absorbing 250/250 damage before it crumbles. Damage Shield |
beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 1.0)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 6%) for 4 turns. Power 1+: Nightwalker: +4 Darkness Resistance, +4% Max Darkness Resistance, +4 See Invisible Power 2+: -1 Luck, +3 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 10% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 15% for 3 turns. |
Quests
You failed to protect the injured seer from death by giant blue ant. Escort: injured seer (level 21 of Infinite Dungeon) | failed |
You failed to protect the injured seer from death by assassin. Escort: injured seer (level 30 of Infinite Dungeon) | failed |
You failed to protect the injured seer from death by cold drake hatchling. Escort: injured seer (level 6 of Infinite Dungeon) | failed |
You failed to protect the lone alchemist from death by thief. Escort: lone alchemist (level 19 of Infinite Dungeon) | failed |
You failed to protect the lost sun paladin from death by telugoroth. Escort: lost sun paladin (level 10 of Infinite Dungeon) | failed |
You failed to protect the lost warrior from death by giant spider. Escort: lost warrior (level 28 of Infinite Dungeon) | failed |
You failed to protect the temporal explorer from death by bandit. Escort: temporal explorer (level 13 of Infinite Dungeon) | failed |
You failed to protect the worried loremaster from death by orc fighter. Escort: worried loremaster (level 11 of Infinite Dungeon) | failed |
You failed to protect the worried loremaster from death by ghoulish rat. Escort: worried loremaster (level 18 of Infinite Dungeon) | failed |
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
Equipment
On feet | Gurezor the pair of voratun boots (0 def, 5 armour) Gurezor the pair of voratun boots (0 def, 5 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +13 Physical crit. chance: +6.0% Physical power: +6 Armour: +5 Fatigue: +4% Changes stats: +8 Str / +4 Dex / +4 Mag / +4 Wil / +8 Con Changes resistances penetration: +10% physical Changes damage: +10% physical Critical mult.: +6.00% Physical save: +10 Stamina each turn: +0.20 Maximum stamina: +20.00 Healing mod.: +5% Size category: +1 Activating this item is instant. It can be used to blink to a nearby random location, placing all other charms into a 15 cooldown. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | Spectral Cage Spectral CagePowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% cold Changes resistances penetration: +10% cold Changes damage: +15% cold Talent cooldown: Chill of the Tomb (-2 turns) Spellpower: +10 Light radius: +5 It can be used to release a will o' the wisp, costing 12 power out of 20/20. This ancient, weathered lantern glows with a pale blue light. The metal is icy cold to the touch. |
On head | Zubamina the drakeskin leather cap (0 def, 5 armour) Zubamina the drakeskin leather cap (0 def, 5 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +12 Armour: +5 Fatigue: +5% Changes stats: +6 Str / +11 Wil / +5 Cun Changes resistances: +6% blight / +19% cold / +6% nature / +15% physical Changes resistances penetration: +25% arcane Allows you to breathe in: water Physical save: +15 Spell save: +25 Mental save: +6 Poison immunity: +5% Mindpower: +6 A cap made of leather. |
Tool | Chamerek [power 49] (12 cooldown) Chamerek [power 49] (12 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Changes stats: +1 Wil Grants telepathy: Dragon Demon/Major Demon/Minor Reduces incoming crit damage: 15.00% Light radius: +1 It can be used to harden the skin for 7 turns increasing armour by 49 and armour hardiness by 50%, placing all other charms into a 12 cooldown. Natural totems are made by powerful wilders to store nature power. |
On fingers | steel ring 'Fogtaint' steel ring 'Fogtaint'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +3% darkness / +11% temporal Changes resistances penetration: +15% arcane Changes damage: +11% temporal Silence immunity: +27% Disarm immunity: +24% Pinning immunity: +21% Knockback immunity: +23% Mana each turn: +0.13 Maximum life: +28.00 Rings can have magical properties. |
On fingers | Skystalker SkystalkerInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +14 Defense: +11 Damage when hit (Melee): 4 lightning Changes resistances: +12% temporal / +9% darkness / +6% cold Stun/Freeze immunity: +48% Life regen: +5.60 Maximum life: +67.00 Movement speed: +25% Healing mod.: +30% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 24 cooldown : Effective talent level: 6.0 Power cost: 24 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 51% for 5 turns. Rings can have magical properties. |
Around waist | insulating rough leather belt of life insulating rough leather belt of lifeInfused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% fire / +6% cold Life regen: +0.70 Healing mod.: +11% A belt that goes around your waist. |
In main hand | acidic voratun greatsword of massacre (82.5-132 power, 4 apr) (Shrouds) acidic voratun greatsword of massacre (82.5-132 power, 4 apr) (Shrouds)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 82.5 - 132.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +27 acid Curse of Shrouds Massive two-handed swords. |
On hands | stone warden's drakeskin leather gloves of dispersion (0 def, 18 armour) stone warden's drakeskin leather gloves of dispersion (0 def, 18 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +18 Armour Hardiness: +10% Damage (Melee): 7 arcane Changes stats: +8 Mag / +8 Wil / +10 Con Changes resistances: +7% arcane / +8% physical It can be used to activate talent Disperse Magic, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: 10 Travel Speed: 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. |
Main armor | Lisovea (3 def, 0 armour) Lisovea (3 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 Damage when hit (Melee): 4 mind Changes resistances: +17% blight / +24% acid / +21% darkness / +15% mind Changes resistances penetration: +5% mind Changes damage: +16% acid / +6% mind / +3% arcane Physical save: +14 Spell save: +14 Mental save: +31 Life regen: +3.80 Maximum life: +72.00 Healing mod.: +25% The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | Grinurim the Deepsshine (2 def, 0 armour) Grinurim the Deepsshine (2 def, 0 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 Effects on melee hit: * 40% chance to inflict damage reduction Changes stats: +3 Dex / +5 Wil / +8 Cun Changes resistances: +9% darkness / +6% temporal Changes damage: +6% temporal Physical save: +11 Mental save: +10 Only die when reaching: -50.00 life Mental crit. chance: +7% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Mardydan the Strikewitch Mardydan the StrikewitchInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Damage when hit (Melee): 12 lightning Changes stats: +1 Dex Changes resistances: +12% mind / +7% physical Grants telepathy: Humanoid/Orc Reduces incoming crit damage: 15.00% Blindness immunity: +19% Confusion immunity: +29% Stamina each turn: +0.40 Infravision radius: +3 Sight radius: +2 See invisible: +7 Amulets can have magical properties. |
Inventory
regeneration infusion (heal 514 over 5 turns) regeneration infusion (heal 514 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 514 life over 5 turns. 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 (resist 30%; cure physical) wild infusion (resist 30%; 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: 18 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 30% for 6 turns. 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. heat beam rune (225 fire damage)heat beam rune (225 fire damage) 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: 9 Cooldown: 17 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a beam of heat, doing 225.00 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. 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. |
The Dark Codex: 'Rex Necrotrus' The Dark Codex: 'Rex Necrotrus'Powered by arcane forces 2.00 Encumbrance. [Unique] Type: scroll / tome It can be used to gain knowledge of the darkest magics in a secluded, arcane-infused place or to summon a lich to aid you for a short time, costing 600 power out of 1000/1000. This skull-faced codex exudes a powerful scent of decay, but also seems to hum with arcane power. Perusal reveals images of death and rebirth embedded within flowing esoteric magical script. |
restful steel amulet of the eclipse restful steel amulet of the eclipsePowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Damage (Melee): 7 light / 7 darkness Effects when hit in melee: * 7% chance to inflict damage reduction * 6% chance to blind Changes damage: +6% light / +6% darkness Life regen: +1.10 Amulets can have magical properties. |
Emelera EmeleraCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +11 Armour penetration: +14 Defense: +11 Effects on melee hit: * 14% chance to cause random insanity * 40% chance to corrode armor Damage (Melee): 19 bleed Effects on ranged hit: * 12% chance to cause random insanity Damage (Ranged): 10 bleed Changes stats: +5 Cun Changes resistances: +9% acid Changes damage: +3% acid / +3% mind Mental save: +9 Confusion immunity: +40% Hate when firing a critical mind attack: +2.00 Maximum hate: +12.00 Activating this item is instant. It can be used to activate talent Bleeding Edge, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: 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 38%. Rings can have magical properties. |
Drake's Bane (52-78 power, 21 apr) (Misfortune) Drake's Bane (52-78 power, 21 apr) (Misfortune)Requires: - Strength 45 Crafted by a master 3.00 Encumbrance. 1.40 Ego Multiplier. [Unique] Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 52.0 - 78.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +21 Physical crit. chance: +2.0% Attack speed: 100% Damage against: +25% Dragon When wielded/worn: Changes stats: +6 Str Physical save: +9 Stun/Freeze immunity: +20% Knockback immunity: +40% Curse of Misfortune The killing of Kroltar, mightiest of wyrms, took seven months and the lives of 20,000 dwarven warriors. Finally the beast was worn down and mastersmith Gruxim, standing atop the bodies of his fallen comrades, was able slit its throat with this axe crafted purely for the purpose of penetrating the wyrm's hide. |
blazebringer's voratun battleaxe of shearing (57.5-86.25 power, 4 apr) (Corpses) blazebringer's voratun battleaxe of shearing (57.5-86.25 power, 4 apr) (Corpses)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 57.5 - 86.3 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 100% Burst (radius 2) on crit: +24 fire When wielded/worn: Armour penetration: +13 Changes resistances penetration: +13% fire / +21% physical Changes damage: +16% physical Global speed: +7% Curse of Corpses Massive two-handed battleaxes. |
elemental voratun battleaxe (57-85.5 power, 4 apr) (Misfortune) elemental voratun battleaxe (57-85.5 power, 4 apr) (Misfortune)Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 57.0 - 85.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 100% On weapon hit: * Random elemental explosion When wielded/worn: Changes resistances penetration: +12% acid / +17% fire / +17% lightning / +20% cold Curse of Misfortune Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. voratun battleaxe of amnesia (57.5-86.25 power, 4 apr) (Madness)voratun battleaxe of amnesia (57.5-86.25 power, 4 apr) (Madness) Requires: - Strength 48 Infused by psionic forces 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 57.5 - 86.3 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown When wielded/worn: Curse of Madness Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. Coalvalor the ash greatclub (29.5-44.25 power, 2 apr) (Nightmares)Coalvalor the ash greatclub (29.5-44.25 power, 2 apr) (Nightmares) Requires: - Strength 16 Crafted by a master 5.00 Encumbrance. 1.20 Ego Multiplier. [Unique] Type: weapon / greatclub ; tier 2 It must be held with both hands. Base power: 29.5 - 44.3 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.0% Attack speed: 100% On weapon crit: * wounds the target reducing their healing Damage (Melee): +12 darkness When wielded/worn: Physical crit. chance: +11.0% Physical power: +22 Changes stats: +4 Con Changes resistances: +12% cold Changes resistances penetration: +11% physical Physical save: +30 Spell save: +9 Blindness immunity: +10% Disease immunity: +15% Cut immunity: +15% Disarm immunity: +24% Stun/Freeze immunity: +15% Only die when reaching: -100.00 life Mental crit. chance: +5% Curse of Nightmares * Grants [Sweeping Blows] Talent Massive two-handed clubs. |
This item will automatically be transmogrified when you leave the level. dragonbone greatclub of binding (64.5-96.75 power, 4 apr) (Nightmares)dragonbone greatclub of binding (64.5-96.75 power, 4 apr) (Nightmares) Requires: - Strength 48 Infused by nature 5.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatclub ; tier 5 It must be held with both hands. Base power: 64.5 - 96.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Accuracy bonus: +0.5% turn loss / acc Armour Penetration: +4 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 24% chance to bind Damage (Melee): +48 nature Curse of Nightmares Massive two-handed clubs. |
Runydobar the Dawnmortal (50-75 power, 6 apr) (Misfortune) Runydobar the Dawnmortal (50-75 power, 6 apr) (Misfortune)Requires: - Strength 35 Powered by arcane forces 5.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 50.0 - 75.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +2.5% Attack speed: 100% On weapon hit: * 20% chance to blind * 25% chance for lightning to arc to a second target Damage (Melee): +24 lightning When wielded/worn: Damage when hit (Melee): 8 light Changes resistances penetration: +5% physical Changes damage: +12% physical Physical save: +9 Curse of Misfortune Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. Splendourrupture (67.5-101.25 power, 24 apr) (Madness)Splendourrupture (67.5-101.25 power, 24 apr) (Madness) Requires: - Strength 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. 1.40 Ego Multiplier. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 67.5 - 101.3 Uses stat: 120% Str Damage type: Light Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +24 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 40% chance to gain 10% of a turn Damage Shield penetration (this weapon only): +84% Burst (radius 2) on crit: +4 temporal When wielded/worn: Physical power: +21 Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 16 temporal Changes stats: +2 Str / +2 Dex / +2 Mag / +4 Wil / +9 Con Changes resistances penetration: +21% physical Disarm immunity: +49% Infravision radius: +1 See invisible: +6 Curse of Madness * Grants [Sweeping Blows] Talent Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. crushing stralite greatmaul of rage (60-90 power, 3 apr) (Nightmares)crushing stralite greatmaul of rage (60-90 power, 3 apr) (Nightmares) Requires: - Strength 35 Crafted by a master 5.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 60.0 - 90.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% dam / acc Armour Penetration: +3 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Accuracy: +19 Changes stats: +9 Str Changes damage: +19% physical Stamina when hit: +3.00 Curse of Nightmares Massive two-handed mauls. |
voratun greatmaul 'Chargeoblivion' (69.5-104.25 power, 4 apr) (Shrouds) voratun greatmaul 'Chargeoblivion' (69.5-104.25 power, 4 apr) (Shrouds)Requires: - Strength 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. 1.40 Ego Multiplier. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 69.5 - 104.3 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +3.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 14% chance to disease On weapon crit: * cripple the target Damage (Melee): +7 blight Burst (radius 1) on hit: +8 lightning / +13 fire When wielded/worn: Physical crit. chance: +14.0% Changes stats: +1 Str / +2 Mag / +2 Con Grants telepathy: Demon/Minor Demon/Major Disease immunity: +34% Light radius: +1 Curse of Shrouds Massive two-handed mauls. |
Bilehack (51.5-82.4 power, 3 apr) (Madness) Bilehack (51.5-82.4 power, 3 apr) (Madness)Requires: - Strength 35 Crafted by a master Infused by psionic forces 3.00 Encumbrance. 1.40 Ego Multiplier. [Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 51.5 - 82.4 Uses stat: 120% Str Damage type: Blight Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * Slows global speed by 45% * 20% chance to torment the target On weapon crit: * wounds the target reducing their healing When wielded/worn: Accuracy: +14 Physical crit. chance: +19.0% Physical power: +19 Defense: +19 Changes resistances: +9% blight / +6% light / +6% nature Changes resistances penetration: +19% mind / +19% darkness Curse of Madness Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. acidic steel greatsword of projection (22-35.2 power, 2 apr) (Madness)acidic steel greatsword of projection (22-35.2 power, 2 apr) (Madness) Requires: - Strength 16 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 22.0 - 35.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.0% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +16 mind / +16 acid Curse of Madness It can be used to project an attack as mind damage doing 150% weapon damage at range 10, placing all other charms into a 4 cooldown. Massive two-handed swords. |
heavy voratun greatsword of crippling (66.5-106.4 power, 4 apr) (Corpses) heavy voratun greatsword of crippling (66.5-106.4 power, 4 apr) (Corpses)Requires: - Strength 48 Crafted by a master 4.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 66.5 - 106.4 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +21.0% Curse of Corpses * Grants [Heavy Strike] Talent Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. warbringer's steel greatsword of shearing (23.5-37.6 power, 2 apr) (Corpses)warbringer's steel greatsword of shearing (23.5-37.6 power, 2 apr) (Corpses) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 23.5 - 37.6 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Armour penetration: +13 Physical power: +12 Changes stats: +6 Con Changes resistances penetration: +26% physical Changes damage: +13% physical Disarm immunity: +28% Curse of Corpses Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. caller's living mindstar of clarity (17-18.7 power, 40 apr, mind damage) (Shrouds)caller's living mindstar of clarity (17-18.7 power, 40 apr, mind damage) (Shrouds) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. Base power: 17.0 - 18.7 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances penetration: +9% acid / +10% fire / +10% cold / +10% physical Changes damage: +15% acid / +14% fire / +15% cold / +15% physical Mental save: +6 Maximum psi: +50.00 Mindpower: +5 Mental crit. chance: +5% Curse of Shrouds 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. |
This item will automatically be transmogrified when you leave the level. caller's thorny mindstar of life (8.5-9.35 power, 24 apr, mind damage) (Misfortune)caller's thorny mindstar of life (8.5-9.35 power, 24 apr, mind damage) (Misfortune) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 It is part of a set of items. Base power: 8.5 - 9.4 Uses stats: 40% Wil, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes resistances penetration: +7% acid / +7% fire / +7% cold / +7% physical Changes damage: +11% acid / +11% fire / +11% cold / +11% physical Life regen: +1.40 Maximum life: +27.00 Mindpower: +3 Mental crit. chance: +3% Curse of Misfortune 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. |
This item will automatically be transmogrified when you leave the level. wyrm's mossy mindstar of life (2.5-2.75 power, 12 apr, nature damage) (Nightmares)wyrm's mossy mindstar of life (2.5-2.75 power, 12 apr, nature damage) (Nightmares) Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 It is part of a set of items. Base power: 2.5 - 2.8 Uses stats: 30% Wil, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 3 lightning / 3 physical / 4 fire / 4 acid / 4 cold Changes resistances: +4% lightning / +4% physical / +3% cold / +4% fire / +4% acid Blindness immunity: +0% Stun/Freeze immunity: +0% Life regen: +0.80 Maximum life: +18.00 Mindpower: +1 Mental crit. chance: +1% Curse of Nightmares 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. |
This item will automatically be transmogrified when you leave the level. wyrm's thorny mindstar of sand (9-9.9 power, 24 apr, nature damage) (Corpses)wyrm's thorny mindstar of sand (9-9.9 power, 24 apr, nature damage) (Corpses) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 It is part of a set of items. Base power: 9.0 - 9.9 Uses stats: 40% Wil, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 7 lightning / 14 physical / 7 fire / 7 acid / 7 cold Changes resistances: +7% lightning / +14% physical / +7% cold / +7% fire / +7% acid Changes resistances penetration: +7% physical Changes damage: +5% physical Physical save: +0 Spell save: +0 Mental save: +0 Mindpower: +3 Mental crit. chance: +3% Curse of Corpses 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. |
This item will automatically be transmogrified when you leave the level. cured leather sling (Corpses)cured leather sling (Corpses) Requires: - Dexterity 16 - Talent Shoot 4.00 Encumbrance. Type: weapon / sling ; tier 2 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +7 Curse of Corpses Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. rough leather sling (Shrouds)rough leather sling (Shrouds) Requires: - Dexterity 11 - Talent Shoot 4.00 Encumbrance. Type: weapon / sling ; tier 1 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +6 Curse of Shrouds Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. crackling voratun buckler of the shroudcrackling voratun buckler of the shroud Requires: - Dexterity 38 - Strength 38 Alternately Requires: - Dexterity 38 - Cunning 38 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: armor / buckler ; tier 5 When wielded/worn: Physical crit. chance: +7.5% Defense: +12 Fatigue: +7% Effects when hit in melee: * 20% chance to daze Changes stats: +6 Dex Changes resistances: +20% lightning / +20% darkness / +13% mind Talent granted: +5 Guard Stealth bonus: +16 Spell save: +40 Small handheld shield used for deflecting blows and misdirecting opponents. |
This item will automatically be transmogrified when you leave the level. reinforced dwarven-steel buckler of cold resistance (+24%)reinforced dwarven-steel buckler of cold resistance (+24%) Requires: - Dexterity 20 - Strength 20 Alternately Requires: - Dexterity 20 - Cunning 20 Crafted by a master 3.00 Encumbrance. Type: armor / buckler ; tier 3 When wielded/worn: Physical crit. chance: +4.5% Armour: +7 Defense: +8 Fatigue: +6% Changes resistances: +24% cold Talent granted: +3 Guard Small handheld shield used for deflecting blows and misdirecting opponents. |
thick linen cloak of Iron Throne (1 def, 6 armour) thick linen cloak of Iron Throne (1 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 Changes stats: +1 Str / +1 Con Changes resistances: +13% 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. cashmere robe of Linaniil (2 def, 0 armour)cashmere robe of Linaniil (2 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 Mana each turn: +0.28 Maximum mana: +76.00 Spellpower: +24 Spell crit. chance: +11% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. tormentor's elven-silk robe of alchemy (5 def, 0 armour)tormentor's elven-silk robe of alchemy (5 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 Changes stats: +10 Cun Changes resistances: +20% acid / +18% physical / +20% fire / +18% cold Changes damage: +12% acid / +10% physical / +14% fire / +13% cold Talent cooldown: Refit Golem (-6 turns) Critical mult.: +20.00% Hate when firing a critical mind attack: +5.00 Psi when firing a critical mind attack: +5.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. tormentor's elven-silk robe of power (5 def, 0 armour)tormentor's elven-silk robe of power (5 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 Changes stats: +6 Cun Changes damage: +19% all Critical mult.: +20.00% Hate when firing a critical mind attack: +5.00 Psi when firing a critical mind attack: +5.00 Spellpower: +11 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. verdant silk robe of life (3 def, 0 armour)verdant silk robe of life (3 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 Changes stats: +9 Con Changes resistances: +17% blight Changes damage: +17% nature Poison immunity: +44% Disease immunity: +37% Life regen: +5.10 Maximum life: +75.00 Healing mod.: +26% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Hettydunalach the pair of drakeskin leather boots (10 def, 5 armour) Hettydunalach the pair of drakeskin leather boots (10 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +10 Ranged Defense: +9 Fatigue: -2% Effects on melee hit: * 20% chance to disease Damage when hit (Melee): 20 blight / 8 mind Changes resistances: +21% temporal / +17% darkness / +3% mind Changes resistances penetration: +18% temporal / +18% darkness / +10% mind Changes damage: +9% blight Maximum encumbrance: +46 Physical save: +13 Defense after a teleport: +23 Resist all after a teleport: +17% New effects duration reduction after a teleport: +19% A pair of boots made of leather. |
grounding pair of rough leather boots of invasion (0 def, 1 armour) grounding pair of rough leather boots of invasion (0 def, 1 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Physical power: +3 Armour: +1 Fatigue: +1% Changes resistances: +5% lightning / +6% temporal Changes resistances penetration: +5% physical A pair of boots made of leather. |
dwarven-steel gauntlets 'Ulfedig' (0 def, 2 armour) dwarven-steel gauntlets 'Ulfedig' (0 def, 2 armour)Requires: - Talent Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Changes stats: +1 Dex / +4 Mag / +1 Wil Changes damage: +6% arcane Grants telepathy: Humanoid/Orc Infravision radius: +3 Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level. heroic voratun gauntlets (0 def, 9 armour)heroic voratun gauntlets (0 def, 9 armour) Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +9 Mental save: +15 Maximum life: +80.00 Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level. steady iron gauntlets of dexterity (+3) (0 def, 1 armour)steady iron gauntlets of dexterity (+3) (0 def, 1 armour) Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +19 Armour: +1 Changes stats: +3 Dex Physical save: +6 Mental save: +6 Metal gloves protecting the hands up to the middle of the lower arm. |
Crown of the Elements (0 def, 5 armour) Crown of the Elements (0 def, 5 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage (Melee): 10 acid / 10 fire / 10 lightning / 10 cold Changes stats: +5 Con / +3 Wil Changes resistances: +15% acid / +15% fire / +15% cold / +15% lightning Changes damage: +8% acid / +8% fire / +8% cold / +8% lightning See invisible: +15 This jeweled crown shimmers with colors. |
Helm of the Dwarven Emperors (0 def, 6 armour) Helm of the Dwarven Emperors (0 def, 6 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +3 Wil / +4 Mag Changes damage: +8% light Blindness immunity: +30% Confusion immunity: +30% Light radius: +1 It can be used to activate talent Sun Flare (costing 18 power out of 30/30) : Effective talent level: 3.0 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 26.43 light damage within radius 3. The damage done will increase with your Spellpower. A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)Requires: - Strength 16 - Talent Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 Spell save: +12 Mental save: +12 A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
dwarven-steel helm 'Cystcutter' (6 def, 10 armour) dwarven-steel helm 'Cystcutter' (6 def, 10 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +10 Defense: +6 Fatigue: +4% Damage when hit (Melee): 4 acid Changes resistances: +5% all Changes resistances penetration: +15% nature Changes damage: +9% acid / +12% nature Physical save: +11 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 stralite mail armour of command (17 def, 17 armour)prismatic stralite mail armour of command (17 def, 17 armour) Requires: - Strength 38 - Talent Armour Training Powered by arcane forces Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +17 Defense: +17 Fatigue: +16% Changes stats: +5 Cun Changes resistances: +17% light / +18% darkness Mental save: +22 A suit of armour made of mail. |
radiant voratun mail armour of the deep (5 def, 14 armour) radiant voratun mail armour of the deep (5 def, 14 armour)Requires: - Strength 48 - Talent Armour Training Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +14 Defense: +5 Fatigue: +16% Damage when hit (Melee): 14 light Changes stats: +4 Wil Changes resistances: +7% acid / +11% cold / +21% darkness / +21% blight Allows you to breathe in: water Light radius: +1 A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. nimble rough leather armour of command (13 def, 7 armour)nimble rough leather armour of command (13 def, 7 armour) Requires: - Strength 10 Crafted by a master Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +7 Defense: +13 Ranged Defense: +5 Fatigue: +6% Changes stats: +3 Dex / +2 Cun Mental save: +13 Movement speed: +20% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. tempestuous hardened leather armour of cold resistance (13 def, 6 armour)tempestuous hardened leather armour of cold resistance (13 def, 6 armour) Requires: - Strength 16 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +13 Ranged Defense: +11 Fatigue: +8% Damage (Melee): 8 lightning Damage (Ranged): 8 lightning Changes resistances: +19% lightning / +46% cold A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. troll-hide reinforced leather armour of Toknor (4 def, 7 armour)troll-hide reinforced leather armour of Toknor (4 def, 7 armour) Requires: - Strength 18 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Physical crit. chance: +6.0% Physical power: +9 Armour: +7 Defense: +4 Fatigue: +8% Critical mult.: +17.00% Life regen: +12.60 Healing mod.: +26% A suit of armour made of leather. |
Thalore-Wood Cuirass (4 def, 12 armour) Thalore-Wood Cuirass (4 def, 12 armour)Requires: - Strength 24 - Talent Armour Training (level 3) Infused by nature Crafted by a master 12.00 Encumbrance. [Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +12 Defense: +4 Fatigue: +14% Changes stats: +3 Dex / +3 Wil / +3 Con Changes resistances: +18% cold / +18% darkness / +18% nature Healing mod.: +25% Expertly hewn from the bark of trees, this wooden armor provides excellent protection at a low weight. |
hardened dwarven-steel plate armour of command (12 def, 24 armour) hardened dwarven-steel plate armour of command (12 def, 24 armour)Requires: - Strength 35 - Talent Armour Training (level 3) Crafted by a master Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +24 Defense: +12 Fatigue: +24% Changes stats: +3 Cun Changes resistances: +8% acid / +6% physical / +7% cold / +9% lightning / +10% fire Mental save: +15 A suit of armour made of metal plates. |
searing steel plate armour of command (10 def, 12 armour) searing steel plate armour of command (10 def, 12 armour)Requires: - Strength 28 - Talent Armour Training (level 3) Powered by arcane forces Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +12 Defense: +10 Fatigue: +22% Damage (Melee): 11 acid / 12 fire Damage when hit (Melee): 10 acid / 11 fire Changes stats: +2 Cun Changes resistances: +14% acid / +14% fire Mental save: +15 A suit of armour made of metal plates. |
spiked voratun plate armour of the dragon (9 def, 16 armour) spiked voratun plate armour of the dragon (9 def, 16 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 Fatigue: +26% Damage when hit (Melee): 14 physical Changes stats: +5 Str / +5 Con Changes resistances: +13% acid / +15% physical / +15% cold / +14% lightning / +13% fire Talent cooldown: Rush (-5 turns) Disarm immunity: +40% Stun/Freeze immunity: +40% Knockback immunity: +39% A suit of armour made of metal plates. |
Bindings of Eternal Night (12 def, 12 armour) Bindings of Eternal Night (12 def, 12 armour)Powered by arcane forces 6.00 Encumbrance. [Unique] Type: armor / mummy ; tier 3 It is part of a set of items. When wielded/worn: Armour: +12 Defense: +12 Damage when hit (Melee): 10 darkness Changes stats: +5 Wil / +5 Mag Changes resistances: +30% blight / -10% fire / +30% darkness / -10% light Changes damage: +20% darkness Poison immunity: +100% Disease immunity: +100% Life regen: +1.00 Light radius: -1 The wearer is treated as an undead. Woven through with fell magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death. |
3 agate 3 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 Gems can be sold for money or used in arcane rituals. |
173 alchemist agate 173 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. |
6 onyx 6 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 Gems can be sold for money or used in arcane rituals. |
Wyrm Bile Wyrm BileInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / blood It can be used to drink the vile blood. A vial of thick, lumpy fluid. Who knows what this will do to you if you drink it? |
10 aquamarine 10 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 Gems can be sold for money or used in arcane rituals. |
7 lapis lazuli 7 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 When used to imbue an object: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 Gems can be sold for money or used in arcane rituals. |
13 opal 13 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Gems can be sold for money or used in arcane rituals. |
4 sapphire 4 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 Physical save: +8 Spell save: +8 Mental save: +8 When used to imbue an object: Defense: +8 Physical save: +8 Spell save: +8 Mental save: +8 Gems can be sold for money or used in arcane rituals. |
9 topaz 9 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 When used to imbue an object: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 Gems can be sold for money or used in arcane rituals. |
Goedalath Rock Goedalath RockPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / demonic ; tier 5 When carried: Damage when hit (Melee): 34 healing Mental save: -18 Life regen: -2.00 Light radius: -2 Healing mod.: -50% When used to imbue an object: Physical power: +12 Damage when hit (Melee): 34 darkness Changes damage: +9% all Grants telepathy: Demon/Major Demon/Minor Spellpower: +16 Infravision radius: +3 See invisible: +14 Healing mod.: +50% A small rock that seems from beyond this world, vibrating with a fierce energy. It feels warped and terrible and evil... and yet oh so powerful. |
7 emerald 7 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 Gems can be sold for money or used in arcane rituals. |
2 jade 2 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Gems can be sold for money or used in arcane rituals. |
spinel spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 When used to imbue an object: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 Gems can be sold for money or used in arcane rituals. |
4 turquoise 4 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Gems can be sold for money or used in arcane rituals. |
bright brass lantern of health bright brass lantern of healthInfused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +40.00 Light radius: +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. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Atamathon's Lost Ruby Eye Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
2 bloodstone 2 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Gems can be sold for money or used in arcane rituals. |
3 fire opal 3 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Gems can be sold for money or used in arcane rituals. |
13 garnet 13 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% Gems can be sold for money or used in arcane rituals. |
8 ruby 8 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Gems can be sold for money or used in arcane rituals. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
This item will automatically be transmogrified when you leave the level. inquisitor's pouch of stralite shots of amnesia (18/18, 44-52.8 power, 5 apr)inquisitor's pouch of stralite shots of amnesia (18/18, 44-52.8 power, 5 apr) Requires: - Dexterity 35 Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 44.0 - 52.8 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Physical crit. chance: +5.5% Capacity: 18 On weapon hit: * 25% chance to put talents on cooldown On weapon crit: * burns latent spell energy Damage (Ranged): +18 manaburn arcane Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. sentry's pouch of dwarven-steel shots of amnesia (46/55, 39.5-47.4 power, 11 apr)sentry's pouch of dwarven-steel shots of amnesia (46/55, 39.5-47.4 power, 11 apr) Requires: - Dexterity 24 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 39.5 - 47.4 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +11 Physical crit. chance: +5.0% Capacity: 55 Turns elapse between self-loadings: 4 On weapon hit: * 25% chance to put talents on cooldown Shots are used with slings to pummel your foes to death. |
Ce'Nekira [power 28] (12 cooldown) Ce'Nekira [power 28] (12 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Effects on melee hit: * 15% chance to corrode armor Damage when hit (Melee): 4 blight Changes resistances: +6% acid / +3% blight Changes damage: +3% blight It can be used to harden the skin for 7 turns increasing armour by 28 and armour hardiness by 40%, placing all other charms into a 12 cooldown. Natural totems are made by powerful wilders to store nature power. |
10 amethyst 10 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% Gems can be sold for money or used in arcane rituals. |
2 diamond 2 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Gems can be sold for money or used in arcane rituals. |
5 moonstone 5 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 Physical save: +10 Spell save: +10 Mental save: +10 When used to imbue an object: Defense: +10 Physical save: +10 Spell save: +10 Mental save: +10 Gems can be sold for money or used in arcane rituals. |
3 pearl 3 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Gems can be sold for money or used in arcane rituals. |
15 quartz 15 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% Gems can be sold for money or used in arcane rituals. |
3 amber 3 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Gems can be sold for money or used in arcane rituals. |
ametrine 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% Gems can be sold for money or used in arcane rituals. |
5 citrine 5 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 Gems can be sold for money or used in arcane rituals. |
zircon 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 Gems can be sold for money or used in arcane rituals. |
Achievements
By cuntlicker the Superhuman Berserker level 34
10th Flare 122nd year of Ascendancy at 05:08 see stats
By cuntlicker the Superhuman Berserker level 22
10th Mirth 122nd year of Ascendancy at 11:42 see stats
By cuntlicker the Superhuman Berserker level 51
15th Dusk 122nd year of Ascendancy at 18:14 see stats
By cuntlicker the Superhuman Berserker level 44
9th Dusk 122nd year of Ascendancy at 03:44 see stats
By cuntlicker the Superhuman Berserker level 22
10th Mirth 122nd year of Ascendancy at 07:04 see stats
By cuntlicker the Superhuman Berserker level 33
8th Flare 122nd year of Ascendancy at 21:23 see stats
By cuntlicker the Superhuman Berserker level 16
4th Mirth 122nd year of Ascendancy at 05:48 see stats
By cuntlicker the Superhuman Berserker level 54
19th Dusk 122nd year of Ascendancy at 02:33 see stats
By cuntlicker the Superhuman Berserker level 25
3rd Summertide 122nd year of Ascendancy at 10:22 see stats
By cuntlicker the Superhuman Berserker level 34
10th Flare 122nd year of Ascendancy at 05:00 see stats
By cuntlicker the Superhuman Berserker level 38
3rd Dusk 122nd year of Ascendancy at 18:29 see stats
By cuntlicker the Superhuman Berserker level 41
5th Dusk 122nd year of Ascendancy at 20:28 see stats
By cuntlicker the Superhuman Berserker level 43
7th Dusk 122nd year of Ascendancy at 18:06 see stats
By cuntlicker the Superhuman Berserker level 45
9th Dusk 122nd year of Ascendancy at 22:30 see stats
By cuntlicker the Superhuman Berserker level 49
13rd Dusk 122nd year of Ascendancy at 19:41 see stats
By cuntlicker the Superhuman Berserker level 52
16th Dusk 122nd year of Ascendancy at 10:09 see stats
By cuntlicker the Superhuman Berserker level 48
12nd Dusk 122nd year of Ascendancy at 09:31 see stats
By cuntlicker the Superhuman Berserker level 10
78th Pyre 122nd year of Ascendancy at 15:56 see stats
By cuntlicker the Superhuman Berserker level 20
7th Mirth 122nd year of Ascendancy at 20:33 see stats
By cuntlicker the Superhuman Berserker level 30
4th Flare 122nd year of Ascendancy at 06:19 see stats
By cuntlicker the Superhuman Berserker level 40
5th Dusk 122nd year of Ascendancy at 02:07 see stats
By cuntlicker the Superhuman Berserker level 50
13rd Dusk 122nd year of Ascendancy at 22:57 see stats
By cuntlicker the Superhuman Berserker level 40
5th Dusk 122nd year of Ascendancy at 07:58 see stats
By cuntlicker the Superhuman Berserker level 25
3rd Summertide 122nd year of Ascendancy at 21:55 see stats
By cuntlicker the Superhuman Berserker level 14
2nd Mirth 122nd year of Ascendancy at 12:40 see stats
By cuntlicker the Superhuman Berserker level 46
10th Dusk 122nd year of Ascendancy at 05:18 see stats
By cuntlicker the Superhuman Berserker level 34
10th Flare 122nd year of Ascendancy at 05:00 see stats
By cuntlicker the Superhuman Berserker level 23
1st Summertide 122nd year of Ascendancy at 04:50 see stats
Log
Hurricane from Xegue the Bringer of Doom hits cuntlicker for 91 lightning damage.
The Hurricane around Cuntlicker dissipates.
Talent Infusion: Regeneration is ready to use.
Talent You Shall Be My Weapon! is ready to use.
Talent Infusion: Wild is ready to use.
Cuntlicker stops regenerating health quickly.
Resting starts...
Cuntlicker no longer revels in blood quite so much.
Talent Rune: Shielding is ready to use.
Cuntlicker casts Rune: Shielding.
A shield forms around cuntlicker.
Cuntlicker uses Infusion: Wild.
Cuntlicker lessens the pain.
Cuntlicker uses Infusion: Regeneration.
Cuntlicker starts regenerating health quickly.
Rested for 11 turns (stop reason: all resources and life at maximum).
Talent Infusion: Regeneration is ready to use.
Cuntlicker stops regenerating health quickly.
Cuntlicker feels pain again.
Saving game...
Saving done.