








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Possessor Bonus Class 1.7.0Donators/Buyers bonus! Nur Kit 1.7.0Places guaranteed water-breathing equipment in Last Hope's lost merchant store and makes it available via an NPC in Irkkk. In the Embers of Rage DLC, also places similar gear in various stores in Kruk Pride. In the Hammer of Urh'Rok campaign, places water-breathing gear in Lake of Nur. Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Extra Dungeons 1.6.7In 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: Plenum Tooltip: Enhanced tooltips v 2.7 for ToME 1.5.0 1.5.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. Improved Auto-explore and Rest 1.7.2Quality 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. Always Transmogrify 1.6.0Removes the transmogrify confirmation dialogue box and additionally allows tagged objects to be transmogrified. Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Items Vault 1.7.0Donators/Buyers bonus! 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. Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Embers of Rage 1.7.0Official 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 Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) Item Link Verification 1.0.1Simple addon to request confirmation before linking items into chat. ZOmnibus Addon Pack 1.7.0Combines 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: Ashes of Urh'Rok 1.7.0Official 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:
Escort Rescheduling 1.7.0Slightly adjust the random level selection for escort quests to avoid levels with zone bosses. Better Item Description 1.7.2This 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 Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. Forbidden Cults 1.7.0Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Infinite |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Skeleton |
| Class | Brawler |
| Level / Exp | 31 / 77% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 72 (base 23) |
| Dexterity | 83 (base 57) |
| Constitution | 73 (base 32) |
| Magic | 10 (base 10) |
| Willpower | 20 (base 10) |
| Cunning | 64 (base 60) |
Resources
| Life | 1032/1032 |
| Stamina | 165/165 |
| Healing Factor | 1.5407458214728 |
| Regeneration | 11.874072541035 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +35% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 4 |
| See Invisible | 8 |
Offense: Barehand
| Damage | 112 |
| Accuracy | 68 |
| Crit Chance | 21% |
| APR | 30 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Mind
| Mindpower | 34 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +10% |
| Light | +15% |
| Temporal | +10% |
| Blight | +5% |
| Physical | -5% |
| Fire | +11% |
| All | 0% |
Offense: Damage Penetration
| Acid | +15% |
| Light | +15% |
| Physical | +15% |
Defense: Base
| Armour (hardiness) | 52.5 (80%) |
| Defense | 42 |
| Ranged Defense | 42 |
| Fatigue | 17 |
| Physical Save | 39 |
| Spell Save | 49 |
| Mental Save | 24 |
Defense: Resistances
| Acid | + 32%( 80%) |
| Blight | + 37%( 70%) |
| Arcane | + 20%( 70%) |
| Cold | + 40%( 70%) |
| All | + 15%( 70%) |
| Darkness | + 54%( 80%) |
| Light | + 51%( 70%) |
| Temporal | + 6%( 70%) |
| Physical | + 23%( 75%) |
| Fire | + 47%( 70%) |
| Nature | + 32%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Disarm Resistance | 23% |
| Bleed Resistance | 100% |
| Knockback Resistance | 27% |
| Fear Resistance | 100% |
| Pinning Resistance | 3% |
| Poison Resistance | 100% |
| Blind Resistance | 9% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 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 418 damage for 4 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 117 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 4 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 10%, your defense is increased by 10 and all your resistances by 10%. |
Class Talents
| Cunning / Tactical | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Technique / Finishing moves | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Grappling | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Pugilism | 1.50 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Technique / Combat veteran | 1.00 |
| 3/5 |
| 3/5 |
| 5/5 |
| 2/5 |
| Technique / Combat techniques | 1.30 |
| 2/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Unarmed training | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 2/5 |
| 3/5 |
| 3/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Undead / Skeleton | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Exploit Weakness |
| talent | Daunting Presence |
| talent | Striking Stance |
| beneficial effect | Countering melee attacks: Has a 51% chance to get an automatic counter attack when avoiding a melee attack. (1.9 counters remaining) Counter Attacking |
| detrimental effect | Zone-wide effect: +10% temporal damage, -10% temporal resistance, -10% spell save, -20% pinning immunity. Impossible geometries |
Quests
Kill 3 spawns of Urh'Rok on the level before killing any elite creatures. Infinite Dungeon Challenge (Level 17): Headhunter0 / 3 demon spawn killed. | failed |
Wake up and kill the dreaming horror boss 'Yviwe the dreaming horror'. Infinite Dungeon Challenge (Level 21): Dream HunterYou completed the challenge and received: Random Artifact: Blastobeisance | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 3): ExterminatorYou completed the challenge and received: Random Artifact: Arthiduldil | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 7): Exterminator | failed |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
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 | miner's pair of dwarven-steel boots of speed (0 def, 5 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +5 Fatigue +3% ---------- misc Infravis +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| On hands | Stone Gauntlets of Harkor'Zun (0 def, 7 armour)7.0 T3 hands armor Reqs Heavy armour training [Unique] Arcane While equipped: dps ---------- Dmg.mod +10% acid +5% physical Res.pen +15% acid +15% physical ----- def ----- Armour +7 Fatigue +10% Resists +20% acid +10% physical Res.Cap +10% acid +5% physical ---------- misc Cooldown Clinch -2 Unarmed combat: Power 27.0 - 37.8 Physical Uses 30% Cun, 30% Dex, 60% Str Acc+ +0.2% base dam (max 20%) Apr +15 Crit +5.0% Atk.spd 100% Melee+ +10 acid On Hit: 10% Corrosive Mist 1 On Hit: 20% Earthen Missiles 3 Fashioned in ancient times by cultists of Harkor'Zun, these heavy granite gauntlets were designed to protect the wearer from the wrath of their dark master. |
| On head | Yaldan Baoth (0 def, 10 armour)3.0 T4 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +10 Str +10 Con dps ---------- Dmg.mod +15% light ----- def ----- Armour +10 Fatigue +4% Resists +15% light +25% darkness Res.Cap +10% darkness Unseen.red 33% ---------- misc Light -2 Sight -2 Blind-Fight: No penalty when attacking invisible/stealthed Lower the helmet's visor, blinding yourself (and protecting from other blinds) for 6 turns. If the helmet is taken off, the effect will end early.. Uses 40 power out of 40/40 The golden bascinet crown, affiliated with Veluca of Yaldan. King of the mythical city of Yaldan, that was struck from the face of Eyal by the arrogance of its people. Lone survivor of his kin, he spent his last years wandering the early world, teaching man to stand against the darkness. With his dying words, "Fear no evil", the crown was passed onto his successor. |
| Tool | Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
| On fingers | Dawnthorn0.1 T2 ring jewelry [Rare] Master While equipped: dps ---------- Res.pen +15% light Melee Ret 2 light ----- def ----- Resists +6% blight Spell.save +9 (+3 eff.) Max.HP +25.00 Disarm- +23% Pinning- +23% Knockbk- +27% ---------- misc Psi/ret +0.04 Light +3 Rings make your fingers look great! |
| On fingers | warrior's copper ring of fire (+22%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Dmg.mod +11% fire ----- def ----- Armour +6 Resists +22% fire Rings make your fingers look great! |
| Around neck | wanderer's stralite amulet of vision0.1 T4 amulet jewelry [Ego++] Nature/Master While equipped: Stats +5 Dex +4 Cun +3 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -6% HP.reg +2.00 Blind- +10% ---------- misc Stam/turn +0.70 Infravis +3 Sight +2 See.Invis +8 Amulets make your neck look great! |
| Main armor | Splendourblur (3 def, 14 armour)14.0 T3 heavy armor Reqs Heavy armour training [Random Unique] Arcane/Master While equipped: Stats +4 Wil dps ---------- Mind.crit +1% Mind.pwr +10 (+5 eff.) ----- def ----- Armour +14 Defense +3 (+1 eff.) Fatigue +6% Resists +12% darkness +6% arcane +22% light Phys.save +8 (+3 eff.) Spell.save +16 (+5 eff.) ---------- misc Psi/ret +0.12 A suit of armour made of mail. |
| Light source | Emorilaith the Shinebiter1.0 T3 lite [Rare] Arcane While equipped: Stats +3 Wil dps ---------- Melee Ret 19 fire On Hit (Melee): * 10% chance to reduce all saves and defense by 23 ----- def ----- Resists +6% light +6% fire Spell.save +9 (+3 eff.) ---------- misc Max.vim +30.00 Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| Cloak | Fearfire Mantle (14 def, 0 armour)2.0 T3 cloak armor [Unique] Arcane While equipped: dps ---------- Melee Ret 30 fire ----- def ----- Defense +14 (+5 eff.) Resists +10% fire +10% darkness +10% cold ---------- misc Masteries +0.20 Corruption/Fearfire All enemies in radius 2 take 20 fire damage each turn and healing you for 10% of the damage dealt. Black fires born of a blackened heart. |
| Around waist | Girdle of the Calm Waters1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
Inventory
healing infusion (heal 66; cd 10)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 66 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion (heal 71; cd 13)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 71 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion (heal 71; cd 11)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 71 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion (heal 58; cd 10)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 58 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion (die at -254; dur 6; cd 35)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 35 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -254 life. The duration and life will increase by 1% for every 1% life you have lost (currently 254 life, 6 duration) If your life is below 0 when this effect wears off it will be set to 1. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the titan (die at -517; dur 7; cd 27)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 27 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -517 life. The duration and life will increase by 1% for every 1% life you have lost (currently 517 life, 7 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion (speed 406%; cd 17)0.1 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 406% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion (speed 446%; cd 15)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 446% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion (speed 562%; cd 8)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 562% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion (speed 690%; cd 11)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 690% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
manasurge rune (regen 600% over 10 turns; mana 30; cd 14)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 600% for 10 turns (0 total) and instantly restoring 30 mana. Also when resting your mana will regenerate at 0.5 per turn. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the titan (absorb 344; dur 5; cd 18)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 344 damage for 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
teleportation rune (range 22; cd 19)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 22 with a minimum range of 15. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune of the sneak (range 84; cd 19)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 84 with a minimum range of 15. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Ancient Tome titled 'Gems and their uses'0.1 tome scroll [Plot Item] Magical scrolls can have wildly different effects! |
copper amulet 'Zubilramina'0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +12% acid Res.pen +20% acid ----- def ----- Resists +12% lightning +12% darkness +6% blight Stun/Frz- +21% Amulets make your neck look great! |
copper amulet of vision0.1 T1 amulet jewelry [Ego+] Nature While equipped: ----- def ----- Blind- +12% ---------- misc Infravis +2 Sight +2 See.Invis +5 Amulets make your neck look great! |
Earthen Beads0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Affinity +15% nature HP.reg +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 204 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
Nimbusrigor the steel amulet0.1 T2 amulet jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +6% lightning Melee Ret 4 lightning 8 fire On Hit (Melee): * 20% chance to slow global speed by 49% ----- def ----- Resists +3% nature Spell.save +3 (+1 eff.) ---------- misc Masteries +0.13 Technique/Finishing moves Amulets make your neck look great! |
clarifying steel amulet of constitution (+3)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Resists +12% mind Confus- +21% Amulets make your neck look great! |
steel amulet of cunning (+2)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +2 Cun Amulets make your neck look great! |
gold amulet 'Emanor'0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +2 Str +4 Mag ----- def ----- Resists +6% blight +5% arcane Crit.dmg- 10.00% Spell.save +15 (+5 eff.) ---------- misc Infravis +3 Amulets make your neck look great! |
gold amulet of vision0.1 T3 amulet jewelry [Ego+] Nature While equipped: ----- def ----- Blind- +10% ---------- misc Infravis +4 Sight +2 See.Invis +7 Amulets make your neck look great! |
restful stralite amulet of the eclipse0.1 T4 amulet jewelry [Ego+] Arcane/Master While equipped: dps ---------- Melee+ 9 light 9 darkness Dmg.mod +8% light +8% darkness On Melee Ret: * 9% chance to reduce damage dealt by 19% * 11% chance to blind ----- def ----- Fatigue -6% HP.reg +2.00 Amulets make your neck look great! |
Uritar the copper ring0.1 T1 ring jewelry [Rare] Arcane While equipped: Stats +1 Mag dps ---------- Res.pen +15% arcane On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 6 ----- def ----- Silence- +20% ---------- misc Mana/turn +0.11 Rings make your fingers look great! |
copper ring 'Winternaught'0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Res.pen +25% cold Melee Ret 10 mind ----- def ----- Resists +5% arcane HP.reg +1.00 Stun/Frz- +22% Rings make your fingers look great! |
mule's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -4% ---------- misc Max.enc +20 Rings make your fingers look great! |
mule's copper ring of nature (+24%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +12% nature ----- def ----- Fatigue -5% Resists +24% nature ---------- misc Max.enc +20 Rings make your fingers look great! |
steel ring 'Blacklady'0.1 T2 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +10% lightning Res.pen +5% fire Melee Ret 2 blight ----- def ----- Resists +20% lightning +12% blight Rings make your fingers look great! |
mule's gold ring of pilfering0.1 T3 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +9 (+2 eff.) Apr +9 ----- def ----- Defense +8 (+3 eff.) Fatigue -6% ---------- misc Max.enc +25 Disengage: Puts all charms on 10 cooldown Level 2.6 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 118% 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 make your fingers look great! |
savior's gold ring0.1 T3 ring jewelry [Ego] Master While equipped: ----- def ----- Phys.save +6 (+2 eff.) Spell.save +11 (+4 eff.) Mind.save +8 (+4 eff.) Rings make your fingers look great! |
conjurer's stralite ring of clarity0.1 T4 ring jewelry [Ego+] Arcane/Psionic While equipped: Stats +6 Mag +5 Wil dps ---------- Spell.pwr +8 (+8 eff.) ----- def ----- Mind.save +9 (+5 eff.) Confus- +41% Rings make your fingers look great! |
rogue's stralite ring of light (+28%)0.1 T4 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Cun dps ---------- Dmg.mod +14% light ----- def ----- Defense +6 (+2 eff.) Resists +28% light Rings make your fingers look great! |
stralite ring of light (+20%)0.1 T4 ring jewelry [Ego] Arcane While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +20% light Rings make your fingers look great! |
treant's stralite ring0.1 T4 ring jewelry [Ego+] Nature While equipped: ----- def ----- Resists +6% nature +7% blight Poison- +15% Disease- +13% Rings make your fingers look great! |
infernal elm vilestaff (10-12 power, 2 apr, blight element)5.0 T1 staff 2H weapon Reqs Mag 11 [Ego+] Arcane Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Crit.mult +17.00% Spell.pwr +7 (+7 eff.) Melee+ 17 fire Dmg.mod +10% blight ---------- misc See.Invis +5 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
potent elm vilestaff of illumination (12-14 power, 2 apr, darkness element)5.0 T1 staff 2H weapon Reqs Mag 11 [Ego] Arcane/Nature Power 12.0 - 14.4 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +6 (+6 eff.) Dmg.mod +12% darkness ----- def ----- Defense +6 (+2 eff.) ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 55.72 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
potent ash magestaff (18-21 power, 3 apr, fire element)5.0 T2 staff 2H weapon Reqs Mag 16 [Ego] Arcane Power 18.0 - 21.6 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +9 (+9 eff.) Dmg.mod +18% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
magelord's yew magestaff (20-24 power, 4 apr, arcane element)5.0 T3 staff 2H weapon Reqs Mag 24 [Ego+] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +8.0% Spell.crit +3% Spell.pwr +15 (+12 eff.) Melee+ 27 arcane Dmg.mod +20% arcane ---------- misc Max.mana +34.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elven-wood vilestaff of greater warding (25-30 power, 5 apr, blight element)5.0 T4 staff 2H weapon Reqs Mag 35 [Ego+] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +12 (+11 eff.) Dmg.mod +25% blight ----- def ----- Armour +9 Defense +6 (+2 eff.) ---------- misc Wards +3 blight Talents +4 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
infernal elven-wood magestaff (25-30 power, 5 apr, fire element)5.0 T4 staff 2H weapon Reqs Mag 35 [Ego+] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Crit.mult +22.00% Spell.pwr +17 (+13 eff.) Melee+ 16 fire Dmg.mod +25% fire ---------- misc See.Invis +10 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
lifebinding elven-wood vilestaff (25-30 power, 5 apr, darkness element)5.0 T4 staff 2H weapon Reqs Mag 35 [Ego+] Nature Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +3 Con dps ---------- Spell.crit +4% Spell.pwr +21 (+15 eff.) Dmg.mod +25% darkness ----- def ----- HP.reg +1.20 Heal.mod +21% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
iron battleaxe of evisceration (13-19 power, 1 apr)3.0 T1 battleaxe 2H weapon [Ego+] Master Power 13.0 - 19.5 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% On Crit: * Wound the target dealing 231 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +9.0% Phys.pwr +9 (+2 eff.) Massive two-handed battleaxes. |
dwarven-steel greatmaul of corruption (41-62 power, 2 apr)5.0 T3 greatmaul 2H weapon [Ego+] Arcane Power 41.5 - 62.2 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% On Hit: 20% Curse of Death 3 Massive two-handed mauls. |
plaguebringer's stralite greatmaul of daylight (55-83 power, 3 apr)5.0 T4 greatmaul 2H weapon [Ego+] Arcane Power 55.5 - 83.2 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.5% Atk.spd 100% Melee+ +16 blight +9 light Against +13% Undead On Hit: 20% Epidemic 4 On Hit: * 19% chance to reduce strength, dexterity, and constitution by 6 While equipped: ----- def ----- Disease- +13% Massive two-handed mauls. |
balanced steel greatsword of massacre (31-49 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego] Master Power 31.0 - 49.6 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Acc +10 (+2 eff.) ----- def ----- Defense +9 (+3 eff.) Disarm- +33% Massive two-handed swords. |
balanced steel greatsword of massacre (32-52 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego] Master Power 32.5 - 52.0 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Acc +12 (+3 eff.) ----- def ----- Defense +10 (+4 eff.) Disarm- +33% Massive two-handed swords. |
arcing dwarven-steel greatsword of daylight (34-54 power, 2 apr)3.0 T3 greatsword 2H weapon [Ego] Arcane Power 34.0 - 54.4 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +7 light Against +14% Undead On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Massive two-handed swords. |
dwarven-steel greatsword of evisceration (38-61 power, 2 apr)3.0 T3 greatsword 2H weapon [Ego+] Master Power 38.5 - 61.6 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Crit: * Wound the target dealing 231 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +10.0% Phys.pwr +13 (+3 eff.) Massive two-handed swords. |
elemental dwarven-steel greatsword of erosion (37-59 power, 2 apr)3.0 T3 greatsword 2H weapon [Ego+] Arcane/Nature Power 37.0 - 59.2 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +16 nature On Hit: * Create an explosion dealing 15 lightning damage (1/turn) While equipped: dps ---------- Dmg.mod +16% lightning Res.pen +16% lightning Massive two-handed swords. |
enhanced dwarven-steel greatsword of crippling (35-56 power, 2 apr)3.0 T3 greatsword 2H weapon [Ego++] Nature/Master Power 35.0 - 56.0 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +5 Str +5 Dex +10 Mag +9 Wil +5 Cun +5 Con dps ---------- Phys.crit +12.0% Massive two-handed swords. |
balanced stralite greatsword of massacre (61-98 power, 3 apr)3.0 T4 greatsword 2H weapon [Ego] Master Power 61.5 - 98.4 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Acc +13 (+3 eff.) ----- def ----- Defense +7 (+3 eff.) Disarm- +35% Massive two-handed swords. |
blazebringer's stralite greatsword of crippling (48-76 power, 3 apr)3.0 T4 greatsword 2H weapon [Ego++] Nature/Master Power 48.0 - 76.8 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% On Crit.r2 +42 fire On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +12.0% All.spd +5% Res.pen +14% fire Massive two-handed swords. |
truestriking stralite greatsword of projection (50-80 power, 3 apr)3.0 T4 greatsword 2H weapon [Ego++] Master/Psionic Power 50.0 - 80.0 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% On Hit: * Projects up to 5 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: dps ---------- Res.pen +12% physical Acc +7 (+1 eff.) Apr +7 Massive two-handed swords. |
truestriking deep-steel trident of erosion (30-48 power, 10 apr)3.0 T3 trident 2H weapon [Ego+] Nature/Master Power 30.0 - 48.0 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +10 Crit +2.5% Atk.spd 100% Melee+ +12 nature While equipped: dps ---------- Res.pen +9% physical Acc +7 (+1 eff.) Apr +10 A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
dwarven-steel longsword 'Neratta' (24-33 power, 4 apr)3.0 T3 longsword 1H weapon [Rare] Arcane Power 24.0 - 33.6 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage While equipped: Stats +4 Wil dps ---------- On Hit (Melee): * 20% chance to reduce all saves and defense by 23 ----- def ----- Armour +10 Resists +9% mind +6% darkness Sharp, long, and deadly. |
stralite longsword of corruption (36-50 power, 5 apr)3.0 T4 longsword 1H weapon [Ego+] Arcane Power 36.0 - 50.4 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% On Hit: 20% Curse of Impotence 4 Sharp, long, and deadly. |
stralite longsword of projection (36-50 power, 5 apr)3.0 T4 longsword 1H weapon [Ego+] Psionic Power 36.0 - 50.4 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Sharp, long, and deadly. |
arcing stralite mace of erosion (36-50 power, 5 apr)3.0 T4 mace 1H weapon [Ego] Arcane/Nature Power 36.0 - 50.4 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% Melee+ +9 nature On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Blunt and deadly. |
stralite mace of crippling (37-52 power, 5 apr)3.0 T4 mace 1H weapon [Ego+] Master Power 37.5 - 52.5 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +7.0% Blunt and deadly. |
warbringer's stralite mace of corruption (35-49 power, 5 apr)3.0 T4 mace 1H weapon [Ego++] Arcane/Master Power 35.0 - 49.0 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% On Hit: 20% Curse of Impotence 4 While equipped: Stats +1 Con dps ---------- Phys.pwr +9 (+2 eff.) Res.pen +8% physical ----- def ----- Disarm- +14% Blunt and deadly. |
Belowe the Weeproar (28-39 power, 4 apr)3.0 T3 waraxe 1H weapon [Random Unique] Arcane/Master/Psionic Power 28.5 - 39.9 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 While equipped: dps ---------- Crit.mult +15.00% Dmg.mod +3% arcane +3% nature ---------- misc Mana/turn +0.08 Vim/s.crit +2.00 One-handed war axes. |
dwarven-steel waraxe 'Sleetclamor' (22-31 power, 4 apr)3.0 T3 waraxe 1H weapon [Rare] Master Power 22.5 - 31.5 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Acc +8 (+2 eff.) ----- def ----- Defense +7 (+3 eff.) Resists +12% cold +1% physical Die.at -60.00 life Disarm- +45% Confus- +20% One-handed war axes. |
dwarven-steel waraxe of erosion (20-28 power, 4 apr)3.0 T3 waraxe 1H weapon [Ego] Nature Power 20.5 - 28.7 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +5 nature One-handed war axes. |
truestriking dwarven-steel waraxe (22-30 power, 4 apr)3.0 T3 waraxe 1H weapon [Ego+] Master Power 22.0 - 30.8 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Res.pen +6% physical Acc +13 (+3 eff.) Apr +7 One-handed war axes. |
truestriking dwarven-steel waraxe of rage (21-30 power, 4 apr)3.0 T3 waraxe 1H weapon [Ego++] Master Power 21.5 - 30.1 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% While equipped: Stats +7 Str dps ---------- Dmg.mod +10% physical Res.pen +9% physical Acc +17 (+4 eff.) Apr +6 One-handed war axes. |
balanced stralite waraxe of enduring (33-46 power, 5 apr)3.0 T4 waraxe 1H weapon [Ego+] Nature/Master Power 33.0 - 46.2 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% While equipped: Stats +8 Con +6 Wil dps ---------- Acc +6 (+1 eff.) ----- def ----- Defense +9 (+3 eff.) Max.HP +32.00 Disarm- +35% One-handed war axes. |
flaming stralite waraxe of enduring (31-43 power, 5 apr)3.0 T4 waraxe 1H weapon [Ego+] Arcane/Nature Power 31.0 - 43.4 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% On Hit.r1 +7 fire While equipped: Stats +7 Con +5 Wil ----- def ----- Max.HP +24.00 One-handed war axes. |
stralite waraxe of enduring (31-43 power, 5 apr)3.0 T4 waraxe 1H weapon [Ego+] Nature Power 31.0 - 43.4 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% While equipped: Stats +9 Con +8 Wil ----- def ----- Max.HP +31.00 One-handed war axes. |
dwarven-steel dagger of shearing (17-22 power, 7 apr)1.0 T3 dagger 1H weapon [Ego+] Master Power 17.0 - 22.1 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% While equipped: dps ---------- Res.pen +7% all Acc +5 (+1 eff.) Apr +6 Sharp, short and deadly. |
balanced stralite dagger of massacre (35-45 power, 9 apr)1.0 T4 dagger 1H weapon [Ego] Master Power 35.0 - 45.5 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% While equipped: dps ---------- Acc +8 (+2 eff.) ----- def ----- Defense +8 (+3 eff.) Disarm- +27% Sharp, short and deadly. |
truestriking stralite dagger (25-33 power, 9 apr)1.0 T4 dagger 1H weapon [Ego+] Master Power 25.5 - 33.1 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% While equipped: dps ---------- Res.pen +6% physical Acc +12 (+3 eff.) Apr +8 Sharp, short and deadly. |
manaburning thorny mindstar of life (7-8 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon Reqs Wil 24 [Ego] Nature/Disrupt Power 7.5 - 8.2 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% On Hit: * 13 arcane resource burn While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) ----- def ----- Resists +3% arcane Max.HP +24.00 HP.reg +0.80 ---------- misc Talents +1 Attune Mindstar 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. |
gifted pulsing mindstar of life (13-14 power, 32 apr, mind damage)3.0 T4 mindstar 1H weapon Reqs Wil 35 [Ego] Nature Power 13.5 - 14.9 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +13 (+6 eff.) ----- def ----- Max.HP +18.00 HP.reg +1.30 ---------- misc Talents +1 Attune Mindstar 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. |
gifted pulsing mindstar of life (12-13 power, 32 apr, nature damage)3.0 T4 mindstar 1H weapon Reqs Wil 35 [Ego] Nature Power 12.5 - 13.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +12 (+6 eff.) ----- def ----- Max.HP +22.00 HP.reg +1.30 ---------- misc Talents +1 Attune Mindstar 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. |
resonating pulsing mindstar of venom (13-14 power, 32 apr, mind damage)3.0 T4 mindstar 1H weapon Reqs Wil 35 [Ego++] Nature/Psionic Power 13.0 - 14.3 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) Melee+ 9 acid Dmg.mod +9% acid +6% mind Res.pen +10% acid +4% mind ----- def ----- Resists +12% acid +5% mind Dmg.Resnn +7% HP.reg +3.00 ---------- misc Psi/ret +1.00 Talents +1 Attune Mindstar 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. |
mighty yew longbow of enduring4.0 T3 longbow 2H weapon Reqs Shoot [Ego+] Nature/Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 While equipped: Stats +2 Str +11 Wil +9 Con dps ---------- Phys.pwr +14 (+3 eff.) ----- def ----- Max.HP +44.00 Longbows are used to shoot arrows at your foes. |
yew longbow of piercing4.0 T3 longbow 2H weapon Reqs Shoot [Ego+] Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 While equipped: dps ---------- Res.pen +8% all Acc +17 (+4 eff.) Apr +9 Longbows are used to shoot arrows at your foes. |
elven-wood longbow of piercing4.0 T4 longbow 2H weapon Reqs Shoot [Ego+] Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +9 While equipped: dps ---------- Res.pen +12% all Acc +14 (+3 eff.) Apr +12 Longbows are used to shoot arrows at your foes. |
warden's elven-wood longbow of piercing4.0 T4 longbow 2H weapon Reqs Shoot [Ego++] Arcane/Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +9 While equipped: Stats +3 Mag dps ---------- Dmg.mod +11% temporal +12% physical Res.pen +9% temporal +14% physical +14% all Acc +23 (+5 eff.) Apr +8 ---------- misc Reload +3 Masteries +0.15 Chronomancy/Bow Threading Instant Weapon Swap Longbows are used to shoot arrows at your foes. |
caustic hardened leather sling4.0 T3 sling 1H weapon Reqs Shoot [Ego+] Nature Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 On Crit.r2 +9 acid +10 nature While equipped: dps ---------- Res.pen +8% acid +9% nature Apr +7 Slings are used to hurl stones or metal shots at your foes. |
barbed quiver of yew arrows (20/20, 43-60 power, 10 apr)3.0 T3 arrow ammo [Ego+] Master Power 43.0 - 60.2 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +14.0% Capacity 20 On Crit: * Wound the target dealing 231 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
pouch of dwarven-steel shots of annihilation (15/15, 35-42 power, 7 apr)3.0 T3 shot ammo [Ego+] Master Power 35.5 - 42.6 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +7 Crit +10.0% Capacity 15 Proj.spd +200% Shots are used with slings to pummel your foes to death. |
barbed pouch of stralite shots (22/22, 51-61 power, 5 apr)3.0 T4 shot ammo [Ego+] Master Power 51.0 - 61.2 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +5 Crit +13.5% Capacity 22 On Crit: * Wound the target dealing 231 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
corrosive dwarven-steel shield (0 def, 6 armour, 74.5 block)7.0 T3 shield armor Reqs Shield usage training [Ego+] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +2 Con dps ---------- On Melee Ret: * 12% chance to reduce armor by 15% ----- def ----- Armour +6 Fatigue +8% Resists +13% acid ---------- misc Talents +1 Block Handheld deflection devices. |
Bindings of Eternal Night (12 def, 12 armour)6.0 T4 mummy armor [Unique] Arcane A complementing item would be your crowning glory. While equipped: Stats +5 Wil +5 Mag dps ---------- Dmg.mod +15% cold +15% arcane +20% darkness Melee Ret 10 darkness ----- def ----- Armour +12 Defense +12 (+4 eff.) Resists +30% blight -10% fire +30% darkness -10% light HP.reg +1.00 Poison- +100% Disease- +100% ---------- misc Light -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. |
mummy wrappings (5 def, 2 armour)6.0 T4 mummy armor [Normal] While equipped: Stats +4 Mag dps ---------- Spell.pwr +6 (+6 eff.) Dmg.mod +15% cold +15% arcane +15% darkness ----- def ----- Armour +2 Defense +5 (+2 eff.) Fatigue +2% Resists -25% fire Decaying mummy wrappings. |
mummy wrappings of light (+24%) (5 def, 2 armour)6.0 T4 mummy armor [Ego] Arcane While equipped: Stats +4 Mag dps ---------- Spell.pwr +8 (+8 eff.) Dmg.mod +15% arcane +15% cold +15% darkness +16% light ----- def ----- Armour +2 Defense +5 (+2 eff.) Fatigue +2% Resists +24% light -25% fire Decaying mummy wrappings. |
cashmere robe of life (0 def, 0 armour)2.0 T3 cloth armor [Ego+] Nature While equipped: ----- def ----- Resists +10% blight +11% all Max.HP +52.00 HP.reg +3.00 Heal.mod +14% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
cashmere robe of life (0 def, 0 armour)2.0 T3 cloth armor [Ego+] Nature While equipped: ----- def ----- Resists +6% blight +11% all Max.HP +51.00 HP.reg +2.90 Heal.mod +13% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven cashmere robe (0 def, 0 armour)2.0 T3 cloth armor [Ego] Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +2 (+1 eff.) ----- def ----- Resists +11% all Mind.save +18 (+9 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
shimmering cashmere robe of the mind (+15%) (0 def, 0 armour)2.0 T3 cloth armor [Ego] Arcane/Psionic While equipped: dps ---------- Dmg.mod +12% arcane +15% mind ----- def ----- Resists +15% mind +11% all ---------- misc Max.mana +25.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
silk robe of alchemy (0 def, 0 armour)2.0 T4 cloth armor [Ego+] Arcane While equipped: dps ---------- Dmg.mod +15% acid +8% physical +12% fire +16% cold ----- def ----- Resists +10% acid +12% physical +15% fire +12% cold +13% all ---------- misc Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
spellwoven silk robe of light (+33%) (0 def, 0 armour)2.0 T4 cloth armor [Ego] Arcane While equipped: dps ---------- Spell.crit +3% Spell.pwr +3 (+3 eff.) Dmg.mod +22% light ----- def ----- Resists +33% light +13% all Spell.save +17 (+6 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
timebroken silk robe (0 def, 0 armour)2.0 T4 cloth armor [Ego+] Arcane While equipped: Stats +4 Mag +4 Wil dps ---------- Spell.crit +3% Spell.pwr +5 (+5 eff.) Dmg.mod +8% arcane +15% temporal ----- def ----- Resists +13% all ---------- misc Max.mana +10.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
timebroken silk robe (0 def, 0 armour)2.0 T4 cloth armor [Ego+] Arcane While equipped: Stats +2 Mag +3 Wil dps ---------- Spell.crit +3% Spell.pwr +3 (+3 eff.) Dmg.mod +5% arcane +9% temporal ----- def ----- Resists +13% all ---------- misc Max.mana +10.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
rough leather armour (3 def, 2 armour)9.0 T1 light armor [Normal] While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% A suit of armour made of leather. |
Behemoth Hide (4 def, 6 armour)9.0 T2 light armor [Unique] Master While equipped: Stats +5 Str +3 Con ----- def ----- Armour +6 Defense +4 (+2 eff.) Rng.Def +8 (+3 eff.) Fatigue +10% Max.HP +45.00 HP.reg +2.00 Knockbk- +50% ---------- misc Max.enc +20 Stam/turn +1.00 Max.stam +45.00 Size +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
Spinal Cage (5 def, 8 armour)9.0 T2 light armor [Unique] Arcane/Nature While equipped: Stats +2 Dex ----- def ----- Armour +8 Defense +5 (+2 eff.) Fatigue +3% Resists +15% physical Bone Grab: Level 2.0 Pwr.cost 20 out of 30/30. Range 5 Travel.spd instantaneous Is a spell Description: Grab a target and teleport it to your side or if adjacent up to 6 spaces away from you, pinning it there with a bone rising from the ground for 5 turns. The bone will also deal 14.11 physical damage. The damage will increase with your Spellpower. A gross mass of spinal matter hastily assembled into armour. |
prismatic hardened leather armour of lightning resistance (9 def, 6 armour)9.0 T3 light armor [Ego] Arcane/Master While equipped: ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% Resists +18% lightning +10% light +11% darkness A suit of armour made of leather. |
rejuvenating hardened leather armour of acid resistance (9 def, 6 armour)9.0 T3 light armor [Ego] Nature/Master While equipped: ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% Resists +20% acid HP.reg +3.50 ---------- misc Stam/turn +1.10 A suit of armour made of leather. |
reinforced leather armour of command (22 def, 10 armour)9.0 T4 light armor [Ego+] Psionic While equipped: Stats +3 Cun ----- def ----- Armour +10 Defense +22 (+8 eff.) Fatigue +8% Mind.save +14 (+7 eff.) A suit of armour made of leather. |
troll-hide reinforced leather armour of command (20 def, 11 armour)9.0 T4 light armor [Ego++] Nature/Psionic While equipped: Stats +3 Cun ----- def ----- Armour +11 Defense +20 (+7 eff.) Fatigue +8% Mind.save +13 (+7 eff.) Max.HP +37.00 HP.reg +5.80 Heal.mod +14% A suit of armour made of leather. |
volcanic reinforced leather armour of Toknor (12 def, 17 armour)9.0 T4 light armor [Ego++] Nature/Master While equipped: dps ---------- Phys.crit +4.0% Crit.mult +14.00% Phys.pwr +8 (+2 eff.) Melee+ 6 fire Ranged+ 7 fire ----- def ----- Armour +17 Defense +12 (+4 eff.) Fatigue +8% Resists +15% fire +10% physical A suit of armour made of leather. |
impenetrable iron mail armour (2 def, 9 armour)14.0 T1 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +9 Defense +2 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
iron mail armour of fire resistance (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Resists +15% fire A suit of armour made of mail. |
Earumnir (7 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Random Unique] Master/Psionic While equipped: ----- def ----- Armour +6 Defense +7 (+3 eff.) Fatigue +12% Resists +18% acid +6% temporal +6% mind +19% lightning Mind.save +14 (+7 eff.) Confus- +10% A suit of armour made of mail. |
Ulferim the steel mail armour (2 def, 12 armour)14.0 T2 heavy armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Con dps ---------- Dmg.mod +6% mind ----- def ----- Armour +12 Defense +2 (+1 eff.) Fatigue +12% Resists +17% lightning +6% temporal Heal.mod +20% A suit of armour made of mail. |
Delahir (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training [Random Unique] Master/Psionic While equipped: Stats +2 Str +4 Mag +10 Wil +12 Cun ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +20% acid Mind.save +25 (+13 eff.) ---------- misc See.Invis +9 A suit of armour made of mail. |
cleansing dwarven-steel mail armour of fire resistance (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego] Disrupt/Master While equipped: ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +12% blight +20% fire +12% nature A suit of armour made of mail. |
prismatic dwarven-steel mail armour of fire resistance (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +21% fire +12% light +12% darkness A suit of armour made of mail. |
cleansing stralite mail armour of acid resistance (4 def, 8 armour)14.0 T4 heavy armor Reqs Heavy armour training [Ego] Disrupt/Master While equipped: ----- def ----- Armour +8 Defense +4 (+2 eff.) Fatigue +12% Resists +17% acid +11% nature +13% blight A suit of armour made of mail. |
enlightening iron plate armour (0 def, 7 armour)17.0 T1 massive armor Reqs Massive armour training [Ego+] Psionic While equipped: Stats +4 Cun +4 Wil ----- def ----- Armour +7 Fatigue +22% Mind.save +10 (+5 eff.) A suit of armour made of metal plates. |
enlightening stralite plate armour (0 def, 13 armour)17.0 T4 massive armor Reqs Massive armour training [Ego+] Psionic While equipped: Stats +4 Cun +4 Wil ----- def ----- Armour +13 Fatigue +22% Mind.save +14 (+7 eff.) A suit of armour made of metal plates. |
radiant stralite plate armour (0 def, 13 armour)17.0 T4 massive armor Reqs Massive armour training [Ego+] Nature While equipped: Stats +3 Wil ----- def ----- Armour +13 Fatigue +22% Resists +19% blight +11% darkness ---------- misc Light +2 A suit of armour made of metal plates. |
rough leather belt of the giants1.0 T1 belt armor [Ego] Master While equipped: dps ---------- Phys.pwr +2 (+0 eff.) ----- def ----- Spell.save +6 (+2 eff.) ---------- misc Size +1 A belt that goes around your waist. |
Jaw of Rogroth1.0 T3 belt armor [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +5 (+5 eff.) ---------- misc Vim/kill +4.00 Max.souls +3.00 Deal darkness damage equal to your 350% of your spellpower to a target, and, if it kills the target, restores 15% of max hp and all resources (except paradox and equilibrium). Uses 24 power out of 24/24 Rogroth's mouth happened to be about the same size as your waist. Interesting. |
Hagadir (2 def, 16 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Con dps ---------- Dmg.mod +6% arcane On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +16 Defense +2 (+1 eff.) Resists +6% nature Knockbk- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of rough leather boots of tirelessness (0 def, 1 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 ---------- misc Stam/turn +0.30 Max.stam +10.00 A pair of boots made of leather. |
Noongash (0 def, 3 armour)2.0 T3 feet armor [Random Unique] Arcane/Master While equipped: Stats +2 Str +4 Dex +2 Mag +2 Wil +2 Con +7 Lck dps ---------- Dmg.mod +9% darkness Res.pen +5% light Melee Ret 6 light On Hit (Melee): * 10% chance to reduce damage dealt by 19% ----- def ----- Armour +3 Stealth +8 Blink to a nearby random location (rad 9) Puts all charms on 25 cooldown A pair of boots made of leather. |
pair of hardened leather boots of spellbinding (0 def, 3 armour)2.0 T3 feet armor [Ego+] Arcane While equipped: Stats +3 Mag ----- def ----- Armour +3 ---------- misc Spell.cld 10% A pair of boots made of leather. |
restorative pair of hardened leather boots of tirelessness (0 def, 3 armour)2.0 T3 feet armor [Ego+] Nature/Master While equipped: ----- def ----- Armour +3 HP.reg +1.00 Heal.mod +12% ---------- misc Stam/turn +0.80 Max.stam +10.00 A pair of boots made of leather. |
wanderer's pair of hardened leather boots (0 def, 3 armour)2.0 T3 feet armor [Ego+] Master While equipped: Stats +3 Cun +3 Con ----- def ----- Armour +3 Phys.save +13 (+4 eff.) Mind.save +15 (+8 eff.) A pair of boots made of leather. |
traveler's pair of iron boots of tirelessness (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue -2% Phys.save +6 (+2 eff.) ---------- misc Max.enc +22 Stam/turn +0.40 Max.stam +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
blood-soaked pair of dwarven-steel boots (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego+] Master While equipped: dps ---------- Phys.crit +4.0% Phys.pwr +4 (+1 eff.) Apr +6 ----- 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. |
grounding pair of dwarven-steel boots of tirelessness (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego] Nature/Master While equipped: ----- def ----- Armour +4 Fatigue +3% Resists +10% lightning +7% temporal ---------- misc Stam/turn +0.60 Max.stam +13.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
traveler's pair of dwarven-steel boots (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +4 Fatigue -3% Phys.save +7 (+2 eff.) ---------- misc Max.enc +28 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Normal] While equipped: ----- def ----- Armour +1 Unarmed combat: Power 7.5 - 8.2 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 125% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
storm hardened leather gloves of strength (+2) (0 def, 2 armour)1.0 T2 hands armor [Ego] Nature/Master While equipped: Stats +2 Str dps ---------- Phys.pwr +9 (+2 eff.) Melee+ 6 lightning Dmg.mod +3% lightning ----- def ----- Armour +2 Resists +6% lightning Unarmed combat: Power 21.0 - 23.1 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 125% On Crit.r2 +7 lightning On Hit: 10% Lightning Breath 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
cinder iron gauntlets of magic (+2) (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego] Arcane/Nature While equipped: Stats +2 Mag dps ---------- Melee+ 5 fire Dmg.mod +3% arcane +3% fire ----- def ----- Armour +1 Fatigue +1% Resists +5% fire Unarmed combat: Power 10.5 - 14.7 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.0% Atk.spd 100% Melee+ +4 arcane On Crit.r2 +5 arcane +5 fire On Hit: 10% Fire Breath 1 Metal gloves protecting the hands up to the middle of the lower arm. |
corrosive iron gauntlets of dexterity (+3) (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Melee+ 6 acid Dmg.mod +4% acid Acc +10 (+2 eff.) ----- def ----- Armour +1 Fatigue +1% Resists +6% acid Unarmed combat: Power 8.5 - 11.9 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Acc +6 Apr +3 Crit +7.0% Atk.spd 100% On Crit.r2 +6 acid On Hit: 10% Corrosive Breath 1 Metal gloves protecting the hands up to the middle of the lower arm. |
iron gauntlets (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +1 Fatigue +1% Unarmed combat: Power 12.0 - 16.8 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.0% Atk.spd 100% Metal gloves protecting the hands up to the middle of the lower arm. |
radiant iron gauntlets of strength (+2) (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: Stats +2 Str dps ---------- Phys.pwr +5 (+1 eff.) Melee+ 5 light Dmg.mod +4% light ----- def ----- Armour +1 Fatigue +1% Resists +6% light Unarmed combat: Power 16.0 - 22.4 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.0% Atk.spd 100% On Hit: 20% Searing Light 1 Metal gloves protecting the hands up to the middle of the lower arm. |
alchemist's dwarven-steel gauntlets of the starseeker (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego++] Arcane While equipped: Stats +6 Mag +4 Wil +2 Cun dps ---------- Melee+ 5 acid 5 fire 5 cold 4 lightning ----- def ----- Armour +2 Fatigue +3% Resists +6% light +5% darkness ---------- misc Infravis +1 Unarmed combat: Power 19.5 - 27.3 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 100% Melee+ +10 ice +8 fire +7 acid +7 lightning On Crit.r2 +17 light +16 darkness Starfall: Puts all charms on 20 cooldown Level 1.0 Pwr.cost 20 out of 20/20. Range 6 Travel.spd instantaneous Is a spell Description: A star falls on a radius 1 area, doing 28.88 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
temporal dwarven-steel gauntlets of dexterity (+3) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: Stats +3 Dex dps ---------- Melee+ 5 temporal Ranged+ 5 temporal Dmg.mod +4% temporal Acc +10 (+2 eff.) ----- def ----- Armour +2 Fatigue +3% Resists +7% temporal Unarmed combat: Power 20.5 - 28.7 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Acc +6 Apr +9 Crit +14.0% Atk.spd 100% On Hit: * 6% chance to gain 10% of a turn (3/turn limit) Metal gloves protecting the hands up to the middle of the lower arm. |
voratun gauntlets of strength (+3) (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Ego] Master While equipped: Stats +3 Str dps ---------- Phys.pwr +12 (+3 eff.) ----- def ----- Armour +3 Fatigue +5% Unarmed combat: Power 35.5 - 49.7 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Atk.spd 100% Metal gloves protecting the hands up to the middle of the lower arm. |
voratun gauntlets of the starseeker (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Ego+] Arcane While equipped: Stats +2 Cun +1 Mag ----- def ----- Armour +3 Fatigue +5% Resists +7% light +7% darkness ---------- misc Infravis +2 Unarmed combat: Power 28.0 - 39.2 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Atk.spd 100% On Crit.r2 +27 light +25 darkness Starfall: Puts all charms on 20 cooldown Level 1.0 Pwr.cost 20 out of 20/20. Range 6 Travel.spd instantaneous Is a spell Description: A star falls on a radius 1 area, doing 28.88 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
Noonbile the linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +2 Wil dps ---------- Dmg.mod +12% light Res.pen +5% light ----- def ----- Defense +1 (+1 eff.) Phys.save +6 (+2 eff.) A pointy cloth hat, very wizardly... |
linen wizard hat 'Brightwinnow' (1 def, 0 armour)2.0 T1 head armor [Rare] Arcane While equipped: Stats +2 Str +1 Cun +4 Con dps ---------- Spell.crit +3% Spell.pwr +3 (+3 eff.) Res.pen +5% fire ----- def ----- Defense +1 (+1 eff.) ---------- misc Mana/turn +0.14 A pointy cloth hat, very wizardly... |
cashmere wizard hat of knowledge (2 def, 0 armour)2.0 T3 head armor [Ego+] Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +4 (+2 eff.) ----- def ----- Defense +2 (+1 eff.) A pointy cloth hat, very wizardly... |
cashmere wizard hat of the Brotherhood (2 def, 0 armour)2.0 T3 head armor [Ego+] Arcane While equipped: Stats +1 Mag +3 Con dps ---------- Dmg.mod +8% arcane ----- def ----- Defense +2 (+1 eff.) Arcane Eye: (Instant) Puts all charms on 10 cooldown Level 5.0 Pwr.cost 10 out of 10/10. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
eldritch elven-silk wizard hat (3 def, 0 armour)2.0 T5 head armor [Ego+] Arcane While equipped: dps ---------- Spell.pwr +6 (+6 eff.) ----- def ----- Defense +3 (+1 eff.) ---------- misc Mana/turn +1.10 Mana/ret +2.00 Max.mana +72.00 Manaflow: Puts all charms on 40 cooldown Level 2.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Is a spell Description: Engulf yourself in a surge of mana, quickly restoring 7 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
bladed hardened leather cap (0 def, 3 armour)2.0 T3 head armor [Ego+] Master While equipped: Stats +5 Str ----- def ----- Armour +3 Fatigue +3% Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 260.9 Physical damage. If the attack hits, the target is confused (43% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
thaloren hardened leather cap (0 def, 3 armour)2.0 T3 head armor [Ego+] Master While equipped: Stats +2 Wil ----- def ----- Armour +3 Fatigue +3% Resists +8% blight Mind.save +8 (+4 eff.) A cap made of leather. |
grounding iron helm of trickery (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego+] Nature/Master While equipped: Stats +3 Cun +3 Dex dps ---------- Apr +5 ----- def ----- Armour +3 Fatigue +5% Resists +6% lightning +6% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
stabilizing iron helm (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue +5% Phys.save +11 (+4 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
bladed dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +4 Str ----- def ----- Armour +4 Fatigue +4% Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 260.9 Physical damage. If the attack hits, the target is confused (43% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
insulating dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +4 Fatigue +4% Resists +7% fire +7% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
4 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
7 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
3 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
5 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+4 eff.) Item imbue powers: Defense +8 (+3 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
97 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
scorching brass lantern of focus2.0 T1 lite [Ego] Arcane/Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +6% mind Melee Ret 11 fire ----- def ----- Resists +6% fire ---------- misc Light +3 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. |
bright alchemist's lamp of health1.0 T3 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +43.00 ---------- misc Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
dwarven-steel pickaxe of endurance (dig speed 30 turns)3.0 T3 digger tool [Ego] Master While equipped: Stats +6 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
sapper's dwarven-steel pickaxe (dig speed 24 turns)3.0 T3 digger tool [Ego+] Master While equipped: Stats +2 Str +2 Cun dps ---------- Acc +6 (+1 eff.) ---------- misc Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
sapper's dwarven-steel pickaxe (dig speed 22 turns)3.0 T3 digger tool [Ego+] Master While equipped: Stats +2 Str +2 Cun dps ---------- Acc +5 (+1 eff.) ---------- misc Infravis +4 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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 Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Telekinetic Core2.0 T2 torque charm [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Phys.pwr +3 (+1 eff.) Mind.pwr +3 (+2 eff.) Dmg.mod +6% physical ----- def ----- Resists +5% physical Phys.save +12 (+4 eff.) Psionic Pull: Level 3.0 Pwr.cost 18 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Pull all foes toward you in radius 5 while dealing 47 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
innervating stralite torque of mindblast [power 320] (15 cooldown)2.0 T4 torque charm [Ego+] Psionic Blast the opponent's mind dealing 320 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to reduce fatigue by 32% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
yew totem of stinging 'Bokozor' [power 260] (15 cooldown)2.0 T3 totem charm [Rare] Nature While equipped: Stats +3 Dex dps ---------- Melee Ret 4 physical ----- def ----- Armour +4 Resists +6% mind +4% physical Sting an enemy dealing 260 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to increase all damage by 16% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
quick elven-wood totem of summon tentacle [power 285] (18 cooldown)2.0 T4 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 7 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 601 Base Damage: 285 Armor: 4 All Resist: 14 Puts all charms on 18 cooldown Natural totems are made by powerful wilders to store nature power. |
extending elven-wood wand of clairvoyance [power 13] (15 cooldown)2.0 T4 wand charm [Ego+] Arcane Reveal the area around you, dispelling darkness (radius 13, power 38 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 cooldown 100% to increase the duration of 3 beneficial effects by 1. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
warded elven-wood wand of lightning storm [power 338] (15 cooldown)2.0 T4 wand charm [Ego+] Arcane While equipped: ---------- misc Wards +3 acid +6 temporal +3 light +3 cold Talents +1 Ward Create a radius 3 storm for 5 turns. Each turn, creatures within take 67 lightning damage and will be dazed for 1 turn (338 total damage) Puts all charms on 15 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Forbidden Tome: "A View From The Gallery"2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
It Which Writhes0.0 T3 tentacle weird [Legendary] Unknown While equipped: Stats +3 Str +3 Dex +3 Mag -3 Wil +3 Con Fully Charged! Reduce the duration of all detrimental effects. Uses 10 power out of 10/10 Activation is instant. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
Achievements
Bringer of Doom (Nightmare (Roguelike) difficulty)
Killed a Bringer of Doom.By Z'qaij the Skeleton Brawler level 27
12nd Dusk 122nd year of Ascendancy at 23:02 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Z'qaij the Skeleton Brawler level 22
4th Dusk 122nd year of Ascendancy at 08:45 see stats
Fear me not! (Nightmare (Roguelike) difficulty)
Survived the Fearscape!By Z'qaij the Skeleton Brawler level 28
14th Dusk 122nd year of Ascendancy at 00:21 see stats
Infinite x10 (Nightmare (Roguelike) difficulty)
Got to level 10 of the infinite dungeon.By Z'qaij the Skeleton Brawler level 13
1st Summertide 122nd year of Ascendancy at 18:47 see stats
Infinite x20 (Nightmare (Roguelike) difficulty)
Got to level 20 of the infinite dungeon.By Z'qaij the Skeleton Brawler level 24
7th Dusk 122nd year of Ascendancy at 18:53 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Z'qaij the Skeleton Brawler level 10
7th Mirth 122nd year of Ascendancy at 19:59 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Z'qaij the Skeleton Brawler level 20
10th Flare 122nd year of Ascendancy at 23:15 see stats
Level 30 (Nightmare (Roguelike) difficulty)
Got a character to level 30.By Z'qaij the Skeleton Brawler level 30
20th Dusk 122nd year of Ascendancy at 09:21 see stats
Size is everything (Nightmare (Roguelike) difficulty)
Did over 1500 damage in one attack.By Z'qaij the Skeleton Brawler level 26
12nd Dusk 122nd year of Ascendancy at 12:37 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By Z'qaij the Skeleton Brawler level 14
1st Flare 122nd year of Ascendancy at 11:26 see stats
The Restless Dead (Nightmare (Roguelike) difficulty)
Disturbed an old battlefield and survived the consequences.By Z'qaij the Skeleton Brawler level 28
15th Dusk 122nd year of Ascendancy at 04:09 see stats
Treasure Hoarder (Nightmare (Roguelike) difficulty)
Amassed 3000 gold pieces.By Z'qaij the Skeleton Brawler level 28
13rd Dusk 122nd year of Ascendancy at 12:59 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Z'qaij the Skeleton Brawler level 16
3rd Flare 122nd year of Ascendancy at 23:40 see stats
Log
Z'qaij hits Skeletal rat for 22 fire damage.
Z'qaij receives 3 healing from Skeletal rat.
Z'qaij performs a melee critical strike against Skeletal rat!
Z'qaij hits Skeletal rat for 235 physical damage.
Z'qaij killed Skeletal rat!
Talent Double Strike is ready to use.
Z'qaij picks up (M.): infernal elven-wood magestaff (25-30 power, 5 apr, fire element).
You pickup 0.70 gold pieces.
Talent Pain Enhancement System is ready to use.
Z'qaij picks up (f.): heroism infusion of the titan (die at -517; dur 7; cd 27).
Z'qaij picks up (k.): manasurge rune (regen 600% over 10 turns; mana 30; cd 14).
Z'qaij picks up ( .): volcanic reinforced leather armour of Toknor (12 def, 17 armour).
Z'qaij picks up ( .): silk robe of alchemy (0 def, 0 armour).
Z'qaij picks up ( .): elven-wood longbow of piercing.
You pickup 2.60 gold pieces.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Saving game...
Saving done.





































































































































































