Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
| Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Inventory Squelching 1.2.5Clear up inventory clutter and focus on the items that matter. This addon allows you to hide items that aren't any use to your character so you can carefully inspect those that do, and suffer from less inventory fatigue over the course of a playthrough. This addon adds an extra dialog which is opened using Ctrl+D by default. The options should be fairly self-explanatory and mostly cover squelching individual item types, along with a few options useful to antimagic and undead characters, as well as the ability to squelch the mostly useless white items. Note that these options are tied to your character, so you'll need to set this up for each character you create. It also only applies to the transmogrification chest tab in your inventory; squelched items get their own special tab due to a variety of technical details. Items will be shown when they are picked up in the log, and artifacts will still show their lore popups. Squelched items will also be transmogrified when you leave the level, as normal. Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. ZOmnibus Addon Pack 1.3.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! 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:
Better inscription information 1.3.1Improves the default inscription information to include such things as health per turn/sustained health per turn for regeneration infusions etc. Flagpole Healthbar 1.1.5Makes the actor healthbars a 3/4 height vertical bar in the lower left, receding upwards with damage so less vital information is lost behind perspective wall tiles. Designed for use with my corner-only threat borders, but also looks passable with the default four-corner design as I also made the bar render on top of the frame. (Only issue is that full health gets lost against the ally-color frame). Looks good in sizes down to 32x32, fails to render in 16x16 presently. Intended for Shockbolt tiles and frames, not much use with roguelike. Items Vault 1.3.0Donators/Buyers bonus! Plenum Tooltip: Enhanced actor tooltip display for TOME v2.4 1.3.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. Improved Auto-explore and Rest 1.3.1Quality 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. Pragmatic Heroism 1.1.0Modifies the life bar to show useful information when the player is below zero life. Also available as part of the ZOmnibus Addon Pack. |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Female |
| Race | Thalore |
| Class | Berserker |
| Level / Exp | 25 / 23% |
| Size | medium |
| Lifes / Deaths | Killed by skeleton mage at level 25 on the 68th Haze 123rd year of Ascendancy at 08:38 / 1 |
| Antimagic | Follower |
Primary Stats
| Strength | 64 (base 54) |
| Dexterity | 22 (base 11) |
| Constitution | 31 (base 20) |
| Magic | 8 (base 10) |
| Willpower | 51 (base 39) |
| Cunning | 23 (base 10) |
Resources
| Life | -183/809 |
| Equilibrium | 27 |
| Stamina | 226/274 |
| Psi | 136/141 |
| Healing Factor | 1.22 |
| Regeneration | 19.589374296875 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -40% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
Offense: Mainhand
| Damage | 105 |
| Accuracy | 47 |
| Crit Chance | 23% |
| APR | 21 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 2 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Mind
| Mindpower | 34.95 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 39.92 (81.030927835052%) |
| Defense | 25.6 |
| Ranged Defense | 25.6 |
| Fatigue | 15 |
| Physical Save | 39.125 |
| Spell Save | 30.325 |
| Mental Save | 44.3 |
Defense: Resistances
| All | + 12%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 10% |
| Pinning Resistance | 100% |
| Instadeath Resistance | 100% |
| Disarm Resistance | 28% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 15% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. (13 + 0.1 Cun) |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 293 life over 5 turns. Its effects scale with your Strength stat. (75 + 3.4 Str) |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 506% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. (314 + 3.0 Str) |
Class Talents
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Berserker's strength | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Technique / Bloodthirst | 1.20 |
| 5/5 |
| 5/5 |
| 1/5 |
| 3/5 |
| Technique / Two-handed assault | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 2/5 |
| Technique / Combat techniques | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Wild-gift / Fungus | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 3/5 |
| 2/5 |
| 0/5 |
| Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 3/5 |
| 3/5 |
| 3/5 |
| 3/5 |
| 0/5 |
Effects
| talent | Wild Growth |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
| beneficial effect | A flow of life spins around the target, regenerating 9.59 life per turn. Regeneration |
| beneficial effect | You gain 8% resistance against acid. Resolve |
| detrimental effect | The target is maimed, unable to correctly wield a weapon. Disarmed |
| beneficial effect | The target is recovering 25 life each turn. Recovery |
| detrimental effect | The target is stunned, reducing damage by 60%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents do not cooldown. Stunned |
| beneficial effect | The target gains 100% stun, daze and pinning immunity. Free Action |
| beneficial effect | Reduces all incoming lightning, blight, mind, darkness damage by 47. Charged Psionic Shield |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Daikara. Escort: lost anorithil (level 1 of Daikara)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Norgos Lair. Escort: lost sun paladin (level 2 of Norgos Lair)As a reward you improved talent Hack'n'Back (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Norgos Lair. Escort: lost sun paladin (level 3 of Norgos Lair)As a reward you improved Willpower by +2. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Trollmire. Escort: temporal explorer (level 2 of Trollmire)As a reward you improved talent Dream Walk (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 45. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed warg claw. * You've found the needed green worm. * You've found the needed bloated horror heart. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed snow giant kidney. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed honey tree root. Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed orc heart. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed vial of squid ink. * You've found the needed giant spider spinneret. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | restorative pair of dwarven-steel boots of disengagement (0 def, 4 armour) restorative pair of dwarven-steel boots of disengagement (0 def, 4 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +2 Cun / +2 Dex Life regen: +2.30 Healing mod.: +12% It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. Press to compare |
| Light source | survivor's brass lantern of health survivor's brass lantern of healthInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical save: +6 (+2 eff.) Maximum life: +43.00 Light radius: +2 Healing mod.: +10% A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. Press to compare |
| On head | dwarven-steel helm of strength (+2) (0 def, 4 armour) dwarven-steel helm of strength (+2) (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +2 Str A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. Press to compare |
| Tool | Eye of the Dreaming One Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+3 eff.) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 1/25) : Effective talent level: 2.4 Power cost: 20 out of 1/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 8 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 21% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. Press to compare |
| On fingers | Bloodcaller BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-2 eff.) Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, and this is your reward. Press to compare |
| On fingers | gladiator's steel ring of pilfering gladiator's steel ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+3 eff.) Armour penetration: +8 Physical power: +7 (+2 eff.) Defense: +11 (+6 eff.) Changes stats: +6 Str / +5 Con It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. Press to compare |
| Around waist | cleansing hardened leather belt of resilience cleansing hardened leather belt of resilienceInfused by nature Infused by arcane disrupting forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +7% acid / +7% blight Maximum life: +39.00 A belt that goes around your waist. Press to compare |
| In main hand | balanced dwarven-steel greatsword of dampening (144% power, 2 apr) balanced dwarven-steel greatsword of dampening (144% power, 2 apr)Requires: - Strength 24 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 145% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +9 (+3 eff.) Defense: +10 (+5 eff.) Changes resistances: +13% acid / +13% fire / +10% cold / +17% lightning Spell save: +10 (+5 eff.) Disarm immunity: +28% Massive two-handed swords. Press to compare |
| On hands | heroic dwarven-steel gauntlets of butchering (0 def, 5 armour) heroic dwarven-steel gauntlets of butchering (0 def, 5 armour)Requires: - Talent Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +7 Physical power: +6 (+2 eff.) Armour: +5 Changes resistances: +5% blight Spell save: +10 (+5 eff.) Mental save: +7 (+2 eff.) Maximum life: +40.00 Metal gloves protecting the hands up to the middle of the lower arm. Press to compare |
| Main armor | enlightening dwarven-steel plate armour of implacability (5 def, 16 armour) enlightening dwarven-steel plate armour of implacability (5 def, 16 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: +16 Defense: +5 (+2 eff.) Fatigue: +18% Changes stats: +4 Cun / +4 Wil Physical save: +7 (+3 eff.) Mental save: +10 (+3 eff.) A suit of armour made of metal plates. Press to compare |
| Cloak | murderer's linen cloak of implacability (1 def, 0 armour) murderer's linen cloak of implacability (1 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Armour penetration: +4 Defense: +1 (+0 eff.) Changes stats: +2 Cun / +2 Dex Physical save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Only die when reaching: -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. Press to compare |
| Around neck | wanderer's gold amulet wanderer's gold amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -5% Changes stats: +4 Dex / +5 Cun / +5 Con Life regen: +0.50 Stamina each turn: +0.50 Movement speed: +10% Amulets can have magical properties. Press to compare |
Inventory
healing infusion [Con] (94hp (13.5hp/turn sustained use)) healing infusion [Con] (94hp (13.5hp/turn sustained use))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: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 94 and cleanse 1 wound and poison effect. Its effects scale with your Constitution stat. (20 + 2.4 Con) 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. |
healing infusion [Str] (174hp (24.8hp/turn sustained use)) healing infusion [Str] (174hp (24.8hp/turn sustained use))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: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 174 and cleanse 1 wound and poison effect. Its effects scale with your Strength stat. (20 + 2.4 Str) 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. |
healing infusion [Wil] (144hp (18.0hp/turn sustained use)) healing infusion [Wil] (144hp (18.0hp/turn sustained use))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: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 144 and cleanse 1 wound and poison effect. Its effects scale with your Willpower stat. (22 + 2.4 Wil) 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. |
regeneration infusion [Wil] (452hp (90.5hp/turn active; 28.3hp/turn sustained use)) regeneration infusion [Wil] (452hp (90.5hp/turn active; 28.3hp/turn sustained use))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: 18 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 452 life over 5 turns. Its effects scale with your Willpower stat. (279 + 3.4 Wil) 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. Press to compare |
regeneration infusion [Wil] (417hp (83.5hp/turn active; 32.1hp/turn sustained use)) regeneration infusion [Wil] (417hp (83.5hp/turn active; 32.1hp/turn sustained use))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: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 417 life over 5 turns. Its effects scale with your Willpower stat. (244 + 3.4 Wil) 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. Press to compare |
sun infusion [Cun] (rad 5; power 35; turns 3; dispells darkness) sun infusion [Cun] (rad 5; power 35; turns 3; dispells darkness)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: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 5 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 17). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 35) for 3 turns. Its effects scale with your Cunning stat. (22 + 1.2 Cun) 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. |
sun infusion [Dex] (rad 5; power 34; turns 4; dispells darkness) sun infusion [Dex] (rad 5; power 34; turns 4; dispells darkness)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: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 5 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 17). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 34) for 4 turns. Its effects scale with your Dexterity stat. (21 + 1.2 Dex) 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. |
sun infusion [Wil] (rad 5; power 47; turns 4; dispells darkness) sun infusion [Wil] (rad 5; power 47; turns 4; dispells darkness)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: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 5 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 24). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 47) for 4 turns. Its effects scale with your Willpower stat. (21 + 1.2 Wil) 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. |
sun infusion [Wil] (rad 6; power 47; turns 3; dispells darkness) sun infusion [Wil] (rad 6; power 47; turns 3; dispells darkness)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: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 6 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 24). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 47) for 3 turns. Its effects scale with your Willpower stat. (20 + 1.2 Wil) 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 (mental&physical; 12.0% x5 turns) wild infusion (mental&physical; 12.0% x5 turns)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: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 12% for 5 turns. Also removes cross-tier effects of the affected types for free. 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. Press to compare |
wild infusion (physical; 24.0% x4 turns) wild infusion (physical; 24.0% x4 turns)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 (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 24% for 4 turns. Also removes cross-tier effects of the affected types for free. 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. Press to compare |
wild infusion [Con] (magical; 26.1% x5 turns) wild infusion [Con] (magical; 26.1% x5 turns)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: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 26% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. (23 + 0.1 Con) 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. Press to compare |
wild infusion [Con] (physical; 19.1% x6 turns) wild infusion [Con] (physical; 19.1% x6 turns)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: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 19% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. (16 + 0.1 Con) 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. Press to compare |
wild infusion [Wil] (physical; 24.1% x4 turns) wild infusion [Wil] (physical; 24.1% x4 turns)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: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 24% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. (19 + 0.1 Wil) 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. Press to compare |
insidious poison infusion [Cun] (28.6d/t; heal reduction 25.0%; range 3) insidious poison infusion [Cun] (28.6d/t; heal reduction 25.0%; range 3)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 3 Cooldown: 19 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 28.57 nature damage per turn for 7 turns, and reducing the target's healing received by 25%. The sudden stream of natural forces also strips you of one random detrimental magical effect. Its effects scale with your Cunning stat. (154 + 2.0 Cun) 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. |
insidious poison infusion [Dex] (19.3d/t; heal reduction 22.0%; range 3) insidious poison infusion [Dex] (19.3d/t; heal reduction 22.0%; range 3)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 3 Cooldown: 19 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 19.29 nature damage per turn for 7 turns, and reducing the target's healing received by 22%. The sudden stream of natural forces also strips you of one random detrimental magical effect. Its effects scale with your Dexterity stat. (91 + 2.0 Dex) 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. |
movement infusion (300.0% speed; 7 turns free action) movement infusion (300.0% speed; 7 turns free action)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 300% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. 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. Press to compare |
copper amulet 'Aeredil' copper amulet 'Aeredil'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +1 Con / +2 Wil Changes resistances: +11% light / +13% darkness Changes damage: +6% mind Blindness immunity: +23% Amulets can have magical properties. Press to compare |
insulating copper amulet of mastery (0.12 Technique / Combat training) insulating copper amulet of mastery (0.12 Technique / Combat training)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% cold / +11% fire Talent mastery: +0.12 Technique / Combat training Amulets can have magical properties. Press to compare |
steel amulet 'Chamykalthokan' steel amulet 'Chamykalthokan'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +6% acid / +3% fire / +10% mind Confusion immunity: +29% Amulets can have magical properties. Press to compare |
steel amulet of cunning (+3) steel amulet of cunning (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Cun Amulets can have magical properties. Press to compare |
steel amulet of dexterity (+3) steel amulet of dexterity (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Dex Amulets can have magical properties. Press to compare |
Ce'Neserin the Umbrawrack Ce'Neserin the UmbrawrackInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to inflict damage reduction Changes stats: +2 Cun Changes resistances: +9% cold / +3% nature / +5% arcane Amulets can have magical properties. Press to compare |
cleansing gold amulet cleansing gold amuletInfused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +12% nature / +17% blight Poison immunity: +25% Disease immunity: +25% Amulets can have magical properties. Press to compare |
This item will automatically be transmogrified when you leave the level. gold amuletgold amulet 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 Amulets can have magical properties. Press to compare |
gold amulet gold amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 3 Amulets can have magical properties. Press to compare |
marksman's copper ring of corrosion (+22%) marksman's copper ring of corrosion (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +3 Dex Changes resistances: +22% acid Changes damage: +11% acid Rings can have magical properties. Press to compare |
Nightsong NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+3 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +5% physical Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+4 eff.) Maximum stamina: +25.00 It can be used to activate talent Dark Tendrils (costing 40 power out of 50/50) : Effective talent level: 2.0 Power cost: 40 out of 50/50. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 21 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. Press to compare |
Vargh Redemption Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +6 Con / +4 Wil Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 14.77 cold and 14.77 physical damage (based on Willpower) each turn and knocking opponents back, costing 60 power out of 60/60. This azure ring seems to be always moist to the touch. Press to compare |
warrior's steel ring warrior's steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Changes stats: +3 Str Rings can have magical properties. Press to compare |
gold ring gold ring0.10 Encumbrance. Type: jewelry / ring ; tier 3 Rings can have magical properties. Press to compare |
mule's gold ring of frost (+24%) mule's gold ring of frost (+24%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: -7% Changes resistances: +24% cold Changes damage: +12% cold Maximum encumbrance: +22 Rings can have magical properties. Press to compare |
This item will automatically be transmogrified when you leave the level. yew starstaff (120% power, 4 apr, light element)yew starstaff (120% power, 4 apr, light element) Requires: - Magic 24 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 121% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% light Talent granted: +1 Command Staff Spellpower: +9 (+2 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. Press to compare |
Layudhera the dwarven-steel battleaxe (136% power, 2 apr) Layudhera the dwarven-steel battleaxe (136% power, 2 apr)Requires: - Strength 24 Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Power: 137% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +6.5% Attack speed: 100% Damage (Melee): +19 mind Burst (radius 1) on hit: +8 blight When wielded/worn: Changes resistances: +15% blight It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 6 turns. Massive two-handed battleaxes. Press to compare |
Spellcrusher (139% power, 4 apr) Spellcrusher (139% power, 4 apr)Requires: - Strength 20 Infused by nature Infused by arcane disrupting forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Power: 139% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +4.0% Attack speed: 100% On weapon hit: * 50% chance to shatter magical shields Damage (Melee): +20 nature / +0 manaburn arcane When wielded/worn: Changes stats: +6 Con Changes resistances: +0% arcane / +0% blight Changes damage: +25% nature Spell save: +15 (+8 eff.) This large steel greatmaul has thick vines wrapped around the handle. Press to compare |
warbringer's steel greatmaul of massacre (146% power, 2 apr) warbringer's steel greatmaul of massacre (146% power, 2 apr)Requires: - Strength 16 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Power: 147% Range: 1.5x 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% When wielded/worn: Physical power: +10 (+2 eff.) Changes stats: +3 Con Changes resistances penetration: +10% physical Disarm immunity: +20% Massive two-handed mauls. Press to compare |
Eilinovea (150% power, 2 apr) Eilinovea (150% power, 2 apr)Requires: - Strength 24 Infused by psionic forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Power: 150% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc This weapon will act as a psionic focus. Armour Penetration: +2 Physical crit. chance: +1.5% Attack speed: 100% On weapon hit: * 27% chance to cause random gloom Damage (Melee): +12 mind When wielded/worn: Changes stats: +5 Cun / +5 Wil Changes resistances: +3% lightning / +9% cold / +3% temporal Mindpower: +6 (+3 eff.) Massive two-handed mauls. Press to compare |
Obliterator (159% power, 10 apr) Obliterator (159% power, 10 apr)Requires: - Strength 40 Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 3 It must be held with both hands. Power: 160% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Physical crit. chance: +0.0% Attack speed: 100% Crushing Blows: Damage dealt by this weapon is increased by half your critical multiplier, if doing so would kill the target. When wielded/worn: Changes stats: +5 Str / +5 Con Critical mult.: +10.00% This massive hammer strikes with deadly force. Bones crunch, splinter and grind to dust under its impact. Press to compare |
This item will automatically be transmogrified when you leave the level. chilling dwarven-steel greatmaul of projection (151% power, 2 apr)chilling dwarven-steel greatmaul of projection (151% power, 2 apr) Requires: - Strength 24 Powered by arcane forces Infused by psionic forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Power: 151% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.5% Attack speed: 100% Damage (Melee): +12 mind / +14 cold It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 6 turns. Massive two-handed mauls. Press to compare |
dwarven-steel greatmaul of massacre (168% power, 2 apr) dwarven-steel greatmaul of massacre (168% power, 2 apr)Requires: - Strength 24 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Power: 169% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.5% Attack speed: 100% Massive two-handed mauls. Press to compare |
This item will automatically be transmogrified when you leave the level. dwarven-steel greatsword of daylight (146% power, 2 apr)dwarven-steel greatsword of daylight (146% power, 2 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 146% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% Damage (Melee): +20 light Damage against: +16% Undead Massive two-handed swords. Press to compare |
This item will automatically be transmogrified when you leave the level. creative thorny mindstar of the jelly (96% power, 24 apr, mind damage)creative thorny mindstar of the jelly (96% power, 24 apr, mind damage) Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Power: 96% Range: 1.1x 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 stats: +5 Cun Changes damage: +2% acid Critical mult.: +8.00% Equilibrium when hit: +0.50 Mindpower: +6 (+3 eff.) Mental crit. chance: +3% 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. Press to compare |
This item will automatically be transmogrified when you leave the level. inquisitor's thorny mindstar of balance (93% power, 24 apr, mind damage)inquisitor's thorny mindstar of balance (93% power, 24 apr, mind damage) Requires: - Willpower 24 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Power: 93% Range: 1.1x 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% On weapon hit: * 12 arcane resource burn On weapon crit: * burns latent spell energy When wielded/worn: Changes damage: +4% arcane Physical save: +5 (+2 eff.) Spell save: +9 (+5 eff.) Mental save: +3 (+1 eff.) Equilibrium when hit: +0.70 Mindpower: +6 (+3 eff.) Mental crit. chance: +3% 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. Press to compare |
This item will automatically be transmogrified when you leave the level. hardened leather slinghardened leather sling Requires: - Dexterity 24 - Talent Shoot 4.00 Encumbrance. Type: weapon / sling ; tier 3 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +8 Slings are used to hurl stones or metal shots at your foes. Press to compare |
This item will automatically be transmogrified when you leave the level. deflecting dwarven-steel shield (13 def, 2 armour, 83 block)deflecting dwarven-steel shield (13 def, 2 armour, 83 block) Requires: - Strength 24 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When wielded/worn: Armour: +2 Defense: +13 (+6 eff.) Ranged Defense: +8 (+4 eff.) Fatigue: +12% Talent granted: +3 Block Deflect projectiles away: +7% Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. icy dwarven-steel shield (8 def, 2 armour, 82.5 block)icy dwarven-steel shield (8 def, 2 armour, 82.5 block) Requires: - Strength 24 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 3 When wielded/worn: Armour: +2 Defense: +8 (+4 eff.) Ranged Defense: +8 (+4 eff.) Fatigue: +12% Damage (Melee): 6 cold Damage when hit (Melee): 14 ice Talent granted: +3 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. dwarven-steel mail armour (3 def, 8 armour)dwarven-steel mail armour (3 def, 8 armour) Requires: - Strength 28 - Talent Armour Training 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+2 eff.) Fatigue: +16% A suit of armour made of mail. Press to compare |
This item will automatically be transmogrified when you leave the level. dwarven-steel mail armour of fire resistance (3 def, 8 armour)dwarven-steel mail armour of fire resistance (3 def, 8 armour) Requires: - Strength 28 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+2 eff.) Fatigue: +16% Changes resistances: +17% fire A suit of armour made of mail. Press to compare |
This item will automatically be transmogrified when you leave the level. prismatic dwarven-steel mail armour (3 def, 8 armour)prismatic dwarven-steel mail armour (3 def, 8 armour) Requires: - Strength 28 - Talent Armour Training Powered by arcane forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+2 eff.) Fatigue: +16% Changes resistances: +12% light / +12% darkness A suit of armour made of mail. Press to compare |
stralite plate armour 'Mayaldamira' (7 def, 13 armour) stralite plate armour 'Mayaldamira' (7 def, 13 armour)Requires: - Strength 48 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Defense: +7 (+4 eff.) Fatigue: +26% Changes resistances: +21% lightning Grants telepathy: Humanoid/Orc Maximum psi: +30.00 A suit of armour made of metal plates. Press to compare |
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% cold / +6% fire Life regen: +0.70 Healing mod.: +12% A belt that goes around your waist. Press to compare |
noble's rough leather belt of the giants noble's rough leather belt of the giantsCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +3 (+1 eff.) Reduced damage from: +16% Summoned Spell save: +7 (+4 eff.) Size category: +1 A belt that goes around your waist. Press to compare |
This item will automatically be transmogrified when you leave the level. blurring hardened leather beltblurring hardened leather belt Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Defense: +8 (+4 eff.) Stealth bonus: +7 A belt that goes around your waist. Press to compare |
grounding hardened leather belt of transcendence grounding hardened leather belt of transcendenceInfused by nature Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +7% lightning / +6% temporal Physical save: +9 (+3 eff.) Mindpower: +6 (+3 eff.) A belt that goes around your waist. Press to compare |
This item will automatically be transmogrified when you leave the level. hardened leather belthardened leather belt 1.00 Encumbrance. Type: armor / belt ; tier 3 A belt that goes around your waist. Press to compare |
hardened leather belt 'Erigakor' hardened leather belt 'Erigakor'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +6% nature Disarm immunity: +5% Knockback immunity: +10% Teleport immunity: +10% Maximum life: +33.00 A belt that goes around your waist. Press to compare |
Relgentir the Oakbraze (5 def, 0 armour) Relgentir the Oakbraze (5 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Ranged Defense: +4 (+2 eff.) Damage when hit (Melee): 8 nature Changes resistances: +1% physical Spell save: +20 (+10 eff.) Maximum life: +33.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. Press to compare |
enveloping linen cloak (6 def, 0 armour) enveloping linen cloak (6 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. Press to compare |
Grinirath (2 def, 0 armour) Grinirath (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +4 Cun / +4 Wil Reduces incoming crit damage: 15.00% Stun/Freeze immunity: +20% Knockback immunity: +10% Mental crit. chance: +6% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. Press to compare |
This item will automatically be transmogrified when you leave the level. cashmere cloak (2 def, 0 armour)cashmere cloak (2 def, 0 armour) 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. Press to compare |
This item will automatically be transmogrified when you leave the level. thick cashmere cloak of the Shaloren (2 def, 6 armour)thick cashmere cloak of the Shaloren (2 def, 6 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Changes stats: +3 Wil / +2 Mag Changes resistances: +14% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. Press to compare |
miner's pair of rough leather boots of uncanny dodging (3 def, 6 armour) miner's pair of rough leather boots of uncanny dodging (3 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +6 Defense: +3 (+2 eff.) Ranged Defense: +3 (+2 eff.) Fatigue: +1% Infravision radius: +1 A pair of boots made of leather. Press to compare |
grounding pair of iron boots of uncanny dodging (2 def, 3 armour) grounding pair of iron boots of uncanny dodging (2 def, 3 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +2 (+1 eff.) Ranged Defense: +2 (+1 eff.) Fatigue: +2% Changes resistances: +5% lightning / +6% temporal Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. Press to compare |
Manadas the pair of dwarven-steel boots (0 def, 4 armour) Manadas the pair of dwarven-steel boots (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes resistances: +9% mind / +6% acid Changes resistances penetration: +10% mind Stamina each turn: +0.60 Maximum stamina: +16.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. Press to compare |
blood-soaked pair of dwarven-steel boots of uncanny dodging (4 def, 4 armour) blood-soaked pair of dwarven-steel boots of uncanny dodging (4 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +4 Physical crit. chance: +4.0% Physical power: +4 (+1 eff.) Armour: +4 Defense: +4 (+2 eff.) Ranged Defense: +4 (+2 eff.) Fatigue: +3% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. Press to compare |
cinder hardened leather gloves (0 def, 2 armour) cinder hardened leather gloves (0 def, 2 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 5 fire Changes resistances: +6% fire Changes damage: +7% fire Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. Press to compare |
Airvenom the iron gauntlets (0 def, 1 armour) Airvenom the iron gauntlets (0 def, 1 armour)Requires: - Talent Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * 15% chance to daze Damage (Melee): 6 fire Damage when hit (Melee): 8 lightning Changes resistances: +6% fire Changes damage: +4% fire Metal gloves protecting the hands up to the middle of the lower arm. Press to compare |
dwarven-steel gauntlets of dexterity (+3) (0 def, 2 armour) dwarven-steel gauntlets of dexterity (+3) (0 def, 2 armour)Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +16 (+5 eff.) Armour: +2 Changes stats: +3 Dex Metal gloves protecting the hands up to the middle of the lower arm. Press to compare |
clarifying linen wizard hat of fire (+16%) (1 def, 0 armour) clarifying linen wizard hat of fire (+16%) (1 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +3 Cun Changes resistances: +16% fire Changes damage: +11% fire Mental save: +6 (+2 eff.) A pointy cloth hat, very wizardly... Press to compare |
This item will automatically be transmogrified when you leave the level. cashmere wizard hat (2 def, 0 armour)cashmere wizard hat (2 def, 0 armour) 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) A pointy cloth hat, very wizardly... Press to compare |
cashmere wizard hat of frost (+19%) (2 def, 0 armour) cashmere wizard hat of frost (+19%) (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +19% cold Changes damage: +13% cold A pointy cloth hat, very wizardly... Press to compare |
clarifying cashmere wizard hat of nature (+15%) (2 def, 0 armour) clarifying cashmere wizard hat of nature (+15%) (2 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +4 Cun Changes resistances: +15% nature Changes damage: +10% nature Mental save: +7 (+2 eff.) A pointy cloth hat, very wizardly... Press to compare |
prismatic hardened leather cap of the depths (0 def, 3 armour) =waterbreathing= prismatic hardened leather cap of the depths (0 def, 3 armour) =waterbreathing=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes resistances: +13% cold / +13% light / +12% darkness Allows you to breathe in: water A cap made of leather. Press to compare |
grounding dwarven-steel helm (0 def, 4 armour) grounding dwarven-steel helm (0 def, 4 armour)Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes resistances: +5% lightning / +9% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. Press to compare |
2 onyx 2 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 emerald 4 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 quartz 5 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
brass lantern 'Halatar' brass lantern 'Halatar'Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Critical mult.: +6.00% 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. Press to compare |
brass lantern of clarity brass lantern of clarityInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Mental save: +5 (+2 eff.) Light radius: +2 See stealth: +6 See invisible: +6 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. Press to compare |
This item will automatically be transmogrified when you leave the level. alchemist's lampalchemist's lamp 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. Press to compare |
alchemist's lamp 'Mayewyn' alchemist's lamp 'Mayewyn'Infused by arcane disrupting forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes resistances: +6% light / +3% darkness / +3% fire / +6% cold / +3% all Spell save: +7 (+4 eff.) Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. Press to compare |
miner's dwarven-steel pickaxe (dig speed 21 turns) miner's dwarven-steel pickaxe (dig speed 21 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. Press to compare |
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. |
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. |
Rod of Asphyxiation (24/24) Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
iron torque of thermal psionic shield [power 23] (18/20 cooldown) iron torque of thermal psionic shield [power 23] (18/20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 23 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. Press to compare |
steel torque of charged psionic shield [power 47] (18/20 cooldown) steel torque of charged psionic shield [power 47] (18/20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 47 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. Press to compare |
quick dwarven-steel torque of psychoportation [power 27] (18/23 cooldown) quick dwarven-steel torque of psychoportation [power 27] (18/23 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to teleport randomly (rad 27), putting all charms on cooldown for 23 turns. Torques are made by powerful psionics to store psionic powers. Press to compare |
supercharged dwarven-steel torque of psychoportation [power 42] (18/38 cooldown) supercharged dwarven-steel torque of psychoportation [power 42] (18/38 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to teleport randomly (rad 42), putting all charms on cooldown for 38 turns. Torques are made by powerful psionics to store psionic powers. Press to compare |
warded dwarven-steel torque of kinetic psionic shield [power 73] (18/20 cooldown) warded dwarven-steel torque of kinetic psionic shield [power 73] (18/20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Maximum wards: +1 physical / +2 mind / +1 darkness Talent granted: +1 Ward It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 73 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. Press to compare |
Poxream the ash totem of thorny skin [power 29] (18/20 cooldown) Poxream the ash totem of thorny skin [power 29] (18/20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Maximum wards: +2 acid / +2 nature / +2 light Changes resistances penetration: +5% darkness Changes damage: +3% darkness Talent granted: +1 Ward It can be used to harden the skin for 7 turns increasing armour by 29 and armour hardiness by 40%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. Press to compare |
natural yew totem of cure ailments [power 3] (18/10 cooldown) natural yew totem of cure ailments [power 3] (18/10 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to remove up to 3 poisons or diseases from a target within range 8 (Willpower), putting all charms on cooldown for 10 turns. When used: 100% chance to regenerate 8 equilibrium. Natural totems are made by powerful wilders to store nature power. Press to compare |
yew totem of thorny skin [power 40] (18/20 cooldown) yew totem of thorny skin [power 40] (18/20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to harden the skin for 7 turns increasing armour by 40 and armour hardiness by 50%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. Press to compare |
This item will automatically be transmogrified when you leave the level. shadowy yew wand of clairvoyance [power 11] (18/6 cooldown)shadowy yew wand of clairvoyance [power 11] (18/6 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 It can be used to reveal the area around you dispelling darkness and detecting the presence of nearby creatures (rad 11), putting all charms on cooldown for 6 turns. When used: 100% chance to regenerate 4 negative energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. Press to compare |
Achievements
A different point of view (Nightmare (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Nathi the Thalore Berserker level 19
33rd Pyre 123rd year of Ascendancy at 02:42 see stats
Antimagic! (Nightmare (Roguelike) difficulty)
Completed antimagic training in the Ziguranth camp.By Nathi the Thalore Berserker level 17
66th Regrowth 123rd year of Ascendancy at 22:23 see stats
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Nathi the Thalore Berserker level 9
13rd Dusk 122nd year of Ascendancy at 08:46 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Nathi the Thalore Berserker level 17
59th Regrowth 123rd year of Ascendancy at 13:53 see stats
Eye of the storm (Nightmare (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Nathi the Thalore Berserker level 22
23rd Dusk 123rd year of Ascendancy at 12:21 see stats
Fast Curse Dispel (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed while saving all the lumberjacks.By Nathi the Thalore Berserker level 9
13rd Dusk 122nd year of Ascendancy at 08:46 see stats
Home sweet home (Nightmare (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Nathi the Thalore Berserker level 19
33rd Pyre 123rd year of Ascendancy at 03:05 see stats
I'm a cool hero (Nightmare (Roguelike) difficulty)
Saved Derth without a single inhabitant dying.By Nathi the Thalore Berserker level 18
7th Pyre 123rd year of Ascendancy at 16:40 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Nathi the Thalore Berserker level 10
34th Dusk 122nd year of Ascendancy at 01:14 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Nathi the Thalore Berserker level 20
50th Pyre 123rd year of Ascendancy at 01:04 see stats
Rescuer of the lost (Nightmare (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Nathi the Thalore Berserker level 13
11st Haze 122nd year of Ascendancy at 11:06 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By Nathi the Thalore Berserker level 23
24th Dusk 123rd year of Ascendancy at 08:10 see stats
Tales of the Spellblaze (Nightmare (Roguelike) difficulty)
Learned the eight chapters of the Spellblaze Chronicles.By Nathi the Thalore Berserker level 19
33rd Pyre 123rd year of Ascendancy at 02:42 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Nathi the Thalore Berserker level 10
39th Dusk 122nd year of Ascendancy at 13:31 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Nathi the Thalore Berserker level 9
24th Dusk 122nd year of Ascendancy at 20:09 see stats
The sky is falling! (Nightmare (Roguelike) difficulty)
Saw a huge meteor falling from the sky.By Nathi the Thalore Berserker level 14
32nd Regrowth 123rd year of Ascendancy at 03:10 see stats
Thralless (Nightmare (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Nathi the Thalore Berserker level 21
6th Flare 123rd year of Ascendancy at 11:10 see stats
Log
Armoured skeleton warrior is not intimidated!
Armoured skeleton warrior is not intimidated!
Nathi is invigorated by the attack!
Nathi is invigorated by the attack!
Armoured skeleton warrior hits Nathi for 56 physical, , (10 resist armour), 0 lightning, 35 physical, , (6 resist armour), 0 lightning (91 total damage).
Nathi uses Infusion: Movement.
Nathi is moving freely.
Nathi prepares for the next kill!.
Nathi deactivates Daunting Presence.
Nathi slows down.
Nathi receives 31 healing.
Armoured skeleton warrior casts Rune: Acid Wave.
Nathi is invigorated by the attack!
Armoured skeleton warrior hits Nathi for 91 acid damage.
Nathi receives 31 healing.
Armoured skeleton warrior speeds up.
Armoured skeleton warrior uses Disarm.
Nathi resists the blow!
Armoured skeleton warrior hits Nathi for 63 physical damage.
Nathi wears (replacing steel torque of charged psionic shield [power 47] (18/20 cooldown)): Eye of the Dreaming One.
You require a two handed weapon to use this talent.
Nathi deactivates Berserker Rage.
Nathi's rage subsides!
Nathi receives 31 healing.
Armoured skeleton warrior uses Overpower.
Skeleton mage casts Manathrust.
Saving game...
