
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Embers With All Races 1.5.10Adds all races available in the Arena campaign to the Orcs campaign. You will still need to have a race unlocked in order to play it in the Orcs campaign. This should work for all DLC races and most addon races, assuming they are not implemented in an unusual way and their addon weight is lower than that of this addon (200000). Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! Better Item Description 1.5.10This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Infinite500 v3.0b: Revised high level play for ToME 1.5.0Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. Possessor Bonus Class 1.5.4Donators/Buyers bonus! Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Select your Escorts 1.5.10Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] 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. Quick Drown NPCs AOE 1.5.10 Die in Obscurity 1.3.0Adds an option to the Online tab that can disable the broadcasting of death messages. Additionally, can suppress death messages for characters under a specific level. 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. ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Mex's Start Rebalance 1.5.0Removes start scumming and drowning and replaces them with rebalance changes. Full details in discussion thread. planned v5 - remove all artifact generation from shops, figure out how to add phy/men wilds v4 - added steamsaw/guns to old man v3 - added dispersion (last hope), track (derth), burrow (shatur) and short staff (angolwen) to shops v2 - rebalanced the old man randart power/egos, now equivalent to what would usually drop from a boss on the relevant difficulties, insane players get 2 tier 3s, madness get 2 tier 5s |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Shalore |
| Class | Adventurer |
| Level / Exp | 27 / 63% |
| Size | big |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 30 (base 12) |
| Dexterity | 22 (base 12) |
| Constitution | 39 (base 26) |
| Magic | 84 (base 55) |
| Willpower | 49 (base 30) |
| Cunning | 45 (base 12) |
Resources
| Life | 711/711 |
| Mana | 179/325 |
| Psi | 129/129 |
| Healing Factor | 1.4581339712919 |
| Regeneration | 12.321232057416 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 10 |
| See Invisible | 13 |
Offense: Mainhand
| Damage | 21 |
| Accuracy | 26 |
| Crit Chance | 25% |
| APR | 10 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 13 |
| Accuracy | 40 |
| Crit Chance | 24% |
| APR | 15 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 60 |
| Crit Chance | 29% |
| Speed | 1 |
Offense: Mind
| Mindpower | 48 |
| Crit Chance | 35% |
| Speed | 1 |
Offense: Damage Bonus
| Arcane | +43% |
| Mind | +35% |
| All | +10% |
| Darkness | +24% |
| Lightning | +20% |
| Light | +24% |
| Temporal | +28% |
| Physical | +32% |
| Cold | +20% |
| Fire | +42% |
| Nature | +25% |
Offense: Damage Penetration
| Light | +25% |
| Temporal | +5% |
| Blight | +15% |
| Fire | +44% |
| Mind | +10% |
| Nature | +5% |
Defense: Base
| Armour (hardiness) | 9 (30%) |
| Defense | 17 |
| Ranged Defense | 22 |
| Fatigue | 0 |
| Physical Save | 42 |
| Spell Save | 43 |
| Mental Save | 56 |
Defense: Resistances
| Blight | + 14%( 70%) |
| Mind | + 3%( 70%) |
| All | 0%( 70%) |
| Darkness | + 45%( 70%) |
| Light | + 37%( 70%) |
| Temporal | + 9%( 70%) |
| Lightning | + 9%( 70%) |
| Fire | + 32%( 70%) |
| Nature | + 29%( 70%) |
Defense: Immunities
| Silence Resistance | 41% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 39% |
| Knockback Resistance | 40% |
| Stun Resistance | 86% |
| Poison Resistance | 70% |
| Blind Resistance | 48% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random mental or physical effect and reduce all damage taken by 15% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 750% for 10 turns and instantly restoring 38 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 520 damage for 5 turns. Its effects scale with your Magic stat. |
Class Talents
| Corruption / Reaving combat | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Absorption | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.00 |
| 5/5 |
| 2/5 |
| 2/5 |
| 2/5 |
| Spell / Temporal | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Wildfire | 1.00 |
| 2/5 |
| 3/5 |
| 5/5 |
| 4/5 |
Generic Talents
| Spell / Aegis | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Spell / Conveyance | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 2/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Burning Wake |
| talent | Shielding |
| talent | Chant of Fortitude |
| talent | Thermal Shield |
| talent | Wildfire |
| talent | Arcane Shield |
| talent | Kinetic Shield |
| beneficial effect | The target is recovering 19 life each turn. Recovery |
| beneficial effect | The target is surrounded by a magical shield, absorbing 467/507 damage before it crumbles. Damage Shield |
| beneficial effect | The target filled with the power of oldschool! Power of the Oldschool! |
| beneficial effect | The target's spellpower has been increased by 5. Spellsurge |
Quests
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Scintillating Caves. Escort: lost warrior (level 2 of Scintillating Caves)As a reward you improved talent Vitality (+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 Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 43. | 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. | active |
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 AlchemistsMarus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed snow giant kidney. * You've found the needed bear paw. 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 warg claw. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' | 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 within17 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| Psionic focus | Stormfront (120% power, 2 apr)3.0 T2 battleaxe 1H weapon [Unique] Nature Power 121% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit / acc Apr +2 Crit +5.0% Atk.spd 100% Melee+ +10 lightning +10 cold On Crit: * inflicts either shocked or wet, chosen at random While equipped: dps ---------- Dmg.mod +10% lightning +10% cold The blade glows faintly blue, and reflects a sky full of stormy clouds. |
| On hands | Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+0 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime These gloves are coated with a thick, green liquid. |
| Light source | Unlite1.0 T5 lite [Random Unique] Arcane/Nature/Psionic While equipped: dps ---------- Spell.crit +5% Mind.crit +10% Spell.pwr +5 (+1 eff.) Mind.pwr +9 (+3 eff.) Dmg.mod +15% arcane +6% temporal Res.pen +10% blight +5% temporal ----- def ----- Resists +14% blight +9% temporal +15% darkness Phys.save +10 (+3 eff.) Mind.save +12 (+4 eff.) Heal.mod +25% ---------- misc Light +4 Infravis +5 See.Invis +13 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 30 cooldown Level 1.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 7 turns, and deals 23 blight damage or heals 31 life. Creatures standing in the retch also have 5% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | elven-silk wizard hat 'Radiancerock' (3 def, 0 armour)2.0 T5 head armor [Random Unique] Arcane/Psionic While equipped: Stats +4 Dex +7 Mag +5 Con dps ---------- Mind.crit +5% Mind.pwr +4 (+1 eff.) Dmg.mod +12% physical +14% darkness +11% light +18% arcane +12% temporal ----- def ----- Defense +3 (+3 eff.) Resists +9% light Phys.save +9 (+3 eff.) ---------- misc Stam/turn +0.40 Psi/turn +0.27 Max.stam +15.00 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... |
| On feet | pair of drakeskin leather boots 'Turymavor' (9 def, 5 armour)2.0 T5 feet armor [Random Unique] Arcane/Master While equipped: Stats +10 Str +8 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +5 Defense +9 (+6 eff.) Rng.Def +8 (+4 eff.) Fatigue +5% Resists +3% mind +9% lightning Phys.save +9 (+3 eff.) Spell.save +9 (+3 eff.) Die.at -80.00 life Silence- +41% Confus- +39% Stun/Frz- +49% ---------- misc Size +1 Heave: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range melee/personal Travel.spd instantaneous Description: A mighty kick that pushes your target away 4 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. A pair of boots made of leather. |
| Tool | Emada the Dawnvice (dig speed 10 turns)3.0 T5 digger tool [Random Unique] Master/Psionic While equipped: Stats +4 Cun +8 Str dps ---------- Dmg.mod +7% fire +10% mind +3% light Res.pen +25% light Acc +7 (+3 eff.) Melee Ret 4 light On Hit (Melee): * 30% chance to blind ----- def ----- Fatigue -9% Resists +6% light Mind.save +13 (+4 eff.) ---------- misc Light +2 Infravis +5 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Galamakan the Muckqueller0.1 T5 ring jewelry [Random Unique] Arcane/Psionic While equipped: Stats +2 Str +5 Dex +14 Mag +6 Wil +21 Cun dps ---------- Spell.pwr +28 (+7 eff.) Mind.pwr +13 (+4 eff.) Res.pen +5% nature ----- def ----- Resists +9% nature Rings can have magical properties. |
| On fingers | Daimodukhad the voratun ring0.1 T5 ring jewelry [Random Unique] Nature/Master While equipped: dps ---------- Spell.crit +6% Crit.mult +5.00% Dmg.mod +16% fire Res.pen +5% blight +10% mind ----- def ----- Resists +32% fire Phys.save +15 (+5 eff.) Spell.save +15 (+5 eff.) Mind.save +13 (+4 eff.) HP.reg +3.70 Stun/Frz- +37% Rings can have magical properties. |
| Around neck | Dayspire the voratun amulet0.1 T5 amulet jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +6 Mag +3 Wil +2 Cun dps ---------- S.pwr/crit +5 Dmg.mod +15% mind ----- def ----- Fatigue -8% Resists +22% light +30% darkness HP.reg +4.50 Blind- +48% ---------- misc Mana/turn +0.56 Max.mana +54.00 Light +3 Amulets can have magical properties. |
| In main hand | Silent Blade (129% power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Master Power 129% Range: 1.3x Uses 35% Str, 55% Dex Dmg Physical Acc+ +0.5% APR / acc Apr +10 Crit +8.0% Atk.spd 100% Melee+ +10 silence When used from stealth a simple attack with it will not break stealth. While equipped: dps ---------- Acc +10 (+5 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
| Around waist | Mighty Girdle1.0 T2 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In off hand | Serpent's Glare (91% power, 15 apr, nature damage)3.0 T1 mindstar 1H weapon [Unique] Nature Power 92% Range: 1.1x Uses 30% Wil, 10% Cun Dmg Nature Mastery Psiblades Acc uses Wil Apr +15 Crit +7.0% Atk.spd 100% Dmg.conv 30% poison While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) Dmg.mod +10% nature ----- def ----- Resists +10% nature Poison- +50% Spit Poison: Level 2.0 Pwr.cost 8 out of 8/8. Range 10 Travel.spd instantaneous Is a nature gift Description: Spit poison at your target, doing 174.42 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
| Cloak | Emelobrewen (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: Stats +1 Cun +3 Wil dps ---------- Crit.mult +10.00% ----- def ----- Defense +1 (+1 eff.) Max.HP +31.00 ---------- misc Max.hate +10.00 Max.psi +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Bikini (0 def, 0 armour)2.0 T1 cloth armor [Unique] While equipped: You have never taken it off. Revealing, pink, fun. If you never take it off and win you will gain a neat achievement and bragging rights! |
Inventory
regeneration infusion of the wizard (heal 351 over 5 turns)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 351 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the wizard (heal 406 over 5 turns)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 406 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
sun infusion (rad 7; power 20; turns 3; dispels darkness)0.1 T1 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 Standard (100% of a turn) Is a nature gift Description: Activate the infusion to brighten the area in a radius of 7 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 10). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 20) for 3 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the wizard (resist 22%; cure magical, physical)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 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 cure yourself of one random magical or physical effect and reduce all damage taken by 22% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
movement infusion of the psychic (546% speed; 6 turns)0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 546% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the titan (+11 for 10 turns, die at -726)0.1 T3 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 25 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase three of your primary stats by 11 for 10 turns. While Heroism is active, you will only die when reaching -726 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
manasurge rune of the warrior (720% regen over 10 turns; 36 instant mana)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 29 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 720% for 10 turns and instantly restoring 36 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
biting gale rune of the psychic (134 cold damage; freeze 3 turns with power 46)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 134.16 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns (with power 46 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
heat beam rune of the warrior (174 fire damage)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 5 Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to fire a beam of heat, doing 174.13 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the warrior (absorb 267 for 4 turns)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 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 267 damage for 4 turns. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
vision rune of the sneak (radius 10; dur 18; see dragon)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 27 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to get a vision of the area surrounding you (10 radius) and to allow you to see invisible and stealthed creatures (power 20) for 18 turns. Your mind will become more receptive for 18 turns, allowing you to sense any dragon around. 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 ability. |
Daneth's Neckguard2.0 T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con ----- def ----- Armour +10 Fatigue +2% Juggernaut: (Instant) Level 2.0 Pwr.cost 30 out of 60/60. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-2 eff.) HP.leech%% +15% HP.leech +30% You won the Ring of Blood trial, and this is your reward. |
Kor's Fall (100% power, 0 apr, darkness element)5.0 T1 staff 2H weapon [Unique] Arcane Power 100% Range: 1.2x Uses 110% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +0 Crit +1.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +7 (+2 eff.) Dmg.mod +10% acid +10% fire +10% darkness +10% blight ---------- misc See.Invis +2 Talents +1 Command Staff Masteries +0.10 Corruption/Bone Bone Spear: Level 3.0 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a spell Description: Conjures up a spear of bones, doing 169.11 physical damage to all targets in line, and inflicting bleeding for another 84.56 damage over 5 turns. The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
Gunathel (120% power, 4 apr, acid element)5.0 T3 staff 2H weapon [Rare] Master Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +9.0% Spell.crit +3% Crit.mult +13.00% Spell.pwr +9 (+2 eff.) Dmg.mod +20% acid ----- def ----- Armour +6 Resists +6% temporal +12% cold Spell.save +12 (+4 eff.) Poison- +15% Disarm- +15% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
potent yew starstaff (124% power, 4 apr, temporal element)5.0 T3 staff 2H weapon [Ego] Arcane Power 124% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +12 (+3 eff.) Dmg.mod +22% temporal ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
yew starstaff of illumination (120% power, 4 apr, light element)5.0 T3 staff 2H weapon [Ego] Nature Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+2 eff.) Dmg.mod +20% light On Hit (Melee): * 7% chance to blind ----- def ----- Defense +7 (+5 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. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 122.57 light damage. Staves designed for wielders of magic, by the greats of the art. |
Critstick (136% power, 6 apr, fire element)5.0 T5 staff 1H weapon [Random Unique] Nature/Master Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +4 Str dps ---------- Phys.crit +19.0% Spell.crit +12% Crit.mult +22.00% Phys.pwr +26 (+13 eff.) Spell.pwr +33 (+8 eff.) Dmg.mod +30% fire Acc +22 (+11 eff.) On Hit (Melee): * 16% chance to blind ----- def ----- Defense +11 (+7 eff.) Spell.save +9 (+3 eff.) ---------- misc Light +6 Infravis +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.0 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 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 91.02 light damage. Staves designed for wielders of magic, by the greats of the art. |
Lifesprig (136% power, 6 apr, fire element)5.0 T5 staff 1H weapon [Random Unique] Nature/Master Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +1.3% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% On Crit.r2 +12 acid While equipped: Stats +11 Con dps ---------- Spell.crit +5% Spell.pwr +34 (+9 eff.) Dmg.mod +30% fire Melee Ret 12 mind 12 acid ----- def ----- Resists +6% acid HP.reg +3.00 Heal.mod +53% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Nerodatta the Noonhash (136% power, 6 apr, fire element)5.0 T5 staff 2H weapon [Random Unique] Arcane Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% On Hit.r1 +8 light While equipped: dps ---------- Spell.crit +5% Crit.mult +34.00% Spell.pwr +38 (+10 eff.) S.pwr/crit +9 Melee+ 28 fire Dmg.mod +6% arcane +30% fire Melee Ret 8 light On Hit (Melee): * 30% chance to blind ----- def ----- Resists +5% arcane ---------- misc See.Invis +17 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Drake's Bane (164% power, 21 apr)3.0 T3 battleaxe 2H weapon Reqs Str 45 [Unique] Master Power 164% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit / acc Apr +21 Crit +2.0% Atk.spd 100% Against +25% Dragon While equipped: Stats +6 Str ----- def ----- Phys.save +9 (+3 eff.) Stun/Frz- +20% Knockbk- +40% The killing of Kroltar, mightiest of wyrms, took seven months and the lives of 20,000 dwarven warriors. Finally the beast was worn down and mastersmith Gruxim, standing atop the bodies of his fallen comrades, was able slit its throat with this axe crafted purely for the purpose of penetrating the wyrm's hide. |
dwarven-steel greatmaul (153% power, 2 apr)5.0 T3 greatmaul 2H weapon [Normal] Power 153% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.1% dam / acc Apr +2 Crit +1.5% Atk.spd 100% Massive two-handed mauls. |
dwarven-steel greatmaul 'Sunreeve' (165% power, 2 apr)5.0 T3 greatmaul 2H weapon [Rare] Master Power 166% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.1% dam / acc Apr +2 Crit +1.5% Atk.spd 100% Melee+ +24 fire On Hit.r1 +20 fire While equipped: dps ---------- Dmg.mod +9% mind Res.pen +5% mind +10% fire Massive two-handed mauls. |
Blastbringer (132% power, 2 apr)3.0 T2 greatsword 2H weapon [Rare] Nature Power 133% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.0% Atk.spd 100% Melee+ +31 insidious poison +12 acid +8 lightning On Hit.r1 +12 lightning On Hit: * 40% chance to daze at end of turn * 40% chance to corrode armour by 30% While equipped: ----- def ----- Resists +9% acid Massive two-handed swords. |
dwarven-steel greatsword (144% power, 2 apr)3.0 T3 greatsword 2H weapon [Normal] Power 145% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.5% Atk.spd 100% Massive two-handed swords. |
Duroharavor the Shockvile (109% power, 3 apr)3.0 T2 longsword 1H weapon [Rare] Arcane Power 109% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +3 Crit +3.0% Atk.spd 100% Melee+ +10 acid +12 arcane +16 blight On Crit: * splashes the target with acid While equipped: dps ---------- Crit.mult +10.00% Melee Ret 4 lightning 8 blight On Hit (Melee): * 30% chance to daze at end of turn ---------- misc Mana/s.crit +2.00 Sharp, long, and deadly. |
Crooked Club (129% power, 4 apr)3.0 T2 mace 1H weapon [Unique] Master Power 129% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.1% dam / acc Apr +4 Crit +10.0% Atk.spd 100% Melee+ +14% confusion On Crit.r2 +20 physical While equipped: dps ---------- Acc +12 (+6 eff.) Battle Call: Level 2.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Call all foes in a radius of 4 around you into battle, getting them into melee range in an instant. An oddly twisted club with a hefty weight on the end. There's something very strange about it. |
Cracklepower the dwarven-steel mace (134% power, 4 apr)3.0 T3 mace 1H weapon [Rare] Master Power 134% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.1% dam / acc Apr +4 Crit +1.5% Atk.spd 100% While equipped: dps ---------- Acc +7 (+3 eff.) On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Defense +8 (+5 eff.) Resists +6% blight +18% cold +3% nature +6% light Spell.save +6 (+2 eff.) Disarm- +28% Blunt and deadly. |
Skullcleaver (120% power, 4 apr)3.0 T1 waraxe 1H weapon [Unique] Arcane Power 121% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit / acc Apr +4 Crit +12.0% Atk.spd 100% HP.leech +10% Dmg.conv 25% blight On Hit: 10% Greater Weapon Focus 2 While equipped: dps ---------- Dmg.mod +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
Blood-Letter (140% power, 4.5 apr)3.0 T3 waraxe 1H weapon Reqs Dex 24,Str 40 [Unique] Nature/Master Power 141% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit / acc Apr +4 Crit +7.0% Atk.spd 100% Dmg.conv 50% ice On Hit: 15% Ice Breath 2 While equipped: dps ---------- Res.pen +20% cold ----- def ----- Armour +20 Ice.pen +25% A hand axe carved out of the most frozen parts of the northern wasteland. |
Shimmerbraze the dwarven-steel waraxe (121% power, 4 apr)3.0 T3 waraxe 1H weapon [Rare] Arcane Power 122% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit / acc Apr +4 Crit +4.5% Atk.spd 100% Melee+ +10 temporal On Hit.r1 +20 lightning On Crit.r2 +4 nature While equipped: dps ---------- Melee Ret 14 temporal On Hit (Melee): * Slows global speed by 30% * 30% chance to daze at end of turn ----- def ----- Resists +6% temporal One-handed war axes. |
insidious dwarven-steel waraxe of massacre (135% power, 4 apr)3.0 T3 waraxe 1H weapon [Ego] Nature/Master Power 136% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit / acc Apr +4 Crit +4.5% Atk.spd 100% Melee+ +32 insidious poison One-handed war axes. |
Unerring Scalpel (111% power, 25 apr)1.0 T1 dagger 1H weapon [Unique] Arcane Power 111% Range: 1.3x Uses 45% Str, 55% Dex Dmg Physical Acc+ +0.5% APR / acc Apr +25 Crit +0.0% Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+10 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
Spellblaze Shard (120% power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Arcane Power 121% Range: 1.3x Uses 45% Str, 45% Dex Dmg Physical Acc+ +0.5% APR / acc Apr +10 Crit +12.0% Atk.spd 100% HP.leech +6% Melee+ +10 blight +10 fire burn On Crit.r2 +20 infective blight +20 fire While equipped: Stats +5 Mag ----- def ----- Resists +10% blight +10% fire This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
Umbral Razor (129% power, 10 apr)1.0 T2 dagger 1H weapon Reqs Dex 32 [Unique] Arcane Power 129% Range: 1.3x Uses 45% Dex, 10% Mag, 45% Str Dmg Physical Acc+ +0.5% APR / acc Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Resists +10% darkness Stealth +10 Invoke Darkness: Level 2.0 Pwr.cost 8 out of 10/10. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of darkness, doing 156.37 darkness damage. At level 3, it will create a beam of shadows. At level 5, none of your Nightfall spells will hurt your minions. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
Bloomsoul (94% power, 13 apr, nature damage)3.0 T2 mindstar 1H weapon [Unique] Nature Power 95% Range: 1.1x Uses 25% Wil, 10% Cun Dmg Nature Mastery Psiblades Acc uses Wil Apr +13 Crit +7.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) ----- def ----- HP.reg +2.00 Heal.mod +20% ---------- misc Masteries +0.20 Wild-gift/Fungus Bloom Heal: (Instant) Level 1.0 Pwr.cost 60 out of 60/60. Range melee/personal Travel.spd instantaneous Description: Call upon the power of nature to regenerate your body for 32 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body. |
Fulyrovor (87% power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Rare] Nature Power 87% Range: 1.1x Uses 35% Wil, 15% Cun Dmg Mind Mastery Psiblades Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% Phasing +20% On Hit.r1 +8 mind On Crit.r2 +24 mind While equipped: dps ---------- Mind.crit +2% Crit.mult +10.00% Mind.pwr +4 (+1 eff.) Dmg.mod +9% blight ----- def ----- Phys.save +4 (+1 eff.) Spell.save +3 (+1 eff.) Mind.save +3 (+1 eff.) ---------- misc Equi/ret +1.10 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. |
Kinetic Focus (88% power, 18 apr, physical damage)3.0 T2 mindstar 1H weapon [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. Power 89% Range: 1.1x Uses 35% Wil, 15% Cun Dmg Physical Mastery Psiblades Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) Dmg.mod +10% physical Res.pen +6% physical ----- def ----- Resists +10% physical Phys.save +6 (+2 eff.) ---------- misc Psi/m.crit +1.00 Talents +1 Psionic Maelstrom Masteries +0.10 Psionic/Kinetic mastery Kinetic energies are focussed in the core of this mindstar. |
Shockstake the vined mindstar (85% power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Rare] Nature Power 85% Range: 1.1x Uses 35% Wil, 15% Cun Dmg Nature Mastery Psiblades Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% Melee+ +8 lightning On Hit.r1 +28 lightning While equipped: dps ---------- Mind.crit +2% Crit.mult +15.00% Mind.pwr +4 (+1 eff.) ----- def ----- Spell.save +6 (+2 eff.) Heal.mod +16% Heal/summ +16 ---------- misc Mana/s.crit +2.00 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. |
Stormlash (115% power, 7 apr)3.0 T1 whip 1H weapon [Unique] Arcane Power 115% Range: 1.1x Uses 100% Dex Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +7 Crit +5.0% Atk.spd 125% Dmg.conv 50% dazing lightning While equipped: dps ---------- Dmg.mod +10% lightning Acc +7 (+3 eff.) Strike an enemy within range 3 (for 100% weapon damage as lightning) and release a radius 1 burst of electricity dealing 27.73 to 83.20 lightning damage (based on Magic and Dexterity). Uses 10 power out of 10/10 This steel plated whip arcs with intense electricity. The force feels uncontrollable, explosive, powerful. |
Surefire4.0 T1 longbow 2H weapon [Unique] Master Acc+ +0.2% crit / acc Atk.spd 133% Range +9 While equipped: Stats +3 Dex dps ---------- Phys.crit +5.0% Dmg.mod +5% physical Acc +12 (+6 eff.) Steady Shot: Level 2.0 Pwr.cost 8 out of 8/8. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 151% damage with a 24% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. |
Bethysekira (30/51, 122% power, 7 apr)3.0 T2 arrow ammo [Rare] Master Power 122% Range: 1.4x Uses 70% Dex, 50% Str Dmg Physical Acc+ +0.2% crit / acc Apr +7 Crit +6.5% Capacity 51 Ranged+ +12 mind +16 physical On Hit.r1 +8 mind +16 physical While equipped: ---------- misc Reload +7 Arrows are used with bows to pierce your foes to death. |
quiver of yew arrows 'Flameblight' (18/18, 142% power, 15 apr)3.0 T3 arrow ammo Reqs Dex 24 [Rare] Psionic Power 143% Range: 1.4x Uses 70% Dex, 50% Str Dmg Fire Acc+ +0.2% crit / acc Apr +15 Crit +7.0% Capacity 18 Ranged+ +8 fire +53 physical On Hit: * 10% chance to knock the target back While equipped: ---------- misc Reload +3 Arrows are used with bows to pierce your foes to death. |
quiver of yew arrows 'Galewill' (19/19, 154% power, 10 apr)3.0 T3 arrow ammo Reqs Dex 24 [Rare] Master Power 155% Range: 1.4x Uses 70% Dex, 50% Str Dmg Physical Acc+ +0.2% crit / acc Apr +10 Crit +2.0% Capacity 19 Ranged+ +16 lightning On Hit.r1 +16 light On Hit: * 40% chance to blind * 40% chance to daze at end of turn Arrows are used with bows to pierce your foes to death. |
reinforced steel shield of lightning resistance (+20%) (6 def, 7 armour, 62.5 block)7.0 T2 shield armor Reqs Heavy Armour Training 2 [Ego] Master While equipped: ----- def ----- Armour +7 Defense +6 (+4 eff.) Rng.Def +6 (+3 eff.) Fatigue +8% Resists +20% lightning ---------- misc Talents +2 Block Handheld deflection devices. |
steel shield 'Darkgasher' (6 def, 2 armour, 38.5 block)7.0 T2 shield armor Reqs Heavy Armour Training 2 [Rare] Master While equipped: ----- def ----- Armour +2 Defense +6 (+4 eff.) Rng.Def +6 (+3 eff.) Fatigue +8% Resists +19% lightning +6% light +6% cold +5% arcane +6% acid ---------- misc Talents +2 Block Handheld deflection devices. |
Robe of Force (12 def, 8 armour)2.0 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +8 Defense +12 (+7 eff.) Resists +15% acid +12% physical Phys.save +10 (+3 eff.) Send out a range 5 beam of kinetic energy, dealing 48.93 to 61.16 physical damage (based on Willpower and Cunning) with knockback. Uses 10 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Plaguequeller the cashmere robe (2 def, 0 armour)2.0 T3 cloth armor [Rare] Arcane While equipped: Stats +5 Dex +2 Mag dps ---------- Dmg.mod +14% darkness Res.pen +25% nature ----- def ----- Defense +2 (+2 eff.) Resists +21% darkness ---------- misc Infravis +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Hathuregothel the Sparkonslaught (3 def, 6 armour)9.0 T3 light armor [Rare] Master While equipped: Stats +6 Str +4 Mag dps ---------- Spell.crit +4% Spell.pwr +4 (+1 eff.) Dmg.mod +6% blight +9% arcane ----- def ----- Armour +6 Defense +3 (+3 eff.) Fatigue +8% Resists +12% lightning +7% physical +13% darkness ---------- misc Light +1 Track: Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 26 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
Tempestwish (3 def, 6 armour)9.0 T3 light armor [Rare] Psionic While equipped: Stats +2 Mag dps ---------- Spell.crit +7% ----- def ----- Armour +6 Defense +3 (+3 eff.) Fatigue +8% Resists +7% mind +6% lightning Spell.save +15 (+5 eff.) Mind.save +18 (+6 eff.) ---------- misc Mana/s.crit +4.00 Max.mana +80.00 A suit of armour made of leather. |
dwarven-steel mail armour 'Emewyn' (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy Armour Training [Rare] Master While equipped: Stats +4 Str +4 Con ----- def ----- Armour +8 Defense +3 (+3 eff.) Fatigue +16% Resists +2% physical +6% darkness +12% mind Phys.save +30 (+10 eff.) Mind.save +15 (+5 eff.) Max.HP +59.00 Confus- +15% A suit of armour made of mail. |
Neredhemira the Thunderbrawn (5 def, 24 armour)17.0 T3 massive armor Reqs Str 35 Heavy Armour Training 3 [Rare] Master While equipped: dps ---------- Dmg.mod +27% arcane Res.pen +15% arcane Melee Ret 20 arcane ----- def ----- Armour +24 Defense +5 (+4 eff.) Fatigue +24% Resists +6% lightning A suit of armour made of metal plates. |
dwarven-steel plate armour 'Sunswift' (5 def, 17 armour)17.0 T3 massive armor Reqs Str 35 Heavy Armour Training 3 [Rare] Master While equipped: Stats +4 Con dps ---------- Melee Ret 15 physical ----- def ----- Armour +17 Defense +5 (+4 eff.) Fatigue +24% Resists +6% light +6% physical ---------- misc Light +3 A suit of armour made of metal plates. |
dwarven-steel plate armour of spell shielding (5 def, 11 armour)17.0 T3 massive armor Reqs Str 35 Heavy Armour Training 3 [Ego] Arcane While equipped: ----- def ----- Armour +11 Defense +5 (+4 eff.) Fatigue +24% Resists +6% arcane Spell.save +13 (+4 eff.) A suit of armour made of metal plates. |
rejuvenating dwarven-steel plate armour of cold resistance (5 def, 11 armour)17.0 T3 massive armor Reqs Str 35 Heavy Armour Training 3 [Ego] Nature/Master While equipped: ----- def ----- Armour +11 Defense +5 (+4 eff.) Fatigue +24% Resists +18% cold HP.reg +2.40 ---------- misc Stam/turn +0.60 A suit of armour made of metal plates. |
Girdle of the Calm Waters1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +30% A belt rumoured to have been worn by the Conclave healers. |
Xanolle the cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Rare] Arcane While equipped: dps ---------- Spell.crit +3% Crit.mult +13.00% Spell.pwr +3 (+1 eff.) Dmg.mod +8% arcane +9% acid Res.pen +8% arcane ----- def ----- Defense +2 (+2 eff.) Resists +9% acid +5% arcane Confus- +15% Stun/Frz- +35% ---------- misc Max.mana +53.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Mayonn the pair of hardened leather boots (17 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +9% mind ----- def ----- Armour +3 Defense +17 (+10 eff.) Fatigue +3% Spell.save +30 (+10 eff.) Cut- +15% Disarm- +20% ---------- misc Telepathy Humanoid/Orc Evasion: (Instant) Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 21% chance to evade melee and ranged attacks and 9 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
Belyyamira (0 def, 2 armour)1.5 T3 hands armor Reqs Heavy Armour Training [Rare] Master While equipped: Stats +4 Str dps ---------- Phys.pwr +14 (+7 eff.) Dmg.mod +12% mind Res.pen +25% arcane ----- def ----- Armour +2 Metal gloves protecting the hands up to the middle of the lower arm. |
Xerurira the dwarven-steel gauntlets (0 def, 8 armour)1.5 T3 hands armor Reqs Heavy Armour Training [Rare] Arcane While equipped: Stats +2 Str +3 Wil dps ---------- Melee+ 11 temporal Ranged+ 10 temporal Dmg.mod +8% temporal ----- def ----- Armour +8 Resists +11% temporal Metal gloves protecting the hands up to the middle of the lower arm. |
dwarven-steel gauntlets of dexterity (+4) (0 def, 2 armour)1.5 T3 hands armor Reqs Heavy Armour Training [Ego] Master While equipped: Stats +4 Dex dps ---------- Acc +14 (+7 eff.) ----- def ----- Armour +2 Metal gloves protecting the hands up to the middle of the lower arm. |
Huroregofast the hardened leather cap (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +6 Str +5 Wil dps ---------- Mind.crit +5% Dmg.mod +15% mind ----- def ----- Armour +3 Fatigue +3% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Telepathy Demon/Minor Demon/Major A cap made of leather. |
Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor Reqs Heavy Armour Training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+4 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+4 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
stabilizing dwarven-steel helm of absorption (0 def, 4 armour)3.0 T3 head armor Reqs Heavy Armour Training [Ego] Nature/Master While equipped: ----- def ----- Armour +4 Fatigue +4% Phys.save +18 (+6 eff.) ---------- misc Stam/ret +0.90 Equi/ret +1.10 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
8 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. |
6 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 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. |
11 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. |
2 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 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. |
7 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. |
2 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. |
7 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+3 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+3 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. |
5 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. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+4 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+4 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
2 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. |
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. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
402 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. |
Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +4 Call light (106 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Mummified Egg-sac of Ungolë2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 80 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Arcane While equipped: Stats +5 Lck ----- def ----- Defense +5 (+4 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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 Asphyxiation (1/1)0.0 rod charm [Unique] Unknown Asphyxiate an unsuspecting target. Uses 25 power out of 25/25 Activation is instant. 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)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 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. |
Telekinetic Core2.0 T2 torque charm [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Phys.pwr +3 (+1 eff.) Mind.pwr +3 (+1 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 84 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
Gloleda the ash totem of thorny skin [power 26] (20 cooldown)2.0 T2 totem charm [Random Unique] Nature While equipped: dps ---------- Phys.crit +1.0% Dmg.mod +6% physical ----- def ----- Resists +1% physical ---------- misc Stam/turn +0.60 Talents +1 Invoke Tentacle +2 Rushing Claws Cooldown Invoke Tentacle +5 Rushing Claws -1 Harden the skin for 7 turns increasing armour by 26 and armour hardiness by 40% Puts all charms on 20 cooldown 100% to regenerate 4 equilibrium. Natural totems are made by powerful wilders to store nature power. |
Heart of the Sandworm Queen0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Achievements
A different point of view (Insane (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Megameme the Shalore Adventurer level 25
19th Regrowth 123rd year of Ascendancy at 14:44 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Megameme the Shalore Adventurer level 13
21st Dusk 122nd year of Ascendancy at 17:03 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By Megameme the Shalore Adventurer level 24
16th Regrowth 123rd year of Ascendancy at 02:18 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Megameme the Shalore Adventurer level 21
6th Regrowth 123rd year of Ascendancy at 14:33 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Megameme the Shalore Adventurer level 25
19th Regrowth 123rd year of Ascendancy at 11:57 see stats
I'm a cool hero (Insane (Roguelike) difficulty)
Saved Derth without a single inhabitant dying.By Megameme the Shalore Adventurer level 14
34th Dusk 122nd year of Ascendancy at 01:01 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Megameme the Shalore Adventurer level 10
6th Dusk 122nd year of Ascendancy at 10:17 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Megameme the Shalore Adventurer level 20
1st Regrowth 123rd year of Ascendancy at 22:36 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Megameme the Shalore Adventurer level 17
48th Haze 122nd year of Ascendancy at 12:39 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By Megameme the Shalore Adventurer level 14
40th Dusk 122nd year of Ascendancy at 15:39 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Megameme the Shalore Adventurer level 6
4th Flare 122nd year of Ascendancy at 10:19 see stats
Tales of the Spellblaze (Insane (Roguelike) difficulty)
Learned the eight chapters of the Spellblaze Chronicles.By Megameme the Shalore Adventurer level 25
19th Regrowth 123rd year of Ascendancy at 14:44 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Megameme the Shalore Adventurer level 8
9th Flare 122nd year of Ascendancy at 18:10 see stats
The Legend of Garkul (Insane (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By Megameme the Shalore Adventurer level 25
19th Regrowth 123rd year of Ascendancy at 14:44 see stats
The sky is falling! (Insane (Roguelike) difficulty)
Saw a huge meteor falling from the sky.By Megameme the Shalore Adventurer level 25
53rd Regrowth 123rd year of Ascendancy at 20:16 see stats
Thralless (Insane (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Megameme the Shalore Adventurer level 25
61st Regrowth 123rd year of Ascendancy at 01:41 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Megameme the Shalore Adventurer level 9
5th Dusk 122nd year of Ascendancy at 23:10 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Megameme the Shalore Adventurer level 5
10th Mirth 122nd year of Ascendancy at 11:43 see stats
Log
Emeleth the luminous horror hardens its skin.
Megameme is recovering from the damage!
Emeleth the luminous horror HEALS from light damage!
Megameme hits Emeleth the luminous horror for (5 absorbed), 0 physical, (0 absorbed), 0 nature, (1 absorbed), 0 nature, (1 absorbed), 0 light, 3 healing (0 total damage) [3 healing].
Emeleth the luminous horror hits Megameme for (14 to psi shield), 58 physical, (2 to psi shield), 7 fire (64 total damage).
Talent Arcane Reconstruction is ready to use.
Megameme receives 27 healing.
Emeleth the luminous horror's light area effect hits Megameme for (3 to psi shield), 13 light (13 total damage).
Megameme casts Arcane Reconstruction.
Megameme's spell attains critical power!
Megameme is surging arcane power.
A shield forms around Megameme.
Emeleth the luminous horror resists the blinding light!
Emeleth the luminous horror casts Firebeam.
Megameme receives 626 healing.
Megameme hits Emeleth the luminous horror for (3 absorbed), 0 blight, (0 absorbed), 0 nature, (0 absorbed), 0 blight (0 total damage).
Emeleth the luminous horror hits Megameme for (10 to psi shield), (41 absorbed), 0 fire (0 total damage).
Megameme receives 27 healing.
Megameme deactivates Burning Wake.
The shield around Megameme crumbles.
Megameme is no longer surging arcane power.
Megameme deactivates Chant of Fortitude.
Megameme has finished recovering.
Megameme deactivates Thermal Shield.
Megameme deactivates Kinetic Shield.
Megameme deactivates Wildfire.
Megameme deactivates Shielding.
Megameme deactivates Arcane Shield.



















































































































