Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
| Addons | Forbidden Cults 1.7.0Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Nekarcos's Quality of Life 01: Effect Display 1.4.8This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Verbose Enemies 1.3.1Makes the monsters of Eyal somewhat more talkative...and prone to insulting you. Featuring taunts from Gaslamp Games' roguelike Dungeons of Dredmor! Also now featuring the EXTENSIVE taunt collection from the iconic Dredmor mod, Death By A Thousand Taunts. This mod was created by Deeborm, and is only included with their approval. Three cheers for Deeborm! Relive your dredmor adventures in the world of Eyal. You can also add your own taunts! To do this create a file named verbose_user_defined_taunts.cfg and place it in your settings folder where it can be friends with all the other .cfg files. Inside this file put: All taunts (base Dredmor taunts, Deeborm's extended dredmor taunts, and custom taunts) can be toggled from the in-game settings, in the Misc tab. Ashes of Urh'Rok 1.7.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Embers of Rage 1.7.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Shadows are Kirby 1.5.10Makes shadows into kirby because kirby is better than anime and sheila will just get stunt to make her addon anyway. |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Thalore |
| Class | Reaver |
| Level / Exp | 22 / 4% |
| Size | medium |
| Lifes / Deaths | Killed by Betimina the slaver at level 22 on the 12nd Haze 122nd year of Ascendancy at 11:17 / 1 |
Primary Stats
| Strength | 29 (base 14) |
| Dexterity | 55 (base 40) |
| Constitution | 18 (base 10) |
| Magic | 54 (base 51) |
| Willpower | 15 (base 10) |
| Cunning | 12 (base 10) |
Resources
| Life | -253/658 |
| Mana | 77/251 |
| Vim | 72/282 |
| Healing Factor | 1.4711363549267 |
| Regeneration | 25.229988486993 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 9 |
| Infravision | 3 |
Offense: Mainhand
| Damage | 60 |
| Accuracy | 64 |
| Crit Chance | 9% |
| APR | 24 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 39 |
| Accuracy | 64 |
| Crit Chance | 8% |
| APR | 23 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 45 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Mind
| Mindpower | 15 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +3% |
| Fire | +6% |
| Blight | +25% |
| Physical | +12% |
| Cold | +6% |
| All | 0% |
Offense: Damage Penetration
| Fire | +20% |
| Lightning | +10% |
Defense: Base
| Armour (hardiness) | 21 (49.007671158813%) |
| Defense | 63 |
| Ranged Defense | 63 |
| Fatigue | 0 |
| Physical Save | 21 |
| Spell Save | 39 |
| Mental Save | 31 |
Defense: Resistances
| Acid | + 5%( 70%) |
| Lightning | + 10%( 70%) |
| Cold | + 22%( 70%) |
| Temporal | + 13%( 70%) |
| Blight | + 5%( 70%) |
| Physical | + 3%( 70%) |
| Fire | + 10%( 70%) |
| All | + 2%( 70%) |
Defense: Immunities
| Pinning Resistance | 23% |
| Disarm Resistance | 49% |
| Knockback Resistance | 20% |
| Stun Resistance | 30% |
| Silence Resistance | 30% |
| Instadeath Resistance | 100% |
| Blind Resistance | 20% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 527% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 20 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 153 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Biting GaleUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 31.80 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. |
Class Talents
| Corruption / Scourge | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Corruption / Reaving combat | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Corruption / Rot | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Corruption / Vim | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Sanguisuge | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Bone | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Corruption / Plague | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Staff combat | 1.00 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Corruption / Torment | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Effects
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 |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved talent Staff Mastery (+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 Magic by +5. | 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 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * 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 |
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 |
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 |
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 within4 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs Clear | active |
Equipment
| On feet | Blindjustice the pair of dwarven-steel boots (0 def, 4 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical power: +25 (+8 eff.) Armour: +4 Fatigue: +3% Damage when hit (Melee): 4 fire Changes stats: +2 Str Changes resistances: +8% lightning / +8% temporal Changes damage: +3% darkness / +9% physical Only die when reaching: -80.00 life Maximum stamina: +20.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | HettiblekCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Defense: +10 (+3 eff.) Changes stats: +2 Wil Blindness immunity: +20% Light radius: +8 Infravision radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Runudas (10 def, 3 armour) =str/dex/die=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Defense: +10 (+3 eff.) Fatigue: +3% Changes stats: +6 Str / +6 Dex Mental save: +9 (+5 eff.) Psi when hit: +0.12 Only die when reaching: -80.00 life Healing mod.: +15% It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 115.6 Physical damage. If the attack hits, the target is confused (40% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
| On hands | heroic iron gauntlets of the iron hand (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +4 Fatigue: +1% Changes stats: +2 Str / +2 Wil / +3 Con Talent mastery: +0.20 Technique / Grappling Mental save: +6 (+3 eff.) Disarm immunity: +23% Maximum life: +44.00 When used to modify unarmed attacks: Base power: 16.0 - 22.4 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +4 Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 83% When this weapon hits: Disarm (10% chance level 1). When this weapon hits: Battle Shout (10% chance level 1). Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Flameward the yew wand of shielding [power 242] (20 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Armour penetration: +6 Defense: +20 (+5 eff.) Damage when hit (Melee): 8 fire Changes resistances penetration: +20% fire Changes damage: +6% fire It can be used to create a shield absorbing up to 242 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | TempestwillCrafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +8 Defense: +11 (+3 eff.) Changes stats: +1 Con Changes resistances: +3% acid / +3% temporal Changes resistances penetration: +10% lightning Spell save: +18 (+6 eff.) Disarm immunity: +26% Pinning immunity: +23% Knockback immunity: +20% Maximum life: +20.00 Maximum stamina: +16.00 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 back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
| On fingers | gold quartz ring =stun/hp=Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Con Spell save: +12 (+4 eff.) Stun/Freeze immunity: +30% Life regen: +10.00 Maximum life: +47.00 Maximum stamina: +15.00 Healing mod.: +13% Rings make your fingers look great! |
| Around neck | Khelogorn the QuenchviperInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Armour penetration: +3 Physical power: +10 (+4 eff.) Damage when hit (Melee): 6 cold Changes stats: +3 Str / +3 Dex Changes damage: +3% physical Amulets make your neck look great! |
| In main hand | magewarrior's short ash vilestaff of fate (15-18 power, 3 apr, blight element) =short=Requires: - Magic 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +7 (+2 eff.) Physical crit. chance: +5.0% Physical power: +7 (+3 eff.) Changes damage: +15% blight Talent granted: +1 Command Staff Physical save: +7 (+4 eff.) Spell save: +5 (+2 eff.) Mental save: +7 (+4 eff.) Spellpower: +11 (+4 eff.) Spell crit. chance: +8% Staves designed for wielders of magic, by the greats of the art. |
| Around waist | Floestreak the hardened leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Accuracy: +10 (+3 eff.) Armour penetration: +4 Changes resistances: +20% cold / +8% fire / +1% physical Changes damage: +6% cold Only die when reaching: -60.00 life A belt that goes around your waist. |
| In off hand | short elm vilestaff of channeling (10-12 power, 2 apr, blight element) =short=Requires: - Magic 11 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 1 Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% blight Talent granted: +1 Command Staff Mana each turn: +0.10 Spellpower: +12 (+4 eff.) Spell crit. chance: +1% It can be used to channel mana (increasing mana regeneration by 2000% for 5 turns) Activation puts all charms on cooldown for 30 turns. Staves designed for wielders of magic, by the greats of the art. |
| Cloak | Wind's Whisper (4 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +4 (+1 eff.) Changes stats: +3 Dex Silence immunity: +30% Deflect projectiles away: +25% Slows Projectiles: +20% Activating this item is instant. It can be used to activate talent Evasion (costing 50 power out of 1/50) : Effective talent level: 2.0 Power cost: 50 out of 1/50. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 27% chance to evade melee and ranged attacks and 18 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. When the enchanter Razeen was cornered by Spellhunters near the Daikara mountain pass she wrapped her cloak about her and fled down a narrow ravine. The hunters fired volley after volley of arrows at her, but by miracle or magic they all missed. Razeen was able to escape and flee to the hidden city in the west. |
| Main armor | troll-hide hardened leather armour of command (17 def, 10 armour)Requires: - Strength 16 Infused by nature Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +10 Defense: +17 (+5 eff.) Fatigue: +8% Changes stats: +2 Cun Mental save: +12 (+6 eff.) Life regen: +6.90 Maximum life: +42.00 Healing mod.: +12% A suit of armour made of leather. |
Inventory
shielding rune of the warrior (absorb 142; dur 3; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use 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 at most 142 damage for 3 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the wizard (absorb 226; dur 4; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use 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 at most 226 damage for 4 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
copper amulet of dexterity (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Dex Amulets make your neck look great! |
insulating steel amulet of strength (+4) =str=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Str Changes resistances: +13% fire / +14% cold Amulets make your neck look great! |
stabilizing copper amulet of strength (+3) =str=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Str Changes resistances: +12% temporal Pinning immunity: +21% Knockback immunity: +22% Amulets make your neck look great! |
Cuthidrakhad the copper ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 33% Damage when hit (Melee): 4 temporal Changes resistances: +3% temporal Changes resistances penetration: +5% acid Blindness immunity: +25% Infravision radius: +3 See stealth: +5 See invisible: +8 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Rings make your fingers look great! |
copper ring of clarityInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Mental save: +6 (+3 eff.) Confusion immunity: +20% Rings make your fingers look great! |
mule's gold ring of nature (+24%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: -5% Changes resistances: +24% nature Changes damage: +12% nature Maximum encumbrance: +28 Rings make your fingers look great! |
warrior's copper ring of light (+22%) =str=Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Changes resistances: +22% light Changes damage: +11% light Rings make your fingers look great! |
wizard's steel ring of perseverance =stun=Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Mag Spell save: +8 (+3 eff.) Stun/Freeze immunity: +22% Life regen: +2.00 Rings make your fingers look great! |
Emoyath the stralite dagger (30-40 power, 9 apr) =con=Requires: - Dexterity 35 Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 4 Base power: 30.5 - 39.6 Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +11.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (radius 1) on hit: +20 physical When wielded/worn: Accuracy: +13 (+3 eff.) Armour penetration: +9 Physical crit. chance: +11.0% Changes stats: +7 Con / +7 Wil Changes resistances penetration: +8% physical Reduces incoming crit damage: 10.00% Maximum life: +49.00 Sharp, short and deadly. |
Starspike (10-14 power, 5 apr) =str/cun/con=Requires: - Dexterity 11 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.5 - 13.7 Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% Damage (Melee): +8 fire / +6 nature / +8 light When wielded/worn: Changes stats: +4 Str / +2 Cun / +3 Con Sharp, short and deadly. |
dwarven-steel mace 'Issalanarilen' (30-43 power, 4 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 3 Base power: 30.5 - 42.7 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% On weapon crit: * Wound the target dealing 211 physical damage across 5 turns and reducing healing by 50% * Splash the target with acid dealing 130 damage over 5 turns and reducing armor and accuracy by 17 When wielded/worn: Physical crit. chance: +5.0% Physical power: +7 (+3 eff.) Effects on melee hit: * 10% chance to reduce all saves and defense by 10 Changes resistances: +12% mind Changes damage: +3% arcane Blunt and deadly. |
elm vilestaff 'Shockglamour' (10-12 power, 2 apr, blight element)Requires: - Magic 11 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes resistances: +6% acid / +3% mind Changes resistances penetration: +15% lightning Changes damage: +10% blight / +9% acid Talent granted: +1 Command Staff Critical mult.: +12.00% Only die when reaching: -40.00 life Spellpower: +3 (+1 eff.) Spell crit. chance: +7% Staves designed for wielders of magic, by the greats of the art. |
dwarven-steel waraxe 'Ashwish' (18-26 power, 4 apr) =con=Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 18.5 - 25.9 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +16 fire When wielded/worn: Armour: +10 Changes stats: +7 Con / +7 Wil Changes resistances: +3% nature / +6% fire / +6% light / +3% darkness Maximum life: +15.00 One-handed war axes. |
ArokanInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +10 (+3 eff.) Changes stats: +4 Con Changes resistances penetration: +20% mind Changes damage: +12% mind Maximum life: +31.00 A belt that goes around your waist. |
Gleamworth the rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +9 (+3 eff.) Damage when hit (Melee): 6 mind Changes resistances: +3% light Changes resistances penetration: +5% fire Stealth bonus: +6 Light radius: +2 A belt that goes around your waist. |
HellwildInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +9% nature / +3% light Silence immunity: +20% Life regen: +0.80 Maximum life: +20.00 Healing mod.: +12% A belt that goes around your waist. |
Adara the linen cloak (6 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +6 (+2 eff.) Changes stats: +4 Wil Changes damage: +6% mind Physical save: +6 (+3 eff.) Mental save: +3 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Demonlace the linen cloak (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes resistances: +6% acid / +6% nature / +3% blight Changes damage: +3% lightning / +6% darkness Spell save: +9 (+3 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. |
Shiverdare the linen cloak (1 def, 0 armour) =mag=Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +2 Dex / +5 Mag / +2 Wil Changes resistances: +15% cold Spell save: +6 (+2 eff.) Maximum mana: +44.00 Infravision radius: +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Hettafast' (24 def, 0 armour) =def=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Defense: +24 (+6 eff.) Changes stats: +2 Str / +4 Con Physical save: +8 (+4 eff.) Stamina each turn: +2.00 Maximum stamina: +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cracklewind (0 def, 0 armour) =t5=Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Damage when hit (Melee): 8 lightning / 6 arcane Changes stats: +4 Mag / +3 Wil / +4 Cun Changes resistances: +5% arcane / +28% darkness / +15% all Changes damage: +40% darkness / +21% light Silence immunity: +35% Spellpower on spell critical (stacks up to 3 times): +5 Spellpower: +25 (+9 eff.) Spell crit. chance: +8% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Skybraid the linen robe (3 def, 6 armour) =str=Crafted by a master 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Changes stats: +4 Str Changes resistances: +3% lightning / +7% all Physical save: +16 (+8 eff.) Stamina each turn: +1.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Chalysta (0 def, 3 armour) =str=Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +3 Armour: +3 Changes stats: +4 Str Critical mult.: +10.00% Physical save: +3 (+2 eff.) Mental crit. chance: +1% Infravision radius: +2 A pair of boots made of leather. |
Duridur the Galeterror (15 def, 3 armour) =def/cd=Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical power: +10 (+4 eff.) Armour: +3 Defense: +15 (+4 eff.) Damage when hit (Melee): 4 physical Changes stats: +1 Mag Changes resistances: +15% lightning Changes damage: +6% blight Physical save: +3 (+2 eff.) Lowers spell cool-downs by: 10% A pair of boots made of leather. |
Kindlevengeance the pair of rough leather boots (15 def, 3 armour) =def=Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +15 (+4 eff.) Fatigue: -5% Changes resistances penetration: +10% light Maximum encumbrance: +20 Physical save: +6 (+3 eff.) Disarm immunity: +10% Light radius: +2 A pair of boots made of leather. |
Stokeknave the pair of iron boots (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes resistances: +5% arcane / +3% cold Changes resistances penetration: +20% fire Life regen: +3.00 Only die when reaching: -20.00 life Healing mod.: +11% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Wanderer's Rest (4 def, 0 armour)Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+1 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 20 power out of 20/20) : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 5 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
Mardunik the hardened leather gloves (0 def, 2 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +7 (+2 eff.) Armour: +2 Changes resistances: +12% light / +6% acid Critical mult.: +5.00% Physical save: +6 (+3 eff.) Mental save: +8 (+4 eff.) Disarm immunity: +30% Knockback immunity: +20% Maximum life: +40.00 When used to modify unarmed attacks: Base power: 16.5 - 18.2 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +8 Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Perfect Control (10% chance level 3). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Xanusena (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Damage (Melee): 6 acid / 5 fire / 8 lightning Changes stats: +1 Str / +2 Con Changes resistances: +6% acid / +6% fire / +5% lightning Changes damage: +5% acid / +3% fire / +4% lightning Light radius: +2 When used to modify unarmed attacks: Base power: 17.5 - 19.2 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Fire Breath (10% chance level 3). When this weapon hits: Lightning Breath (10% chance level 3). When this weapon hits: Corrosive Breath (10% chance level 3). Damage (radius 2) on crit: +7 acid / +5 fire / +5 lightning Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
sand iron gauntlets of strength (+3) (0 def, 7 armour) =str=Requires: - Heavy armour training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +7 (+3 eff.) Armour: +7 Fatigue: +1% Damage (Melee): 6 physical Changes stats: +3 Str Changes damage: +4% physical When used to modify unarmed attacks: Base power: 17.0 - 23.8 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 83% When this weapon hits: Sand Breath (10% chance level 1). Damage (radius 1) on hit: +7 physical Damage (radius 2) on crit: +6 physical Metal gloves protecting the hands up to the middle of the lower arm. |
Galelach the rough leather cap (5 def, 1 armour) =str/dex/ppow=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +20 (+7 eff.) Armour: +1 Defense: +5 (+2 eff.) Fatigue: +1% Changes stats: +3 Str / +3 Dex / +2 Mag / +1 Cun A cap made of leather. |
Glinor the linen wizard hat (11 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Defense: +11 (+3 eff.) Changes stats: +1 Str Changes resistances: +4% lightning / +4% temporal / +3% light / +3% fire / +4% nature / +3% acid / +3% blight / +4% cold / +4% darkness Changes resistances penetration: +15% acid Changes damage: +3% physical Physical save: +3 (+2 eff.) Only die when reaching: -40.00 life A pointy cloth hat, very wizardly... |
Quasit's Skull (0 def, 12 armour) =stun=Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +12 Armour Hardiness: +5% Fatigue: +5% Changes stats: +3 Con Physical save: +12 (+6 eff.) Stun/Freeze immunity: +30% Infravision radius: +0 Sight radius: +0 See stealth: +0 See invisible: +0 Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
Silylelaith (0 def, 3 armour) =str/ppow=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +10 (+3 eff.) Physical power: +20 (+7 eff.) Armour: +3 Fatigue: +3% Changes stats: +8 Str / +3 Dex / +3 Cun / +3 Con Changes resistances: +12% fire Changes resistances penetration: +15% physical A cap made of leather. |
linen wizard hat 'Xerassra' (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +10 (+4 eff.) Defense: +1 (+1 eff.) Changes stats: +3 Cun Changes damage: +3% physical Critical mult.: +10.00% Mental save: +6 (+3 eff.) Only die when reaching: -60.00 life A pointy cloth hat, very wizardly... |
11 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
197 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
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. |
opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tularayon the dwarven-steel pickaxe (dig speed 14 turns) =str=Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +3 Physical power: +5 (+2 eff.) Defense: +15 (+4 eff.) Changes stats: +4 Str Changes resistances penetration: +14% physical Stamina each turn: +1.00 Maximum stamina: +30.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
11 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm Queen =vile life?=Infused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to 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. |
Eilinuba the brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 23 Changes stats: +1 Cun Changes resistances: +3% mind Changes damage: +3% blight Maximum life: +81.00 Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(60 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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 Activation costs 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. |
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) Activation costs 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. |
Firelash the steel torque of clear mind [power 2] (25 cooldown) =clear=Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 2 When wielded/worn: Damage when hit (Melee): 6 fire Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Gain a 12% chance to evade weapon attacks for 2 turns. * Increase the duration of 2 beneficial effects by 1. * Reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
cleansing elm totem of healing [power 116] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to heal yourself and all friendly characters within 10 spaces for 116 Activation puts all charms on cooldown for 15 turns. When used: * Cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
4 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Dairyhad the elm wand of shielding [power 122] (20 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Changes stats: +4 Con Reduces incoming crit damage: 5.00% Mental save: +3 (+2 eff.) Psi when hit: +0.04 Mindpower: +15 (+10 eff.) Infravision radius: +1 It can be used to create a shield absorbing up to 122 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Gain a 10% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 30 power out of 15/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
14 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Trevorishly the Thalore Reaver level 10
9th Flare 122nd year of Ascendancy at 12:15 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Trevorishly the Thalore Reaver level 10
5th Mirth 122nd year of Ascendancy at 10:48 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Trevorishly the Thalore Reaver level 20
47th Dusk 122nd year of Ascendancy at 02:02 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Trevorishly the Thalore Reaver level 10
6th Mirth 122nd year of Ascendancy at 01:39 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Trevorishly the Thalore Reaver level 10
7th Mirth 122nd year of Ascendancy at 14:01 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Trevorishly the Thalore Reaver level 17
34th Dusk 122nd year of Ascendancy at 19:39 see stats
Log
A carrion worm mass bursts forth from your wounds, softening the blow and reducing damage taken by 30.
Lisalrada the slaver hits Trevorishly for 166 arcane damage.
Lisalrada the slaver hits Carrion worm mass for 210 arcane damage.
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Lisalrada the slaver killed Carrion worm mass!
Trevorishly casts Rune: Shatter Afflictions.
Trevorishly is free from the grapple.
A shield forms around Trevorishly.
Trevorishly uses Gift of the Woods.
Trevorishly starts regenerating health quickly.
Trevorishly tries to evade attacks.
Trevorishly casts Rune: Biting Gale.
Trevorishly uses Infusion: Movement.
Trevorishly is moving at extreme speed!
Blight Poison from Carrion worm mass hits Enthralled slave for (11 flat reduction), 0 blight (0 total damage).
Betimina the slaver's Temporal Bolt hits Enthralled slave for (19 flat reduction), 112 temporal (112 total damage).
--------------------------------
Betimina the slaver casts Flame.
Enthralled slave is on fire!
A carrion worm mass bursts forth from your wounds, softening the blow and reducing damage taken by 23.
Your shield crumbles under the damage!
The shield around Trevorishly crumbles.
Betimina the slaver hits Trevorishly for (20 absorbed), 108 fire (108 total damage).
Betimina the slaver hits Enthralled slave for (19 flat reduction), 148 fire (148 total damage).
Betimina the slaver hits Carrion worm mass for 240 fire damage.
Trevorishly the level 22 thalore reaver was toasted to death by Betimina the slaver on level 1 of Ring of Blood.
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Trevorishly slows down.









































































































