Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.0 |
| 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 | Cornac |
| Class | Archmage |
| Level / Exp | 23 / 93% |
| Size | medium |
| Lifes / Deaths | Killed by Mayuwe the thief at level 23 on the 32nd Haze 122nd year of Ascendancy at 03:31 / 1 |
Primary Stats
| Strength | 16 (base 10) |
| Dexterity | 26 (base 23) |
| Constitution | 13 (base 10) |
| Magic | 68 (base 51) |
| Willpower | 30 (base 30) |
| Cunning | 18 (base 11) |
Resources
| Life | -84/431 |
| Mana | 96/376 |
| Healing Factor | 1.0283363011315 |
| Regeneration | 0.25708407528288 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +8.8817841970013E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 3 |
| See Stealth | 6 |
| See Invisible | 6 |
Offense: Mainhand
| Damage | 26 |
| Accuracy | 24 |
| Crit Chance | 5% |
| APR | 3 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 47 |
| Crit Chance | 26% |
| Speed | 1 |
Offense: Mind
| Mindpower | 25 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +60% |
| Light | +9% |
| Nature | +17% |
| Darkness | +9% |
| Fire | +9% |
| All | 0% |
Offense: Damage Penetration
| Lightning | +25% |
| Fire | +15% |
| Mind | +20% |
Defense: Base
| Armour (hardiness) | 16 (51.69962066283%) |
| Defense | 52 |
| Ranged Defense | 52 |
| Fatigue | 0 |
| Physical Save | 32 |
| Spell Save | 43 |
| Mental Save | 37 |
Defense: Resistances
| Acid | + 14%( 70%) |
| Light | + 20%( 70%) |
| Nature | + 36%( 70%) |
| Darkness | + 37%( 70%) |
| Lightning | + 24%( 70%) |
| Mind | + 28%( 70%) |
| All | + 11%( 70%) |
Defense: Immunities
| Stun Resistance | 0% |
| Instadeath Resistance | 100% |
| Pinning Resistance | 0% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 401 damage for 3 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 91 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (41 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 461% 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 Cunning stat. |
Class Talents
| Spell / Arcane | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Phantasm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Storm | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Spell / Temporal | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 1.30 |
| 3/5 |
| 4/5 |
| 1/5 |
| 2/5 |
| Spell / Meta | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Spell / Aegis | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Spell / Divination | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| 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 |
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 grave | active |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved Magic by +5. | 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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active |
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 Horned Horror. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have explored the expanse and closed all three wormholes. | 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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed sandworm tooth. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * You've found the needed length of troll intestine. * You've found the needed bear paw. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed bloated horror heart. | 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 within3 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | active |
Equipment
| On feet | Sparkfiend the pair of rough leather boots (0 def, 1 armour) =dam=Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * 10% chance to reduce all saves and defense by 17 Damage when hit (Melee): 8 lightning Changes damage: +18% lightning Stamina each turn: +0.40 Maximum stamina: +12.00 A pair of boots made of leather. |
| Light source | Loraruifast =def=Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour: +4 Defense: +25 (+8 eff.) Changes stats: +3 Dex Mental save: +6 (+3 eff.) Stamina each turn: +1.00 Maximum stamina: +20.00 Light radius: +3 See stealth: +6 See invisible: +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Haninarirach (15 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Defense: +15 (+5 eff.) Fatigue: +1% Changes stats: +3 Con Changes resistances: +6% mind Critical mult.: +5.00% Equilibrium when hit: +0.04 Psi when hit: +0.04 Maximum life: +20.00 A cap made of leather. |
| Tool | iron pickaxe 'Scaldglory' (dig speed 36 turns) =res pen=Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce armor by 34% Changes stats: +1 Str / +2 Mag Changes resistances: +3% acid Changes resistances penetration: +20% lightning / +15% fire Changes damage: +3% fire Maximum mana: +22.00 Spell crit. chance: +5% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Flashmistress the copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce damage dealt by 15% Damage when hit (Melee): 8 darkness Changes resistances: +28% nature / +12% lightning Changes resistances penetration: +5% lightning Changes damage: +11% nature / +15% lightning Rings make your fingers look great! |
| On fingers | ArcreekCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -5% Effects on melee hit: * 20% chance to reduce all saves and defense by 17 Changes resistances penetration: +20% mind Changes damage: +12% lightning Maximum encumbrance: +22 Rings make your fingers look great! |
| Around waist | Betatira the rough leather beltInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +4 Str / +3 Mag Physical save: +12 (+6 eff.) Vim when firing critical spell: +1.00 Only die when reaching: -60.00 life Mindpower: +2 (+1 eff.) A belt that goes around your waist. |
| In main hand | blighted ash magestaff of might (15-18 power, 3 apr, lightning element)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% lightning Talent granted: +1 Command Staff Vim when firing critical spell: +2.00 Maximum vim: +12.00 Spellpower: +10 (+3 eff.) Spell crit. chance: +14% Staves designed for wielders of magic, by the greats of the art. |
| On hands | heroic dwarven-steel gauntlets of the nighthunter (0 def, 5 armour)Requires: - Heavy armour training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +9 (+4 eff.) Armour: +5 Fatigue: +3% Changes stats: +2 Cun Changes resistances: +6% darkness Mental save: +7 (+3 eff.) Maximum life: +52.00 Infravision radius: +3 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Track, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 3 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | cashmere robe 'Balancestrider' (5 def, 5 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +5 Defense: +5 (+2 eff.) Changes stats: +5 Cun / +4 Mag Changes resistances: +13% mind / +10% light / +23% darkness / +11% all Changes damage: +9% light / +6% nature Physical save: +14 (+7 eff.) Spell save: +36 (+12 eff.) Mental save: +25 (+9 eff.) Psi when hit: +0.12 Maximum life: +41.00 Spellpower: +3 (+1 eff.) Spell crit. chance: +4% Light radius: +1 The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | linen cloak 'Flashoozer' (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Damage when hit (Melee): 2 lightning Changes resistances: +3% lightning Changes damage: +9% darkness / +6% fire Maximum life: +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Porena the copper amuletPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Defense: +10 (+4 eff.) Changes stats: +1 Str / +3 Mag Physical save: +9 (+5 eff.) Only die when reaching: -20.00 life Maximum stamina: +30.00 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Amulets make your neck look great! |
Inventory
manasurge rune of the wizard (regen 1165% over 10 turns; mana 58; cd 13)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: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1165% for 10 turns (58 total) and instantly restoring 58 mana. Also when resting your mana will regenerate at 0.5 per turn. 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. |
CuthigarInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Cun / +4 Con Changes resistances: +7% physical / +12% light / +15% darkness Blindness immunity: +26% Stamina each turn: +0.50 Light radius: +3 Infravision radius: +2 See invisible: +6 Amulets make your neck look great! |
ZabersInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 17 Changes stats: +4 Dex / +3 Con Changes resistances: +3% mind Changes resistances penetration: +10% temporal Changes damage: +3% mind Physical save: +12 (+6 eff.) Spell save: +11 (+4 eff.) Mental save: +12 (+5 eff.) Amulets make your neck look great! |
vitalizing copper amulet of mastery (0.10 Spell / Divination)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Con Talent mastery: +0.10 Spell / Divination Physical save: +6 (+3 eff.) Life regen: +2.00 Maximum life: +31.00 Amulets make your neck look great! |
Aruyakhad the copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +9% lightning / +1% physical Changes resistances penetration: +15% acid Reduces incoming crit damage: 5.00% Disease immunity: +10% Disarm immunity: +23% Pinning immunity: +22% Knockback immunity: +21% Maximum life: +23.00 Rings make your fingers look great! |
MayewynPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +8 Effects on melee hit: * 10% chance to reduce armor by 34% * 12% chance to reduce all saves and defense by 17 Damage (Melee): 9 physical Effects on ranged hit: * 12% chance to reduce all saves and defense by 17 Damage (Ranged): 11 physical Changes stats: +3 Cun / +4 Str Changes resistances: +6% blight Changes resistances penetration: +15% acid Changes damage: +3% acid / +3% blight Blindness immunity: +25% Hate when firing a critical mind attack: +2.00 Maximum hate: +7.00 Infravision radius: +4 See stealth: +8 See invisible: +9 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 4.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
copper ring 'Unruhad'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -5% Effects on melee hit: * 20% chance to reduce all saves and defense by 17 Damage when hit (Melee): 6 mind Changes resistances: +3% temporal Maximum encumbrance: +21 Maximum life: +20.00 Rings make your fingers look great! |
gladiator's steel ring of misery =str/con=Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +7 (+5 eff.) Effects on melee hit: * 11% chance to reduce all saves and defense by 17 Damage (Melee): 9 physical Effects on ranged hit: * 11% chance to reduce all saves and defense by 17 Damage (Ranged): 9 physical Changes stats: +5 Str / +2 Cun / +6 Con Hate when firing a critical mind attack: +1.00 Maximum hate: +6.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 4.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
titan's copper ring of perseveranceInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Con Physical save: +6 (+3 eff.) Stun/Freeze immunity: +23% Life regen: +1.00 Rings make your fingers look great! |
Xanothra (2-3 power, 12 apr, nature damage) =con=Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes stats: +1 Cun / +4 Con Talent granted: +1 Attune Mindstar Maximum vim: +10.00 Spellpower: +25 (+8 eff.) Spell crit. chance: +2% Mindpower: +4 (+2 eff.) Mental crit. chance: +1% 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. |
Isymina the Gleamrage (21-25 power, 3 apr, physical element)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 21.0 - 25.2 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 17 Changes stats: +6 Wil Changes resistances penetration: +20% light Changes damage: +9% mind / +21% physical Talent granted: +1 Command Staff Reduces incoming crit damage: 10.00% Spellpower: +9 (+3 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
lifebinding ash magestaff (15-18 power, 3 apr, lightning element)Requires: - Magic 16 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes stats: +3 Con Changes damage: +15% lightning Talent granted: +1 Command Staff Life regen: +0.70 Spellpower: +10 (+3 eff.) Spell crit. chance: +2% Healing mod.: +11% Staves designed for wielders of magic, by the greats of the art. |
lifebinding ash magestaff of illumination (15-18 power, 3 apr, lightning element)Requires: - Magic 16 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Defense: +6 (+2 eff.) Changes stats: +3 Con Changes damage: +15% lightning Talent granted: +1 Command Staff Life regen: +0.70 Spellpower: +9 (+3 eff.) Spell crit. chance: +2% Light radius: +3 Healing mod.: +10% It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.3 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 88.83 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
shimmering ash magestaff of fate (15-18 power, 3 apr, lightning element)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% lightning Talent granted: +1 Command Staff Physical save: +6 (+3 eff.) Spell save: +7 (+2 eff.) Mental save: +6 (+3 eff.) Mana each turn: +0.12 Maximum mana: +45.00 Spellpower: +6 (+2 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
Isamina the rough leather belt =dex=Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +2 Dex / +1 Con Changes resistances: +6% cold / +6% fire / +1% physical Stamina each turn: +1.00 Hate when firing a critical mind attack: +2.00 Mindpower: +15 (+7 eff.) A belt that goes around your waist. |
Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 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. |
Xanurilaith the rough leather belt =stun=Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +3% acid / +3% physical / +3% mind / +3% light Physical save: +6 (+3 eff.) Stun/Freeze immunity: +20% Mindpower: +4 (+2 eff.) A belt that goes around your waist. |
enveloping linen cloak of Iron Throne (7 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+3 eff.) Changes stats: +1 Str / +1 Con Physical save: +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Silk Current (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Defense: +12 (+4 eff.) Damage when hit (Melee): 10 cold Changes resistances: +7% all / +15% cold Changes resistances penetration: +8% cold Changes damage: +10% cold Talent masteries: +0.30 Spell / Glacial waste +0.30 Spell / Rime wraith +0.30 Spell / Water +0.30 Spell / Frost alchemy +0.30 Spell / Grave +0.30 Spell / Ice Spellpower: +5 (+1 eff.) Movement speed: +15% Talent on hit(spell): Water Jet (5% chance level 1). This deep blue robe flows and ripples as if pushed by an invisible tide. |
woollen robe of life (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +5% blight / +9% all Life regen: +2.50 Maximum life: +50.00 Healing mod.: +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Arurira the Icepain (0 def, 3 armour) =stun=Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Changes resistances: +3% light / +9% cold Silence immunity: +22% Confusion immunity: +21% Stun/Freeze immunity: +21% Knockback immunity: +20% Life regen: +2.00 A pair of boots made of leather. |
Elenihor the pair of rough leather boots (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +8 Dex / +3 Wil / +2 Con / +6 Lck Stealth bonus: +6 Life regen: +4.00 Light radius: +3 A pair of boots made of leather. |
Frost Treads (1 def, 4 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+1 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Cun / +4 Wil Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 Movement speed: +20% Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Poriwe the Splendourpyre (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Damage when hit (Melee): 2 light Changes stats: +3 Dex / +1 Con Changes resistances: +6% fire / +6% cold Life regen: +4.00 Maximum life: +60.00 Light radius: +1 A pair of boots made of leather. |
pair of iron boots 'Bidor' (0 def, 3 armour) =str/con=Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes stats: +3 Str / +2 Dex / +4 Wil / +2 Con Changes resistances penetration: +15% mind Hate when firing a critical mind attack: +1.00 Maximum stamina: +10.00 It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 7 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of rough leather boots 'Cobrashaper' (0 def, 1 armour) =str/con=Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +2 Str / +3 Con Changes resistances: +12% nature / +3% acid Changes resistances penetration: +15% acid Changes damage: +12% acid It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 1.0 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
pair of rough leather boots 'Eilineth' (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +1 Str / +3 Dex Changes resistances: +6% fire / +5% cold Mental save: +3 (+1 eff.) Equilibrium when hit: +0.04 Light radius: +1 See invisible: +9 A pair of boots made of leather. |
Polamivena the rough leather gloves (0 def, 1 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 6 lightning Changes resistances: +9% lightning Changes damage: +4% lightning Mental save: +12 (+5 eff.) Confusion immunity: +10% Psi when hit: +0.04 Healing mod.: +5% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Sludgegrip (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+1 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
heroic dwarven-steel gauntlets (0 def, 5 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +5 Fatigue: +3% Mental save: +8 (+3 eff.) Maximum life: +40.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
radiant rough leather gloves of strength (+2) (0 def, 1 armour) =str=Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 (+5 eff.) Armour: +1 Damage (Melee): 6 light Changes stats: +2 Str Changes resistances: +6% light Changes damage: +4% light Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Bahek the rough leather cap (0 def, 1 armour) =water=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +6% acid / +8% cold Changes resistances penetration: +15% physical Changes damage: +6% mind Allows you to breathe in: water Critical mult.: +20.00% A cap made of leather. |
Beychik the Skyserpent (0 def, 3 armour) =str/dex=Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Damage when hit (Melee): 10 lightning Changes stats: +7 Str / +6 Dex Changes resistances: +8% blight / +8% cold / +5% darkness / +7% fire Changes resistances penetration: +20% nature Spell save: +10 (+3 eff.) Mental save: +7 (+3 eff.) 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 28.9 Physical damage. If the attack hits, the target is confused (33% 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. |
Budil the linen wizard hat (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Effects on melee hit: * 20 arcane resource burn * 10% chance to reduce all saves and defense by 17 Changes resistances: +15% lightning / +3% acid Changes damage: +10% lightning / +3% mind A pointy cloth hat, very wizardly... |
Eremethad the Flashtreason (0 def, 3 armour) =stun=Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes resistances: +6% lightning / +6% temporal Changes damage: +9% fire Reduces incoming crit damage: 10.00% Disarm immunity: +10% Stun/Freeze immunity: +20% Knockback immunity: +20% Life regen: +2.00 Maximum life: +20.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Rhoredur the linen wizard hat (1 def, 4 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +4 Defense: +1 (+1 eff.) Changes resistances: +6% blight / +5% arcane Psi each turn: +0.12 Only die when reaching: -20.00 life Maximum life: +20.00 Mindpower: +2 (+1 eff.) Mental crit. chance: +3% A pointy cloth hat, very wizardly... |
iron helm of constitution (+3) (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Con A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Blazeorder the rough leather armour (3 def, 2 armour)Requires: - Strength 10 Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+1 eff.) Fatigue: +6% Damage when hit (Melee): 4 lightning Changes stats: +1 Mag / +2 Wil / +5 Cun / +1 Con Changes resistances: +6% mind Changes resistances penetration: +10% lightning Mental save: +11 (+4 eff.) A suit of armour made of leather. |
7 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. |
323 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. |
aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all 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 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Turedentir (dig speed 29 turns) =con=Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Physical crit. chance: +1.0% Changes stats: +1 Str / +4 Con Changes resistances: +3% acid Critical mult.: +10.00% Only die when reaching: -40.00 life Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
sapper's iron pickaxe (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +3 (+1 eff.) Changes stats: +1 Str / +1 Cun Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
4 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. |
MurktoothInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 43% Changes stats: +4 Mag Changes resistances: +9% lightning / +3% fire / +3% light Mental save: +5 (+2 eff.) Light radius: +3 Infravision radius: +1 See stealth: +8 See invisible: +7 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.(84 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
brass lantern 'Windripper' =str=Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 2 cold Changes stats: +5 Str / +1 Dex Changes resistances penetration: +10% nature Changes damage: +9% nature Mental save: +6 (+3 eff.) Light radius: +3 See stealth: +7 See invisible: +5 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. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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. |
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. |
quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 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. |
8 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 please, plaese, plEASE the Cornac Archmage level 13
22nd Dusk 122nd year of Ascendancy at 02:43 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By please, plaese, plEASE the Cornac Archmage level 10
2nd Mirth 122nd year of Ascendancy at 12:10 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By please, plaese, plEASE the Cornac Archmage level 20
50th Dusk 122nd year of Ascendancy at 15:00 see stats
Orbituary (Insane (Roguelike) difficulty)
Stabilized the Abashed Expanse to maintain it in orbit.By please, plaese, plEASE the Cornac Archmage level 3
75th Pyre 122nd year of Ascendancy at 03:33 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By please, plaese, plEASE the Cornac Archmage level 10
3rd Mirth 122nd year of Ascendancy at 05:31 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By please, plaese, plEASE the Cornac Archmage level 23
18th Haze 122nd year of Ascendancy at 23:47 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By please, plaese, plEASE the Cornac Archmage level 17
38th Dusk 122nd year of Ascendancy at 12:24 see stats
Log
Please, plaese, plEASE is corroded.
Melee retaliation hits Mayuwe the thief for 16 lightning, 9 darkness, 16 lightning, 9 darkness (50 total damage).
Mayuwe the thief's corrosive acid area effect hits please, plaese, plEASE for (37 to time), 0 acid (0 total damage).
Mayuwe the thief hits please, plaese, plEASE for (126 to time), 0 physical, (9 to time), 0 cold, (14 to time), 0 fire, (152 to time), 0 physical, (9 to time), 0 cold, (8 to time), 0 fire (0 total damage).
Talent Lightning is ready to use.
Burning from Mayuwe the thief hits please, plaese, plEASE for (7 to time), 0 fire (0 total damage).
Mayuwe the thief receives 1 healing from Devouring flames from Mayuwe the thief.
Mayuwe the thief gains 0% of a turn from Ancestral Life.
--------------------------------
Please, plaese, plEASE casts Lightning.
Mayuwe the thief returns to normal.
Burning from Please, plaese, plEASE hits Mayuwe the thief for 19 fire damage.
please, plaese, plEASE hits Mayuwe the thief for 235 lightning damage.
Hurricane from Please, plaese, plEASE hits Mayuwe the thief for 45 lightning damage.
Mayuwe the thief's corrosive acid area effect hits please, plaese, plEASE for (37 to time), 0 acid (0 total damage).
Mayuwe the thief casts Draining Assault.
Mayuwe the thief performs a melee critical strike against please, plaese, plEASE!
Your time shield crumbles under the damage!
The fabric of time around please, plaese, plEASE stabilizes to normal.
The powerful time-altering energies generate a restoration field on please, plaese, plEASE.
Please, plaese, plEASE deactivates Disruption Shield.
Mayuwe the thief's weapon surges with fire!
Please, plaese, plEASE is poisoned!
Mayuwe the thief gains 4% of a turn from Ancestral Life.
Mayuwe the thief steals life from please, plaese, plEASE!
Melee retaliation hits Mayuwe the thief for 16 lightning, 9 darkness, 16 lightning, 9 darkness (50 total damage).
please, plaese, plEASE hits Mayuwe the thief for 91 healing, 3 healing, 3 healing, 41 healing (0 total damage) [138 healing].
Mayuwe the thief hits please, plaese, plEASE for (111 to time), 285 physical, 9 cold, 8 fire, 213 physical (516 total damage).
please, plaese, plEASE the level 23 cornac archmage was decapitated to death by Mayuwe the thief on level 2 of Unknown tunnels.





































































































