












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Opt-in Adventurers Parties 1.1.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Improved Combat Text v2 1.5.10Description 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: Possessor Bonus Class 1.5.4Donators/Buyers bonus! Ashes of Urh'Rok 1.5.0Official 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:
Pragmatic Heroism 1.4.0Modifies the life bar to show useful information when the player is below zero life. Also available as part of the ZOmnibus Addon Pack. Turn Separators 1.4.0Have you ever noticed that the newlines in ToME's battle log Items Vault 1.5.0Donators/Buyers bonus! Enhanced Wield Replace 1.3.0Allows you to choose which item to replace when wielding/wearing equipment if there are multiple possibilities. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. NOTE: If you are using this addon in conjunction with Enhanced Object Compare (directly or via ZOmnibus), be sure to update said addon(s) to at least the 2015-05-16 release (v3b for Enhanced Object Compare, v13d for ZOmnibus), as older versions will have minor interaction problems with this addon. Post Effects fixes 1.5.10The addon improves gamefield view during different post effects Here is details about what been changed: Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Prodigious Progress 1.3.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. Go to Landmark 1.1.0Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Logical Alchemists 1.5.10Makes alchemists focus on creating elixirs that you are not currently helping them with. Nekarcos's Quality of Life 05: Various (Fatal) Warnings 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Easy Map 1.4.0This addon replaces ToME's map display with one that's more in-line with other games. You can drag the mouse to scroll, use the mouse wheel to zoom in and out, and left-click to set the currently viewed area (instead of accidentally traveling there, which can still be done via right-click menu). It also shows the viewport rectangle on the map, and if your computer is powerful enough, you can even show the actual terrain instead of the confusing color blocks, or make the walls red to easily find paths you have yet to explore. The player and zone exits are also displayed as icons on the map. Additionally, if you travel via the map and stop unexpectedly (i.e., you ran into your golem), a friendly dialog will pop up asking if you'd like to continue to your destination. Rage Quit 1.5.0Adds a suitably spleen-venting option to the Eidolon plane death chat, and an "Exit game" option to the death dialog. [License note: This addon uses a modified version of an image by Delapouite from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] 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. Better Item Description 1.5.10This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Sandworm Lair Quick Dig 1.5.10Digging in Sandworm Lair will take only one (1) turn per tile. Forbidden Cults 1.5.9Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Cornac |
| Class | Sun Paladin |
| Level / Exp | 47 / 91% |
| Size | medium |
| Lifes / Deaths | Killed by Lisyrin the cutpurse at level 22 on the 77th Dusk 122nd year of Ascendancy at 11:27 / 2Killed by Vor, Grand Geomancer of the Pride at level 47 on the 72nd Dusk 123rd year of Ascendancy at 10:50 |
Primary Stats
| Strength | 87 (base 60) |
| Dexterity | 32 (base 19) |
| Constitution | 85 (base 42) |
| Magic | 93 (base 60) |
| Willpower | 23 (base 10) |
| Cunning | 44 (base 22) |
Resources
| Life | -122/1569 |
| Mana | 441/441 |
| Stamina | 249/270 |
| Positive | 101/178 |
| Healing Factor | 1.3886764705882 |
| Regeneration | 12.626226940179 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | -2.2204460492503E-14% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 6 |
Offense: Mainhand
| Damage | 148 |
| Accuracy | 46 |
| Crit Chance | 69% |
| APR | 7 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 59 |
| Crit Chance | 26% |
| Speed | 1 |
Offense: Mind
| Mindpower | 34 |
| Crit Chance | 22% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +37% |
| Nature | +47% |
| Fire | +21% |
| Arcane | +30% |
| Mind | +33% |
| All | +21% |
Offense: Damage Penetration
| Darkness | +42% |
| Temporal | +23% |
| All | +10% |
Defense: Base
| Armour (hardiness) | 79.451443447813 (82.5%) |
| Defense | 40 |
| Ranged Defense | 44 |
| Fatigue | 16 |
| Physical Save | 72 |
| Spell Save | 66 |
| Mental Save | 49 |
Defense: Resistances
| Acid | + 28%( 73%) |
| Blight | + 16%( 73%) |
| Arcane | 0%( 73%) |
| Cold | + 9%( 73%) |
| All | -5%( 73%) |
| Mind | + 20%( 73%) |
| Lightning | + 51%( 73%) |
| Light | + 12%( 73%) |
| Temporal | + 42%( 73%) |
| Physical | + 1%( 73%) |
| Darkness | + 43%( 73%) |
| Fire | + 18%( 73%) |
| Nature | + 42%( 73%) |
Defense: Immunities
| Stun Resistance | 46% |
| Confusion Resistance | 56% |
| Teleport Resistance | 10% |
| Blind Resistance | 20% |
| Silence Resistance | 26% |
| Disarm Resistance | 5% |
| Pinning Resistance | 0% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 15% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 19% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 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 594 damage for 6 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 640 life over 5 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 757% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
Class Talents
| Technique / Combat veteran | 1.10 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Celestial / Guardian | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Celestial / Combat | 1.30 |
| 5/5 |
| 3/5 |
| 5/5 |
| 1/5 |
| Technique / Two-handed assault | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.10 |
| 4/5 |
| 4/5 |
| 1/5 |
| 3/5 |
| Celestial / Sun | 1.30 |
| 3/5 |
| 2/5 |
| 5/5 |
| 4/5 |
Generic Talents
| Spell / Stone alchemy | 0.80 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Celestial / Light | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 5/5 |
| Celestial / Chants | 1.30 |
| 4/5 |
| 1/5 |
| 5/5 |
| 2/5 |
| Technique / Combat training | 1.10 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Weapon of Light |
| detrimental effect | The target is on fire, taking 152.89 fire damage per turn. Burning |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
| beneficial effect | The target is filled with the Sun's fury, next Sun Beam will be instant cast. Sun's Vengeance |
| detrimental effect | Huge cut that bleeds, doing 23.02 physical damage per turn and decreasing all heals received by 56%. Deep Wound |
| detrimental effect | Target is drenched with magical water, halving its stun resistance. Wet |
| beneficial effect | The target is surrounded by a fell aura, granting 40% critical damage bonus but -20% to all resistances. Fell Aura |
| detrimental effect | Huge cut that bleeds, doing 10.20 physical damage per turn. Bleeding |
| beneficial effect | The target has been affected by space or time manipulations and is becoming more resistant to them (+17). Continuum Destabilization |
| beneficial effect | The target is able to instantly travel alongside Sun Paths. Path of the Sun |
| detrimental effect | Zone-wide effect: +20 magic, +2 mana regen, -20 accuracy, -20 stealth power. Sorcerous Aura |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
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 have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved Magic by +2. | done |
You failed to protect the lone alchemist from death by Layawyn the hummerhorn. Escort: lone alchemist (level 3 of Old Forest) | failed |
You successfully escorted the lone alchemist to the recall portal on level 6 of Dreadfell. Escort: lone alchemist (level 6 of Dreadfell)As a reward you gained talent category Spell / Stone alchemy (at mastery 0.80). | done |
You failed to protect the lost sun paladin from death by Lady Zoisla the Tidebringer. Escort: lost sun paladin (level 2 of Heart of the Gloom) | failed |
You failed to protect the lost warrior from death by Layakira the ice wyrm. Escort: lost warrior (level 1 of Daikara) | failed |
You failed to protect the repented thief from death by Veloldamira the sick wolf. Escort: repented thief (level 1 of Heart of the Gloom) | failed |
You failed to protect the repented thief from death by sandworm. Escort: repented thief (level 3 of Trollmire) | failed |
You successfully escorted the worried loremaster to the recall portal on level 2 of Trollmire. Escort: worried loremaster (level 2 of Trollmire)As a reward you improved Magic by +2. | done |
You failed to protect the worried loremaster from death by Ann. Escort: worried loremaster (level 4 of Old Forest) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You have destroyed the naga portal. The invasion is stopped. * You are back in Var'Eyal, the Far East as the people from the west call it. | 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. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | 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 precision. He has given you some notes on the ingredients: * You've found the needed storm wyrm claw. * You've found the needed xorn fragment. * You've found the needed warg claw. Marus of Elvala has completed an elixir of the savior without your aid. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed orc heart. * You've found the needed honey tree root. * '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.' Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * You've found the needed vial of greater demon bile. * '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.' You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed pouch of faeros ash. * You've found the needed vampire lord fang. * You've found the needed naga tongue. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
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 |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of dwarven-steel boots 'Goryrab' (3 def, 8 armour)3.0 T3 feet armor [Random Unique] Arcane/Psionic While equipped: dps ---------- Phys.crit +3.0% Res.pen +12% darkness +13% temporal ----- def ----- Armour +8 Defense +3 (+1 eff.) Rng.Def +3 (+1 eff.) Fatigue +3% Resists +15% darkness +15% temporal Phys.save +27 (+6 eff.) Spell.save +10 (+3 eff.) Mind.save +5 (+1 eff.) Silence- +26% Confus- +26% Stun/Frz- +22% Def/telep +18 Res/telep +13% Dur/telep +15% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | 1177 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
| Light source | Musarin the brass lantern2.0 T1 lite [Rare] Nature While equipped: ----- def ----- Armour +2 Resists +6% darkness Max.HP +43.00 Disarm- +5% Confus- +20% Knockbk- +15% ---------- misc Light +2 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 | Sewerscar (12 def, 5 armour)3.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +11 Str +4 Mag +6 Wil +10 Cun +5 Con dps ---------- Dmg.mod +6% arcane Acc +10 (+4 eff.) On Hit (Melee): * Slows global speed by 30% On Melee Ret: * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +5 Defense +12 (+4 eff.) Fatigue +5% Phys.save +15 (+3 eff.) Mind.save +29 (+9 eff.) Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Light +2 Battle Cry: Puts all charms on 28 cooldown Level 2.0 Pwr.cost 28 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Will of Ul'Gruth (0 def, 15 armour)1.5 T5 hands armor [Unique] Arcane/Master While equipped: Stats +5 Str +5 Mag dps ---------- Dmg.mod +15% all Res.pen +10% all ----- def ----- Armour +15 ---------- misc Masteries +0.10 Corruption/Wrath +0.10 Corruption/Brutality Your Obliterating Smash can destroy walls. Obliterating Smash: Level 3.3 Pwr.cost 25 out of 25/25. Range 3 Travel.spd instantaneous Is a spell Description: Swing your weapon with incredible force, striking all enemies in a radius 3 semicircle, dealing 151% weapon damage to all targets. Starting from talent level 5, all targets hit will have their armour and saves reduced by 17. This attack can not miss. These massive gauntlets once belonged to a very powerful demon named Ul'Gruth. The behemoth was said to be able to level entire buildings with a single swing of his hands. |
| Tool | Tree of Life2.0 T4 totem charm [Unique] Nature While equipped: Stats +6 Con +7 Wil dps ---------- Mind.pwr +7 (+3 eff.) Dmg.mod +20% nature ----- def ----- Resists +20% blight +20% nature Heal.mod +25% ---------- misc Masteries +0.10 Wild-gift/Call of the wild +0.10 Wild-gift/Harmony Heals all nearby living creatures by 5 points each turn. Take root increasing health by 300, armor by 20, and armor hardiness by 20% but rooting you in place for 4 turns. Uses 10 power out of 15/15 Activation is instant. This small tree-shaped totem is imbued with powerful healing energies. |
| On fingers | Wheel of Fate0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +5 Str dps ---------- Phys.pwr +10 (+3 eff.) Spell.pwr +14 (+4 eff.) Mind.pwr +8 (+4 eff.) Dmg.mod +6% all ----- def ----- Armour +10 Phys.save +20 (+5 eff.) Mind.save +6 (+2 eff.) HP.reg +2.00 Blind- +15% Disease- +20% Stun/Frz- +35% Teleport- +10% Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
| On fingers | Woewyrd the gold ring0.1 T3 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +16% lightning +12% mind Res.pen +20% darkness Melee Ret 16 mind On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Resists +32% lightning +12% mind +6% darkness Rings can have magical properties. |
| Around neck | steel amulet 'Tarregen'0.1 T2 amulet jewelry [Rare] Master While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue -8% Resists +12% mind Res.Cap +3% all Phys.save +20 (+5 eff.) Stun/Frz- +20% ---------- misc Infravis +2 Amulets can have magical properties. |
| In main hand | Olizor the voratun longsword (53-74.2 power, 6 apr)3.0 T5 longsword 1H weapon [Random Unique] Master Power 53.0 - 74.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +6 Crit +5.0% Atk.spd 100% On Crit: * wounds the target for 7 turns: 20 bleeding, 67% reduced healing * wounds the target for 7 turns: 20 bleeding, 67% reduced healing While equipped: dps ---------- Phys.crit +26.0% Phys.pwr +30 (+7 eff.) ----- def ----- Resists +12% lightning +5% arcane +9% darkness Blind- +5% Def/telep +10 Res/telep +10% Dur/telep +10% Sharp, long, and deadly. |
| Around waist | Undeathransom the hardened leather belt1.0 T3 belt armor [Random Unique] Master While equipped: Stats +10 Dex +9 Cun +7 Lck dps ---------- Phys.crit +10.0% Mind.crit +9% Dmg.mod +6% nature ----- def ----- Armour +10 Defense +8 (+3 eff.) Resists +6% acid +3% cold +9% lightning Phys.save +12 (+3 eff.) Spell.save +26 (+7 eff.) Stealth +8 ---------- misc T.Disarm +14 Infravis +4 A belt that goes around your waist. |
| In off hand | Temporal Rift (8 def, 4 armour, 50-60 power, 325 block)7.0 T5 shield armor [Unique] Arcane When used to Attack: Power 50.0 - 60.0 Temporal Uses 20% Mag, 100% Str Acc+ +2.5% procs dam / acc Crit +4.5% Block +325 On Hit: 25% Turn Back the Clock 3 While equipped: dps ---------- Spell.pwr +12 (+3 eff.) ----- def ----- Armour +4 Defense +8 (+3 eff.) Rng.Def +10 (+4 eff.) Fatigue +0% Resists +30% temporal Dmg.red +20 all Spell.save +20 (+5 eff.) Proj.slow +50% ---------- misc Talents +5 Block Some mad Chronomancer appears to have affixed a handle to this hole in spacetime. It looks highly effective, in its own strange way. |
| Cloak | Camydugar the cashmere cloak (9 def, 0 armour)2.0 T3 cloak armor [Random Unique] Nature/Master While equipped: Stats +3 Cun +3 Dex dps ---------- Melee Ret 12 mind ----- def ----- Defense +9 (+3 eff.) Resists +22% fire +16% light +2% physical Phys.save +10 (+2 eff.) Mind.save +8 (+2 eff.) Stealth +10 Die.at -50.00 life Disease- +5% Stun/Frz- +15% Def/telep +15 Res/telep +15% Dur/telep +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Gubreba (5 def, 10 armour)14.0 T5 heavy armor [Random Unique] Nature/Master While equipped: Stats +6 Str +32 Con dps ---------- Dmg.mod +3% arcane Acc +6 (+2 eff.) Apr +1 ----- def ----- Armour +10 Defense +5 (+2 eff.) Fatigue +16% Resists +25% acid +4% physical +10% darkness +10% cold +25% nature Crit.dmg- 23.00% Phys.save +3 (+0 eff.) Max.HP +171.00 HP.reg +3.70 Heal.mod +26% ---------- misc Stam/turn +0.40 A suit of armour made of mail. |
Inventory
healing infusion (heal 50)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the titan (+19 for 12 turns, die at -859)0.1 T3 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 32 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase three of your primary stats by 19 for 12 turns. While Heroism is active, you will only die when reaching -859 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the warrior (+18 for 10 turns, die at -663)0.1 T3 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 28 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase three of your primary stats by 18 for 10 turns. While Heroism is active, you will only die when reaching -663 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the wizard (+18 for 9 turns, die at -749)0.1 T3 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 25 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase three of your primary stats by 18 for 9 turns. While Heroism is active, you will only die when reaching -749 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the wizard (+19 for 11 turns, die at -816)0.1 T3 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 29 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase three of your primary stats by 19 for 11 turns. While Heroism is active, you will only die when reaching -816 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the wizard (+19 for 10 turns, die at -667)0.1 T3 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 28 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase three of your primary stats by 19 for 10 turns. While Heroism is active, you will only die when reaching -667 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the sneak (742% speed; 6 turns)0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 742% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the wizard (heal 631 over 5 turns)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 631 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the duelist (resist 30%; cure magical)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 30% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the duelist (resist 18%; cure mental)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 18% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the titan (resist 34%; cure magical, physical)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical or physical effect and reduce all damage taken by 34% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Rune of Reflection (absorb and reflect 565 for 5 turns)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 565 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Brenadar the stralite amulet0.1 T4 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +8 Dex +7 Cun +9 Con dps ---------- Mov.spd +10% Dmg.mod +3% mind +6% blight Res.pen +15% blight On Hit (Melee): * 20% chance to disease ----- def ----- Armour +7 Defense +9 (+3 eff.) Fatigue -8% Resists +3% blight +20% temporal +9% mind Res.Cap +6% all Phys.save +16 (+4 eff.) HP.reg +1.00 Pinning- +40% Knockbk- +34% ---------- misc Stam/turn +1.10 Amulets can have magical properties. |
Fanged Collar0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+3 eff.) Spell.save +15 (+4 eff.) Mind.save -7 (-3 eff.) Max.HP +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
Lelodorig0.1 T3 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +11 Str +6 Dex +6 Wil dps ---------- Melee Ret 4 blight ----- def ----- Armour +6 Resists +10% physical ---------- misc Stam/turn +0.40 Amulets can have magical properties. |
Splendourgrinder0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +6% acid Melee Ret 16 acid On Hit (Melee): * 15% chance to corrode armour by 30% ----- def ----- Resists +11% lightning +3% light Stun/Frz- +20% ---------- misc Light +3 Amulets can have magical properties. |
clarifying copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +12% mind Confus- +21% Amulets can have magical properties. |
savior's steel amulet of the eclipse0.1 T2 amulet jewelry [Ego++] Arcane/Master While equipped: dps ---------- Melee+ 6 light 5 darkness Dmg.mod +7% light +6% darkness On Melee Ret: * 7% chance to blind * 5% chance to inflict 15% damage reduction ----- def ----- Phys.save +11 (+2 eff.) Spell.save +12 (+3 eff.) Mind.save +14 (+4 eff.) Amulets can have magical properties. |
Belidath the Undeathnail0.1 T2 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +5 Cun +4 Wil dps ---------- Mind.pwr +7 (+3 eff.) Dmg.mod +12% darkness Acc +8 (+3 eff.) Apr +8 Melee Ret 8 nature 12 fire On Hit (Melee): * Slows global speed by 15% ----- def ----- Defense +9 (+3 eff.) Resists +24% darkness +3% fire Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 108% 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 can have magical properties. |
Dagydehell the Darkmight0.1 T5 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +8 Cun +5 Wil dps ---------- Mind.pwr +13 (+6 eff.) Mov.spd +25% Dmg.mod +6% darkness +24% lightning Res.pen +15% darkness Acc +14 (+5 eff.) Melee Ret 8 darkness ----- def ----- Defense +10 (+3 eff.) Blind- +42% ---------- misc Infravis +5 See.Stealth +18 See.Invis +15 Blinding Speed: Puts all charms on 40 cooldown Level 3.3 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 33% for 5 turns. Rings can have magical properties. |
Silumina0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +3 Cun +5 Wil dps ---------- Dmg.mod +11% lightning Melee Ret 4 arcane ----- def ----- Resists +22% lightning ---------- misc Infravis +2 See.Invis +9 Rings can have magical properties. |
Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +6 Con +4 Wil dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 12.69 cold and 12.69 physical damage (based on Willpower) each turn and knocking opponents back. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
Yaryvor0.1 T2 ring jewelry [Rare] Arcane While equipped: dps ---------- Dmg.mod +10% light Acc +4 (+2 eff.) ----- def ----- Armour +10 Resists +20% light Phys.save +20 (+5 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% Rings can have magical properties. |
marksman's copper ring of sensing0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+2 eff.) ----- def ----- Blind- +20% ---------- misc Infravis +4 See.Stealth +7 See.Invis +5 Rings can have magical properties. |
warrior's copper ring of corrosion (+20%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Dmg.mod +10% acid ----- def ----- Armour +6 Resists +20% acid Rings can have magical properties. |
Icy Kill (35-45.5 power, 10 apr)1.0 T4 dagger 1H weapon Reqs Dex 42 [Unique] Nature/Psionic Power 35.0 - 45.5 Physical Uses 45% Str, 45% Dex Acc+ +0.5% APR / acc Apr +10 Crit +15.0% Atk.spd 100% Melee+ +30 cold On Crit: * freezes the target On Kill: * explodes a frozen creature (damage scales with willpower) While equipped: Stats +6 Cun +6 Wil dps ---------- Dmg.mod +25% cold ----- def ----- Ice.pen +50% ---------- misc Hate/kill +4.00 As any scryer knows, the link between the murderer and the murdered is the murder weapon, and a scryer can follow that link from the murdered to the weapon to the murderer. One rather cold blooded killer thought of a way around this. By carving blades out of ice, they could kill as they wished and the link would just melt away. Their killing spree ended when one of the victims got lucky and managed to stab the murderer in the heart with the icey blade. After being united with the cold heart that created it, the final ice blade has never melted. |
Moon (30-39 power, 30 apr)1.0 T3 dagger 1H weapon [Unique] Arcane The moon shines alone in a starless sky. Power 30.0 - 39.0 Physical Uses 45% Dex, 45% Str Acc+ +0.5% APR / acc Apr +30 Crit +10.0% Atk.spd 100% Melee+ +20 darkness While equipped: dps ---------- Dmg.mod +10% darkness ---------- misc Light -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
Adybeth the Dimking (56-84 power, 3 apr)5.0 T4 greatmaul 2H weapon [Rare] Arcane Power 56.0 - 84.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +3 Crit +2.5% Atk.spd 100% Melee+ +71 blight On Hit: * 23% chance to disease While equipped: dps ---------- Mind.pwr +8 (+4 eff.) Dmg.mod +9% arcane Res.pen +26% blight +20% mind On Hit (Melee): * 31% chance to inflict 15% damage reduction ---------- misc Telepathy Dragon Massive two-handed mauls. |
Tirakai's Maul (32-41.6 power, 6 apr)5.0 T2 greatmaul 2H weapon [Unique] Arcane Power 32.0 - 41.6 Physical Uses 10% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +6 Crit +8.0% Atk.spd 100% While equipped: No gem Imbue the hammer with a gem of your choice. Uses 10 power out of 10/10 This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it. |
Genocide (42-67.2 power, 4 apr)3.0 T3 greatsword 2H weapon [Unique] Nature/Master Power 42.0 - 67.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +4 Crit +18.0% Atk.spd 100% Against +25% Orc While equipped: Stats +7 Str +7 Dex +7 Con ----- def ----- D.Red.from +15% Orc HP.reg +0.50 ---------- misc Stam/turn +1.00 Telepathy Humanoid/Orc Farian was King Toknor's captain, and fought by his side in the great Battle of Last Hope. However, when he returned after the battle to find his hometown burnt in an orcish pyre, a madness overtook him. The desire for vengeance made him quit the army and strike out on his own, lightly armoured and carrying nought but his sword. Most thought him dead until the reports came back of a fell figure tearing through the orcish encampments, slaughtering all before him and mercilessly butchering the corpses after. It is said his blade drank the blood of 100 orcs each day until finally all of Maj'Eyal was cleared of their presence. When the final orc was slain and no more were to be found, Farian at the last turned the blade on himself and stuck it through his chest. Those nearby said his body shook with convulsions as he did so, though they could not tell whether he was laughing or crying. |
Latafayn (68-108.8 power, 5 apr)3.0 T4 greatsword 2H weapon [Unique] Arcane/Master Power 68.0 - 108.8 Physical Uses 125% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +5 Crit +10.0% Atk.spd 100% HP.leech +8% Dmg.conv 50% fire burn While equipped: Stats +3 Cun +5 Str dps ---------- Dmg.mod +10% darkness +15% fire ----- def ----- Resists +15% fire Accelerate burning effects on all creatures in a radius 1 ball within range 5, consuming them to instantly inflict 125% of all remaining burn damage. Uses 10 power out of 25/25 This massive, flame-coated greatsword was stolen by the adventurer Kestin Highfin, during the Age of Dusk. It originally belonged to a demon named Frond'Ral the Red. It roars with vile flames and its very existence seems to be a blight upon the lands. |
Torchsun the stralite greatsword (52-83.2 power, 3 apr)3.0 T4 greatsword 2H weapon [Rare] Nature Power 52.0 - 83.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +3 Crit +4.5% Atk.spd 100% Melee+ +40 insidious poison On Crit.r2 +8 fire While equipped: Stats +10 Str +2 Con dps ---------- Dmg.mod +9% fire Res.pen +25% fire ---------- misc Light +2 See.Invis +12 Massive two-handed swords. |
Morab (42.5-59.5 power, 6 apr)3.0 T5 longsword 1H weapon [Rare] Psionic Power 42.5 - 59.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +25 mind On Hit: * 35% chance to cause random gloom While equipped: Stats +7 Cun +17 Wil dps ---------- Crit.mult +10.00% Mind.pwr +16 (+7 eff.) Melee Ret 8 arcane ----- def ----- Mind.save +30 (+10 eff.) Heal/summ +20 ---------- misc Max.psi +20.00 Sharp, long, and deadly. |
Razorblade, the Cursed Waraxe (58-81.2 power, 16 apr)3.0 T5 waraxe 1H weapon [Unique] Psionic Power 58.0 - 81.2 Phys.bleed Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +16 Crit +7.0% Atk.spd 100% While equipped: Stats +4 Str +4 Dex dps ---------- Dmg.mod +10% physical ---------- misc See.Invis +5 This mighty axe can cleave through armour like the sharpest swords, yet hit with all the impact of a heavy club. It is said the wielder will slowly grow mad. This, however, has never been proven - no known possessor of this item has lived to tell the tale. |
flaming dwarven-steel waraxe of projection (20-28 power, 4 apr)3.0 T3 waraxe 1H weapon [Ego+] Arcane/Psionic Power 20.0 - 28.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +4 Crit +4.5% Atk.spd 100% On Hit.r1 +8 fire On Hit: * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) One-handed war axes. |
plaguebringer's voratun waraxe (39.5-55.3 power, 6 apr)3.0 T5 waraxe 1H weapon [Ego+] Arcane Power 39.5 - 55.3 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +6 Crit +7.0% Atk.spd 100% Melee+ +18 blight On Hit: 10% Epidemic 5 On Hit: * 15% chance to disease While equipped: ----- def ----- Disease- +20% One-handed war axes. |
stralite waraxe 'Silynne' (32-44.8 power, 5 apr)3.0 T4 waraxe 1H weapon [Random Unique] Arcane/Master Power 32.0 - 44.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +5 Crit +6.5% Atk.spd 100% Melee+ +6 blight On Hit: * 14% chance to disease While equipped: dps ---------- Phys.crit +9.0% Crit.mult +14.00% Dmg.mod +3% acid +9% physical Res.pen +7% physical Apr +16 Melee Ret 16 acid ----- def ----- Crit.dmg- 10.00% Spell.save +10 (+3 eff.) Blind- +5% One-handed war axes. |
Girdle of the Calm Waters1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +30% A belt rumoured to have been worn by the Conclave healers. |
Lelihir1.0 T1 belt armor [Rare] Master While equipped: Stats +1 Dex +2 Con ----- def ----- Armour +4 Defense +3 (+1 eff.) Rng.Def +3 (+1 eff.) Resists +3% nature D.Red.from +17% Summoned Confus- +20% A belt that goes around your waist. |
Mighty Girdle1.0 T2 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
rough leather belt of the giants1.0 T1 belt armor [Ego] Master While equipped: dps ---------- Phys.pwr +3 (+1 eff.) ----- def ----- Spell.save +6 (+2 eff.) ---------- misc Size +1 A belt that goes around your waist. |
Corruptiontreason (2 def, 8 armour)2.0 T3 cloak armor [Random Unique] Master/Psionic While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.crit +5% Dmg.mod +10% darkness +12% temporal Res.pen +7% darkness +25% nature ----- def ----- Armour +8 Defense +2 (+1 eff.) Resists +16% cold +14% darkness +3% nature Stealth +11 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Glowarc (9 def, 0 armour)2.0 T3 cloak armor [Random Unique] Nature/Master While equipped: dps ---------- Phys.crit +3.0% Phys.pwr +2 (+1 eff.) Dmg.mod +3% light ----- def ----- Defense +9 (+3 eff.) Fatigue -4% Resists +7% acid +12% temporal +6% light +7% fire +8% lightning +7% cold Phys.save +8 (+2 eff.) Def/telep +5 Res/telep +5% Dur/telep +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Tohad the Blazewalker (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +4 Cun +3 Dex dps ---------- Acc +5 (+2 eff.) Apr +6 ----- def ----- Defense +2 (+1 eff.) Resists +5% arcane Blind- +25% Silence- +20% Confus- +10% Pinning- +15% ---------- misc Light +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Wind's Whisper (4 def, 0 armour)2.0 T3 cloak armor [Unique] Arcane While equipped: Stats +3 Dex ----- def ----- Defense +4 (+1 eff.) Proj.evade +25% Proj.slow +20% Silence- +30% Evasion: (Instant) Level 2.0 Pwr.cost 50 out of 50/50. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 24% chance to evade melee and ranged attacks and 12 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. |
enveloping linen cloak of the Shaloren (6 def, 0 armour)2.0 T1 cloak armor [Ego] Arcane/Master While equipped: Stats +2 Wil +1 Mag ----- def ----- Defense +6 (+2 eff.) Phys.save +7 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Crimson Robe (12 def, 0 armour)2.0 T5 cloth armor [Unique] Psionic While equipped: Stats +10 Cun +10 Wil dps ---------- Mind.crit +9% Mind.pwr +20 (+8 eff.) Melee+ 35 mind 10% gloom effects Res.pen +20% all Melee Ret 35 mind 10% gloom effects ----- def ----- Defense +12 (+4 eff.) ---------- misc Psi/turn +0.20 Hate/m.crit +4.00 Psi/m.crit +4.00 Hate/kill +2.00 Masteries +0.20 Psionic/Focus +0.20 Cursed/Punishments +0.10 Psionic/Solipsism +0.20 Cursed/Slaughter On Mind Hit: 8% Agony 2 On Mind Hit: 8% Hateful Whisper 2 Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. This robe was formerly owned by Callister the Psion, a powerful Psionic that pioneered many Psionic abilities. After his wife was murdered, Callister became obsessed with finding her killer, using his own hatred as a fuel for new and disturbing arts. After forcing the killer to torture himself to death, Callister walked the land, forcing any he found to kill themselves - his way of releasing them from the world's horrors. One day, he simply disappeared. This robe, soaked in blood, was the only thing he left behind. |
Ivymina the Galeshine (5 def, 0 armour)2.0 T5 cloth armor [Random Unique] Arcane/Nature/Psionic While equipped: Stats +2 Str +4 Con dps ---------- Dmg.mod +13% acid +17% light +17% mind ----- def ----- Defense +5 (+2 eff.) Resists +19% acid +25% light +17% mind +9% lightning A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Worm Nest (0 def, 0 armour)2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +15 Mag dps ---------- Spell.crit +8% Spell.pwr +15 (+4 eff.) Mov.spd +32% Dmg.mod +15% blight ----- def ----- Dmg.red +22 all Carrion Feet: Level 3.0 Pwr.cost 15 out of 20/20. Range 7 Travel.spd instantaneous Is a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 26%. You can also activate this talent to instantly destroy more worms, letting you jump in range 7 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
Cinderfeet (3 def, 5 armour)2.0 T4 feet armor [Unique] Arcane While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +18% fire ----- def ----- Armour +5 Defense +3 (+1 eff.) Fatigue +6% Resists +20% cold ---------- misc Light +2 Each step you take leaves a burning trail behind you lasting 5 turns that deals 71 fire damage (based on Spellpower) to foes who enter it. A cautionary tale tells of the ancient warlock by the name of Caim, who fancied himself daily walks through Goedalath, both to test himself and the harsh demonic wastes. He was careful to never bring anything back with him, lest it provide a beacon for the demons to find him. Unfortunately, over time, his sandals drenched in the soot and ashes of the fearscape and the fire followed his footsteps outside, drawing in the conclusion of his grim fate. |
Unbreakable Greaves (8 def, 20 armour)3.0 T5 feet armor [Unique] Master While equipped: Stats +20 Str -6 Dex +10 Con dps ---------- Phys.pwr +10 (+3 eff.) Dmg.mod +15% physical ----- def ----- Armour +20 Hardiness +20% Defense +8 (+3 eff.) Fatigue +12% Resists +15% acid +15% physical Knockbk- +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
Cloudschism the voratun gauntlets (0 def, 22 armour)1.5 T5 hands armor [Rare] Arcane While equipped: Stats +15 Con dps ---------- Melee Ret 16 acid ----- def ----- Armour +22 Hardiness +15% Resists +15% blight +11% physical +6% lightning Spell.save +37 (+10 eff.) Mind.save +6 (+2 eff.) Metal gloves protecting the hands up to the middle of the lower arm. |
Ganor the Burnrebel (0 def, 3 armour)1.0 T5 hands armor [Rare] Master While equipped: Stats +5 Str +5 Dex +5 Cun dps ---------- Dmg.mod +6% acid +9% fire On Hit (Melee): * 31% chance to corrode armour by 30% ----- def ----- Armour +3 Resists +6% acid Phys.save +15 (+3 eff.) ---------- misc Cooldown Double Strike -1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Snow Giant Wraps (0 def, 2 armour)1.0 T3 hands armor [Unique] Nature This would be great with a mighty matching belt. While equipped: Stats +4 Str ----- def ----- Armour +2 Resists +10% lightning +10% cold Max.HP +60.00 Knockbk- +50% Throw Boulder: Level 2.0 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a nature gift Description: Throw a huge boulder, dealing 192.97 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
blighted voratun gauntlets of magic (+5) (0 def, 3 armour)1.5 T5 hands armor [Ego] Arcane While equipped: Stats +5 Mag dps ---------- Melee+ 11 blight Dmg.mod +7% arcane +6% blight ----- def ----- Armour +3 Resists +8% blight Metal gloves protecting the hands up to the middle of the lower arm. |
hardened leather gloves 'Blazestone' (0 def, 2 armour)1.0 T3 hands armor [Rare] Master While equipped: Stats +1 Con dps ---------- Dmg.mod +6% light Res.pen +10% light ----- def ----- Armour +2 Resists +3% light Phys.save +18 (+4 eff.) Spell.save +4 (+1 eff.) Mind.save +5 (+1 eff.) Disarm- +25% Juggernaut: (Instant) Puts all charms on 30 cooldown Level 4.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Chamuroddaldir (8 def, 5 armour)2.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +4 Str +5 Dex +6 Wil +8 Cun dps ---------- Acc +9 (+3 eff.) Melee Ret 7 physical On Melee Ret: * 16% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +5 Defense +8 (+3 eff.) Fatigue +5% Resists +16% light +17% darkness Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 678.4 Physical damage. If the attack hits, the target is confused (37% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. |
Crown of Command (3 def, 6 armour)3.0 T3 head armor [Unique] Master While equipped: Stats +10 Wil +3 Con dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Armour +6 Defense +3 (+1 eff.) Fatigue +4% Resists +8% physical ---------- misc Masteries +0.20 Technique/Superiority +0.20 Technique/Field control Indomitable: (Instant) Level 1.0 Pwr.cost 60 out of 60/60. Range melee/personal Travel.spd instantaneous Description: Halflings have one of the most powerful military forces in the known world and they have been at war with most other races for thousand of years. Removes 2 stun, daze, or pin effects, and makes you immune to stuns, dazes and pins for 2 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
Helm of the Dominated (0 def, 9 armour)3.0 T3 head armor [Unique] Master While equipped: Stats +2 Str +4 Mag dps ---------- Phys.pwr +10 (+3 eff.) Spell.pwr +10 (+3 eff.) ----- def ----- Armour +9 Fatigue +4% Silence- +30% ---------- misc Light -1 Masteries +0.20 Race/Doomelf Increases the range of Haste of the Doomed by 1. An experimental helmet designed to enhance the effects of the Doomelf corruption. |
spiked voratun mail armour of temporal resistance (5 def, 10 armour)14.0 T5 heavy armor [Ego] Arcane/Master While equipped: dps ---------- Melee Ret 19 physical ----- def ----- Armour +10 Defense +5 (+2 eff.) Fatigue +16% Resists +20% temporal A suit of armour made of mail. |
voratun mail armour of temporal resistance (5 def, 10 armour)14.0 T5 heavy armor [Ego] Arcane While equipped: ----- def ----- Armour +10 Defense +5 (+2 eff.) Fatigue +16% Resists +29% temporal A suit of armour made of mail. |
2 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
239 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
6 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Brenirekan the dwarven-steel pickaxe (dig speed 26 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str +3 Dex dps ---------- Phys.pwr +5 (+1 eff.) Mind.pwr +14 (+6 eff.) Mov.spd +10% Dmg.mod +9% acid Res.pen +25% acid ----- def ----- Mind.save +30 (+10 eff.) While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Lustrequencher (dig speed 38 turns)3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +5% nature Res.pen +10% acid +10% light Melee Ret 8 light On Hit (Melee): * 30% chance to blind ----- def ----- Resists +11% nature +3% acid ---------- misc Light +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Voredhewen the Flashwitch (dig speed 19 turns)3.0 T1 digger tool [Rare] Psionic While equipped: Stats +1 Str dps ---------- Dmg.mod +6% mind +6% fire Res.pen +20% physical +20% fire ----- def ----- Resists +6% fire Mind.save +7 (+2 eff.) Max.HP +70.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner's iron pickaxe (dig speed 30 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
2 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all When used as an alchemist bomb: Slows by 17% Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Alyvor the Bleakshine2.0 T1 lite [Rare] Master While equipped: dps ---------- Dmg.mod +6% darkness On Hit (Melee): * 15% chance to inflict 15% damage reduction ----- def ----- Resists +12% darkness +15% lightning ---------- misc Light +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. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +2 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. |
brass lantern 'Emelarikira'2.0 T1 lite [Rare] Master While equipped: ----- def ----- Resists +3% fire +3% mind +9% temporal Stun/Frz- +20% Teleport- +10% ---------- misc Light +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. |
brass lantern 'Huraleg'2.0 T1 lite [Rare] Psionic While equipped: Stats +6 Dex dps ---------- Apr +1 ----- def ----- Defense +3 (+1 eff.) Rng.Def +3 (+1 eff.) Phys.save +6 (+1 eff.) Mind.save +6 (+2 eff.) Max.HP +50.00 ---------- misc Light +2 See.Stealth +6 See.Invis +8 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. |
Orb of Many Ways1.0 orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
3 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Aeradata (19/19, 49-58.8 power, 13 apr)3.0 T4 shot ammo Reqs Dex 35 [Rare] Nature Power 49.0 - 58.8 Physical Uses 50% Cun, 70% Dex Acc+ +0.1% dam / acc Apr +13 Crit +5.5% Capacity 19 Ranged+ +23 lightning +28 physical On Crit.r2 +12 lightning +12 temporal While equipped: ---------- misc Reload +4 Shots are used with slings to pummel your foes to death. |
2 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Lightbringer's Wand2.0 T3 wand charm [Unique] Arcane While equipped: dps ---------- Dmg.mod +10% light Melee Ret 18 light ----- def ----- Resists +12% darkness +12% light Spell.save +15 (+4 eff.) ---------- misc Light +2 Summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 134 light damage (based on your Magic and Strength) to your foes within radius 5 each turn. Uses 35 power out of 35/35 This gold-tipped wand shines with an unnatural sheen. |
5 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all When used as an alchemist bomb: 10% chance to stun for 2 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret (Insane (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By Ann the Cornac Sun Paladin level 40
73rd Pyre 123rd year of Ascendancy at 01:37 see stats
Against all odds (Insane (Roguelike) difficulty)
Killed Ukruk in the ambush.By Ann the Cornac Sun Paladin level 40
70th Pyre 123rd year of Ascendancy at 13:19 see stats
Arachnophobia (Insane (Roguelike) difficulty)
Destroyed the spydric menace.By Ann the Cornac Sun Paladin level 46
1st Summertide 123rd year of Ascendancy at 14:08 see stats
Bringer of Doom (Insane (Roguelike) difficulty)
Killed a Bringer of Doom.By Ann the Cornac Sun Paladin level 20
43rd Dusk 122nd year of Ascendancy at 13:36 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Ann the Cornac Sun Paladin level 16
27th Dusk 122nd year of Ascendancy at 09:04 see stats
Destroyer's bane (Insane (Roguelike) difficulty)
Killed Golbug the Destroyer.By Ann the Cornac Sun Paladin level 42
4th Mirth 123rd year of Ascendancy at 06:38 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By Ann the Cornac Sun Paladin level 35
62nd Pyre 123rd year of Ascendancy at 00:17 see stats
Earth Master (Insane (Roguelike) difficulty)
Killed Harkor'Zun and unlocked Stone magic.By Ann the Cornac Sun Paladin level 31
5th Allure 123rd year of Ascendancy at 13:55 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Ann the Cornac Sun Paladin level 24
75th Haze 122nd year of Ascendancy at 04:45 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Ann the Cornac Sun Paladin level 33
29th Pyre 123rd year of Ascendancy at 02:02 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Ann the Cornac Sun Paladin level 10
5th Mirth 122nd year of Ascendancy at 13:06 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Ann the Cornac Sun Paladin level 20
42nd Dusk 122nd year of Ascendancy at 18:33 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Ann the Cornac Sun Paladin level 30
4th Allure 123rd year of Ascendancy at 02:43 see stats
Level 40 (Insane (Roguelike) difficulty)
Got a character to level 40.By Ann the Cornac Sun Paladin level 40
68th Pyre 123rd year of Ascendancy at 20:13 see stats
Lost in translation (Insane (Roguelike) difficulty)
Destroyed the naga portal in the slazish fens and got caught in the after-effect.By Ann the Cornac Sun Paladin level 8
79th Pyre 122nd year of Ascendancy at 13:08 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Ann the Cornac Sun Paladin level 22
57th Dusk 122nd year of Ascendancy at 07:33 see stats
Shasshhiy'Kaish (Insane (Roguelike) difficulty)
Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By Ann the Cornac Sun Paladin level 30
4th Allure 123rd year of Ascendancy at 09:33 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By Ann the Cornac Sun Paladin level 29
3rd Allure 123rd year of Ascendancy at 02:43 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Ann the Cornac Sun Paladin level 24
74th Haze 122nd year of Ascendancy at 00:13 see stats
Sliders (Insane (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By Ann the Cornac Sun Paladin level 43
4th Mirth 123rd year of Ascendancy at 07:40 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Ann the Cornac Sun Paladin level 12
8th Mirth 122nd year of Ascendancy at 10:17 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Ann the Cornac Sun Paladin level 13
4th Dusk 122nd year of Ascendancy at 17:27 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Ann the Cornac Sun Paladin level 24
74th Haze 122nd year of Ascendancy at 16:27 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Ann the Cornac Sun Paladin level 18
36th Dusk 122nd year of Ascendancy at 02:38 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By Ann the Cornac Sun Paladin level 22
77th Dusk 122nd year of Ascendancy at 11:27 see stats
Vampire crusher (Insane (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Ann the Cornac Sun Paladin level 39
68th Pyre 123rd year of Ascendancy at 20:13 see stats
Log
Ann shrugs off the critical damage!
Vor, Grand Geomancer of the Pride hits Ann for (20 resist armour), 323 fire (323 total damage).
Orc cryomancer casts Rune: Acid Wave.
Glerenne the orc cryomancer calms down.
Deep Wound from Ann hits Naga myrmidon for (15 shifted), 0 physical (0 total damage).
Orc cryomancer hits Glerenne the orc cryomancer for 172 acid damage.
Orc cryomancer hits Ann for (20 resist armour), 99 acid (99 total damage).
Worm that walks (servant of Glerenne the orc cryomancer) uses Infusion: Regeneration.
Worm that walks (servant of Glerenne the orc cryomancer) starts regenerating health quickly.
Ann feels pain again.
Talent Wave of Power is ready to use.
Burning from Glerenne the orc cryomancer hits Ann for (20 resist armour), 78 fire (78 total damage).
Bleeding from Worm that walks (servant of Glerenne the orc cryomancer) hits Ann for (3 resist armour), 0 physical (0 total damage).
Deep Wound from Worm that walks (servant of Glerenne the orc cryomancer) hits Ann for (7 resist armour), 0 physical (0 total damage).
Glerenne the orc cryomancer uses Pride of the Orcs.
Glerenne the orc cryomancer speeds up.
Glerenne the orc cryomancer regains their energy.
Glerenne the orc cryomancer misses Ann.
Vor, Grand Geomancer of the Pride casts Manathrust.
Vor, Grand Geomancer of the Pride hits Ann for (20 resist armour), 308 arcane (308 total damage).
Glerenne the orc cryomancer receives 347 healing from Pride of the Orcs.
Worm that walks (servant of Glerenne the orc cryomancer) resists the wave!
Ann is moving less freely.
Vor, Grand Geomancer of the Pride's cleansing fire area effect hits Ann for (20 resist armour), 95 fire (95 total damage).
Vor, Grand Geomancer of the Pride's cold repulsion area effect hits Worm that walks (servant of Glerenne the orc cryomancer) for 65 cold, 61 physical (127 total damage).
Vor, Grand Geomancer of the Pride's cold repulsion area effect hits Naga myrmidon for 78 cold, 40 physical (119 total damage).
--------------------------------
Vor, Grand Geomancer of the Pride roars triumphantly.
Saving game...





























































































































