










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! Resist levels 1.5.10Gives bonus resistances (to elements and negative effects) on level ups 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:
Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.5.4Donators/Buyers bonus! 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: 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 ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Bastion 1.5.10A complete rework for Bulwark. |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Bulwark |
| Level / Exp | 30 / 82% |
| Size | big |
| Lifes / Deaths | Killed by Belessra the poison ooze at level 30 on the 32nd Haze 122nd year of Ascendancy at 19:29 / 1 |
Primary Stats
| Strength | 125 (base 58) |
| Dexterity | 22 (base 12) |
| Constitution | 83 (base 60) |
| Magic | 18 (base 12) |
| Willpower | 23 (base 10) |
| Cunning | 24 (base 10) |
Resources
| Life | -63/1549 |
| Stamina | 250/275 |
| Healing Factor | 1.0420779966856 |
| Regeneration | 10.573082231651 |
Speed
| Mental | -25% |
| Attack | -25% |
| Movement | -80% |
| Spell | -25% |
| Global | +75.997976453274% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 5 |
| See Stealth | 23.599459836163 |
| See Invisible | 23.599459836163 |
Offense: Mainhand
| Damage | 151 |
| Accuracy | 26 |
| Crit Chance | 10% |
| APR | 13 |
| Speed | 1.33 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 21 |
| Crit Chance | 8% |
| Speed | 1.3333333333333 |
Offense: Mind
| Mindpower | 22 |
| Crit Chance | 5% |
| Speed | 1.3333333333333 |
Offense: Damage Bonus
| Lightning | +6% |
| Acid | +6% |
| Blight | +4% |
| Arcane | +7% |
| Fire | +10% |
| All | 0% |
Offense: Damage Penetration
| Lightning | +25% |
| Darkness | +19% |
| Temporal | +18% |
| Blight | +10% |
| Arcane | +9% |
| Acid | +20% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 53.423073231957 (93.924050632911%) |
| Defense | 18 |
| Ranged Defense | 27 |
| Fatigue | 0 |
| Physical Save | 55 |
| Spell Save | 31 |
| Mental Save | 36 |
Defense: Resistances
| Acid | + 52%( 70%) |
| Blight | + 64%( 70%) |
| Arcane | + 50%( 70%) |
| Cold | + 68%( 70%) |
| All | + 44%( 70%) |
| Lightning | + 46%( 70%) |
| Temporal | + 69%( 70%) |
| Darkness | + 70%( 70%) |
| Physical | + 47%( 70%) |
| Fire | + 61%( 70%) |
| Nature | + 70%( 70%) |
Defense: Immunities
| Stun Resistance | 69% |
| Confusion Resistance | 49% |
| Poison Resistance | 39% |
| Blind Resistance | 15% |
| Silence Resistance | 48% |
| Teleport Resistance | 29% |
| Pinning Resistance | 54% |
| Disarm Resistance | 57% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 64% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 34% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 503 life over 5 turns. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: Insidious PoisonUse mode: Activated Range: 4 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 11.23 nature damage per turn for 7 turns, and reducing the target's healing received by 20%. The sudden stream of natural forces also strips you of one random detrimental magical effect. Its effects scale with your Constitution stat. |
| 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 611 damage for 5 turns. Its effects scale with your Strength stat. |
Class Talents
| Technique / Warcries | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 2/5 |
| Technique / Shield defense | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 4/5 |
| 5/5 |
| 2/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 5/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 3/5 |
| 4/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| detrimental effect | Reduces global action speed by 8%. Slow |
| beneficial effect | Increases maximum life and stamina by 25%. When the effect ends, the extra life and stamina will be lost. Battle Shout |
| detrimental effect | Huge cut that bleeds, doing 17.80 physical damage per turn and decreasing all heals received by 62%. Deep Wound |
| detrimental effect | The target is disabled, reducing movement speed by 30% and accuracy by 24. Disable |
| detrimental effect | The target has a 10% chance to fail any spell it casts and a chance each turn to lose spell sustains. Spell Disruption |
| detrimental effect | The target is encased in thorny vines, dealing 21 nature damage each turn and reducing its speed by 24%. Thorn Grab |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| detrimental effect | The target is poisoned, taking 2.29 nature damage per turn and decreasing all heals received by 21%. Insidious Poison |
| detrimental effect | The target is crippled, reducing melee, spellcasting and mind speed by 25%. Cripple |
| detrimental effect | The target's will to defend itself is shattered by the powerful battle cry, reducing defense by 31, damage dealt by 27% and negating all evasion. Demoralizing Shout |
| detrimental effect | Huge cut that bleeds, doing 30.72 physical damage per turn. Bleeding |
| detrimental effect | Renders a random talent unavailable. No talents will cool down until the effect has worn off. Brainlocked |
| detrimental effect | The target has been splashed with acid, reducing armour by 30% (15). Armor Corroded |
| detrimental effect | The target is on fire, taking 25.00 fire damage per turn. Burning |
| detrimental effect | The target is stunned, reducing damage by 60%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents do not cooldown. Stunned |
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. | active |
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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the injured seer to the recall portal on level 1 of Dreadfell. Escort: injured seer (level 1 of Dreadfell)As a reward you improved Magic by +2. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +2. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved Magic by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Trollmire. Escort: worried loremaster (level 3 of Trollmire)As a reward you improved Constitution by +2. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
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 |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Agrimley the hermit has completed an elixir of serendipity without your aid. | 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 discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
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 within2 lumberjacks have died. | done |
Equipment
| On feet | Jetbringer (0 def, 5 armour)3.0 T5 feet armor [Random Unique] Arcane/Master While equipped: dps ---------- Dmg.mod +6% acid Res.pen +20% acid +18% temporal +19% darkness Melee Ret 8 acid 12 darkness ----- def ----- Armour +5 Fatigue +4% Resists +13% cold +20% temporal +31% darkness +13% fire Silence- +43% Confus- +49% Stun/Frz- +40% Def/telep +21 Res/telep +20% Dur/telep +22% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Samugen1.0 T3 lite [Rare] Nature While equipped: Stats +5 Wil dps ---------- Phys.crit +4.0% Crit.mult +14.00% Phys.pwr +7 (+1 eff.) ----- def ----- Armour +12 Die.at -60.00 life Max.HP +20.00 HP.reg +0.40 ---------- misc Stam/turn +1.00 Light +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Eilinudawe the Ebonyqueen (0 def, 4 armour)3.0 T3 head armor [Random Unique] Master While equipped: Stats +3 Str +2 Dex +2 Cun +2 Con dps ---------- Apr +4 Melee Ret 8 darkness ----- def ----- Armour +4 Fatigue +4% Resists +9% darkness +5% arcane Phys.save +23 (+7 eff.) Mind.save +7 (+4 eff.) Battle Cry: Puts all charms on 28 cooldown Level 2.6 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 18 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 | Wyrmbreath (0 def, 4 armour)1.0 T2 hands armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Dmg.mod +10% fire ----- def ----- Armour +4 Resists +18% fire +10% darkness +10% nature Fire Breath: Level 2.0 Pwr.cost 24 out of 24/24. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 95.25 fire damage over 3 turns, and has a 25% chance of being Flameshocked for 3 turns, stunning them. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
| Tool | Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +4% blight Apr +5 Melee Ret 15 blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
| On fingers | Wheel of Fate0.1 T4 ring jewelry [Unique] Arcane While equipped: Stats +4 Str +6 Cun +7 Con dps ---------- Phys.pwr +10 (+2 eff.) Dmg.mod +6% lightning Res.pen +25% lightning +10% blight Melee Ret 8 blight ----- def ----- Defense +12 (+7 eff.) Resists +10% nature +9% blight Poison- +10% Disease- +10% Cannot be unequipped or rerolled until level 33. 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 | Baredur the gold ring0.1 T3 ring jewelry [Random Unique] Nature/Master While equipped: Stats +6 Str +6 Con dps ---------- Phys.pwr +7 (+1 eff.) ----- def ----- Resists +6% blight +3% nature +3% lightning Max.HP +107.00 HP.reg +0.60 Heal.mod +14% Blind- +10% Silence- +5% Disarm- +28% Pinning- +25% Knockbk- +35% Rings can have magical properties. |
| Around neck | warrior's copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +6% physical ---------- misc Stam/turn +0.20 Amulets can have magical properties. |
| In main hand | Lightningdeath (28.5-39.9 power, 4 apr)3.0 T3 mace 1H weapon [Rare] Arcane Power 28.5 - 39.9 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +4 Crit +1.5% Atk.spd 100% Melee+ +11 temporal While equipped: dps ---------- Melee Ret 11 temporal On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Armour +2 Defense +6 (+4 eff.) Rng.Def +6 (+3 eff.) Resists +13% temporal +9% nature +5% arcane Mind.save +20 (+8 eff.) Blind- +5% Blunt and deadly. |
| Around waist | 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. |
| In off hand | corrosive stralite shield of patience (10 def, 2 armour, 47.5-57 power, 145 block)7.0 T4 shield armor [Ego++] Arcane When used to Attack: Power 47.5 - 57.0 Physical Uses 100% Str Acc+ +2.5% procs dam / acc Crit +4.5% Block +145 Melee+ +12 acid +14 temporal While equipped: Stats +3 Con dps ---------- Melee Ret 13 temporal On Melee Ret: * 14% chance to corrode armour by 30% ----- def ----- Armour +2 Defense +10 (+6 eff.) Rng.Def +10 (+5 eff.) Fatigue +14% Resists +14% acid +12% temporal ---------- misc Talents +4 Block Time Shield: (Instant) Puts all charms on 30 cooldown Level 5.0 Pwr.cost 30 out of 30/30. Range 10 Travel.spd instantaneous Is a spell Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (314) is absorbed, or the time runs out (10 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). While under the effect of Time Shield, all newly applied magical, physical and mental effects will have their durations reduced by 50%. The shield's max absorption will increase with your Spellpower. Handheld deflection devices. |
| Cloak | thick cashmere cloak of conjuring (2 def, 6 armour)2.0 T3 cloak armor [Ego+] Arcane/Master While equipped: dps ---------- Spell.crit +3% Crit.mult +10.00% Spell.pwr +5 (+3 eff.) Dmg.mod +7% arcane Res.pen +9% arcane ----- def ----- Armour +6 Defense +2 (+2 eff.) Resists +10% cold ---------- misc Max.mana +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | dwarven-steel plate armour 'Hevon' (15 def, 16 armour)17.0 T3 massive armor [Rare] Psionic While equipped: Stats +4 Str +5 Dex +3 Cun +3 Con ----- def ----- Armour +16 Defense +15 (+8 eff.) Fatigue +24% Mind.save +10 (+5 eff.) ---------- misc Light +2 A suit of armour made of metal plates. |
Inventory
regeneration infusion (heal 210 over 5 turns)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 210 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
regeneration infusion (heal 247 over 5 turns)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 Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 247 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
regeneration infusion (heal 245 over 5 turns)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 245 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
insidious poison infusion (10 nature damage, 44% healing reduction)0.1 T2 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range 4 Cooldown 20 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to spit a bolt of poison doing 9.93 nature damage per turn for 7 turns, and reducing the target's healing received by 44%. The sudden stream of natural forces also strips you of one random detrimental magical effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
insidious poison infusion (3 nature damage, 32% healing reduction)0.1 T2 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range 4 Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to spit a bolt of poison doing 2.93 nature damage per turn for 7 turns, and reducing the target's healing received by 32%. The sudden stream of natural forces also strips you of one random detrimental magical effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
movement infusion (353% speed; 4 turns)0.1 T2 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 353% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
manasurge rune (952% regen over 10 turns; 48 instant mana)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd instantaneous Usage Speed Spell (133% of a turn) Is a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 952% for 10 turns and instantly restoring 48 mana. Also when resting your mana will regenerate at 0.5 per turn. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
acid wave rune (25 acid damage; disarm 5 turns with power 21)0.1 T2 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 23 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 24.56 acid damage. The corrosive acid will also disarm enemies struck for 5 turns (with power 21 vs. physical save). The surge of natural acids will remove one detrimental magical effect from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
biting gale rune (20 cold damage; freeze 3 turns with power 21)0.1 T2 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 23 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 19.65 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns (with power 21 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune (range 50)0.1 T2 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Spell (133% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 50 with a minimum range of 15. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Rune of the Rift (242.00 temporal damage, removed from time 4 turns)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 15 Travel.spd instantaneous Usage Speed Spell (133% of a turn) Is a spell Description: Inflicts 70.97 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
invisibility rune of the psychic (power 12 for 11 turns)0.1 T3 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Spell (133% of a turn) Is a spell Description: Activate the rune to become invisible (power 12) for 11 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+3 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Mirror Shards0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Dmg.mod +12% light On Melee Ret: * 30% chance to blind ----- def ----- Resists +25% light ---------- misc Light +1 Create a reflective shield (50% reflection rate, 186 strength, based on Magic) for 5 turns. Uses 24 power out of 24/24 Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
Khelegohor the Deepslord0.1 T4 amulet jewelry [Rare] Master While equipped: Stats +5 Dex dps ---------- Phys.crit +3.0% Dmg.mod +9% darkness Apr +4 On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Armour +10 Defense +10 (+6 eff.) Res.Cap +5% all Phys.save +23 (+7 eff.) ---------- misc Stam/turn +1.00 Amulets can have magical properties. |
psionicist's copper ring of frost (+22%)0.1 T1 ring jewelry [Ego] Nature/Psionic While equipped: Stats +2 Wil dps ---------- Dmg.mod +11% cold ----- def ----- Resists +22% cold Mind.save +4 (+2 eff.) Rings can have magical properties. |
rogue's steel ring of the mountain (+11%)0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +4 Cun dps ---------- Dmg.mod +11% physical ----- def ----- Defense +8 (+5 eff.) Resists +11% physical Rings can have magical properties. |
psionicist's gold ring of fire (+26%)0.1 T3 ring jewelry [Ego] Nature/Psionic While equipped: Stats +5 Wil dps ---------- Dmg.mod +13% fire ----- def ----- Resists +26% fire Mind.save +10 (+5 eff.) Rings can have magical properties. |
Gunintir the stralite ring0.1 T4 ring jewelry [Rare] Nature While equipped: Stats +4 Dex dps ---------- Phys.pwr +6 (+1 eff.) Dmg.mod +18% nature Acc +8 (+4 eff.) Apr +3 ----- def ----- Defense +9 (+5 eff.) Rng.Def +9 (+4 eff.) Resists +36% nature Phys.save +15 (+5 eff.) Rings can have magical properties. |
Oledir the stralite ring0.1 T4 ring jewelry [Rare] Nature While equipped: Stats +2 Str +4 Con dps ---------- Crit.mult +6.00% Dmg.mod +15% acid +17% fire ----- def ----- Armour +8 Defense +9 (+5 eff.) Rng.Def +9 (+4 eff.) Resists +34% fire Die.at -60.00 life Rings can have magical properties. |
warrior's stralite ring of tenacity0.1 T4 ring jewelry [Ego] Master While equipped: Stats +6 Str ----- def ----- Armour +12 Max.HP +21.00 Disarm- +30% Pinning- +24% Knockbk- +36% Rings can have magical properties. |
Earthrock (15-18 power, 3 apr, acid element)5.0 T2 staff 2H weapon [Rare] Master Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% On Crit.r2 +12 nature On Hit: * Slows global speed by 40% While equipped: dps ---------- Phys.crit +9.0% Spell.crit +2% Crit.mult +14.00% Spell.pwr +6 (+3 eff.) Dmg.mod +15% acid +9% fire Res.pen +20% nature On Hit (Melee): * Slows global speed by 30% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
ash magestaff 'Brightlace' (15-18 power, 3 apr, arcane element)5.0 T2 staff 2H weapon [Rare] Master Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% On Crit.r2 +12 fire While equipped: dps ---------- Phys.crit +8.0% Spell.crit +2% Crit.mult +14.00% Spell.pwr +6 (+3 eff.) Dmg.mod +15% arcane Melee Ret 20 fire ----- def ----- Resists +9% acid +30% cold +9% light Stun/Frz- +10% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
ash starstaff 'Woeobsidian' (15-18 power, 3 apr, temporal element)5.0 T2 staff 2H weapon [Rare] Nature Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% Melee+ +40 darkness While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+3 eff.) Dmg.mod +15% temporal +6% fire Res.pen +20% fire Melee Ret 12 fire On Hit (Melee): * 11% chance to blind ----- def ----- Defense +8 (+5 eff.) ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 15.77 light damage. Staves designed for wielders of magic, by the greats of the art. |
Samidrahell (20-24 power, 4 apr, lightning element)5.0 T3 staff 2H weapon Reqs Mag 24 [Rare] Master Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% On Hit.r1 +12 acid While equipped: dps ---------- Phys.crit +9.0% Spell.crit +3% Crit.mult +15.00% Spell.pwr +9 (+5 eff.) Dmg.mod +20% lightning +9% acid ----- def ----- Resists +6% lightning +12% nature +9% darkness Mind.save +6 (+3 eff.) Stun/Frz- +15% Knockbk- +30% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
cruel elven-wood magestaff of illumination (25-30 power, 5 apr, cold element)5.0 T4 staff 2H weapon Reqs Mag 35 [Ego] Nature/Master Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +8.0% Spell.crit +4% Crit.mult +15.00% Spell.pwr +12 (+6 eff.) Dmg.mod +25% cold On Hit (Melee): * 14% chance to blind ----- def ----- Defense +9 (+5 eff.) ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 11.71 light damage. Staves designed for wielders of magic, by the greats of the art. |
elven-wood magestaff (25-30 power, 5 apr, fire element)5.0 T4 staff 2H weapon Reqs Mag 35 [Normal] Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +12 (+6 eff.) Dmg.mod +25% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elven-wood vilestaff 'Fulesta' (25-30 power, 5 apr, acid element)5.0 T4 staff 2H weapon Reqs Mag 35 [Rare] Nature Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% On Hit: * 30 arcane resource burn While equipped: Stats +6 Cun dps ---------- Spell.crit +4% Mind.crit +3% Spell.pwr +12 (+6 eff.) Dmg.mod +25% acid Res.pen +10% mind On Hit (Melee): * 16% chance to blind ----- def ----- Defense +13 (+7 eff.) Resists +6% acid Mind.save +9 (+4 eff.) ---------- misc Psi/ret +0.24 Max.hate +4.00 Light +5 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 15.77 light damage. Staves designed for wielders of magic, by the greats of the art. |
infernal elven-wood vilestaff (25-30 power, 5 apr, fire element)5.0 T4 staff 2H weapon Reqs Mag 35 [Ego+] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Crit.mult +31.00% Spell.pwr +15 (+8 eff.) Melee+ 23 fire Dmg.mod +25% fire ---------- misc See.Invis +13 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
magelord's elven-wood magestaff of power (25-30 power, 5 apr, fire element)5.0 T4 staff 2H weapon Reqs Mag 35 [Ego+] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +10.0% Spell.crit +4% Spell.pwr +27 (+14 eff.) Melee+ 21 arcane Dmg.mod +25% fire ---------- misc Max.mana +55.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Staff of Absorption7.0 staff 2H weapon Reqs Mag 40 [Plot Item] Unknown Power 30.0 - 33.0 Arcane Uses 100% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 While equipped: dps ---------- Spell.crit +10% Spell.pwr +20 (+10 eff.) Acc +20 (+10 eff.) Absorb energies. Uses 1000 power out of 1000/1000 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. |
blazebringer's steel battleaxe of evisceration (22-33 power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego++] Nature/Master Power 22.0 - 33.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +2 Crit +5.0% Atk.spd 100% On Crit.r2 +12 fire On Crit: * wounds the target for 7 turns: 21 bleeding, 68% reduced healing While equipped: dps ---------- Phys.crit +10.0% Phys.pwr +10 (+2 eff.) All.spd +3% Res.pen +12% fire Massive two-handed battleaxes. |
arcing stralite battleaxe of phasing (43.5-65.25 power, 17 apr)3.0 T4 battleaxe 2H weapon [Ego] Arcane Power 43.5 - 65.3 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +17 Crit +7.5% Atk.spd 100% Phasing +45% Melee+ +14 lightning On Hit: * 25% chance for lightning to arc to a second target Massive two-handed battleaxes. |
caustic stralite battleaxe of erosion (42.5-63.75 power, 3 apr)3.0 T4 battleaxe 2H weapon [Ego+] Nature Power 42.5 - 63.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +3 Crit +7.5% Atk.spd 100% Melee+ +14 nature +19 temporal On Hit: * 33% chance to corrode armour by 30% While equipped: dps ---------- Res.pen +13% acid ----- def ----- HP.reg +2.00 Massive two-handed battleaxes. |
stralite battleaxe of ruin (44.5-66.75 power, 3 apr)3.0 T4 battleaxe 2H weapon [Ego+] Master Power 44.5 - 66.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +3 Crit +7.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +13.0% Crit.mult +20.00% Apr +14 Massive two-handed battleaxes. |
dwarven-steel greatmaul of disruption (42-63 power, 2 apr)5.0 T3 greatmaul 2H weapon [Ego+] Disrupt Power 42.0 - 63.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +2 Crit +1.5% Atk.spd 100% Against +12% Unnatural On Hit: * disrupts spell-casting Massive two-handed mauls. |
Mayatta (54-81 power, 3 apr)5.0 T4 greatmaul 2H weapon [Rare] Nature Power 54.0 - 81.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +3 Crit +2.5% Atk.spd 100% Melee+ +12 physical While equipped: Stats +7 Dex dps ---------- Crit.mult +9.00% Phys.pwr +4 (+1 eff.) Dmg.mod +3% mind Res.pen +16% nature ----- def ----- Resists +6% mind +12% all Massive two-handed mauls. |
truestriking stralite greatmaul of phasing (57.5-86.25 power, 15 apr)5.0 T4 greatmaul 2H weapon [Ego+] Arcane/Master Power 57.5 - 86.3 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +15 Crit +2.5% Atk.spd 100% Phasing +16% While equipped: dps ---------- Res.pen +16% physical Acc +13 (+7 eff.) Apr +17 Massive two-handed mauls. |
steel greatsword 'Magmareek' (22-35.2 power, 2 apr)3.0 T2 greatsword 2H weapon [Rare] Nature Power 22.0 - 35.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.0% Atk.spd 100% Melee+ +13 temporal +14 nature +12 fire On Hit.r1 +8 fire While equipped: dps ---------- Dmg.mod +6% light ----- def ----- Armour +6 Resists +12% nature Crit.dmg- 15.00% Spell.save +30 (+13 eff.) Massive two-handed swords. |
Ivalle (65-104 power, 3 apr)3.0 T4 greatsword 2H weapon [Rare] Master Power 65.0 - 104.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +3 Crit +4.5% Atk.spd 100% While equipped: Stats +7 Str +3 Mag +2 Wil +8 Cun Massive two-handed swords. |
Salamivea (49-78.4 power, 3 apr)3.0 T4 greatsword 2H weapon [Rare] Disrupt Power 49.0 - 78.4 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +3 Crit +4.5% Atk.spd 100% Melee+ +20 nature On Hit: * 40% chance to cause random gloom * 25% chance to remove a magical effect While equipped: Stats +2 Cun +2 Mag dps ---------- Dmg.mod +9% mind Res.pen +10% mind ----- def ----- Fatigue -8% Crit.dmg- 15.00% ---------- misc Infravis +3 Massive two-handed swords. |
flaming stralite greatsword of crippling (48.5-77.6 power, 3 apr)3.0 T4 greatsword 2H weapon [Ego+] Arcane/Master Power 48.5 - 77.6 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +3 Crit +4.5% Atk.spd 100% On Hit.r1 +19 fire On Crit: * cripple the target While equipped: dps ---------- Phys.crit +10.0% Massive two-handed swords. |
quick stralite greatsword of crippling (47-75.2 power, 3 apr)3.0 T4 greatsword 2H weapon [Ego++] Master Power 47.0 - 75.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +3 Crit +4.5% Atk.spd 111% On Crit: * cripple the target While equipped: Stats +6 Dex dps ---------- Phys.crit +16.0% Acc +13 (+7 eff.) Massive two-handed swords. |
stralite greatsword (49.5-79.2 power, 3 apr)3.0 T4 greatsword 2H weapon [Normal] Power 49.5 - 79.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +3 Crit +4.5% Atk.spd 100% Massive two-handed swords. |
warbringer's stralite greatsword (49-78.4 power, 3 apr)3.0 T4 greatsword 2H weapon [Ego+] Master Power 49.0 - 78.4 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +3 Crit +4.5% Atk.spd 100% While equipped: Stats +5 Con dps ---------- Phys.pwr +7 (+1 eff.) Res.pen +14% physical ----- def ----- Disarm- +21% Massive two-handed swords. |
caustic iron longsword of dampening (10.5-14.7 power, 2 apr)3.0 T1 longsword 1H weapon [Ego+] Nature/Disrupt Power 10.5 - 14.7 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +2.5% Atk.spd 100% On Hit: * 5% chance to corrode armour by 30% While equipped: dps ---------- Res.pen +6% acid ----- def ----- Resists +8% acid +9% fire +8% cold +8% lightning Spell.save +6 (+3 eff.) HP.reg +0.80 Sharp, long, and deadly. |
flaming stralite longsword of daylight (33.5-46.9 power, 5 apr)3.0 T4 longsword 1H weapon [Ego] Arcane Power 33.5 - 46.9 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +5 Crit +4.5% Atk.spd 100% Melee+ +8 light Against +13% Undead On Hit.r1 +10 fire Sharp, long, and deadly. |
insidious stralite longsword of evisceration (35.5-49.7 power, 5 apr)3.0 T4 longsword 1H weapon [Ego+] Nature/Master Power 35.5 - 49.7 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +5 Crit +4.5% Atk.spd 100% Melee+ +31 insidious poison On Crit: * wounds the target for 7 turns: 21 bleeding, 68% reduced healing While equipped: dps ---------- Phys.crit +6.0% Phys.pwr +6 (+1 eff.) Sharp, long, and deadly. |
truestriking stralite longsword of persecution (33-46.2 power, 5 apr)3.0 T4 longsword 1H weapon [Ego+] Disrupt/Master Power 33.0 - 46.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +5 Crit +4.5% Atk.spd 100% Against +17% Unnatural While equipped: Stats +4 Wil dps ---------- Res.pen +9% physical Acc +8 (+4 eff.) Apr +9 Sharp, long, and deadly. |
insidious steel mace of dampening (13-18.2 power, 3 apr)3.0 T2 mace 1H weapon [Ego] Nature/Disrupt Power 13.0 - 18.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +3 Crit +1.0% Atk.spd 100% Melee+ +20 insidious poison While equipped: ----- def ----- Resists +9% acid +9% fire +9% cold +8% lightning Spell.save +8 (+4 eff.) Blunt and deadly. |
quick dwarven-steel mace (28-39.2 power, 4 apr)3.0 T3 mace 1H weapon [Ego+] Master Power 28.0 - 39.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +4 Crit +1.5% Atk.spd 111% While equipped: Stats +1 Dex dps ---------- Acc +7 (+4 eff.) Blunt and deadly. |
glacial stralite mace of massacre (42-58.8 power, 5 apr)3.0 T4 mace 1H weapon [Ego+] Nature/Master Power 42.0 - 58.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +5 Crit +2.5% Atk.spd 100% On Crit.r2 +18 ice While equipped: dps ---------- Res.pen +9% cold ----- def ----- Armour +8 Blunt and deadly. |
stralite mace 'Gunyrath' (38-53.2 power, 5 apr)3.0 T4 mace 1H weapon [Random Unique] Nature/Master Power 38.0 - 53.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +5 Crit +2.5% Atk.spd 100% Melee+ +8 temporal +8 nature On Hit: * 13% chance to corrode armour by 30% While equipped: dps ---------- Res.pen +9% acid Acc +10 (+5 eff.) ----- def ----- Defense +7 (+4 eff.) Resists +3% temporal +9% darkness +6% nature +5% arcane +3% light HP.reg +2.00 Disarm- +32% Blunt and deadly. |
stralite mace of the leech (36-50.4 power, 5 apr)3.0 T4 mace 1H weapon [Ego+] Disrupt Power 36.0 - 50.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +5 Crit +2.5% Atk.spd 100% On Hit: * Slows global speed by 9% * leeches stamina from the target While equipped: dps ---------- Melee Ret 13 nature slow Blunt and deadly. |
stralite waraxe of corruption (29-40.6 power, 5 apr)3.0 T4 waraxe 1H weapon [Ego+] Arcane Power 29.0 - 40.6 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +5 Crit +6.5% Atk.spd 100% On Hit: * 13% chance to inflict 15% damage reduction * 20% chance to curse the target One-handed war axes. |
quick steel dagger (11.5-14.95 power, 6 apr)1.0 T2 dagger 1H weapon [Ego+] Master Power 11.5 - 15.0 Physical Uses 45% Dex, 45% Str Acc+ +0.5% APR / acc Apr +6 Crit +5.0% Atk.spd 111% While equipped: Stats +3 Dex dps ---------- Acc +6 (+3 eff.) Sharp, short and deadly. |
flaming dwarven-steel dagger of shearing (20.5-26.65 power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego+] Arcane/Master Power 20.5 - 26.7 Physical Uses 45% Dex, 45% Str Acc+ +0.5% APR / acc Apr +7 Crit +6.0% Atk.spd 100% On Hit.r1 +5 fire While equipped: dps ---------- Dmg.mod +7% physical Res.pen +7% physical Apr +7 Sharp, short and deadly. |
Branuregodar the stralite dagger (30.5-39.65 power, 9 apr)1.0 T4 dagger 1H weapon Reqs Dex 35 [Rare] Psionic Power 30.5 - 39.6 Physical Uses 45% Str, 45% Dex Acc+ +0.5% APR / acc Apr +9 Crit +8.0% Atk.spd 100% On Hit: * Slows global speed by 40% * 20% chance to torment the target While equipped: Stats +4 Con dps ---------- Phys.crit +8.0% Res.pen +9% mind +8% darkness Apr +5 ----- def ----- Resists +12% lightning +5% arcane +6% nature Sharp, short and deadly. |
acidic stralite dagger of phasing (31-40.3 power, 17 apr)1.0 T4 dagger 1H weapon Reqs Dex 35 [Ego] Arcane Power 31.0 - 40.3 Physical Uses 45% Dex, 45% Str Acc+ +0.5% APR / acc Apr +17 Crit +8.0% Atk.spd 100% Phasing +20% Melee+ +8 acid On Crit: * splashes the target with acid Sharp, short and deadly. |
stralite dagger of rage (30-39 power, 9 apr)1.0 T4 dagger 1H weapon Reqs Dex 35 [Ego+] Master Power 30.0 - 39.0 Physical Uses 45% Dex, 45% Str Acc+ +0.5% APR / acc Apr +9 Crit +8.0% Atk.spd 100% While equipped: Stats +2 Str dps ---------- Dmg.mod +7% physical Acc +6 (+3 eff.) ---------- misc Stam/ret +2.00 Sharp, short and deadly. |
Bloomrigor (14-15.4 power, 32 apr, nature damage)3.0 T4 mindstar 1H weapon Reqs Wil 35 [Random Unique] Nature This natural mindstar summons a caller. Power 14.0 - 15.4 Nature Uses 45% Wil, 25% Cun Mastery Psiblades Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% Phasing +20% While equipped: Stats +2 Wil dps ---------- Mind.crit +8% Crit.mult +20.00% Mind.pwr +17 (+9 eff.) S.pwr/crit +4 Res.pen +5% nature ----- def ----- Max.HP +27.00 HP.reg +0.90 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. |
Turelarath the Flarewilter (13.5-14.85 power, 32 apr, nature damage)3.0 T4 mindstar 1H weapon Reqs Wil 35 [Rare] Nature/Psionic Power 13.5 - 14.9 Nature Uses 45% Wil, 25% Cun Mastery Psiblades Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% On Hit.r1 +8 acid While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) Dmg.mod +7% darkness +12% fire Res.pen +17% darkness +20% acid Melee Ret 20 acid ----- def ----- Resists +8% darkness Blind- +22% ---------- misc Masteries +0.20 Cursed/Darkness 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. |
dreamer's pulsing mindstar of storms (12.5-13.75 power, 32 apr, mind damage)3.0 T4 mindstar 1H weapon Reqs Wil 35 [Ego++] Nature/Psionic This psionic mindstar dreams of an epiphany. This natural lightning should be returned to the wyrm. Power 12.5 - 13.8 Mind Uses 45% Wil, 25% Cun Mastery Psiblades Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: Stats +2 Str +2 Dex +3 Mag +2 Wil +2 Cun +2 Con dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) Dmg.mod +9% lightning Res.pen +8% lightning Melee Ret 8 lightning ----- def ----- Resists +5% mind +10% lightning Mind.save +6 (+3 eff.) ---------- misc Max.psi +30.00 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Unlightjeer4.0 T3 longbow 2H weapon Reqs Dex 24 Shoot [Rare] Master Acc+ +0.2% crit / acc Atk.spd 125% Range +8 While equipped: Stats +8 Str dps ---------- Phys.pwr +14 (+3 eff.) ----- def ----- Resists +6% lightning +12% temporal +9% darkness Phys.save +6 (+2 eff.) Blind- +10% Def/telep +20 Longbows are used to shoot arrows at your foes. |
warden's yew longbow of true flight4.0 T3 longbow 2H weapon Reqs Dex 24 Shoot [Ego++] Arcane/Master Acc+ +0.2% crit / acc Atk.spd 125% Range +9 While equipped: Stats +8 Mag dps ---------- Phys.crit +12.0% Dmg.mod +12% physical +11% temporal Res.pen +12% physical +8% temporal Acc +12 (+6 eff.) ---------- misc Reload +2 Masteries +0.15 Chronomancy/Bow Threading Instant Weapon Swap Longbows are used to shoot arrows at your foes. |
thaloren elven-wood longbow of lightning4.0 T4 longbow 2H weapon Reqs Dex 35 Shoot [Ego+] Arcane/Master Acc+ +0.2% crit / acc Atk.spd 125% Range +9 Ranged+ +21 lightning While equipped: dps ---------- Dmg.mod +23% lightning +12% physical ---------- misc Cooldown Fragmentation Shot -2 Pin Down -1 Longbows are used to shoot arrows at your foes. |
Lustrenail the reinforced leather sling4.0 T4 sling 1H weapon Reqs Dex 35 Shoot [Rare] Master Acc+ +0.1% dam / acc Atk.spd 125% Range +9 On Hit.r1 +2 light +4 mind On Crit.r2 +6 light While equipped: Stats +6 Str dps ---------- Phys.pwr +13 (+2 eff.) Dmg.mod +6% mind Res.pen +10% mind ----- def ----- Resists +6% mind +12% light Slings are used to hurl stones or metal shots at your foes. |
mage-hunter's reinforced leather sling of cunning (+8)4.0 T4 sling 1H weapon Reqs Dex 35 Shoot [Ego+] Disrupt/Master Acc+ +0.1% dam / acc Atk.spd 125% Range +9 While equipped: Stats +8 Cun +3 Wil dps ---------- Mind.pwr +13 (+7 eff.) Res.pen +18% physical On Hit (Ranged): * 7 arcane resource burn ---------- misc Masteries +0.10 Wild-gift/Antimagic Slings are used to hurl stones or metal shots at your foes. |
penetrating reinforced leather sling of cold4.0 T4 sling 1H weapon Reqs Dex 35 Shoot [Ego+] Arcane Acc+ +0.1% dam / acc Atk.spd 125% Range +9 Ranged+ +5 cold While equipped: dps ---------- Dmg.mod +8% cold Res.pen +13% physical Phasing +10% Slings are used to hurl stones or metal shots at your foes. |
steady reinforced leather sling of acid4.0 T4 sling 1H weapon Reqs Dex 35 Shoot [Ego] Arcane/Master Acc+ +0.1% dam / acc Atk.spd 125% Range +9 Ranged+ +10 acid While equipped: dps ---------- Phys.crit +3.0% Dmg.mod +9% acid Acc +11 (+6 eff.) Slings are used to hurl stones or metal shots at your foes. |
caustic dwarven-steel steamgun4.0 T3 steamgun 1H weapon Reqs Dex 24 Shoot Steam Pool [Ego+] Nature/Steamtech Acc+ +0.1% dam / acc Apr +12 Atk.spd 100% Range +8 Proj.spd +600% Ranged+ +8 acid blind Uses 2.0 Steam While equipped: dps ---------- Res.pen +8% acid ----- def ----- HP.reg +1.30 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
psychic's dwarven-steel steamgun4.0 T3 steamgun 1H weapon Reqs Dex 24 Shoot Steam Pool [Ego+] Psionic/Steamtech Acc+ +0.1% dam / acc Apr +12 Atk.spd 100% Range +8 Proj.spd +600% Ranged+ +9 mind Uses 2.0 Steam While equipped: Stats +4 Cun +3 Wil dps ---------- Mind.pwr +8 (+4 eff.) Dmg.mod +11% mind Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
stralite steamgun of true shot4.0 T4 steamgun 1H weapon Reqs Dex 35 Shoot Steam Pool [Ego+] Master/Steamtech Acc+ +0.1% dam / acc Apr +20 Atk.spd 100% Range +10 Proj.spd +600% Uses 2.0 Steam While equipped: dps ---------- Phys.crit +9.0% Acc +12 (+6 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Korekan the Treevile (22/22, 44-61.6 power, 14 apr)3.0 T4 arrow ammo Reqs Dex 35 [Rare] Master Power 44.0 - 61.6 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit / acc Acc +14 Apr +14 Crit +2.5% Capacity 22 Ranged+ +8 mind +4 nature On Hit.r1 +28 nature +8 mind On Crit.r2 +20 mind Arrows are used with bows to pierce your foes to death. |
barbed quiver of elven-wood arrows of erosion (20/20, 43.5-60.9 power, 14 apr)3.0 T4 arrow ammo Reqs Dex 35 [Ego] Nature/Master Power 43.5 - 60.9 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit / acc Apr +14 Crit +2.5% Capacity 20 Ranged+ +15 temporal +15 nature +14 bleed On Crit: * wounds the target for 7 turns: 18 bleeding, 64% reduced healing Arrows are used with bows to pierce your foes to death. |
Growthrot the pouch of dwarven-steel shots (18/18, 32.5-39 power, 3 apr)3.0 T3 shot ammo Reqs Dex 24 [Rare] Nature Power 32.5 - 39.0 Physical Uses 50% Cun, 70% Dex Acc+ +0.1% dam / acc Apr +3 Crit +5.0% Capacity 18 Proj.spd +200% Ranged+ +12 acid +24 nature On Crit.r2 +12 nature On Hit: * 40% chance to corrode armour by 30% * Slows global speed by 40% * 10% chance to create an air burst Shots are used with slings to pummel your foes to death. |
deadly pouch of stralite shots of accuracy (12/19, 53.5-64.2 power, 5 apr)3.0 T4 shot ammo Reqs Dex 35 [Ego] Master Power 53.5 - 64.2 Physical Uses 70% Dex, 50% Cun Acc+ +0.1% dam / acc Acc +13 Apr +5 Crit +5.5% Capacity 19 Shots are used with slings to pummel your foes to death. |
deadly pouch of stralite shots of annihilation (11/21, 62.5-75 power, 10 apr)3.0 T4 shot ammo Reqs Dex 35 [Ego+] Master Power 62.5 - 75.0 Physical Uses 70% Dex, 50% Cun Acc+ +0.1% dam / acc Apr +10 Crit +11.5% Capacity 21 Proj.spd +200% Shots are used with slings to pummel your foes to death. |
Coral Spray (8 def, 8 armour, 18-25.2 power, 48 block)7.0 T1 shield armor [Unique] Nature When used to Attack: Power 18.0 - 25.2 Physical Uses 140% Str Acc+ +2.5% procs dam / acc Crit +2.0% Block +48 Melee+ +10 cold While equipped: ----- def ----- Armour +8 Defense +8 (+5 eff.) Fatigue +12% Resists +10% fire +15% cold ---------- misc Max.Air +20.00 Talents +2 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
Woeking (10 def, 2 armour, 50-60 power, 140 block)7.0 T4 shield armor [Random Unique] Nature When used to Attack: Power 50.0 - 60.0 Physical Uses 100% Str Acc+ +2.5% procs dam / acc Crit +4.5% Block +140 Melee+ +23 cold On Hit.r1 +8 darkness On Hit: * 21% chance to daze at end of turn While equipped: Stats +3 Wil dps ---------- Melee+ 6 lightning Dmg.mod +9% darkness Melee Ret 21 lightning 16 darkness 11 ice On Hit (Melee): * 15% chance to daze at end of turn ----- def ----- Armour +2 Defense +10 (+6 eff.) Rng.Def +10 (+5 eff.) Fatigue +14% Resists +8% acid +20% cold +9% fire +7% lightning ---------- misc Talents +4 Block Handheld deflection devices. |
crackling stralite shield of radiance (10 def, 2 armour, 51-61.2 power, 134.5 block)7.0 T4 shield armor [Ego++] Arcane When used to Attack: Power 51.0 - 61.2 Physical Uses 100% Str Acc+ +2.5% procs dam / acc Crit +4.5% Block +134 Melee+ +12 lightning +11 light While equipped: Stats +3 Dex +3 Mag +4 Con dps ---------- On Melee Ret: * 16% chance to blind * 16% chance to daze at end of turn ----- def ----- Armour +2 Defense +10 (+6 eff.) Rng.Def +10 (+5 eff.) Fatigue +14% Resists +14% lightning +16% light ---------- misc Talents +4 Block Handheld deflection devices. |
icy stralite shield of crushing (10 def, 2 armour, 55.5-66.6 power, 146 block)7.0 T4 shield armor [Ego+] Nature/Master When used to Attack: Power 55.5 - 66.6 Physical Uses 100% Str Acc+ +2.5% procs dam / acc Crit +4.5% Block +146 Melee+ +14 cold On Crit: * smash the target with your shield crippling them While equipped: dps ---------- Phys.crit +4.0% Phys.pwr +6 (+1 eff.) Melee+ 8 cold Melee Ret 13 ice ----- def ----- Armour +2 Defense +10 (+6 eff.) Rng.Def +10 (+5 eff.) Fatigue +14% ---------- misc Talents +4 Block Handheld deflection devices. |
wintry stralite shield of fire resistance (+20%) (10 def, 2 armour, 47.5-57 power, 135.5 block)7.0 T4 shield armor [Ego+] Nature/Master When used to Attack: Power 47.5 - 57.0 Physical Uses 100% Str Acc+ +2.5% procs dam / acc Crit +4.5% Block +136 Melee+ +16 cold While equipped: Stats +3 Wil dps ---------- Melee Ret 14 ice ----- def ----- Armour +2 Defense +10 (+6 eff.) Rng.Def +10 (+5 eff.) Fatigue +14% Resists +14% cold +20% fire ---------- misc Talents +4 Block Handheld deflection devices. |
Delayaldir the Glintlace (0 def, 0 armour)2.0 T1 cloth armor [Rare] Psionic While equipped: dps ---------- Res.pen +10% light +10% mind Melee Ret 8 light ----- def ----- Resists +14% darkness +20% light +13% mind Phys.save +11 (+4 eff.) Spell.save +11 (+6 eff.) Mind.save +23 (+9 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
shimmering silk robe of power (3 def, 0 armour)2.0 T4 cloth armor [Ego+] Arcane While equipped: dps ---------- Spell.pwr +12 (+6 eff.) Dmg.mod +14% arcane +6% all ----- def ----- Defense +3 (+2 eff.) ---------- misc Max.mana +60.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
silk robe of power (3 def, 0 armour)2.0 T4 cloth armor [Ego+] Arcane While equipped: dps ---------- Spell.pwr +15 (+8 eff.) Dmg.mod +10% all ----- def ----- Defense +3 (+2 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant silk robe of life (3 def, 0 armour)2.0 T4 cloth armor [Ego++] Nature While equipped: Stats +6 Con dps ---------- Dmg.mod +10% nature ----- def ----- Defense +3 (+2 eff.) Resists +7% blight Max.HP +40.00 HP.reg +2.40 Heal.mod +13% Poison- +26% Disease- +31% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Behemoth Hide (4 def, 6 armour)9.0 T2 light armor [Unique] Master While equipped: Stats +2 Str +2 Con ----- def ----- Armour +6 Defense +4 (+3 eff.) Rng.Def +8 (+4 eff.) Fatigue +10% Max.HP +45.00 HP.reg +0.70 Knockbk- +10% ---------- misc Max.enc +20 Stam/turn +0.70 Max.stam +43.00 Size +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
hardened leather armour 'Arabrewen' (12 def, 16 armour)9.0 T3 light armor [Rare] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Acc +10 (+5 eff.) ----- def ----- Armour +16 Defense +12 (+7 eff.) Rng.Def +9 (+4 eff.) Fatigue +8% Resists +8% acid +11% cold Heal.mod +20% ---------- misc Light +2 See.Invis +9 Breathe water A suit of armour made of leather. |
hardened leather armour of the hero (3 def, 6 armour)9.0 T3 light armor [Ego+] Arcane/Nature/Master While equipped: Stats +3 Str +5 Dex +5 Mag +3 Wil +3 Cun ----- def ----- Armour +6 Defense +3 (+2 eff.) Fatigue +8% Max.HP +42.00 A suit of armour made of leather. |
Elorawyn (4 def, 13 armour)9.0 T4 light armor [Rare] Master While equipped: Stats +2 Dex +5 Con dps ---------- Phys.crit +4.0% Dmg.mod +9% physical Apr +5 ----- def ----- Armour +13 Defense +4 (+3 eff.) Fatigue +8% Resists +26% cold A suit of armour made of leather. |
marauder's reinforced leather armour of cold resistance (10 def, 7 armour)9.0 T4 light armor [Ego+] Master While equipped: Stats +6 Str +3 Dex ----- def ----- Armour +7 Defense +10 (+6 eff.) Fatigue +8% Resists +23% cold Phys.save +9 (+3 eff.) A suit of armour made of leather. |
reinforced leather armour of the wind (12 def, 7 armour)9.0 T4 light armor [Ego+] Master While equipped: dps ---------- Phys.crit +5.0% Apr +15 ----- def ----- Armour +7 Defense +12 (+7 eff.) Fatigue +8% ---------- misc Stam/turn +0.60 Second Wind: (Instant) Puts all charms on 35 cooldown Level 6.5 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Take a deep breath to recover 220 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
spiked reinforced leather armour of command (13 def, 10 armour)9.0 T4 light armor [Ego+] Master/Psionic While equipped: Stats +3 Cun dps ---------- Melee Ret 13 physical ----- def ----- Armour +10 Defense +13 (+7 eff.) Fatigue +8% Mind.save +14 (+6 eff.) A suit of armour made of leather. |
steel mail armour of natural resilience (2 def, 6 armour)14.0 T2 heavy armor [Ego+] Disrupt While equipped: ----- def ----- Armour +6 Defense +2 (+2 eff.) Fatigue +14% Resists +10% nature +13% blight D.Red.from +7% Unnatural A suit of armour made of mail. |
stralite mail armour of delving (4 def, 8 armour)14.0 T4 heavy armor [Ego+] Master While equipped: Stats +5 Str ----- def ----- Armour +8 Defense +4 (+3 eff.) Fatigue +16% Resists +14% darkness +7% physical ---------- misc Light +2 Track: Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 20 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
rough leather belt of unlife1.0 T1 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +7% blight The wearer is treated as an undead. The wearer no longer has to breathe. 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. |
Guniziladar the cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Random Unique] Nature While equipped: ----- def ----- Defense +2 (+2 eff.) Resists +9% blight Phys.save +9 (+3 eff.) Mind.save +9 (+4 eff.) Die.at -50.00 life Max.HP +78.00 Blind- +10% Pinning- +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Obsidianwedge (12 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% acid Res.pen +25% darkness +10% acid ----- def ----- Defense +12 (+7 eff.) Resists +18% darkness +9% acid Phys.save +10 (+4 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
marshal's cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Ego+] Master While equipped: Stats +4 Str +3 Con ----- def ----- Defense +2 (+2 eff.) Phys.save +8 (+3 eff.) Max.HP +42.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
resilient cashmere cloak of fog (7 def, 0 armour)2.0 T3 cloak armor [Ego+] Nature While equipped: ----- def ----- Defense +7 (+4 eff.) Resists +11% light +13% fire Stealth +8 Max.HP +35.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
restorative cashmere cloak of Iron Throne (2 def, 0 armour)2.0 T3 cloak armor [Ego+] Nature/Master While equipped: Stats +2 Str +2 Con ----- def ----- Defense +2 (+2 eff.) Resists +14% nature +11% blight HP.reg +1.70 Heal.mod +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
restorative cashmere cloak of fog (7 def, 0 armour)2.0 T3 cloak armor [Ego++] Nature While equipped: ----- def ----- Defense +7 (+4 eff.) Resists +12% blight +14% fire +13% nature +15% light Stealth +8 HP.reg +1.90 Heal.mod +14% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
shadow cashmere cloak of fog (8 def, 0 armour)2.0 T3 cloak armor [Ego++] Nature/Master While equipped: dps ---------- Dmg.mod +11% darkness Res.pen +13% darkness ----- def ----- Defense +8 (+5 eff.) Resists +15% fire +15% light +14% darkness Stealth +13 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
spellcowled cashmere cloak of Eldoral (2 def, 0 armour)2.0 T3 cloak armor [Ego+] Arcane/Master While equipped: Stats +2 Dex +3 Mag +3 Wil +2 Cun ----- def ----- Defense +2 (+2 eff.) Spell.save +11 (+6 eff.) ---------- misc Max.mana +51.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of rough leather boots 'Driromigund' (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +2 Cun ----- def ----- Armour +1 Fatigue -8% Resists +2% physical +9% fire Phys.save +7 (+3 eff.) Disease- +30% Silence- +15% ---------- misc Max.enc +25 A pair of boots made of leather. |
blood-soaked pair of hardened leather boots (0 def, 3 armour)2.0 T3 feet armor [Ego+] Master While equipped: dps ---------- Phys.crit +4.0% Phys.pwr +4 (+1 eff.) Apr +3 ----- def ----- Armour +3 Fatigue +3% A pair of boots made of leather. |
traveler's pair of hardened leather boots of spellbinding (0 def, 3 armour)2.0 T3 feet armor [Ego+] Arcane/Master While equipped: Stats +3 Mag ----- def ----- Armour +3 Fatigue -3% Phys.save +8 (+3 eff.) Spell.save +4 (+2 eff.) ---------- misc Max.enc +38 Spell.cld 10% A pair of boots made of leather. |
Bogpride (0 def, 4 armour)3.0 T3 feet armor [Rare] Psionic While equipped: Stats +8 Wil +5 Cun +4 Con dps ---------- Mind.crit +4% Mind.pwr +5 (+3 eff.) Dmg.mod +6% mind Res.pen +20% mind +8% physical ----- def ----- Armour +4 Fatigue +3% Resists +6% nature ---------- misc Equi/ret +0.12 Blindside: Puts all charms on 25 cooldown Level 1.0 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 23 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
dreamer's pair of dwarven-steel boots of evasion (13 def, 4 armour)3.0 T3 feet armor [Ego++] Master/Psionic While equipped: ----- def ----- Armour +4 Defense +13 (+7 eff.) Fatigue +3% Phys.save +7 (+3 eff.) Spell.save +7 (+4 eff.) Mind.save +9 (+4 eff.) Evasion: (Instant) Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
insulating pair of dwarven-steel boots of phasing (0 def, 4 armour)3.0 T3 feet armor [Ego+] Arcane/Master While equipped: Stats +2 Wil +3 Mag ----- def ----- Armour +4 Fatigue +3% Resists +11% cold +8% fire Blink to a nearby random location (rad 9) Puts all charms on 25 cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
miner's pair of dwarven-steel boots of speed (0 def, 10 armour)3.0 T3 feet armor [Ego+] Arcane/Master While equipped: dps ---------- Mov.spd +20% ----- def ----- Armour +10 Fatigue +3% ---------- misc Infravis +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
brawler's iron gauntlets (0 def, 1 armour)1.5 T1 hands armor [Ego+] Master While equipped: Stats +3 Str +3 Dex +3 Cun ----- def ----- Armour +1 Phys.save +7 (+3 eff.) ---------- misc Cooldown Double Strike -1 Metal gloves protecting the hands up to the middle of the lower arm. |
heroic dwarven-steel gauntlets of dexterity (+4) (0 def, 6 armour)1.5 T3 hands armor [Ego+] Master While equipped: Stats +4 Dex dps ---------- Acc +17 (+9 eff.) ----- def ----- Armour +6 Mind.save +10 (+5 eff.) Max.HP +50.00 Metal gloves protecting the hands up to the middle of the lower arm. |
polar dwarven-steel gauntlets of dispersion (0 def, 2 armour)1.5 T3 hands armor [Ego+] Arcane/Nature While equipped: Stats +5 Wil +5 Mag dps ---------- Melee+ 9 arcane 8 cold Dmg.mod +5% cold ----- def ----- Armour +2 Resists +5% arcane +5% cold Disperse Magic: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range 10 Travel.spd instantaneous Is a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Metal gloves protecting the hands up to the middle of the lower arm. |
mindwoven linen wizard hat of knowledge (1 def, 0 armour)2.0 T1 head armor [Ego+] Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.crit +3% Mind.pwr +7 (+4 eff.) ----- def ----- Defense +1 (+1 eff.) ---------- misc Psi/turn +0.10 A pointy cloth hat, very wizardly... |
Anoblek the hardened leather cap (9 def, 13 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +4 Dex +2 Con dps ---------- Dmg.mod +6% physical ----- def ----- Armour +13 Defense +9 (+5 eff.) Rng.Def +9 (+4 eff.) Fatigue +3% Resists +18% acid Die.at -40.00 life ---------- misc Max.stam +20.00 A cap made of leather. |
Boltworth (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: dps ---------- Dmg.mod +30% lightning Res.pen +25% lightning On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Armour +3 Fatigue +3% Resists +21% lightning +12% fire Phys.save +19 (+6 eff.) A cap made of leather. |
Un'fezan's Cap (1 def, 0 armour)2.0 T3 head armor [Unique] Arcane/Psionic Needs something equally stylish and cool to go with it. While equipped: Stats +8 Cun +4 Wil dps ---------- Spell.pwr +8 (+4 eff.) Mind.pwr +8 (+4 eff.) ----- def ----- Defense +1 (+1 eff.) Resists +10% physical +10% temporal Anom.red +5 ---------- misc Masteries +0.20 Chronomancy/Timetravel Wormhole: Level 1.0 Pwr.cost 15 out of 15/15. Range 10 Travel.spd instantaneous Is a spell Description: You fold the space between yourself and a second point within a range of 10, creating a pair of wormholes. Any creature stepping on either wormhole will be teleported near the other (radius 5 accuracy). The wormholes will last 3 turns and must be placed at least two tiles apart. The chance of teleporting enemies will scale with your Spellpower. This fez once belonged to a traveler; it always seems to be found lying around in odd locations. Fezzes are cool. |
bladed hardened leather cap of might (0 def, 3 armour)2.0 T3 head armor [Ego++] Master While equipped: Stats +7 Str +3 Con dps ---------- Phys.pwr +3 (+0 eff.) Melee Ret 7 physical ----- def ----- Armour +3 Fatigue +3% 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 120.5 Physical damage. If the attack hits, the target is confused (34% 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. |
grounding hardened leather cap of dexterity (+6) (0 def, 3 armour)2.0 T3 head armor [Ego] Nature/Master While equipped: Stats +6 Dex ----- def ----- Armour +3 Fatigue +3% Resists +7% lightning +8% temporal A cap made of leather. |
hardened leather cap 'Porimiwyn' (0 def, 3 armour)2.0 T3 head armor [Random Unique] Master While equipped: Stats +2 Str +4 Dex +6 Wil +3 Con dps ---------- Res.pen +15% physical ----- def ----- Armour +3 Fatigue +3% Resists +9% blight +1% physical Phys.save +46 (+13 eff.) Mind.save +9 (+4 eff.) A cap made of leather. |
insulating hardened leather cap of the depths (0 def, 3 armour)2.0 T3 head armor [Ego] Nature/Master While equipped: ----- def ----- Armour +3 Fatigue +3% Resists +13% cold +8% fire ---------- misc Breathe water A cap made of leather. |
stabilizing hardened leather cap of fortune (0 def, 3 armour)2.0 T3 head armor [Ego+] Nature/Master While equipped: Stats +8 Lck dps ---------- Phys.crit +4.0% Spell.crit +4% Mind.crit +5% ----- def ----- Armour +3 Fatigue +3% Phys.save +12 (+4 eff.) A cap made of leather. |
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 (+2 eff.) Spell.pwr +10 (+5 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. |
grounding dwarven-steel helm of constitution (+6) (0 def, 4 armour)3.0 T3 head armor [Ego] Nature/Master While equipped: Stats +6 Con ----- def ----- Armour +4 Fatigue +4% Resists +9% lightning +8% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
5 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
12 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+3 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+3 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
11 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
3 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 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+4 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+4 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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 Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+5 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+4 eff.) Item imbue powers: Defense +8 (+5 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise0.0 T4 green gem [Normal] While equipped: See.Stealth +10 See.Invis +10 Item imbue powers: See.Stealth +10 See.Invis +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 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 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Windborne Azurite0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
alchemist's lamp1.0 T3 lite [Normal] While equipped: ---------- misc Light +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
bright alchemist's lamp of health1.0 T3 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +52.00 ---------- misc Light +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +4 Call light (74 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of 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. |
supercharged steel torque of kinetic psionic shield [power 85] (14/23 cooldown)2.0 T2 torque charm [Ego] Psionic Setup a psionic shield, reducing all physical, nature, temporal and acid damage by 85 for 7 turns Puts all charms on 23 cooldown Torques are made by powerful psionics to store psionic powers. |
hateful dwarven-steel torque of psychoportation [power 36] (14/30 cooldown)2.0 T3 torque charm [Ego] Psionic Teleport randomly (rad 36) Puts all charms on 30 cooldown 100% to regenerate 5 hate. Torques are made by powerful psionics to store psionic powers. |
stralite torque of charged psionic shield [power 107] (14/20 cooldown)2.0 T4 torque charm [Ego] Psionic Setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 107 for 7 turns Puts all charms on 20 cooldown Torques are made by powerful psionics to store psionic powers. |
supercharged stralite torque of kinetic psionic shield [power 149] (14/24 cooldown)2.0 T4 torque charm [Ego] Psionic Setup a psionic shield, reducing all physical, nature, temporal and acid damage by 149 for 7 turns Puts all charms on 24 cooldown Torques are made by powerful psionics to store psionic powers. |
webbed elven-wood totem of healing [power 175] (14/20 cooldown)2.0 T4 totem charm [Ego+] Nature While equipped: ---------- misc Talents +3 Lay Web Cooldown Lay Web -1 Heal a target within range 6 (based on Willpower) for 175 Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
striking elven-wood wand of clairvoyance [power 12] (14/6 cooldown)2.0 T4 wand charm [Ego+] Arcane While equipped: ---------- misc Talents +2 Strike Cooldown Strike -1 Reveal the area around you, dispelling darkness (radius 12, power 45 based on Magic), and detect the presence of nearby creatures for 3 turns Puts all charms on 6 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
striking elven-wood wand of clairvoyance [power 13] (14/6 cooldown)2.0 T4 wand charm [Ego+] Arcane While equipped: ---------- misc Talents +3 Strike Cooldown Strike -1 Reveal the area around you, dispelling darkness (radius 13, power 46 based on Magic), and detect the presence of nearby creatures for 3 turns Puts all charms on 6 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Against all odds (Roguelike)
Killed Ukruk in the ambush.By Muric the Cornac Bulwark level 28
11st Haze 122nd year of Ascendancy at 14:28 see stats
Curse Lifter (Roguelike)
Killed Ben Cruthdar the Cursed.By Muric the Cornac Bulwark level 23
75th Dusk 122nd year of Ascendancy at 23:59 see stats
Earth Master (Roguelike)
Killed Harkor'Zun and unlocked Stone magic.By Muric the Cornac Bulwark level 21
66th Dusk 122nd year of Ascendancy at 18:11 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By Muric the Cornac Bulwark level 17
54th Dusk 122nd year of Ascendancy at 09:41 see stats
Eye of the storm (Roguelike)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Muric the Cornac Bulwark level 21
67th Dusk 122nd year of Ascendancy at 01:04 see stats
Home sweet home (Roguelike)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Muric the Cornac Bulwark level 17
49th Dusk 122nd year of Ascendancy at 22:17 see stats
Level 10 (Roguelike)
Got a character to level 10.By Muric the Cornac Bulwark level 10
1st Flare 122nd year of Ascendancy at 23:00 see stats
Level 20 (Roguelike)
Got a character to level 20.By Muric the Cornac Bulwark level 20
57th Dusk 122nd year of Ascendancy at 19:43 see stats
Level 30 (Roguelike)
Got a character to level 30.By Muric the Cornac Bulwark level 30
17th Haze 122nd year of Ascendancy at 17:36 see stats
Size matters (Roguelike)
Did over 600 damage in one attack.By Muric the Cornac Bulwark level 30
18th Haze 122nd year of Ascendancy at 09:43 see stats
Slimefest (Roguelike)
Have 100 walls on the sludgenest turn into hostile creatures.By Muric the Cornac Bulwark level 30
32nd Haze 122nd year of Ascendancy at 04:56 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Muric the Cornac Bulwark level 7
79th Pyre 122nd year of Ascendancy at 14:07 see stats
The secret city (Roguelike)
Discovered the truth about mages.By Muric the Cornac Bulwark level 11
10th Flare 122nd year of Ascendancy at 04:25 see stats
The sky is falling! (Roguelike)
Saw a huge meteor falling from the sky.By Muric the Cornac Bulwark level 16
46th Dusk 122nd year of Ascendancy at 17:01 see stats
Treasure Hoarder (Roguelike)
Amassed 3000 gold pieces.By Muric the Cornac Bulwark level 30
31st Haze 122nd year of Ascendancy at 04:12 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Muric the Cornac Bulwark level 20
57th Dusk 122nd year of Ascendancy at 20:26 see stats
Vampire crusher (Roguelike)
Destroyed the Master in its lair of the Dreadfell.By Muric the Cornac Bulwark level 27
11st Haze 122nd year of Ascendancy at 04:20 see stats
Log
Burning from Glorama the slimy ooze hits Emelyriwe the slimy ooze for 9 fire damage.
Burning from Glorama the slimy ooze hits Thought-forged warrior for 13 fire damage.
Thought-forged warrior receives 3 healing.
Poison ooze misses Muric.
Burning from Glorama the slimy ooze hits Gumitira the blue ooze for 15 fire damage.
Burning from Glorama the slimy ooze hits Veloda the slimy ooze for 0 fire damage.
Belessra the poison ooze is fully armored again.
Burning from Glorama the slimy ooze hits War hound for 0 fire damage.
Burning from Glorama the slimy ooze hits Belessra the poison ooze for 9 fire damage.
Muric seems more focused.
Muric has recovered!
Glorama the slimy ooze throws two quick punches.
Muric resists the mind attack!
Thorn Grab from Belusenor the gelatinous cube hits Muric for 7 nature damage.
Bleeding from Belusenor the gelatinous cube hits Muric for 16 physical damage.
Muric hits Glorama the slimy ooze for (1 resist armour), 0 acid, (3 resist armour), 0 darkness, (4 resist armour), 0 blight, (4 resist armour), 0 temporal, (1 resist armour), 0 acid, (3 resist armour), 0 darkness, (4 resist armour), 0 blight, (4 resist armour), 0 temporal (0 total damage).
Insidious Poison from Belessra the poison ooze hits Muric for 1 nature damage.
Deep Wound from Belessra the poison ooze hits Muric for 10 physical damage.
Glorama the slimy ooze hits Muric for 44 nature, 3 darkness, 4 mind, 3 fire, 42 nature, 3 darkness, 8 mind, 3 fire (110 total damage).
Burning from Glorama the slimy ooze hits Muric for 10 fire damage.
Burning from Glorama the slimy ooze hits Betythra the poison ooze for (5 to psi shield), 3 fire (3 total damage).
Burning from Glorama the slimy ooze hits Poison ooze for 14 fire damage.
Mayyra the poison ooze uses Shield Toss.
Muric is crippled.
Mayyra the poison ooze hits Muric for 48 physical, 64 physical (111 total damage).
Muric hits Mayyra the poison ooze for 0 acid, (0 indomitable), 3 darkness, 0 blight, (1 indomitable), 4 temporal (7 total damage).
Muric hits Emelyriwe the slimy ooze for 0 acid, 2 darkness, 3 blight, 3 temporal, 0 acid, 2 darkness, 3 blight, 0 temporal (12 total damage).
Burning from Glorama the slimy ooze hits Elomina the poison ooze for 3 fire damage.
Emelyriwe the slimy ooze hits Muric for 59 physical, 25 physical (85 total damage).
Saving game...




































































































































