











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Turn Separators 1.4.0Have you ever noticed that the newlines in ToME's battle log Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) Ashes of Urh'Rok 1.7.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Possessor Bonus Class 1.7.0Donators/Buyers bonus! Better Item Description 1.7.2This 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 Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Forbidden Cults 1.7.0Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Halfling |
| Class | Marauder |
| Level / Exp | 29 / 73% |
| Size | huge |
| Lifes / Deaths | Killed by Isuldawen the treant at level 10 on the 3rd Flare 122nd year of Ascendancy at 05:59 4 / 2Killed by Aerenn the treant at level 22 on the 26th Haze 122nd year of Ascendancy at 13:57 |
| Antimagic | Follower |
Primary Stats
| Strength | 87 (base 34) |
| Dexterity | 61 (base 43) |
| Constitution | 61 (base 49) |
| Magic | 15 (base 10) |
| Willpower | 27 (base 10) |
| Cunning | 30 (base 13) |
Resources
| Life | 1017/1029 |
| Psi | 157/157 |
| Stamina | 206/206 |
| Equilibrium | 30 |
| Healing Factor | 1.5449470706755 |
| Regeneration | 17.380654545099 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +48% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 3 |
Offense: Mainhand
| Damage | 100 |
| Accuracy | 56 |
| Crit Chance | 14% |
| APR | 7 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 78 |
| Accuracy | 56 |
| Crit Chance | 24% |
| APR | 20 |
| Speed | 0.90 |
Offense: Spell
| Spellpower | 7.5 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Mind
| Mindpower | 32 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +9% |
| Lightning | +6% |
| Light | +12% |
| All | 0% |
Offense: Damage Penetration
| Lightning | +11% |
| Light | +5% |
| Nature | +35% |
| Cold | +8% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 50.08934837382 (100%) |
| Defense | 39 |
| Ranged Defense | 39 |
| Fatigue | 0 |
| Physical Save | 50 |
| Spell Save | 15 |
| Mental Save | 32 |
Defense: Resistances
| Acid | + 15%( 73%) |
| Blight | + 35%( 73%) |
| Physical | + 16%( 73%) |
| Cold | + 38%( 73%) |
| All | + 7%( 73%) |
| Lightning | + 29%( 73%) |
| Light | + 17%( 73%) |
| Mind | + 16%( 73%) |
| Darkness | + 25%( 73%) |
| Fire | + 14%( 73%) |
| Nature | + 32%( 73%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Disarm Resistance | 73% |
| Knockback Resistance | 100% |
| Confusion Resistance | 70% |
| Stun Resistance | 80% |
| Pinning Resistance | 20% |
| Poison Resistance | 14% |
| Blind Resistance | 28% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 359 life over 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 31% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 163 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 476% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Duelist | 1.30 |
| 5/5 |
| 2/5 |
| 4/5 |
| 3/5 |
| Technique / Combat veteran | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.30 |
| 4/5 |
| 4/5 |
| 4/5 |
| 3/5 |
| Technique / Throwing knives | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 2/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 1/5 |
| 5/5 |
| Wild-gift / Antimagic | 1.00 |
| 3/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Technique / Mobility | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Technique / Thuggery | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Daunting Presence |
| talent | Antimagic Shield |
| beneficial effect | Parrying melee and ranged attacks: Has a 70% chance to deflect up to 25 damage from the next 2.3 attack(s). Parried attacks cannot crit. Parrying |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: temporal explorer (level 1 of Ruins of Kor'Pul)As a reward you improved talent Dream Walk (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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. * You have bound the transmogrification chest to the Fortress power system. | 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. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | 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 AlchemistsUngrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed electric eel tail. * You've found the needed warg claw. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | 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 within3 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of iron boots 'Filthrage' (0 def, 5 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Mind.pwr +15 (+8 eff.) Res.pen +5% nature ----- def ----- Armour +5 Fatigue +2% Resists +3% blight Pinning- +20% Stun/Frz- +20% ---------- 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. |
| Light source | Polumira the brass lantern2.0 T1 lite [Rare] Nature While equipped: dps ---------- Phys.crit +1.0% Dmg.mod +9% physical Acc +5 (+2 eff.) ----- def ----- Armour +6 Phys.save +5 (+2 eff.) Heal.mod +10% ---------- misc Stam/turn +1.00 Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | rough leather cap 'Chargesmash' (0 def, 1 armour) =wasser=2.0 T1 head armor [Rare] Nature While equipped: Stats +2 Mag +2 Wil +1 Con dps ---------- Dmg.mod +6% lightning ----- def ----- Armour +1 Fatigue +1% Resists +6% lightning +5% cold ---------- misc Breathe water A cap made of leather. |
| On hands | Snow Giant Wraps (0 def, 2 armour)1.0 T3 hands armor [Unique] Nature This would be great with a mighty matching belt. The set is complete. While equipped: Stats +4 Str dps ---------- Phys.pwr +10 (+2 eff.) ----- def ----- Armour +2 Resists +10% lightning +10% cold Phys.save +10 (+3 eff.) Max.HP +60.00 Knockbk- +50% Unarmed combat: Power 17.0 - 18.7 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.0% Atk.spd 100% Melee+ +10 lightning +10 cold On Hit: 25% Call Lightning 5 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 173.83 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. |
| Tool | Shinepulverizer the dwarven-steel pickaxe (dig speed 22 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str +3 Dex +3 Wil +1 Cun dps ---------- Crit.mult +15.00% Phys.pwr +26 (+6 eff.) Mov.spd +10% Dmg.mod +12% light Res.pen +5% light While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Velonn0.1 T3 ring jewelry [Rare] Psionic While equipped: Stats +6 Wil dps ---------- Crit.mult +10.00% ----- def ----- Resists +9% mind Mind.save +25 (+11 eff.) Confus- +31% ---------- misc Max.hate +2.00 Max.psi +40.00 Rings make your fingers look great! |
| On fingers | treant's gold ring of life0.1 T3 ring jewelry [Ego++] Nature While equipped: ----- def ----- Resists +5% nature +8% blight Max.HP +55.00 HP.reg +6.00 Heal.mod +11% Poison- +14% Disease- +15% Rings make your fingers look great! |
| Around neck | Glodhenor the Growthorn0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +4 Dex +4 Cun +3 Con dps ---------- Mov.spd +10% Res.pen +20% nature On Hit (Melee): * 10% chance to slow global speed by 48% ----- def ----- Armour +4 Defense +5 (+2 eff.) Fatigue -5% Resists +6% blight +3% acid +13% darkness +11% light Res.Cap +3% all Phys.save +9 (+3 eff.) HP.reg +2.00 Blind- +28% ---------- misc Stam/turn +0.60 Amulets make your neck look great! |
| In main hand | Galeldir the Cureblur (19-25 power, 7 apr)1.0 T3 dagger 1H weapon [Random Unique] Nature Power 19.0 - 24.7 Physical Uses 50% Dex, 50% Str Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +8 nature On Crit.r2 +27 lightning +7 cold While equipped: Stats +3 Mag +6 Wil +1 Cun +7 Con dps ---------- Mov.spd +28% Res.pen +11% lightning +8% cold +10% nature ----- def ----- Resists +9% nature Max.HP +10.00 Sharp, short and deadly. |
| Around waist | Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. The set is complete. While equipped: ----- def ----- Armour +4 Fatigue -20% Max.HP +100.00 Knockbk- +40% ---------- misc Max.enc +70 Size +2 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In off hand | Swordbreaker (25-32 power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +15.0% Atk.spd 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex ----- def ----- Hardiness +20% Defense +15 (+5 eff.) Phys.save +15 (+5 eff.) Disarm- +50% ---------- misc Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
| Cloak | Yarydraldil the linen cloak (1 def, 6 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- On Hit (Melee): * 20% chance to slow global speed by 48% ----- def ----- Armour +6 Defense +1 (+0 eff.) Resists +6% darkness +11% cold Crit.dmg- 10.00% ---------- misc Infravis +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | cleansing dwarven-steel plate armour of the dragon (0 def, 11 armour)17.0 T3 massive armor Reqs Massive armour training [Ego+] Nature/Disrupt While equipped: ----- def ----- Armour +11 Fatigue +22% Resists +5% acid +9% physical +8% lightning +13% blight +7% cold +13% nature +7% fire Disarm- +23% Stun/Frz- +21% Knockbk- +25% ---------- misc Cooldown Rush -5 A suit of armour made of metal plates. |
Inventory
healing infusion of the duelist (heal 196; cd 14)0.1 infusion scroll [Ego] 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 196 then cleanse 1 wound, poison, and disease effect. 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 nature talent. |
regeneration infusion of the psychic (heal 376; 13 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 376 life over 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Rune of Reflection (--)0.1 T3 rune scroll [Unique] Arcane 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 spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 175 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. |
Choker of Dread0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+2 eff.) ----- def ----- Blind- +100% ---------- misc See.Invis +10 Summon an elder vampire with Taunt to your side for 15 turns. Uses 60 power out of 60/60 The evilness of undeath radiates from this amulet. |
Cuthodig0.1 T1 amulet jewelry [Rare] Master While equipped: Stats +3 Mag +2 Wil dps ---------- Spell.crit +5% Crit.mult +10.00% S.pwr/crit +6 ---------- misc Masteries +0.13 Technique/Dual techniques Amulets make your neck look great! |
Earthen Beads0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Affinity +15% nature HP.reg +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: Touch a target (or yourself) to infuse it with Nature, healing it for 197 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
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... |
clarifying copper amulet of cunning (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun ----- def ----- Resists +11% mind Confus- +21% Amulets make your neck look great! |
copper amulet 'Icerip'0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Crit.mult +10.00% Res.pen +5% physical Melee Ret 10 cold ----- def ----- Armour +2 Resists +12% lightning Phys.save +9 (+3 eff.) Stun/Frz- +20% ---------- misc Stam/turn +2.00 Amulets make your neck look great! |
restful copper amulet0.1 T1 amulet jewelry [Ego] Master While equipped: ----- def ----- Fatigue -4% HP.reg +2.00 Amulets make your neck look great! |
Aeryran the Noonreaper0.1 T1 ring jewelry [Rare] Psionic While equipped: dps ---------- Dmg.mod +6% light +3% mind Melee Ret 2 light 4 lightning ----- def ----- Resists +6% lightning +9% light Mind.save +6 (+3 eff.) Confus- +25% Rings make your fingers look great! |
Nightsong0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+2 eff.) Fatigue -7% Mind.save +13 (+7 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Shadowstep: Level 2.0 Pwr.cost 50 out of 50/50. Range 7 Travel.spd instantaneous Is a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
copper ring 'Xerota'0.1 T1 ring jewelry [Rare] Master While equipped: Stats +3 Dex dps ---------- Phys.pwr +15 (+4 eff.) ----- def ----- Armour +2 Resists +6% acid Max.HP +20.00 Disarm- +20% Pinning- +21% Knockbk- +20% Rings make your fingers look great! |
Ce'Nirilaith the dwarven-steel battleaxe (31-46 power, 2 apr)3.0 T3 battleaxe 2H weapon [Random Unique] Nature/Master Power 31.0 - 46.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% Melee+ +12 nature While equipped: Stats +7 Str +9 Dex +7 Mag +12 Wil +7 Cun +9 Con dps ---------- Res.pen +10% all Acc +17 (+5 eff.) Apr +10 ----- def ----- Resists +3% mind +6% nature Mind.save +9 (+5 eff.) Cut- +10% Massive two-handed battleaxes. |
Silent Blade (25-32 power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 35% Str, 55% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +8.0% Atk.spd 100% Melee+ +10 silence On Kill: * Enter stealth for 3 turns. When used from stealth a simple attack with it will not break stealth. While equipped: dps ---------- Acc +10 (+3 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
slime-covered stralite dagger of massacre (34-45 power, 9 apr)1.0 T4 dagger 1H weapon [Ego] Disrupt/Master Power 34.5 - 44.9 Physical Uses 50% Str, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Hit: * 5% chance to slow global speed by 48% Sharp, short and deadly. |
stormbringer's steel dagger of dampening (14-18 power, 6 apr)1.0 T2 dagger 1H weapon [Ego+] Nature/Disrupt Power 13.5 - 17.6 Physical Uses 50% Str, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Crit.r2 +5 lightning +8 cold While equipped: dps ---------- Mov.spd +26% Res.pen +5% lightning +7% cold ----- def ----- Resists +8% acid +9% lightning +7% cold +7% fire +3% all Spell.save +5 (+5 eff.) Sharp, short and deadly. |
stralite dagger of amnesia (28-36 power, 9 apr)1.0 T4 dagger 1H weapon [Ego+] Psionic Power 28.0 - 36.4 Physical Uses 50% Str, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) Sharp, short and deadly. |
Quenchtickler the dwarven-steel mace (26-37 power, 4 apr)3.0 T3 mace 1H weapon [Random Unique] Nature Power 26.5 - 37.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% On Crit.r2 +17 lightning +7 cold +14 nature +7 acid While equipped: Stats +8 Con +7 Wil dps ---------- Mov.spd +22% Dmg.mod +3% mind +3% cold Res.pen +13% lightning +24% cold +5% nature +14% acid Apr +8 Melee Ret 2 mind 6 cold ----- def ----- Resists +6% cold Max.HP +10.00 Blunt and deadly. |
shimmering yew vilestaff (20-24 power, 4 apr, blight element)5.0 T3 staff 2H weapon Reqs Mag 24 [Ego] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+4 eff.) Dmg.mod +20% blight ---------- misc Mana/turn +0.11 Max.mana +65.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
short yew magestaff of might (20-24 power, 4 apr, fire element)5.0 T3 staff 1H weapon Reqs Mag 24 [Ego] Arcane/Master Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +10% Spell.pwr +9 (+4 eff.) Dmg.mod +20% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Salivena1.0 T1 belt armor [Rare] Nature While equipped: Stats +2 Str +1 Con dps ---------- Mind.pwr +4 (+2 eff.) Apr +1 On Hit (Melee): * 20% chance to slow global speed by 48% ----- def ----- Defense +15 (+5 eff.) Resists +3% acid +5% arcane Mind.save +6 (+3 eff.) A belt that goes around your waist. |
Betabrewen the Demonquench (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +3 Str +3 Con dps ---------- Melee Ret 4 darkness ----- def ----- Armour +1 Resists +9% blight Spell.save +3 (+3 eff.) Rush: Puts all charms on 25 cooldown Level 2.6 Pwr.cost 25 out of 25/25. Range 7 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Sparkseam the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +5 Cun dps ---------- Phys.crit +4.0% Crit.mult +10.00% Phys.pwr +4 (+1 eff.) Res.pen +25% lightning Apr +6 ----- def ----- Armour +1 ---------- misc Stam/turn +3.00 A pair of boots made of leather. |
Ravenjeer the hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Rare] Master While equipped: Stats +4 Cun +5 Dex dps ---------- Spell.crit +1% Dmg.mod +9% blight +6% fire +6% darkness Acc +6 (+2 eff.) Apr +10 ----- def ----- Armour +2 Resists +12% darkness +9% fire Unarmed combat: Power 17.5 - 19.2 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Acc +8 Apr +9 Crit +3.0% Atk.spd 100% On Hit: 15% Perfect Strike 3 Steady Shot: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
dwarven-steel gauntlets 'Zirim' (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: dps ---------- Crit.mult +20.00% Res.pen +25% blight +5% arcane Acc +7 (+2 eff.) Melee Ret 4 temporal ----- def ----- Armour +2 Fatigue +3% Phys.save +7 (+2 eff.) Mind.save +5 (+3 eff.) Disarm- +29% ---------- misc Mana/s.crit +2.00 Unarmed combat: Power 21.5 - 30.1 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% base dam (max 20%) Acc +8 Apr +9 Crit +8.0% Atk.spd 83% On Hit: 10% Perfect Control 3 Metal gloves protecting the hands up to the middle of the lower arm. |
hardened leather gloves 'Zelach' (10 def, 2 armour)1.0 T2 hands armor [Rare] Nature While equipped: Stats +4 Dex dps ---------- Melee+ 9 fire Dmg.mod +5% fire Acc +10 (+3 eff.) Apr +1 ----- def ----- Armour +2 Defense +10 (+3 eff.) Resists +7% fire ---------- misc Max.stam +30.00 Unarmed combat: Power 18.0 - 19.8 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% On Crit.r2 +7 fire On Hit: 10% Fire Breath 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
restful rough leather gloves of strength (+3) (0 def, 1 armour)1.0 T1 hands armor [Ego] Master/Psionic While equipped: Stats +3 Str dps ---------- Phys.pwr +5 (+1 eff.) ----- def ----- Armour +1 HP.reg +1.00 ---------- misc Stam/turn +0.50 Max.stam +12.00 Unarmed combat: Power 11.5 - 12.7 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 100% On Hit: 10% Nightmare 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Iviyata (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Phys.pwr +30 (+7 eff.) Dmg.mod +12% physical ----- def ----- Armour +3 Fatigue +5% Resists +6% fire +5% arcane +6% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
bladed dwarven-steel helm of trickery (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Ego++] Master While equipped: Stats +4 Str +3 Dex +2 Cun dps ---------- Apr +6 ----- def ----- Armour +4 Fatigue +4% Skullcr.mult +2 Skullcracker: Puts all charms on 20 cooldown Level 3.9 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 297.3 Physical damage. If the attack hits, the target is confused (41% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
hardened leather cap 'Eilinamina' (15 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +2 Cun +8 Str ----- def ----- Armour +3 Defense +15 (+5 eff.) Fatigue +3% Resists +7% cold +8% fire +4% physical ---------- misc Max.psi +30.00 A cap made of leather. |
rejuvenating hardened leather armour of cold resistance (9 def, 6 armour)9.0 T3 light armor [Ego] Nature/Master While equipped: ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% Resists +18% cold HP.reg +3.80 ---------- misc Stam/turn +0.50 A suit of armour made of leather. |
6 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. |
498 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. |
6 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. |
2 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+5 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+5 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 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. |
3 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Strikejeer (dig speed 13 turns)3.0 T3 digger tool [Random Unique] Master While equipped: Stats +3 Str +3 Con dps ---------- Dmg.mod +6% lightning Melee Ret 4 lightning ----- def ----- Resists +6% lightning +6% cold Max.HP +23.00 ---------- misc Max.stam +15.00 Light +1 Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Forbidden Tome: "A View From The Gallery"2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
8 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 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Velyth2.0 T1 lite [Rare] Nature While equipped: Stats +4 Str +1 Mag +2 Wil +1 Cun ----- def ----- Resists +6% light Phys.save +6 (+2 eff.) Heal.mod +12% ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
4 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. |
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. |
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. |
cleansing dwarven-steel torque of psionic shield [power 67] (25 cooldown)2.0 T3 torque charm [Ego+] Psionic Setup a psionic shield, reducing all damage taken by 67 for 5 turns Puts all charms on 25 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
Islynne the Morningglamour [power 218] (15 cooldown)2.0 T2 totem charm [Rare] Nature While equipped: dps ---------- Phys.crit +2.0% Phys.pwr +15 (+4 eff.) Dmg.mod +15% light Apr +2 Melee Ret 8 light On Hit (Melee): * 20% chance to slow global speed by 48% ----- def ----- Armour +4 Spell.save +9 (+7 eff.) Sting an enemy dealing 218 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to increase all damage by 14% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Kheludunatir the ash totem of stinging [power 188] (15 cooldown)2.0 T2 totem charm [Rare] Nature While equipped: Stats +4 Dex +4 Mag +3 Con ----- def ----- Resists +6% temporal ---------- misc Light +2 Sting an enemy dealing 188 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to heal for 45. Natural totems are made by powerful wilders to store nature power. |
4 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. |
Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
6 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. |
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. |
5 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 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. |
Achievements
Antimagic! (Insane (Adventure) difficulty)
Completed antimagic training in the Ziguranth camp.By Ysrc the Halfling Marauder level 24
35th Haze 122nd year of Ascendancy at 13:34 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Ysrc the Halfling Marauder level 10
10th Mirth 122nd year of Ascendancy at 18:14 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Ysrc the Halfling Marauder level 22
25th Haze 122nd year of Ascendancy at 05:21 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Ysrc the Halfling Marauder level 28
2nd Decay 122nd year of Ascendancy at 14:07 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By Ysrc the Halfling Marauder level 27
72nd Haze 122nd year of Ascendancy at 09:57 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Ysrc the Halfling Marauder level 29
1st Wintertide 123rd year of Ascendancy at 12:53 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Ysrc the Halfling Marauder level 10
10th Mirth 122nd year of Ascendancy at 18:12 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Ysrc the Halfling Marauder level 20
54th Dusk 122nd year of Ascendancy at 04:57 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Ysrc the Halfling Marauder level 21
2nd Haze 122nd year of Ascendancy at 01:07 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Ysrc the Halfling Marauder level 9
3rd Mirth 122nd year of Ascendancy at 04:56 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Ysrc the Halfling Marauder level 16
40th Dusk 122nd year of Ascendancy at 03:03 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Ysrc the Halfling Marauder level 23
28th Haze 122nd year of Ascendancy at 11:03 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Ysrc the Halfling Marauder level 17
45th Dusk 122nd year of Ascendancy at 16:38 see stats
Log
Your Wrap of Stone (0 def, 0 armour) is magically sorted by the storage room.
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Ysrc drops on the floor: Cloud Caller (0 def, 0 armour).
Your Cloud Caller (0 def, 0 armour) is magically sorted by the storage room and put in a pile with the others items of the same type.
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Ysrc drops on the floor: Sludgegrip (0 def, 0 armour).
Your Sludgegrip (0 def, 0 armour) is magically sorted by the storage room.
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Ysrc drops on the floor: Rope Belt of the Thaloren.
Your Rope Belt of the Thaloren is magically sorted by the storage room.
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Ysrc drops on the floor: Jaw of Rogroth.
Your Jaw of Rogroth is magically sorted by the storage room and put in a pile with the others items of the same type.
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Ysrc drops on the floor: Telekinetic Core.
Your Telekinetic Core is magically sorted by the storage room.
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There is an item here: Sludgegrip (0 def, 0 armour)
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Ysrc deactivates Daunting Presence.
Ysrc activates Daunting Presence.
Ysrc deactivates Antimagic Shield.
Ysrc activates Antimagic Shield.























































































































