Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.5.0Donators/Buyers bonus! Demon Seeds Plus 1.5.0Gives some unused demon seeds (Khulmanar, Walrog) new skills and adds new unique seeds (Draebor, Lithfengel, Shasshhiy'Kaish, Kryl-Feijan, Corrupted Daleach). If any of the abovementioned demons appears somewhere they shouldn't, please report it in the form thread. Changelog: Possessor Bonus Class 1.5.4Donators/Buyers bonus! 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: 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:
Eternal Darkness 1.5.0Adds many new spells for Necromancer and modifies many existing spells, effects and minions. See thread for full details. Select First Escort 1.5.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it 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:
Plenum Tooltip: Enhanced tooltips v 2.7 for ToME 1.5.0 1.5.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. Improved Auto-explore and Rest 1.5.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Myth's Tactical Borders 1.5.9This addon replaces the default tactical borders with a verson that more clearly shows the healthbars while making target identification quick and easy. +++ This addon only works for new characters, unless you edit your save file+++ Instructions for save file editing: Locate your save folder - (Generally in C:\users\*username*) ( The name of you save folder inside your *username* directory is T-Engine ) BACKUP YOUR T-Engine folder TO A SAFE LOCATION - ( You can copy and paste it on your desktop ) Inside your *username* directory, open your T-Engine folder Locate the line that looks like the following: Add inside the { } the following 'myth-minimalist-ui' so that it now looks like: ( Keep in mind the above will look different based on what addons you have installed ) Save your desc.lua and exit the file. |
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Female |
Race | Skeleton |
Class | Sun Paladin |
Level / Exp | 46 / 53% |
Size | big |
Lifes / Deaths | Killed by Atamathon the Giant Golem at level 46 on the 63rd Dusk 124th year of Ascendancy at 20:45 6 / 1 |
Primary Stats
Strength | 164 (base 60) |
Dexterity | 63 (base 22) |
Constitution | 55 (base 38) |
Magic | 77 (base 60) |
Willpower | 28 (base 10) |
Cunning | 55 (base 20) |
Resources
Life | 1533/1533 |
Positive | 185/185 |
Stamina | 280/280 |
Steam | 100/100 |
Healing Factor | 1.35 |
Regeneration | 11.8125 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -63.333333333333% |
Spell | -1.1102230246252E-14% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
Offense: Mainhand
Damage | 226 |
Accuracy | 56 |
Crit Chance | 34% |
APR | 28 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 60 |
Crit Chance | 23% |
Speed | 1 |
Offense: Mind
Mindpower | 41 |
Crit Chance | 20% |
Speed | 1 |
Offense: Damage Bonus
Acid | +9% |
Blight | +20% |
Physical | +13% |
Fire | +10% |
All | 0% |
Offense: Damage Penetration
Darkness | +10% |
Temporal | +25% |
Lightning | +5% |
Physical | +70% |
Mind | +10% |
Nature | +25% |
Defense: Base
Armour (hardiness) | 96.451443447813 (82.5%) |
Defense | 37 |
Ranged Defense | 42 |
Fatigue | 0 |
Physical Save | 71 |
Spell Save | 43 |
Mental Save | 69 |
Defense: Resistances
Acid | + 17%( 70%) |
Blight | + 18%( 70%) |
Physical | + 19%( 70%) |
Cold | + 24%( 70%) |
All | + 13%( 70%) |
Darkness | + 38%( 70%) |
Light | + 20%( 70%) |
Lightning | + 55%( 70%) |
Fire | + 49%( 70%) |
Nature | + 18%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 30% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 76% |
Silence Resistance | 10% |
Bleed Resistance | 100% |
Disarm Resistance | 100% |
Pinning Resistance | 10% |
Instadeath Resistance | 100% |
Knockback Resistance | 15% |
Inscriptions (3/3)
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 202% efficiency and cooldown mod of 55%. Its effects scale with your Constitution stat. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 176% efficiency and cooldown mod of 66%. Its effects scale with your Cunning 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 704 damage for 5 turns. Its effects scale with your Strength stat. |
Class Talents
Celestial / Guardian | 1.30 |
| 3/5 |
| 5/5 |
| 2/5 |
| 5/5 |
Celestial / Sun | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Technique / Combat veteran | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Combat | 1.30 |
| 5/5 |
| 4/5 |
| 5/5 |
| 4/5 |
Technique / Shield offense | 1.10 |
| 4/5 |
| 4/5 |
| 1/5 |
| 3/5 |
Celestial / Radiance | 1.30 |
| 4/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Technique / Two-handed assault | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Undead / Skeleton | 1.10 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 1.10 |
| 4/5 |
| 5/5 |
| 0/5 |
| 2/5 |
| 4/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Chants | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Celestial / Light | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | 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 have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. | active |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved Magic by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost sun paladin (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Strength by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Dreadfell. Escort: lost sun paladin (level 3 of Dreadfell)As a reward you improved Strength by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 8 of Dreadfell. Escort: lost sun paladin (level 8 of Dreadfell)As a reward you improved Strength by +2. | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost tinker (level 1 of Ruins of Kor'Pul) | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Old Forest. Escort: temporal explorer (level 1 of Old Forest)As a reward you improved Magic by +2. | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Daikara. Escort: temporal explorer (level 2 of Daikara)As a reward you improved Magic by +2. | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: worried loremaster (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Strength by +2. | done |
You successfully escorted the worried loremaster to the recall portal on level 5 of Dreadfell. Escort: worried loremaster (level 5 of Dreadfell)As a reward you improved Strength 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 Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active |
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. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 589. | 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 |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Ungrol of Last Hope is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of avoidance. Stire of Derth has completed an elixir of precision without your aid. Marus of Elvala has completed an elixir of mysticism without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of the savior. You have aided Agrimley the hermit in creating an elixir of serendipity. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of stoneskin. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
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 defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | 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 |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | 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 | Ebonysage the pair of iron boots (0 def, 3 armour) Ebonysage the pair of iron boots (0 def, 3 armour)Requires: - Talent Heavy Armour Training Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +3 Physical power: +4 (+1 eff.) Armour: +3 Fatigue: +2% Changes stats: +2 Str Changes resistances penetration: +10% darkness / +25% physical Physical save: +6 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | Rainblur the brass lantern Rainblur the brass lanternCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour penetration: +1 Physical crit. chance: +1.0% Changes stats: +3 Str Changes resistances: +6% nature Changes resistances penetration: +10% physical Maximum life: +30.00 Light radius: +4 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 | Dragon-helm of Kroltar (5 def, 9 armour) Dragon-helm of Kroltar (5 def, 9 armour) Requires: - Strength 35 - Talent Heavy Armour Training (level 1) Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 It is part of a set of items. Kroltar's power resides in his scales. When wielded/worn: Armour: +9 Defense: +5 (+3 eff.) Fatigue: +10% Changes stats: +5 Str / +5 Wil / +10 Cun / +5 Con / -4 Lck Changes damage: +10% physical / +10% fire Talent mastery: +0.20 Wild-gift / Fire drake aspect Mental save: +15 (+3 eff.) It can be used to activate talent Bellowing Roar (costing 45 power out of 45/45) : Effective talent level: 3.6 Power cost: 45 out of 45/45. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: You let out a powerful roar that sends your foes into utter confusion for 3 turns in a radius of 5. The sound wave is so strong, your foes also take 280.52 physical damage. The damage improves with your Strength. Each point in fire drake talents also increases your fire resistance by 1%. A visored steel helm, embossed and embellished with gold, that bears as its crest the head of Kroltar, the greatest of the fire drakes. |
On hands | Umbrabreacher (0 def, 2 armour) Umbrabreacher (0 def, 2 armour) Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Changes stats: +1 Con Changes resistances: +3% darkness Changes resistances penetration: +15% physical Changes damage: +3% physical Talent granted: +5 Iron Grip Physical save: +6 (+1 eff.) Disarm immunity: +100% Life regen: +2.90 Stamina each turn: +0.80 Psi each turn: +0.13 Maximum life: +40.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | dwarven-steel pickaxe 'Festeroath' (dig speed 22 turns) dwarven-steel pickaxe 'Festeroath' (dig speed 22 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Changes resistances: +6% blight / +6% cold Changes resistances penetration: +25% nature Physical save: +46 (+11 eff.) Spell save: +10 (+3 eff.) Mental save: +41 (+10 eff.) Confusion immunity: +20% Maximum life: +70.00 Light radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | steel ring 'Phlegmoath' steel ring 'Phlegmoath'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 16 nature Changes stats: +4 Str / +5 Mag / +2 Wil / +4 Con Stun/Freeze immunity: +26% Life regen: +1.40 Rings can have magical properties. |
On fingers | Airquake the voratun ring Airquake the voratun ringCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +14 (+4 eff.) Effects on melee hit: * 30% chance to corrode armour by 30% * 30% chance to daze at end of turn Changes stats: +10 Dex / +7 Wil / +12 Cun Changes resistances penetration: +5% lightning / +25% temporal Changes damage: +9% acid Stun/Freeze immunity: +36% Life regen: +3.20 Mindpower: +12 (+4 eff.) Rings can have magical properties. |
Around neck | gold amulet 'Velamira' gold amulet 'Velamira'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +6 (+2 eff.) Physical power: +6 (+2 eff.) Armour: +6 Fatigue: -6% Changes stats: +6 Dex / +8 Cun / +4 Con Changes resistances penetration: +10% mind / +15% physical Critical mult.: +3.00% Life regen: +0.80 Stamina each turn: +0.70 Only die when reaching: -40.00 life Movement speed: +10% Amulets can have magical properties. |
In main hand | Malediction (55-66 power, 15 apr) Malediction (55-66 power, 15 apr)Requires: - Strength 55 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 4 Base power: 55.0 - 66.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 100% When this weapon hits: Curse of Death (10% chance level 3). When this weapon hits: Curse of Vulnerability (10% chance level 3). Lifesteal (this weapon only): +5% Burst (radius 1) on hit: +25 blight When wielded/worn: Changes damage: +20% blight Spellpower: +20 (+5 eff.) Talent on hit(spell): Curse of Impotence (10% chance level 3). Talent on hit(spell): Curse of Defenselessness (10% chance level 3). The land withers and crumbles wherever this cursed axe rests. |
Around waist | Darkwither the rough leather belt Darkwither the rough leather belt Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Fatigue: -20% Damage when hit (Melee): 12 darkness Changes resistances: +6% darkness Changes resistances penetration: +5% physical Maximum encumbrance: +50 Life regen: +0.20 Stamina each turn: +0.60 Maximum life: +32.00 Healing mod.: +5% A belt that goes around your waist. |
In off hand | Blackfire Aegis (8 def, 18 armour, 57-68.4 power, 235 block) Blackfire Aegis (8 def, 18 armour, 57-68.4 power, 235 block)Requires: - Strength 28 - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 57.0 - 68.4 Uses stat: 100% Str Damage type: Stunning fire Accuracy bonus: +2.5% procs dam / acc Crit. chance: +7.0% Block value: +235 On weapon hit: * releases a burst of dark fire, dealing damage equal to your magic stat Damage conversion: 50% darkness When wielded/worn: Armour: +18 Defense: +8 (+4 eff.) Ranged Defense: +12 (+4 eff.) Fatigue: +25% Damage when hit (Melee): 24 darkness / 24 fire Changes resistances: +20% darkness / +35% fire Talent granted: +5 Block Spellpower: +8 (+2 eff.) This rugged stone shield flickers with bursts of pitch black flame. |
Cloak | Ulyndil (15 def, 8 armour) Ulyndil (15 def, 8 armour) Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +9 Armour: +8 Defense: +15 (+6 eff.) Fatigue: -4% Changes stats: +4 Dex / +2 Mag / +4 Cun Changes resistances: +30% lightning Physical save: +30 (+7 eff.) Spell save: +18 (+6 eff.) Mental save: +39 (+9 eff.) Silence immunity: +10% Pinning immunity: +10% Stun/Freeze immunity: +50% Knockback immunity: +15% Only die when reaching: -50.00 life Spellpower: +4 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Prismrace the steel mail armour (9 def, 35 armour) Prismrace the steel mail armour (9 def, 35 armour) Requires: - Strength 20 - Talent Heavy Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 2 When wielded/worn: Physical crit. chance: +6.0% Physical power: +11 (+3 eff.) Armour: +35 Defense: +9 (+4 eff.) Fatigue: +15% Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 50 physical Changes stats: +5 Str / +4 Mag / +4 Wil / +1 Cun Changes resistances: +18% lightning / +7% physical / +9% light / +7% cold / +7% fire / +5% acid Mental save: +11 (+2 eff.) Spellpower: +14 (+4 eff.) Spell crit. chance: +5% Mindpower: +12 (+4 eff.) Mental crit. chance: +5% A suit of armour made of mail. |
Inventory
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Aludir the Chargepyre Aludir the ChargepyreInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 15% chance to daze at end of turn Changes stats: +1 Cun / +2 Con Critical mult.: +25.00% Physical save: +5 (+1 eff.) Life regen: +0.60 Maximum life: +38.00 Mental crit. chance: +2% Amulets can have magical properties. |
Xeriretta XerirettaInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +16 Defense: +9 (+4 eff.) Ranged Defense: +9 (+3 eff.) Changes resistances: +26% lightning Changes resistances penetration: +10% mind Spell save: +20 (+7 eff.) Mental save: +12 (+3 eff.) Stun/Freeze immunity: +42% Mental crit. chance: +2% Amulets can have magical properties. |
stralite amulet 'Blastoracle' stralite amulet 'Blastoracle'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +8 (+3 eff.) Physical crit. chance: +3.0% Physical power: +20 (+4 eff.) Changes stats: +2 Dex / +3 Con Changes resistances: +9% lightning / +26% fire / +26% cold Changes resistances penetration: +15% lightning Amulets can have magical properties. |
steel ring 'Glaretreason' steel ring 'Glaretreason'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 15% chance to blind Changes resistances: +20% acid Changes damage: +10% acid Physical save: +8 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +8 (+2 eff.) Stun/Freeze immunity: +24% Life regen: +0.90 Vim when firing critical spell: +2.00 Maximum vim: +20.00 Rings can have magical properties. |
yew starstaff 'Brodakath' (20-24 power, 4 apr, light element) yew starstaff 'Brodakath' (20-24 power, 4 apr, light element)Requires: - Magic 24 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% Burst (radius 2) on crit: +16 mind When wielded/worn: Defense: +11 (+5 eff.) Effects on melee hit: * 14% chance to blind Damage when hit (Melee): 8 mind Changes stats: +2 Str / +2 Con Changes damage: +20% light Talent granted: +1 Command Staff Reduces incoming crit damage: 10.00% Spellpower: +9 (+3 eff.) Spell crit. chance: +3% Light radius: +7 Infravision radius: +3 See invisible: +9 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 73.40 light damage. Staves designed for wielders of magic, by the greats of the art. |
Salybeth the elven-wood magestaff (33-39.6 power, 5 apr, lightning element) Salybeth the elven-wood magestaff (33-39.6 power, 5 apr, lightning element)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 33.0 - 39.6 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% Burst (radius 2) on crit: +8 mind When wielded/worn: Changes stats: +7 Mag / +5 Wil / +5 Cun Changes resistances: +9% mind Changes resistances penetration: +25% temporal Changes damage: +33% lightning Talent granted: +1 Command Staff Spellpower: +16 (+4 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
Eilinamikira the Growroar (40.5-60.75 power, 3 apr) Eilinamikira the Growroar (40.5-60.75 power, 3 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 40.5 - 60.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% On weapon crit: * wounds the target for 7 turns: 22 bleeding, 70% reduced healing * cripple the target When wielded/worn: Accuracy: +16 (+5 eff.) Physical crit. chance: +27.0% Physical power: +14 (+3 eff.) Defense: +14 (+6 eff.) Changes stats: +1 Cun / +2 Wil Changes damage: +9% nature Mental save: +30 (+7 eff.) Disarm immunity: +45% Equilibrium when hit: +0.12 Mental crit. chance: +1% Massive two-handed battleaxes. |
voratun battleaxe of evisceration (57.5-86.25 power, 4 apr) voratun battleaxe of evisceration (57.5-86.25 power, 4 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 57.5 - 86.3 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon crit: * wounds the target for 7 turns: 22 bleeding, 70% reduced healing When wielded/worn: Physical crit. chance: +14.0% Physical power: +16 (+4 eff.) Massive two-handed battleaxes. |
dwarven-steel greatmaul 'Boltwitch' (41-61.5 power, 2 apr) dwarven-steel greatmaul 'Boltwitch' (41-61.5 power, 2 apr)Requires: - Strength 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 41.0 - 61.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% On weapon hit: * 40% chance to gain 10% of a turn (3/turn limit) Damage (Melee): +27 cold Burst (radius 1) on hit: +8 arcane When wielded/worn: Damage when hit (Melee): 8 arcane Changes resistances penetration: +15% temporal Changes damage: +21% lightning / +9% temporal Massive two-handed mauls. |
Eclipseward (32.5-45.5 power, 5 apr) Eclipseward (32.5-45.5 power, 5 apr)Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 32.5 - 45.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +24 cold When wielded/worn: Armour: +6 Changes resistances: +6% nature / +9% blight Changes resistances penetration: +15% darkness Poison immunity: +10% Silence immunity: +10% Stun/Freeze immunity: +30% Sharp, long, and deadly. |
balanced stralite longsword of erosion (36-50.4 power, 5 apr) balanced stralite longsword of erosion (36-50.4 power, 5 apr)Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 36.0 - 50.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +14 nature / +11 temporal When wielded/worn: Accuracy: +9 (+3 eff.) Defense: +9 (+4 eff.) Disarm immunity: +28% Sharp, long, and deadly. |
Blood-Edge (46-64.4 power, 7 apr) Blood-Edge (46-64.4 power, 7 apr)Requires: - Magic 20 - Strength 32 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 46.0 - 64.4 Uses stats: 10% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * 15% chance to animate a bleeding foe's blood Lifesteal (this weapon only): +5% Damage conversion: 50% blight When wielded/worn: Changes damage: +15% blight / +15% physical Grants telepathy: Undead/Blood Maximum vim: +25.00 Spellpower: +21 (+6 eff.) Spell crit. chance: +8% It can be used to activate talent Bleeding Edge (costing 20 power out of 20/20) : Effective talent level: 4.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 67%. This deep red sword weeps blood continuously. It was born in the labs of the orcish corrupter Hurik, who sought to make a crystal that would house his soul after death. But his plans were disrupted by a band of sun paladins, and though most died purging his keep of dread minions, their leader Raasul fought through to Hurik's lab, sword in hand. There the two did battle, blade against blood magic, till both fell to the floor with weeping wounds. The orc with his last strength crawled towards his fashioned phylactery, hoping to save himself, but Raasul saw his plans and struck the crystal with his light-bathed sword. It shattered, and in the sudden impulse of energies the steel, crystal and blood were fused into one. Now the broken fragments of Raasul's soul are trapped in this terrible artifact, his mind warped beyond all sanity by decades of imprisonment. Only the taste of blood calls him forth, his soul stealing the lifeblood of others to take on physical form again, that he may thrash and wail against the living. |
Burnquick the voratun longsword (41-57.4 power, 6 apr) Burnquick the voratun longsword (41-57.4 power, 6 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 41.0 - 57.4 Uses stat: 100% Str Damage type: Blight Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * cripple the target * wounds the target for 7 turns: 22 bleeding, 70% reduced healing When wielded/worn: Accuracy: +13 (+4 eff.) Physical crit. chance: +25.0% Physical power: +12 (+3 eff.) Damage when hit (Melee): 4 temporal Changes stats: +5 Str Changes resistances: +3% temporal Changes resistances penetration: +5% temporal Changes damage: +24% blight / +3% fire / +11% physical Stamina when hit: +2.00 Sharp, long, and deadly. |
Glorinn (34.5-48.3 power, 5 apr) Glorinn (34.5-48.3 power, 5 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 34.5 - 48.3 Uses stat: 100% Str Damage type: Mind Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 111% When wielded/worn: Accuracy: +8 (+3 eff.) Physical power: +4 (+1 eff.) Armour: +6 Changes stats: +2 Str / +4 Dex Changes damage: +12% physical Life regen: +0.80 Healing mod.: +10% Blunt and deadly. |
dwarven-steel waraxe 'Infernoschism' (20.5-28.7 power, 4 apr) dwarven-steel waraxe 'Infernoschism' (20.5-28.7 power, 4 apr)Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 20.5 - 28.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 22% chance to corrode armour by 30% Burst (radius 1) on hit: +8 fire When wielded/worn: Changes resistances: +15% temporal Changes resistances penetration: +8% acid Changes damage: +6% fire Life regen: +1.40 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% One-handed war axes. |
Cleanseking (12.5-13.75 power, 32 apr, nature damage) Cleanseking (12.5-13.75 power, 32 apr, nature damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 4 It is part of a set of items. This honing mindstar will focus other psionic mindstars. This natural mindstar summons a caller. This natural lightning should be returned to the wyrm. Base power: 12.5 - 13.8 Uses stats: 45% Wil, 25% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 40% chance to cause random gloom Burst (radius 1) on hit: +8 nature When wielded/worn: Damage when hit (Melee): 9 lightning Changes stats: +2 Str / +3 Dex / +3 Mag / +5 Wil / +7 Cun / +3 Con Changes resistances: +15% lightning / +8% physical Changes resistances penetration: +4% lightning / +5% physical / +10% mind Changes damage: +5% lightning / +3% physical / +3% nature Mindpower: +14 (+5 eff.) Mental crit. chance: +9% 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. |
nature's pulsing mindstar (12.5-13.75 power, 32 apr, mind damage) nature's pulsing mindstar (12.5-13.75 power, 32 apr, mind damage)Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 12.5 - 13.8 Uses stats: 45% Wil, 25% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes resistances: +6% blight Changes damage: +4% nature Disease immunity: +18% Mindpower: +8 (+3 eff.) Mental crit. chance: +4% 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. |
Woebreaker the elven-wood longbow Woebreaker the elven-wood longbowRequires: - Dexterity 35 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 4 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 On weapon hit: * 40% chance to inflict 15% damage reduction Burst (radius 1) on hit: +4 blight When wielded/worn: Changes stats: +6 Dex Changes resistances: +15% blight Changes resistances penetration: +15% darkness Changes damage: +30% darkness / +6% blight Longbows are used to shoot arrows at your foes. |
stralite steamgun 'Wretchmonster' stralite steamgun 'Wretchmonster'Requires: - Dexterity 35 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 4 Accuracy bonus: +0.1% dam / acc Armour Penetration: +20 Attack speed: 100% Firing range: +9 On weapon hit: * Slows global speed by 20% * 40% chance to disease Travel speed: +600% Burst (radius 1) on hit: +12 nature Burst (radius 2) on crit: +4 blight Attacks use: 2.0 Steam When wielded/worn: Changes resistances: +6% nature / +9% blight Changes resistances penetration: +5% blight / +20% physical Changes damage: +20% physical Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Ragundil (19/19, 30.5-42.7 power, 10 apr) Ragundil (19/19, 30.5-42.7 power, 10 apr)Requires: - Dexterity 24 Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 30.5 - 42.7 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Crit. chance: +2.0% Capacity: 19 On weapon hit: * 40% chance to gain 10% of a turn (3/turn limit) * 10% chance to create an air burst Travel speed: +200% Damage (Ranged): +12 temporal / +8 arcane Burst (radius 1) on hit: +12 arcane Burst (radius 2) on crit: +8 arcane Arrows are used with bows to pierce your foes to death. |
storming quiver of dragonbone arrows of erosion (19/19, 52-72.8 power, 18 apr) storming quiver of dragonbone arrows of erosion (19/19, 52-72.8 power, 18 apr)Requires: - Dexterity 48 Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 52.0 - 72.8 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Crit. chance: +3.0% Capacity: 19 Damage (Ranged): +20 lightning / +15 temporal / +29 nature Burst (radius 2) on crit: +15 lightning Arrows are used with bows to pierce your foes to death. |
Furnacehack the voratun shield (12 def, 5 armour, 70.5-84.6 power, 203.5 block) Furnacehack the voratun shield (12 def, 5 armour, 70.5-84.6 power, 203.5 block)Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 70.5 - 84.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +5.0% Block value: +204 On weapon hit: * 16% chance to corrode armour by 30% When wielded/worn: Armour: +5 Defense: +12 (+5 eff.) Ranged Defense: +12 (+4 eff.) Fatigue: +14% Damage (Melee): 5 acid Damage when hit (Melee): 20 acid / 4 fire Changes resistances: +5% arcane / +15% lightning Talent granted: +5 Block Mental save: +3 (+0 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Handheld deflection devices. |
hardened leather armour 'Scaldstriker' (8 def, 6 armour) hardened leather armour 'Scaldstriker' (8 def, 6 armour)Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +8 (+4 eff.) Ranged Defense: +11 (+4 eff.) Fatigue: +8% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +4 Dex Changes resistances: +30% fire Changes resistances penetration: +25% blight / +10% fire Movement speed: +20% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A suit of armour made of leather. |
Nerubreda the reinforced leather armour (4 def, 11 armour) Nerubreda the reinforced leather armour (4 def, 11 armour)Requires: - Strength 18 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Accuracy: +4 (+1 eff.) Armour: +11 Defense: +4 (+2 eff.) Fatigue: +8% Damage when hit (Melee): 18 physical Changes stats: +5 Str Changes damage: +21% physical Physical save: +6 (+1 eff.) Life regen: +0.60 Stamina each turn: +0.40 Only die when reaching: -80.00 life A suit of armour made of leather. |
searing drakeskin leather armour of acid resistance (5 def, 8 armour) searing drakeskin leather armour of acid resistance (5 def, 8 armour)Requires: - Strength 20 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+3 eff.) Fatigue: +8% Damage (Melee): 20 acid / 17 fire Damage when hit (Melee): 11 acid / 12 fire Changes resistances: +46% acid / +19% fire A suit of armour made of leather. |
Phoenixkarma the stralite mail armour (4 def, 8 armour) Phoenixkarma the stralite mail armour (4 def, 8 armour)Requires: - Strength 38 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+2 eff.) Fatigue: +16% Damage when hit (Melee): 12 fire Changes stats: +11 Str / +5 Con Changes resistances: +18% darkness / +13% physical Changes resistances penetration: +25% fire Physical save: +10 (+2 eff.) Maximum life: +47.00 Light radius: +2 It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.2 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 29 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
cleansing voratun mail armour of fire resistance (5 def, 10 armour) cleansing voratun mail armour of fire resistance (5 def, 10 armour)Requires: - Strength 48 - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+3 eff.) Fatigue: +16% Changes resistances: +15% blight / +20% fire / +15% nature A suit of armour made of mail. |
Filthquell the hardened leather belt Filthquell the hardened leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +11 Defense: +11 (+5 eff.) Changes stats: +2 Mag / +4 Wil / +2 Con Changes damage: +30% nature Physical save: +16 (+4 eff.) See invisible: +15 A belt that goes around your waist. |
Nugen the hardened leather belt Nugen the hardened leather beltPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Damage when hit (Melee): 8 arcane Changes stats: +8 Mag / +8 Wil Spellpower on spell critical (stacks up to 3 times): +8 Maximum mana: +100.00 Spellpower: +10 (+3 eff.) Spell crit. chance: +5% A belt that goes around your waist. |
drakeskin leather belt 'Heatwreck' drakeskin leather belt 'Heatwreck'Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +4 (+1 eff.) Defense: +3 (+2 eff.) Ranged Defense: +3 (+1 eff.) Fatigue: -5% Changes stats: +3 Con Changes resistances: +6% fire Changes resistances penetration: +5% physical Changes damage: +14% physical Maximum encumbrance: +40 Only die when reaching: -20.00 life Maximum life: +124.00 Maximum mana: +58.00 Maximum stamina: +49.00 Maximum hate: +16.00 Maximum psi: +33.00 Maximum vim: +27.00 Maximum pos.energy: +35.00 Maximum neg.energy: +33.00 Reduces paradox anomalies(equivalent to willpower): +13 A belt that goes around your waist. |
Islelratira the cashmere cloak (11 def, 0 armour) Islelratira the cashmere cloak (11 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +11 (+5 eff.) Ranged Defense: +9 (+3 eff.) Changes stats: +3 Str / +5 Dex / +3 Mag / +4 Wil Changes resistances: +0% lightning / +3% physical Critical mult.: +9.00% Physical save: +30 (+7 eff.) Stun/Freeze immunity: +0% Stamina each turn: +0.40 Only die when reaching: -60.00 life Spell crit. chance: +7% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cloak of Deception Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+1 eff.) Changes resistances: +0% lightning Stun/Freeze immunity: +0% Spellpower: +5 (+2 eff.) Mindpower: +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
hardened leather cap 'Voramiwe' (0 def, 7 armour) hardened leather cap 'Voramiwe' (0 def, 7 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +4 (+1 eff.) Armour: +7 Fatigue: +3% Changes stats: +2 Str / +4 Dex / +3 Wil / +0 Cun Changes resistances: +5% arcane Physical save: +30 (+7 eff.) Mental save: +9 (+2 eff.) Only die when reaching: -80.00 life Light radius: +2 A cap made of leather. |
8 agate 8 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 spinel 2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 ametrine 5 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 citrine 5 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon 5 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 aquamarine 8 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal 4 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 topaz 9 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 amethyst 5 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
9 onyx 9 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 lapis lazuli 4 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 emerald 6 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 garnet 7 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
15 quartz 15 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
9 sapphire 9 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+4 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+4 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 jade 3 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 turquoise 2 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 ruby 4 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes 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 amber 4 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 fire opal 2 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Windborne Azurite Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
1052 alchemist agate 1052 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Automated Portable Extractor Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
great healing salve [power 505] great healing salve [power 505]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 4 Using medical injector with 202% efficiency and 55% cooldown modifier. It can be used to heal 505, putting Talent Medical Injector on cooldown for 15 turns. Medical salve. |
amazing healing salve [power 586] amazing healing salve [power 586]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 202% efficiency and 55% cooldown modifier. It can be used to heal 586, putting Talent Medical Injector on cooldown for 15 turns. Medical salve. |
Brenyyon (dig speed 14 turns) Brenyyon (dig speed 14 turns)Infused by psionic forces 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Physical crit. chance: +1.0% Changes stats: +2 Str / +3 Con Changes resistances: +6% nature / +12% fire Changes damage: +7% mind / +8% fire Spell save: +12 (+4 eff.) Mental save: +9 (+2 eff.) Only die when reaching: -80.00 life Maximum stamina: +10.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Stimulus StimulusPowered by steamtech 2.00 Encumbrance. [Unique] Type: tool / injector ; tier 4 When wielded/worn: Defense: +12 (+5 eff.) Changes stats: +5 Cun Physical save: +15 (+3 eff.) Spell save: +15 (+5 eff.) Mental save: +15 (+3 eff.) Activating this item is instant. It can be used to inject yourself with painkillers, reducing all incoming damage by 5. Stacks up to 5 times. When the effect ends, lose 5% of your max life per stack, costing 4 power out of 20/20. This injecting unit is complemented by a belt of tiny vials, containing some sickly yellow liquid. The papers describe the contents as 'invigorating' and 'increasing the combat potency.' |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 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) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 343/400. 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. |
Wyrm Bile Wyrm BileInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / blood It can be used to drink the vile fluid. A vial of thick, lumpy fluid. Who knows what this will do to you if you drink it? |
Achievements
By Praise the Sun the Skeleton Sun Paladin level 38
44th Haze 123rd year of Ascendancy at 20:41 see stats
By Praise the Sun the Skeleton Sun Paladin level 23
23rd Pyre 123rd year of Ascendancy at 05:44 see stats
By Praise the Sun the Skeleton Sun Paladin level 38
43rd Haze 123rd year of Ascendancy at 02:22 see stats
By Praise the Sun the Skeleton Sun Paladin level 43
70th Regrowth 124th year of Ascendancy at 04:30 see stats
By Praise the Sun the Skeleton Sun Paladin level 44
11st Pyre 124th year of Ascendancy at 18:12 see stats
By Praise the Sun the Skeleton Sun Paladin level 41
66th Regrowth 124th year of Ascendancy at 16:10 see stats
By Praise the Sun the Skeleton Sun Paladin level 29
2nd Dusk 123rd year of Ascendancy at 17:48 see stats
By Praise the Sun the Skeleton Sun Paladin level 22
12nd Pyre 123rd year of Ascendancy at 03:17 see stats
By Praise the Sun the Skeleton Sun Paladin level 17
4th Regrowth 123rd year of Ascendancy at 04:54 see stats
By Praise the Sun the Skeleton Sun Paladin level 41
61st Regrowth 124th year of Ascendancy at 05:17 see stats
By Praise the Sun the Skeleton Sun Paladin level 30
14th Dusk 123rd year of Ascendancy at 08:20 see stats
By Praise the Sun the Skeleton Sun Paladin level 28
1st Dusk 123rd year of Ascendancy at 14:59 see stats
By Praise the Sun the Skeleton Sun Paladin level 17
14th Regrowth 123rd year of Ascendancy at 04:56 see stats
By Praise the Sun the Skeleton Sun Paladin level 29
2nd Dusk 123rd year of Ascendancy at 06:15 see stats
By Praise the Sun the Skeleton Sun Paladin level 40
56th Regrowth 124th year of Ascendancy at 21:41 see stats
By Praise the Sun the Skeleton Sun Paladin level 23
23rd Pyre 123rd year of Ascendancy at 08:27 see stats
By Praise the Sun the Skeleton Sun Paladin level 45
12nd Pyre 124th year of Ascendancy at 01:19 see stats
By Praise the Sun the Skeleton Sun Paladin level 10
17th Haze 122nd year of Ascendancy at 13:29 see stats
By Praise the Sun the Skeleton Sun Paladin level 20
66th Regrowth 123rd year of Ascendancy at 02:31 see stats
By Praise the Sun the Skeleton Sun Paladin level 30
12nd Dusk 123rd year of Ascendancy at 00:50 see stats
By Praise the Sun the Skeleton Sun Paladin level 40
54th Regrowth 124th year of Ascendancy at 19:28 see stats
By Praise the Sun the Skeleton Sun Paladin level 31
64th Dusk 123rd year of Ascendancy at 21:05 see stats
By Praise the Sun the Skeleton Sun Paladin level 19
47th Regrowth 123rd year of Ascendancy at 10:56 see stats
By Praise the Sun the Skeleton Sun Paladin level 31
16th Dusk 123rd year of Ascendancy at 00:01 see stats
By Praise the Sun the Skeleton Sun Paladin level 41
61st Regrowth 124th year of Ascendancy at 01:57 see stats
By Praise the Sun the Skeleton Sun Paladin level 25
49th Pyre 123rd year of Ascendancy at 03:17 see stats
By Praise the Sun the Skeleton Sun Paladin level 41
61st Regrowth 124th year of Ascendancy at 06:46 see stats
By Praise the Sun the Skeleton Sun Paladin level 23
23rd Pyre 123rd year of Ascendancy at 05:44 see stats
By Praise the Sun the Skeleton Sun Paladin level 18
32nd Regrowth 123rd year of Ascendancy at 08:13 see stats
By Praise the Sun the Skeleton Sun Paladin level 5
1st Haze 122nd year of Ascendancy at 22:47 see stats
By Praise the Sun the Skeleton Sun Paladin level 23
23rd Pyre 123rd year of Ascendancy at 05:44 see stats
By Praise the Sun the Skeleton Sun Paladin level 26
62nd Pyre 123rd year of Ascendancy at 04:22 see stats
By Praise the Sun the Skeleton Sun Paladin level 44
11st Pyre 124th year of Ascendancy at 18:39 see stats
By Praise the Sun the Skeleton Sun Paladin level 13
36th Haze 122nd year of Ascendancy at 19:20 see stats
By Praise the Sun the Skeleton Sun Paladin level 45
4th Mirth 124th year of Ascendancy at 03:10 see stats
By Praise the Sun the Skeleton Sun Paladin level 26
61st Pyre 123rd year of Ascendancy at 19:00 see stats
By Praise the Sun the Skeleton Sun Paladin level 23
32nd Pyre 123rd year of Ascendancy at 02:25 see stats
By Praise the Sun the Skeleton Sun Paladin level 13
39th Haze 122nd year of Ascendancy at 03:56 see stats
By Praise the Sun the Skeleton Sun Paladin level 37
42nd Haze 123rd year of Ascendancy at 11:21 see stats
Log
Praise the Sun deactivates Retribution.
Praise the Sun unleashes the stored damage in retribution!
Praise the Sun deactivates Second Life.
Praise the Sun has been healed by a blast of positive energy!
Praise the Sun resists the dazing blow!
Atamathon the Giant Golem says: 'ACTIVATING PAIN GIVING SUBMODULES!'
Praise the Sun receives 853 healing.
Praise the Sun hits Atamathon the Giant Golem for 0 light, 0 light, 0 fire, 4 nature, 40 physical, 4 darkness (47 total damage).
Atamathon the Giant Golem hits Praise the Sun for (265 absorbed), 0 arcane (0 total damage).
Praise the Sun uses Bone Armour.
A shield forms around Praise the Sun.
Praise the Sun hits Atamathon the Giant Golem for 0 light damage.
Atamathon the Giant Golem uses Crush.
Your shield crumbles under the damage!
The shield around Praise the Sun crumbles.
Praise the Sun is pinned to the ground.
Praise the Sun hits Atamathon the Giant Golem for 0 light, 0 fire, 4 nature, 40 physical, 4 darkness (47 total damage).
Atamathon the Giant Golem hits Praise the Sun for (370 absorbed), 3656 cold (3656 total damage).
Praise the Sun the level 46 skeleton sun paladin was cooled to death by Atamathon the Giant Golem on level 1 of Golem Graveyard.
You have 6 life(s) left.
Praise the Sun is no longer pinned.
Praise the Sun deactivates Weapon of Light.
The illusion covering Praise the Sun disappears.
Praise the Sun deactivates Searing Sight.
Praise the Sun deactivates Weapon of Wrath.
Praise the Sun deactivates Chant of Resistance.
Praise the Sun deactivates Shield of Light.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.