







Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Possessor Bonus Class 1.5.4Donators/Buyers bonus! Items Vault 1.5.0Donators/Buyers bonus! Better Item Description 1.5.5This 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 |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Ghoul |
| Class | Brawler |
| Level / Exp | 36 / 84% |
| Size | medium |
| Lifes / Deaths | Killed by overpowered greater multi-hued wyrm at level 36 on the 65th Pyre 123rd year of Ascendancy at 18:23 / 1 |
Primary Stats
| Strength | 79 (base 34) |
| Dexterity | 68 (base 60) |
| Constitution | 58 (base 10) |
| Magic | 30 (base 10) |
| Willpower | 19 (base 10) |
| Cunning | 75 (base 60) |
Resources
| Life | -374/1182 |
| Mana | 235/235 |
| Stamina | 198/198 |
| Healing Factor | 1.3157894736842 |
| Regeneration | 4.4635183947483 |
Speed
| Mental | -12% |
| Attack | -12% |
| Movement | +31% |
| Spell | -12% |
| Global | +80% |
Vision
| Sight | 10 |
| Lite | 2 |
| Infravision | 7 |
| See Stealth | 52.441006431034 |
| See Invisible | 52.441006431034 |
Offense: Barehand
| Damage | 119 |
| Accuracy | 48 |
| Crit Chance | 38% |
| APR | 26 |
| Speed | 1.08 |
Offense: Spell
| Spellpower | 25 |
| Crit Chance | 20% |
| Speed | 1.1363636363636 |
| Cooldown Reduction | 10 |
Offense: Mind
| Mindpower | 33 |
| Crit Chance | 20% |
| Speed | 1.1363636363636 |
Offense: Damage Bonus
| Physical | -2% |
| Acid | +6% |
| Temporal | +25% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +16% |
| Temporal | +36% |
| Physical | +15% |
| Fire | +15% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 41 (36.618610747051%) |
| Defense | 48 |
| Ranged Defense | 48 |
| Fatigue | 0.54756380510441 |
| Physical Save | 42 |
| Spell Save | 17 |
| Mental Save | 30 |
Defense: Resistances
| Acid | + 65%( 70%) |
| Blight | + 27%( 70%) |
| Arcane | + 31%( 70%) |
| Cold | + 40%( 70%) |
| All | + 27%( 70%) |
| Darkness | + 61%( 70%) |
| Light | + 43%( 70%) |
| Temporal | + 64%( 75%) |
| Lightning | + 47%( 70%) |
| Physical | + 28%( 70%) |
| Fire | + 49%( 70%) |
| Nature | + 27%( 70%) |
Defense: Immunities
| Stun Resistance | 65% |
| Confusion Resistance | 15% |
| Fear Resistance | 100% |
| Poison Resistance | 80% |
| Blind Resistance | 15% |
| Disarm Resistance | 50% |
| Bleed Resistance | 100% |
| Instadeath Resistance | 100% |
| Teleport Resistance | 10% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 5 Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 130.05 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (114% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 170 with a minimum range of 15. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (114% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 102 with a minimum range of 15. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 507 damage for 6 turns. Its effects scale with your Dexterity stat. |
Class Talents
| Cunning / Tactical | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 5/5 |
| Technique / Combat techniques | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Finishing moves | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Grappling | 1.50 |
| 5/5 |
| 4/5 |
| 4/5 |
| 0/5 |
| Technique / Pugilism | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 4/5 |
| Technique / Combat veteran | 1.10 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Unarmed discipline | 1.30 |
| 4/5 |
| 3/5 |
| 3/5 |
| 0/5 |
Generic Talents
| Technique / Unarmed training | 1.30 |
| 5/5 |
| 3/5 |
| 3/5 |
| 2/5 |
| Undead / Ghoul | 1.10 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Technique / Combat training | 1.10 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.10 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Exploit Weakness |
| talent | Premonition |
| talent | Striking Stance |
| beneficial effect | Countering melee attacks: Has a 31% chance to get an automatic counter attack when avoiding a melee attack. (2.0 counters remaining) Counter Attacking |
| beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| beneficial effect | The target is recovering 32 life each turn. Recovery |
| detrimental effect | The target is blinded, unable to see anything. Blinded |
| detrimental effect | Zone-wide effect: +20 magic, +2 mana regen, -20 accuracy, -20 stealth power. Sorcerous Aura |
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 |
You have killed Ungolรซ in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved talent Premonition (+1 level(s)). | done |
You failed to protect the lone alchemist from death by Poliyath the large white snake. Escort: lone alchemist (level 1 of Old Forest) | failed |
You failed to protect the lost anorithil from death by Arytira the hummerhorn. Escort: lost anorithil (level 6 of Dreadfell) | failed |
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 talent Chant of Fortress (+1 level(s)). | done |
You failed to protect the repented thief from death by Glorawen the giant black ant. Escort: repented thief (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Scintillating Caves. Escort: repented thief (level 2 of Scintillating Caves)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You failed to protect the repented thief from death by grave wight. Escort: repented thief (level 8 of Dreadfell) | failed |
You successfully escorted the temporal explorer to the recall portal on level 7 of Dreadfell. Escort: temporal explorer (level 7 of Dreadfell)As a reward you improved talent Foresight (+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 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 fire 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 |
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: 205. | 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 |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Ungrol of Last Hope. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. You have aided Stire of Derth in creating an elixir of precision. You have aided Marus of Elvala in creating an elixir of mastery. Agrimley the hermit has completed an elixir of explosive force without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. Ungrol of Last Hope has completed an elixir of foundations without your aid. | 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 within4 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
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. * Find a Resonating Diamond. | active |
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 | pair of dwarven-steel boots 'Torchpain' (0 def, 10 armour)3.0 T3 feet armor [Rare] Arcane While equipped: dps ---------- Res.pen +16% temporal +16% darkness +15% fire ----- def ----- Armour +10 Fatigue +3% Resists +15% lightning +16% temporal +20% darkness Phys.save +9 (+3 eff.) Cut- +20% Disarm- +10% Stun/Frz- +15% Def/telep +13 Res/telep +15% Dur/telep +22% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| On hands | Fists of the Desert Scorpion (8 def, 4 armour)1.5 T3 hands armor [Unique] Master/Psionic While equipped: Stats +3 Str +3 Cun +3 Wil dps ---------- Mind.pwr +3 (+1 eff.) Dmg.mod +8% physical ----- def ----- Armour +4 Defense +8 (+3 eff.) Disarm- +40% ---------- misc Masteries +0.20 Technique/Grappling Unarmed combat: Power 25.0 - 35.0 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.1% dam / acc Apr +10 Crit +10.0% Atk.spd 133% On Hit: 5% Implode 1 On Hit: 5% Perfect Control 1 On Hit: 5% Quick as Thought 3 On Hit: 20% Poisonous Bite 3 Mindhook: Level 4.0 Pwr.cost 16 out of 24/24. Range 6 Travel.spd instantaneous Is a mind power Description: Briefly extend your telekinetic reach to grab an enemy and haul them towards you. Works on enemies up to 6 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. This object's appearance was changed to Crystle's Astral Bindings. |
| On head | Kidohor the Magmaqueen (0 def, 3 armour)2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Res.pen +20% temporal Melee Ret 8 fire 16 temporal On Hit (Melee): * 40% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +3 Fatigue +3% Resists +15% fire +16% light +15% darkness A cap made of leather. This object's appearance was changed to Corrupted Gaze. |
| Tool | Eternity's Counter2.0 T4 misc tool [Unique] Arcane While equipped: dps ---------- Mov.spd +16% Phys.spd -12% Spell.spd -12% Mind.spd -12% Dmg.mod +15% temporal ----- def ----- Resists +15% temporal +12% all Dmg.red +10 all Offers either offensive or defensive benefits, depending on the position of the sands. Switching the direction of flow takes no time. Flip the hourglass (sands currently flowing towards stability). Uses 20 power out of 20/20 This hourglass of otherworldly crystal appears to be filled with countless tiny gemstones in place of sand. As they fall, you feel the flow of time change around you. |
| On fingers | Glowspike0.1 T3 ring jewelry [Rare] Master While equipped: Stats +8 Str +7 Con dps ---------- Phys.pwr +11 (+3 eff.) Melee Ret 12 light ----- def ----- Armour +6 Resists +12% darkness +9% acid Die.at -80.00 life Blind- +15% Teleport- +10% ---------- misc Light +3 Rings can have magical properties. |
| On fingers | Eremendur the gold ring0.1 T3 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +4 Wil dps ---------- Mov.spd +15% Acc +9 (+3 eff.) ----- def ----- Defense +8 (+3 eff.) Resists +19% acid +1% physical +12% lightning +15% fire +5% arcane +18% cold Mind.save +8 (+4 eff.) Confus- +15% ---------- misc Infravis +1 Blinding Speed: Puts all charms on 40 cooldown Level 3.3 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 33% for 5 turns. Rings can have magical properties. |
| Around neck | Zemekkys' Broken Hourglass0.1 T4 amulet jewelry [Unique] Arcane While equipped: Stats +4 Wil dps ---------- Dmg.mod +10% temporal ----- def ----- Resists +20% temporal Res.Cap +5% temporal ---------- misc Spell.cld 10% Time Stop: Level 1.0 Pwr.cost 50 out of 80/80. Range melee/personal Travel.spd instantaneous Is a spell Description: Gain 1 turns. During this time your damage will be reduced by 100%. This small broken hourglass hangs from a thin gold chain. The glass is cracked and the sand has long since escaped. |
| Main armor | The Untouchable (14 def, 12 armour)9.0 T3 light armor [Unique] Arcane While equipped: Stats +8 Cun dps ---------- Apr +10 ----- def ----- Armour +12 Defense +14 (+5 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
| Light source | Wintertide Phial2.0 T2 lite [Unique] Arcane While equipped: ---------- misc Light +1 Infravis +6 Cleanse your mind of up to 4 (based on Magic) detrimental mental effects. Uses 40 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
| Cloak | cashmere cloak 'Loralach' (2 def, 6 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +2 Str +4 Dex +3 Cun dps ---------- Crit.mult +9.00% Res.pen +15% physical Acc +6 (+2 eff.) Apr +6 ----- def ----- Armour +6 Defense +2 (+1 eff.) Phys.save +12 (+4 eff.) Die.at -40.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. This object's appearance was changed to Radiance. |
| Around waist | Turymatir the Splendoursquall1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Phys.crit +5.0% Crit.mult +8.00% Phys.pwr +5 (+1 eff.) Dmg.mod +6% acid Melee Ret 8 light On Hit (Melee): * 30% chance to corrode armour by 30% * 30% chance to blind ----- def ----- Resists +24% acid +6% light A belt that goes around your waist. |
Inventory
healing infusion (heal 35)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 35 and cleanse 1 wound and 1 poison effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion of the duelist (heal 213)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 213 and cleanse 1 wound and 1 poison 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 ability. |
heroism infusion (+6 for 12 turns, die at -672)0.1 T3 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 29 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase three of your primary stats by 6 for 12 turns. While Heroism is active, you will only die when reaching -672 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion (+6 for 9 turns, die at -409)0.1 T3 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 27 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase three of your primary stats by 6 for 9 turns. While Heroism is active, you will only die when reaching -409 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion (497% speed; 6 turns)0.1 T2 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 497% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the psychic (602% speed; 9 turns)0.1 T2 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 increase movement speed by 602% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 9 turns. Note: since you will be moving very fast, game turns will pass very slowly. 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 ability. |
movement infusion of the wizard (586% speed; 6 turns)0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 586% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion (heal 259 over 5 turns)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 259 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion (heal 166 over 5 turns)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 166 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion (heal 173 over 5 turns)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 173 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion (heal 351 over 5 turns)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 351 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the sneak (heal 487 over 5 turns)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 487 life over 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the wizard (heal 162 over 5 turns)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 162 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the wizard (heal 223 over 5 turns)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 223 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
sun infusion (rad 8; power 21; turns 4; dispels darkness)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to brighten the area in a radius of 8 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 10). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 21) for 4 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
sun infusion of the duelist (rad 8; power 54; turns 4; dispels darkness)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to brighten the area in a radius of 8 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 27). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 54) for 4 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
sun infusion of the duelist (rad 7; power 54; turns 5; dispels darkness)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to brighten the area in a radius of 7 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 27). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 54) for 5 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
sun infusion of the sneak (rad 8; power 57; turns 4; dispels darkness)0.1 T1 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 Standard (100% of a turn) Is a nature gift Description: Activate the infusion to brighten the area in a radius of 8 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 28). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 57) for 4 turns. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
sun infusion of the titan (rad 6; power 50; turns 5; dispels darkness)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to brighten the area in a radius of 6 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 25). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 50) for 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
sun infusion of the wizard (rad 7; power 38; turns 4; dispels darkness)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to brighten the area in a radius of 7 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 19). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 38) for 4 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion (resist 23%; cure magical, physical)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical or physical effect and reduce all damage taken by 23% for 7 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion (resist 21%; cure magical)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 21% for 5 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion (resist 21%; cure magical, mental)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical or mental effect and reduce all damage taken by 21% for 6 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion (resist 23%; cure physical)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed 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 23% for 6 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the titan (resist 29%; cure magical)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 29% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
acid wave rune (124 acid damage; disarm 5 turns with power 21)0.1 T2 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 124.34 acid damage. The corrosive acid will also disarm enemies struck for 5 turns (with power 21 vs. physical save). The surge of natural acids will remove one detrimental magical effect from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
acid wave rune (146 acid damage; disarm 5 turns with power 21)0.1 T2 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 145.96 acid damage. The corrosive acid will also disarm enemies struck for 5 turns (with power 21 vs. physical save). The surge of natural acids will remove one detrimental magical effect from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
acid wave rune (180 acid damage; disarm 5 turns with power 21)0.1 T2 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 180.20 acid damage. The corrosive acid will also disarm enemies struck for 5 turns (with power 21 vs. physical save). The surge of natural acids will remove one detrimental magical effect from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
acid wave rune of the sneak (232 acid damage; disarm 5 turns with power 57)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 231.56 acid damage. The corrosive acid will also disarm enemies struck for 5 turns (with power 57 vs. physical save). The surge of natural acids will remove one detrimental magical effect from you. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
acid wave rune of the sneak (176 acid damage; disarm 5 turns with power 57)0.1 T2 rune scroll [Ego] 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 unleash a wave of acid in a cone of radius 6, doing 175.69 acid damage. The corrosive acid will also disarm enemies struck for 5 turns (with power 57 vs. physical save). The surge of natural acids will remove one detrimental magical effect from you. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
controlled phase door rune (range 8)0.1 T4 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Spell (114% of a turn) Is a spell Description: Activate the rune to teleport in a range of 8. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
controlled phase door rune (range 7)0.1 T4 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Spell (114% of a turn) Is a spell Description: Activate the rune to teleport in a range of 7. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
controlled phase door rune of the duelist (range 10)0.1 T4 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Spell (114% of a turn) Is a spell Description: Activate the rune to teleport in a range of 10. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
controlled phase door rune of the duelist (range 11)0.1 T4 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Spell (114% of a turn) Is a spell Description: Activate the rune to teleport in a range of 11. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
heat beam rune of the warrior (246 fire damage)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range 7 Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to fire a beam of heat, doing 245.82 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
invisibility rune of the psychic (power 14 for 7 turns)0.1 T3 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Spell (114% of a turn) Is a spell Description: Activate the rune to become invisible (power 14) for 7 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
invisibility rune of the titan (power 18 for 9 turns)0.1 T3 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Spell (114% of a turn) Is a spell Description: Activate the rune to become invisible (power 18) for 9 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune of the duelist (range 14; power 43; dur 5)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Spell (114% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 14. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 43%, your defense is increased by 43 and all your resistances by 43%. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune of the wizard (range 14; power 37; dur 6)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Spell (114% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 14. Afterwards you stay out of phase for 6 turns. In this state all new negative status effects duration is reduced by 37%, your defense is increased by 37 and all your resistances by 37%. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune (absorb 183 for 4 turns)0.1 T2 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 183 damage for 4 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune (absorb 344 for 5 turns)0.1 T2 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 344 damage for 5 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the psychic (absorb 349 for 3 turns)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 349 damage for 3 turns. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the sneak (range 143)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Spell (114% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 143 with a minimum range of 15. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the titan (range 97)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Spell (114% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 97 with a minimum range of 15. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the warrior (range 99)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Spell (114% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 99 with a minimum range of 15. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the warrior (range 161)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Spell (114% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 161 with a minimum range of 15. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
vision rune (radius 14; dur 23; see animal)0.1 T2 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 23 Travel.spd instantaneous Usage Speed Spell (114% of a turn) Is a spell Description: Activate the rune to get a vision of the area surrounding you (14 radius) and to allow you to see invisible and stealthed creatures (power 14) for 23 turns. Your mind will become more receptive for 23 turns, allowing you to sense any animal around. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
vision rune of the duelist (radius 12; dur 18; see demon)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Spell (114% of a turn) Is a spell Description: Activate the rune to get a vision of the area surrounding you (12 radius) and to allow you to see invisible and stealthed creatures (power 30) for 18 turns. Your mind will become more receptive for 18 turns, allowing you to sense any demon around. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
vision rune of the duelist (radius 17; dur 22; see humanoid)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd instantaneous Usage Speed Spell (114% of a turn) Is a spell Description: Activate the rune to get a vision of the area surrounding you (17 radius) and to allow you to see invisible and stealthed creatures (power 26) for 22 turns. Your mind will become more receptive for 22 turns, allowing you to sense any humanoid around. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Silussra0.1 T3 amulet jewelry [Rare] Master While equipped: dps ---------- Spell.crit +9% Dmg.mod +6% blight Res.pen +10% arcane Melee Ret 16 blight ----- def ----- Phys.save +16 (+6 eff.) Spell.save +15 (+9 eff.) Mind.save +18 (+9 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% Amulets can have magical properties. |
Unflinching Eye0.1 T4 amulet jewelry [Unique] Arcane/Psionic While equipped: ----- def ----- Resists -25% light Res.Cap -25% light Blind- +100% Confus- +50% ---------- misc Infravis +3 Telepathy Horror Telpty rng +10 Arcane Eye: (Instant) Level 1.6 Pwr.cost 60 out of 60/60. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 14 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 5 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
clarifying copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +12% mind Confus- +23% Amulets can have magical properties. |
clarifying stralite amulet of constitution (+6)0.1 T4 amulet jewelry [Ego] Nature While equipped: Stats +6 Con ----- def ----- Resists +16% mind Confus- +28% Amulets can have magical properties. |
cleansing copper amulet of cunning (+2)0.1 T1 amulet jewelry [Ego] Nature/Disrupt While equipped: Stats +2 Cun ----- def ----- Resists +11% nature +12% blight Poison- +20% Disease- +23% Amulets can have magical properties. |
copper amulet of mastery (0.11 Technique / Conditioning)0.1 T1 amulet jewelry [Ego] Master While equipped: ---------- misc Masteries +0.11 Technique/Conditioning Amulets can have magical properties. |
grounding copper amulet of mastery (0.12 Cunning / Tactical)0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +11% lightning Stun/Frz- +21% ---------- misc Masteries +0.12 Cunning/Tactical Amulets can have magical properties. |
stabilizing copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +11% temporal Pinning- +20% Knockbk- +20% Amulets can have magical properties. |
stabilizing gold amulet of cunning (+4)0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +4 Cun ----- def ----- Resists +10% temporal Pinning- +27% Knockbk- +22% Amulets can have magical properties. |
stabilizing steel amulet0.1 T2 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +12% temporal Pinning- +26% Knockbk- +24% Amulets can have magical properties. |
starlit stralite amulet0.1 T4 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +20% light +22% darkness Blind- +34% Amulets can have magical properties. |
stralite amulet0.1 T4 amulet jewelry [Normal] Amulets can have magical properties. |
stralite amulet 'Halarach'0.1 T4 amulet jewelry [Rare] Master While equipped: Stats +2 Wil dps ---------- Mind.crit +6% Crit.mult +15.00% Res.pen +15% mind ----- def ----- Armour +7 Defense +10 (+3 eff.) Resists +15% blight Res.Cap +6% all Phys.save +23 (+8 eff.) Mind.save +12 (+6 eff.) Amulets can have magical properties. |
vitalizing steel amulet of mastery (0.10 Technique / Conditioning)0.1 T2 amulet jewelry [Ego+] Nature/Master While equipped: Stats +2 Con ----- def ----- Phys.save +9 (+3 eff.) Max.HP +34.00 HP.reg +1.00 ---------- misc Masteries +0.10 Technique/Conditioning Amulets can have magical properties. |
Duvekalthomas the Plaguewire0.1 T3 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +30% nature +9% mind Res.pen +25% mind ----- def ----- Resists +9% nature Phys.save +14 (+5 eff.) Spell.save +9 (+6 eff.) Mind.save +11 (+5 eff.) Rings can have magical properties. |
Nightsong0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +5% physical ----- def ----- Defense +6 (+2 eff.) Fatigue -7% Mind.save +13 (+6 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Dark Tendrils: Level 2.0 Pwr.cost 40 out of 50/50. Range 6 Travel.spd instantaneous Is a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 20 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Silytira0.1 T3 ring jewelry [Rare] Psionic While equipped: dps ---------- Dmg.mod +12% mind +12% temporal Melee Ret 20 acid ----- def ----- Resists +12% mind +18% acid Def/telep +15 Res/telep +15% Dur/telep +15% Rings can have magical properties. |
Urtheyagorn0.1 T2 ring jewelry [Rare] Arcane While equipped: Stats +5 Mag +8 Cun +3 Con ----- def ----- Blind- +25% ---------- misc Infravis +7 See.Stealth +7 See.Invis +6 Rings can have magical properties. |
Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +6 Con +4 Wil dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 8.23 cold and 8.07 physical damage (based on Willpower) each turn and knocking opponents back. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
gold ring 'Manonik'0.1 T3 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +13% nature +6% physical Res.pen +5% physical ----- def ----- Armour +6 Defense +6 (+2 eff.) Rng.Def +6 (+2 eff.) Resists +26% nature Phys.save +30 (+10 eff.) Heal.mod +15% Rings can have magical properties. |
gold ring of power0.1 T3 ring jewelry [Ego] Arcane While equipped: dps ---------- Phys.pwr +7 (+2 eff.) Spell.pwr +6 (+3 eff.) Mind.pwr +7 (+3 eff.) Rings can have magical properties. |
marksman's steel ring of sensing0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+2 eff.) ----- def ----- Blind- +22% ---------- misc Infravis +4 See.Stealth +6 See.Invis +7 Rings can have magical properties. |
mule's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -4% ---------- misc Max.enc +21 Rings can have magical properties. |
mule's gold ring of tenacity0.1 T3 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -7% Max.HP +20.00 Disarm- +28% Pinning- +20% Knockbk- +25% ---------- misc Max.enc +24 Rings can have magical properties. |
rogue's steel ring of sensing0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Cun ----- def ----- Defense +6 (+2 eff.) Blind- +20% ---------- misc Infravis +4 See.Stealth +7 See.Invis +6 Rings can have magical properties. |
rogue's stralite ring of light (+30%)0.1 T4 ring jewelry [Ego] Arcane/Master While equipped: Stats +7 Cun dps ---------- Dmg.mod +15% light ----- def ----- Defense +14 (+5 eff.) Resists +30% light Rings can have magical properties. |
steel ring of lightning (+22%)0.1 T2 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +11% lightning ----- def ----- Resists +22% lightning Rings can have magical properties. |
stralite ring of the mountain (+12%)0.1 T4 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +12% physical ----- def ----- Resists +12% physical Rings can have magical properties. |
titan's stralite ring of the mountain (+13%)0.1 T4 ring jewelry [Ego] Nature While equipped: Stats +6 Con dps ---------- Dmg.mod +13% physical ----- def ----- Resists +13% physical Phys.save +12 (+4 eff.) Rings can have magical properties. |
wizard's stralite ring of power0.1 T4 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag dps ---------- Phys.pwr +8 (+2 eff.) Spell.pwr +8 (+4 eff.) Mind.pwr +5 (+2 eff.) ----- def ----- Spell.save +6 (+4 eff.) Rings can have magical properties. |
dwarven-steel battleaxe (29-43.5 power, 2 apr)3.0 T3 battleaxe 2H weapon [Normal] Power 29.0 - 43.5 Physical Uses 120% Str Acc+ +0.2% crit / acc Apr +2 Crit +6.5% Atk.spd 100% Massive two-handed battleaxes. |
Swordbreaker (25-32.5 power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 50% Dex, 50% Cun Acc+ +0.5% APR / acc 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. |
flaming dwarven-steel dagger (17.5-22.75 power, 7 apr)1.0 T3 dagger 1H weapon [Ego] Arcane Power 17.5 - 22.8 Physical Uses 45% Dex, 45% Str Acc+ +0.5% APR / acc Apr +7 Crit +6.0% Atk.spd 100% On Hit.r1 +8 fire Sharp, short and deadly. |
thought-forged dwarven-steel greatmaul (43-64.5 power, 2 apr)5.0 T3 greatmaul 2H weapon [Ego] Psionic Power 43.0 - 64.5 Physical Uses 120% Str Acc+ +0.1% dam / acc Apr +2 Crit +1.5% Atk.spd 100% Melee+ +17 mind On Hit: * 28% chance to cause random gloom While equipped: Stats +6 Cun +5 Wil Massive two-handed mauls. |
Kystir4.0 T4 longbow 2H weapon Reqs Shoot [Rare] Master Acc+ +0.2% crit / acc Atk.spd 125% Range +9 While equipped: Stats +9 Str +3 Cun dps ---------- Phys.pwr +14 (+4 eff.) Mind.pwr +6 (+3 eff.) Dmg.mod +12% mind Res.pen +10% acid +25% temporal ----- def ----- Resists +6% acid ---------- misc Hate/m.crit +3.00 Longbows are used to shoot arrows at your foes. |
elven-wood longbow of fire4.0 T4 longbow 2H weapon Reqs Shoot [Ego] Arcane Acc+ +0.2% crit / acc Atk.spd 125% Range +9 Ranged+ +14 fire While equipped: dps ---------- Dmg.mod +24% fire Longbows are used to shoot arrows at your foes. |
Blade of Distorted Time (40-56 power, 10 apr)3.0 T4 longsword 1H weapon [Unique] Arcane Power 40.0 - 56.0 Physical Uses 20% Mag, 90% Str Acc+ +0.4% crit.pwr / acc Apr +10 Crit +8.0% Atk.spd 100% Dmg.conv 20% temporal On Hit: * inflicts bonus temporal damage and slows target While equipped: dps ---------- Dmg.mod +10% physical +12% temporal Rethread: Level 2.0 Pwr.cost 8 out of 8/8. Range 10 Travel.spd instantaneous Is a spell Description: Rethread the timeline, dealing 51.44 temporal damage to the target before moving on to a second target. Rethread can hit up to 3 targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster. The damage will increase with your Spellpower. The remnants of a damaged timeline, this blade shifts and fades at random. |
chilling stralite mace of phasing (34-47.6 power, 16 apr)3.0 T4 mace 1H weapon [Ego] Arcane Power 34.0 - 47.6 Physical Uses 100% Str Acc+ +0.1% dam / acc Apr +16 Crit +2.5% Atk.spd 100% Phasing +38% Melee+ +20 cold Blunt and deadly. |
pulsing mindstar of resolve (14-15.4 power, 32 apr, mind damage)3.0 T4 mindstar 1H weapon Reqs Wil 35 [Ego] Nature/Psionic Power 14.0 - 15.4 Mind Uses 45% Wil, 25% Cun Mastery Psiblades Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: Stats +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) ----- def ----- Phys.save +6 (+2 eff.) 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. |
thorny mindstar 'Runegadil' (9-9.9 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon Reqs Wil 24 [Rare] Nature Power 9.0 - 9.9 Mind Uses 40% Wil, 20% Cun Mastery Psiblades Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% On Hit.r1 +12 acid While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) Dmg.mod +12% temporal Acc +4 (+2 eff.) Melee Ret 8 acid 8 temporal ----- def ----- Defense +9 (+3 eff.) Rng.Def +9 (+3 eff.) Phys.save +21 (+7 eff.) Spell.save +7 (+5 eff.) Mind.save +7 (+3 eff.) ---------- misc Equi/ret +1.70 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. |
Erelogen (28-33.6 power, 4 apr, fire element)5.0 T3 staff 2H weapon [Rare] Arcane Power 28.0 - 33.6 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +5 Cun dps ---------- Spell.crit +3% Spell.pwr +13 (+6 eff.) Mind.pwr +6 (+3 eff.) Dmg.mod +28% fire Res.pen +15% acid ----- def ----- Resists +15% acid Mind.save +18 (+9 eff.) ---------- misc Psi/ret +0.20 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
cruel yew magestaff (20-24 power, 4 apr, cold element)5.0 T3 staff 2H weapon [Ego] Master Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +10.0% Spell.crit +3% Crit.mult +15.00% Spell.pwr +9 (+4 eff.) Dmg.mod +20% cold ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elven-wood vilestaff (25-30 power, 5 apr, blight element)5.0 T4 staff 2H weapon Reqs Mag 35 [Normal] Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +12 (+6 eff.) Dmg.mod +25% blight ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
potent elven-wood starstaff of projection (31-37.2 power, 5 apr, darkness element)5.0 T4 staff 2H weapon Reqs Mag 35 [Ego] Arcane Power 31.0 - 37.2 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +6% Spell.pwr +19 (+9 eff.) Dmg.mod +31% darkness ---------- misc Talents +1 Command Staff Project a bolt elemental energy from the staff (to range 9) dealing 32.81 to 39.37 darkness damage Puts all charms on 5 cooldown Staves designed for wielders of magic, by the greats of the art. |
dwarven-steel waraxe (21-29.4 power, 4 apr)3.0 T3 waraxe 1H weapon [Normal] Power 21.0 - 29.4 Physical Uses 100% Str Acc+ +0.2% crit / acc Apr +4 Crit +4.5% Atk.spd 100% One-handed war axes. |
dwarven-steel waraxe (20.5-28.7 power, 4 apr)3.0 T3 waraxe 1H weapon [Normal] Power 20.5 - 28.7 Physical Uses 100% Str Acc+ +0.2% crit / acc Apr +4 Crit +4.5% Atk.spd 100% One-handed war axes. |
stralite waraxe (30-42 power, 5 apr)3.0 T4 waraxe 1H weapon [Normal] Power 30.0 - 42.0 Physical Uses 100% Str Acc+ +0.2% crit / acc Apr +5 Crit +6.5% Atk.spd 100% One-handed war axes. |
Girdle of the Calm Waters1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +30% A belt rumoured to have been worn by the Conclave healers. |
hardened leather belt1.0 T3 belt armor [Normal] A belt that goes around your waist. |
hardened leather belt of resilience1.0 T3 belt armor [Ego] Nature While equipped: ----- def ----- Max.HP +49.00 A belt that goes around your waist. |
insulating hardened leather belt of shielding1.0 T3 belt armor [Ego] Arcane/Master While equipped: ----- def ----- Armour +8 Resists +8% cold +8% fire Create a temporary shield that absorbs 236 damage Puts all charms on 30 cooldown A belt that goes around your waist. |
monstrous hardened leather belt of resilience1.0 T3 belt armor [Ego+] Nature While equipped: Stats +5 Str +4 Con dps ---------- Phys.pwr +9 (+2 eff.) ----- def ----- Phys.save +11 (+4 eff.) Max.HP +46.00 ---------- misc Size +1 A belt that goes around your waist. |
Cloak of Deception1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+2 eff.) Mind.pwr +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Temporal Augmentation Robe - Designed In-Style (9 def, 3 armour)2.0 T4 cloth armor [Unique] Arcane Oddly it never produces a hat. While equipped: Stats +3 Wil +5 Mag dps ---------- Spell.pwr +23 (+11 eff.) Dmg.mod +20% physical +20% temporal Res.pen +20% physical +20% temporal Melee Ret 10 temporal 20 physical ----- def ----- Armour +3 Defense +9 (+3 eff.) Resists +10% physical +10% temporal Temporal Reprieve: Level 1.0 Pwr.cost 50 out of 50/50. Range melee/personal Travel.spd instantaneous Is a spell Description: Transport yourself to a safe place for 1 turns. Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers. |
focusing silk robe of fire (+19%) (3 def, 0 armour)2.0 T4 cloth armor [Ego] Nature/Psionic While equipped: Stats +6 Wil +6 Mag dps ---------- Dmg.mod +13% fire ----- def ----- Defense +3 (+1 eff.) Resists +19% fire ---------- misc Mana/turn +0.26 Psi/turn +0.21 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
focusing silk robe of light (+19%) (3 def, 0 armour)2.0 T4 cloth armor [Ego] Arcane/Psionic While equipped: Stats +7 Wil +7 Mag dps ---------- Dmg.mod +13% light ----- def ----- Defense +3 (+1 eff.) Resists +19% light ---------- misc Mana/turn +0.15 Psi/turn +0.28 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Strikenoon (5 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: ----- def ----- Armour +3 Defense +5 (+2 eff.) Rng.Def +4 (+1 eff.) Fatigue +3% Resists +12% lightning +3% temporal +6% light +12% cold +6% darkness Spell.save +20 (+11 eff.) A pair of boots made of leather. This object's appearance was changed to Frost Treads. |
pair of hardened leather boots (0 def, 3 armour)2.0 T3 feet armor [Normal] While equipped: ----- def ----- Armour +3 Fatigue +3% A pair of boots made of leather. |
Helach (0 def, 6 armour)1.0 T3 hands armor [Rare] Master While equipped: Stats +4 Con ----- def ----- Armour +6 Resists +15% lightning +9% cold +6% light Crit.dmg- 15.00% Phys.save +16 (+6 eff.) Spell.save +6 (+4 eff.) Mind.save +7 (+3 eff.) Disarm- +38% Pinning- +10% Stun/Frz- +10% Unarmed combat: Power 17.5 - 19.3 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit / acc Apr +3 Crit +3.0% Atk.spd 167% Melee+ +12 physical On Hit: 10% Juggernaut 1 Juggernaut: (Instant) Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 27% and provides a 15% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Hettehad the Abysstorrent (0 def, 2 armour)1.0 T3 hands armor [Rare] Master While equipped: Stats +4 Str +3 Wil +4 Con dps ---------- Dmg.mod +3% fire Res.pen +10% arcane +20% fire Melee Ret 8 fire ----- def ----- Armour +2 Resists +5% arcane Disarm- +29% ---------- misc Masteries +0.20 Technique/Grappling Unarmed combat: Power 17.0 - 18.7 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit / acc Apr +3 Crit +3.0% Atk.spd 167% On Crit.r2 +12 arcane On Hit: 10% Disarm 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Polugatta (0 def, 2 armour)1.0 T3 hands armor [Rare] Psionic While equipped: dps ---------- Mind.crit +1% Crit.mult +25.00% Mind.pwr +8 (+4 eff.) Melee+ 26 mind 19 darkness On Hit (Melee): * 12% chance to cause random gloom ----- def ----- Armour +2 Mind.save -13 (-7 eff.) ---------- misc Equi/ret +0.04 Psi/ret +0.12 Hate/m.crit +3.00 Unarmed combat: Power 17.0 - 18.7 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit / acc Apr +3 Crit +3.0% Atk.spd 167% On Hit: 10% Reproach 3 Ruined Earth: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range 5 Travel.spd instantaneous Is a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Stormtide (0 def, 2 armour)1.5 T3 hands armor [Rare] Master While equipped: Stats +4 Dex dps ---------- Acc +14 (+5 eff.) On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +2 Resists +3% darkness +9% temporal Spell.save +12 (+7 eff.) Unarmed combat: Power 18.0 - 25.2 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.1% dam / acc Acc +7 Apr +9 Crit +14.0% Atk.spd 125% On Hit: * 20% chance to daze at end of turn Metal gloves protecting the hands up to the middle of the lower arm. |
hardened leather gloves (0 def, 2 armour)1.0 T3 hands armor [Normal] While equipped: ----- def ----- Armour +2 Unarmed combat: Power 16.5 - 18.2 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit / acc Apr +3 Crit +3.0% Atk.spd 167% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
hardened leather gloves (0 def, 2 armour)1.0 T3 hands armor [Normal] While equipped: ----- def ----- Armour +2 Unarmed combat: Power 16.5 - 18.2 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit / acc Apr +3 Crit +3.0% Atk.spd 167% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
hardened leather gloves 'Hurintir' (0 def, 6 armour)1.0 T3 hands armor [Rare] Master While equipped: Stats +4 Cun +3 Dex dps ---------- Acc +8 (+3 eff.) Apr +7 ----- def ----- Armour +6 Resists +6% acid +2% physical +6% nature Silence- +5% Pinning- +25% Unarmed combat: Power 17.5 - 19.3 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit / acc Acc +7 Apr +10 Crit +3.0% Atk.spd 167% 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. |
rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Normal] While equipped: ----- def ----- Armour +1 Unarmed combat: Power 8.0 - 8.8 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit / acc Apr +1 Crit +1.0% Atk.spd 167% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
rough leather gloves of magic (+2) (0 def, 1 armour)1.0 T1 hands armor [Ego] Arcane While equipped: Stats +2 Mag dps ---------- Dmg.mod +4% arcane ----- def ----- Armour +1 Unarmed combat: Power 6.5 - 7.2 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit / acc Apr +1 Crit +1.0% Atk.spd 167% Melee+ +5 arcane On Crit.r2 +6 arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
steady dwarven-steel gauntlets (0 def, 2 armour)1.5 T3 hands armor [Ego] Psionic While equipped: dps ---------- Acc +6 (+2 eff.) ----- def ----- Armour +2 Phys.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Disarm- +25% Unarmed combat: Power 22.0 - 30.8 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.1% dam / acc Acc +6 Apr +9 Crit +8.0% Atk.spd 125% On Hit: 10% Perfect Control 3 Metal gloves protecting the hands up to the middle of the lower arm. |
steady hardened leather gloves (0 def, 2 armour)1.0 T3 hands armor [Ego] Psionic While equipped: dps ---------- Acc +7 (+3 eff.) ----- def ----- Armour +2 Phys.save +7 (+3 eff.) Mind.save +7 (+3 eff.) Disarm- +29% Unarmed combat: Power 15.0 - 16.5 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit / acc Acc +8 Apr +3 Crit +3.0% Atk.spd 167% On Hit: 10% Perfect Control 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Forestbraze (0 def, 2 armour)2.0 T1 head armor [Rare] Master While equipped: dps ---------- Dmg.mod +9% blight Melee Ret 8 blight On Hit (Melee): * Slows global speed by 30% * 20% chance to disease ----- def ----- Armour +2 Fatigue +1% ---------- misc Infravis +2 A cap made of leather. |
Glorin the Skybraid (0 def, 4 armour) =BREATH=3.0 T3 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% lightning +12% temporal Res.pen +25% temporal On Hit (Melee): * 40% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +4 Fatigue +4% Resists +16% cold ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
The Face of Fear (8 def, 0 armour)2.0 T3 head armor [Unique] Unknown While equipped: Stats +6 Cun +8 Wil dps ---------- Mind.pwr +16 (+7 eff.) ----- def ----- Defense +8 (+3 eff.) Fear- +60% ---------- misc Masteries +0.20 Cursed/Fears Instill Fear: Level 2.0 Pwr.cost 18 out of 45/45. Range 8 Travel.spd instantaneous Is a mind power Description: Instill fear in your target, causing one of several possible fears that lasts for 8 turns. There is also a 25% chance of instilling fear in any foe in a radius of 2. The target can save versus Mindpower to resist the effect, and can be affected by multiple fears. You gain 2 new fears: The Paranoid effect gives the target an 18% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. The Despair effect reduces the target's resistance to all damage by 12%. Fear effects improve with your Mindpower. This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and it's hollow eye sockets seem to stare back into you. |
insulating cashmere wizard hat of nature (+10%) (2 def, 0 armour)2.0 T3 head armor [Ego] Nature While equipped: dps ---------- Dmg.mod +13% nature ----- def ----- Defense +2 (+1 eff.) Resists +10% fire +19% nature +9% cold A pointy cloth hat, very wizardly... |
insulating dwarven-steel helm of the depths (0 def, 4 armour) =Breath=3.0 T3 head armor [Ego] Nature/Master While equipped: ----- def ----- Armour +4 Fatigue +4% Resists +8% cold +8% fire ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Demonglamour the dwarven-steel mail armour (3 def, 8 armour)14.0 T3 heavy armor [Rare] Nature While equipped: dps ---------- Dmg.mod +18% darkness +3% fire Res.pen +20% fire Melee Ret 4 fire ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +16% Resists +6% darkness HP.reg +3.10 ---------- misc Stam/turn +0.60 A suit of armour made of mail. |
fortifying stralite plate armour of spell shielding (7 def, 13 armour)17.0 T4 massive armor Reqs Heavy Armour Training 3 [Ego+] Arcane/Master While equipped: Stats +6 Str +2 Con ----- def ----- Armour +13 Defense +7 (+2 eff.) Fatigue +26% Resists +9% arcane Spell.save +16 (+9 eff.) Max.HP +73.00 A suit of armour made of metal plates. |
rejuvenating stralite plate armour (7 def, 13 armour)17.0 T4 massive armor Reqs Heavy Armour Training 3 [Ego] Nature While equipped: ----- def ----- Armour +13 Defense +7 (+2 eff.) Fatigue +26% HP.reg +5.70 ---------- misc Stam/turn +0.90 A suit of armour made of metal plates. |
rejuvenating stralite plate armour (7 def, 13 armour)17.0 T4 massive armor Reqs Heavy Armour Training 3 [Ego] Nature While equipped: ----- def ----- Armour +13 Defense +7 (+2 eff.) Fatigue +26% HP.reg +2.50 ---------- misc Stam/turn +1.70 A suit of armour made of metal plates. |
Bindings of Eternal Night (12 def, 12 armour)6.0 T3 mummy armor [Unique] Arcane A complementing item would be your crowning glory. While equipped: Stats +5 Mag +5 Wil dps ---------- Dmg.mod +20% darkness Melee Ret 10 darkness ----- def ----- Armour +12 Defense +12 (+4 eff.) Resists +30% blight -10% fire +30% darkness -10% light HP.reg +1.00 Poison- +100% Disease- +100% ---------- misc Light -1 The wearer is treated as an undead. Woven through with fell magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death. |
stralite shield of fire resistance (+23%) (10 def, 2 armour, 139 block)7.0 T4 shield armor Reqs Heavy Armour Training 2 [Ego] Master While equipped: ----- def ----- Armour +2 Defense +10 (+3 eff.) Rng.Def +10 (+3 eff.) Fatigue +14% Resists +23% fire ---------- misc Talents +4 Block Handheld deflection devices. |
quiver of yew arrows of the leech (17/17, 36-50.4 power, 10 apr)3.0 T3 arrow ammo [Ego+] Disrupt Power 36.0 - 50.4 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit / acc Apr +10 Crit +2.0% Capacity 17 On Hit: * Slows global speed by 15% * leeches stamina from the target Arrows are used with bows to pierce your foes to death. |
11 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. |
390 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. |
7 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. |
12 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. |
6 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+4 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+4 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
12 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. |
4 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+5 eff.) Mind.save +8 (+4 eff.) Item imbue powers: Defense +8 (+3 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+5 eff.) Mind.save +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
13 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+3 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+3 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
miner's dwarven-steel pickaxe (dig speed 24 turns)3.0 T3 digger tool [Ego] Master While equipped: Stats +2 Str ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner's iron pickaxe (dig speed 29 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of Ungolรซ2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 80 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
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 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 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. |
3 turquoise0.0 T4 green gem [Normal] While equipped: See.Stealth +10 See.Invis +10 Item imbue powers: See.Stealth +10 See.Invis +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Eilinyvena the Bloomzephyr,1.0 T3 lite [Rare] Nature While equipped: Stats +5 Wil dps ---------- Phys.crit +4.0% Crit.mult +12.00% Phys.pwr +7 (+2 eff.) Res.pen +20% nature +20% mind Melee Ret 20 mind 8 nature ----- def ----- Resists +9% nature ---------- misc Light +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
Layossra the alchemist's lamp1.0 T3 lite [Rare] Nature While equipped: dps ---------- Phys.crit +2.0% ----- def ----- Resists +9% light +6% temporal Crit.dmg- 15.00% Phys.save +11 (+4 eff.) Heal.mod +22% Confus- +25% Pinning- +25% Stun/Frz- +10% ---------- misc Light +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern 'Breezecrypt'2.0 T1 lite [Rare] Master While equipped: dps ---------- Res.pen +5% all Apr +6 ----- def ----- Resists +3% nature Disarm- +5% Pinning- +15% Teleport- +5% ---------- 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. |
Blood-Runed Athame1.0 misc [Plot Item] An athame, covered in blood runes. It radiates power. |
Orb of Many Ways1.0 orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
6 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. |
Rod of Spydric Poison (3/3)2.0 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 12, dealing 272.00 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 25 power out of 75/75 This rod carved out of a giant spider fang continuously drips venom. |
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. |
pouch of dwarven-steel shots (18/18, 31.5-37.8 power, 3 apr)3.0 T3 shot ammo [Normal] Power 31.5 - 37.8 Physical Uses 70% Dex, 50% Cun Acc+ +0.1% dam / acc Apr +3 Crit +5.0% Capacity 18 Shots are used with slings to pummel your foes to death. |
Bokyneg the iron torque of charged psionic shield [power 25] (20 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: dps ---------- Phys.crit +1.0% Res.pen +5% physical Apr +2 ----- def ----- Max.HP +20.00 ---------- misc Stam/turn +0.80 Setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 25 for 7 turns Puts all charms on 20 cooldown 100% to regenerate 2 psi. Torques are made by powerful psionics to store psionic powers. |
Cloudspiker the stralite torque of charged psionic shield [power 125] (20 cooldown)2.0 T4 torque charm [Rare] Psionic While equipped: Stats +3 Dex dps ---------- Crit.mult +15.00% ----- def ----- Armour +6 Defense +9 (+3 eff.) Rng.Def +9 (+3 eff.) Resists +6% lightning ---------- misc Stam/turn +1.60 Talents +5 Silence Cooldown Silence -1 Setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 125 for 7 turns Puts all charms on 20 cooldown Torques are made by powerful psionics to store psionic powers. |
Flamewaker [power 2] (10 cooldown)2.0 T2 totem charm [Rare] Nature While equipped: Stats +2 Cun dps ---------- Mind.pwr +8 (+4 eff.) ----- def ----- Resists +15% fire Mind.save +18 (+9 eff.) Remove up to 2 poisons or diseases from a target within range 6 (based on Willpower) Puts all charms on 10 cooldown 100% to regenerate 4 stamina. Natural totems are made by powerful wilders to store nature power. |
Tree of Life2.0 T4 totem charm [Unique] Nature While equipped: Stats +6 Con +7 Wil dps ---------- Mind.pwr +7 (+3 eff.) Dmg.mod +20% nature ----- def ----- Resists +20% blight +20% nature Heal.mod +25% ---------- misc Masteries +0.10 Wild-gift/Call of the wild +0.10 Wild-gift/Harmony Heals all nearby living creatures by 5 points each turn. Take root increasing health by 300, armor by 20, and armor hardiness by 20% but rooting you in place for 4 turns. Uses 10 power out of 15/15 Activation is instant. This small tree-shaped totem is imbued with powerful healing energies. |
7 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
3 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 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. |
12 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 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
A dangerous secret (Nightmare (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By Grave Intentions the Ghoul Brawler level 30
6th Regrowth 123rd year of Ascendancy at 10:20 see stats
Against all odds (Nightmare (Roguelike) difficulty)
Killed Ukruk in the ambush.By Grave Intentions the Ghoul Brawler level 27
1st Wintertide 123rd year of Ascendancy at 15:37 see stats
Arachnophobia (Nightmare (Roguelike) difficulty)
Destroyed the spydric menace.By Grave Intentions the Ghoul Brawler level 36
60th Pyre 123rd year of Ascendancy at 00:11 see stats
Are you out of your mind?! (Nightmare (Roguelike) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Grave Intentions the Ghoul Brawler level 36
65th Pyre 123rd year of Ascendancy at 15:22 see stats
Brave new world (Nightmare (Roguelike) difficulty)
Went to the Far East and took part in the war.By Grave Intentions the Ghoul Brawler level 34
55th Pyre 123rd year of Ascendancy at 13:34 see stats
Bringer of Doom (Nightmare (Roguelike) difficulty)
Killed a Bringer of Doom.By Grave Intentions the Ghoul Brawler level 33
47th Pyre 123rd year of Ascendancy at 11:47 see stats
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Grave Intentions the Ghoul Brawler level 12
8th Dusk 122nd year of Ascendancy at 02:23 see stats
Destroyer's bane (Nightmare (Roguelike) difficulty)
Killed Golbug the Destroyer.By Grave Intentions the Ghoul Brawler level 34
51st Pyre 123rd year of Ascendancy at 15:25 see stats
Earth Master (Nightmare (Roguelike) difficulty)
Killed Harkor'Zun and unlocked Stone magic.By Grave Intentions the Ghoul Brawler level 31
73rd Regrowth 123rd year of Ascendancy at 03:29 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Grave Intentions the Ghoul Brawler level 17
78th Dusk 122nd year of Ascendancy at 05:57 see stats
Eye of the storm (Nightmare (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Grave Intentions the Ghoul Brawler level 30
71st Regrowth 123rd year of Ascendancy at 18:06 see stats
Home sweet home (Nightmare (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Grave Intentions the Ghoul Brawler level 21
56th Haze 122nd year of Ascendancy at 15:05 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Grave Intentions the Ghoul Brawler level 10
2nd Flare 122nd year of Ascendancy at 22:52 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Grave Intentions the Ghoul Brawler level 20
14th Haze 122nd year of Ascendancy at 19:01 see stats
Level 30 (Nightmare (Roguelike) difficulty)
Got a character to level 30.By Grave Intentions the Ghoul Brawler level 30
8th Allure 123rd year of Ascendancy at 09:33 see stats
Rescuer of the lost (Nightmare (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Grave Intentions the Ghoul Brawler level 14
37th Dusk 122nd year of Ascendancy at 23:22 see stats
Savior of the damsels in distress (Nightmare (Roguelike) difficulty)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Grave Intentions the Ghoul Brawler level 30
1st Regrowth 123rd year of Ascendancy at 11:14 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By Grave Intentions the Ghoul Brawler level 19
12nd Haze 122nd year of Ascendancy at 15:24 see stats
Sliders (Nightmare (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By Grave Intentions the Ghoul Brawler level 34
51st Pyre 123rd year of Ascendancy at 19:40 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Grave Intentions the Ghoul Brawler level 11
6th Flare 122nd year of Ascendancy at 23:12 see stats
The Right thing to do (Nightmare (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Grave Intentions the Ghoul Brawler level 18
5th Haze 122nd year of Ascendancy at 01:22 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Grave Intentions the Ghoul Brawler level 30
70th Regrowth 123rd year of Ascendancy at 13:14 see stats
Thralless (Nightmare (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Grave Intentions the Ghoul Brawler level 18
4th Haze 122nd year of Ascendancy at 19:49 see stats
Treasure Hoarder (Nightmare (Roguelike) difficulty)
Amassed 3000 gold pieces.By Grave Intentions the Ghoul Brawler level 25
7th Decay 122nd year of Ascendancy at 05:17 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Grave Intentions the Ghoul Brawler level 16
72nd Dusk 122nd year of Ascendancy at 11:44 see stats
Vampire crusher (Nightmare (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Grave Intentions the Ghoul Brawler level 26
10th Decay 122nd year of Ascendancy at 14:23 see stats
Log
Orc archer loses sight!
Grave Intentions bites poison into orc archer.
Grave Intentions performs a melee critical strike against Orc archer!
Orc archer is poisoned!
Orc archer's Shoot misses Grave Intentions.
Grave Intentions hits Orc archer for 464 physical, 163 physical, 249 nature (875 total damage).
Orc archer shoots!
Grave Intentions speeds up.
Grave Intentions throws two quick punches.
Grave Intentions slows down.
You collect a new ingredient: orc heart (1).
Grave Intentions performs a melee critical strike against Orc archer!
Orc archer's Shoot misses Grave Intentions.
Grave Intentions hits Orc archer for 165 physical damage.
Grave Intentions killed Orc archer!
Resting starts...
Talent Double Strike is ready to use.
Talent Spinning Backhand is ready to use.
Rested for 24 turns (stop reason: all resources and life at maximum).
Ran for 20 turns (stop reason: hostile spotted to the north (overpowered greater multi-hued wyrm)).
Grave Intentions loses sight!
Grave Intentions is recovering from the damage!
Something hits Grave Intentions for (42 resist armour), 384 physical (384 total damage).
Something hits Grave Intentions for (42 resist armour), 392 physical (392 total damage).
Something hits Grave Intentions for (42 resist armour), 392 physical (392 total damage).
Saving game...














































































































































