









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Nekarcos's Quality of Life 01: Effect Display (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.7.6Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Cloak Reminder 1.7.0Pops up a reminder if your undead character changes zones or uses the Rod of Recall while not wearing the Cloak of Deception. Frequently Asked Questions: Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. ZOmnibus Lite 1.7.4A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons:
Frequently Asked Questions: Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Opt-in Adventurers Parties 1.7.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. More 1H Staves 1.7.2Adds more 1H staves with more variety to the game. 1H staves are so hard to find because in the base game there are only 2 egos that make a staff 1H. https://github.com/Werekracken/tome-more1hstaves ---Changelog Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Ghoul |
| Class | Writhing One |
| Level / Exp | 41 / 59% |
| Size | medium |
| Lifes / Deaths | Killed by Xeratira the large white snake at level 41 on the 22nd Pyre 124th year of Ascendancy at 03:25 / 1 |
Primary Stats
| Strength | 49 (base 13) |
| Dexterity | 28 (base 24) |
| Constitution | 57 (base 28) |
| Magic | 79 (base 60) |
| Willpower | 29 (base 10) |
| Cunning | 66 (base 60) |
Resources
| Life | -304/1562 |
| Mana | 449/469 |
| Insanity | 26/100 |
| Healing Factor | 1.315111817684 |
| Regeneration | 5.5892252251569 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +32.60995032651% |
| Spell | 0% |
| Global | +80% |
Vision
| Sight | 10 |
| Lite | 10 |
| Infravision | 5 |
| See Stealth | 49.213032150508 |
| See Invisible | 56.213032150508 |
Offense: Mainhand
| Damage | 78 |
| Accuracy | 65 |
| Crit Chance | 40% |
| APR | 5 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 76 |
| Crit Chance | 61% |
| Speed | 1 |
Offense: Mind
| Mindpower | 35 |
| Crit Chance | 29% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +3% |
| Darkness | +52% |
| Light | +15% |
| Temporal | +42% |
| Blight | +24% |
| Arcane | +9% |
| Mind | +6% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +59% |
| Temporal | +30% |
| Blight | +20% |
| Mind | +15% |
| Cold | +15% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 15 (51.69962066283%) |
| Defense | 40 |
| Ranged Defense | 40 |
| Fatigue | 0 |
| Physical Save | 41 |
| Spell Save | 43 |
| Mental Save | 43 |
Defense: Resistances
| Acid | + 28%( 70%) |
| Blight | + 32%( 70%) |
| Cold | + 25%( 70%) |
| All | + 23%( 70%) |
| Darkness | + 47%( 70%) |
| Light | + 28%( 70%) |
| Temporal | + 38%( 70%) |
| Mind | + 37%( 70%) |
| Lightning | + 25%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 50% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Silence Resistance | 88% |
| Bleed Resistance | 100% |
| Disarm Resistance | 74% |
| Pinning Resistance | 32% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 26% |
Inscriptions (5/5)
| Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 84 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 7 Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 7 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 20%, your defense is increased by 20 and all your resistances by 20%. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Acid WaveUse 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 unleash a cone dealing 159.40 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 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 467 damage for 5 turns. Its effects scale with your Strength stat. |
Class Talents
| Demented / Tentacles | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Demented / Path of horror | 1.30 |
| 2/5 |
| 3/5 |
| 2/5 |
| 5/5 |
| Demented / Disfigured face | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Friend of the worm | 1.30 |
| 5/5 |
| 2/5 |
| 4/5 |
| 4/5 |
| Demented / Horrific body | 1.30 |
| 3/5 |
| 3/5 |
| 2/5 |
| 3/5 |
| Demented / Controlled horrors | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Staff combat | 1.00 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 3/5 |
| 1/5 |
| 3/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Demented / Beyond sanity | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Undead / Ghoul | 1.10 |
| 4/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the lone alchemist from death by Lisyseda the grave wight. Escort: lone alchemist (level 2 of Dreadfell) | failed |
You failed to protect the lone alchemist from death by shadow. Escort: lone alchemist (level 2 of Old Forest) | failed |
You failed to protect the lone alchemist from death by Xanath the elder vampire. Escort: lone alchemist (level 8 of Dreadfell) | failed |
You failed to protect the lost defiler from death by Eilinedhera the fiery orc wyrmic. Escort: lost defiler (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You failed to protect the lost sun paladin from death by Corn Nuts. Escort: lost sun paladin (level 1 of Daikara) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You failed to protect the worried loremaster from death by Corn Nuts. Escort: worried loremaster (level 4 of Old Forest) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * 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 |
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. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Agrimley the hermit is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsMarus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of mastery without your aid. You have aided Agrimley the hermit in creating an elixir of explosive force. You have aided Agrimley the hermit in creating an elixir of serendipity. 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. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You 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 within20 lumberjacks have died. | done |
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 your homeland for you. There and back again* Find a Blood-Runed Athame. * Find a Resonating Diamond. | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | 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 | Loamsnake (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Rare] Arcane While equipped: offense ------ Spellpower/crit +10 Damage +3% nature Ignore resists +14% darkness +15% temporal defense ------ Armor +3 Resistance +19% darkness +19% temporal Physical save +15 (+5 eff.) Unlife -60.00 life Poison Resist +20% Disease Resist +10% Confus Resist +20% Out-of-Phase Defense +18 Out-of-Phase Resistance +13% Out-of-Phase Resilience +13% A pair of boots made of leather. |
| Light source | alchemist's lamp 'Glorovea'1.0 Encumbrance T3 lite [Random Unique] Nature/Psionic While equipped: defense ------ Resistance +3% lightning +6% acid Mind save +11 (+3 eff.) Life +107.00 Disease Resist +10% Silence Resist +20% Pinning Resist +10% other ------- Light +4 See Stealth +7 See Invisibility +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | drakeskin leather cap 'Adeta' (0 def, 9 armour)2.0 Encumbrance T5 head armor [Random Unique] Arcane/Master While equipped: Stats +3 Str +5 Wil offense ------ Mindpower +5 (+3 eff.) defense ------ Armor +9 Fatigue +5% Resistance +11% blight +12% darkness Spell save +9 (+3 eff.) Mind save +23 (+7 eff.) other ------- Max hate +10.00 Light +5 Infravision +3 Circle of Sanctity: (Instant) Puts all charms on 25 turn cooldown Effective talent level: 2.0 Power cost 25 out of 30/30. Range melee/personal Cooldown: 20 Travel.spd instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 20 light damage to everyone else who enters. The circle lasts 4 turns. A cap made of leather. |
| Tool | Eilinemibeth the Blazereek (dig speed 20 turns)3.0 Encumbrance T3 digger tool [Random Unique] Arcane/Master While equipped: Stats +7 Str +1 Dex +3 Mag +4 Wil offense ------ Physical Crit +8.0% Spell Crit +8% Mind Crit +8% Physical Power +5 (+2 eff.) Move Speed +10% Damage +15% light Ignore resists +15% cold defense ------ Resistance +6% light +3% cold other ------- Max mana +34.00 Light +2 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Betytha0.1 Encumbrance T2 ring jewelry [Rare] Arcane While equipped: offense ------ Damage +30% temporal Ignore resists +20% blight +15% temporal On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 33 * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Silence Resist +31% other ------- Mana/turn +0.16 Rings make your fingers look great! |
| On fingers | Dourhue the steel ring0.1 Encumbrance T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +5 Cun +4 Mag offense ------ Spellpower +7 (+1 eff.) Ignore resists +20% darkness When Hit 2 darkness On-Hit (Melee): * 10% chance to reduce armor by 43% defense ------ Defense +4 (+2 eff.) Life +20.00 Disarm Resist +28% Pinning Resist +22% Knockbk Resist +26% Rings make your fingers look great! |
| Around waist | rough leather belt 'Siladatha'1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +3 Wil offense ------ Physical Crit +4.0% Critical power +6.00% Physical Power +4 (+1 eff.) Spellpower +20 (+4 eff.) Spellpower/crit +10 other ------- Mana-on-crit +2.00 Vim-on-crit +2.00 Max vim +20.00 A belt that goes around your waist. |
| In main hand | Zanyvon the Shadesmasher (25-30 power, 5 apr, darkness element)3.0 Encumbrance T4 staff 1H weapon [Random Unique] Arcane/Master Weapon Damage 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Physical Crit +3.0% Spell Crit +20% Critical power +8.00% Spellpower +22 (+5 eff.) Damage +31% darkness Ignore resists +10% darkness Accuracy +25 (+6 eff.) other ------- Max stamina +30.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | drakeskin leather gloves 'Tularek' (0 def, 3 armour)1.0 Encumbrance T4 hands armor [Rare] Master While equipped: Stats +5 Str +8 Mag +4 Wil +5 Con offense ------ Spell Crit +4% Spellpower +15 (+3 eff.) Spellpower/crit +10 Damage +6% blight +12% temporal +9% arcane defense ------ Armor +3 Disarm Resist +46% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Masteries +0.20 Technique/Grappling Unarmed combat: Weapon Damage 24.5 - 27.0 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +5.0% Attack Speed 100% On Hit: 10% Disarm level 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | spellwoven elven-silk robe of Angolwen (0 def, 0 armour)2.0 Encumbrance T5 cloth armor [Ego+] Arcane While equipped: Stats +4 Mag +5 Wil offense ------ Spell Crit +4% Spellpower +15 (+3 eff.) Spellpower/crit +6 defense ------ Resistance +15% all Spell save +22 (+7 eff.) Silence Resist +37% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Dimhacker (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: offense ------ Damage +3% darkness +6% mind Ignore resists +15% darkness +15% mind defense ------ Defense +1 (+1 eff.) Resistance +3% mind Life +34.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Bethaldara the gold amulet0.1 Encumbrance T3 amulet jewelry [Random Unique] Nature While equipped: Stats +4 Str +2 Dex +3 Cun +5 Con +7 Lck offense ------ Accuracy +9 (+2 eff.) defense ------ Defense +13 (+5 eff.) Resistance +15% mind Crit Resistance 10.00% Physical save +10 (+3 eff.) Resist unseen 13% Life +50.00 Life Regen +4.00 Confus Resist +30% other ------- See Invisibility +6 Amulets make your neck look great! |
Inventory
Infusion of Wild Growth (rad 5; dur 10;)0.1 Encumbrance T3 infusion scroll [Plot Item] Nature When inscribed on your body: Range melee/personal Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Causes thick vines to spring from the ground and entangle all targets within 5 squares for 10 turns, pinning them in place for 5 turns and dealing 45.33 physical damage and 93.39 nature damage. The vines also grow all around you, increasing your armour by 50 and armour hardiness by 30. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the titan (speed 571%; cd 12)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 571% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the wizard (speed 637%; cd 11)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 637% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
shielding rune (absorb 280; dur 6; cd 18)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 280 damage for 6 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
Sealed Scroll of Last Hope0.1 Encumbrance scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Mayemina the Corpseslicer0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Wil offense ------ Ignore resists +5% nature +5% acid When Hit 6 nature On-Hit (Melee): * 20% chance to slow global speed by 50% * 10% chance to reduce armor by 43% Amulets make your neck look great! |
steel amulet 'Arcqueller'0.1 Encumbrance T2 amulet jewelry [Random Unique] Arcane/Nature While equipped: Stats +9 Str +3 Mag offense ------ Spell Crit +4% Spellpower +4 (+1 eff.) Damage +3% lightning +6% temporal +6% light +6% physical +5% darkness Ignore resists +5% lightning When Hit 2 temporal On-Hit (Melee): * 20% chance to slow global speed by 50% defense ------ Resistance +9% nature +3% temporal Amulets make your neck look great! |
Glimmerquell the gold amulet0.1 Encumbrance T3 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +4 Wil offense ------ Ignore resists +5% light When Hit 6 light On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +16% lightning Stun Resist +24% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Light +3 Masteries +0.23 Demented/Controlled horrors Amulets make your neck look great! |
Gyrin the gold amulet0.1 Encumbrance T3 amulet jewelry [Rare] Master While equipped: Stats +3 Con offense ------ Accuracy +30 (+8 eff.) defense ------ Defense +10 (+4 eff.) Fatigue -6% Physical save +6 (+2 eff.) Unlife -80.00 life Life Regen +2.00 Amulets make your neck look great! |
gold amulet 'Bloomjeer'0.1 Encumbrance T3 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +4 Dex +5 Cun +8 Con offense ------ Move Speed +10% defense ------ Defense +5 (+2 eff.) Fatigue -6% Resistance +6% nature +8% physical Physical save +11 (+4 eff.) Life +53.00 Life Regen +9.00 Disarm Resist +10% Pinning Resist +20% other ------- Stamina/turn +1.20 Amulets make your neck look great! |
copper turquoise ring0.1 Encumbrance T1 ring jewelry [Ego+] Arcane While equipped: offense ------ Ignore resists +10% all Accuracy +10 (+3 eff.) defense ------ Resistance +12% acid +11% fire +14% lightning +14% cold Rings make your fingers look great! |
Radhagarion the steel ring0.1 Encumbrance T2 ring jewelry [Random Unique] Nature/Master While equipped: offense ------ Critical power +10.00% Damage +12% cold Ignore resists +5% physical Ignore Armor +2 defense ------ Resistance +5% blight +24% cold +7% nature Life +23.00 Poison Resist +12% Disease Resist +10% Disarm Resist +20% Pinning Resist +26% Knockbk Resist +23% other ------- Stamina/turn +1.00 Rings make your fingers look great! |
Islida (12-14 power, 2 apr, darkness element)3.0 Encumbrance T1 staff 1H weapon [Rare] Arcane Weapon Damage 12.0 - 14.4 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +1% Spellpower +6 (+1 eff.) Damage +6% arcane +12% darkness Accuracy +15 (+4 eff.) Ignore Armor +1 When Hit 6 physical defense ------ Defense +5 (+2 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Tundraborn (10-12 power, 2 apr, darkness element)3.0 Encumbrance T1 staff 1H weapon [Rare] Master Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +7% Critical power +6.00% Spellpower +3 (+0 eff.) Damage +10% darkness +12% cold Ignore resists +5% cold +5% mind +20% fire other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Daycutter (15-18 power, 3 apr, darkness element)1.0 Encumbrance T2 staff 1H weapon [Random Unique] Arcane/Master Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 122 damage While equipped: offense ------ Spell Crit +2% Spellpower +10 (+2 eff.) Damage +15% physical +15% temporal +15% light +15% darkness Ignore resists +15% cold +4% all Accuracy +5 (+1 eff.) Ignore Armor +4 defense ------ Resistance +6% light other ------- Light +2 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
arcing short yew starstaff of fate (20-24 power, 4 apr, darkness element)3.0 Encumbrance T3 staff 1H weapon [Ego] Arcane Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 122 damage While equipped: offense ------ Spell Crit +8% Spellpower +9 (+2 eff.) Damage +20% darkness defense ------ Physical save +7 (+2 eff.) Spell save +5 (+2 eff.) Mind save +7 (+2 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
potent short yew starstaff of greater warding (24-29 power, 4 apr, light element)3.0 Encumbrance T3 staff 1H weapon [Ego+] Arcane Weapon Damage 24.0 - 28.8 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +3% Spellpower +13 (+3 eff.) Damage +24% light defense ------ Armor +9 Defense +8 (+3 eff.) other ------- Wards +3 light Talents +3 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Glintrain (25-30 power, 5 apr, darkness element)3.0 Encumbrance T4 staff 1H weapon [Random Unique] Nature/Master Weapon Damage 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Physical Crit +8.0% Spell Crit +14% Critical power +7.00% Physical Power +13 (+4 eff.) Spellpower +20 (+4 eff.) Damage +25% darkness Ignore resists +15% fire Accuracy +12 (+3 eff.) defense ------ Defense +9 (+3 eff.) Resistance +6% light +9% fire other ------- Max positive +10.00 Max negative +10.00 Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 5 turn cooldown Effective talent level: 2.0 Power cost 5 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 158.76 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
bloodlich's dragonbone vilestaff of might (30-36 power, 6 apr, blight element)5.0 Encumbrance T5 staff 2H weapon [Ego+] Arcane Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +7 Mag +1 Cun +5 Con offense ------ Spell Crit +17% Critical power +28.00% Spellpower +15 (+3 eff.) Damage +30% blight other ------- Negative/turn +0.20 Vim-on-crit +5.00 Max vim +32.00 Max negative +35.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
magewarrior's short dragonbone magestaff of warding (30-36 power, 6 apr, lightning element)5.0 Encumbrance T5 staff 1H weapon [Ego+] Arcane/Master Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Physical Crit +7.0% Spell Crit +8% Physical Power +8 (+3 eff.) Spellpower +23 (+5 eff.) Damage +30% lightning Accuracy +12 (+3 eff.) defense ------ Armor +6 Defense +7 (+3 eff.) other ------- Wards +2 lightning Talents +3 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
warbringer's iron greatsword of enduring (17-27 power, 1 apr)3.0 Encumbrance T1 greatsword 2H weapon [Ego++] Nature/Master Weapon Damage 17.0 - 27.2 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +1 Critical Rate +2.5% Attack Speed 100% While equipped: Stats +12 Con +9 Wil offense ------ Physical Power +9 (+3 eff.) Ignore resists +9% physical defense ------ Life +27.00 Disarm Resist +20% Massive two-handed swords. |
enhanced iron longsword of amnesia (11-15 power, 2 apr)3.0 Encumbrance T1 longsword 1H weapon [Ego++] Nature/Psionic Weapon Damage 11.0 - 15.4 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) While equipped: Stats +4 Str +3 Dex +4 Mag +4 Wil +4 Cun +4 Con Sharp, long, and deadly. |
voratun longsword of torment (41-57 power, 6 apr)3.0 Encumbrance T5 longsword 1H weapon [Ego+] Psionic Weapon Damage 41.0 - 57.4 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Sharp, long, and deadly. |
enhanced iron mace (12-18 power, 2 apr)3.0 Encumbrance T1 mace 1H weapon [Ego+] Nature Weapon Damage 12.5 - 17.5 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +0.5% Attack Speed 100% While equipped: Stats +5 Str +4 Dex +3 Mag +4 Wil +4 Cun +4 Con Blunt and deadly. |
enhanced stralite dagger of shearing (32-41 power, 9 apr)1.0 Encumbrance T4 dagger 1H weapon Reqs Dex 35 [Ego++] Nature/Master Weapon Damage 31.5 - 41.0 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% While equipped: Stats +7 Str +9 Dex +4 Mag +9 Wil +5 Cun +7 Con offense ------ Ignore resists +9% all Accuracy +21 (+5 eff.) Ignore Armor +7 Sharp, short and deadly. |
voratun dagger of rage (38-49 power, 9 apr)1.0 Encumbrance T5 dagger 1H weapon Reqs Dex 48 [Ego+] Master Weapon Damage 38.0 - 49.4 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% While equipped: Stats +6 Str offense ------ Damage +9% physical Accuracy +21 (+5 eff.) Sharp, short and deadly. |
mighty voratun steamgun of enduring4.0 Encumbrance T5 steamgun 1H weapon Reqs Dex 48 Shoot Steam Pool [Ego+] Nature/Master/Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Attack Speed 100% Range +10 Projectile Speed +600% Uses 2.0 Steam While equipped: Stats +4 Str +10 Wil +14 Con offense ------ Physical Power +11 (+4 eff.) defense ------ Life +98.00 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
elemental pouch of voratun shots of accuracy (22/22, 56-67 power, 6 apr)3.0 Encumbrance T5 shot ammo Reqs Dex 48 [Ego+] Arcane/Master Weapon Damage 55.5 - 66.6 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Accuracy +22 Ignore Armor +6 Critical Rate +7.0% Capacity 22 On Hit: * Create an explosion dealing 140 acid damage (1/turn) Shots are used with slings to pummel your foes to death. |
flaming stralite shield of lightning resistance (+25%) (0 def, 8 armour, 142 block)7.0 Encumbrance T4 shield armor Reqs - Shield usage training [Ego] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ On-Hit 6 fire When Hit 13 fire defense ------ Armor +8 Fatigue +8% Resistance +25% lightning other ------- Talents +1 Block Handheld deflection devices. |
stralite shield of crushing (0 def, 8 armour, 138 block)7.0 Encumbrance T4 shield armor Reqs - Shield usage training [Ego+] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ Physical Crit +7.0% Physical Power +8 (+3 eff.) defense ------ Armor +8 Fatigue +8% other ------- Talents +1 Block Handheld deflection devices. |
reinforced voratun shield of the stars (0 def, 18 armour, 254 block)7.0 Encumbrance T5 shield armor Reqs - Shield usage training [Ego+] Arcane/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +8 Cun +5 Mag offense ------ Damage +17% light +15% darkness defense ------ Armor +18 Fatigue +8% Resistance +14% light +16% darkness other ------- Talents +1 Block Handheld deflection devices. |
cashmere robe 'Murkblood' (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Rare] Arcane While equipped: Stats +4 Mag +4 Wil offense ------ Spellpower +13 (+3 eff.) Spellpower/crit +5 Damage +9% darkness +15% cold When Hit 10 temporal On-Hit (Melee): * 20% chance to reduce damage dealt by 19% defense ------ Resistance +9% temporal +6% darkness +11% all Silence Resist +36% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Beofang (15 def, 0 armour)2.0 Encumbrance T4 cloth armor [Random Unique] Arcane/Nature While equipped: offense ------ Physical Crit +2.0% Damage +22% arcane +19% fire defense ------ Defense +15 (+5 eff.) Resistance +3% acid +16% blight +31% fire +6% mind +13% all Life +85.00 Life Regen +4.30 Healmod +18% Knockbk Resist +20% other ------- Max mana +58.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Evermoss Robe (12 def, 0 armour)2.0 Encumbrance T4 cloth armor [Unique] Nature While equipped: Stats +5 Wil offense ------ Mind Crit +5% Mindpower +12 (+6 eff.) Damage +30% nature Ignore resists +10% nature When Hit 35 nature slow defense ------ Defense +12 (+4 eff.) Resistance +25% nature +13% all Physical save +15 (+5 eff.) Life Regen +0.20 Healmod +15% other ------- Masteries +0.30 Wild-gift/Moss This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties. |
Hazebreaker (0 def, 0 armour)2.0 Encumbrance T5 cloth armor [Random Unique] Arcane/Psionic While equipped: offense ------ Mind Crit +4% Mindpower +3 (+2 eff.) Damage +6% cold +17% light +9% mind defense ------ Resistance +16% darkness +25% light +6% cold +28% mind +15% all Physical save +17 (+6 eff.) Spell save +15 (+5 eff.) Mind save +65 (+20 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven elven-silk robe of Angolwen (0 def, 0 armour)2.0 Encumbrance T5 cloth armor [Ego+] Arcane/Psionic While equipped: Stats +4 Mag +4 Wil offense ------ Mind Crit +4% Spellpower +14 (+3 eff.) Mindpower +5 (+3 eff.) Spellpower/crit +5 defense ------ Resistance +15% all Mind save +25 (+8 eff.) Silence Resist +31% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
duelist's rough leather armour of command (11 def, 8 armour)9.0 Encumbrance T1 light armor [Ego++] Master/Psionic While equipped: Stats +6 Cun +3 Dex defense ------ Armor +8 Defense +11 (+4 eff.) Fatigue +6% Mind save +11 (+3 eff.) A suit of armour made of leather. |
rejuvenating drakeskin leather armour of stability (20 def, 8 armour)9.0 Encumbrance T5 light armor [Ego] Nature/Master While equipped: defense ------ Armor +8 Defense +20 (+7 eff.) Fatigue +8% Resistance +8% physical Physical save +15 (+5 eff.) Life Regen +4.90 other ------- Stamina/turn +2.00 A suit of armour made of leather. |
radiant dwarven-steel mail armour of clarity (3 def, 8 armour)14.0 Encumbrance T3 heavy armor [Ego+] Nature/Psionic While equipped: Stats +4 Wil defense ------ Armor +8 Defense +3 (+1 eff.) Fatigue +12% Resistance +22% blight +22% darkness +7% mind Mind save +17 (+5 eff.) other ------- Light +2 A suit of armour made of mail. |
fearforged voratun mail armour of acid resistance (5 def, 10 armour)14.0 Encumbrance T5 heavy armor [Ego+] Arcane/Master While equipped: Stats +6 Con defense ------ Armor +10 Defense +5 (+2 eff.) Fatigue +20% Resistance +18% acid +12% fire -14% light +9% darkness Physical save +7 (+2 eff.) Spell save +6 (+2 eff.) Mind save +7 (+2 eff.) A suit of armour made of mail. |
fortifying voratun mail armour of fire resistance (5 def, 10 armour)14.0 Encumbrance T5 heavy armor [Ego+] Master While equipped: Stats +3 Str +6 Con defense ------ Armor +10 Defense +5 (+2 eff.) Fatigue +12% Resistance +20% fire Life +85.00 A suit of armour made of mail. |
Ulfamas (0 def, 27 armour)17.0 Encumbrance T5 massive armor Reqs - Massive armour training ,Str 60 [Random Unique] Nature/Master While equipped: offense ------ Damage +9% temporal Ignore resists +15% mind defense ------ Armor +27 Fatigue +22% Resistance +25% lightning +12% temporal Life +21.00 Life Regen +7.00 Healmod +17% other ------- EQ when Hit +0.08 Max psi +10.00 A suit of armour made of metal plates. |
Mayomitha the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +3 Dex offense ------ Physical Crit +1.0% When Hit 2 physical defense ------ Resistance +7% fire +5% cold other ------- Stamina/turn +1.00 Max stamina +10.00 A belt that goes around your waist. |
Cloak of Deception1.0 Encumbrance cloak armor [Plot Item] Arcane While equipped: offense ------ Physical Power +5 (+2 eff.) Spellpower +5 (+1 eff.) Mindpower +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Frost Treads (1 def, 4 armour)2.0 Encumbrance T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun offense ------ Move Speed +20% Damage +15% cold defense ------ Armor +4 Defense +1 (+1 eff.) Fatigue +7% Resistance +10% nature +20% cold other ------- Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Manadig the pair of hardened leather boots (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +4 Wil +6 Cun +2 Con offense ------ Critical power +5.00% Physical Power +8 (+3 eff.) Spellpower +4 (+1 eff.) Mindpower +2 (+1 eff.) Ignore resists +5% arcane Ignore Shields +30% defense ------ Armor +3 Physical save +16 (+5 eff.) Spell save +7 (+2 eff.) Mind save +19 (+6 eff.) Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% A pair of boots made of leather. |
undeterred pair of hardened leather boots of evasion (9 def, 3 armour)2.0 Encumbrance T3 feet armor [Ego++] Arcane/Master While equipped: defense ------ Armor +3 Defense +9 (+3 eff.) Silence Resist +25% Confus Resist +28% Stun Resist +36% Evasion: (Instant) Puts all charms on 25 turn cooldown Effective talent level: 4.0 Power cost 25 out of 30/30. Range melee/personal Cooldown: 19 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 26% chance to evade melee and ranged attacks and 18 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
pair of dwarven-steel boots of phasing (0 def, 4 armour)3.0 Encumbrance T3 feet armor [Ego+] Arcane While equipped: Stats +4 Mag +3 Wil defense ------ Armor +4 Fatigue +3% Blink to a nearby random location (rad 9) Puts all charms on 21 turn cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
brawler's drakeskin leather gloves of the starseeker (0 def, 3 armour)1.0 Encumbrance T4 hands armor [Ego++] Arcane/Master While equipped: Stats +3 Str +5 Dex +4 Mag +7 Cun defense ------ Armor +3 Resistance +8% light +8% darkness Physical save +13 (+4 eff.) other ------- Infravision +2 Cooldown Double Strike -1 Unarmed combat: Weapon Damage 27.0 - 29.7 Physical Uses 40% Dex, 40% Str, 40% Cun Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +3 Ignore Armor +5 Critical Rate +14.0% Attack Speed 100% On-crit, radius 2 +25 light +15 darkness On Hit: 10% Set Up level 5 Starfall: Puts all charms on 17 turn cooldown Effective talent level: 1.0 Power cost 17 out of 20/20. Range 6 Cooldown: 12 Travel.spd instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 125.11 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
alchemist's dwarven-steel gauntlets of war-making (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Ego++] Arcane/Master While equipped: Stats +4 Mag +3 Wil offense ------ Physical Crit +7.0% Spell Crit +10% Mind Crit +12% Critical power +7.00% On-Hit 5 acid 3 fire 3 cold 5 lightning defense ------ Armor +2 Fatigue +3% Unarmed combat: Weapon Damage 26.0 - 36.4 Physical Uses 40% Dex, 40% Str, 40% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Critical Rate +18.0% Attack Speed 83% On-hit +7 ice +13 fire +14 acid +7 lightning On Crit: 20% Cripple level 3 Metal gloves protecting the hands up to the middle of the lower arm. |
Issogarek the voratun gauntlets (0 def, 3 armour)1.5 Encumbrance T4 hands armor [Random Unique] Arcane/Master While equipped: Stats +3 Mag +5 Con offense ------ On-Hit 14 light 20 temporal On-Ranged-Hit 16 temporal Damage +9% light +9% temporal Ignore Shields +20% defense ------ Armor +3 Fatigue +5% Resistance +12% temporal +15% light +5% arcane Physical save +25 (+8 eff.) Spell save +7 (+2 eff.) Mind save +7 (+2 eff.) Disarm Resist +41% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Mana-on-crit +2.00 Unarmed combat: Weapon Damage 29.5 - 41.3 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Critical Rate +10.0% Attack Speed 83% On-hit +24 physical On Hit: 10% Juggernaut level 1 On Hit: 20% Searing Light level 5 On Hit: * 13% chance to gain 10% of a turn (3/turn limit) Juggernaut: (Instant) Puts all charms on 25 turn cooldown Effective talent level: 4.0 Power cost 25 out of 30/30. Range melee/personal Cooldown: 40 Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
Hellire the linen wizard hat (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +3 Cun +1 Dex offense ------ Damage +18% fire defense ------ Defense +1 (+1 eff.) Resistance +6% fire +6% cold Crit Resistance 10.00% other ------- See Invisibility +6 A pointy cloth hat, very wizardly... |
linen wizard hat 'Cystgrit' (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +2 Cun +2 Str offense ------ Physical Crit +3.0% Mind Crit +2% Physical Power +15 (+5 eff.) Mindpower +6 (+3 eff.) Damage +8% physical +8% darkness +18% nature Ignore Armor +4 defense ------ Defense +1 (+1 eff.) Resistance +7% darkness +6% physical other ------- Max hate +5.00 See Invisibility +6 A pointy cloth hat, very wizardly... |
rough leather cap 'Poruna' (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: defense ------ Armor +1 Fatigue +1% Resistance +6% lightning +5% temporal +3% nature Spell save +3 (+1 eff.) Poison Resist +20% Silence Resist +10% other ------- Infravision +1 A cap made of leather. |
Xerin the Nightidol (2 def, 0 armour)2.0 Encumbrance T3 head armor [Rare] Psionic While equipped: offense ------ Damage +24% darkness +24% mind Ignore resists +25% lightning When Hit 10 lightning defense ------ Defense +2 (+1 eff.) Resistance +9% darkness other ------- EQ when Hit +1.90 Psi when Hit +1.90 Hate when Hit +2.10 A pointy cloth hat, very wizardly... |
Phlegmmortal (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +1 Mag +3 Con offense ------ Spell Crit +2% Damage +9% nature Ignore Shields +10% defense ------ Armor +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Taintknight (0 def, 4 armour)3.0 Encumbrance T3 head armor [Rare] Nature While equipped: offense ------ Damage +15% lightning +6% nature +9% darkness Ignore resists +5% nature When Hit 8 nature defense ------ Armor +4 Fatigue +4% Resistance +18% nature +9% darkness Spell save +6 (+2 eff.) Life +57.00 Healmod +13% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Velylrabreta (0 def, 4 armour)3.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +4 Str +4 Con offense ------ Damage +6% mind On-Hit (Melee): * 20% chance to reduce all saves and defense by 23 * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +4 Fatigue +4% Resistance +5% arcane +15% temporal Physical save +11 (+4 eff.) Mind save +9 (+3 eff.) Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Battle Cry: Puts all charms on 23 turn cooldown Effective talent level: 2.0 Power cost 23 out of 28/28. Range melee/personal Cooldown: 30 Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
7 agate0.0 Encumbrance 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. |
spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
15 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
12 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 opal0.0 Encumbrance 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. |
11 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
2 onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
5 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
jade0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 turquoise0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+3 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
ruby0.0 Encumbrance 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. |
3 amber0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Prothotipe's Prismatic Eye0.0 Encumbrance T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam level 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
808 alchemist agate0.0 Encumbrance 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. |
Glorywe the brass lantern2.0 Encumbrance T1 lite [Rare] Psionic While equipped: Stats +1 Str +1 Mag +3 Wil +2 Con offense ------ Damage +6% mind On-Hit (Melee): * 20 arcane resource burn defense ------ Resistance +3% blight +6% fire other ------- Light +4 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Nightnoon2.0 Encumbrance T1 lite [Rare] Master While equipped: offense ------ Damage +6% mind On-Hit (Melee): * 10% chance to reduce damage dealt by 19% defense ------ Crit Resistance 10.00% Physical save +6 (+2 eff.) Blind Resist +10% other ------- Light +6 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. |
Windtrencher2.0 Encumbrance T1 lite [Rare] Master While equipped: offense ------ Damage +3% mind Ignore resists +10% nature defense ------ Resistance +3% mind +6% fire Physical save +6 (+2 eff.) Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern2.0 Encumbrance T1 lite [Normal] While equipped: other ------- 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. |
brass lantern 'Deluroddarab'2.0 Encumbrance T1 lite [Rare] Psionic While equipped: Stats +4 Mag +2 Wil +2 Cun offense ------ Damage +6% blight Ignore resists +5% blight defense ------ Mind save +6 (+2 eff.) other ------- Light +3 See Stealth +8 See Invisibility +18 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. |
dwarven lantern 'Quenchquell'1.0 Encumbrance T5 lite [Random Unique] Master/Psionic While equipped: Stats +6 Wil offense ------ Damage +7% mind +9% nature Ignore resists +25% cold +15% darkness +20% all Ignore Armor +25 When Hit 8 cold defense ------ Resistance +6% nature other ------- Light +9 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Zagorn the iron pickaxe (dig speed 36 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +3 Str offense ------ Spellpower/crit +8 Ignore resists +5% arcane Ignore Armor +2 defense ------ Fatigue -4% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Max vim +30.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Hanerim the dwarven-steel pickaxe (dig speed 22 turns)3.0 Encumbrance T3 digger tool [Rare] Master While equipped: Stats +2 Str +3 Dex +4 Wil offense ------ Physical Power +6 (+2 eff.) Move Speed +10% defense ------ Resistance +6% acid other ------- Mana/turn +0.36 Mana-on-crit +2.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Orb of Many Ways1.0 Encumbrance orb [Plot Item] Unknown Activate a portal. Uses 9 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. |
Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Entropy (1/1)2.0 Encumbrance T2 rod charm [Unique] Unknown While carried: other ------- Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 129% of the healing done. This effect scales with your Magic stat.. Uses 62 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
Rod of Recall (2/2)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 166 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 (1/1)2.0 Encumbrance rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 531.48 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 21 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
Ulidin [power 3] (23/21 cooldown)2.0 Encumbrance T4 torque charm [Rare] Psionic While equipped: defense ------ Resistance +12% lightning +4% physical +6% blight +6% nature +12% mind +5% arcane Stun Resist +20% Remove 1 confusion or silence effect and prevent the application of 3 detrimental mental effects for 5 turns Puts all charms on 21 turn cooldown 100% to increase the duration of 3 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
quick elm totem of stinging [power 104] (23/9 cooldown)2.0 Encumbrance T1 totem charm [Ego] Nature Sting an enemy dealing 107 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 9 turn cooldown Natural totems are made by powerful wilders to store nature power. |
Achievements
A dangerous secret (Insane (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By Corn Nuts the Ghoul Writhing One level 35
39th Regrowth 124th year of Ascendancy at 11:49 see stats
Against all odds (Insane (Roguelike) difficulty)
Killed Ukruk in the ambush.By Corn Nuts the Ghoul Writhing One level 35
29th Regrowth 124th year of Ascendancy at 07:36 see stats
Arachnophobia (Insane (Roguelike) difficulty)
Destroyed the spydric menace.By Corn Nuts the Ghoul Writhing One level 41
18th Pyre 124th year of Ascendancy at 14:05 see stats
Brave new world (Insane (Roguelike) difficulty)
Went to the Far East and took part in the war.By Corn Nuts the Ghoul Writhing One level 39
3rd Pyre 124th year of Ascendancy at 08:27 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Corn Nuts the Ghoul Writhing One level 19
6th Haze 122nd year of Ascendancy at 21:34 see stats
Destroyer's bane (Insane (Roguelike) difficulty)
Killed Golbug the Destroyer.By Corn Nuts the Ghoul Writhing One level 38
74th Regrowth 124th year of Ascendancy at 11:41 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By Corn Nuts the Ghoul Writhing One level 34
24th Regrowth 124th year of Ascendancy at 15:20 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Corn Nuts the Ghoul Writhing One level 22
69th Haze 122nd year of Ascendancy at 15:03 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Corn Nuts the Ghoul Writhing One level 31
67th Dusk 123rd year of Ascendancy at 01:03 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By Corn Nuts the Ghoul Writhing One level 41
17th Pyre 124th year of Ascendancy at 13:47 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Corn Nuts the Ghoul Writhing One level 10
3rd Flare 122nd year of Ascendancy at 12:04 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Corn Nuts the Ghoul Writhing One level 20
30th Haze 122nd year of Ascendancy at 06:30 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Corn Nuts the Ghoul Writhing One level 30
37th Dusk 123rd year of Ascendancy at 11:13 see stats
Level 40 (Insane (Roguelike) difficulty)
Got a character to level 40.By Corn Nuts the Ghoul Writhing One level 40
12nd Pyre 124th year of Ascendancy at 18:08 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Corn Nuts the Ghoul Writhing One level 24
5th Decay 122nd year of Ascendancy at 17:30 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By Corn Nuts the Ghoul Writhing One level 27
35th Regrowth 123rd year of Ascendancy at 06:23 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Corn Nuts the Ghoul Writhing One level 17
73rd Dusk 122nd year of Ascendancy at 23:02 see stats
Sliders (Insane (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By Corn Nuts the Ghoul Writhing One level 38
74th Regrowth 124th year of Ascendancy at 15:31 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Corn Nuts the Ghoul Writhing One level 6
8th Mirth 122nd year of Ascendancy at 15:59 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Corn Nuts the Ghoul Writhing One level 10
8th Flare 122nd year of Ascendancy at 10:40 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Corn Nuts the Ghoul Writhing One level 25
1st Regrowth 123rd year of Ascendancy at 08:26 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Corn Nuts the Ghoul Writhing One level 17
65th Dusk 122nd year of Ascendancy at 07:56 see stats
Vampire crusher (Insane (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Corn Nuts the Ghoul Writhing One level 34
27th Regrowth 124th year of Ascendancy at 16:09 see stats
Log
Talent Pustulent Fulmination is ready to use.
Wall turns into floor.
Corn Nuts is no longer out of phase.
Xeratira the large white snake uses Lightning Speed.
Xeratira the large white snake turns into pure lightning!
Rested for 5 turns (stop reason: hostile spotted to the north (Xeratira the large white snake)).
Corn Nuts's spell attains critical power!
Corn Nuts casts Carrion Feet.
Xeratira the large white snake is clear from the black blood.
Wall turns into floor.
Corn Nuts's sanctity area effect hits Xeratira the large white snake for 22 light damage.
Xeratira the large white snake is back to normal.
Xeratira the large white snake hits Corn Nuts for 282 physical damage.
Raze hits Corn Nuts for 16 darkness damage.
Melee retaliation hits Xeratira the large white snake for 3 darkness damage.
Corn Nuts is weakened by the gloom.
Corn Nuts casts Shed Skin.
A shield forms around Corn Nuts.
Corn Nuts casts Lash Out.
Xeratira the large white snake repels an attack from Corn Nuts.
Xeratira the large white snake's armor corrodes!
Corn Nuts hits Xeratira the large white snake for 64 physical damage.
Xeratira the large white snake uses Slash.
Your shield crumbles under the damage!
The shield around Corn Nuts crumbles.
Xeratira the large white snake hits Corn Nuts for (428 absorbed), 141 physical (141 total damage).
Melee retaliation hits Xeratira the large white snake for 2 darkness damage.
Corn Nuts the level 41 ghoul writhing one was mauled to death by Xeratira the large white snake on level 1 of Vor Armoury.



































































































































