











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.5.0Donators/Buyers bonus! Better Item Description 1.5.10This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.5.4Donators/Buyers bonus! Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Forbidden Cults 1.5.9Official 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 | Male |
| Race | Dwarf |
| Class | Adventurer |
| Level / Exp | 20 / 12% |
| Size | medium |
| Lifes / Deaths | Killed by Xerabrewyn the brecklorn at level 20 on the 24th Wealth 122nd year of Ascendancy at 10:19 / 1 |
Primary Stats
| Strength | 43 (base 20) |
| Dexterity | 33 (base 12) |
| Constitution | 21 (base 12) |
| Magic | 45 (base 45) |
| Willpower | 37 (base 28) |
| Cunning | 18 (base 12) |
Resources
| Mana | 299/299 |
| Equilibrium | 30 |
| Life | 0/498 |
| Positive | 1/77 |
| Psi | 107/107 |
| Hate | 100/100 |
| Healing Factor | 1.686387434555 |
| Regeneration | 6.1553141361258 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -30% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 5 |
| See Stealth | 20.155423598945 |
| See Invisible | 26.155423598945 |
Offense: Mainhand
| Damage | 33 |
| Accuracy | 40 |
| Crit Chance | 5% |
| APR | 0 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 20 |
| Accuracy | 40 |
| Crit Chance | 6% |
| APR | 0 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 32 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Mind
| Mindpower | 26 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +5% |
| Acid | +6% |
| Light | +22% |
| Darkness | +3% |
| Cold | +15% |
| Mind | +4% |
| Fire | +6% |
| All | 0% |
Offense: Damage Penetration
| Fire | +5% |
Defense: Base
| Armour (hardiness) | 20 (30%) |
| Defense | 34 |
| Ranged Defense | 47 |
| Fatigue | 35 |
| Physical Save | 31 |
| Spell Save | 29 |
| Mental Save | 28 |
Defense: Resistances
| Acid | + 11%( 70%) |
| Blight | + 20%( 70%) |
| Physical | + 6%( 70%) |
| Cold | + 46%( 70%) |
| All | 0%( 70%) |
| Lightning | + 37%( 70%) |
| Light | + 60%( 70%) |
| Mind | + 6%( 70%) |
| Darkness | + 6%( 70%) |
| Fire | + 9%( 70%) |
| Nature | + 44%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Confusion Resistance | 22% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: 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 22% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 291 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 206 life over 5 turns. Its effects scale with your Strength stat. |
Class Talents
| Spell / Eldritch shield | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Celestial / Guardian | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Psionic / Absorption | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Celestial / Combat | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Earthen power | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cursed / Force of will | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Chants | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Celestial / Light | 1.00 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Effects
| talent | Shield of Light |
| talent | Thermal Shield |
| talent | Kinetic Shield |
| talent | Weapon of Wrath |
| talent | Weapon of Light |
| talent | Eldritch Infusion |
| talent | Deflection |
| talent | Shards |
| talent | Beyond the Flesh |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| detrimental effect | Huge cut that bleeds, doing 41.83 physical damage per turn. Bleeding |
| detrimental effect | The target is stunned, reducing damage by 60%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents do not cooldown. Stunned |
Quests
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 failed to protect the lost anorithil from death by bandit. Escort: lost anorithil (level 1 of Ruins of Kor'Pul) | failed |
You successfully escorted the lost anorithil to the recall portal on level 2 of Trollmire. Escort: lost anorithil (level 2 of Trollmire)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved Strength by +2. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | active |
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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active |
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 must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed sandworm tooth. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed warg claw. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed red crystal shard. * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' | active |
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 within5 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| Psionic focus | dwarven-steel greatmaul of amnesia (43-64.5 power, 2 apr)5.0 T3 greatmaul 1H weapon [Ego+] Psionic Power 43.0 - 64.5 Physical Uses 72% Wil Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +2 Crit +1.5% Atk.spd 100% On Hit: * 25% chance to put talents on cooldown While equipped: Massive two-handed mauls. |
| On hands | Lisevena the iron gauntlets (0 def, 1 armour)1.5 T1 hands armor [Rare] Psionic While equipped: dps ---------- Melee+ 6 mind Dmg.mod +4% mind On Hit (Melee): * Slows global speed by 30% ----- def ----- Armour +1 Resists +6% light +3% nature +6% cold +6% mind +9% fire Metal gloves protecting the hands up to the middle of the lower arm. |
| Light source | Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +4 Call light (93 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | Elille the Strikestalker (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Str +6 Dex +1 Cun dps ---------- Melee Ret 8 lightning ----- def ----- Armour +1 Fatigue +1% A hat made of leather. Very stylish. |
| On feet | Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Dex +4 Cun dps ---------- Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+1 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| Tool | iron pickaxe 'Ragekhad' (dig speed 38 turns)3.0 T1 digger tool [Rare] Nature While equipped: Stats +3 Str +5 Dex +3 Con dps ---------- Dmg.mod +5% nature +6% acid ----- def ----- Resists +11% nature ---------- misc See.Invis +6 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | savior's steel ring of light (+24%)0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: dps ---------- Dmg.mod +12% light ----- def ----- Resists +24% light Phys.save +7 (+3 eff.) Spell.save +7 (+3 eff.) Mind.save +6 (+3 eff.) Rings can have magical properties. |
| On fingers | Bokodorach0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +2 Mag ----- def ----- Defense +9 (+5 eff.) Rng.Def +9 (+3 eff.) Resists +3% lightning Spell.save +3 (+1 eff.) Mind.save +5 (+2 eff.) Disease- +10% Confus- +22% Rings can have magical properties. |
| Around neck | copper amulet 'Darksaw'0.1 T1 amulet jewelry [Rare] Master While equipped: Stats +1 Str dps ---------- Crit.mult +6.00% Dmg.mod +3% darkness Acc +4 (+1 eff.) ----- def ----- Armour +2 Defense +6 (+3 eff.) Rng.Def +6 (+2 eff.) Resists +6% darkness ---------- misc Masteries +0.11 Cunning/Ambush Amulets can have magical properties. |
| In main hand | Abyssbreak (6 def, 2 armour, 17-20.4 power, 40 block)7.0 T2 shield armor [Random Unique] Arcane When used to Attack: Power 17.0 - 20.4 Physical Uses 60% Wil Mastery Stoneshield Acc+ +2.5% procs dam / acc Crit +3.0% Block +40 Melee+ +33 lightning On Crit.r2 +4 fire While equipped: Stats +6 Dex dps ---------- Dmg.mod +6% fire On Melee Ret: * 33% chance to daze at end of turn ----- def ----- Armour +2 Defense +6 (+3 eff.) Rng.Def +6 (+2 eff.) Fatigue +8% Resists +34% lightning ---------- misc Talents +2 Block Handheld deflection devices. |
| Around waist | Girdle of the Calm Waters1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +30% A belt rumoured to have been worn by the Conclave healers. |
| In off hand | corrosive dwarven-steel shield (8 def, 2 armour, 29.5-35.4 power, 76 block)7.0 T3 shield armor [Ego+] Arcane When used to Attack: Power 29.5 - 35.4 Physical Uses 60% Wil Mastery Stoneshield Acc+ +2.5% procs dam / acc Crit +3.5% Block +76 Melee+ +12 acid While equipped: Stats +1 Con dps ---------- On Melee Ret: * 12% chance to corrode armour by 30% ----- def ----- Armour +2 Defense +8 (+4 eff.) Rng.Def +8 (+3 eff.) Fatigue +12% Resists +11% acid ---------- misc Talents +3 Block Handheld deflection devices. |
| Cloak | Gyrivea the Smolderquill (1 def, 0 armour)2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +6 Str +3 Wil +1 Cun +2 Con dps ---------- Res.pen +5% fire ----- def ----- Defense +1 (+1 eff.) Mind.save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Elyvena (10 def, 8 armour)9.0 T2 light armor [Random Unique] Nature/Master While equipped: Stats +2 Dex dps ---------- Mov.spd +20% ----- def ----- Armour +8 Defense +10 (+5 eff.) Rng.Def +5 (+2 eff.) Fatigue +7% Resists +6% physical Phys.save +13 (+6 eff.) Max.HP +40.00 HP.reg +3.40 Heal.mod +20% A suit of armour made of leather. |
Inventory
steam generator implant of the warrior (steam 7)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 32 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 6.9 steam per turn. Can be activated for an instant burst of 34 steam. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the warrior (steam 9)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 29 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 9.4 steam per turn. Can be activated for an instant burst of 47 steam. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
regeneration infusion of the sneak (heal 181 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 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 181 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. |
phase door rune (range 5; power 15; dur 4)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 5. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. 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 psychic (range 9; power 25; dur 3)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 (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 9. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 25%, your defense is increased by 25 and all your resistances by 25%. 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. |
2 schematic: Alchemist's Helper0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Armour Reinforcement0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Back Support0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Healing Salve0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Iron Grip0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Kinetic Stabiliser0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Razor Edge0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Rocket Boots0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Spring Grapple0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
balanced steel battleaxe (24-36 power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego] Master Power 24.0 - 36.0 Physical Uses 72% Wil Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +2 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Acc +10 (+3 eff.) ----- def ----- Defense +9 (+5 eff.) Disarm- +42% Massive two-handed battleaxes. |
steel dagger of massacre (18.5-24.05 power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Master Power 18.5 - 24.1 Physical Uses 27% Wil, 27% Cun Acc+ +0.5% APR / acc Apr +6 Crit +5.0% Atk.spd 100% Sharp, short and deadly. |
thought-forged steel dagger (11-14.3 power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Psionic Power 11.0 - 14.3 Physical Uses 27% Wil, 27% Cun Acc+ +0.5% APR / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +6 mind On Hit: * 16% chance to cause random gloom While equipped: Stats +2 Cun +2 Wil Sharp, short and deadly. |
steel greatsword (24-38.4 power, 2 apr)3.0 T2 greatsword 2H weapon [Normal] Power 24.0 - 38.4 Physical Uses 72% Wil Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.0% Atk.spd 100% Massive two-handed swords. |
elm longbow 'Filthprophet'4.0 T1 longbow 2H weapon Reqs Shoot [Rare] Master Acc+ +0.2% crit / acc Atk.spd 125% Range +6 On Hit.r1 +6 acid On Crit.r2 +2 nature +4 acid While equipped: Stats +3 Str dps ---------- Phys.pwr +8 (+2 eff.) Dmg.mod +6% nature +15% acid ----- def ----- Resists +6% acid Longbows are used to shoot arrows at your foes. |
chilling steel longsword (17.5-24.5 power, 3 apr)3.0 T2 longsword 1H weapon [Ego] Arcane Power 17.5 - 24.5 Physical Uses 60% Wil Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +3 Crit +3.0% Atk.spd 100% Melee+ +8 cold Sharp, long, and deadly. |
mossy mindstar 'Healquench' (3-3.3 power, 12 apr, nature damage)3.0 T1 mindstar 1H weapon [Rare] Nature This natural frost should be returned to the wyrm. Power 3.0 - 3.3 Nature Uses 30% Wil, 10% Cun Mastery Psiblades Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) Dmg.mod +3% light +5% cold Res.pen +5% cold Melee Ret 6 ice On Hit (Melee): * Slows global speed by 30% ----- def ----- Armour +6 Resists +5% cold +6% nature +6% light ---------- misc Light +3 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. |
mighty cured leather sling of cold4.0 T2 sling 1H weapon Reqs Shoot [Ego] Arcane/Master Acc+ +0.1% dam / acc Atk.spd 125% Range +7 Ranged+ +5 cold While equipped: Stats +1 Str dps ---------- Phys.pwr +6 (+2 eff.) Dmg.mod +11% cold Slings are used to hurl stones or metal shots at your foes. |
Ce'Noma the Blackoath (15-18 power, 3 apr, light element)5.0 T2 staff 2H weapon [Rare] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% Melee+ +20 darkness +12 arcane On Hit: * 40% chance to inflict 15% damage reduction While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+3 eff.) Dmg.mod +15% light ----- def ----- Armour +6 Defense +4 (+2 eff.) ---------- misc Wards +2 light Talents +1 Command Staff +2 Ward Staves designed for wielders of magic, by the greats of the art. |
elm vilestaff 'Festerrune' (10-12 power, 2 apr, blight element)5.0 T1 staff 2H weapon [Rare] Master Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +2 Crit +2.5% Atk.spd 100% On Hit.r1 +12 nature While equipped: Stats +2 Str +2 Wil +2 Cun +4 Con dps ---------- Phys.crit +6.0% Spell.crit +1% Crit.mult +10.00% Spell.pwr +3 (+2 eff.) Dmg.mod +10% blight +9% nature ----- def ----- Resists +9% nature ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Viperblight4.0 T2 steamgun 1H weapon Reqs Shoot Steam Pool [Rare] Psionic/Steamtech Acc+ +0.1% dam / acc Apr +9 Atk.spd 100% Range +7 Proj.spd +600% Ranged+ +5 mind Uses 2.0 Steam While equipped: Stats +4 Wil +6 Cun +2 Con dps ---------- Mind.pwr +7 (+4 eff.) Dmg.mod +9% mind +9% nature ---------- misc See.Invis +3 Telepathy Humanoid/Orc Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Taragen the iron steamsaw (11.5-17.25 power, 0 apr)3.0 T1 steamsaw 1H weapon Reqs Steam Pool [Rare] Nature/Steamtech Power 11.5 - 17.3 Phys.bleed Uses 60% Wil Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Crit +1.5% Atk.spd 100% Block +8 Uses 1.0 Steam When used to Attack: On Hit.r1 +12 fire On Hit: * 40% chance to corrode armour by 30% While equipped: dps ---------- Melee+ 6 fire Res.pen +5% acid Melee Ret 11 fire On Hit (Melee): * Slows global speed by 30% * 10 arcane resource burn ----- def ----- Armour +2 Defense +2 (+1 eff.) Fatigue +4% Resists +5% arcane Spell.save +30 (+13 eff.) ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
coruscating steel steamsaw of crippling (14-21 power, 8 apr)3.0 T2 steamsaw 1H weapon Reqs Steam Pool [Ego++] Arcane/Master/Steamtech Power 14.0 - 21.0 Phys.bleed Uses 60% Wil Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +8 Crit +2.0% Atk.spd 100% Block +22 On Crit: * cripple the target Uses 1.0 Steam When used to Attack: Melee+ +10 fire While equipped: Stats +1 Str dps ---------- Phys.crit +5.0% Melee Ret 12 fire ----- def ----- Armour +3 Defense +4 (+2 eff.) Fatigue +6% Resists +12% fire ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
iron steamsaw 'Blindarc' (12-18 power, 0 apr)3.0 T1 steamsaw 1H weapon Reqs Steam Pool [Rare] Master/Steamtech Power 12.0 - 18.0 Phys.bleed Uses 60% Wil Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Crit +1.5% Atk.spd 100% Block +13 Uses 1.0 Steam While equipped: Stats +8 Str +2 Mag +2 Con dps ---------- Acc +6 (+2 eff.) Melee Ret 8 darkness ----- def ----- Armour +2 Defense +8 (+4 eff.) Fatigue +4% Disarm- +22% ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
steel steamsaw (15-22.5 power, 8 apr)3.0 T2 steamsaw 1H weapon Reqs Steam Pool [Normal] Steamtech Power 15.0 - 22.5 Phys.bleed Uses 60% Wil Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +8 Crit +2.0% Atk.spd 100% Block +24 Uses 1.0 Steam While equipped: ----- def ----- Armour +3 Defense +4 (+2 eff.) Fatigue +6% ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Balodir the Sootpassion (11.5-16.1 power, 2 apr)3.0 T1 waraxe 1H weapon [Rare] Arcane Power 11.5 - 16.1 Physical Uses 60% Wil Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +2 Crit +3.5% Atk.spd 100% Melee+ +6 blight +32 darkness On Hit: 10% Epidemic 1 On Hit: * 20% chance to gain 10% of a turn (3/turn limit) * 8% chance to disease While equipped: dps ---------- On Hit (Melee): * 30% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +3% darkness +6% temporal Disease- +12% One-handed war axes. |
Daygore the steel waraxe (10.5-14.7 power, 3 apr)3.0 T2 waraxe 1H weapon [Rare] Disrupt Power 10.5 - 14.7 Physical Uses 60% Wil Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +3 Crit +4.0% Atk.spd 100% On Hit.r1 +20 light +8 mind On Crit.r2 +4 light On Hit: * 12 arcane resource burn While equipped: ----- def ----- Resists +9% light ---------- misc Light +3 One-handed war axes. |
iron waraxe 'Salyyariada' (12.5-17.5 power, 2 apr)3.0 T1 waraxe 1H weapon [Rare] Master Power 12.5 - 17.5 Physical Uses 60% Wil Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +2 Crit +3.5% Atk.spd 100% On Crit: * wounds the target for 7 turns: 15 bleeding, 57% reduced healing While equipped: dps ---------- Phys.crit +6.0% Mind.crit +2% Phys.pwr +5 (+1 eff.) Mind.pwr +4 (+2 eff.) ----- def ----- Fatigue -6% ---------- misc Psi/ret +0.04 Light +3 Infravis +3 See.Invis +9 One-handed war axes. |
Hathuyagen the rough leather belt1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +3 (+1 eff.) Res.pen +20% physical Acc +4 (+1 eff.) ----- def ----- Armour +6 Spell.save +6 (+3 eff.) ---------- misc Size +1 A belt that goes around your waist. |
Mighty Girdle1.0 T2 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
rough leather belt 'Turakalthodig'1.0 T1 belt armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +3 (+2 eff.) Dmg.mod +3% mind On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +3% lightning +3% temporal +5% arcane Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) A belt that goes around your waist. |
Flashpiercer (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Str +1 Con dps ---------- Dmg.mod +6% lightning On Hit (Melee): * 10 arcane resource burn * 15% chance to daze at end of turn ----- def ----- Defense +1 (+1 eff.) Resists +9% acid +6% temporal +5% arcane A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Galeking (1 def, 5 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% lightning Res.pen +5% lightning On Hit (Melee): * 15% chance to daze at end of turn ----- def ----- Armour +5 Defense +1 (+1 eff.) Resists +21% lightning +10% cold +6% mind A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
miner's pair of iron boots of uncanny dodging (3 def, 7 armour)3.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +7 Defense +3 (+2 eff.) Rng.Def +3 (+1 eff.) Fatigue +2% ---------- misc Infravis +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
traveler's pair of iron boots of tirelessness (0 def, 3 armour)3.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue -3% Phys.save +7 (+3 eff.) ---------- misc Max.enc +22 Stam/turn +0.40 Max.stam +12.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
blighted rough leather gloves of magic (+3) (0 def, 1 armour)1.0 T1 hands armor [Ego] Arcane While equipped: Stats +3 Mag dps ---------- Melee+ 6 blight Dmg.mod +3% blight +4% arcane ----- def ----- Armour +1 Resists +5% blight Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Anoldil the iron helm (0 def, 3 armour)3.0 T1 head armor [Rare] Nature While equipped: Stats +1 Wil dps ---------- Mind.crit +2% Dmg.mod +3% acid Melee Ret 4 mind ----- def ----- Armour +3 Fatigue +5% Resists +6% cold ---------- misc Telepathy Demon/Major Humanoid/Orc Demon/Minor Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Branarion (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +11% nature +9% acid Melee Ret 8 acid On Hit (Melee): * 20 arcane resource burn * Slows global speed by 15% ----- def ----- Defense +1 (+1 eff.) Resists +19% nature +5% arcane Spell.save +6 (+3 eff.) A pointy cloth hat, very wizardly... |
Lightmalice the linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Rare] Arcane While equipped: Stats +2 Con +2 Mag dps ---------- Dmg.mod +6% arcane Melee Ret 8 light 20 fire ----- def ----- Defense +1 (+1 eff.) Resists +9% fire ---------- misc Light +3 Arcane Eye: (Instant) Puts all charms on 10 cooldown Level 5.0 Pwr.cost 10 out of 10/10. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 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. A pointy cloth hat, very wizardly... |
augmenting linen wizard hat of light (+15%) (1 def, 0 armour)2.0 T1 head armor [Ego+] Arcane While equipped: dps ---------- Dmg.mod +3% acid +10% light +4% cold +4% fire +4% arcane +4% lightning ----- def ----- Defense +1 (+1 eff.) Resists +15% light A pointy cloth hat, very wizardly... |
rough leather cap of dexterity (+3) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +3 Dex ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
Blaze's kiss the steel mail armour (2 def, 6 armour)14.0 T2 heavy armor [Rare] Master While equipped: ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +14% Resists +15% acid +6% temporal +19% fire +5% arcane +3% lightning Spell.save +12 (+6 eff.) A suit of armour made of mail. |
Zerekalthorin the steel plate armour (13 def, 15 armour)17.0 T2 massive armor [Rare] Nature While equipped: Stats +3 Str +7 Dex +3 Wil dps ---------- Melee Ret 6 light ----- def ----- Armour +15 Defense +13 (+6 eff.) Rng.Def +9 (+3 eff.) Fatigue +22% Resists +14% blight +13% darkness HP.reg +0.60 ---------- misc Light +2 A suit of armour made of metal plates. |
steel plate armour (4 def, 9 armour)17.0 T2 massive armor [Normal] While equipped: ----- def ----- Armour +9 Defense +4 (+2 eff.) Fatigue +22% A suit of armour made of metal plates. |
Lightbliss the iron shield (4 def, 2 armour, 7.5-9 power, 21.5 block)7.0 T1 shield armor [Rare] Nature When used to Attack: Power 7.5 - 9.0 Physical Uses 60% Wil Mastery Stoneshield Acc+ +2.5% procs dam / acc Crit +2.5% Block +22 While equipped: Stats +4 Str +4 Dex +2 Mag +3 Wil dps ---------- Dmg.mod +15% light On Melee Ret: * 12% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +2 Defense +4 (+2 eff.) Rng.Def +4 (+2 eff.) Fatigue +6% Resists +12% temporal ---------- misc Talents +1 Block Handheld deflection devices. |
Lisuwyn the iron shield (4 def, 2 armour, 8.5-10.2 power, 18.5 block)7.0 T1 shield armor [Rare] Master When used to Attack: Power 8.5 - 10.2 Physical Uses 60% Wil Mastery Stoneshield Acc+ +2.5% procs dam / acc Crit +2.5% Block +18 On Hit: * 40 arcane resource burn While equipped: ----- def ----- Armour +2 Defense +4 (+2 eff.) Rng.Def +4 (+2 eff.) Fatigue +6% Resists +6% fire +25% cold +5% arcane +3% light ---------- misc Talents +1 Block Handheld deflection devices. |
steel shield (6 def, 2 armour, 15.5-18.6 power, 44.5 block)7.0 T2 shield armor [Normal] When used to Attack: Power 15.5 - 18.6 Physical Uses 60% Wil Mastery Stoneshield Acc+ +2.5% procs dam / acc Crit +3.0% Block +44 While equipped: ----- def ----- Armour +2 Defense +6 (+3 eff.) Rng.Def +6 (+2 eff.) Fatigue +8% ---------- misc Talents +2 Block Handheld deflection devices. |
steel shield 'Ce'Nowe' (6 def, 2 armour, 15.5-18.6 power, 41.5 block)7.0 T2 shield armor [Rare] Arcane When used to Attack: Power 15.5 - 18.6 Physical Uses 60% Wil Mastery Stoneshield Acc+ +2.5% procs dam / acc Crit +3.0% Block +42 Melee+ +12 lightning +8 blight While equipped: Stats +3 Dex dps ---------- Dmg.mod +6% blight On Melee Ret: * 12% chance to daze at end of turn ----- def ----- Armour +2 Defense +6 (+3 eff.) Rng.Def +6 (+2 eff.) Fatigue +8% Resists +11% lightning +9% temporal +9% mind +6% light Die.at -40.00 life Pinning- +15% ---------- misc Talents +2 Block Handheld deflection devices. |
steel shield 'Gireba' (6 def, 2 armour, 12-14.4 power, 39.5 block)7.0 T2 shield armor [Rare] Master When used to Attack: Power 12.0 - 14.4 Physical Uses 60% Wil Mastery Stoneshield Acc+ +2.5% procs dam / acc Crit +3.0% Block +40 On Hit.r1 +16 blight While equipped: dps ---------- Dmg.mod +6% blight Res.pen +10% arcane Melee Ret 12 blight ----- def ----- Armour +2 Defense +6 (+3 eff.) Rng.Def +6 (+2 eff.) Fatigue +8% Resists +17% acid ---------- misc Vim/s.crit +2.00 Talents +2 Block Handheld deflection devices. |
quiver of ash arrows (20/20, 20-28 power, 7 apr)3.0 T2 arrow ammo [Normal] Power 20.0 - 28.0 Physical Uses 30% Wil, 42% Cun Acc+ +0.2% crit / acc Apr +7 Crit +1.5% Capacity 20 Arrows are used with bows to pierce your foes to death. |
7 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. |
115 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. |
2 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
5 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
brass lantern 'Starbraze'2.0 T1 lite [Rare] Psionic While equipped: dps ---------- Melee Ret 4 light On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +6% blight +3% fire +5% arcane +6% temporal Mind.save +6 (+3 eff.) ---------- misc Light +2 See.Stealth +6 See.Invis +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. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
2 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. |
5 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. |
7 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By julbryn the Dwarf Adventurer level 6
24th Voratun 122nd year of Ascendancy at 10:55 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By julbryn the Dwarf Adventurer level 19
20th Wealth 122nd year of Ascendancy at 20:39 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By julbryn the Dwarf Adventurer level 10
5th Profit 122nd year of Ascendancy at 13:04 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By julbryn the Dwarf Adventurer level 20
24th Wealth 122nd year of Ascendancy at 04:13 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By julbryn the Dwarf Adventurer level 17
10th Wealth 122nd year of Ascendancy at 16:59 see stats
Squadmate (Insane (Roguelike) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By julbryn the Dwarf Adventurer level 5
19th Voratun 122nd year of Ascendancy at 06:41 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By julbryn the Dwarf Adventurer level 9
3rd Profit 122nd year of Ascendancy at 10:09 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By julbryn the Dwarf Adventurer level 14
29th Profit 122nd year of Ascendancy at 09:43 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By julbryn the Dwarf Adventurer level 14
32nd Profit 122nd year of Ascendancy at 21:16 see stats
Log
Xerabrewyn the brecklorn damages himself through Martyrdom!
julbryn hits Xerabrewyn the brecklorn for 0 physical, 3 acid, 10 light, 4 arcane, 1 mind, 0 darkness, 0 cold, 0 darkness, 0 physical (19 total damage).
Weapon of Wrath hits Xerabrewyn the brecklorn for 18 fire damage.
Shield of Light hits Xerabrewyn the brecklorn for 1 light, 3 acid, 10 light, 4 arcane, 1 mind, 0 darkness, 0 cold, 0 darkness, 0 physical (19 total damage).
Xerabrewyn the brecklorn hits julbryn for (2 to psi shield), (4 deflected), 4 cold, (2 to psi shield), (4 deflected), 4 physical, (2 to psi shield), 8 cold, (2 to psi shield), 8 physical (25 total damage).
Raze hits julbryn for (2 deflected), 3 darkness, (2 deflected), 3 darkness, 5 darkness, 5 darkness (18 total damage).
Your hatred grows even as your life fades! (+4 hate)
Julbryn deactivates Second Life.
Julbryn has been healed by a blast of positive energy!
Xerabrewyn the brecklorn resists the mind attack!
Xerabrewyn the brecklorn has temporarily forgotten Implant: Steam Generator!
Xerabrewyn the brecklorn has temporarily forgotten Prismatic Slash!
Xerabrewyn the brecklorn has temporarily forgotten Block!
Xerabrewyn the brecklorn damages himself through Martyrdom!
Bleeding from Xerabrewyn the brecklorn hits julbryn for (8 to psi shield), 0 physical (0 total damage).
Raze hits julbryn for 5 darkness, 5 darkness, 5 darkness (16 total damage).
Xerabrewyn the brecklorn hits julbryn for (2 to psi shield), 8 cold, (2 to psi shield), 8 physical (16 total damage).
julbryn receives 76 healing.
julbryn hits Xerabrewyn the brecklorn for 0 darkness damage.
Julbryn's Beyond the Flesh hits Xerabrewyn the brecklorn for 7 physical, 6 light, 3 arcane, 1 mind, 0 darkness, 0 cold, 0 darkness, 0 physical (17 total damage).
Xerabrewyn the brecklorn breathes a wave of darkness!
Xerabrewyn the brecklorn resists the mind attack!
You have deflected 4 incoming damage!
You have deflected 2 incoming damage!
You have deflected 4 incoming damage!
Xerabrewyn the brecklorn's spell attains critical power!
You have deflected 3 incoming damage!
Xerabrewyn the brecklorn resists the mind attack!
Saving game...








































































































