










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. 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:
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! 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:
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 | Male |
| Race | Halfling |
| Class | Rogue |
| Level / Exp | 46 / 90% |
| Size | small |
| Lifes / Deaths | Killed by Dozing Xeriramira at level 38 on the 67th Haze 123rd year of Ascendancy at 12:33 / 2Killed by Aluin the Fallen at level 46 on the 10th Flare 124th year of Ascendancy at 04:35 |
Primary Stats
| Strength | 23 (base 13) |
| Dexterity | 78 (base 60) |
| Constitution | 58 (base 57) |
| Magic | 16 (base 10) |
| Willpower | 44 (base 10) |
| Cunning | 92 (base 60) |
Resources
| Life | -213/1264 |
| Mana | 461/581 |
| Stamina | 198/350 |
| Healing Factor | 1.4701339505267 |
| Regeneration | 48.07772312286 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
| Infravision | 5 |
| See Stealth | 63.121379661325 |
| See Invisible | 63.121379661325 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 112 |
| Accuracy | 44 |
| Crit Chance | 59% |
| APR | 39 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 53 |
| Accuracy | 44 |
| Crit Chance | 57% |
| APR | 39 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 16 |
| Crit Chance | 31% |
| Speed | 1 |
Offense: Mind
| Mindpower | 46 |
| Crit Chance | 32% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +97% |
| Cold | +39% |
| Mind | +12% |
| All | 0% |
Offense: Damage Penetration
| Nature | +70% |
| Cold | +67% |
| Fire | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 17 (57.155997060385%) |
| Defense | 71 |
| Ranged Defense | 71 |
| Fatigue | 0 |
| Physical Save | 37 |
| Spell Save | 20 |
| Mental Save | 45 |
Defense: Resistances
| Arcane | + 35%( 70%) |
| Cold | + 28%( 70%) |
| All | + 28%( 70%) |
| Lightning | + 41%( 70%) |
| Temporal | + 32%( 70%) |
| Mind | + 60%( 70%) |
| Darkness | + 41%( 70%) |
| Fire | + 37%( 70%) |
| Nature | + 50%( 70%) |
Defense: Immunities
| Disarm Resistance | 20% |
| Confusion Resistance | 87% |
| Instadeath Resistance | 100% |
| Stun Resistance | 100% |
| Poison Resistance | 50% |
| Blind Resistance | 100% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 765% 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. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 20% for 2 turns. Also removes cross-tier effects of the affected types for free. |
| 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) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 669 life over 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 33 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -529 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 1057 life, 14 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. |
| 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. |
Class Talents
| Cunning / Stealth | 1.50 |
| 5/5 |
| 4/5 |
| 1/5 |
| 2/5 |
| Technique / Duelist | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Trapping | 2.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 4/5 |
| Technique / Throwing knives | 1.30 |
| 5/5 |
| 4/5 |
| 5/5 |
| 5/5 |
| Technique / Dual techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Poisons | 2.80 |
| 5/5 |
| 2/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 5/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| Cunning / Scoundrel | 1.30 |
| 1/5 |
| 5/5 |
| 3/5 |
| 3/5 |
| Cunning / Lethality | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| beneficial effect | The target is wreathed in shadows, increasing life regeneration by 29.3 and stamina regeneration by 6.4. Soothing Darkness |
| beneficial effect | The target's critical strike damage bonus is increased by 43%. Shadowstrike |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. | active |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved talent Premonition (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by Voryldamina the skeleton master archer. Escort: lost sun paladin (level 5 of Dreadfell) | failed |
You successfully escorted the lost tinker to the recall portal on level 2 of Old Forest. Escort: lost tinker (level 2 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 7 of Dreadfell. Escort: lost warrior (level 7 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You failed to protect the repented thief from death by Gibrewyn the xorn. Escort: repented thief (level 1 of Old Forest) | failed |
You failed to protect the repented thief from death by Xanyserada the skeleton warrior. Escort: repented thief (level 4 of Dreadfell) | failed |
You failed to protect the repented thief from death by Isloth the master vampire. Escort: repented thief (level 8 of Dreadfell) | failed |
You failed to protect the temporal explorer from death by Obek. Escort: temporal explorer (level 6 of Dreadfell) | failed |
You successfully escorted the worried loremaster to the recall portal on level 1 of Daikara. Escort: worried loremaster (level 1 of Daikara)As a reward you improved Cunning by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 1082. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * 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 |
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 vial of wight ectoplasm. * You've found the needed xorn fragment. * You've found the needed snow giant kidney. Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * You've found the needed vampire lord fang. * You've found the needed warg claw. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed vial of fire wyrm saliva. * You've found the needed faerlhing fang. * You've found the needed ice ant stinger. Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * You've found the needed electric eel tail. * '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.' You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
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 within5 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
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* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Corpsevalor (0 def, 5 armour)3.0 Encumbrance T5 feet armor [Random Unique] Arcane/Master While equipped: Stats +4 Dex +4 Mag +4 Wil +3 Cun offense ------ Spell Crit +4% Critical power +5.00% Damage +18% nature defense ------ Armor +5 Fatigue +4% Resistance +6% nature other ------- Stamina/turn +1.20 Mana/turn +0.41 Max mana +41.00 Max stamina +30.00 Disengage: Puts all charms on 13 cooldown Effective talent level: 3.9 Power cost 13 out of 15/15. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 185% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Chamudetar the Sulfurvault1.0 Encumbrance T3 lite [Rare] Nature While equipped: Stats +5 Str +3 Dex offense ------ Critical power +20.00% Physical Power +30 (+10 eff.) Damage +9% nature defense ------ Armor +10 Resistance +5% arcane +6% temporal Life +64.00 other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Eye of the Forest (8 def, 0 armour)2.0 Encumbrance T3 head armor [Unique] Nature While equipped: Stats +6 Cun +8 Wil offense ------ Damage +20% nature Ignore resists +15% nature defense ------ Defense +8 (+2 eff.) Mind save +12 (+4 eff.) Blind Resist +100% other ------- Infravision +2 See Stealth +15 See Invis +15 Masteries +0.10 Wild-gift/Moss Earth's Eyes: Effective talent level: 2.0 Power cost 29 out of 35/35. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a mind power and a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
| On hands | Layekira the Blazeward (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Rare] Master While equipped: Stats +4 Str +4 Dex +4 Cun offense ------ Ignore resists +15% cold When Hit 8 light defense ------ Armor +2 Resistance +5% arcane +15% mind Physical save +11 (+5 eff.) Unlife -80.00 life Life +40.00 Disarm Resist +20% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Cooldown Double Strike -1 Unarmed combat: Weapon Damage 15.5 - 17.1 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +8 Ignore Armor +3 Critical Rate +10.0% Attack Speed 100% On Hit: 10% Set Up 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | evasive steel torque of clear mind [power 2] (21 cooldown)2.0 Encumbrance T2 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 21 cooldown 100% to gain a 22% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Quenchbraid the gold ring0.1 Encumbrance T3 ring jewelry [Rare] Master While equipped: Stats +4 Str +2 Mag +3 Wil offense ------ Damage +21% cold Ignore resists +10% cold +10% fire defense ------ Crit Resistance 15.00% Life Regen +3.00 Stun Resist +38% other ------- Infravision +3 Rings make your fingers look great! |
| On fingers | voratun ring 'Satyrgrind'0.1 Encumbrance T5 ring jewelry [Rare] Psionic While equipped: offense ------ When Hit 6 nature defense ------ Resistance +12% fire +18% darkness +15% mind Mind save +15 (+5 eff.) Blind Resist +20% Confus Resist +57% Rings make your fingers look great! |
| Around neck | gold amulet 'Chillonslaught'0.1 Encumbrance T3 amulet jewelry [Rare] Nature While equipped: offense ------ Damage +12% mind +9% cold Ignore resists +25% nature +25% cold On-Hit (Melee): * 20% chance to reduce all saves and defense by 29 defense ------ Resistance +18% lightning +15% mind Stun Resist +38% Amulets make your neck look great! |
| In main hand | voratun dagger of ruin (36-47 power, 9 apr)1.0 Encumbrance T5 dagger 1H weapon [Ego+] Master Weapon Damage 36.5 - 47.5 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% While equipped: offense ------ Physical Crit +10.0% Critical power +21.00% Ignore Armor +10 Sharp, short and deadly. |
| Around waist | Neira's Memory1.0 Encumbrance T3 belt armor [Unique] Arcane While equipped: Stats +2 Cun +5 Wil defense ------ Confus Resist +30% Stun Resist +30% other ------- Mana-on-crit +3.00 Surround yourself with a magical shield (strength 140, based on Magic) for 10 turns. Uses 17 power out of 20/20 Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. |
| In off hand | elemental stralite dagger of ruin (30-39 power, 9 apr)1.0 Encumbrance T4 dagger 1H weapon [Ego++] Arcane/Master Weapon Damage 30.0 - 39.0 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% On Hit: * Create an explosion dealing 19 cold damage (1/turn) While equipped: offense ------ Physical Crit +9.0% Critical power +22.00% Damage +9% cold Ignore resists +17% cold Ignore Armor +9 Sharp, short and deadly. |
| Cloak | Serpentine Cloak (20 def, 0 armour)2.0 Encumbrance T3 cloak armor [Unique] Nature While equipped: Stats +4 Dex +4 Wil +4 Cun offense ------ Damage +20% nature Ignore resists +20% nature defense ------ Defense +20 (+5 eff.) Poison Resist +50% other ------- Masteries +0.20 Cunning/Stealth +0.50 Cunning/Poisons On Mind Hit: 10% Poison Strike 1 Cunning and malice seem to emanate from this cloak. |
| Main armor | 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 (+4 eff.) Damage +30% nature Ignore resists +10% nature When Hit 35 nature slow defense ------ Defense +12 (+3 eff.) Resistance +25% nature +13% all Physical save +15 (+6 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. |
Inventory
healing infusion of the sneak (heal 285; 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 instantly heal yourself for 285 then cleanse 1 wound, poison, and disease effect. 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 nature talent. |
heroism infusion of the psychic (die at -645; dur 6; cd 26)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 26 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -645 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 1290 life, 12 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the titan (res 28%; mental; dur 3; cd 16)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 28% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Mirror Image Rune (dur 6; cd 24)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 24 Usage Speed: Spell (100% of a turn) Won't Break Stealth: 100% Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of the Rift (326.00 temporal damage, removed from time 4 turns)0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Range 6 Cooldown: 14 Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 326.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Sealed Scroll of Last Hope0.1 Encumbrance scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Choker of Dread0.1 Encumbrance T3 amulet jewelry [Unique] Arcane While equipped: offense ------ Physical Power +5 (+2 eff.) Spellpower +5 (+4 eff.) defense ------ Blind Resist +100% other ------- See Invis +10 Summon an elder vampire with Taunt to your side for 15 turns. Uses 50 power out of 60/60 The evilness of undeath radiates from this amulet. |
Druharablek0.1 Encumbrance T5 amulet jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +7 Mag offense ------ Physical Power +9 (+3 eff.) Combat Speed +10% Damage +8% physical Accuracy +10 (+3 eff.) When Hit 2 blight defense ------ Armor +4 Defense +15 (+4 eff.) Resistance +26% mind +3% physical Confus Resist +41% Amulets make your neck look great! |
Earthen Beads0.1 Encumbrance T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil offense ------ Mindpower +5 (+2 eff.) defense ------ Affinity +15% nature Life Regen +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Effective talent level: 2.0 Power cost 29 out of 35/35. Range melee/personal Cooldown: 15 Travel.spd instantaneous Is: a mind power and a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 247 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
Fanged Collar0.1 Encumbrance T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil defense ------ Resistance +15% blight +15% darkness +15% acid Physical save +15 (+6 eff.) Spell save +15 (+8 eff.) Mind save -7 (-3 eff.) Life +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
Feathersteel Amulet0.1 Encumbrance T2 amulet jewelry [Unique] Master While equipped: offense ------ Move Speed +25% defense ------ Defense +15 (+4 eff.) Fatigue -20% Slow Projectiles +15% other ------- Encumbrance +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
Rainstoker the gold amulet0.1 Encumbrance T3 amulet jewelry [Rare] Master While equipped: Stats +17 Str +11 Dex +7 Wil +5 Con offense ------ Ignore resists +10% cold On-Hit (Melee): * 20% chance to slow global speed by 56% defense ------ Resistance +6% cold other ------- Light +2 Amulets make your neck look great! |
Veleta the stralite amulet0.1 Encumbrance T4 amulet jewelry [Rare] Nature While equipped: Stats +4 Str +6 Con defense ------ Armor +16 Defense +15 (+4 eff.) Resistance +30% cold +6% temporal Physical save +17 (+7 eff.) Life +66.00 Life Regen +9.00 Teleport Resist +20% Amulets make your neck look great! |
stralite amulet 'Lisaba'0.1 Encumbrance T4 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +8 Dex +2 Mag +6 Cun +12 Con offense ------ Spellpower +10 (+7 eff.) Spellpower/crit +6 Move Speed +10% Ignore resists +5% arcane defense ------ Fatigue -7% Resistance +13% mind Spell save +6 (+3 eff.) Life Regen +3.00 Confus Resist +27% other ------- Stamina/turn +0.90 Amulets make your neck look great! |
Bloodcaller0.1 Encumbrance T4 ring jewelry [Unique] Psionic While equipped: defense ------ Fatigue -5% Mind save -7 (-3 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
Brightrip the gold ring0.1 Encumbrance T3 ring jewelry [Rare] Master While equipped: offense ------ Damage +21% fire defense ------ Resistance +3% physical +5% arcane +12% darkness Physical save +15 (+6 eff.) Life Regen +6.00 Stun Resist +32% other ------- Stamina/turn +3.00 Rings make your fingers look great! |
Inertial Twine0.1 Encumbrance T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil offense ------ Damage +5% physical defense ------ Armor +5 Resistance +5% physical Physical save +12 (+5 eff.) Knockbk Resist +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
Nightsong0.1 Encumbrance T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun offense ------ Damage +10% darkness defense ------ Defense +6 (+2 eff.) Fatigue -7% Mind save +13 (+4 eff.) other ------- Max stamina +25.00 Cooldown Shadowstep -1 Shadowstep: Effective talent level: 2.0 Power cost 41 out of 50/50. Range 7 Cooldown: 6 Travel.spd instantaneous Is: a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Ring of Growth0.1 Encumbrance T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil offense ------ Damage +8% nature +8% physical defense ------ Resistance +10% nature Physical save +8 (+4 eff.) Life Regen +3.00 Healmod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Snowzeal the stralite ring0.1 Encumbrance T4 ring jewelry [Rare] Nature While equipped: offense ------ Damage +18% nature Ignore resists +25% cold defense ------ Resistance +12% lightning +3% temporal +9% darkness +6% blight +48% nature +5% arcane Rings make your fingers look great! |
Stormbreeze the stralite ring0.1 Encumbrance T4 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +7 Str +10 Wil +6 Cun +7 Con offense ------ Physical Power +13 (+5 eff.) Mindpower +9 (+3 eff.) Damage +3% lightning +9% mind defense ------ Resistance +6% lightning Mind save +9 (+3 eff.) Life +39.00 Disarm Resist +38% Pinning Resist +39% Knockbk Resist +32% Rings make your fingers look great! |
The Black Ring0.1 Encumbrance T3 ring jewelry [Unique] Arcane While equipped: offense ------ Spell Crit +3% defense ------ Spell save +7 (+4 eff.) other ------- Masteries +0.20 Corruption/Fearfire Shadow Power +5 On Spell Hit: 10% Darkfire 3 Grants spell-crit equal to half of your Shadow Power. "An innocuous bauble. Until you look through the hole." |
Vargh Redemption0.1 Encumbrance T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con offense ------ Damage +15% cold defense ------ Resistance +10% nature +25% cold other ------- Max mana +20.00 Max stamina +20.00 Max psi +20.00 Max air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 19.24 cold and 13.85 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 50 power out of 60/60 This azure ring seems to be always moist to the touch. |
Wheel of Fate0.1 Encumbrance T2 ring jewelry [Unique] Arcane While equipped: Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
warrior's steel ring of nature (+20%)0.1 Encumbrance T2 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Str offense ------ Damage +10% nature defense ------ Armor +4 Resistance +20% nature Rings make your fingers look great! |
Belema the Venommire (19-25 power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Rare] Master Weapon Damage 19.0 - 24.7 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-crit, radius 2 +8 acid While equipped: offense ------ Damage +21% nature Ignore resists +10% acid On-Hit (Melee): * 20% chance to reduce armor by 19% defense ------ Resistance +6% nature Sharp, short and deadly. |
Cuthydar the Satyrtrencher (10-14 power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Rare] Master Weapon Damage 10.5 - 13.7 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +8 temporal On-Hit, radius 1 +4 temporal On Hit: * 20% chance to gain 10% of a turn (3/turn limit) While equipped: offense ------ Damage +18% nature +15% fire Ignore resists +10% temporal +7% physical Accuracy +8 (+3 eff.) Ignore Armor +8 On-Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) Sharp, short and deadly. |
Spelldrinker (27-35 power, 8 apr)1.0 Encumbrance T3 dagger 1H weapon [Unique] Arcane Weapon Damage 27.0 - 35.1 Physical Uses 35% Cun, 20% Mag, 55% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +8 Critical Rate +9.0% Attack Speed 100% On Hit: 15% Disperse Magic 1 On Hit: * steals up to 50 mana from the target While equipped: Stats +6 Cun +6 Mag defense ------ Resistance +12% arcane Spell save +12 (+6 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
caustic stralite dagger of shearing (30-38 power, 9 apr)1.0 Encumbrance T4 dagger 1H weapon [Ego++] Nature/Master Weapon Damage 29.5 - 38.4 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% On-crit, radius 2 +22 acid +13 nature While equipped: offense ------ Ignore resists +6% acid +17% nature +10% all Accuracy +11 (+4 eff.) Ignore Armor +14 Sharp, short and deadly. |
dwarven-steel dagger 'Pusimmortal' (20-27 power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon [Rare] Master Weapon Damage 20.5 - 26.7 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On-hit +20 acid +12 arcane While equipped: Stats +2 Dex +4 Mag offense ------ Damage +6% nature Ignore resists +25% nature Accuracy +10 (+3 eff.) defense ------ Defense +11 (+3 eff.) Resistance +6% nature Crit Resistance 15.00% Disarm Resist +35% Sharp, short and deadly. |
truestriking voratun dagger of enduring (38-49 power, 9 apr)1.0 Encumbrance T5 dagger 1H weapon [Ego++] Nature/Master Weapon Damage 38.0 - 49.4 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% While equipped: Stats +10 Con +12 Wil offense ------ Ignore resists +10% physical Accuracy +12 (+4 eff.) Ignore Armor +11 defense ------ Life +78.00 Sharp, short and deadly. |
Champion's Will (67-107 power, 22 apr)3.0 Encumbrance T5 greatsword 2H weapon Reqs Str 35 [Unique] Arcane/Master Weapon Damage 67.0 - 107.2 Physical Uses 20% Con, 115% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +22 Critical Rate +12.0% Attack Speed 100% On Hit: * releases a burst of light, dealing 16 light damage (based on Spellpower) in a radius 3 cone. While equipped: Stats +12 Str +6 Mag +7 Con other ------- Cooldown Sun Ray -1 Absorption Strike -1 Flash of the Blade -1 Masteries +0.20 Celestial/Sun +0.10 Celestial/Radiance +0.20 Celestial/Crusader Increases the damage of Sun Beam by 15%. Attack everything in a line out to range 4, dealing 100% weapon damage (as light), and healing for 50% of the damage dealt. Uses 25 power out of 30/30 This impressive looking sword features a golden engraving of a sun in its hilt. Etched into its blade are a series of runes claiming that only one who has mastered both their body and mind may wield this sword effectively. |
Gloruma the Freezevenom (32-46 power, 4 apr)3.0 Encumbrance T3 longsword 1H weapon Reqs Str 24 [Rare] Disrupt Weapon Damage 32.5 - 45.5 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +10.5% Attack Speed 100% Damage Against +20% Unnatural While equipped: Stats +5 Wil offense ------ Damage +18% physical defense ------ Resistance +15% cold Unlife -80.00 life other ------- Stamina/turn +3.00 Sharp, long, and deadly. |
Harirach the Kindlewreck (31-43 power, 4 apr)3.0 Encumbrance T3 longsword 1H weapon Reqs Str 24 [Rare] Master Weapon Damage 31.0 - 43.4 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Ignore resists +25% fire Ignore Armor +4 defense ------ Armor +10 Resistance +15% fire Physical save +18 (+7 eff.) Unlife -80.00 life Sharp, long, and deadly. |
dwarven-steel longsword 'Scorpionjeer' (24-33 power, 4 apr)3.0 Encumbrance T3 longsword 1H weapon Reqs Str 24 [Rare] Master Weapon Damage 23.5 - 32.9 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% On Hit: * 20% chance to slow global speed by 56% While equipped: offense ------ Accuracy +11 (+4 eff.) On-Hit (Melee): * 20% chance to slow global speed by 56% defense ------ Defense +41 (+10 eff.) Resistance +12% mind Physical save +6 (+3 eff.) Life +40.00 Disease Resist +20% Disarm Resist +36% Sharp, long, and deadly. |
dwarven-steel longsword 'Scorpionvengeance' (22-30 power, 4 apr)3.0 Encumbrance T3 longsword 1H weapon Reqs Str 24 [Rare] Master Weapon Damage 21.5 - 30.1 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% On-hit +12 nature On-crit, radius 2 +16 darkness On Hit: * 20 arcane resource burn While equipped: offense ------ Ignore resists +25% nature +25% darkness +11% all Accuracy +17 (+6 eff.) Ignore Armor +11 defense ------ Resistance +24% fire Spell save +12 (+6 eff.) Sharp, long, and deadly. |
dwarven-steel mace 'Satyrmalice' (27-38 power, 4 apr)3.0 Encumbrance T3 mace 1H weapon Reqs Str 24 [Rare] Master Weapon Damage 27.0 - 37.8 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +1.5% Attack Speed 100% While equipped: Stats +3 Str +3 Dex +4 Con offense ------ Physical Power +10 (+4 eff.) Damage +9% cold Ignore resists +11% physical +25% nature +10% cold On-Hit (Melee): * 20% chance to slow global speed by 56% defense ------ Defense +15 (+4 eff.) Physical save +18 (+7 eff.) Disarm Resist +22% other ------- Stamina/turn +3.00 Blunt and deadly. |
Khelyzor1.0 Encumbrance T3 belt armor [Rare] Psionic While equipped: Stats +8 Wil +6 Cun +3 Con defense ------ Crit Resistance 15.00% Mind save +9 (+3 eff.) Life +63.00 other ------- Light +3 Infravision +3 A belt that goes around your waist. |
Moldpunish the hardened leather belt1.0 Encumbrance T3 belt armor [Rare] Psionic While equipped: offense ------ Mindpower +6 (+2 eff.) Damage +30% nature On-Hit (Melee): * 20% chance to slow global speed by 56% defense ------ Resistance +18% acid Physical save +11 (+5 eff.) Spell save +6 (+3 eff.) Blind Resist +20% Knockbk Resist +20% A belt that goes around your waist. |
Neyon1.0 Encumbrance T3 belt armor [Rare] Arcane While equipped: offense ------ Critical power +15.00% Damage +6% mind Ignore resists +15% mind defense ------ Resistance +6% nature +11% light +11% darkness Physical save +9 (+4 eff.) Unlife -80.00 life other ------- Equi when Hit +0.28 Max psi +50.00 A belt that goes around your waist. |
drakeskin leather belt 'Radhykalthokhad'1.0 Encumbrance T5 belt armor [Random Unique] Arcane While equipped: Stats +9 Mag +7 Wil offense ------ Spell Crit +5% Critical power +10.00% defense ------ Resistance +7% blight +9% light +15% darkness other ------- Psi when Hit +0.08 Vim-on-crit +2.00 Hate-on-crit +1.00 Max mana +80.00 The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Eiliniwe the cashmere cloak (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Random Unique] Nature/Master While equipped: Stats +3 Str +2 Cun +2 Con offense ------ Accuracy +23 (+8 eff.) On-Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 10 defense ------ Defense +2 (+1 eff.) Fatigue -7% Physical save +16 (+6 eff.) Mind save +8 (+2 eff.) Unlife -50.00 life Life +116.00 other ------- Max stamina +10.00 Max hate +6.00 Max psi +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Mardugogar the Glittervalor (10 def, 0 armour)2.0 Encumbrance T5 cloak armor [Random Unique] Nature While equipped: offense ------ Ignore resists +10% darkness +20% light defense ------ Defense +10 (+3 eff.) Resistance +17% blight +23% fire +31% light +20% nature Stealth +12 Life +47.00 Life Regen +8.00 Healmod +16% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cyrunn the elven-silk robe (0 def, 0 armour)2.0 Encumbrance T5 cloth armor [Random Unique] Arcane/Nature While equipped: Stats +6 Str +7 Mag +6 Wil offense ------ Critical power +20.00% Damage +30% lightning +20% physical +6% blight +19% cold +19% nature defense ------ Resistance +24% lightning +11% light +10% darkness +10% fire +10% blight +23% cold +28% nature +15% all Physical save +12 (+5 eff.) Spell save +34 (+17 eff.) Mind save +16 (+5 eff.) Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Vim-on-crit +2.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Prismorder the linen robe (30 def, 0 armour)2.0 Encumbrance T1 cloth armor [Rare] Nature While equipped: defense ------ Defense +30 (+8 eff.) Resistance +7% blight +5% arcane +6% darkness +7% all Crit Resistance 15.00% Life +85.00 Life Regen +2.00 Healmod +13% other ------- Light +1 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Aetherwalk (6 def, 0 armour)2.0 Encumbrance T4 feet armor [Unique] Arcane While equipped: Stats +8 Cun +8 Mag offense ------ Spellpower +15 (+9 eff.) Damage +25% arcane defense ------ Defense +6 (+2 eff.) Fatigue +1% Resistance +25% arcane Out-of-Phase Defense +20 Out-of-Phase Resistance +20% Out-of-Phase Resilience +20% Creates an arcane explosion dealing 75 arcane damage based on magic in a radius of 3 around the user after any teleport. Phase door up to range 6, within radius 2 of the target location. Uses 20 power out of 24/24 A wispy purple aura surrounds these translucent black boots. |
Ce'Niwen the Icewell (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Rare] Arcane While equipped: offense ------ When Hit 4 cold defense ------ Armor +3 Resistance +5% arcane +15% cold Disease Resist +20% Cut Resist +20% Silence Resist +30% Confus Resist +55% Stun Resist +29% A pair of boots made of leather. |
Chargevein (0 def, 17 armour)2.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +4 Cun +6 Dex offense ------ Critical power +20.00% Physical Power +30 (+10 eff.) defense ------ Armor +17 Resistance +9% lightning other ------- Stamina/turn +3.00 Disengage: Puts all charms on 13 cooldown Effective talent level: 1.3 Power cost 13 out of 15/15. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 116% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
Shoes of Moving Slowly (0 def, 0 armour)2.0 Encumbrance T4 feet armor [Unique] Unknown While equipped: Stats +8 Mag +8 Wil offense ------ Spellpower +5 (+4 eff.) defense ------ Fatigue +3% Knockbk Resist +100% Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. Combine it with the Shoes of Moving Quickly. Fast does not always win. Rumoured to be able to combine with the Shoes of Moving Quickly. |
Wanderer's Rest (4 def, 0 armour)0.0 Encumbrance T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex offense ------ Move Speed +10% defense ------ Defense +4 (+1 eff.) Fatigue -10% Resistance +5% physical Pinning Resist +100% other ------- Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Effective talent level: 3.0 Power cost 17 out of 20/20. Range 5 Cooldown: 15 Travel.spd instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 5 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
pair of dwarven-steel boots 'Naturetaint' (0 def, 14 armour)3.0 Encumbrance T3 feet armor [Rare] Nature While equipped: offense ------ Physical Crit +3.0% Damage +12% acid Ignore resists +25% nature Accuracy +20 (+7 eff.) On-Hit (Melee): * 20% chance to slow global speed by 56% defense ------ Armor +14 Fatigue +3% Life Regen +7.00 Healmod +16% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Gloves of the Firm Hand (0 def, 8 armour)1.0 Encumbrance T3 hands armor [Unique] Master While equipped: Stats +4 Con defense ------ Armor +8 Disarm Resist +40% Stun Resist +30% Knockbk Resist +30% other ------- Cooldown Clinch -2 Unarmed combat: Weapon Damage 19.0 - 20.9 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +7.0% Attack Speed 100% On Hit: 20% Clinch 3 On Hit: 10% Maim 3 On Hit: 10% Take Down 3 These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
Kheluderain the Frostgore (0 def, 9 armour)1.0 Encumbrance T4 hands armor [Random Unique] Master/Psionic While equipped: offense ------ Physical Crit +14.0% Spell Crit +16% Mind Crit +16% Critical power +11.00% Damage +3% cold Accuracy +9 (+3 eff.) defense ------ Armor +9 Resistance +3% acid Physical save +8 (+4 eff.) Spell save +12 (+6 eff.) Mind save +10 (+3 eff.) Life Regen +7.00 Disease Resist +20% Disarm Resist +32% other ------- Stamina/turn +1.80 Max stamina +20.00 Unarmed combat: Weapon Damage 38.0 - 41.8 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +9 Ignore Armor +5 Critical Rate +11.0% Attack Speed 100% On Hit: 10% Nightmare 5 On Hit: 10% Perfect Control 5 On Crit: 20% Cripple 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Hat of Arcane Understanding (2 def, 0 armour)2.0 Encumbrance T3 head armor [Unique] Arcane Only supremacy of the arcane can release its full power. While equipped: defense ------ Defense +2 (+1 eff.) Resistance +20% arcane other ------- Mana/turn +2.00 Cooldown Disruption Shield -10 Masteries +0.20 Spell/Meta A traditional pointed wizard's hat, made of fine purple elven-silk and decorated with bright silver runes. You sense it has been passed from ancient times, and has been born on the heads of great mages. Touching the cloth you feel a sense of knowledge and power from bygone ages, yet it is partly sealed away, waiting for a trigger to release it. |
4 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. |
1276 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. |
17 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. |
Windborne Azurite0.0 Encumbrance T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Move Speed +20% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Move Speed +15% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
9 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. |
10 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 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. |
2 sapphire0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Physical save +8 (+4 eff.) Spell save +8 (+4 eff.) Mind save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Physical save +8 (+4 eff.) Spell save +8 (+4 eff.) Mind save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Erelirath (dig speed 5 turns)3.0 Encumbrance T5 digger tool [Random Unique] Master While equipped: Stats +8 Str offense ------ Spellpower/crit +6 Ignore resists +15% arcane Ignore Armor +15 defense ------ Spell save +6 (+3 eff.) Life +75.00 other ------- Vim-on-crit +2.00 Max stamina +53.00 While carried: other ------- Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 22 cooldown Effective talent level: 3.9 Power cost 22 out of 26/26. Range melee/personal Cooldown: 25 Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +85 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of Ungolë2.0 Encumbrance egg misc [Unique] Nature While carried: other ------- Light -2 Summon up to 2 spiders. Uses 66 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
Rungof's Fang1.0 Encumbrance fang misc [Unique] Nature While carried: offense ------ Ignore Armor +7 other ------- Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Forbidden Tome: "The Day It Came"2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Forbidden Tome: "The Illusory Castle"2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
8 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. |
4 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. |
6 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. |
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. |
Light of Revelation2.0 Encumbrance T2 lite [Unique] Unknown While equipped: offense ------ Against +25% Horror defense ------ Resist Against +25% Horror other ------- Light +7 See Stealth +35 See Invis +35 Sometimes reveals the hidden truths you'd rather not see. The "lantern" appears to be a glowing shard of a glass-like substance. Despite how bright it is, its light deeply disturbs you. It illuminates everything in its wake, including things which you would rather not see. Part of you wants to throw it away, but another part wants to know the unearthly truths it will reveal to you. |
1.0 Encumbrance lite [Unique] Arcane While equipped: other ------- Light +3 Fearscape Shift: Effective talent level: 2.0 Power cost 21 out of 25/25. Range 5 Cooldown: 12 Travel.spd instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 53.84 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 53.84 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Wintertide Phial2.0 Encumbrance T2 lite [Unique] Arcane While equipped: other ------- Light +2 Infravision +7 Cleanse your mind of up to 3 (based on Magic) detrimental mental effects. Uses 33 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
Eye of the Dreaming One2.0 Encumbrance T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil offense ------ Mindpower +5 (+2 eff.) defense ------ Mind save +10 (+3 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Effective talent level: 3.0 Power cost 17 out of 25/25. Range 7 Cooldown: 6 Travel.spd instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 11 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Crystal Focus0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +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. |
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 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. |
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. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
4 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. |
3 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. |
Rod of Annulment (1/1)2.0 Encumbrance T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 25 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
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 66% 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 520.08 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. |
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. |
Chokath [power 185] (13 cooldown)2.0 Encumbrance T2 torque charm [Rare] Psionic While equipped: defense ------ Resistance +12% acid +6% cold Crit Resistance 15.00% Mind save +12 (+4 eff.) Unlife -80.00 life Life +40.00 Silence Resist +20% Blast the opponent's mind dealing 207 mind damage and silencing them for 4 turns Puts all charms on 13 cooldown 100% to reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
The Jolt2.0 Encumbrance T2 torque charm [Unique] Psionic While equipped: Stats +4 Cun offense ------ Damage +10% mind +10% lightning Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to brainlock the target. Upon taking lightning damage >10% of your max life, your mind fires back, dealing 30% of the original damage as mind and trying to brainlock the target. Upon taking mind damage >10% of your max life, you reflexively trigger the jolt, sending an arc of dazing lightning toward the target (damage based on mindpower). This item can have up to 2 charges, with each charge having 4 turn cooldown. This torque feels tingly to the touch, but seems to enhance your thinking. |
voratun torque of gale force 'Cracklequeller' [power 455] (13 cooldown)2.0 Encumbrance T5 torque charm [Rare] Psionic While equipped: Stats +2 Wil offense ------ Mind Crit +4% Critical power +20.00% Damage +6% physical When Hit 4 lightning defense ------ Resistance +12% nature +6% temporal Physical save +15 (+6 eff.) Project a gust of wind in a cone knocking all creatures back 14 spaces and dealing 455 physical damage Puts all charms on 13 cooldown Torques are made by powerful psionics to store psionic powers. |
Persistent Will2.0 Encumbrance T2 totem charm [Unique] Disrupt/Psionic While equipped: Stats +8 Wil offense ------ Mindpower +10 (+3 eff.) Damage +12% mind Convince all non arcane users in radius 10 to turn on their spellcasting friends for 6 turns (chance increases with your Mindpower). Uses 21 power out of 25/25 During the Age of Dusk a rash of anti-magic activities took place in the Nargol Kingdom immediately after the Spellblaze. Citizens would turn on those with magical powers, burning them alive on stakes of wood. When the authorities found the perpetrators they executed them and planted their heads on stakes throughout their capital city. Despite this however, the citizenry continued to burn alive the enemies of nature. Unbeknownst to the authorities, the heads of the dead perpetrators continued to spread their message long after their deaths. This stake of wood appears to one of those used to prop up one of the executed heads. It has seemingly absorbed the will of the head it propped up, and holding it you can hear the Ziguranth's message echo through your mind. |
7 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. |
Burning Star1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 25 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
2 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. |
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. |
5 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. |
6 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. |
8 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. |
Achievements
A dangerous secret (Insane (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By Obek the Halfling Rogue level 39
73rd Haze 123rd year of Ascendancy at 19:41 see stats
A different point of view (Insane (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Obek the Halfling Rogue level 35
8th Haze 123rd year of Ascendancy at 22:39 see stats
Against all odds (Insane (Roguelike) difficulty)
Killed Ukruk in the ambush.By Obek the Halfling Rogue level 39
72nd Haze 123rd year of Ascendancy at 01:53 see stats
Arachnophobia (Insane (Roguelike) difficulty)
Destroyed the spydric menace.By Obek the Halfling Rogue level 45
69th Regrowth 124th year of Ascendancy at 05:46 see stats
Brave new world (Insane (Roguelike) difficulty)
Went to the Far East and took part in the war.By Obek the Halfling Rogue level 43
51st Regrowth 124th year of Ascendancy at 17:43 see stats
Can you bear it? So much bearness! (Insane (Roguelike) difficulty)
Killed Borius in the Bearscape.By Obek the Halfling Rogue level 42
13rd Regrowth 124th year of Ascendancy at 00:33 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Obek the Halfling Rogue level 10
61st Dusk 122nd year of Ascendancy at 01:04 see stats
Destroyer's bane (Insane (Roguelike) difficulty)
Killed Golbug the Destroyer.By Obek the Halfling Rogue level 41
8th Decay 123rd year of Ascendancy at 05:53 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By Obek the Halfling Rogue level 31
60th Pyre 123rd year of Ascendancy at 04:55 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Obek the Halfling Rogue level 23
65th Regrowth 123rd year of Ascendancy at 15:09 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Obek the Halfling Rogue level 32
23rd Dusk 123rd year of Ascendancy at 21:21 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By Obek the Halfling Rogue level 40
2nd Decay 123rd year of Ascendancy at 13:02 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Obek the Halfling Rogue level 35
8th Haze 123rd year of Ascendancy at 21:47 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Obek the Halfling Rogue level 10
5th Mirth 122nd year of Ascendancy at 16:21 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Obek the Halfling Rogue level 20
12nd Regrowth 123rd year of Ascendancy at 00:06 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Obek the Halfling Rogue level 30
47th Pyre 123rd year of Ascendancy at 05:23 see stats
Level 40 (Insane (Roguelike) difficulty)
Got a character to level 40.By Obek the Halfling Rogue level 40
1st Decay 123rd year of Ascendancy at 21:52 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Obek the Halfling Rogue level 19
5th Regrowth 123rd year of Ascendancy at 13:06 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By Obek the Halfling Rogue level 34
7th Haze 123rd year of Ascendancy at 22:28 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Obek the Halfling Rogue level 23
60th Regrowth 123rd year of Ascendancy at 19:31 see stats
Sliders (Insane (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By Obek the Halfling Rogue level 42
29th Regrowth 124th year of Ascendancy at 13:03 see stats
Tales of the Spellblaze (Insane (Roguelike) difficulty)
Learned the eight chapters of the Spellblaze Chronicles.By Obek the Halfling Rogue level 35
8th Haze 123rd year of Ascendancy at 22:39 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By Obek the Halfling Rogue level 45
74th Regrowth 124th year of Ascendancy at 04:28 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Obek the Halfling Rogue level 10
25th Haze 122nd year of Ascendancy at 10:22 see stats
The Legend of Garkul (Insane (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By Obek the Halfling Rogue level 35
8th Haze 123rd year of Ascendancy at 22:39 see stats
The Restless Dead (Insane (Roguelike) difficulty)
Disturbed an old battlefield and survived the consequences.By Obek the Halfling Rogue level 28
14th Pyre 123rd year of Ascendancy at 13:54 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Obek the Halfling Rogue level 13
31st Haze 122nd year of Ascendancy at 16:15 see stats
There and back again (Insane (Roguelike) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Obek the Halfling Rogue level 46
2nd Summertide 124th year of Ascendancy at 08:07 see stats
Thralless (Insane (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Obek the Halfling Rogue level 23
60th Regrowth 123rd year of Ascendancy at 19:37 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Obek the Halfling Rogue level 22
50th Regrowth 123rd year of Ascendancy at 17:08 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Obek the Halfling Rogue level 16
61st Haze 122nd year of Ascendancy at 10:41 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By Obek the Halfling Rogue level 38
67th Haze 123rd year of Ascendancy at 12:33 see stats
Vampire crusher (Insane (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Obek the Halfling Rogue level 38
71st Haze 123rd year of Ascendancy at 11:20 see stats
Log
Aluin the Fallen is poisoned!
Aluin the Fallen starts to bleed.
Aluin the Fallen's Healing Light is disrupted by his wounds!
Melee retaliation hits Obek for 16 light, 15 blight (32 total damage).
Obek's Throwing Knife hits Aluin the Fallen for 104 physical, 7 healing (104 total damage) [7 healing].
Aluin the Fallen uses Infusion: Healing.
Aluin the Fallen stops bleeding.
Aluin the Fallen is no longer poisoned.
Aluin the Fallen receives 213 healing from Infusion: Healing.
Aluin the Fallen uses Block.
Aluin the Fallen speeds up.
Obek is weakened by the gloom.
Vulnerability Poison from Obek hits Aluin the Fallen for (18 blocked), 0 arcane (0 total damage).
Talent Infusion: Movement is ready to use.
Aluin the Fallen's light area effect hits Obek for 91 light damage.
Obek uses Throwing Knives.
Aluin the Fallen's Frenzy is disrupted by his wounds!
Melee retaliation hits Obek for 17 light, 16 blight (33 total damage).
Obek's Throwing Knife hits Aluin the Fallen for (63 blocked), 0 physical, 8 healing (0 total damage) [8 healing].
Aluin the Fallen casts Crusade.
Obek evades Aluin the Fallen.
Obek reacts to an attack from Aluin the Fallen, mitigating the blow!.
Aluin the Fallen slows down.
Aluin the Fallen speeds up.
Aluin the Fallen steals life from Obek!
Aluin the Fallen HEALS from light damage!
Melee retaliation hits Aluin the Fallen for 52 nature, 2 light, 9 nature (62 total damage).
Aluin the Fallen hits Obek for (141 reacted , -5 stam), 352 light, 136 light (488 total damage).
Obek the level 46 halfling rogue was seared to death by Aluin the Fallen on level 2 of Trollmire.


























































































































































