










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Somebody shut that dog up 1.0.5Removes certain ambient sound effects: 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:
Improved Enemy UI 1.7.41. improve the default shockbolt of enemy, making them brighter and easier to find. Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Better Item Description 1.7.4This 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 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 Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Halfling |
| Class | Rogue |
| Level / Exp | 49 / 7% |
| Size | small |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 27 (base 13) |
| Dexterity | 117 (base 60) |
| Constitution | 75 (base 60) |
| Magic | 29 (base 16) |
| Willpower | 24 (base 10) |
| Cunning | 110 (base 60) |
Resources
| Life | 1617/1617 |
| Stamina | 259/259 |
| Steam | 100/100 |
| Healing Factor | 1.5495578233781 |
| Regeneration | 11.544205784167 |
Speed
| Mental | +10% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 12 |
| Lite | 7 |
| Infravision | 12 |
| See Stealth | 66.509040778081 |
| See Invisible | 78.509040778081 |
Offense: Mainhand
| Damage | 102 |
| Accuracy | 77 |
| Crit Chance | 89% |
| APR | 36 |
| Speed | 0.91 |
Offense: Offhand
| Damage | 78 |
| Accuracy | 77 |
| Crit Chance | 93% |
| APR | 38 |
| Speed | 0.91 |
Offense: Spell
| Spellpower | 32 |
| Crit Chance | 39% |
| Speed | 1 |
Offense: Mind
| Mindpower | 54 |
| Crit Chance | 44% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +56% |
| Acid | +43% |
| Nature | +120% |
| Mind | +27% |
| Blight | +43% |
| Arcane | +45% |
| Fire | +53% |
| All | +18% |
Offense: Damage Penetration
| Mind | -5% |
| Acid | +20% |
| Light | +5% |
| Nature | +25% |
| Cold | -15% |
| Physical | -5% |
| Fire | -15% |
| All | -20% |
Defense: Base
| Armour (hardiness) | 64 (49.007671158813%) |
| Defense | 86 |
| Ranged Defense | 86 |
| Fatigue | 0 |
| Physical Save | 52 |
| Spell Save | 28 |
| Mental Save | 40 |
Defense: Resistances
| Cold | + 48%( 70%) |
| Lightning | + 48%( 70%) |
| Nature | + 70%( 70%) |
| Temporal | + 36%( 70%) |
| Blight | + 30%( 70%) |
| Mind | + 41%( 70%) |
| Fire | + 41%( 70%) |
| All | + 26%( 70%) |
Defense: Immunities
| Disarm Resistance | 60% |
| Silence Resistance | 21% |
| Bleed Resistance | 20% |
| Confusion Resistance | 55% |
| Stun Resistance | 92% |
| Pinning Resistance | 71% |
| Instadeath Resistance | 100% |
| Blind Resistance | 100% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 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 722 life over 5 turns. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 110 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 214% efficiency and cooldown mod of 58%. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 654% 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 Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 32 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 -802 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 802 life, 7 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. |
Class Talents
| Cunning / Stealth | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 3/5 |
| Technique / Duelist | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Trapping | 2.30 |
| 3/5 |
| 4/5 |
| 3/5 |
| 5/5 |
| Technique / Throwing knives | 1.30 |
| 5/5 |
| 4/5 |
| 4/5 |
| 3/5 |
| Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Poisons | 2.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| Technique / Combat training | 1.30 |
| 4/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| 5/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 4/5 |
| 3/5 |
| 2/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 4/5 |
| Cunning / Lethality | 1.57 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Quickdraw |
| talent | Apply Poison |
| talent | Volatile Poison |
| talent | Trained Reactions |
| talent | Numbing Poison |
| talent | Chant of Fortitude |
| beneficial effect | Has 10 throwing knives prepared: 10 KnivesRange: 7 Net Damage: 148 - 208 Accuracy: 93 (knife) APR: 41 Crit Chance: +104% Crit mult: 243% Uses Stats: 50% Cun, 70% Dex |
| detrimental effect | Zone-wide effect: +20 mindpower, +2 life regen, -1 equilibrium per turn, -20% resistance penetration. Natural Aura |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs and left for dead. They asked about the staff and stole it from you. Go at once to Last Hope to report those events! | 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. | active |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
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 Norgos Lair. Escort: injured seer (level 3 of Norgos Lair)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Dexterity by +5. | done |
You failed to protect the lone alchemist from death by Velatta the skeleton warrior. Escort: lone alchemist (level 8 of Dreadfell) | failed |
You successfully escorted the lost defiler to the recall portal on level 2 of Norgos Lair. Escort: lost defiler (level 2 of Norgos Lair)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 4 of Old Forest. Escort: lost defiler (level 4 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Dreadfell. Escort: lost sun paladin (level 3 of Dreadfell)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Old Forest. Escort: lost tinker (level 3 of Old Forest)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the repented thief to the recall portal on level 4 of Dreadfell. Escort: repented thief (level 4 of Dreadfell)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 5 of Dreadfell. Escort: temporal explorer (level 5 of Dreadfell)As a reward you improved talent Foresight (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge 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. * The fortress shadow has asked that you come back as soon as possible. * You have forced a recall while in an exploratory farportal zone. The farportal was rendered unusable in the process. The fortress's current energy level is: 466. | 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 |
Thanks to your timely aid, Ungrol of Last Hope is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Having failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of avoidance. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of the savior without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. You have aided Ungrol of Last Hope in creating an elixir of stoneskin. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You 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 within1 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 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 | Steam Powered Boots (8 def, 15 armour) 3.0 T5 feet armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +8 Str +10 Dex dps ---------- Dmg.mod +10% fire ----- def ----- Armour +15 Defense +8 (+2 eff.) Fatigue +8% Pinning- +50% ---------- misc Talents +5 Rocket Boots Generate 3 steam each time you walk. Boots. But with steam power! |
| Light source | Prismpulverizer1.0 T3 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +18% physical Res.pen +25% light ----- def ----- Resists +21% fire Crit.chn- 15.00% Max.HP +64.00 Silence- +21% Confus- +21% Pinning- +21% ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Eastern Wood Hat (15 def, 0 armour) 2.0 T5 head armor [Unique] Master While equipped: Stats +12 Cun +18 Dex dps ---------- Phys.crit +10.0% Steam.crit +15% Dmg.mod +10% physical Res.pen +15% physical Acc +40 (+9 eff.) Apr +15 ----- def ----- Defense +15 (+3 eff.) Blind- +100% ---------- misc Infravis +7 Sight +2 See.Stealth +15 See.Invis +15 Masteries +0.20 Steamtech/Gunslinging +0.20 Steamtech/Bullets mastery This hat was made from materials from a forest whose name is long since lost, far in the east. It is said to have belonged to one of the first gunslingers. |
| On hands | Steam Powered Gauntlets (0 def, 12 armour) 1.5 T5 hands armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +6 Str +6 Dex dps ---------- Phys.crit +10.0% Steam.crit +10% Crit.mult +30.00% Dmg.mod +8% all ----- def ----- Armour +12 Disarm- +50% ---------- misc Talents +4 Itching Powder Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Gauntlets. But with steam power! |
| Tool | Frostmistress (dig speed 27 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +3 Dex +2 Con dps ---------- Phys.pwr +4 (+1 eff.) Mov.spd +10% Res.pen +5% cold +5% fire ----- def ----- Armour +6 Resists +6% cold While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | voratun amber ring0.1 T5 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +2 Str +8 Wil +7 Cun +4 Con dps ---------- Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Mind.pwr +11 (+4 eff.) Dmg.mod +3% physical +20% nature +8% all Res.pen +20% acid ----- def ----- Fatigue -10% Resists +40% nature Die.at -83.90 life ---------- misc Max.enc +30 Rings make your fingers look great! |
| On fingers | Fuluhor the Filthlady0.1 T5 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +7 Mag +7 Cun +5 Con dps ---------- Spell.pwr +15 (+7 eff.) Dmg.mod +6% nature Res.pen +15% mind +10% nature Melee Ret 4 nature On Hit (Melee): * 20% chance to slow global speed by 60% * 20% chance to reduce all saves and defense by 32 ----- def ----- Spell.save +17 (+9 eff.) HP.reg +5.00 Stun/Frz- +42% ---------- misc Max.stam +30.00 Rings make your fingers look great! |
| Around neck | Beilach the gold amulet0.1 T3 amulet jewelry [Random Unique] Nature/Master While equipped: dps ---------- Phys.pwr +8 (+2 eff.) Phys.spd +10% Dmg.mod +7% physical ----- def ----- Defense +5 (+1 eff.) Resists +21% mind +6% cold Phys.save +15 (+5 eff.) Die.at -60.00 life Max.HP +40.00 Confus- +34% ---------- misc Masteries +0.27 Cunning/Lethality Amulets make your neck look great! |
| In main hand | Moldpierce the dwarven-steel dagger (18-23 power, 7 apr) 1.0 T3 dagger 1H weapon [Rare] Arcane Power 18.0 - 23.4 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +14 temporal On Hit: * 20% chance to reduce armor by 28% * applies a stacking poison dealing 40 damage per turn While equipped: dps ---------- Dmg.mod +27% arcane +15% nature Res.pen +20% acid +15% nature Melee Ret 6 arcane ----- def ----- Resists +14% temporal Sharp, short and deadly. |
| Around waist | drakeskin leather belt 'Weepsear' |
| In off hand | Naturedream the voratun dagger (38-49 power, 9 apr)1.0 T5 dagger 1H weapon [Random Unique] Master/Psionic Power 38.0 - 49.4 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% Melee+ +9 darkness Against +17% Living On Hit.r1 +12 nature On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +21.0% Crit.mult +32.00% Dmg.mod +9% mind Res.pen +10% nature Apr +9 Melee Ret 2 mind 6 nature ---------- misc Max.hate +6.00 Max.psi +10.00 Sharp, short and deadly. |
| Cloak | elven-silk cloak 'Cheyadir' (33 def, 4 armour) 2.0 T5 cloak armor [Rare] Master While equipped: Stats +3 Cun +3 Dex ----- def ----- Armour +4 Defense +33 (+7 eff.) Resists +6% blight +12% cold +30% lightning Phys.save +6 (+2 eff.) Max.HP +40.00 Cut- +20% Disarm- +10% Stun/Frz- +50% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Evermoss Robe (12 def, 10 armour) 2.0 T4 cloth armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.crit +5% Mind.pwr +12 (+4 eff.) Dmg.mod +30% nature Res.pen +10% nature Melee Ret 35 nature slow ----- def ----- Armour +10 Defense +12 (+2 eff.) Resists +25% nature +13% all Crit.chn- 35.00% Phys.save +15 (+5 eff.) HP.reg +0.20 Heal.mod +15% ---------- misc 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
steam generator implant of the sneak (steam 14)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 31 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 14.5 steam per turn. Can be activated for an instant burst of 72 steam. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
Rune of Dissipation ( )0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 20 Travel.spd 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of Reflection (--)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 245 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
3 schematic: Ablative Armour0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Acid Groove0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Air Recycler0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Alchemist's Helper0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Antimagic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Armour Reinforcement0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Black Light Emitter0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Corrosive Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Crystal Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Crystal Plating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Deflection Field0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fiery Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fireproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Flare Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Focus Lens0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Frost Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fungal Web0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Grounding Strap0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Hand Cannon0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Headlamp0.1 T1 schematic scroll [Normal] [already known tinker] 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 [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Hook Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Incendiary Groove0.1 T1 schematic scroll [Normal] [already known tinker] 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 [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Itching Powder0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Kinetic Stabiliser0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Lightning Coil0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Magnetic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Mana Coil0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Mental Stimulator0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Moss Tread0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Pain Suppressor Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Poison Groove0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Power Distributor0.1 T1 schematic scroll [Normal] [already known tinker] 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 [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Rocket Boots0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Saw Projector0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Saw Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Second Skin0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Shocking Touch0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Silver Filigree0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Spike Attachment0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Spring Grapple0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Steamgun0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Steamsaw0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Thunderclap Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Toxic Cannister Launcher0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Unstoppable Force Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Viral Injector0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Voltaic Sentry0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Voltaic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Waterproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Winterchill Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Taint of Purging (5 turns)0.1 T3 taint scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Won't Break Stealth 100% Is a spell Description: Activate the taint to purge your body of physical afflictions for 5 turns. Each turn the purge will attempt to cleanse 1 physical debuff from you, and if one is removed, increase its duration by 1. Inscribe your skin with the taint. Corrupted taints may be inscribed onto your body, granting you an on-demand ability. |
wanderer's copper amulet of mastery (0.11 Cunning / Trapping)0.1 T1 amulet jewelry [Ego+] Master While equipped: Stats +3 Dex +4 Cun +4 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -5% HP.reg +1.00 ---------- misc Stam/turn +0.40 Masteries +0.11 Cunning/Trapping Amulets make your neck look great! |
Orb of Many Ways1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 9 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Girand the Squalorhash0.1 T3 ring jewelry [Rare] Nature While equipped: Stats +5 Con dps ---------- Dmg.mod +13% fire Res.pen +25% physical Acc +20 (+5 eff.) Melee Ret 4 physical ----- def ----- Armour +10 Defense +10 (+2 eff.) Resists +9% nature +26% fire Rings make your fingers look great! |
Nerimina0.1 T2 ring jewelry [Random Unique] Arcane/Psionic While equipped: Stats +8 Dex +1 Wil dps ---------- Dmg.mod +12% light ----- def ----- Resists +24% light Mind.save +7 (+2 eff.) Blind- +23% Confus- +27% ---------- misc Infravis +4 See.Stealth +9 See.Invis +7 Rings make your fingers look great! |
Ring of Growth0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+2 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Writhing Ring of the Hunter0.1 T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
copper spinel ring0.1 T1 ring jewelry [Ego+] Arcane While equipped: Stats +3 Cun +3 Mag dps ---------- Spell.pwr +6 (+3 eff.) ----- def ----- Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Rings make your fingers look great! |
savage's copper ring of life0.1 T1 ring jewelry [Ego++] Nature/Master While equipped: Stats +2 Con ----- def ----- Spell.save +11 (+6 eff.) Max.HP +43.00 HP.reg +6.00 Heal.mod +11% ---------- misc Max.stam +14.00 Rings make your fingers look great! |
steel ring 'Lustrewitch'0.1 T2 ring jewelry [Rare] Master While equipped: Stats +1 Str +2 Mag +3 Wil dps ---------- Res.pen +20% light Melee Ret 6 light ----- def ----- Crit.chn- 15.00% HP.reg +3.00 Stun/Frz- +24% Rings make your fingers look great! |
steel sapphire ring0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +6 Dex +5 Mag +5 Wil +5 Cun dps ---------- Spell.pwr +6 (+3 eff.) Dmg.mod +12% blight +18% fire +6% light Acc +7 (+2 eff.) Melee Ret 4 light ----- def ----- Defense +8 (+2 eff.) Resists +12% blight +15% fire Phys.save +8 (+2 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+2 eff.) ---------- misc Light +1 Rings make your fingers look great! |
voratun ring 'Greenpiety'0.1 T5 ring jewelry [Random Unique] Master While equipped: Stats +8 Dex +3 Wil dps ---------- Crit.mult +10.00% Mind.pwr +5 (+2 eff.) Mov.spd +22% Dmg.mod +6% mind Res.pen +5% nature Acc +31 (+7 eff.) ----- def ----- Defense +8 (+2 eff.) HP.reg +7.00 Stun/Frz- +40% ---------- misc Hate/m.crit +2.00 Blinding Speed: Puts all charms on 33 cooldown Level 3.9 Pwr.cost 33 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 35% for 5 turns. Rings make your fingers look great! |
Hellwaker the voratun dagger (38-49 power, 9 apr)1.0 T5 dagger 1H weapon [Rare] Nature Power 38.0 - 49.4 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% While equipped: Stats +8 Wil +12 Con dps ---------- Dmg.mod +30% fire ----- def ----- Armour +16 Resists +9% lightning +12% fire Die.at -83.52 life Max.HP +94.00 Heal.mod +15% ---------- misc See.Invis +15 Sharp, short and deadly. |
plaguebringer's dwarven-steel dagger (17-22 power, 7 apr)1.0 T3 dagger 1H weapon [Ego+] Arcane Power 17.0 - 22.1 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +8 blight On Hit: 20% Epidemic 3 On Hit: * 8% chance to reduce strength, dexterity, and constitution by 18 While equipped: ----- def ----- Disease- +18% Sharp, short and deadly. |
Scorpionknight the stralite longsword (32-46 power, 5 apr)3.0 T4 longsword 1H weapon Reqs Str 35 [Rare] Nature Power 32.5 - 45.5 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% Melee+ +16 nature On Hit.r1 +20 arcane On Crit.r2 +20 nature On Hit: * 20% chance to slow global speed by 60% While equipped: dps ---------- Dmg.mod +18% nature Res.pen +25% arcane Melee Ret 10 arcane ----- def ----- Resists +5% arcane Sharp, long, and deadly. |
dwarven-steel longsword 'Adiba' (23-32 power, 4 apr)3.0 T3 longsword 1H weapon [Rare] Arcane Power 23.0 - 32.2 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +5 Mag +4 Wil dps ---------- Crit.mult +5.00% Spell.pwr +8 (+4 eff.) S.pwr/crit +4 ----- def ----- Defense +15 (+3 eff.) Resists +3% physical Die.at -80.00 life ---------- misc Stam/turn +1.00 Sharp, long, and deadly. |
plaguebringer's iron longsword of projection (12-16 power, 2 apr)3.0 T1 longsword 1H weapon [Ego++] Arcane/Psionic Power 11.5 - 16.1 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% Melee+ +5 blight On Hit: 20% Epidemic 1 On Hit: * 6% chance to reduce strength, dexterity, and constitution by 18 * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: ----- def ----- Disease- +13% Sharp, long, and deadly. |
Eyal's Will (22-24 power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon Reqs Wil 48 [Unique] Nature/Disrupt Power 22.0 - 24.2 Nature Uses 60% Wil, 20% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +10 Wil dps ---------- Mind.crit +9% Mind.pwr +18 (+6 eff.) Dmg.mod +20% nature +10% acid Res.pen +20% nature +10% acid ----- def ----- Resists +25% blight +15% nature ---------- misc Talents +3 Ooze Spit Masteries +0.10 Wild-gift/Mindstar mastery Slime Wave: Level 3.0 Pwr.cost 25 out of 30/30. Range melee/personal Travel.spd instantaneous Description: A wall of slime oozes out from the caster with radius 1, increasing once every two turns to a maximum eventual radius of 7, doing 102.84 slime damage for 12 turns. The damage and duration will increase with your Mindpower. This smooth green crystal flows with a light green slime in its core. Droplets occasionally form on its surface, tufts of grass growing quickly on the ground where they fall. |
Bethyriarin the dwarven-steel waraxe (26-36 power, 8 apr)3.0 T3 waraxe 1H weapon [Rare] Master Power 26.0 - 36.4 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +8 Crit +4.5% Atk.spd 100% On Hit: * 20% chance to reduce armor by 28% On Crit: * Wound the target dealing 174 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +4 Str +2 Con dps ---------- Phys.crit +10.0% Phys.pwr +9 (+3 eff.) Dmg.mod +6% physical ----- def ----- Resists +12% lightning One-handed war axes. |
dwarven-steel waraxe 'Belidhelaith' (22-31 power, 4 apr)3.0 T3 waraxe 1H weapon [Random Unique] Arcane/Psionic Power 22.0 - 30.8 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +14 light Against +19% Undead On Hit.r1 +7 fire On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: dps ---------- Spell.crit +4% ---------- misc Mana/turn +0.20 One-handed war axes. |
Mardyhad1.0 T5 belt armor [Random Unique] Arcane/Master While equipped: Stats +9 Mag +9 Wil dps ---------- Spell.crit +6% ----- def ----- Armour +28 Defense +24 (+5 eff.) Resists +12% blight +1% physical +3% light Phys.save +22 (+7 eff.) HP.reg +4.00 Create a temporary shield that absorbs 347 damage Puts all charms on 25 cooldown A belt that goes around your waist. |
Mighty Girdle1.0 T1 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. |
noble's rough leather belt of unlife1.0 T1 belt armor [Ego++] Arcane/Master While equipped: Stats +4 Cun +4 Wil dps ---------- Against +17% Summoned ----- def ----- Resists +6% blight D.Red.from +16% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Beusin the elven-silk cloak (23 def, 8 armour)2.0 T5 cloak armor [Rare] Master While equipped: Stats +4 Cun dps ---------- Phys.pwr +20 (+6 eff.) Res.pen +15% mind Acc +10 (+3 eff.) ----- def ----- Armour +8 Defense +23 (+5 eff.) Resists +25% cold ---------- misc Infravis +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+2 eff.) Resists +30% nature +11% all Phys.save +10 (+3 eff.) Spell.save +10 (+5 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Anti-Gravity Boots (8 def, 8 armour)3.0 T2 feet armor Reqs Heavy armour training [Unique] Steamtech While equipped: Stats +5 Str +4 Dex dps ---------- Steampwr +3 (+1 eff.) Dmg.mod +10% fire ----- def ----- Armour +8 Defense +8 (+2 eff.) Fatigue +8% Resists +10% fire Pinning- +50% These boots have a 5% chance to fail to operate properly (reduced by Cunning). Jump to a nearby location within range 7, blasting everything within radius 2 (153 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (257 burning fire damage, 3 tile knockback) of the landing point (damage based on Cunning). Uses 15 power out of 18/18 These boots seem to have been made by a... creative individual who seems to have decided that launching yourself through the air via rocketry qualifies as "anti-gravity". They look like they will work, though. Probably. If you're very careful. |
Eilinunor (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Phys.crit +3.0% Phys.pwr +4 (+1 eff.) Apr +4 ----- def ----- Armour +1 Resists +3% lightning +3% fire Phys.save +3 (+1 eff.) Die.at -40.00 life Max.HP +80.00 Blind- +10% A pair of boots made of leather. |
Flashimmortal (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +2 Con +4 Mag dps ---------- Dmg.mod +9% fire ----- def ----- Armour +1 Resists +6% fire +6% mind +6% cold ---------- misc Light +3 A pair of boots made of leather. |
pair of hardened leather boots 'Uryzilagrim' (7 def, 3 armour)2.0 T3 feet armor [Random Unique] Master/Psionic While equipped: Stats +12 Dex +6 Wil +5 Con +9 Lck dps ---------- Mind.pwr +3 (+1 eff.) Res.pen +7% physical ----- def ----- Armour +3 Defense +7 (+1 eff.) Stealth +8 ---------- misc See.Invis +3 Evasion: (Instant) Puts all charms on 25 cooldown Level 5.2 Pwr.cost 25 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 39% chance to evade melee and ranged attacks and 64 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
alchemist's rough leather gloves of spellstriking (0 def, 1 armour)1.0 T1 hands armor [Ego++] Arcane While equipped: Stats +6 Mag +7 Wil dps ---------- Spell.pwr +5 (+2 eff.) Melee+ 4 acid 4 lightning 4 fire 7 arcane 4 cold Dmg.mod +4% arcane ----- def ----- Armour +1 Resists +4% arcane Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Camagorn (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +7 Con dps ---------- Mind.crit +8% Dmg.mod +15% mind +9% acid On Hit (Melee): * 20% chance to reduce armor by 28% ----- def ----- Armour +3 Fatigue +3% Resists +9% acid ---------- misc Equi/ret +0.12 A hat made of leather. Very stylish. |
Deludin the Rootcrypt (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: dps ---------- Dmg.mod +30% nature Res.pen +25% arcane +25% nature On Hit (Melee): * 20% chance to slow global speed by 60% ----- def ----- Armour +3 Fatigue +3% Resists +5% arcane Phys.save +19 (+6 eff.) A hat made of leather. Very stylish. |
Toxinprophet (0 def, 1 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +12% nature Res.pen +10% fire +15% darkness +5% nature On Hit (Melee): * 20% chance to slow global speed by 60% ----- def ----- Armour +1 Fatigue +1% Resists +6% lightning +6% temporal +3% fire A cap made of leather. |
3 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. |
1410 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
7 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
Windborne Azurite0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
9 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. |
7 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+2 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. |
6 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. |
2 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+2 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. |
5 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 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. |
Dairelathadas (dig speed 30 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str dps ---------- Apr +1 ----- def ----- Resists +12% nature Max.HP +40.00 ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
10 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+0 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 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of Poosh5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +2% all Natural balance. Uses 82 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
Cloudrain1.0 T1 lite [Rare] Arcane While equipped: Stats +2 Wil +4 Mag dps ---------- Spell.pwr +21 (+9 eff.) Res.pen +10% blight ----- def ----- Resists +6% lightning Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Light +5 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. |
Porymiwen2.0 T1 lite [Rare] Master While equipped: dps ---------- Acc +10 (+3 eff.) ----- def ----- Armour +8 Die.at -40.00 life ---------- misc Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
watchleader's alchemist's lamp of the moons1.0 T3 lite [Ego++] Arcane/Master While equipped: dps ---------- Dmg.mod +7% darkness ----- def ----- Resists +8% light Affinity +5% darkness Blind- +35% Confus- +15% ---------- misc Light +8 Infravis +4 See.Stealth +11 See.Invis +13 Moonlight Ray: Puts all charms on 7 cooldown Level 4.0 Pwr.cost 7 out of 8/8. Range 10 Travel.spd instantaneous Is a spell Description: Focuses the power of the Moon into a beam of shadows, doing 118.33 damage. The damage dealt will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +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 Dmg.mod +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. |
Telos's Staff Crystal0.0 T5 multi-hued gem [Unique] Arcane A part of set. While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resists +30% mind Confus- +30% Fear- +30% Light +2 While carried: Light +2 Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resists +30% mind Confus- +30% Fear- +30% Light +2 Latent Damage Type: Blight Combine with a staff. Uses 1 power out of 1/1 A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
Demonic Orb of Many Ways1.0 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 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. |
57 alchemist bloodstone0.0 T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
3 bloodstone0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
6 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
6 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2)2.0 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 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 695.20 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. |
amazing healing salve [power 675] amazing healing salve [power 675]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 214% efficiency and 58% cooldown modifier. Heal 675 Puts Talent Medical Injector on 13 cooldown Medical salve. |
great healing salve [power 581] great healing salve [power 581]1.0 T4 salve misc [Normal] Nature/Steamtech Using medical injector with 214% efficiency and 58% cooldown modifier. Heal 581 Puts Talent Medical Injector on 13 cooldown Medical salve. |
powerful frost salve [power 36] powerful frost salve [power 36]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 214% efficiency and 58% cooldown modifier. Remove 2 physical effects and grants a frost aura (36% cold, darkness and nature affinity) Puts Talent Medical Injector on 21 cooldown Activation is instant. Medical salve. |
powerful healing salve [power 488] powerful healing salve [power 488]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 214% efficiency and 58% cooldown modifier. Heal 488 Puts Talent Medical Injector on 13 cooldown Medical salve. |
powerful pain suppressor salve [power 422] powerful pain suppressor salve [power 422]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 214% efficiency and 58% cooldown modifier. Let you fight up to -422 life and reduces all damage by 19% for 6 turns (takes no time to activate) Puts Talent Medical Injector on 9 cooldown Activation is instant. Medical salve. |
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. |
Bethiwen the Hazespire (20/20, 50-60 power, 5 apr)3.0 T4 shot ammo [Random Unique] Arcane/Master/Psionic Power 50.0 - 60.0 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +5 Crit +14.5% Capacity 20 Ranged+ +21 blight +16 cold +22 physical On Hit.r1 +16 light +8 cold On Hit: 20% Epidemic 4 On Hit: * 11% chance to reduce strength, dexterity, and constitution by 18 * 20% chance to knock the target back 3 spaces and deal 214 physical damage On Crit: * Wound the target dealing 174 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
perfect waterproof coating0.0 T5 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: ----- def ----- Resists +25% nature +25% cold Tinkers can be attached to normal items to improve them with steam power! |
powerful moss tread0.0 T3 steamtech tinker [Normal] Steamtech Attachable to feet When attached: ----- def ----- Stealth +6 ---------- misc Talents +3 Moss Tread Tinkers can be attached to normal items to improve them with steam power! |
Bizzare Contraption2.0 T2 tool misc [Unique] While equipped: Stats +8 Cun dps ---------- Dmg.mod +15% lightning ----- def ----- Resists +15% lightning Phys.save +18 (+6 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
Adolewe [power 330] (13 cooldown)2.0 T4 torque charm [Rare] Psionic While equipped: dps ---------- Crit.mult +10.00% S.pwr/crit +6 Dmg.mod +24% arcane +9% temporal Phasing +30% ----- def ----- Resists +15% temporal ---------- misc Mana/s.crit +2.00 Blast the opponent's mind dealing 419 mind damage and silencing them for 4 turns Puts all charms on 13 cooldown 100% to gain a 34% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Isiba the steel torque of clear mind [power 2] (21 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: Stats +2 Mag ----- def ----- Resists +12% lightning +15% fire +6% light Spell.save +9 (+5 eff.) ---------- misc See.Invis +6 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 reduce fatigue by 22% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Ivytira [power 155] (13 cooldown)2.0 T2 torque charm [Random Unique] Psionic While equipped: Stats +1 Dex ----- def ----- Resists +12% temporal Blast the opponent's mind dealing 197 mind damage and silencing them for 4 turns Puts all charms on 13 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. 100% to reduce 1 talent cooldowns by 2. 100% to increase all damage penetration by 14% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Serpentpiety the dragonbone totem of healing [power 398] (13 cooldown)2.0 T5 totem charm [Random Unique] Nature While equipped: dps ---------- Melee Ret 6 nature On Hit (Melee): * 20% chance to slow global speed by 60% * 20% chance to reduce all saves and defense by 32 ----- def ----- Resists +3% mind +3% nature Heal yourself and all friendly characters within 10 spaces for 398 Puts all charms on 13 cooldown 100% to reduce 3 talent cooldowns by 2. 100% to gain a 33% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Unryregoneg the dragonbone totem of stinging [power 512] (13 cooldown)2.0 T5 totem charm [Rare] Nature While equipped: ----- def ----- Defense +10 (+2 eff.) Resists +6% mind Crit.chn- 15.00% Mind.save +15 (+5 eff.) Die.at -80.00 life Heal.mod +20% Silence- +20% Pinning- +20% Sting an enemy dealing 1126 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 13 cooldown 100% to cleanse 3 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
7 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Deepsripper the dragonbone wand of shielding [power 536] (17 cooldown)2.0 T5 wand charm [Rare] Arcane While equipped: dps ---------- Phys.crit +4.0% Res.pen +25% darkness +25% lightning Melee Ret 10 physical On Hit (Melee): * 20% chance to reduce damage dealt by 26% ----- def ----- Phys.save +18 (+6 eff.) ---------- misc Stam/turn +3.00 Light +3 Create a shield absorbing up to 536 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 cooldown 100% to cleanse 3 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning Star1.0 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 diamond0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 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. |
4 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret (Insane (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By Siaka the Halfling Rogue level 35
1st Time of Balance 124th year of Ascendancy at 22:25 see stats
A different point of view (Insane (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Siaka the Halfling Rogue level 33
36th Haze 123rd year of Ascendancy at 08:20 see stats
Arachnophobia (Insane (Roguelike) difficulty)
Destroyed the spydric menace.By Siaka the Halfling Rogue level 46
18th Pyre 125th year of Ascendancy at 06:42 see stats
Back and there again (Insane (Roguelike) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Siaka the Halfling Rogue level 43
50th Regrowth 125th year of Ascendancy at 00:49 see stats
Brave new world (Insane (Roguelike) difficulty)
Went to the Far East and took part in the war.By Siaka the Halfling Rogue level 39
57th Dusk 124th year of Ascendancy at 22:15 see stats
Bringer of Doom (Insane (Roguelike) difficulty)
Killed a Bringer of Doom.By Siaka the Halfling Rogue level 44
54th Regrowth 125th year of Ascendancy at 16:07 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Siaka the Halfling Rogue level 10
6th Dusk 122nd year of Ascendancy at 02:45 see stats
Destroyer's bane (Insane (Roguelike) difficulty)
Killed Golbug the Destroyer.By Siaka the Halfling Rogue level 38
52nd Dusk 124th year of Ascendancy at 00:14 see stats
Don't Poosh it! (Insane (Roguelike) difficulty)
Killed Kelad in the lost land of Poosh.By Siaka the Halfling Rogue level 29
2nd Mirth 123rd year of Ascendancy at 08:22 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By Siaka the Halfling Rogue level 33
59th Haze 123rd year of Ascendancy at 09:07 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Siaka the Halfling Rogue level 22
39th Regrowth 123rd year of Ascendancy at 22:07 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Siaka the Halfling Rogue level 42
8th Regrowth 125th year of Ascendancy at 23:48 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By Siaka the Halfling Rogue level 39
52nd Dusk 124th year of Ascendancy at 15:12 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 Siaka the Halfling Rogue level 33
36th Haze 123rd year of Ascendancy at 07:52 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Siaka the Halfling Rogue level 10
6th Dusk 122nd year of Ascendancy at 02:45 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Siaka the Halfling Rogue level 20
9th Allure 123rd year of Ascendancy at 05:55 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Siaka the Halfling Rogue level 30
9th Dusk 123rd year of Ascendancy at 10:30 see stats
Level 40 (Insane (Roguelike) difficulty)
Got a character to level 40.By Siaka the Halfling Rogue level 40
62nd Dusk 124th year of Ascendancy at 01:38 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Siaka the Halfling Rogue level 18
1st Allure 123rd year of Ascendancy at 07:02 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By Siaka the Halfling Rogue level 40
63rd Dusk 124th year of Ascendancy at 19:21 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Siaka the Halfling Rogue level 20
2nd Regrowth 123rd year of Ascendancy at 19:51 see stats
Sliders (Insane (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By Siaka the Halfling Rogue level 39
52nd Dusk 124th year of Ascendancy at 06:09 see stats
Tales of the Spellblaze (Insane (Roguelike) difficulty)
Learned the eight chapters of the Spellblaze Chronicles.By Siaka the Halfling Rogue level 33
36th Haze 123rd year of Ascendancy at 08:20 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By Siaka the Halfling Rogue level 36
36th Dusk 124th year of Ascendancy at 03:33 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Siaka the Halfling Rogue level 9
10th Flare 122nd year of Ascendancy at 17:05 see stats
The Legend of Garkul (Insane (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By Siaka the Halfling Rogue level 33
36th Haze 123rd year of Ascendancy at 08:20 see stats
The Right thing to do (Insane (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Siaka the Halfling Rogue level 33
67th Haze 123rd year of Ascendancy at 17:53 see stats
The bigger the better! (Insane (Roguelike) difficulty)
Did over 3000 damage in one attack.By Siaka the Halfling Rogue level 44
55th Regrowth 125th year of Ascendancy at 05:53 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Siaka the Halfling Rogue level 13
27th Dusk 122nd year of Ascendancy at 09:04 see stats
There and back again (Insane (Roguelike) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Siaka the Halfling Rogue level 41
43rd Haze 124th year of Ascendancy at 20:04 see stats
Thralless (Insane (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Siaka the Halfling Rogue level 24
4th Pyre 123rd year of Ascendancy at 10:38 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Siaka the Halfling Rogue level 24
5th Pyre 123rd year of Ascendancy at 00:46 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Siaka the Halfling Rogue level 17
7th Decay 122nd year of Ascendancy at 21:58 see stats
Vampire crusher (Insane (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Siaka the Halfling Rogue level 34
79th Regrowth 124th year of Ascendancy at 06:29 see stats
Log
Talent Track is ready to use.
Siaka uses Track.
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
You enter the swirling portal and in the blink of an eye you set foot in sight of the Gates of Morning, with no trace of the portal...
Siaka deactivates Stealth.
Saving game...
Saving done.
Talent Track is ready to use.
Today is the 9th Allure of the 126th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:06.
Talent Stealth is ready to use.
Today is the 10th Allure of the 126th year of the Age of Ascendancy of Maj'Eyal.
The time is 01:20.
Ran for 2 turns (stop reason: hostile spotted to the south (Orcs patrol)).
Today is the 1st Regrowth of the 126th year of the Age of Ascendancy of Maj'Eyal.
The time is 02:35.
Ran for 2 turns (stop reason: hostile spotted to the northeast (Orcs patrol)).
Today is the 2nd Regrowth of the 126th year of the Age of Ascendancy of Maj'Eyal.
The time is 01:00.
Today is the 3rd Regrowth of the 126th year of the Age of Ascendancy of Maj'Eyal.
The time is 02:13.
Today is the 4th Regrowth of the 126th year of the Age of Ascendancy of Maj'Eyal.
The time is 03:26.
There is a Entrance to Gorbat Pride bastion here (press '' or right click to use).
There is an exit to the worldmap here (press '' or right click to use).
You feel mildly anxious, and walk with caution.


















































































































































