











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Adept Passive Fix 1.7.0Request from Zeyphor on the Discord. Fixes the Adept bug by forcibly recalculating all your talent passives when you learn it. Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Low Health Popup 1.7.0Pops up a warning dialog if your life falls below a configurable percent of your maximum life. The warning threshold can be configured via the "Low-health warning popup threshold" setting in the UI tab of the Game Options dialog. Also available as part of the ZOmnibus Addon Pack Frequently Asked Questions: Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Friendly Patrols 1.7.4Changes Maj-Eyal & Far East world map patrols to always be friendly by altering their faction (and hate for arcane magic). Go to Landmark 1.7.4Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Quick Combos 1.7.4Lets you link together instant talents so that you can use them with one button press. 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. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] 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 | Doomelf |
| Class | Reaver |
| Level / Exp | 39 / 90% |
| Size | medium |
| Lifes / Deaths | Killed by Pl0ginside's Inner Demon at level 39 on the 49th Haze 123rd year of Ascendancy at 15:15 / 2Killed by Zubotira the squid at level 39 on the 79th Haze 123rd year of Ascendancy at 02:15 |
Primary Stats
| Strength | 47 (base 27) |
| Dexterity | 79 (base 60) |
| Constitution | 22 (base 10) |
| Magic | 95 (base 60) |
| Willpower | 32 (base 10) |
| Cunning | 40 (base 22) |
Resources
| Mana | 518/618 |
| Equilibrium | 6790 |
| Vim | 213/279 |
| Life | -295/791 |
| Steam | 100/100 |
| Healing Factor | 1.1024166372473 |
| Regeneration | 0.27560415931183 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 6 |
| See Invisible | 12 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 77 |
| Accuracy | 56 |
| Crit Chance | 36% |
| APR | 13 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 41 |
| Accuracy | 56 |
| Crit Chance | 34% |
| APR | 11 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 87 |
| Crit Chance | 25% |
| Speed | 1 |
Offense: Mind
| Mindpower | 35 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +23% |
| Light | +31% |
| Blight | +64% |
| Arcane | +17% |
| All | +8% |
Offense: Damage Penetration
| Acid | +35% |
| Cold | +30% |
| Darkness | +45% |
| Blight | +40% |
| Physical | +40% |
| Mind | +40% |
| All | +25% |
Defense: Base
| Armour (hardiness) | 24 (38.594633868923%) |
| Defense | 68 |
| Ranged Defense | 68 |
| Fatigue | 0 |
| Physical Save | 26 |
| Spell Save | 35 |
| Mental Save | 30 |
Defense: Resistances
| Acid | + 38%( 70%) |
| Physical | + 21%( 70%) |
| Cold | + 36%( 70%) |
| All | + 19%( 70%) |
| Darkness | + 41%( 70%) |
| Light | + 47%( 70%) |
| Temporal | + 29%( 70%) |
| Lightning | + 52%( 70%) |
| Fire | + 47%( 70%) |
| Nature | + 21%( 70%) |
Defense: Immunities
| Stun Resistance | 75% |
| Confusion Resistance | 36% |
| Teleport Resistance | 100% |
| Blind Resistance | 100% |
| Silence Resistance | 100% |
| Disarm Resistance | 100% |
| Pinning Resistance | 15% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 15% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: StormshieldUse 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 summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 23 up to 5 times. Its effects scale with your Constitution 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 124 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 Magic 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 726% 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. |
| 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 156% efficiency and cooldown mod of 73%. Its effects scale with your Strength stat. |
Class Talents
| Corruption / Scourge | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Corruption / Bone | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Corruption / Reaving combat | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Corruption / Vim | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Plague | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 2/5 |
| Corruption / Sanguisuge | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 3/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Harmony | 1.00 |
| 3/5 |
| 5/5 |
| 2/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Doomelf | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Staff combat | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Corruption / Torment | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You successfully escorted the injured seer to the recall portal on level 6 of Dreadfell. Escort: injured seer (level 6 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the injured seer to the recall portal on level 8 of Dreadfell. Escort: injured seer (level 8 of Dreadfell)As a reward you improved Magic by +5. | done |
You failed to protect the lone alchemist from death by Adamina the black mamba. Escort: lone alchemist (level 2 of Daikara) | failed |
You failed to protect the lone alchemist from death by grave wight. Escort: lone alchemist (level 5 of Dreadfell) | failed |
You failed to protect the lost defiler from death by Silada the rattlesnake. Escort: lost defiler (level 3 of Trollmire) | failed |
You failed to protect the lost sun paladin from death by Pl0ginside. Escort: lost sun paladin (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost tinker to the recall portal on level 2 of Heart of the Gloom. Escort: lost tinker (level 2 of Heart of the Gloom)As a reward you gained knowledge of tinker technology. | done |
You failed to protect the lost warrior from death by Betadhewen the storm drake hatchling. Escort: lost warrior (level 1 of Old Forest) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Dreadfell. Escort: lost warrior (level 2 of Dreadfell)As a reward you improved talent Vitality (+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 |
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have found your way out of the primary ambush. * You have destroyed Rogroth the Eater of Souls and made your escape possible. Flee! | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
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. | 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 AlchemistsMarus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed vial of fire wyrm saliva. * You've found the needed hummerhorn wing. * You've found the needed black mamba head. 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 skeleton mage skull. * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * You've found the needed green worm. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed vial of greater demon bile. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' | 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 within6 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe Grand Corruptor died during the attack before he had time to teach you his ways. | failed |
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* Find a Blood-Runed Athame. * Find a Resonating Diamond. | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided 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 | Adessra the Voidnail (0 def, 1 armour) 2.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: offense ------ Damage +6% blight Ignore resists +20% darkness defense ------ Armor +1 Resistance +12% temporal +6% fire +2% physical Physical save +9 (+5 eff.) Spell save +6 (+3 eff.) Life +60.00 Silence Resist +26% Confus Resist +26% Pinning Resist +15% Stun Resist +25% Knockbk Resist +15% Teleport Resist +100% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% A pair of boots made of leather. |
| Light source | brass lantern 'Adanne'2.0 Encumbrance T1 lite [Rare] Arcane While equipped: Stats +3 Mag offense ------ When Hit 10 fire defense ------ Armor +6 Resistance +3% nature +6% fire Unlife -60.00 life Blind Resist +20% other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Xerilewen (0 def, 5 armour) 2.0 Encumbrance T5 head armor [Random Unique] Nature/Master While equipped: Stats +8 Str offense ------ Spell Crit +2% Critical power +5.00% Spellpower +15 (+3 eff.) Spellpower/crit +6 defense ------ Armor +5 Fatigue +5% Resistance +15% acid +22% fire +11% lightning +21% cold Silence Resist +50% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% A hat made of leather. Very stylish. |
| On hands | Steam Powered Gauntlets (0 def, 12 armour) 1.5 Encumbrance T5 hands armor [Unique] Steamtech The more steam the better! While equipped: Stats +6 Str +6 Dex offense ------ Physical Crit +10.0% Steam Crit +10% Critical power +30.00% Damage +8% all defense ------ Armor +12 Disarm Resist +140% other ------- Talents +4 Iron Grip Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Gauntlets. But with steam power! |
| Tool | extending yew totem of healing [power 248] (4/15 cooldown)2.0 Encumbrance T3 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 248 Puts all charms on 15 turn cooldown 100% to increase the duration of 2 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Jetroar the steel ring0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: Stats +4 Dex offense ------ Spell Crit +3% Spellpower +20 (+4 eff.) Spellpower/crit +10 Accuracy +8 (+3 eff.) defense ------ Resistance +12% darkness other ------- Max mana +100.00 Rings make your fingers look great! |
| On fingers | gold ring 'Quenchobeisance'0.1 Encumbrance T3 ring jewelry [Rare] Arcane While equipped: Stats +5 Mag offense ------ Physical Power +7 (+2 eff.) Spellpower +22 (+5 eff.) Mindpower +7 (+4 eff.) Ignore resists +5% cold Ignore Shields +30% other ------- Vim-on-crit +1.00 Rings make your fingers look great! |
| Around neck | The Black Core0.1 Encumbrance T2 amulet jewelry [Unique] Arcane While equipped: offense ------ Spellpower +5 (+1 eff.) defense ------ Resistance +15% darkness Unlife -100.00 life Blind Resist +100% other ------- Infravision +6 Masteries +0.20 Corruption/Black-magic Shadow Power +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
| In main hand | magewarrior's short dragonbone vilestaff (136% power, 6 apr, blight element) 5.0 Encumbrance T5 staff 1H weapon [Ego+] Master Weapon Damage 137% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On Hit: * injects a simple virus dealing 66 blight damage on hit and lowering the victims highest stat While equipped: offense ------ Physical Crit +7.0% Spell Crit +7% Physical Power +7 (+2 eff.) Spellpower +23 (+5 eff.) Damage +30% blight Accuracy +10 (+4 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| Around waist | Isletta the hardened leather belt 1.0 Encumbrance T3 belt armor [Rare] Master While equipped: Stats +6 Wil offense ------ Physical Crit +5.0% Critical power +28.00% Physical Power +5 (+1 eff.) Spellpower +25 (+5 eff.) Ignore resists +15% mind defense ------ Resistance +9% acid other ------- Mana-on-crit +2.00 Vim-on-crit +2.00 A belt that goes around your waist. |
| In off hand | yew vilestaff 'Isilaith' (120% power, 4 apr, blight element)5.0 Encumbrance T3 staff 1H weapon [Rare] Master Weapon Damage 121% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +2 Wil offense ------ Spell Crit +3% Critical power +20.00% Spellpower +13 (+3 eff.) Spellpower/crit +10 Damage +9% arcane +20% blight Ignore resists +15% blight +15% physical other ------- Max mana +80.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| Cloak | Destala's Scales (10 def, 0 armour) 2.0 Encumbrance T3 cloak armor [Unique] Nature While equipped: Stats +6 Cun offense ------ Mindpower +6 (+3 eff.) Damage +15% acid Ignore resists +10% acid defense ------ Defense +10 (+2 eff.) Resistance +30% lightning Stun Resist +50% other ------- Masteries +0.20 Wild-gift/Venom drake aspect On Nature Hit: 10% Acidic Spray level 2 Dissolve: Effective talent level: 2.4 Power cost 20 out of 17/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Is: a mind power and a nature gift Description: You strike the enemy with a rain of fast, acidic blows. You strike four times for pure acid damage. Every blow does 45% damage. Every two talent levels, one of your strikes becomes blinding acid instead of normal acid, blinding the target 25% of the time if it hits. Each point in acid drake talents also increases your acid resistance by 1%. This talent will also attack with your shield, if you have one equipped. This cloak is made from the scales of an infamous Venom Drake that terrorized the country side towards the end of the Age of Dusk. It was slain by a party led by Kestin Highfin, who had this cloak fashioned personally. |
| Main armor | Ce'Nimilaith (0 def, 0 armour) 2.0 Encumbrance T5 cloth armor [Random Unique] Arcane/Psionic While equipped: Stats +8 Str +8 Dex +14 Mag +12 Wil +12 Cun +11 Con offense ------ Critical power +20.00% Spellpower +20 (+4 eff.) Spellpower/crit +5 Damage +23% light defense ------ Resistance +34% light +15% all Crit Resistance 15.00% Silence Resist +41% other ------- Hate-on-crit +4.00 Psi-on-crit +3.00 See Invisibility +12 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
medical injector implant (efficiency 147% / cooldown 70%)0.1 Encumbrance T1 implant scroll [Normal] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 147% efficiency and cooldown mod of 70%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
movement infusion of the titan (speed 466%; cd 9)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 9 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 466% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
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) 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 Dissipation ( )0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Range 10 Cooldown: 20 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. |
shatter afflictions rune of the warrior (absorb 81; cd 12)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 12 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 81 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune of the psychic (threshold 20; blocks 5; dur 4; cd 15)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 20 up to 5 times. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune of the psychic (range 79; cd 12)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 12 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 79 with a minimum range of 15. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
4 schematic: Air Recycler0.1 Encumbrance 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: Alchemist's Helper0.1 Encumbrance 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. |
6 schematic: Armour Reinforcement0.1 Encumbrance 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: Back Support0.1 Encumbrance 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: Botanical Shell0.1 Encumbrance 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 Encumbrance 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 Encumbrance 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: Explosive Shell0.1 Encumbrance 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: Fatal Attractor0.1 Encumbrance 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: Fiery Salve0.1 Encumbrance 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: Fireproof Coating0.1 Encumbrance 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: Flare Shell0.1 Encumbrance 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: Flash Powder0.1 Encumbrance 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: Frost Salve0.1 Encumbrance 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: Fungal Web0.1 Encumbrance 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: Grounding Strap0.1 Encumbrance 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: Healing Salve0.1 Encumbrance 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: Iron Grip0.1 Encumbrance 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: Itching Powder0.1 Encumbrance 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: Kinetic Stabiliser0.1 Encumbrance 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: Lightning Coil0.1 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance 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: Power Distributor0.1 Encumbrance 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: Razor Edge0.1 Encumbrance 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 Encumbrance 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 Encumbrance 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: Saw Shell0.1 Encumbrance 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: Second Skin0.1 Encumbrance 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: Shocking Edge0.1 Encumbrance 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: Shocking Touch0.1 Encumbrance 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: Silver Filigree0.1 Encumbrance 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: Spring Grapple0.1 Encumbrance 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 Encumbrance 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: Thunderclap Coating0.1 Encumbrance 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: Toxic Cannister Launcher0.1 Encumbrance 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: Viral Needlegun0.1 Encumbrance 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: Voltaic Sentry0.1 Encumbrance 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: Water Salve0.1 Encumbrance 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 Encumbrance 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 Encumbrance scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Falorek the Prismrebel0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Dex +1 Mag defense ------ Resistance +10% lightning Stun Resist +22% other ------- Light +1 Infravision +1 Amulets make your neck look great! |
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 (+8 eff.) Spell save +15 (+6 eff.) Mind save -7 (-4 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. |
Sparkquake0.1 Encumbrance T4 amulet jewelry [Rare] Master While equipped: Stats +6 Wil offense ------ Damage +6% lightning defense ------ Blind Resist +20% Disarm Resist +20% Pinning Resist +20% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Masteries +0.31 Corruption/Bone +0.31 Steamtech/Physics Amulets make your neck look great! |
The Far-Hand0.1 Encumbrance T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con defense ------ Teleport Resist +100% Teleport: Effective talent level: 4.0 Power cost 36 out of 36/36. Range 10 Cooldown: 30 Travel.spd instantaneous Is: a spell Description: Teleports you randomly within a large range (187). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
Prismbutcher0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: offense ------ Ignore resists +5% light defense ------ Resistance +15% acid +6% fire Crit Resistance 10.00% Unlife -20.00 life Life Regen +3.00 Disarm Resist +10% Stun Resist +24% 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 (+3 eff.) other ------- Masteries +0.20 Corruption/Fearfire Shadow Power +5 On Spell Hit: 10% Darkfire level 3 Grants spell-crit equal to half of your Shadow Power. "An innocuous bauble. Until you look through the hole." |
copper citrine ring0.1 Encumbrance T1 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +5 Dex +3 Wil +7 Cun offense ------ On-Hit 7 physical On-Ranged-Hit 7 physical Accuracy +6 (+2 eff.) On-Hit (Melee): * 10% chance to reduce all saves and defense by 23 * 20 arcane resource burn * 20% chance to slow global speed by 50% On-Hit (Ranged): * 11% chance to reduce all saves and defense by 23 defense ------ Resistance +3% darkness Mind save +6 (+3 eff.) other ------- Hate-on-crit +2.00 Max hate +6.00 Light +4 Infravision +4 Bleeding Edge: Puts all charms on 20 turn cooldown Effective talent level: 4.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
copper citrine ring0.1 Encumbrance T1 ring jewelry [Ego+] Nature While equipped: defense ------ Resistance +6% nature +6% blight Poison Resist +10% Disease Resist +11% other ------- Light +4 Infravision +4 Rings make your fingers look great! |
sneakthief's steel ring of speed0.1 Encumbrance T2 ring jewelry [Ego++] Master While equipped: Stats +5 Cun +6 Dex offense ------ Move Speed +10% Accuracy +13 (+4 eff.) defense ------ Defense +6 (+1 eff.) Blinding Speed: Puts all charms on 40 turn cooldown Effective talent level: 2.0 Power cost 40 out of 40/40. Range melee/personal Cooldown: 55 Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 23% for 5 turns. Rings make your fingers look great! |
steel ring 'Gitta'0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: Stats +2 Cun offense ------ Mindpower +5 (+3 eff.) Damage +24% blight +9% mind When Hit 4 mind 4 temporal defense ------ Life +26.00 Disarm Resist +28% Pinning Resist +28% Knockbk Resist +30% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Rings make your fingers look great! |
steel ring 'Morbushash' =cun5=0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: Stats +6 Str +2 Mag +5 Cun +6 Con offense ------ Physical Power +8 (+2 eff.) When Hit 6 cold On-Hit (Melee): * 10% chance to slow global speed by 50% other ------- Light +3 Infravision +3 Rings make your fingers look great! |
steel ring 'Sepsisscar' =cun5=0.1 Encumbrance T2 ring jewelry [Rare] Psionic While equipped: Stats +5 Cun +5 Wil offense ------ Physical Crit +2.0% Mindpower +8 (+4 eff.) Damage +6% light Ignore resists +25% nature defense ------ Armor +8 Physical save +9 (+5 eff.) Rings make your fingers look great! |
Swordbreaker (129% power, 20 apr) =cun8=1.0 Encumbrance T3 dagger 1H weapon [Unique] Master Weapon Damage 129% Range: 1.0x-1.3x Uses 50% Cun, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +15.0% Attack Speed 111% On Critical: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex defense ------ Hardiness +20% Defense +15 (+4 eff.) Physical save +15 (+8 eff.) Disarm Resist +50% other ------- Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
Jetquell the voratun longsword (153% power, 6 apr) =stats=3.0 Encumbrance T5 longsword 1H weapon Reqs Str 48 [Random Unique] Nature/Psionic Weapon Damage 154% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +20 mind On Hit: * 25% chance to reduce all saves and defense by 23 While equipped: Stats +9 Str +8 Dex +10 Mag +27 Wil +19 Cun +20 Con offense ------ Damage +6% lightning When Hit 8 lightning 6 darkness On-Hit (Melee): * 20% chance to reduce damage dealt by 19% defense ------ Resistance +5% arcane Life +30.00 Sharp, long, and deadly. |
Blizzardviper (129% power, 5 apr, light element)5.0 Encumbrance T4 staff 2H weapon [Random Unique] Arcane Weapon Damage 129% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Spell Crit +11% Critical power +32.00% Spellpower +24 (+5 eff.) Spellpower/crit +7 On-Hit 24 fire Damage +25% light defense ------ Armor +2 Resistance +12% nature +9% cold Physical save +10 (+5 eff.) Spell save +9 (+4 eff.) Mind save +10 (+5 eff.) Unlife -20.00 life Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- See Invisibility +10 Talents +1 Command Staff Conjure elemental energy in a radius 8 cone, dealing 72.68 to 87.22 light damage Puts all charms on 8 turn cooldown Staves designed for wielders of magic, by the greats of the art. |
Shockumbra (129% power, 5 apr, cold element)5.0 Encumbrance T4 staff 2H weapon [Random Unique] Arcane/Nature/Master Weapon Damage 129% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Spell Crit +13% Critical power +14.00% Spellpower +12 (+3 eff.) Damage +6% lightning +25% cold +6% acid Ignore resists +25% lightning defense ------ Armor +4 Hardiness +6% Defense +8 (+2 eff.) Resistance +3% lightning +6% acid Physical save +5 (+3 eff.) other ------- Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 2.0 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 200.78 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
short elven-wood vilestaff of illumination (129% power, 5 apr, blight element)5.0 Encumbrance T4 staff 1H weapon [Ego] Nature/Master Weapon Damage 129% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Spell Crit +4% Spellpower +12 (+3 eff.) Damage +25% blight defense ------ Defense +8 (+2 eff.) other ------- Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 1.0 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 149.09 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
Hanumas =cun10=1.0 Encumbrance T3 belt armor [Random Unique] Nature/Master While equipped: Stats +4 Str +10 Wil +10 Cun +4 Con offense ------ Physical Power +5 (+1 eff.) Against +34% Summoned defense ------ Resistance +6% blight +6% nature +3% acid Resist Against +35% Summoned Physical save +11 (+6 eff.) other ------- Size +1 A belt that goes around your waist. |
Shadowstrider the hardened leather belt1.0 Encumbrance T3 belt armor [Rare] Arcane While equipped: offense ------ Ignore resists +20% darkness defense ------ Armor +14 Resistance +9% light Anomaly Control +16 Life +178.00 Silence Resist +20% Knockbk Resist +20% other ------- Max mana +56.00 Max stamina +49.00 Max hate +15.00 Max psi +32.00 Max vim +32.00 Max positive +28.00 Max negative +32.00 A belt that goes around your waist. |
Stormpython the drakeskin leather belt1.0 Encumbrance T5 belt armor [Random Unique] Nature/Master While equipped: Stats +4 Con offense ------ Physical Crit +6.0% Critical power +12.00% Physical Power +5 (+1 eff.) Mindpower +8 (+4 eff.) Damage +12% lightning Accuracy +20 (+6 eff.) Ignore Armor +2 defense ------ Defense +15 (+4 eff.) Resistance +6% lightning Mind save +11 (+5 eff.) Life +58.00 A belt that goes around your waist. |
Shadeveil (1 def, 6 armour) =oop=2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: offense ------ Damage +6% darkness When Hit 10 darkness On-Hit (Melee): * 20% chance to reduce damage dealt by 19% defense ------ Armor +6 Defense +1 (+0 eff.) Resistance +6% darkness +10% cold Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
silk robe of power (0 def, 0 armour)2.0 Encumbrance T4 cloth armor [Ego+] Arcane While equipped: Stats +0 Str +0 Dex +0 Mag +0 Wil +0 Cun +0 Con offense ------ Spellpower +13 (+3 eff.) Damage +13% all defense ------ Resistance +13% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Rimegrinder (0 def, 1 armour) =dex4=2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +6 Lck +4 Dex offense ------ Spell Crit +3% Spellpower +10 (+2 eff.) Damage +3% cold Ignore resists +20% blight defense ------ Armor +1 Stealth +6 other ------- Max mana +20.00 A pair of boots made of leather. |
Shoes of Moving Quickly (10 def, 12 armour)2.0 Encumbrance T4 feet armor [Unique] Steamtech While equipped: Stats +8 Cun +8 Dex offense ------ Steampower +5 (+2 eff.) defense ------ Armor +12 Defense +10 (+2 eff.) Fatigue +3% Pinning Resist +100% Knockbk Resist -100% You move 3 spaces at once. Accurately? Less so. |
rough leather gloves 'Glymira' (0 def, 7 armour)1.0 Encumbrance T1 hands armor [Rare] Psionic While equipped: Stats +3 Dex offense ------ Physical Power +10 (+3 eff.) Accuracy +25 (+7 eff.) defense ------ Armor +7 Unlife -80.00 life Life Regen +2.00 other ------- Stamina/turn +0.60 Max stamina +10.00 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. |
Delastir the hardened leather hat (0 def, 6 armour) =cun8=2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +8 Cun offense ------ Mindpower +5 (+3 eff.) defense ------ Armor +6 Fatigue +3% Resistance +3% fire +3% mind +6% temporal Physical save +9 (+5 eff.) Silence Resist +20% other ------- Hate-on-crit +1.00 Infravision +3 A hat made of leather. Very stylish. |
Galothad (0 def, 3 armour)2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +4 Cun +4 Dex offense ------ Damage +30% blight Ignore resists +25% blight Ignore Armor +7 On-Hit (Melee): * 20% chance to reduce all saves and defense by 23 defense ------ Armor +3 Fatigue +3% Resistance +15% blight Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% A cap made of leather. |
Veleyavea (0 def, 1 armour) =cun8=2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +8 Cun +3 Wil offense ------ Physical Power +20 (+6 eff.) Mindpower +9 (+5 eff.) defense ------ Armor +1 Fatigue +1% other ------- Max hate +2.00 A cap made of leather. |
9 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. |
1090 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. |
2 onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
6 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+1 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 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. |
7 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 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns)3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
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: "A View From The Gallery"2.0 Encumbrance T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
2 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. |
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. |
5 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Arthilathachak the brass lantern =cun4=2.0 Encumbrance T1 lite [Rare] Psionic While equipped: Stats +2 Mag +4 Wil +4 Cun +1 Con offense ------ Damage +6% mind Ignore resists +10% mind defense ------ Resistance +3% mind other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
1.0 Encumbrance lite [Unique] Arcane While equipped: other ------- Light +3 Fearscape Shift: Effective talent level: 2.0 Power cost 25 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 180.53 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 180.53 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. |
brass lantern 'Velytta' =oop,silence=2.0 Encumbrance T1 lite [Rare] Arcane While equipped: offense ------ When Hit 11 fire defense ------ Resistance +3% temporal +3% blight +6% fire +5% arcane +12% cold Silence Resist +20% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
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. |
Orb of Many Ways1.0 Encumbrance orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Automated Portable Extractor0.0 Encumbrance 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. |
8 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. |
2 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 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
great healing salve [power 240] great healing salve [power 240]1.0 Encumbrance T4 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 240 Puts Talent Medical Injector on 15 turn cooldown Medical salve. |
great pain suppressor salve [power 209] great pain suppressor salve [power 209]1.0 Encumbrance T4 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Let you fight up to -209 life and reduces all damage by 20% for 6 turns (takes no time to activate) Puts Talent Medical Injector on 10 turn cooldown Activation is instant. Medical salve. |
potent frost salve [power 12] potent frost salve [power 12]1.0 Encumbrance T2 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 1 physical effects and grants a frost aura (12% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
potent pain suppressor salve [power 139] potent pain suppressor salve [power 139]1.0 Encumbrance T2 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Let you fight up to -139 life and reduces all damage by 14% for 5 turns (takes no time to activate) Puts Talent Medical Injector on 10 turn cooldown Activation is instant. Medical salve. |
powerful frost salve [power 15] powerful frost salve [power 15]1.0 Encumbrance T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 2 physical effects and grants a frost aura (15% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
powerful healing salve [power 201] powerful healing salve [power 201]1.0 Encumbrance T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 201 Puts Talent Medical Injector on 15 turn cooldown Medical salve. |
powerful water salve [power 15] powerful water salve [power 15]1.0 Encumbrance T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 2 mental effects and grants a water aura (15% blight, mind and acid affinity). Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
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. |
mastercraft viral injector0.0 Encumbrance T4 steamtech tinker [Normal] Steamtech Attachable to weapon Infects targets with a stat reducing disease. Tinkers can be attached to normal items to improve them with steam power! |
powerful air recycler0.0 Encumbrance T3 steamtech tinker [Normal] Steamtech Attachable to head When attached: defense ------ Silence Resist +30% Returns 3 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
powerful second skin0.0 Encumbrance T3 steamtech tinker [Normal] Steamtech Attachable to body When attached: defense ------ Life Regen +6.00 Poison Resist +50% Disease Resist +50% Cut Resist +50% Tinkers can be attached to normal items to improve them with steam power! |
Chamindil the iron torque of mindblast [power 100] (4/15 cooldown)2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: defense ------ Resistance +3% nature Mind save +3 (+1 eff.) Silence Resist +20% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% Blast the opponent's mind dealing 108 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
Emuma [power 2] (4/25 cooldown)2.0 Encumbrance T3 torque charm [Rare] Psionic While equipped: Stats +1 Wil +3 Con offense ------ Critical power +15.00% Mindpower +15 (+7 eff.) other ------- See Invisibility +9 Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 turn cooldown Torques are made by powerful psionics to store psionic powers. |
stralite torque of psionic shield [power 115] (4/25 cooldown)2.0 Encumbrance T4 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 115 for 5 turns Puts all charms on 25 turn cooldown Torques are made by powerful psionics to store psionic powers. |
3 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. |
4 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. |
10 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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 Pl0ginside the Doomelf Reaver level 35
31st Dusk 123rd year of Ascendancy at 21:52 see stats
Against all odds (Insane (Roguelike) difficulty)
Killed Ukruk in the ambush.By Pl0ginside the Doomelf Reaver level 35
28th Dusk 123rd year of Ascendancy at 15:22 see stats
Brave new world (Insane (Roguelike) difficulty)
Went to the Far East and took part in the war.By Pl0ginside the Doomelf Reaver level 38
54th Dusk 123rd year of Ascendancy at 18:29 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Pl0ginside the Doomelf Reaver level 12
24th Haze 122nd year of Ascendancy at 20:56 see stats
Destroyer's bane (Insane (Roguelike) difficulty)
Killed Golbug the Destroyer.By Pl0ginside the Doomelf Reaver level 37
49th Dusk 123rd year of Ascendancy at 18:33 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By Pl0ginside the Doomelf Reaver level 38
52nd Dusk 123rd year of Ascendancy at 07:28 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Pl0ginside the Doomelf Reaver level 23
22nd Regrowth 123rd year of Ascendancy at 21:14 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Pl0ginside the Doomelf Reaver level 33
7th Flare 123rd year of Ascendancy at 06:58 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By Pl0ginside the Doomelf Reaver level 31
76th Pyre 123rd year of Ascendancy at 03:46 see stats
Hell has no fury like a demon scorned! (Insane (Roguelike) difficulty)
Escaped the Searing Halls.By Pl0ginside the Doomelf Reaver level 5
77th Pyre 122nd year of Ascendancy at 14:43 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Pl0ginside the Doomelf Reaver level 10
17th Haze 122nd year of Ascendancy at 18:37 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Pl0ginside the Doomelf Reaver level 20
7th Allure 123rd year of Ascendancy at 19:45 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Pl0ginside the Doomelf Reaver level 30
55th Pyre 123rd year of Ascendancy at 05:27 see stats
Once bitten, twice shy (Insane (Roguelike) difficulty)
Escaped the Anteroom of Agony.By Pl0ginside the Doomelf Reaver level 32
1st Mirth 123rd year of Ascendancy at 21:49 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Pl0ginside the Doomelf Reaver level 28
31st Pyre 123rd year of Ascendancy at 11:52 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By Pl0ginside the Doomelf Reaver level 27
64th Regrowth 123rd year of Ascendancy at 18:51 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Pl0ginside the Doomelf Reaver level 24
47th Regrowth 123rd year of Ascendancy at 01:47 see stats
Sliders (Insane (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By Pl0ginside the Doomelf Reaver level 37
50th Dusk 123rd year of Ascendancy at 01:03 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By Pl0ginside the Doomelf Reaver level 19
2nd Allure 123rd year of Ascendancy at 00:50 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Pl0ginside the Doomelf Reaver level 7
78th Dusk 122nd year of Ascendancy at 05:58 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 Pl0ginside the Doomelf Reaver level 28
8th Pyre 123rd year of Ascendancy at 15:09 see stats
The bigger the better! (Insane (Roguelike) difficulty)
Did over 3000 damage in one attack.By Pl0ginside the Doomelf Reaver level 33
20th Dusk 123rd year of Ascendancy at 21:25 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Pl0ginside the Doomelf Reaver level 12
35th Haze 122nd year of Ascendancy at 16:06 see stats
Thralless (Insane (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Pl0ginside the Doomelf Reaver level 28
8th Pyre 123rd year of Ascendancy at 05:06 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Pl0ginside the Doomelf Reaver level 29
46th Pyre 123rd year of Ascendancy at 20:53 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Pl0ginside the Doomelf Reaver level 18
71st Haze 122nd year of Ascendancy at 10:46 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By Pl0ginside the Doomelf Reaver level 39
49th Haze 123rd year of Ascendancy at 15:16 see stats
Vampire crusher (Insane (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Pl0ginside the Doomelf Reaver level 34
27th Dusk 123rd year of Ascendancy at 19:34 see stats
Log
Turtle uses Shell Shield.
Turtle takes cover under its shell.
Giant spider uses Spit Poison.
Giant spider hits Pl0ginside for (46 to ice), 69 nature (69 total damage).
Gilegama the water imp uses Wild Summon.
Talent Catalepsy is ready to use.
Haunted from Zubotira the squid hits Pl0ginside for (14 to ice), 21 mind, (13 to ice), 19 darkness (40 total damage).
Pl0ginside casts Drain.
Pl0ginside forces the iceblock to shatter.
Pl0ginside is free from the ice.
Ukllmswwik the Wise uses Ice Claw.
Pl0ginside resists!
Ukllmswwik the Wise casts Water Bolt.
Turtle shrugs off the effect 'Frozen'!
Ukllmswwik the Wise hits Pl0ginside for 151 cold, 11 nature, 9 cold, 27 cold (198 total damage).
Ukllmswwik the Wise hits Turtle for 42 cold, 2 nature, 2 cold (46 total damage).
Melee retaliation hits Ukllmswwik the Wise for 5 fire damage.
Gilegama the water imp summons a War Hound!
Gilegama the water imp's mind surges with critical power!
Pl0ginside becomes more vulnerable to physical.
Ukllmswwik the Wise breathes poison!
Pl0ginside is poisoned!
Turtle is poisoned!
Ukllmswwik the Wise hits Pl0ginside for 30 nature damage.
Ukllmswwik the Wise hits Turtle for 6 nature damage.
Talent Infusion: Movement is ready to use.
Poison from Ukllmswwik the Wise hits Pl0ginside for 30 nature damage.
Haunted from Zubotira the squid hits Pl0ginside for 36 mind damage.
Pl0ginside the level 39 doomelf reaver was psyched to death by Zubotira the squid on level 2 of Flooded Cave.


































































































































