














Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 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 | Nightmare Roguelike |
| Sex | Female |
| Race | Cornac |
| Class | Rogue |
| Level / Exp | 39 / 8% |
| Size | medium |
| Lifes / Deaths | Killed by Kor's Fury at level 39 on the 2nd Wintertide 124th year of Ascendancy at 02:46 / 1 |
Primary Stats
| Strength | 32 (base 11) |
| Dexterity | 82 (base 60) |
| Constitution | 48 (base 28) |
| Magic | 29 (base 17) |
| Willpower | 32 (base 10) |
| Cunning | 101 (base 60) |
Resources
| Life | -346/991 |
| Stamina | 217/299 |
| Healing Factor | 1.4478383355188 |
| Regeneration | 19.183857945623 |
Speed
| Mental | -1.1102230246252E-14% |
| Attack | 0% |
| Movement | +1.7763568394003E-13% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 5 |
| See Stealth | 49.871893227577 |
| See Invisible | 49.871893227577 |
Offense: Mainhand
| Damage | 117 |
| Accuracy | 62 |
| Crit Chance | 44% |
| APR | 13 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 82 |
| Accuracy | 62 |
| Crit Chance | 42% |
| APR | 13 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 24 |
| Crit Chance | 28% |
| Speed | 1 |
Offense: Mind
| Mindpower | 40 |
| Crit Chance | 28% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +14% |
| Physical | +29% |
| Acid | +14% |
| Arcane | +8% |
| Mind | +20% |
| All | +2% |
Offense: Damage Penetration
| Physical | +13% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 26 (49.007671158813%) |
| Defense | 68 |
| Ranged Defense | 68 |
| Fatigue | 0 |
| Physical Save | 40 |
| Spell Save | 31 |
| Mental Save | 43 |
Defense: Resistances
| Acid | + 26%( 70%) |
| Blight | + 26%( 70%) |
| Arcane | + 19%( 70%) |
| Cold | + 30%( 70%) |
| All | + 10%( 70%) |
| Lightning | + 40%( 70%) |
| Light | + 18%( 70%) |
| Physical | + 14%( 70%) |
| Fire | + 49%( 70%) |
| Nature | + 15%( 70%) |
Defense: Immunities
| Stun Resistance | 87% |
| Confusion Resistance | 51% |
| Poison Resistance | 10% |
| Disarm Resistance | 40% |
| Teleport Resistance | 100% |
| Silence Resistance | 28% |
| Pinning Resistance | 0% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 30% |
Inscriptions (5/5)
| Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 248 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 666% 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 Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 420 life over 5 turns. Its effects scale with your Cunning stat. |
Class Talents
| Cunning / Artifice | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Stealth | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Duelist | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Trapping | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Throwing knives | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 4/5 |
| Technique / Dual techniques | 1.30 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Assassination | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Cunning / Poisons | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| 5/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 5/5 |
| Cunning / Lethality | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You have 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 again | active |
You successfully escorted the lone alchemist to the recall portal on level 1 of Dreadfell. Escort: lone alchemist (level 1 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you improved Cunning by +5. | done |
You failed to protect the lost warrior from death by naga psyren. Escort: lost warrior (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: repented thief (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Dreadfell. Escort: repented thief (level 3 of Dreadfell)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: temporal explorer (level 1 of Ruins of Kor'Pul)As a reward you improved Cunning by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Old Forest. Escort: temporal explorer (level 2 of Old Forest)As a reward you improved Cunning by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | 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. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 635. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed vampire lord fang. * You've found the needed black mamba head. * You've found the needed length of troll intestine. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed green worm. * You've found the needed electric eel tail. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed giant spider spinneret. * You've found the needed wretchling eyeball. * You've found the needed chunk of ghoul flesh. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided 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 | undeterred pair of hardened leather boots of invasion (0 def, 3 armour) =31% Stun/frz=2.0 T3 feet armor [Ego++] Arcane/Master While equipped: dps ---------- Phys.crit +3.0% Phys.pwr +4 (+1 eff.) Res.pen +8% physical ----- def ----- Armour +3 Silence- +28% Confus- +31% Stun/Frz- +31% A pair of boots made of leather. |
| Light source | alchemist's lamp 'Snowsaw'1.0 T3 lite [Rare] Nature While equipped: Stats +4 Str +4 Mag +2 Wil ----- def ----- Resists +3% cold Max.HP +49.00 ---------- misc Light +4 Infravis +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | hardened leather cap 'Chamusavon' (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +4 Dex dps ---------- Phys.pwr +15 (+5 eff.) Res.pen +5% physical Melee Ret 6 acid ----- def ----- Armour +3 Fatigue +3% Resists +2% physical Phys.save +3 (+1 eff.) ---------- misc Max.stam +30.00 A cap made of leather. |
| On hands | Gloves of the Firm Hand (0 def, 8 armour) =30% Stun/frz=1.0 T3 hands armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +8 Disarm- +40% Stun/Frz- +30% Knockbk- +30% ---------- misc Cooldown Clinch -2 Unarmed combat: Power 19.0 - 20.9 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +7.0% Atk.spd 100% On Hit: 20% Clinch 3 On Hit: 10% Maim 3 On Hit: 10% Take Down 3 These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
| Tool | stralite torque of psionic shield 'Eremegrim' [power 119] (1/14 cooldown)2.0 T4 torque charm [Rare] Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +18% mind ----- def ----- Armour +4 Resists +18% lightning +6% cold +6% nature Die.at -80.00 life Setup a psionic shield, reducing all damage taken by 119 for 5 turns Puts all charms on 14 cooldown 100% to increase the duration of 2 beneficial effects by 3. Torques are made by powerful psionics to store psionic powers. |
| On fingers | psionicist's gold ring of perseverance0.1 T3 ring jewelry [Ego] Master/Psionic While equipped: Stats +5 Wil ----- def ----- Mind.save +10 (+4 eff.) HP.reg +4.00 Stun/Frz- +26% Rings make your fingers look great! |
| On fingers | Wheel of Fate0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +5 Cun dps ---------- Dmg.mod +6% arcane On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 14 ----- def ----- Defense +10 (+2 eff.) Resists +18% acid +16% fire +12% blight +13% cold +5% arcane +15% lightning Phys.save +13 (+5 eff.) Spell.save +9 (+4 eff.) Mind.save +9 (+3 eff.) Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
| Around neck | The Far-Hand0.1 T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con ----- def ----- Teleport- +100% Teleport: Level 4.0 Pwr.cost 20 out of 36/36. Range 10 Travel.spd instantaneous Is a spell Description: Teleports you randomly within a large range (124). 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. |
| In main hand | Turildir the Duathelborn (37-48 power, 9 apr)1.0 T5 dagger 1H weapon [Rare] Master Power 37.0 - 48.1 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+ +20 fire On Hit: * 20% chance to reduce damage dealt by 21% While equipped: Stats +8 Str +2 Wil dps ---------- Dmg.mod +12% darkness +15% physical Acc +19 (+5 eff.) ----- def ----- Resists +6% fire ---------- misc Infravis +2 Sharp, short and deadly. |
| Around waist | noble's rough leather belt of unlife1.0 T1 belt armor [Ego++] Arcane/Master While equipped: Stats +4 Cun +4 Wil dps ---------- Against +15% Summoned ----- def ----- Resists +6% blight D.Red.from +18% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
| In off hand | enhanced stralite dagger of massacre (35-46 power, 9 apr)1.0 T4 dagger 1H weapon [Ego+] Nature/Master Power 35.0 - 45.5 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% While equipped: Stats +7 Str +9 Dex +8 Mag +6 Wil +9 Cun +6 Con Sharp, short and deadly. |
| Cloak | Ashlore the elven-silk cloak (3 def, 0 armour)2.0 T5 cloak armor [Rare] Master While equipped: Stats +3 Cun +4 Dex ----- def ----- Defense +3 (+1 eff.) Resists +21% fire +5% arcane +9% light Spell.save +12 (+6 eff.) Mind.save +6 (+2 eff.) Die.at -80.00 life Poison- +10% Confus- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | drakeskin leather armour 'Brenugas' (20 def, 8 armour)9.0 T5 light armor [Rare] Nature While equipped: Stats +2 Str dps ---------- Dmg.mod +12% acid +12% physical ----- def ----- Armour +8 Defense +20 (+5 eff.) Fatigue +8% Resists +2% physical Phys.save +18 (+6 eff.) Max.HP +77.00 HP.reg +9.00 Heal.mod +18% A suit of armour made of leather. |
Inventory
healing infusion of the sneak (heal 275; cd 13)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 275 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Blood of Undeath0.4 potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
Mirror Image Rune (dur 6; cd 24)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Won't Break Stealth 100% Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the duelist (absorb 102; cd 14)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd 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 102 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 Dexterity stat. 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 sneak (absorb 125; cd 13)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd 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 125 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 Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Emylewen0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +3 Con +6 Wil ----- def ----- Armour +14 Resists +4% physical Die.at -80.00 life ---------- misc Max.stam +30.00 Amulets make your neck look great! |
Gunulach the Ebonytaint0.1 T1 amulet jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +21% lightning +15% darkness +6% mind Res.pen +25% lightning On Hit (Melee): * 20% chance to reduce damage dealt by 21% ----- def ----- Fatigue -5% Resists +12% darkness HP.reg +2.00 Amulets make your neck look great! |
Malamas the Burnreek0.1 T3 amulet jewelry [Rare] Arcane While equipped: Stats +3 Mag dps ---------- Spell.crit +5% Spell.pwr +3 (+2 eff.) Dmg.mod +6% darkness +6% temporal +6% light +5% physical Res.pen +25% fire Acc +10 (+3 eff.) ----- def ----- Resists +2% physical Die.at -80.00 life Knockbk- +20% Amulets make your neck look great! |
Sunglory the stralite amulet0.1 T4 amulet jewelry [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 20 arcane resource burn * 20% chance to reduce all saves and defense by 26 ----- def ----- Resists +15% acid +15% blight +12% darkness +6% light Blind- +33% ---------- misc Infravis +8 Sight +2 See.Invis +11 Amulets make your neck look great! |
clarifying gold amulet of constitution (+5)0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +5 Con ----- def ----- Resists +22% mind Confus- +26% Amulets make your neck look great! |
grounding gold amulet of willpower (+4)0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +4 Wil ----- def ----- Resists +13% lightning Stun/Frz- +23% Amulets make your neck look great! |
insulating gold amulet of vision0.1 T3 amulet jewelry [Ego+] Nature While equipped: ----- def ----- Resists +13% fire +18% cold Blind- +21% ---------- misc Infravis +5 Sight +2 See.Invis +5 Amulets make your neck look great! |
protective gold amulet of the eclipse0.1 T3 amulet jewelry [Ego++] Arcane/Master While equipped: dps ---------- Melee+ 7 light 11 darkness Dmg.mod +7% light +7% darkness On Melee Ret: * 6% chance to reduce damage dealt by 21% * 8% chance to blind ----- def ----- Armour +5 Defense +6 (+1 eff.) Res.Cap +4% all Phys.save +7 (+3 eff.) Amulets make your neck look great! |
savior's gold amulet of strength (+4)0.1 T3 amulet jewelry [Ego+] Nature/Master While equipped: Stats +4 Str ----- def ----- Phys.save +13 (+5 eff.) Spell.save +10 (+5 eff.) Mind.save +16 (+6 eff.) Amulets make your neck look great! |
steel amulet of dexterity (+3)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex Amulets make your neck look great! |
Anedan the Flamerebel0.1 T3 ring jewelry [Rare] Arcane While equipped: dps ---------- Dmg.mod +18% arcane Res.pen +25% acid Melee Ret 10 arcane ----- def ----- Resists +5% arcane +18% fire Silence- +38% ---------- misc Mana/turn +0.18 Rings make your fingers look great! |
Lisuvea the Shockpyre0.1 T3 ring jewelry [Rare] Master While equipped: dps ---------- Crit.mult +15.00% Mind.pwr +15 (+5 eff.) Dmg.mod +9% mind Res.pen +15% mind +10% lightning ----- def ----- Max.HP +26.00 Disarm- +22% Pinning- +25% Knockbk- +20% ---------- misc Equi/ret +0.08 Rings make your fingers look great! |
Murkhunger0.1 T3 ring jewelry [Rare] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +2% Dmg.mod +18% nature Res.pen +25% darkness +25% nature On Hit (Melee): * 20% chance to slow global speed by 53% ----- def ----- Resists +12% darkness Spell.save +12 (+6 eff.) Rings make your fingers look great! |
Rhoblek0.1 T2 ring jewelry [Rare] Arcane While equipped: dps ---------- Res.pen +25% acid On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +15% acid Blind- +32% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Infravis +4 See.Stealth +11 See.Invis +13 Rings make your fingers look great! |
Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 12.30 cold and 15.56 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 33 power out of 60/60 This azure ring seems to be always moist to the touch. |
Vorilena0.1 T3 ring jewelry [Rare] Arcane While equipped: Stats +4 Cun +5 Mag dps ---------- Spell.pwr +9 (+5 eff.) Dmg.mod +6% temporal ----- def ----- Defense +30 (+7 eff.) Resists +15% acid +6% physical +9% lightning Teleport- +20% Rings make your fingers look great! |
Xerolralaith the Glareslice0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +9% acid +6% temporal Res.pen +10% light Melee Ret 2 light 8 temporal On Hit (Melee): * 10% chance to reduce armor by 24% * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- HP.reg +3.00 Stun/Frz- +22% Def/telep +5 Res/telep +5% Dur/telep +5% Rings make your fingers look great! |
Zubimina the Woewar0.1 T3 ring jewelry [Rare] Arcane While equipped: dps ---------- Dmg.mod +10% blight +6% mind Res.pen +10% blight +15% mind ----- def ----- Resists +10% blight +3% darkness ---------- misc Vim/s.crit +2.00 Max.vim +20.00 Rings make your fingers look great! |
marksman's gold ring of blight (+13%)0.1 T3 ring jewelry [Ego] Arcane/Master While equipped: Stats +4 Dex dps ---------- Dmg.mod +13% blight Acc +8 (+2 eff.) ----- def ----- Resists +13% blight Rings make your fingers look great! |
mule's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -5% ---------- misc Max.enc +21 Rings make your fingers look great! |
mule's copper ring of light (+20%)0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Fatigue -5% Resists +20% light ---------- misc Max.enc +20 Rings make your fingers look great! |
mule's steel ring0.1 T2 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -5% ---------- misc Max.enc +23 Rings make your fingers look great! |
mule's steel ring of tenacity0.1 T2 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -5% Max.HP +20.00 Disarm- +20% Pinning- +21% Knockbk- +20% ---------- misc Max.enc +20 Rings make your fingers look great! |
psionicist's steel ring of corrosion (+20%)0.1 T2 ring jewelry [Ego] Nature/Psionic While equipped: Stats +2 Wil dps ---------- Dmg.mod +10% acid ----- def ----- Resists +20% acid Mind.save +4 (+2 eff.) Rings make your fingers look great! |
rogue's copper ring of aether (+10%)0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Cun dps ---------- Dmg.mod +10% arcane ----- def ----- Defense +6 (+1 eff.) Resists +10% arcane Rings make your fingers look great! |
rogue's gold ring of tenacity0.1 T3 ring jewelry [Ego] Master While equipped: Stats +4 Cun ----- def ----- Defense +8 (+2 eff.) Max.HP +23.00 Disarm- +23% Pinning- +29% Knockbk- +27% Rings make your fingers look great! |
savage's steel ring of pilfering0.1 T2 ring jewelry [Ego++] Master While equipped: Stats +3 Con dps ---------- Acc +8 (+2 eff.) Apr +9 ----- def ----- Defense +10 (+2 eff.) Spell.save +11 (+5 eff.) ---------- misc Max.stam +11.00 Disengage: Puts all charms on 6 cooldown Level 2.6 Pwr.cost 6 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
sneakthief's gold ring of pilfering0.1 T3 ring jewelry [Ego++] Master While equipped: Stats +4 Cun +5 Dex dps ---------- Acc +18 (+5 eff.) Apr +10 ----- def ----- Defense +9 (+2 eff.) Disengage: Puts all charms on 6 cooldown Level 2.6 Pwr.cost 6 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
steel ring 'Balokor'0.1 T2 ring jewelry [Rare] Arcane While equipped: Stats +4 Str +2 Mag +3 Wil dps ---------- Crit.mult +10.00% Acc +10 (+3 eff.) ----- def ----- Blind- +26% ---------- misc Mana/turn +0.08 Infravis +3 See.Stealth +9 See.Invis +8 Rings make your fingers look great! |
steel ring 'Yvemira'0.1 T2 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +9 Cun +7 Dex dps ---------- Phys.pwr +10 (+3 eff.) Melee+ 10 physical Ranged+ 10 physical Acc +7 (+2 eff.) On Hit (Melee): * 11% chance to reduce all saves and defense by 26 On Hit (Ranged): * 11% chance to reduce all saves and defense by 26 ----- def ----- Resists +1% physical Max.HP +25.00 Disarm- +28% Pinning- +24% Knockbk- +26% ---------- misc Stam/turn +3.00 Hate/m.crit +1.00 Max.hate +6.00 Bleeding Edge: Puts all charms on 11 cooldown Level 2.0 Pwr.cost 11 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! |
stralite ring 'Wildradiance'0.1 T4 ring jewelry [Rare] Nature While equipped: Stats +3 Str dps ---------- Dmg.mod +9% nature +17% fire Res.pen +20% nature ----- def ----- Resists +3% physical +34% fire Die.at -80.00 life ---------- misc Stam/turn +3.00 Max.stam +30.00 Rings make your fingers look great! |
stralite ring of pilfering0.1 T4 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +9 (+2 eff.) Apr +11 ----- def ----- Defense +15 (+4 eff.) Disengage: Puts all charms on 6 cooldown Level 2.6 Pwr.cost 6 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
titan's steel ring of lightning (+24%)0.1 T2 ring jewelry [Ego] Nature While equipped: Stats +4 Con dps ---------- Dmg.mod +12% lightning ----- def ----- Resists +24% lightning Phys.save +8 (+3 eff.) Rings make your fingers look great! |
titan's stralite ring of frost (+26%)0.1 T4 ring jewelry [Ego] Nature While equipped: Stats +5 Con dps ---------- Dmg.mod +13% cold ----- def ----- Resists +26% cold Phys.save +10 (+4 eff.) Rings make your fingers look great! |
warrior's copper ring of blight (+11%)0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Str dps ---------- Dmg.mod +11% blight ----- def ----- Armour +6 Resists +11% blight Rings make your fingers look great! |
warrior's steel ring of time (+10%)0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +4 Str dps ---------- Dmg.mod +10% temporal ----- def ----- Armour +8 Resists +10% temporal Rings make your fingers look great! |
Dagger of the Past (25-32 power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Arcane Potentially it would go with a sword in the future. Power 25.0 - 32.5 Physical Uses 0% Cun, 50% Mag, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +20.0% Atk.spd 111% Melee+ +5 temporal Dmg.conv 30% temporal While equipped: dps ---------- Mov.spd +20% Dmg.mod +5% temporal ----- def ----- Defense +10 (+2 eff.) Spell.save +10 (+5 eff.) Def/telep +10 Res/telep +5% Dur/telep +15% ---------- misc Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
Porubrevea (29-38 power, 7 apr)1.0 T3 dagger 1H weapon [Rare] Master Power 29.0 - 37.7 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% While equipped: Stats +3 Str dps ---------- Crit.mult +15.00% On Hit (Melee): * 20% chance to slow global speed by 53% ----- def ----- Armour +8 Resists +12% temporal Die.at -60.00 life ---------- misc Infravis +3 See.Invis +6 Sharp, short and deadly. |
Spellblaze Shard (20-26 power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Arcane Power 20.0 - 26.0 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +12.0% Atk.spd 100% HP.leech +6% Melee+ +20 blight +20 fire While equipped: Stats +5 Mag ----- def ----- Resists +10% blight +10% fire ---------- misc Talents +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
Swordbreaker (25-32 power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 50% Dex, 50% Cun Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +15.0% Atk.spd 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex ----- def ----- Hardiness +20% Defense +15 (+4 eff.) Phys.save +15 (+5 eff.) Disarm- +50% ---------- misc 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. |
Umbral Razor (25-32 power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Arcane Power 25.0 - 32.5 Physical Uses 50% Cun, 50% Dex, 15% Mag Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Resists +10% darkness Stealth +10 Invoke Darkness: Level 3.0 Pwr.cost 11 out of 20/20. Range 10 Travel.spd 2000% of base Is necromancy a spell Description: Conjures up a beam of darkness, doing 78.43 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
truestriking dwarven-steel dagger of massacre (26-34 power, 7 apr)1.0 T3 dagger 1H weapon [Ego+] Master Power 26.0 - 33.8 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% While equipped: dps ---------- Res.pen +9% physical Acc +10 (+3 eff.) Apr +8 Sharp, short and deadly. |
Warmaster Gnarg's Murderblade (60-96 power, 19 apr) =35str req 15con statstick=3.0 T4 greatsword 2H weapon Reqs Str 35 [Unique] Master Power 60.0 - 96.0 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +19 Crit +10.0% Atk.spd 100% Against +20% Living On Hit: * 10% chance to send the wielder into a killing frenzy While equipped: Stats +15 Str +5 Dex +15 Con ----- def ----- D.Red.from +20% Living ---------- misc Masteries +0.30 Technique/Berserker's strength +0.20 Technique/Two-handed weapons +0.20 Technique/Two-handed maiming +0.20 Technique/Two-handed assault A blood-etched greatsword, it has seen many foes. From the inside. |
Sword of Potential Futures (28-39 power, 10 apr)3.0 T3 longsword 1H weapon [Unique] Arcane In the past there was a dagger with it. Power 28.0 - 39.2 Physical Uses 20% Mag, 80% Str Acc+ +0.4% crit mult (max 40%) Apr +10 Crit +8.0% Atk.spd 111% Melee+ +5 temporal Dmg.conv 30% temporal While equipped: dps ---------- Spell.crit +5% Spell.pwr +5 (+3 eff.) Dmg.mod +5% temporal ----- def ----- Def/telep +10 Res/telep +5% Dur/telep +15% ---------- misc Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the untapped potential of time. |
steel mace 'Runadurab' (12-18 power, 3 apr) =20% Stun/frz 1h=3.0 T2 mace 1H weapon [Rare] Arcane Power 12.5 - 17.5 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% On Crit: * Splash the target with acid dealing 64 damage over 5 turns and reducing armor and accuracy by 8 While equipped: Stats +1 Cun dps ---------- Mind.crit +3% Crit.mult +15.00% Apr +4 ----- def ----- Armour +6 Resists +6% cold Disarm- +20% Stun/Frz- +20% Blunt and deadly. |
plaguebringer's steel waraxe of enduring (14-20 power, 3 apr) =5 con 1h=3.0 T2 waraxe 1H weapon [Ego++] Arcane/Nature Power 14.0 - 19.6 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +9 blight On Hit: 20% Epidemic 2 On Hit: * 6% chance to reduce strength, dexterity, and constitution by 14 While equipped: Stats +5 Con +6 Wil ----- def ----- Max.HP +11.00 Disease- +11% One-handed war axes. |
Aragrim the rough leather belt1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Crit.mult +10.00% Phys.pwr +4 (+1 eff.) Dmg.mod +9% physical On Hit (Melee): * 20 arcane resource burn ----- def ----- Defense +25 (+6 eff.) Resists +9% lightning +9% darkness Spell.save +22 (+10 eff.) ---------- misc Max.stam +30.00 Size +1 A belt that goes around your waist. |
Mondil the rough leather belt1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Crit.mult +5.00% ----- def ----- Resists +6% lightning +6% temporal +12% acid Spell.save +6 (+3 eff.) Def/telep +5 Res/telep +5% Dur/telep +5% A belt that goes around your waist. |
Voryleba1.0 T3 belt armor [Rare] Master While equipped: Stats +3 Cun +3 Con dps ---------- Dmg.mod +15% physical Res.pen +10% mind Acc +15 (+4 eff.) Melee Ret 4 mind ----- def ----- Defense +25 (+6 eff.) Resists +11% fire +11% cold A belt that goes around your waist. |
balancing rough leather belt of carrying =+22 enc=1.0 T1 belt armor [Ego+] Arcane/Master While equipped: Stats +4 Cun +4 Dex dps ---------- Phys.crit +6.0% Mind.crit +6% ----- def ----- Fatigue -5% ---------- misc Max.enc +22 A belt that goes around your waist. |
Xerytira the Radiancewrest (3 def, 13 armour)2.0 T5 cloak armor [Rare] Master While equipped: Stats +3 Str +3 Dex +4 Cun +2 Con dps ---------- Res.pen +10% light ----- def ----- Armour +13 Defense +3 (+1 eff.) Resists +24% cold +9% mind +12% light ---------- misc Light +3 Infravis +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Hellquake' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% fire ----- def ----- Defense +1 (+0 eff.) Resists +3% lightning +3% temporal +5% arcane +9% light Spell.save +6 (+3 eff.) Max.HP +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
woollen robe 'Hanatir' (0 def, 0 armour) =15 mag robe??=2.0 T2 cloth armor [Rare] Psionic While equipped: Stats +15 Mag +6 Wil dps ---------- Dmg.mod +6% acid ----- def ----- Resists +9% all Crit.chn- 15.00% ---------- misc Mana/turn +0.14 Psi/turn +0.11 See.Invis +6 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Wanderer's Rest (4 def, 0 armour)0.0 T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex dps ---------- Mov.spd +10% ----- def ----- Defense +4 (+1 eff.) Fatigue -10% Resists +5% physical Pinning- +100% ---------- misc Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Level 3.0 Pwr.cost 11 out of 20/20. Range 5 Travel.spd instantaneous Is a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 5 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
blightbringer's pair of hardened leather boots of rushing (0 def, 3 armour) =4 mag/3con boots=2.0 T3 feet armor [Ego++] Arcane/Master While equipped: Stats +3 Str +4 Mag +3 Con dps ---------- Spell.pwr +3 (+2 eff.) Dmg.mod +7% acid +6% blight ----- def ----- Armour +3 Disease- +20% Rush: Puts all charms on 14 cooldown Level 3.9 Pwr.cost 14 out of 25/25. Range 9 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
pair of rough leather boots 'Blindwish' (0 def, 1 armour) =4 mag boots=2.0 T1 feet armor [Rare] Nature While equipped: Stats +1 Wil +4 Mag dps ---------- Res.pen +5% darkness +5% lightning ----- def ----- Armour +1 Resists +6% lightning +6% temporal +6% darkness A pair of boots made of leather. |
Belerinne (10 def, 2 armour)1.0 T2 hands armor [Rare] Psionic While equipped: Stats +5 Wil ----- def ----- Armour +2 Defense +10 (+2 eff.) Spell.save +12 (+6 eff.) Max.HP +80.00 HP.reg +4.00 Confus- +20% ---------- misc Stam/turn +1.20 Max.stam +19.00 Unarmed combat: Power 16.5 - 18.2 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% On Hit: 10% Nightmare 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Greenbait the drakeskin leather gloves (0 def, 3 armour)1.0 T4 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 15 lightning Dmg.mod +9% lightning Res.pen +25% light ----- def ----- Armour +3 Resists +9% lightning +5% physical +9% nature Max.HP +80.00 HP.reg +4.00 Disease- +20% Silence- +20% Unarmed combat: Power 28.5 - 31.4 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +5.0% Atk.spd 100% On Crit.r2 +10 lightning On Hit: 10% Lightning Breath 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
hardened leather gloves 'Radhynik' (10 def, 2 armour) =8 con gloves=1.0 T2 hands armor [Rare] Arcane While equipped: Stats +2 Dex +8 Con dps ---------- Crit.mult +15.00% Melee+ 10 blight Dmg.mod +6% blight +3% physical ----- def ----- Armour +2 Defense +10 (+2 eff.) Resists +7% blight Unarmed combat: Power 16.0 - 17.6 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% On Crit.r2 +5 blight On Hit: 20% Soul Rot 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
steady hardened leather gloves of magic (+2) (0 def, 2 armour) =2 mag gloves=1.0 T2 hands armor [Ego] Arcane/Psionic While equipped: Stats +2 Mag dps ---------- Dmg.mod +3% arcane Acc +5 (+1 eff.) ----- def ----- Armour +2 Phys.save +6 (+2 eff.) Mind.save +5 (+2 eff.) Disarm- +23% Unarmed combat: Power 16.5 - 18.2 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit chance (max 25%) Acc +7 Apr +3 Crit +3.0% Atk.spd 100% Melee+ +9 arcane On Crit.r2 +6 arcane On Hit: 10% Perfect Control 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Cloud Caller (0 def, 0 armour)2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% lightning +10% cold ----- def ----- Resists +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Level 1.0 Pwr.cost 9 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 35.78 to 107.35 lightning damage (71.57 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
Steel Helm of Garkul (0 def, 6 armour) =5 con helm=3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+4 eff.) Spell.save +12 (+6 eff.) Mind.save +12 (+4 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Essence of Bearness3.0 animal misc [Unique] Nature Invoke your inner bearness. Uses 55 power out of 100/100 The very essence of bearness! |
10 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. |
387 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. |
14 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. |
3 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. |
12 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. |
3 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
11 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.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. |
sapper's dwarven-steel pickaxe (dig speed 24 turns)3.0 T3 digger tool [Ego+] Master While equipped: Stats +2 Cun +2 Str dps ---------- Acc +5 (+1 eff.) ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
5 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. |
2 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. |
5 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 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 55 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
Dúathedlen Heart1.0 T4 lite [Unique] Arcane While equipped: Stats +5 Mag dps ---------- Phys.pwr +7 (+2 eff.) Melee+ 20 darkness ----- def ----- Resists +30% light Res.Cap +10% light ---------- misc Light -1000 Infravis +7 Masteries +0.20 Cunning/Stealth +0.20 Cursed/Darkness On Spell Hit: 15% Invoke Darkness 4 The heart seems to absorb light when you deal darkness damage. Standing on unlit tiles, you feel stronger. This dark red heart still beats despite being separated from its owner. It also snuffs out any light source that comes near it. |
brass lantern 'Delaneg' =lightning resit=2.0 T1 lite [Rare] Psionic While equipped: ----- def ----- Armour +6 Defense +5 (+1 eff.) Resists +6% lightning Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Poison- +10% ---------- misc Light +3 See.Stealth +7 See.Invis +7 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. |
preserving alchemist's lamp1.0 T3 lite [Ego+] Nature While equipped: Stats +3 Con ----- def ----- Resists +9% blight HP.reg +6.00 ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+4 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 11 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 10 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Orb of Many Ways1.0 orb [Plot Item] Unknown Activate a portal. Uses 6 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. |
3 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. |
2 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. |
Gwai's Burninator2.0 T3 rod charm [Unique] Arcane Shoot a cone of flames (radius 5) for 365.16 fire damage (based on Magic). Uses 28 power out of 75/75 Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
Rod of Recall (3/3)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 111 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
stralite torque of mindblast [power 330] (1/9 cooldown)2.0 T4 torque charm [Ego] Psionic Blast the opponent's mind dealing 396 mind damage and silencing them for 4 turns Puts all charms on 9 cooldown Torques are made by powerful psionics to store psionic powers. |
overpowered yew totem of healing [power 464] (1/11 cooldown)2.0 T3 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 464 Puts all charms on 11 cooldown Natural totems are made by powerful wilders to store nature power. |
11 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. |
ash wand of shielding 'Dryrach' [power 194] (1/11 cooldown)2.0 T2 wand charm [Rare] Arcane While equipped: dps ---------- Res.pen +10% acid +25% temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +5% arcane +3% acid Create a shield absorbing up to 194 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 11 cooldown 100% to increase all damage penetration by 16% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
12 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. |
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. |
10 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. |
12 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 (Nightmare (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By BIG_PROBLEM the Cornac Rogue level 34
35th Haze 123rd year of Ascendancy at 19:11 see stats
Against all odds (Nightmare (Roguelike) difficulty)
Killed Ukruk in the ambush.By BIG_PROBLEM the Cornac Rogue level 31
10th Flare 123rd year of Ascendancy at 05:54 see stats
Brave new world (Nightmare (Roguelike) difficulty)
Went to the Far East and took part in the war.By BIG_PROBLEM the Cornac Rogue level 36
47th Haze 123rd year of Ascendancy at 00:30 see stats
Can you bear it? So much bearness! (Nightmare (Roguelike) difficulty)
Killed Borius in the Bearscape.By BIG_PROBLEM the Cornac Rogue level 33
67th Dusk 123rd year of Ascendancy at 06:13 see stats
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By BIG_PROBLEM the Cornac Rogue level 8
34th Dusk 122nd year of Ascendancy at 16:17 see stats
Destroyer's bane (Nightmare (Roguelike) difficulty)
Killed Golbug the Destroyer.By BIG_PROBLEM the Cornac Rogue level 35
42nd Haze 123rd year of Ascendancy at 10:55 see stats
Don't Poosh it! (Nightmare (Roguelike) difficulty)
Killed Kelad in the lost land of Poosh.By BIG_PROBLEM the Cornac Rogue level 33
1st Time of Equilibrium 123rd year of Ascendancy at 18:19 see stats
Dragon's Greed (Nightmare (Roguelike) difficulty)
Amassed 8000 gold pieces.By BIG_PROBLEM the Cornac Rogue level 37
52nd Haze 123rd year of Ascendancy at 20:19 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By BIG_PROBLEM the Cornac Rogue level 19
46th Haze 122nd year of Ascendancy at 19:51 see stats
Eye of the storm (Nightmare (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By BIG_PROBLEM the Cornac Rogue level 29
48th Pyre 123rd year of Ascendancy at 15:48 see stats
Home sweet home (Nightmare (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By BIG_PROBLEM the Cornac Rogue level 23
77th Haze 122nd year of Ascendancy at 14:24 see stats
Is that how it feels to be an escort quest?! (Nightmare (Roguelike) difficulty)
Got saved from death in the Godfeaster by Malyu and managed to escape.By BIG_PROBLEM the Cornac Rogue level 32
11st Dusk 123rd year of Ascendancy at 16:38 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By BIG_PROBLEM the Cornac Rogue level 10
44th Dusk 122nd year of Ascendancy at 03:15 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By BIG_PROBLEM the Cornac Rogue level 20
47th Haze 122nd year of Ascendancy at 16:15 see stats
Level 30 (Nightmare (Roguelike) difficulty)
Got a character to level 30.By BIG_PROBLEM the Cornac Rogue level 30
7th Flare 123rd year of Ascendancy at 05:15 see stats
Poisonous (Nightmare (Roguelike) difficulty)
Sided with the assassin lord.By BIG_PROBLEM the Cornac Rogue level 23
21st Regrowth 123rd year of Ascendancy at 16:55 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By BIG_PROBLEM the Cornac Rogue level 26
27th Pyre 123rd year of Ascendancy at 23:03 see stats
Sliders (Nightmare (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By BIG_PROBLEM the Cornac Rogue level 36
42nd Haze 123rd year of Ascendancy at 16:57 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By BIG_PROBLEM the Cornac Rogue level 8
40th Dusk 122nd year of Ascendancy at 13:37 see stats
The Right thing to do (Nightmare (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By BIG_PROBLEM the Cornac Rogue level 23
4th Decay 122nd year of Ascendancy at 07:20 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By BIG_PROBLEM the Cornac Rogue level 16
79th Dusk 122nd year of Ascendancy at 00:10 see stats
The sky is falling! (Nightmare (Roguelike) difficulty)
Saw a huge meteor falling from the sky.By BIG_PROBLEM the Cornac Rogue level 19
45th Haze 122nd year of Ascendancy at 21:36 see stats
There and back again (Nightmare (Roguelike) difficulty)
Opened a portal to Maj'Eyal from the Far East.By BIG_PROBLEM the Cornac Rogue level 38
2nd Decay 123rd year of Ascendancy at 13:11 see stats
Thralless (Nightmare (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By BIG_PROBLEM the Cornac Rogue level 23
3rd Decay 122nd year of Ascendancy at 08:44 see stats
Treasure Hoarder (Nightmare (Roguelike) difficulty)
Amassed 3000 gold pieces.By BIG_PROBLEM the Cornac Rogue level 26
32nd Pyre 123rd year of Ascendancy at 05:09 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By BIG_PROBLEM the Cornac Rogue level 18
15th Haze 122nd year of Ascendancy at 13:44 see stats
Vampire crusher (Nightmare (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By BIG_PROBLEM the Cornac Rogue level 30
9th Flare 123rd year of Ascendancy at 16:34 see stats
Log
Curse of Death from Kor's Fury hits BIG_PROBLEM for 46 darkness damage.
BIG_PROBLEM uses Infusion: Movement.
BIG_PROBLEM is moving at extreme speed!
Kor's Fury rearms.
Kor's Fury is no longer ethereal.
BIG_PROBLEM uses Throwing Knives.
BIG_PROBLEM slows down.
Kor's Fury casts Freeze.
Kor's Fury's spell attains critical power!
Kor's Fury is surging arcane power.
BIG_PROBLEM reacts to damage from Kor's Fury, mitigating the blow!.
BIG_PROBLEM is recovering from the damage!
BIG_PROBLEM is encased in ice!
Kor's Fury hits BIG_PROBLEM for (248 reacted , -5 stam), 459 cold (459 total damage).
Curse of Death from Kor's Fury hits BIG_PROBLEM for (37 to ice), 56 darkness (56 total damage).
LIFE LOST WARNING!
BIG_PROBLEM uses Infusion: Healing.
Kor's Fury casts Blood Grasp.
Kor's Fury's spell attains critical power!
BIG_PROBLEM resists the disease!
Kor's Fury receives 18 healing from Kor's Fury's Blood Grasp.
Kor's Fury's Blood Grasp hits BIG_PROBLEM for (48 to ice), 72 blight (72 total damage).
Curse of Death from Kor's Fury hits BIG_PROBLEM for (37 to ice), 56 darkness (56 total damage).
Kor's Fury casts Manathrust.
Kor's Fury's spell attains critical power!
Kor's Fury hits BIG_PROBLEM for (166 to ice), 249 arcane (249 total damage).
BIG_PROBLEM the level 39 cornac rogue was mana-torn to death by Kor's Fury on level 3 of Ruins of Kor'Pul.








































































































































