














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 | 26 / 62% |
| Size | medium |
| Lifes / Deaths | Killed by Gleda the armoured skeleton warrior at level 26 on the 71st Regrowth 123rd year of Ascendancy at 15:20 / 1 |
Primary Stats
| Strength | 18 (base 11) |
| Dexterity | 71 (base 52) |
| Constitution | 19 (base 10) |
| Magic | 17 (base 10) |
| Willpower | 16 (base 10) |
| Cunning | 81 (base 57) |
Resources
| Life | -260/682 |
| Stamina | 69/190 |
| Healing Factor | 1.1891723257556 |
| Regeneration | 7.4323270359724 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 5 |
| See Stealth | 45.797963493854 |
| See Invisible | 51.797963493854 |
Offense: Mainhand
| Damage | 74 |
| Accuracy | 53 |
| Crit Chance | 31% |
| APR | 11 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 40 |
| Accuracy | 53 |
| Crit Chance | 30% |
| APR | 10 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 23 |
| Crit Chance | 22% |
| Speed | 1 |
Offense: Mind
| Mindpower | 31 |
| Crit Chance | 22% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +6% |
| Light | +12% |
| Blight | +18% |
| Arcane | +12% |
| Mind | +4% |
| All | 0% |
Offense: Damage Penetration
| Physical | +5% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 23 (49.007671158813%) |
| Defense | 66 |
| Ranged Defense | 66 |
| Fatigue | 0 |
| Physical Save | 28 |
| Spell Save | 14 |
| Mental Save | 28 |
Defense: Resistances
| Blight | + 6%( 70%) |
| Arcane | + 10%( 70%) |
| Mind | + 5%( 70%) |
| All | 0%( 70%) |
| Lightning | + 12%( 70%) |
| Light | + 15%( 70%) |
| Temporal | + 21%( 70%) |
| Physical | + 3%( 70%) |
| Cold | + 9%( 70%) |
| Fire | + 21%( 70%) |
| Nature | + 6%( 70%) |
Defense: Immunities
| Pinning Resistance | 20% |
| Instadeath Resistance | 100% |
| Silence Resistance | 20% |
| Stun Resistance | 60% |
| Disarm Resistance | 21% |
| Poison Resistance | 30% |
| Knockback Resistance | 21% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 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 100 life over 5 turns. |
| 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 212 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 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 318 life over 5 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 528% 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. |
Class Talents
| Cunning / Artifice | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Stealth | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Duelist | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Dual techniques | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Throwing knives | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 4/5 |
| Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Poisons | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Cunning / Trapping | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| 5/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 3/5 |
| Cunning / Lethality | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You failed to protect the lost defiler from death by Yvoth the shimmering crystal. Escort: lost defiler (level 3 of Old Forest) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)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 |
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: 49. | 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed honey tree root. * '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.' * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' 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 naga tongue. * You've found the needed bloated horror heart. * You've found the needed bear paw. 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 minotaur nose. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' | 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! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | 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 | Aremira (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +2 Wil dps ---------- Crit.mult +5.00% ----- def ----- Armour +3 Fatigue -6% Phys.save +8 (+4 eff.) Mind.save +3 (+1 eff.) Die.at -80.00 life ---------- misc Max.enc +29 Stam/turn +3.00 Psi/ret +0.12 A pair of boots made of leather. |
| Light source | survivor's brass lantern of health2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Phys.save +7 (+3 eff.) Max.HP +43.00 Heal.mod +11% ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | hardened leather cap 'Mayisewe' (20 def, 5 armour)2.0 T3 head armor [Rare] Master While equipped: ----- def ----- Armour +5 Defense +20 (+5 eff.) Fatigue +3% Resists +6% lightning +1% physical +5% arcane Die.at -80.00 life ---------- misc Infravis +1 A cap made of leather. |
| On hands | Salebeth (0 def, 1 armour)1.0 T1 hands armor [Rare] Psionic While equipped: Stats +3 Str +2 Mag +3 Con dps ---------- Melee+ 6 mind Dmg.mod +4% mind ----- def ----- Armour +1 Resists +5% mind ---------- misc See.Invis +6 Unarmed combat: Power 6.0 - 6.6 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 100% On Crit.r2 +6 mind On Hit: 20% Psychic Lobotomy 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | supercharged steel torque of psionic shield [power 63] (14/19 cooldown)2.0 T2 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 63 for 5 turns Puts all charms on 19 cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | treant's copper ring of perseverance0.1 T1 ring jewelry [Ego+] Nature/Master While equipped: ----- def ----- Resists +6% nature +6% blight HP.reg +2.00 Poison- +10% Disease- +11% Stun/Frz- +20% Rings make your fingers look great! |
| On fingers | copper ring of tenacity0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Max.HP +21.00 Disarm- +21% Pinning- +20% Knockbk- +21% Rings make your fingers look great! |
| Around neck | Jetobsidian the steel amulet0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +2 Dex +1 Mag dps ---------- Spell.pwr +10 (+5 eff.) Dmg.mod +6% darkness +18% blight ----- def ----- Resists +2% physical +6% fire Max.HP +60.00 Amulets make your neck look great! |
| In main hand | Dazzlesnake the dwarven-steel dagger (18-23 power, 7 apr)1.0 T3 dagger 1H weapon [Rare] Nature Power 17.5 - 22.8 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +8 nature While equipped: dps ---------- Dmg.mod +12% light ----- def ----- Resists +5% arcane +9% cold HP.reg +4.00 Stun/Frz- +20% Sharp, short and deadly. |
| Around waist | rough leather belt 'Deloromichik'1.0 T1 belt armor [Rare] Master While equipped: Stats +4 Dex +2 Con dps ---------- Dmg.mod +12% arcane Res.pen +5% physical Melee Ret 2 physical ----- def ----- Defense +15 (+4 eff.) Stealth +6 A belt that goes around your waist. |
| In off hand | enhanced steel dagger of erosion (12-16 power, 6 apr)1.0 T2 dagger 1H weapon [Ego+] Nature Power 12.5 - 16.2 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +6 nature While equipped: Stats +4 Str +6 Dex +4 Mag +4 Wil +4 Cun +4 Con Sharp, short and deadly. |
| Cloak | Guma (18 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: ----- def ----- Defense +18 (+5 eff.) Resists +15% light +15% fire Crit.chn- 15.00% Spell.save +3 (+3 eff.) Stealth +7 Max.HP +60.00 Poison- +20% Silence- +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 | hardened leather armour 'Mayovena' (16 def, 14 armour)9.0 T3 light armor [Random Unique] Arcane/Master While equipped: Stats +10 Cun +7 Dex ----- def ----- Armour +14 Defense +16 (+4 eff.) Fatigue +8% Resists +6% lightning +21% temporal Phys.save +9 (+4 eff.) Stun/Frz- +20% A suit of armour made of leather. |
Inventory
healing infusion of the sneak (heal 223; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 223 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. |
healing infusion of the sneak (heal 215; cd 15)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 215 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. |
movement infusion of the duelist (speed 706%; cd 16)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 706% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the duelist (res 29%; physical; dur 2; cd 16)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed 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 29% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity 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. |
Prismatic Rune (6 turns; lightning, physical, darkness, acid, nature, mind)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Won't Break Stealth 100% Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 lightning, 2 physical, 3 darkness, 3 acid, 3 nature, 4 mind Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Issutohek0.1 T3 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +3 Dex dps ---------- Res.pen +20% blight Melee Ret 4 mind On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 14 ----- def ----- Resists +3% mind Phys.save +28 (+13 eff.) Spell.save +20 (+13 eff.) Mind.save +25 (+12 eff.) Amulets make your neck look great! |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+3 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
copper amulet of manastreaming =2 mag neck=0.1 T1 amulet jewelry [Ego+] Arcane While equipped: Stats +2 Mag dps ---------- S.pwr/crit +2 ---------- misc Mana/turn +0.11 Max.mana +23.00 Amulets make your neck look great! |
conjurer's copper ring of arcana (+0.11/turn) =4 mag ring=0.1 T1 ring jewelry [Ego+] Arcane While equipped: Stats +4 Mag +4 Wil dps ---------- Spell.pwr +6 (+3 eff.) ----- def ----- Silence- +21% ---------- misc Mana/turn +0.11 Rings make your fingers look great! |
copper ring 'Deepshack'0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +3% lightning +12% darkness On Hit (Melee): * 10% chance to reduce damage dealt by 17% ----- def ----- Fatigue -5% Resists +6% lightning ---------- misc Max.enc +20 Rings make your fingers look great! |
copper ring of tenacity0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Max.HP +21.00 Disarm- +21% Pinning- +20% Knockbk- +21% Rings make your fingers look great! |
gold ring of luminosity0.1 T3 ring jewelry [Ego+] Arcane While equipped: Stats +3 Mag dps ---------- Melee+ 17 light Ranged+ 10 light Dmg.mod +12% light Rings make your fingers look great! |
gold ring of perseverance =24% Stun/frz=0.1 T3 ring jewelry [Ego] Master While equipped: ----- def ----- HP.reg +2.00 Stun/Frz- +24% Rings make your fingers look great! |
psionicist's steel ring0.1 T2 ring jewelry [Ego] Psionic While equipped: Stats +2 Wil ----- def ----- Mind.save +4 (+2 eff.) Rings make your fingers look great! |
rogue's steel ring of lightning (+20%)0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +4 Cun dps ---------- Dmg.mod +10% lightning ----- def ----- Defense +8 (+2 eff.) Resists +20% lightning Rings make your fingers look great! |
savior's copper ring of clarity0.1 T1 ring jewelry [Ego] Master/Psionic While equipped: ----- def ----- Phys.save +6 (+3 eff.) Spell.save +7 (+6 eff.) Mind.save +12 (+6 eff.) Confus- +21% Rings make your fingers look great! |
steel ring 'Runinarigen'0.1 T2 ring jewelry [Rare] Psionic While equipped: Stats +4 Wil dps ---------- Mind.crit +4% Dmg.mod +15% acid +12% temporal Res.pen +10% acid +10% temporal ----- def ----- Resists +6% temporal Mind.save +8 (+4 eff.) Rings make your fingers look great! |
steel ring of lightning (+20%)0.1 T2 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +10% lightning ----- def ----- Resists +20% lightning Rings make your fingers look great! |
titan's steel ring of fire (+20%)0.1 T2 ring jewelry [Ego] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +10% fire ----- def ----- Resists +20% fire Phys.save +6 (+3 eff.) Rings make your fingers look great! |
wizard's copper ring0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +2 Mag ----- def ----- Spell.save +4 (+4 eff.) Rings make your fingers look great! |
Drake's Bane (45-68 power, 21 apr) =20% Stun/frz mainhand=3.0 T2 battleaxe 2H weapon [Unique] Master Power 45.0 - 67.5 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +21 Crit +2.0% Atk.spd 100% Against +25% Dragon While equipped: Stats +6 Str ----- def ----- D.Red.from +25% Dragon Phys.save +9 (+4 eff.) Stun/Frz- +20% Knockbk- +40% The killing of Kroltar, mightiest of wyrms, took seven months and the lives of 20,000 dwarven warriors. Finally the beast was worn down and mastersmith Gruxim, standing atop the bodies of his fallen comrades, was able slit its throat with this axe crafted purely for the purpose of penetrating the wyrm's hide. |
Silent Blade (25-32 power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 35% Cun, 65% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +8.0% Atk.spd 100% Melee+ +10 silence On Kill: * Enter stealth for 3 turns. When used from stealth a simple attack with it will not break stealth. While equipped: dps ---------- Acc +10 (+3 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
Vorota the Spidermoon (26-34 power, 7 apr) =4 con dagger=1.0 T3 dagger 1H weapon [Rare] 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% Melee+ +4 mind On Hit: * 20% chance to slow global speed by 47% While equipped: Stats +4 Con dps ---------- Dmg.mod +12% mind On Hit (Melee): * 20% chance to reduce all saves and defense by 21 Sharp, short and deadly. |
dwarven-steel dagger of shearing (17-22 power, 7 apr)1.0 T3 dagger 1H weapon [Ego+] Master Power 17.0 - 22.1 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% While equipped: dps ---------- Res.pen +7% all Acc +5 (+2 eff.) Apr +8 Sharp, short and deadly. |
steel dagger 'Freezenail' (16-21 power, 6 apr) =5 mag dagger=1.0 T2 dagger 1H weapon [Rare] Master Power 16.5 - 21.4 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Hit.r1 +20 cold While equipped: Stats +3 Str +5 Mag dps ---------- Res.pen +10% mind On Hit (Melee): * 20% chance to reduce all saves and defense by 21 Sharp, short and deadly. |
steel greatmaul of shearing (28-41 power, 2 apr)5.0 T2 greatmaul 2H weapon [Ego+] Master Power 27.5 - 41.2 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% While equipped: dps ---------- Res.pen +7% all Acc +10 (+3 eff.) Apr +10 Massive two-handed mauls. |
Crystal Shard (16-19 power, 4 apr, physical element)5.0 T2 staff 2H weapon Reqs Mag 20 [Unique] Arcane Power 16.0 - 19.2 Arcane Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% Dmg.conv 50% blight While equipped: dps ---------- Spell.crit +4% Spell.pwr +14 (+7 eff.) Dmg.mod +18% arcane +18% blight ----- def ----- Resists +10% arcane +10% blight Affinity +20% arcane Create 2 living shards of crystal to serve you for 10 turns. Uses 30 power out of 45/45 This crystalline tree branch is remarkably rigid, and refracts light in myriad colors. Gazing at it entrances you, and you worry where its power may have come from. |
lifebinding ash magestaff of illumination (15-18 power, 3 apr, fire element)5.0 T2 staff 2H weapon [Ego+] Nature Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +3 Con dps ---------- Spell.crit +2% Spell.pwr +10 (+5 eff.) Dmg.mod +15% fire ----- def ----- Defense +7 (+2 eff.) HP.reg +0.70 Heal.mod +12% ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 4 cooldown Level 1.0 Pwr.cost 4 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 54.72 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. |
River's Fury (23-32 power, 8 apr)3.0 T1 trident 2H weapon [Unique] Arcane Power 23.0 - 32.2 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +8 Crit +5.0% Atk.spd 100% Melee+ +15 cold While equipped: dps ---------- Spell.pwr +10 (+5 eff.) Mov.spd +10% Dmg.mod +10% cold Acc +10 (+3 eff.) ----- def ----- Resists +10% cold On Spell Hit: 20% Glacial Vapour 1 Tidal Wave: Level 1.0 Pwr.cost 52 out of 80/80. Range melee/personal Travel.spd instantaneous Is a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 6.67 cold damage and 6.67 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 4 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly hear the roar of a rushing river. |
Girdle of the Calm Waters1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
noble's rough leather belt of unlife1.0 T1 belt armor [Ego++] Arcane/Master While equipped: Stats +3 Cun +4 Wil dps ---------- Against +15% Summoned ----- def ----- Resists +6% blight D.Red.from +15% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
rough leather belt 'Glorynn'1.0 T1 belt armor [Rare] Master While equipped: Stats +2 Dex +1 Wil dps ---------- Crit.mult +5.00% Phys.pwr +3 (+1 eff.) Mind.pwr +10 (+5 eff.) Apr +4 Melee Ret 2 physical ----- def ----- Spell.save +6 (+6 eff.) ---------- misc Size +1 A belt that goes around your waist. |
Yvaseta (1 def, 0 armour) =8 mag cloak=2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +8 Mag +7 Wil +3 Cun +3 Con dps ---------- Mind.crit +5% ----- def ----- Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Yvylle' (1 def, 2 armour)2.0 T1 cloak armor [Rare] Nature While equipped: Stats +2 Dex dps ---------- Phys.crit +2.0% Phys.pwr +10 (+5 eff.) Res.pen +15% temporal Acc +5 (+2 eff.) ----- def ----- Armour +2 Defense +1 (+0 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. |
Beegonik the Dourvenom (0 def, 0 armour) =high blight res=2.0 T2 cloth armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +44% blight +12% darkness ----- def ----- Resists +20% blight +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Robe of Force (12 def, 8 armour)2.0 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +8 Defense +12 (+3 eff.) Resists +15% acid +12% physical +9% all Phys.save +10 (+5 eff.) Send out a range 5 beam of kinetic energy, dealing 37.87 to 47.33 physical damage (based on Willpower and Cunning) with knockback. Uses 7 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
ancient cashmere robe of protection (3 def, 3 armour) =4 mag robe=2.0 T3 cloth armor [Ego+] Arcane/Master While equipped: Stats +4 Mag dps ---------- Dmg.mod +10% temporal +14% physical Res.pen +7% temporal +7% physical ----- def ----- Armour +3 Defense +3 (+1 eff.) Resists +11% all Phys.save +17 (+8 eff.) Anom.red +10 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe of life (0 def, 0 armour)2.0 T2 cloth armor [Ego+] Nature While equipped: ----- def ----- Resists +8% blight +9% all Max.HP +44.00 HP.reg +2.40 Heal.mod +15% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Ragerim the pair of hardened leather boots (15 def, 3 armour) =30% Stun/frz=2.0 T3 feet armor [Rare] Arcane While equipped: Stats +3 Con dps ---------- Res.pen +20% physical ----- def ----- Armour +3 Defense +15 (+4 eff.) Silence- +32% Confus- +22% Stun/Frz- +30% ---------- misc Stam/turn +2.00 Max.stam +30.00 A pair of boots made of leather. |
Tidemight the pair of rough leather boots (0 def, 3 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +2 Con dps ---------- Dmg.mod +9% cold Res.pen +5% nature ----- def ----- Armour +3 Resists +3% cold Die.at -60.00 life ---------- misc Infravis +1 A pair of boots made of leather. |
pair of hardened leather boots of phasing (0 def, 3 armour) =3 mag boots=2.0 T3 feet armor [Ego+] Arcane While equipped: Stats +3 Mag +2 Wil ----- def ----- Armour +3 Blink to a nearby random location (rad 7) Puts all charms on 17 cooldown A pair of boots made of leather. |
pair of rough leather boots 'Bethelle' (0 def, 1 armour) =4 mag/stun frz boots=2.0 T1 feet armor [Rare] Arcane While equipped: Stats +3 Str +4 Mag dps ---------- Crit.mult +5.00% Dmg.mod +3% arcane Melee Ret 2 mind ----- def ----- Armour +1 Resists +5% arcane Silence- +20% Confus- +20% Stun/Frz- +20% ---------- misc Hate/m.crit +1.00 A pair of boots made of leather. |
wanderer's pair of hardened leather boots of force (0 def, 3 armour) =3 con boots=2.0 T3 feet armor [Ego++] Arcane/Master/Psionic While equipped: Stats +2 Cun +3 Con dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +4 (+2 eff.) Mind.pwr +5 (+3 eff.) ----- def ----- Armour +3 Phys.save +12 (+6 eff.) Mind.save +10 (+5 eff.) A pair of boots made of leather. |
hardened leather gloves of spellstriking (0 def, 2 armour) =5 mag gloves=1.0 T2 hands armor [Ego+] Arcane While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.pwr +8 (+4 eff.) Melee+ 11 arcane Dmg.mod +3% arcane ----- def ----- Armour +2 Resists +4% arcane Unarmed combat: Power 15.5 - 17.1 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +6 arcane On Hit: 10% Manathrust 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
steady hardened leather gloves of magic (+4) (0 def, 2 armour)1.0 T2 hands armor [Ego] Arcane/Psionic While equipped: Stats +4 Mag dps ---------- Dmg.mod +5% arcane Acc +6 (+2 eff.) ----- def ----- Armour +2 Phys.save +6 (+3 eff.) Mind.save +7 (+3 eff.) Disarm- +20% Unarmed combat: Power 18.0 - 19.8 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Acc +7 Apr +3 Crit +3.0% Atk.spd 100% Melee+ +8 arcane On Crit.r2 +7 arcane On Hit: 10% Perfect Control 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
umbral hardened leather gloves of the nighthunter (0 def, 2 armour)1.0 T2 hands armor [Ego+] Arcane/Psionic While equipped: Stats +3 Cun dps ---------- Melee+ 7 darkness Dmg.mod +8% darkness Acc +7 (+2 eff.) ----- def ----- Armour +2 Resists +14% darkness ---------- misc Infravis +2 Unarmed combat: Power 17.0 - 18.7 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Acc +6 Apr +3 Crit +9.0% Atk.spd 100% Melee+ +10 darkness On Hit: 20% Moonlight Ray 3 On Crit: 10% Dominate 3 On Hit: * 10% chance to reduce damage dealt by 17% Track: Puts all charms on 10 cooldown Level 2.6 Pwr.cost 10 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 23 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Emelosevena the hardened leather cap (0 def, 5 armour) =4 con hat=2.0 T3 head armor [Rare] Master While equipped: Stats +5 Dex +4 Con dps ---------- Acc +30 (+9 eff.) Apr +1 ----- def ----- Armour +5 Fatigue +3% Crit.chn- 15.00% A cap made of leather. |
Fulegas the Hellsvenom (1 def, 0 armour) =2 mag hat=2.0 T1 head armor [Rare] Nature While equipped: Stats +1 Str +2 Mag dps ---------- Res.pen +5% fire Melee Ret 6 fire ----- def ----- Defense +1 (+0 eff.) Resists +5% lightning +5% temporal +9% mind A pointy cloth hat, very wizardly... |
Rhukhad the rough leather cap (0 def, 1 armour)2.0 T1 head armor [Rare] Psionic While equipped: Stats +3 Mag +4 Wil +3 Cun +3 Con dps ---------- Spell.pwr +5 (+3 eff.) Mind.pwr +4 (+2 eff.) Dmg.mod +3% blight ----- def ----- Armour +1 Fatigue +1% ---------- misc Infravis +3 A cap made of leather. |
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 (+6 eff.) Spell.save +12 (+9 eff.) Mind.save +12 (+6 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
cleansing linen wizard hat of lightning (+6%) (1 def, 0 armour)2.0 T1 head armor [Ego] Nature/Disrupt While equipped: dps ---------- Dmg.mod +10% lightning ----- def ----- Defense +1 (+0 eff.) Resists +6% blight +5% nature +15% lightning A pointy cloth hat, very wizardly... |
cured leather armour 'Ziromikor' (6 def, 12 armour)9.0 T2 light armor [Random Unique] Nature/Master While equipped: ----- def ----- Armour +12 Defense +6 (+2 eff.) Fatigue +7% Resists +6% temporal +1% physical +18% fire Max.HP +25.00 HP.reg +4.40 ---------- misc Stam/turn +0.60 A suit of armour made of leather. |
9 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. |
281 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. |
4 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. |
2 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+6 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+6 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 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. |
6 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Gothra (dig speed 30 turns) =5 mag pickax3=3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +5 Mag +1 Wil dps ---------- Mind.crit +1% Dmg.mod +3% mind ----- def ----- Resists +3% mind ---------- misc Psi/ret +0.04 Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
6 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(62 power, based on Willpower). Uses 7 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Eye of the Dreaming One =sleep immune=2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Mind.save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 13 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 8 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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
2 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. |
Rod of Recall (3/3)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 131 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. |
Bleakdream [power 170] (14/10 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: dps ---------- Mind.crit +1% Dmg.mod +12% darkness +3% mind Melee Ret 2 mind On Hit (Melee): * 20% chance to reduce damage dealt by 17% ---------- misc Max.hate +4.00 Max.psi +10.00 Blast the opponent's mind dealing 177 mind damage and silencing them for 4 turns Puts all charms on 10 cooldown 100% to reduce 1 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
overpowered ash totem of healing [power 290] (14/15 cooldown)2.0 T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 290 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
2 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
5 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 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. |
13 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
Bringer of Doom (Nightmare (Roguelike) difficulty)
Killed a Bringer of Doom.By BIG_PROBLEM the Cornac Rogue level 19
15th Haze 122nd year of Ascendancy at 00:47 see stats
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By BIG_PROBLEM the Cornac Rogue level 8
13rd Dusk 122nd year of Ascendancy at 05:54 see stats
Earth Master (Nightmare (Roguelike) difficulty)
Killed Harkor'Zun.By BIG_PROBLEM the Cornac Rogue level 24
2nd Decay 122nd year of Ascendancy at 02:16 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By BIG_PROBLEM the Cornac Rogue level 20
16th Haze 122nd year of Ascendancy at 15:23 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 25
1st Allure 123rd year of Ascendancy at 10:04 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By BIG_PROBLEM the Cornac Rogue level 10
29th Dusk 122nd year of Ascendancy at 12:44 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By BIG_PROBLEM the Cornac Rogue level 20
16th Haze 122nd year of Ascendancy at 08:29 see stats
Poisonous (Nightmare (Roguelike) difficulty)
Sided with the assassin lord.By BIG_PROBLEM the Cornac Rogue level 21
53rd Haze 122nd year of Ascendancy at 21:54 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By BIG_PROBLEM the Cornac Rogue level 9
26th Dusk 122nd year of Ascendancy at 09:45 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 25
63rd Regrowth 123rd year of Ascendancy at 14:18 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By BIG_PROBLEM the Cornac Rogue level 11
33rd Dusk 122nd year of Ascendancy at 14:46 see stats
Thralless (Nightmare (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By BIG_PROBLEM the Cornac Rogue level 25
62nd Regrowth 123rd year of Ascendancy at 18:22 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By BIG_PROBLEM the Cornac Rogue level 18
10th Haze 122nd year of Ascendancy at 21:25 see stats
Log
Mouse input temporarily disabled.
Mouse input temporarily disabled.
BIG_PROBLEM uses Evasion.
BIG_PROBLEM tries to evade attacks.
You are unable to move!
Gleda the armoured skeleton warrior HEALS from cold damage!
Gleda the armoured skeleton warrior's glacial vapour area effect hits Gleda the armoured skeleton warrior for 28 cold, 82 healing (28 total damage) [82 healing].
Gleda the armoured skeleton warrior's glacial vapour area effect hits BIG_PROBLEM for (63 flat reduction), 3 cold (3 total damage).
Gleda the armoured skeleton warrior's ice storm area effect hits BIG_PROBLEM for (63 flat reduction), 26 cold (26 total damage).
Gleda the armoured skeleton warrior casts Illuminate.
BIG_PROBLEM loses sight!
Something hits BIG_PROBLEM for (63 flat reduction), 70 light (70 total damage).
Talent Shadow Dance is ready to use.
BIG_PROBLEM uses Infusion: Regeneration.
BIG_PROBLEM starts regenerating health quickly.
Something hits BIG_PROBLEM for (54 flat reduction), 0 cold (0 total damage).
Something hits BIG_PROBLEM for (63 flat reduction), 10 cold (10 total damage).
BIG_PROBLEM reacts to damage from Something, mitigating the blow!.
Something hits BIG_PROBLEM for (63 flat reduction), (78 reacted , -5 stam), 177 cold (177 total damage).
BIG_PROBLEM feels pain again.
Talent Tumble is ready to use.
Talent Hidden Blades is ready to use.
You are unable to move!
BIG_PROBLEM is encased in ice!
Something hits BIG_PROBLEM for (63 flat reduction), 12 cold (12 total damage).
Something hits BIG_PROBLEM for (63 flat reduction), 38 cold (38 total damage).
Something hits BIG_PROBLEM for (63 flat reduction), (86 to ice), 128 lightning (128 total damage).
BIG_PROBLEM the level 26 cornac rogue was electrocuted to death by Gleda the armoured skeleton warrior on level 4 of Ruined halfling complex.















































































































