










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 | Insane Roguelike |
| Sex | Female |
| Race | Cornac |
| Class | Rogue |
| Level / Exp | 21 / 40% |
| Size | medium |
| Lifes / Deaths | Killed by Isona the sandworm at level 21 on the 29th Haze 122nd year of Ascendancy at 16:52 / 1 |
Primary Stats
| Strength | 16 (base 11) |
| Dexterity | 57 (base 50) |
| Constitution | 21 (base 10) |
| Magic | 10 (base 10) |
| Willpower | 20 (base 10) |
| Cunning | 54 (base 41) |
Resources
| Life | -149/456 |
| Stamina | 0/185 |
| Equilibrium | 37 |
| Healing Factor | 1.344804467222 |
| Regeneration | 3.0258100512496 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +9.9999999999999% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 5 |
| See Stealth | 38.873901619887 |
| See Invisible | 38.873901619887 |
Offense: Mainhand
| Damage | 29 |
| Accuracy | 39 |
| Crit Chance | 22% |
| APR | 18 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 28 |
| Accuracy | 39 |
| Crit Chance | 20% |
| APR | 18 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 17 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Mind
| Mindpower | 36 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +6% |
| Lightning | +18% |
| Cold | +13% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +20% |
| Light | +5% |
| Cold | +10% |
Defense: Base
| Armour (hardiness) | 26 (49.007671158813%) |
| Defense | 49 |
| Ranged Defense | 49 |
| Fatigue | 0 |
| Physical Save | 28 |
| Spell Save | 26 |
| Mental Save | 31 |
Defense: Resistances
| Acid | + 9%( 72%) |
| Blight | + 18%( 72%) |
| Physical | + 1%( 72%) |
| Cold | + 9%( 72%) |
| All | 0%( 72%) |
| Lightning | + 30%( 72%) |
| Light | + 6%( 72%) |
| Temporal | + 11%( 72%) |
| Fire | -10%( 72%) |
Defense: Immunities
| Pinning Resistance | 95% |
| Confusion Resistance | 22% |
| Instadeath Resistance | 100% |
| Disarm Resistance | 49% |
| Poison Resistance | 50% |
| Knockback Resistance | 51% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 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 299 life over 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 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 27% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 157 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: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 571% 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. |
Class Talents
| Technique / Duelist | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Stealth | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Cunning / Artifice | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Trapping | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 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 |
| Technique / Assassination | 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 |
| 1/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Mindstar mastery | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Lethality | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 3/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| 1/5 |
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 |
You successfully escorted the temporal explorer to the recall portal on level 2 of Trollmire. Escort: temporal explorer (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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
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: * '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.' * You've found the needed giant spider spinneret. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' | 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 within4 lumberjacks have died. | 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 | pair of rough leather boots 'Stormnail' (0 def, 1 armour) =+29hp=2.0 T1 feet armor [Rare] Master While equipped: Stats +3 Str +3 Con ----- def ----- Armour +1 Resists +15% lightning +1% physical +6% blight Max.HP +20.00 Heal.mod +15% Rush: Puts all charms on 17 cooldown Level 1.3 Pwr.cost 17 out of 25/25. Range 6 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. |
| Light source | survivor's brass lantern of health2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Phys.save +7 (+4 eff.) Max.HP +44.00 Heal.mod +10% ---------- 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 | rough leather cap of might (0 def, 1 armour)2.0 T1 head armor [Ego+] Master While equipped: Stats +2 Str +3 Con dps ---------- Phys.pwr +3 (+2 eff.) ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
| On hands | hardened leather gloves 'Bolttreason' (0 def, 2 armour)1.0 T2 hands armor [Random Unique] Arcane/Psionic While equipped: dps ---------- Spell.crit +6% Spell.pwr +7 (+5 eff.) Mind.pwr +5 (+2 eff.) Melee+ 16 mind 21 darkness Dmg.mod +18% lightning Acc +6 (+2 eff.) Melee Ret 4 lightning On Hit (Melee): * 10% chance to reduce all saves and defense by 24 * 20% chance to reduce armor by 20% ----- def ----- Armour +2 Resists +9% acid Phys.save +6 (+3 eff.) Mind.save -6 (-3 eff.) Disarm- +26% ---------- misc Mana/turn +0.24 Unarmed combat: Power 17.0 - 18.7 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Acc +8 Apr +3 Crit +3.0% Atk.spd 100% Melee+ +10 arcane On Hit: 10% Reproach 3 On Hit: 10% Perfect Control 3 On Hit: 10% Elemental Bolt 3 Ruined Earth: Puts all charms on 13 cooldown Level 3.0 Pwr.cost 13 out of 20/20. Range 5 Travel.spd instantaneous Is a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | powerful iron torque of psionic shield [power 27] (13/17 cooldown)2.0 T1 torque charm [Ego+] Psionic Setup a psionic shield, reducing all damage taken by 27 for 5 turns Puts all charms on 17 cooldown 100% to increase all damage by 12% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | marksman's copper ring of tenacity0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Dex dps ---------- Acc +4 (+1 eff.) ----- def ----- Max.HP +20.00 Disarm- +23% Pinning- +21% Knockbk- +25% Rings make your fingers look great! |
| On fingers | Starslicer0.1 T2 ring jewelry [Random Unique] Psionic While equipped: Stats +1 Cun +3 Wil dps ---------- Melee+ 5 physical Ranged+ 5 physical On Hit (Melee): * 11% chance to reduce all saves and defense by 24 On Hit (Ranged): * 12% chance to reduce all saves and defense by 24 ----- def ----- Resists +6% light Spell.save +12 (+6 eff.) Mind.save +11 (+5 eff.) Confus- +22% ---------- misc Hate/m.crit +1.00 Max.hate +6.00 Bleeding Edge: Puts all charms on 13 cooldown Level 4.0 Pwr.cost 13 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
| Around neck | Voidtooth the steel amulet0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +3 Dex +4 Cun +5 Con dps ---------- Mov.spd +10% Dmg.mod +3% cold Res.pen +20% darkness Melee Ret 6 cold ----- def ----- Armour +4 Defense +5 (+1 eff.) Fatigue -5% Resists +11% temporal Res.Cap +2% all Phys.save +7 (+4 eff.) HP.reg +2.00 Pinning- +24% Knockbk- +26% ---------- misc Stam/turn +0.40 Amulets make your neck look great! |
| In main hand | Eye of Winter (8-9 power, 18 apr, cold damage)3.0 T2 mindstar 1H weapon [Unique] Nature Nature requires balance in these matters. Power 8.0 - 8.8 Cold Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) Dmg.mod +10% cold Res.pen +10% cold ----- def ----- Armour +10 Resists -10% fire On Mind Hit: 10% Winter's Fury 2 This mindstar glows with a dim cool light, but seems somehow incomplete. |
| Around waist | rough leather belt of unlife1.0 T1 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
| In off hand | Noonwyrd the vined mindstar (6-7 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Random Unique] Nature/Psionic Power 6.0 - 6.6 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: Stats +4 Wil dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Res.pen +5% light ----- def ----- Phys.save +5 (+3 eff.) Spell.save +10 (+5 eff.) Mind.save +7 (+3 eff.) ---------- misc Equi/ret +1.18 Max.psi +20.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Cloak | Murkworth the linen cloak (1 def, 8 armour)2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +6% darkness ----- def ----- Armour +8 Defense +1 (+0 eff.) Resists +6% blight +9% cold Mind.save +5 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Eel-skin armour (16 def, 0 armour) =lightning=9.0 T2 light armor [Unique] Nature While equipped: Stats +3 Cun +2 Dex ----- def ----- Defense +16 (+5 eff.) Fatigue +2% Resists +15% lightning Poison- +50% Pinning- +50% On Nature Hit: 10% Call Lightning 2 Call Lightning: Level 2.0 Pwr.cost 17 out of 50/50. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 51.89 to 155.67 lightning damage (103.78 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
Inventory
Primal Infusion (affinity 12%; reduction 2; dur 4; cd 18)0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 12% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
healing infusion of the sneak (heal 148; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 148 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. |
shatter afflictions rune of the duelist (absorb 110; cd 12)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 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 110 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
copper amulet 'Amudefast'0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +1 Str +3 Dex +2 Wil ----- def ----- Resists +9% blight Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Light +3 Amulets make your neck look great! |
restful copper amulet0.1 T1 amulet jewelry [Ego] Master While equipped: ----- def ----- Fatigue -4% HP.reg +2.00 Amulets make your neck look great! |
steel amulet 'Manugund'0.1 T2 amulet jewelry [Random Unique] Arcane/Nature While equipped: Stats +2 Cun dps ---------- Mind.crit +2% Melee+ 12 light 12 darkness Dmg.mod +13% light +13% darkness On Melee Ret: * 13% chance to reduce damage dealt by 20% * 12% chance to blind ----- def ----- Resists +10% temporal Pinning- +29% Knockbk- +20% ---------- misc Psi/ret +0.12 Amulets make your neck look great! |
wanderer's copper amulet of healing0.1 T1 amulet jewelry [Ego+] Nature/Master While equipped: Stats +4 Dex +4 Cun +4 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -4% HP.reg +1.00 Heal.mod +11% Cut- +40% ---------- misc Stam/turn +0.30 Heal: Puts all charms on 23 cooldown Level 1.0 Pwr.cost 23 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 172 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
copper ring 'Anuneg'0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +1 Dex +2 Mag +5 Cun dps ---------- Dmg.mod +11% acid Melee Ret 2 mind ----- def ----- Resists +22% acid ---------- misc Infravis +3 Rings make your fingers look great! |
copper ring 'Cobralash'0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +15% nature Melee Ret 4 darkness ----- def ----- Resists +3% lightning +3% light +3% nature Mind.save +6 (+3 eff.) Cut- +10% Silence- +10% Rings make your fingers look great! |
copper ring of fire (+22%)0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +11% fire ----- def ----- Resists +22% fire Rings make your fingers look great! |
gold ring of clarity0.1 T3 ring jewelry [Ego] Psionic While equipped: ----- def ----- Mind.save +7 (+3 eff.) Confus- +22% Rings make your fingers look great! |
marksman's steel ring of clarity0.1 T2 ring jewelry [Ego] Master/Psionic While equipped: Stats +3 Dex dps ---------- Acc +6 (+2 eff.) ----- def ----- Mind.save +6 (+3 eff.) Confus- +24% Rings make your fingers look great! |
savior's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Phys.save +8 (+4 eff.) Spell.save +7 (+3 eff.) Mind.save +7 (+3 eff.) Rings make your fingers look great! |
titan's copper ring =3 con=0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+3 eff.) Rings make your fingers look great! |
Drake's Bane (45-68 power, 21 apr) =20% stun=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 (+5 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. |
Galandur the steel greatmaul (28-43 power, 2 apr)5.0 T2 greatmaul 2H weapon [Random Unique] Nature/Master Power 28.5 - 42.8 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Melee+ +22 nature While equipped: Stats +3 Dex dps ---------- Phys.spd +10% Acc +10 (+3 eff.) ----- def ----- Phys.save +9 (+5 eff.) HP.reg +2.00 Heal.mod +10% Confus- +10% Massive two-handed mauls. |
warbringer's steel longsword (16-22 power, 3 apr)3.0 T2 longsword 1H weapon [Ego+] Master Power 16.0 - 22.4 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +3 Con dps ---------- Phys.pwr +7 (+4 eff.) Res.pen +6% physical ----- def ----- Disarm- +15% Sharp, long, and deadly. |
chilling dwarven-steel mace (27-38 power, 4 apr)3.0 T3 mace 1H weapon Reqs Str 24 [Ego] Arcane Power 27.0 - 37.8 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% Melee+ +9 cold Blunt and deadly. |
Islama the mossy mindstar (7-8 power, 12 apr, nature damage)3.0 T1 mindstar 1H weapon [Rare] Nature Power 7.0 - 7.7 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +3.5% Atk.spd 100% On Crit.r2 +16 physical While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) ----- def ----- Resists +1% physical Max.HP +10.00 HP.reg +0.60 ---------- misc Stam/turn +1.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Mayima (2-3 power, 12 apr, mind damage)3.0 T1 mindstar 1H weapon [Rare] Nature Power 2.5 - 2.8 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: Stats +2 Cun dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) On Hit (Melee): * 10% chance to slow global speed by 50% ----- def ----- Resists +5% arcane +9% darkness +9% light Max.HP +13.00 HP.reg +0.50 ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
honing vined mindstar of life (4-5 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Ego+] Nature/Psionic Power 4.5 - 5.0 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: Stats +1 Cun +1 Wil dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Dmg.mod +3% physical Res.pen +3% physical ----- def ----- Resists +3% physical Max.HP +10.00 HP.reg +0.60 ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
vined mindstar 'Galaran' (6-6 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Random Unique] Nature/Psionic Power 5.5 - 6.1 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: Stats +3 Wil dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) All.spd +4% Melee+ 4 fire Dmg.mod +8% fire Res.pen +4% fire On Hit (Melee): * 10% chance to reduce armor by 20% ----- def ----- Resists +12% acid +6% fire Spell.save +3 (+1 eff.) ---------- misc Hate/kill +2.00 Psi/kill +1.00 Talents +1 Attune Mindstar Masteries +0.10 Psionic/Voracity +0.10 Cursed/Dark sustenance Inflict 57.40 mind damage (range 10), gaining psi and hate equal to 10% of the damage done Puts all charms on 13 cooldown Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
yew vilestaff of invocation (20-24 power, 4 apr, fire element)5.0 T3 staff 2H weapon Reqs Mag 24 [Ego+] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +14 (+8 eff.) S.pwr/crit +7 Dmg.mod +20% fire ---------- misc Talents +1 Command Staff Conjure elemental energy in a radius 6 cone, dealing 10.71 to 12.85 fire damage Puts all charms on 6 cooldown Staves designed for wielders of magic, by the greats of the art. |
stralite steamsaw of erosion (32-49 power, 0 apr)3.0 T4 steamsaw 1H weapon Reqs Str 35 Steam Pool [Ego] Nature/Steamtech Power 32.5 - 48.8 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +4.0% Atk.spd 100% Block +69 Melee+ +9 nature Uses 1.0 Steam While equipped: ----- def ----- Armour +5 Defense +8 (+2 eff.) Fatigue +10% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
windwalling dwarven-steel steamsaw (20-31 power, 0 apr)3.0 T3 steamsaw 1H weapon Reqs Str 24 Steam Pool [Ego+] Psionic/Steamtech Power 20.5 - 30.8 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +46 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +3 Wil ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +8% Resists +13% physical Shield.near.proj +12 Proj.slow +11% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Anitohor the Demonblood1.0 T3 belt armor [Rare] Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +30% darkness Melee Ret 10 darkness ----- def ----- Mind.save +8 (+4 eff.) Max.HP +69.00 A belt that goes around your waist. |
rough leather belt 'Halyyachak' =+94ehp=1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Melee Ret 6 physical ----- def ----- Resists +6% lightning +5% arcane Die.at -60.00 life Max.HP +34.00 A belt that goes around your waist. |
Blizzardvengeance (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% mind +3% cold Res.pen +10% acid ----- def ----- Defense +1 (+0 eff.) Resists +6% acid +12% mind Max.HP +33.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Silk Current (12 def, 0 armour)2.0 T1 cloth armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+4 eff.) Mov.spd +15% Dmg.mod +10% cold Res.pen +8% cold Melee Ret 10 cold ----- def ----- Defense +12 (+4 eff.) Resists +7% all +15% cold ---------- misc Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
spellwoven woollen robe of power (0 def, 0 armour)2.0 T2 cloth armor [Ego+] Arcane While equipped: dps ---------- Spell.crit +2% Spell.pwr +13 (+8 eff.) Dmg.mod +6% all ----- def ----- Resists +9% all Spell.save +19 (+9 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Elenurig the Viperraven (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +4 Cun +4 Con dps ---------- Res.pen +25% light Melee Ret 8 mind 4 nature On Hit (Melee): * 20% chance to reduce all saves and defense by 24 ----- def ----- Armour +3 Phys.save +16 (+8 eff.) Mind.save +16 (+8 eff.) A pair of boots made of leather. |
Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Cun +4 Wil dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
dreamer's pair of hardened leather boots of tirelessness (0 def, 3 armour)2.0 T3 feet armor [Ego+] Master/Psionic While equipped: Stats +2 Cun +4 Wil ----- def ----- Armour +3 Phys.save +7 (+4 eff.) Spell.save +7 (+3 eff.) Mind.save +7 (+3 eff.) ---------- misc Stam/turn +0.90 Max.stam +11.00 A pair of boots made of leather. |
psychic's hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Ego] Psionic While equipped: dps ---------- Melee+ 7 mind Dmg.mod +3% mind ----- def ----- Armour +2 Resists +6% mind 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 Crit.r2 +5 mind On Hit: 20% Psychic Lobotomy 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
scouring hardened leather gloves of butchering (0 def, 2 armour)1.0 T2 hands armor [Ego++] Disrupt While equipped: dps ---------- Phys.pwr +4 (+2 eff.) Acc +7 (+2 eff.) Apr +5 On Melee Ret: * 17 arcane resource burn ----- def ----- Armour +2 Resists +6% blight Spell.save +19 (+9 eff.) Unarmed combat: Power 16.5 - 18.2 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Apr +12 Crit +3.0% Atk.spd 100% On Hit: * 15% chance to reduce armor by 20% * 18 arcane resource burn * 12% chance to slow global speed by 50% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
steady hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Ego] Psionic While equipped: dps ---------- Acc +6 (+2 eff.) ----- def ----- Armour +2 Phys.save +6 (+3 eff.) Mind.save +5 (+2 eff.) Disarm- +27% Unarmed combat: Power 17.5 - 19.2 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Acc +8 Apr +3 Crit +3.0% Atk.spd 100% On Hit: 10% Perfect Control 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Dusksquall the cashmere wizard hat (2 def, 0 armour)2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +9% lightning +13% fire +6% darkness +12% cold Res.pen +10% lightning Melee Ret 6 cold ----- def ----- Defense +2 (+0 eff.) Resists +12% darkness +19% fire A pointy cloth hat, very wizardly... |
Mayera (17 def, 0 armour) =9 will=2.0 T3 head armor [Rare] Master While equipped: Stats +3 Str +9 Wil ----- def ----- Defense +17 (+5 eff.) Resists +6% darkness +9% temporal Phys.save +8 (+4 eff.) HP.reg +4.00 ---------- misc See.Invis +6 A pointy cloth hat, very wizardly... |
Unlightripper the cashmere wizard hat (2 def, 0 armour)2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% darkness ----- def ----- Defense +2 (+0 eff.) Resists +8% lightning +11% temporal +4% physical Phys.save +9 (+5 eff.) HP.reg +4.00 Teleport- +10% A pointy cloth hat, very wizardly... |
grounding linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Ego] Nature While equipped: ----- def ----- Defense +1 (+0 eff.) Resists +5% lightning +6% temporal A pointy cloth hat, very wizardly... |
enlightening dwarven-steel mail armour of the deep (3 def, 10 armour)14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Ego++] Nature/Psionic While equipped: Stats +5 Cun +5 Wil ----- def ----- Armour +10 Defense +3 (+1 eff.) Fatigue +12% Resists +8% acid +7% cold Mind.save +13 (+6 eff.) ---------- misc Breathe water A suit of armour made of mail. |
enlightening steel mail armour of Eyal (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training Str 20 [Ego++] Nature/Psionic While equipped: Stats +5 Cun +5 Wil ----- def ----- Armour +6 Defense +2 (+0 eff.) Fatigue +12% Mind.save +12 (+6 eff.) Max.HP +28.00 HP.reg +2.00 Heal.mod +12% A suit of armour made of mail. |
troll-hide hardened leather armour of command (18 def, 11 armour)9.0 T3 light armor [Ego++] Nature/Psionic While equipped: Stats +2 Cun ----- def ----- Armour +11 Defense +18 (+6 eff.) Fatigue +8% Mind.save +10 (+5 eff.) Max.HP +30.00 HP.reg +8.30 Heal.mod +12% A suit of armour made of leather. |
troll-hide rough leather armour of fire resistance (3 def, 2 armour)9.0 T1 light armor [Ego+] Nature/Master While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Resists +15% fire Max.HP +31.00 HP.reg +3.30 Heal.mod +10% A suit of armour made of leather. |
impenetrable dwarven-steel plate armour of temporal resistance (0 def, 21 armour)17.0 T3 massive armor Reqs Massive armour training Str 35 [Ego] Arcane/Master While equipped: ----- def ----- Armour +21 Fatigue +22% Resists +19% temporal A suit of armour made of metal plates. |
8 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. |
3 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. |
2 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. |
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. |
iron pickaxe 'Rainmaim' (dig speed 36 turns) =3 str=3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str dps ---------- Dmg.mod +9% arcane Res.pen +5% arcane +10% nature Melee Ret 2 arcane 10 nature ----- def ----- Fatigue -5% Resists +5% arcane While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
9 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. |
1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 17 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 55.40 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 55.40 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
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. |
Jetbone the pouch of steel shots (22/22, 22-26 power, 2 apr)3.0 T2 shot ammo [Rare] Nature Power 21.5 - 25.8 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 22 Ranged+ +20 darkness +14 fire On Hit.r1 +8 lightning +20 darkness On Crit.r2 +8 lightning +7 fire Shots are used with slings to pummel your foes to death. |
Bizzare Contraption2.0 T2 tool misc [Unique] While equipped: Stats +8 Cun dps ---------- Dmg.mod +15% lightning ----- def ----- Resists +15% lightning Phys.save +18 (+9 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
focusing ash totem of healing [power 182] (13/10 cooldown)2.0 T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 182 Puts all charms on 10 cooldown 100% to reduce 1 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
Crackleoblivion the dragonbone wand of shielding [power 458] (13/13 cooldown)2.0 T5 wand charm [Random Unique] Arcane While equipped: dps ---------- Mind.crit +7% Dmg.mod +9% mind ----- def ----- Resists +6% lightning ---------- misc Equi/ret +0.08 Create a shield absorbing up to 458 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 13 cooldown 100% to increase the duration of 2 beneficial effects by 2. 100% to reduce 3 talent cooldowns by 2. 100% to increase all damage by 25% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
cleansing ash wand of lightning storm [power 170] (13/10 cooldown)2.0 T2 wand charm [Ego+] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 40 lightning damage and will be dazed for 1 turn (200 total damage) Puts all charms on 10 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
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. |
7 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. |
9 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
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By NOT_A_FAN_OF_MAGIC the Cornac Rogue level 8
3rd Summertide 122nd year of Ascendancy at 08:36 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By NOT_A_FAN_OF_MAGIC the Cornac Rogue level 10
12nd Dusk 122nd year of Ascendancy at 03:15 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By NOT_A_FAN_OF_MAGIC the Cornac Rogue level 20
56th Dusk 122nd year of Ascendancy at 06:59 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By NOT_A_FAN_OF_MAGIC the Cornac Rogue level 20
6th Haze 122nd year of Ascendancy at 03:14 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By NOT_A_FAN_OF_MAGIC the Cornac Rogue level 8
8th Dusk 122nd year of Ascendancy at 18:43 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By NOT_A_FAN_OF_MAGIC the Cornac Rogue level 16
33rd Dusk 122nd year of Ascendancy at 19:24 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By NOT_A_FAN_OF_MAGIC the Cornac Rogue level 20
56th Dusk 122nd year of Ascendancy at 09:36 see stats
Log
Bleeding from Isona the sandworm hits NOT_A_FAN_OF_MAGIC for (27 flat reduction), 22 physical (22 total damage).
NOT_A_FAN_OF_MAGIC uses Leaves Tide.
NOT_A_FAN_OF_MAGIC's mind surges with critical power!
NOT_A_FAN_OF_MAGIC slows down.
NOT_A_FAN_OF_MAGIC is protected by a layer of thick leaves.
Isona the sandworm starts to bleed.
Isona the sandworm uses Block.
NOT_A_FAN_OF_MAGIC stops bleeding.
Bleeding from NOT_A_FAN_OF_MAGIC hits Isona the sandworm for 25 physical damage.
NOT_A_FAN_OF_MAGIC uses Throwing Knives.
Shards of metal explode from Isona the sandworm's shield!
NOT_A_FAN_OF_MAGIC starts to bleed.
Isona the sandworm is poisoned!
Isona the sandworm hits NOT_A_FAN_OF_MAGIC for (27 flat reduction), 5 physical (5 total damage).
NOT_A_FAN_OF_MAGIC's Throwing Knife hits Isona the sandworm for (38 blocked), 0 physical, (20 blocked), 0 darkness, (4 blocked), 0 physical, 8 mind (8 total damage).
NOT_A_FAN_OF_MAGIC uses Throwing Knives.
Bleeding from Isona the sandworm hits NOT_A_FAN_OF_MAGIC for (26 flat reduction), 0 physical (0 total damage).
Bleeding from NOT_A_FAN_OF_MAGIC hits Isona the sandworm for (33 blocked), 0 physical (0 total damage).
Deadly Poison from NOT_A_FAN_OF_MAGIC hits Isona the sandworm for (17 blocked), 0 nature (0 total damage).
Isona the sandworm uses Shield Pummel.
NOT_A_FAN_OF_MAGIC reacts to an attack from Isona the sandworm, mitigating the blow!.
Isona the sandworm performs a melee critical strike against NOT_A_FAN_OF_MAGIC!
NOT_A_FAN_OF_MAGIC reacts to an attack from Isona the sandworm, mitigating the blow!.
NOT_A_FAN_OF_MAGIC is stunned!
Isona the sandworm hits NOT_A_FAN_OF_MAGIC for (27 flat reduction), (30 reacted , -5 stam), 77 physical, (26 flat reduction), 0 physical, (27 flat reduction), (26 reacted , -5 stam), 67 physical (144 total damage).
Melee retaliation hits Isona the sandworm for 5 lightning, 9 cold, 5 lightning, 9 cold (27 total damage).
NOT_A_FAN_OF_MAGIC the level 21 cornac rogue was minced to death by Isona the sandworm on level 1 of Sandworm lair.

























































































































