










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Items Vault 1.7.6Donators/Buyers bonus! Logs in chronological order 1.7.4Makes logs appear in chronological order. More convenient when lots happens in a single turn. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Cleaner Item Descriptions REVISED 1.7.0This is a fork of Cleaner Item Descriptions v2.1.4 (which itself is a fork of Better Item Descriptions) which makes Item Stats easier to read... There were just a couple tweaks I wanted to make: This version:
Known bugs:
Note: As with the original "Cleaner Item Descriptions", this works with zOmnibus's inscription-compare feature
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.
Automatic Notes 1.7.0Automatically collects notes about unvisited zones and unactivated features/events that the player has seen and may wish to return to later, updated as the player revisits said points of interest. Notes will reflect:
Notes for a level are updated when the player enters or leaves the level, and when bringing up the auto-collected notes list manually via <Alt-Shift-A> (configurable via the "Key bindings" dialog). The auto-collected notes list will also optionally pop up when you load a character, configurable via the game option "UI | Automatic notes". Frequently Asked Questions: Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Select First Escort 1.7.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it Inventory Sort Order 1.7.0Improves the default sort order of items in the player's inventory. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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:
Shimmer Pack: Plumpkin Daper 1.6.0Cosmetic pack! Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! Shimmer Pack: Pyromania 1.6.0Cosmetic pack! |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Cornac |
| Class | Adventurer |
| Level / Exp | 24 / 47% |
| Size | medium |
| Lifes / Deaths | Killed by Celia at level 24 on the 66th Regrowth 123rd year of Ascendancy at 09:28 / 1 |
Primary Stats
| Strength | 34 (base 14) |
| Dexterity | 36 (base 20) |
| Constitution | 21 (base 12) |
| Magic | 80 (base 53) |
| Willpower | 41 (base 12) |
| Cunning | 54 (base 30) |
Resources
| Mana | 275/435 |
| Vim | 208/232 |
| Life | -352/456 |
| Paradox | 600 |
| Stamina | 186/276 |
| Soul | 8/10 |
| Healing Factor | 1.214804467222 |
| Regeneration | 7.5925279201375 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 2 |
| See Stealth | 15.825784483397 |
| See Invisible | 15.825784483397 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 87 |
| Accuracy | 38 |
| Crit Chance | 25% |
| APR | 24 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 61 |
| Crit Chance | 26% |
| Speed | 1 |
Offense: Mind
| Mindpower | 42 |
| Crit Chance | 19% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +12% |
| Acid | +15% |
| Nature | +15% |
| Temporal | +3% |
| Blight | +14% |
| Arcane | +5% |
| Mind | +15% |
| All | 0% |
Offense: Damage Penetration
| Physical | +15% |
| Arcane | +10% |
| Temporal | +15% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 43 (81.69962066283%) |
| Defense | 49 |
| Ranged Defense | 49 |
| Fatigue | 0 |
| Physical Save | 27 |
| Spell Save | 39 |
| Mental Save | 34 |
Defense: Resistances
| Lightning | + 22%( 70%) |
| Nature | + 40%( 70%) |
| Temporal | + 37%( 70%) |
| Blight | + 19%( 70%) |
| Arcane | + 23%( 70%) |
| Darkness | + 23%( 70%) |
| All | + 14%( 70%) |
Defense: Immunities
| Stun Resistance | 40% |
| Bleed Resistance | 0% |
| Confusion Resistance | 41% |
| Instadeath Resistance | 100% |
| Blind Resistance | 10% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 42 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 Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 290 damage for 4 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 3 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 3 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 13%, your defense is increased by 13 and all your resistances by 13%. |
Class Talents
| Cunning / Shadow magic | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Demented / Tentacles | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Magical combat | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Battle tactics | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Enhancement | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Spell / Stone | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Temporal Guardian | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Throwing knives | 1.00 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Spell / Necrosis | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Corruption / Demonic strength | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 4/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
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 |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. | active |
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You failed to protect the lost defiler from death by Aerutira the copperhead snake. Escort: lost defiler (level 2 of Old Forest) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 4 of Old Forest. Escort: temporal explorer (level 4 of Old Forest)As a reward you improved talent Foresight (+1 level(s)). | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * The ceremony will require that you are worthy, experienced, and possessed of a certain amount of power (level 25, Magic over 50, Willpower over 25 and one prodigy point available). * The beating heart of a powerful necromancer. * Yiilkgur the Sher'tul Fortress is a suitable location. * Your lair must amass enough energy to use in your rebirth (40 energy). | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You 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 |
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's current energy level is: 11. | 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. | 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 electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * '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.' * You've found the needed bloated horror heart. 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 hummerhorn wing. * You've found the needed bear paw. * 'Needed: one snow giant kidney. I suggest not killing the snow giant by impaling it through the kidneys. You'll just have to find another.' | 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 within | active |
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 iron boots 'Gloronne' (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Nature While equipped: Stats Str +4 offense ------ Critical power +10.00% Physical Power +10 (+3 eff.) Damage +12% physical defense ------ Armor +3 Fatigue +2% Resistance +9% lightning, +6% temporal Unlife -20.00 life Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Crackleobsidian the brass lantern2.0 Encumbrance T1 lite [Rare] Nature While equipped: offense ------ Physical Power +20 (+6 eff.) Ignore resists +15% physical Ignore Armor +2 When Hit 4 lightning, 8 fire defense ------ Physical save +6 (+3 eff.) Unlife -40.00 life Healmod +12% other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | dwarven-steel helm 'Gibrera' (0 def, 4 armour)3.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats Str +2, Dex +5, Wil +3, Cun +6 offense ------ Ignore Armor +3 defense ------ Armor +4 Fatigue +4% other ------- Max stamina +20.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Lelukor the dwarven-steel pickaxe (dig speed 30 turns)3.0 Encumbrance T3 digger tool [Rare] Master While equipped: Stats Str +5 offense ------ Critical power +5.00% defense ------ Fatigue -8% Resistance +5% arcane, +3% temporal Mind save +6 (+3 eff.) Life +100.00 Blind Resist +10% Confus Resist +20% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Wheel of Fate0.1 Encumbrance T5 ring jewelry [Unique] Arcane While equipped: Stats Cun +5, Wil +5 offense ------ Mindpower +8 (+3 eff.) Damage +9% blight When Hit 4 blight defense ------ Resistance +6% blight Mind save +9 (+4 eff.) Life Regen +2.00 Confus Resist +21% Stun Resist +20% Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
| On fingers | warrior's copper ring of perseverance0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats Str +2 defense ------ Armor +4 Life Regen +2.00 Stun Resist +20% Rings make your fingers look great! |
| Around waist | Radhaneg the hardened leather belt1.0 Encumbrance T3 belt armor [Random Unique] Arcane While equipped: Stats Mag +8, Wil +11 offense ------ Spell Crit +9% Ignore resists +10% arcane, +15% temporal defense ------ Armor +7 Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Create a temporary shield that absorbs 170 damage Puts all charms on 30 turn cooldown A belt that goes around your waist. |
| In main hand | Corpathus (40-56 power, 12 apr)3.0 Encumbrance T4 longsword 1H weapon [Unique] Master/Unknown Weapon Damage 40.0 - 56.0 Physical Uses 100% Mag Mastery Strength of Purpose Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +12 Critical Rate +9.0% Attack Speed 100% On-hit +18 draining blight On Critical: * grows in power On Kill: * grows dramatically in power While equipped: offense ------ Critical power +10.00% Damage +5% blight defense ------ Cut Resist -25% other ------- Max vim +20.00 Thick straps encircle this blade. Jagged edges like teeth travel down the blade, bisecting it. It fights to overcome the straps, but lacks the strength. |
| On hands | temporal hardened leather gloves of spellstriking (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego+] Arcane While equipped: Stats Mag +5, Wil +4 offense ------ Spellpower +9 (+2 eff.) On-Hit 9 arcane, 7 temporal On-Ranged-Hit 10 temporal Damage +5% arcane, +3% temporal defense ------ Armor +2 Resistance +5% arcane, +7% temporal Unarmed combat: Weapon Damage 17.5 - 19.2 Physical Uses 40% Dex, 40% Mag, 40% Cun Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-hit +6 arcane +7 item temporal energize On Hit: 10% Manathrust level 3 On Hit: * 7% chance to gain 10% of a turn (3/turn limit) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 Encumbrance T3 cloth armor [Unique] Nature While equipped: Stats Con +5, Wil +4 offense ------ Mind Crit +5% Mindpower +10 (+4 eff.) Damage +15% acid, +15% nature +15% mind When Hit 20 nature slow, 20 poison defense ------ Armor +15 Hardiness +30% Defense +10 (+4 eff.) Resistance +30% nature, +11% all Physical save +10 (+5 eff.) Spell save +10 (+3 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
| Cloak | spellcowled linen cloak of the voidstalker (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego++] Arcane While equipped: Stats Mag +2, Wil +2 defense ------ Defense +1 (+1 eff.) Resistance +10% darkness, +11% temporal Spell save +6 (+2 eff.) Out-of-Phase Defense +10 Out-of-Phase Resistance +11% Out-of-Phase Resilience +10% other ------- Max mana +42.00 Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 turn cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Samydur0.1 Encumbrance T1 amulet jewelry [Rare] Master While equipped: Stats Dex +4, Cun +6, Con +4 offense ------ Move Speed +10% defense ------ Armor +8 Defense +15 (+5 eff.) Fatigue -5% Life Regen +2.00 other ------- Stamina/turn +1.40 Max stamina +10.00 Infravision +2 Amulets make your neck look great! |
Inventory
medical injector implant (efficiency 89% / cooldown 100%)0.1 Encumbrance T1 implant scroll [Normal] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 89% efficiency and cooldown mod of 100%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the wizard (efficiency 154% / cooldown 93%)0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 154% efficiency and cooldown mod of 93%. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the wizard (steam 12)0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 24 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 12.0 steam per turn. Can be activated for an instant burst of 60 steam. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
Primal Infusion (affinity 14%; reduction 2; dur 4; cd 18)0.1 Encumbrance infusion scroll [Unique] Nature When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 14% 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. |
manasurge rune of the psychic (regen 974% over 10 turns; mana 49; cd 12)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 12 Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 974% for 10 turns (24 total) and instantly restoring 49 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the psychic (absorb 76; cd 21)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 21 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 76 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the sneak (absorb 74; cd 12)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 74 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the sneak (absorb 91; cd 21)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 21 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 91 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the warrior (absorb 58; cd 16)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 16 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 58 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the sneak (absorb 244; dur 4; cd 16)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 244 damage for 4 turns. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Acid Groove0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Alchemist's Helper0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Antimagic Shell0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Black Light Emitter0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Botanical Shell0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Deflection Field0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Explosive Shell0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fatal Attractor0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fungal Web0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Magnetic Shell0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Mana Coil0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Mental Stimulator0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Moss Tread0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Poison Groove0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Razor Edge0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rustproof Coating0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw Projector0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Second Skin0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Steamgun0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Thunderclap Coating0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Toxic Cannister Launcher0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Voltaic Shell0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Water Salve0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Withering Orbs0.1 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+2 eff.) On-Hit 5 mind On-Ranged-Hit 5 mind other ------- See Stealth +10 See Invisibility +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... |
Earthen Beads0.1 Encumbrance T2 amulet jewelry [Unique] Nature While equipped: Stats Wil +5 offense ------ Mindpower +5 (+2 eff.) defense ------ Affinity +15% nature Life Regen +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Effective talent level: 2.0 Power cost 35 out of 35/35. Range melee/personal Cooldown: 15 Travel.spd instantaneous Is: a mind power and a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 233 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
steel amulet 'Bleakire'0.1 Encumbrance T2 amulet jewelry [Rare] Nature While equipped: Stats Cun +2, Con +2 offense ------ Physical Crit +5.0% Physical Power +15 (+5 eff.) Damage +9% mind defense ------ Resistance +3% darkness, +1% physical Unlife -40.00 life Amulets make your neck look great! |
steel amulet 'Woenull'0.1 Encumbrance T2 amulet jewelry [Random Unique] Nature/Master While equipped: offense ------ Damage +6% darkness On-Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) * 10% chance to reduce damage dealt by 22% defense ------ Resistance +23% mind Physical save +13 (+7 eff.) Spell save +10 (+3 eff.) Mind save +10 (+5 eff.) Confus Resist +42% Amulets make your neck look great! |
Beyvor the Prismdash0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats Str +3 offense ------ Damage +9% light, +3% darkness defense ------ Armor +6 other ------- Light +3 Rings make your fingers look great! |
Dagaldir the copper ring0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: offense ------ On-Hit (Melee): * 10% chance to slow global speed by 54% defense ------ Resistance +9% darkness, +3% temporal Crit Resistance 5.00% Life Regen +6.00 Stun Resist +22% Rings make your fingers look great! |
copper ring of tenacity0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: defense ------ Life +21.00 Disarm Resist +22% Pinning Resist +21% Knockbk Resist +20% Rings make your fingers look great! |
warrior's copper ring of power0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Master While equipped: Stats Str +2 offense ------ Physical Power +5 (+1 eff.) Spellpower +6 (+1 eff.) Mindpower +6 (+2 eff.) defense ------ Armor +4 Rings make your fingers look great! |
Vargh Redemption0.1 Encumbrance T2 ring jewelry [Unique] Nature While equipped: Stats Wil +4, Con +6 offense ------ Damage +15% cold defense ------ Resistance +10% nature, +25% cold other ------- Max mana +20.00 Max stamina +20.00 Max psi +20.00 Max air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 13.42 cold and 15.04 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
greater yew starstaff (20-24 power, 4 apr, physical element)5.0 Encumbrance T3 staff 2H weapon [Ego+] Arcane Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +3% Spellpower +15 (+3 eff.) Damage +20% physical, +20% temporal +20% darkness, +20% light other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
lifebinding yew magestaff (20-24 power, 4 apr, lightning element)5.0 Encumbrance T3 staff 2H weapon [Ego+] Nature Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: Stats Con +3 offense ------ Spell Crit +3% Spellpower +14 (+3 eff.) Damage +20% lightning defense ------ Life Regen +0.90 Healmod +15% other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
shimmering yew starstaff (20-24 power, 4 apr, darkness element)5.0 Encumbrance T3 staff 2H weapon [Ego] Arcane Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +3% Spellpower +9 (+2 eff.) Damage +20% darkness other ------- Mana/turn +0.12 Max mana +44.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
warbringer's dwarven-steel greatsword of evisceration (37-59 power, 2 apr)3.0 Encumbrance T3 greatsword 2H weapon [Ego++] Master Weapon Damage 37.0 - 59.2 Physical Uses 120% Mag Mastery Strength of Purpose Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On Critical: * Wound the target dealing 218 physical damage across 5 turns and reducing healing by 50% While equipped: Stats Con +3 offense ------ Physical Crit +7.0% Physical Power +22 (+6 eff.) Ignore resists +10% physical defense ------ Disarm Resist +25% Massive two-handed swords. |
hateful dwarven-steel mace of evisceration (29-41 power, 4 apr)3.0 Encumbrance T3 mace 1H weapon [Ego+] Master/Psionic Weapon Damage 29.0 - 40.6 Physical Uses 100% Mag Mastery Strength of Purpose Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +1.5% Attack Speed 100% On-hit +8 darkness Damage Against +10% Living On Critical: * Wound the target dealing 218 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +7.0% Physical Power +9 (+3 eff.) Blunt and deadly. |
Umbral Razor (25-32 power, 10 apr)1.0 Encumbrance T2 dagger 1H weapon [Unique] Arcane Weapon Damage 25.0 - 32.5 Physical Uses 50% Dex, 65% Mag Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +9.0% Attack Speed 100% Damage Conversion 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats Cun +4, Mag +4 offense ------ Damage +5% darkness Ignore resists +10% darkness defense ------ Resistance +10% darkness Stealth +10 Invoke Darkness: Effective talent level: 3.0 Power cost 20 out of 20/20. Range 10 Cooldown: 3 Travel.spd 2000% of base Is: necromancy and a spell Description: Conjures up a beam of darkness, doing 129.78 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
steel dagger 'Ginor' (18-23 power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Random Unique] Nature/Master/Psionic Weapon Damage 17.5 - 22.8 Physical Uses 50% Mag, 50% Dex Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +8 darkness, +8 temporal Damage Against +9% Living While equipped: Stats Con +7, Wil +8 defense ------ Resistance +6% mind, +6% fire Life +18.00 Poison Resist +10% Sharp, short and deadly. |
balanced dwarven-steel dagger of evisceration (16-21 power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon [Ego+] Master Weapon Damage 16.5 - 21.4 Physical Uses 50% Dex, 50% Mag Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On Critical: * Wound the target dealing 218 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +7.0% Physical Power +7 (+2 eff.) Accuracy +8 (+3 eff.) defense ------ Defense +7 (+3 eff.) Disarm Resist +27% Sharp, short and deadly. |
truestriking dwarven-steel dagger of erosion (19-25 power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon [Ego+] Nature/Master Weapon Damage 19.0 - 24.7 Physical Uses 50% Dex, 50% Mag Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On-hit +8 nature While equipped: offense ------ Ignore resists +5% physical Accuracy +13 (+4 eff.) Ignore Armor +5 Sharp, short and deadly. |
caustic stralite dagger of massacre (38-49 power, 9 apr)1.0 Encumbrance T4 dagger 1H weapon [Ego+] Nature/Master Weapon Damage 37.5 - 48.8 Physical Uses 50% Dex, 50% Mag Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% On-crit, radius 2 +17 acid, +6 nature While equipped: offense ------ Ignore resists +6% acid, +5% nature Ignore Armor +7 Sharp, short and deadly. |
wrathful thorny mindstar (8-9 power, 24 apr, mind damage)3.0 Encumbrance T3 mindstar 1H weapon [Ego+] Nature/Psionic Weapon Damage 8.5 - 9.4 Mind Uses 50% Wil, 0% Mag, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Mind Crit +7% Mindpower +6 (+2 eff.) other ------- Hate-on-crit +1.00 Psi-on-crit +2.00 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. |
Aerigawe the elm longbow4.0 Encumbrance T1 longbow 2H weapon [Rare] Nature Weapon Damage 0.0 - 0.0 Physical Uses 0% Mag Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +6 On-ranged-hit +10 item acid corrode On Hit: * 10% chance to reduce armor by 39% While equipped: Stats Str +6, Con +3 offense ------ When Hit 2 physical defense ------ Resistance +9% acid other ------- Reload +1 Masteries +0.15 Wild-gift/Fungus Regenerate 86 life over 5 turns Puts all charms on 20 turn cooldown Longbows are used to shoot arrows at your foes. |
steady hardened leather sling of lightning4.0 Encumbrance T3 sling 1H weapon [Ego] Arcane/Master Weapon Damage 0.0 - 0.0 Physical Uses 0% Mag Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +8 On-ranged-hit +9 lightning While equipped: offense ------ Physical Crit +3.0% Damage +11% lightning Accuracy +6 (+2 eff.) Slings are used to hurl stones or metal shots at your foes. |
Titan4.0 Encumbrance T2 steamgun 1H weapon Reqs Steam Pool [Unique] Steamtech Weapon Damage 0.0 - 0.0 Physical Uses 0% Mag Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +20 Attack Speed 100% Damage Multiplier 175% Range +3 Projectile Speed +600% Uses 2.0 Steam A gun sure to turn all to ash. As long as its nearby. |
mighty dwarven-steel steamgun of tinkering (+4)4.0 Encumbrance T3 steamgun 1H weapon Reqs Steam Pool [Ego] Master/Steamtech Weapon Damage 0.0 - 0.0 Physical Uses 0% Mag Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Attack Speed 100% Range +8 Projectile Speed +600% Uses 2.0 Steam While equipped: Stats Cun +4, Str +3 offense ------ Physical Power +8 (+2 eff.) Steampower +6 (+3 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
chilling pouch of dwarven-steel shots of accuracy (3/15, 30-37 power, 3 apr)3.0 Encumbrance T3 shot ammo [Ego] Arcane/Master Weapon Damage 30.5 - 36.6 Physical Uses 70% Dex, 0% Mag, 50% Cun Accuracy Bonus +0.2% base damage (max 20%) Accuracy +9 Ignore Armor +3 Critical Rate +5.0% Capacity 15 On-ranged-hit +16 cold Shots are used with slings to pummel your foes to death. |
pouch of stralite shots of amnesia (23/23, 40-49 power, 5 apr)3.0 Encumbrance T4 shot ammo [Ego+] Psionic Weapon Damage 40.5 - 48.6 Physical Uses 70% Dex, 0% Mag, 50% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +5.5% Capacity 23 On Hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) Shots are used with slings to pummel your foes to death. |
acidic dwarven-steel shield (0 def, 6 armour, 33-40 power, 80 block)7.0 Encumbrance T3 shield armor Reqs - Shield usage training [Ego] Nature When used to Attack: Weapon Damage 33.0 - 39.6 Physical Uses 100% Mag Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.5% Block +80 On-hit +14 item acid corrode On Hit: * 14% chance to reduce armor by 39% While equipped: offense ------ On-Hit 6 acid When Hit 5 acid defense ------ Armor +6 Fatigue +8% other ------- Talents +1 Block Handheld deflection devices. |
crackling dwarven-steel shield (0 def, 6 armour, 27-32 power, 73.5 block)7.0 Encumbrance T3 shield armor Reqs - Shield usage training [Ego+] Arcane When used to Attack: Weapon Damage 27.0 - 32.4 Physical Uses 100% Mag Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.5% Block +74 On-hit +10 lightning While equipped: Stats Dex +1 offense ------ When Hit 9 lightning defense ------ Armor +6 Fatigue +8% Resistance +13% lightning other ------- Talents +1 Block Handheld deflection devices. |
Bikini (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Unique] While equipped: defense ------ Resistance +7% all Revealing, pink, fun. If you never take it off and win you will gain a neat achievement and bragging rights! |
focusing woollen robe of the mountain (+10%) (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego] Nature/Psionic While equipped: Stats Mag +4, Wil +5 offense ------ Damage +10% physical defense ------ Resistance +9% all, +10% physical other ------- Mana/turn +0.14 Psi/turn +0.10 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
focusing cashmere robe (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Ego] Psionic While equipped: Stats Mag +5, Wil +6 defense ------ Resistance +11% all other ------- Mana/turn +0.15 Psi/turn +0.15 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven cashmere robe of light (+19%) (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Ego] Arcane/Psionic While equipped: offense ------ Mind Crit +3% Mindpower +3 (+1 eff.) Damage +13% light defense ------ Resistance +19% light, +11% all Mind save +18 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
shimmering cashmere robe of alchemy (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Ego+] Arcane While equipped: offense ------ Damage +9% acid, +6% physical +8% fire, +13% arcane +7% cold defense ------ Resistance +12% acid, +14% physical +13% fire, +13% cold +11% all other ------- Max mana +10.00 Cooldown Refit Golem -4 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant cashmere robe (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Ego+] Nature While equipped: Stats Con +4 offense ------ Damage +10% nature defense ------ Resistance +11% all Poison Resist +20% Disease Resist +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
prismatic hardened leather armour (9 def, 6 armour)9.0 Encumbrance T3 light armor [Ego] Arcane While equipped: defense ------ Armor +6 Defense +9 (+3 eff.) Fatigue +8% Resistance +12% light, +12% darkness A suit of armour made of leather. |
prismatic hardened leather armour of cold resistance (9 def, 6 armour)9.0 Encumbrance T3 light armor [Ego] Arcane/Master While equipped: defense ------ Armor +6 Defense +9 (+3 eff.) Fatigue +8% Resistance +18% cold, +12% light +10% darkness A suit of armour made of leather. |
rejuvenating iron mail armour of Eyal (2 def, 4 armour)14.0 Encumbrance T1 heavy armor [Ego+] Nature While equipped: defense ------ Armor +4 Defense +2 (+1 eff.) Fatigue +12% Life +20.00 Life Regen +4.40 Healmod +11% other ------- Stamina/turn +0.70 A suit of armour made of mail. |
radiant steel mail armour of the deep (2 def, 8 armour)14.0 Encumbrance T2 heavy armor [Ego++] Nature While equipped: Stats Wil +2 defense ------ Armor +8 Defense +2 (+1 eff.) Fatigue +12% Resistance +5% acid, +7% cold +10% darkness, +13% blight other ------- Light +2 Breathe water A suit of armour made of mail. |
impenetrable dwarven-steel mail armour of stability (3 def, 18 armour)14.0 Encumbrance T3 heavy armor [Ego] Master While equipped: defense ------ Armor +18 Defense +3 (+1 eff.) Fatigue +12% Resistance +6% physical Physical save +13 (+7 eff.) A suit of armour made of mail. |
Daimumas the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats Dex +7 offense ------ Damage +6% acid defense ------ Resistance +3% acid Life +30.00 other ------- Light +2 A belt that goes around your waist. |
Koruthel the Ebonypyre1.0 Encumbrance T1 belt armor [Rare] Psionic While equipped: Stats Mag +1, Wil +3, Con +1 offense ------ Mindpower +3 (+1 eff.) Damage +6% darkness defense ------ Physical save +6 (+3 eff.) other ------- Light +1 See Invisibility +9 A belt that goes around your waist. |
rough leather belt 'Healvault'1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats Str +2, Dex +1, Mag +6, Con +2 offense ------ Ignore resists +10% nature defense ------ Life +31.00 other ------- Light +1 A belt that goes around your waist. |
hardened leather belt 'Shiverlady'1.0 Encumbrance T3 belt armor [Rare] Master While equipped: offense ------ Physical Crit +3.0% Critical power +18.00% Physical Power +4 (+1 eff.) Accuracy +20 (+7 eff.) When Hit 8 cold defense ------ Armor +4 other ------- Stamina/turn +3.00 A belt that goes around your waist. |
Glowlore (16 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: defense ------ Defense +16 (+6 eff.) Resistance +1% physical, +3% light +9% cold Physical save +6 (+3 eff.) Mind save +6 (+3 eff.) Unlife -50.00 life other ------- Light +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Glowtickler the linen cloak (26 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats Str +5, Dex +2, Cun +2 offense ------ Damage +3% acid, +6% light defense ------ Defense +26 (+9 eff.) Resistance +9% acid other ------- Max stamina +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Hathuregodor (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats Str +2, Wil +3, Cun +1, Con +1 offense ------ Mindpower +10 (+4 eff.) Damage +3% acid Ignore resists +20% mind When Hit 2 temporal defense ------ Defense +1 (+1 eff.) Mind save +3 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
enveloping linen cloak of Iron Throne (6 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego] Master While equipped: Stats Str +1, Con +2 defense ------ Defense +6 (+2 eff.) Physical save +5 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Gleamwreath' (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Nature While equipped: Stats Mag +1 offense ------ Critical power +10.00% defense ------ Defense +2 (+1 eff.) Crit Resistance 10.00% Physical save +18 (+9 eff.) Life +30.00 other ------- Light +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Dimedge (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats Str +3, Con +3 offense ------ Ignore resists +15% nature When Hit 4 darkness defense ------ Armor +3 Resistance +6% cold, +4% physical Life Regen +4.00 Disease Resist +20% Confus Resist +20% Rush: Puts all charms on 25 turn cooldown Effective talent level: 1.0 Power cost 25 out of 25/25. Range 6 Cooldown: 39 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. |
Bethonn the pair of iron boots (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Critical power +5.00% Damage +3% physical Accuracy +5 (+2 eff.) Ignore Armor +5 defense ------ Armor +3 Fatigue +2% Resistance +6% fire, +5% arcane, +6% cold other ------- Max stamina +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of dwarven-steel boots of phasing (0 def, 4 armour)3.0 Encumbrance T3 feet armor [Ego+] Arcane While equipped: Stats Mag +2, Wil +2 defense ------ Armor +4 Fatigue +3% Blink to a nearby random location (rad 9) Puts all charms on 25 turn cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Sludgegrip (0 def, 0 armour)1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats Cun +4, Wil +4 offense ------ Mindpower +2 (+1 eff.) Damage +5% nature defense ------ Resistance +10% nature Poison Resist +20% other ------- Masteries +0.20 Wild-gift/Slime Unarmed combat: Weapon Damage 7.0 - 7.7 Physical Uses 40% Dex, 40% Mag, 40% Cun Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +4.0% Attack Speed 100% On Hit: 35% Slime Spit level 1 These gloves are coated with a thick, green liquid. |
Flashwedge the iron gauntlets (0 def, 1 armour)1.5 Encumbrance T1 hands armor [Rare] Nature While equipped: Stats Str +6 offense ------ On-Hit 6 cold Damage +4% cold Ignore resists +5% mind When Hit 4 light defense ------ Armor +1 Fatigue +1% Resistance +6% mind, +6% cold other ------- Stamina/turn +1.00 Unarmed combat: Weapon Damage 10.0 - 14.0 Physical Uses 40% Cun, 40% Dex, 40% Mag Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +2.0% Attack Speed 83% On-crit, radius 2 +7 ice On Hit: 10% Ice Breath level 1 Metal gloves protecting the hands up to the middle of the lower arm. |
Assassin's Surprise (0 def, 4 armour)1.5 Encumbrance T2 hands armor [Unique] Steamtech While equipped: Stats Cun +5 offense ------ On-Hit 10 poison defense ------ Armor +4 Poison Resist +20% Unarmed combat: Weapon Damage 21.0 - 29.4 Physical Uses 40% Dex, 40% Mag, 40% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +8 Critical Rate +5.0% Attack Speed 83% On-hit +10 crippling poison Fire a poisonous bolt out to range 6 that deals 16 nature damage and afflicts the target with crippling poison (15% fail chance) that deals 49 addition nature damage over 3 turns (damage based on Cunning). Uses 12 power out of 24/24 Activation is instant. These steel gauntlets feature a hidden contraption embedded in the left index finger that fires poisonous bolts. |
Frozenrip the linen wizard hat (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats Mag +3 offense ------ Damage +10% cold Ignore resists +5% nature defense ------ Defense +1 (+1 eff.) Resistance +21% cold A pointy cloth hat, very wizardly... |
Tundratrail the rough leather hat (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats Cun +1 offense ------ Damage +12% mind Ignore resists +5% cold defense ------ Armor +1 Fatigue +1% Resistance +6% lightning, +6% temporal +6% fire Mind save +6 (+3 eff.) other ------- Max psi +10.00 A hat made of leather. Very stylish. |
linen wizard hat 'Frozenfiend' (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Arcane While equipped: offense ------ Spell Crit +3% Spellpower +2 (+0 eff.) defense ------ Defense +1 (+1 eff.) Resistance +12% cold, +6% fire Unlife -20.00 life Blind Resist +20% Cut Resist +10% Silence Resist +10% other ------- Mana/turn +0.12 A pointy cloth hat, very wizardly... |
Coalransom the hardened leather hat (0 def, 3 armour)2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats Con +4 offense ------ When Hit 4 darkness defense ------ Armor +3 Fatigue +3% Resistance +9% mind Crit Resistance 15.00% Mind save +18 (+8 eff.) Confus Resist +10% A hat made of leather. Very stylish. |
Flashwarden the rough leather cap (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats Cun +2, Wil +7 offense ------ Mindpower +13 (+5 eff.) When Hit 2 lightning defense ------ Armor +1 Fatigue +1% A cap made of leather. |
rough leather cap 'Borutir' (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats Con +2 defense ------ Armor +1 Fatigue +1% Resistance +12% lightning, +7% cold Crit Resistance 15.00% other ------- Infravision +1 Breathe water A cap made of leather. |
Lisilera the Quenchmarrow (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats Con +3 offense ------ Critical power +20.00% Damage +3% mind When Hit 2 cold defense ------ Armor +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Salamina (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats Dex +3, Wil +2, Cun +1 offense ------ Physical Crit +2.0% Mindpower +5 (+2 eff.) When Hit 8 physical defense ------ Armor +3 Fatigue +5% Physical save +3 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm 'Emeloda' (15 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats Str +3, Dex +4 offense ------ Critical power +10.00% defense ------ Armor +3 Defense +15 (+5 eff.) Fatigue +5% Resistance +3% lightning A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
3 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats Str +1, Dex +1, Mag +1, Wil +1 Cun +1, Con +1 Item imbue powers: Stats Str +1, Dex +1, Mag +1, Wil +1 Cun +1, Con +1 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+1 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+1 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats Str +3, Dex +3, Mag +3, Wil +3 Cun +3, Con +3 Item imbue powers: Stats Str +3, Dex +3, Mag +3, Wil +3 Cun +3, Con +3 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+2 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+2 eff.) Mind save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
amber0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
192 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Quenchnight2.0 Encumbrance T1 lite [Rare] Nature While equipped: offense ------ Ignore resists +20% cold defense ------ Armor +6 Resistance +6% acid, +6% cold Physical save +6 (+3 eff.) Life +41.00 Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Quenchwrecker2.0 Encumbrance T1 lite [Rare] Nature While equipped: Stats Dex +3 offense ------ Critical power +5.00% Physical Power +5 (+1 eff.) Ignore resists +5% acid defense ------ Resistance +12% cold Physical save +3 (+2 eff.) Life +41.00 other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Automated Portable Extractor0.0 Encumbrance power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Rungof's Fang1.0 Encumbrance fang misc [Unique] Nature While carried: offense ------ Ignore Armor +7 other ------- Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Umbrastalker the dwarven-steel pickaxe (dig speed 8 turns)3.0 Encumbrance T3 digger tool [Random Unique] Master/Psionic While equipped: Stats Str +4, Con +2 offense ------ Damage +16% fire, +16% mind +3% darkness Ignore resists +10% darkness On-Hit (Melee): * 10% chance to slow global speed by 54% defense ------ Resistance +6% nature, +6% darkness Mind save +15 (+7 eff.) other ------- Light +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Eye of the Dreaming One2.0 Encumbrance T1 misc tool [Unique] Psionic While equipped: Stats Wil +5 offense ------ Mindpower +5 (+2 eff.) defense ------ Mind save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Effective talent level: 3.0 Power cost 20 out of 25/25. Range 7 Cooldown: 6 Travel.spd instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 10 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
iron torque of gale force 'Nerivena' [power 110] (25/15 cooldown)2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: defense ------ Resistance +2% physical Stun Resist +10% Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 123 physical damage Puts all charms on 15 turn cooldown 100% to reduce fatigue by 25% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
evasive steel torque of psionic shield [power 49] (25/25 cooldown)2.0 Encumbrance T2 torque charm [Ego+] Psionic Setup a psionic shield, reducing all damage taken by 49 for 5 turns Puts all charms on 25 turn cooldown 100% to gain a 13% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
steel torque of mindblast 'Bethunor' [power 160] (25/15 cooldown)2.0 Encumbrance T2 torque charm [Random Unique] Psionic While equipped: offense ------ Mind Crit +1% Critical power +5.00% Damage +6% mind defense ------ Mind save +3 (+1 eff.) Blast the opponent's mind dealing 184 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown 100% to increase the duration of 1 beneficial effects by 1. 100% to increase all damage penetration by 10% for 2 turns. 100% to reduce 1 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
elm totem of healing 'Porurith' [power 116] (25/15 cooldown)2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: Stats Dex +4 offense ------ Physical Crit +1.0% Critical power +10.00% defense ------ Resistance +3% nature Confus Resist +10% other ------- Stamina/turn +1.00 Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 turn cooldown Natural totems are made by powerful wilders to store nature power. |
overpowered elm wand of shielding [power 170] (25/30 cooldown)2.0 Encumbrance T1 wand charm [Ego] Arcane Create a shield absorbing up to 170 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 30 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
piercing elm wand of conjuration [power 105] (25/15 cooldown)2.0 Encumbrance T1 wand charm [Ego] Arcane Fire a magical bolt dealing 121 acid damage Puts all charms on 15 turn cooldown 100% to increase all damage penetration by 10% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Gloomhue the ash wand of lightning storm [power 170] (25/15 cooldown)2.0 Encumbrance T2 wand charm [Random Unique] Arcane While equipped: offense ------ On-Hit (Melee): * 20% chance to reduce damage dealt by 22% other ------- Light +3 Wards +3 blight, +3 cold, +3 arcane +3 acid Talents +1 Ward Create a radius 3 storm for 5 turns. Each turn, creatures within take 34 lightning damage and will be dazed for 1 turn (170 total damage) Puts all charms on 15 turn cooldown 100% to reduce fatigue by 32% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)0.0 Encumbrance mirror [Plot Item] Unknown Change your appearance. Uses 1 power out of 1/1 A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
Achievements
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Gaia the Cornac Adventurer level 24
21st Haze 122nd year of Ascendancy at 09:40 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Gaia the Cornac Adventurer level 10
3rd Mirth 122nd year of Ascendancy at 13:27 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Gaia the Cornac Adventurer level 20
13rd Haze 122nd year of Ascendancy at 12:33 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Gaia the Cornac Adventurer level 24
58th Regrowth 123rd year of Ascendancy at 23:18 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By Gaia the Cornac Adventurer level 1
74th Pyre 122nd year of Ascendancy at 13:20 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Gaia the Cornac Adventurer level 7
78th Pyre 122nd year of Ascendancy at 21:37 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Gaia the Cornac Adventurer level 18
11st Haze 122nd year of Ascendancy at 09:01 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Gaia the Cornac Adventurer level 23
21st Haze 122nd year of Ascendancy at 06:35 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Gaia the Cornac Adventurer level 17
61st Dusk 122nd year of Ascendancy at 01:10 see stats
Log
Gaia is out of phase.
Spikes of Decrepitude hits Armoured skeleton warrior for 6 cold, 11 darkness (17 total damage).
Armoured skeleton warrior uses Bone Armour.
A shield forms around armoured skeleton warrior.
Gaia is doomed!
Celia's Hiemal Shield hits Gaia for (27 abyssal shield), (27 absorbed), 0 cold (0 total damage).
Impending Doom from Celia hits Gaia for (17 abyssal shield), (17 absorbed), 0 cold, (14 abyssal shield), (14 absorbed), 0 darkness (0 total damage).
Spikes of Decrepitude hits Armoured skeleton warrior for (5 absorbed), 0 cold, (8 absorbed), 0 darkness (0 total damage).
Spikes of Decrepitude hits Armoured skeleton warrior for (8 absorbed), 0 cold, (8 absorbed), 0 darkness (0 total damage).
Armoured skeleton warrior casts Rune: Blink.
Armoured skeleton warrior is out of phase.
Armoured skeleton warrior casts Rune: Blink.
Armoured skeleton warrior is out of phase.
Impending Doom from Celia hits Gaia for (17 abyssal shield), (17 absorbed), 0 cold, (14 abyssal shield), (14 absorbed), 0 darkness (0 total damage).
Spikes of Decrepitude hits Armoured skeleton warrior for (5 absorbed), 0 cold, (5 absorbed), 0 darkness (0 total damage).
Spikes of Decrepitude hits Armoured skeleton warrior for (3 absorbed), 0 cold, (5 absorbed), 0 darkness (0 total damage).
Spikes of Decrepitude hits Ghoul for 8 cold, 8 darkness (16 total damage).
Your shield crumbles under the damage!
Something hits Gaia for (43 abyssal shield), (81 absorbed) (0 total damage).
The shield around Gaia crumbles.
Gaia is recovering from the damage!
Gaia shares damage with her guardian!
Something hits Gaia for (62 shared), 409 cold, (43 abyssal shield) (409 total damage).
Something hits Gaia's temporal clone for (28 shared) damage.
Something hits Gaia for 398 darkness damage.
Celia killed Gaia!
Gaia feels death coming!
Gaia the level 24 cornac adventurer was shadowed to death by Celia on level 2 of Last Hope Graveyard.
































































































































