















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Improved Combat Text v2 Custom Edit 1.6.0This is a custom edit of the "Improved Combat Text v2" mod. All credit for the original work goes to to the original mod by Codefly
DescriptionThis addon replaces ToME's floating combat text:
Custom Edit
The original addon is great, but I was always frustrated with the excessive amount of floating talent text and other garbage that just wasn't relevant to combat.
Installation:
* For Steam users: subscribe to this mod Remove: or make it easy in game:
Note for LeoMaven or CodeFly
If either of you want to just steal my code and put it in your addons that is completely fine with me. Items Vault 1.7.6Donators/Buyers bonus! Auto-Transmo Gems 1.7.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Logs in chronological order 1.7.4Makes logs appear in chronological order. More convenient when lots happens in a single turn. Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Audiomancy 1.7.4Version 1.2.1 released Jan 16, 2023; see change notes. Audiomancy is an audio enhancement for ToME that does not affect music. It started with the High Quality Sounds mod (thanks to Gurkoz), but it does a bit more than replace sounds. It enhances the code introducing random variance, layering, and new trigger points. Weapon types (sword, great axe, mace, sling, bows, etc.) have distinct sounds in combat, along with NPC types having different impact sounds. Many weapons have distinct critical hit sounds as well. Ranged weapons have separated attack and hit sounds. Melee and ranged talents you would have expected to produce sound before likely will with this mod. Multiple hits trigger multiple sounds, e.g. the Volley talent. There is still more to do, especially in terms of providing distinct sound effects for various game mechanics and talents, but the code as-is will affect almost every sound played in the game while adding more. I attempted to maximize compatibility, replacing a single function and using superloading and hooking for the rest. Feel free to reach out to me with any issues you discover or ideas/suggestions you may have on Steam or at theclawhorn@protonmail.com. Credits: https://pastebin.com/xirEZ2FY Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2805820365 PS: Somehow the website tags got duplicated and I'm unable to edit them. Version 1.2.1: Version 1.2.0: Version 1.1.0: 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:
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. 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 Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Cornac |
| Class | Annihilator |
| Level / Exp | 21 / 99% |
| Size | medium |
| Lifes / Deaths | Killed by Emawe the dremling at level 21 on the 44th Haze 122nd year of Ascendancy at 01:17 / 2Killed by Emawe the dremling at level 21 on the 44th Haze 122nd year of Ascendancy at 01:21 |
Primary Stats
| Strength | 14 (base 14) |
| Dexterity | 50 (base 41) |
| Constitution | 14 (base 10) |
| Magic | 15 (base 10) |
| Willpower | 15 (base 10) |
| Cunning | 61 (base 47) |
Resources
| Life | -102/461 |
| Psi | 85/105 |
| Steam | 124/124 |
| Healing Factor | 1.0372895330003 |
| Regeneration | 0.25932238325008 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| See Stealth | 39 |
| See Invisible | 39 |
Offense: Mainhand
| Damage | 28 |
| Accuracy | 53 |
| Crit Chance | 23% |
| APR | 1 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 7.5 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Mind
| Mindpower | 32 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +3% |
| Blight | +4% |
| Nature | +11% |
| Mind | +11% |
| All | 0% |
Offense: Damage Penetration
| Physical | +20% |
| Acid | +45% |
| Mind | +25% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 8 (38.594633868923%) |
| Defense | 41 |
| Ranged Defense | 41 |
| Fatigue | 0 |
| Physical Save | 23 |
| Spell Save | 17 |
| Mental Save | 34 |
Defense: Resistances
| Acid | + 25%( 70%) |
| Blight | + 29%( 70%) |
| Arcane | + 15%( 70%) |
| Cold | + 28%( 70%) |
| All | + 11%( 70%) |
| Darkness | + 16%( 70%) |
| Physical | + 13%( 70%) |
| Lightning | + 45%( 70%) |
| Mind | + 26%( 70%) |
| Fire | + 17%( 70%) |
| Nature | + 25%( 70%) |
Defense: Immunities
| Stun Resistance | 30% |
| Disarm Resistance | 80% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 24% |
Inscriptions (4/4)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 7.8 steam per turn. Can be activated for an instant burst of 39 steam. Its effects scale with your Constitution stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 118% efficiency and cooldown mod of 54%. Its effects scale with your Magic stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 99% efficiency and cooldown mod of 50%. Its effects scale with your Constitution stat. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 9.1 steam per turn. Can be activated for an instant burst of 46 steam. Its effects scale with your Willpower stat. |
Class Talents
| Steamtech / Demolition | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Steamtech / Gadgets | 1.30 |
| 4/5 |
| 4/5 |
| 3/5 |
| 0/5 |
| Steamtech / Magnetism | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Artillery | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Heavy weapons | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Steamtech / Turrets | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Steamtech / Physics | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Steamtech / Engineering | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Augmented mobility | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Steamtech / Chemistry | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 3/5 |
| 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 |
You successfully escorted the lost defiler to the recall portal on level 3 of Old Forest. Escort: lost defiler (level 3 of Old Forest)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you gained talent category Psionic / Augmented mobility (at mastery 1.00). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * 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. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' Marus of Elvala needs your help making an elixir of the savior. 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.' * You've found the needed sandworm tooth. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' * You've found the needed xorn fragment. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' | 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 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 'Quenchburst' (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Nature While equipped: Stats +5 Mag +3 Con offense ------ Move Speed +10% defense ------ Armor +1 Fatigue -5% Resistance +12% cold Life +33.00 other ------- Stamina/turn +0.30 Light +2 A pair of boots made of leather. |
| Quiver | Radhidradil (14/14, 14-17 power, 1 apr) 3.0 Encumbrance T1 shot ammo [Rare] Psionic Weapon Damage 14.5 - 17.4 Physical Uses 70% Dex, 50% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 Critical Rate +4.0% Capacity 14 On-ranged-hit +20 acid +6 physical +20 blight On-Hit, radius 1 +8 blight On Hit: * 20% chance to knock the target back 3 spaces and deal 128 physical damage While equipped: other ------- Talents +2 Explosive Shell Shots are used with slings to pummel your foes to death. |
| Light source | Velareta2.0 Encumbrance T1 lite [Rare] Nature While equipped: Stats +2 Cun +5 Wil offense ------ Mindpower +5 (+2 eff.) Ignore resists +25% mind defense ------ Life +41.00 other ------- Hate-on-crit +1.00 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 | Elera (1 def, 0 armour) 2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +6 Cun +2 Dex offense ------ Physical Crit +4.0% Damage +11% nature Ignore resists +10% acid +20% physical defense ------ Defense +1 (+0 eff.) Resistance +16% nature Physical save +3 (+2 eff.) Mind save +9 (+4 eff.) A pointy cloth hat, very wizardly... |
| On hands | blighted rough leather gloves of dexterity (+3) (0 def, 1 armour) 1.0 Encumbrance T1 hands armor [Ego] Arcane/Master While equipped: Stats +3 Dex offense ------ On-Hit 6 blight Damage +4% blight Accuracy +10 (+3 eff.) defense ------ Armor +1 Resistance +5% blight Disarm Resist +80% other ------- Talents +3 Iron Grip Unarmed combat: Weapon Damage 8.0 - 8.8 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +5 Ignore Armor +1 Critical Rate +6.0% Attack Speed 100% On-crit, radius 2 +5 blight On Hit: 20% Soul Rot level 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Mayukira the dwarven-steel torque of mindblast [power 265] (15 cooldown)2.0 Encumbrance T3 torque charm [Rare] Psionic While equipped: offense ------ Ignore resists +20% acid defense ------ Resistance +3% acid +6% darkness +9% blight +5% arcane +6% mind Blast the opponent's mind dealing 294 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | savior's copper ring of the mind (+11%)0.1 Encumbrance T1 ring jewelry [Ego] Master/Psionic While equipped: offense ------ Damage +11% mind defense ------ Resistance +11% mind Physical save +6 (+3 eff.) Spell save +7 (+5 eff.) Mind save +7 (+3 eff.) Rings make your fingers look great! |
| On fingers | rogue's steel ring of clarity0.1 Encumbrance T2 ring jewelry [Ego] Master/Psionic While equipped: Stats +4 Cun defense ------ Defense +8 (+2 eff.) Mind save +6 (+3 eff.) Confus Resist +24% Rings make your fingers look great! |
| Around neck | 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... |
| In main hand | Tinkerer's Twinblaster 4.0 Encumbrance T1 steamgun 1H weapon [Unique] Steamtech Mastery Autoloader Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Attack Speed 100% Damage Multiplier 50% Range +4 Projectile Speed +600% On-ranged-hit +5 physical On Hit: * splashes acid on your target dealing 45 damage and reducing their armor Recursive +2 Uses 3.0 Steam This gun seems to be some experiment in firing multiple shots simultaneously. The design is somewhat rudimentary, but it seems to work. |
| Around waist | Khelodil the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Disrupt While equipped: Stats +4 Dex +2 Cun +1 Con offense ------ Ignore resists +15% acid defense ------ Resistance +6% acid +6% blight A belt that goes around your waist. |
| In off hand | dwarven-steel shield of resistance (0 def, 6 armour, 32-38 power, 82 block)7.0 Encumbrance T3 shield armor [Ego+] Nature When used to Attack: Weapon Damage 32.0 - 38.4 Physical Uses 100% Cun Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.5% Block +82 While equipped: defense ------ Armor +6 Fatigue +8% Resistance +7% acid +7% fire +8% lightning +7% cold other ------- Talents +1 Block Handheld deflection devices. |
| Cloak | linen cloak 'Blazespar' (1 def, 0 armour) 2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: offense ------ Damage +3% lightning defense ------ Defense +1 (+0 eff.) Resistance +30% lightning +2% physical Physical save +9 (+5 eff.) Unlife -60.00 life Life +31.00 Stun Resist +30% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Bikini (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Unique] While equipped: defense ------ Resistance +7% all You have never taken it off. Revealing, pink, fun. If you never take it off and win you will gain a neat achievement and bragging rights! |
Inventory
medical injector implant of the duelist (efficiency 127% / cooldown 95%)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 127% efficiency and cooldown mod of 95%. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
schematic: Antimagic Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fiery Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fireproof Coating0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Focus Lens0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Kinetic Stabiliser0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Magnetic Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Mental Stimulator0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Steamgun0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Steamsaw0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
cleansing copper amulet of dexterity (+3)0.1 Encumbrance T1 amulet jewelry [Ego] Nature/Disrupt While equipped: Stats +3 Dex defense ------ Resistance +12% nature +10% blight Poison Resist +21% Disease Resist +22% Amulets make your neck look great! |
copper amulet of willpower (+3)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Wil Amulets make your neck look great! |
steel amulet 'Aerinor'0.1 Encumbrance T2 amulet jewelry [Rare] Nature While equipped: Stats +6 Con offense ------ Critical power +10.00% Physical Power +10 (+5 eff.) Damage +12% temporal Accuracy +10 (+3 eff.) defense ------ Resistance +16% fire +3% mind +14% cold Amulets make your neck look great! |
Gorachak the Tempestgrinder0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +3 Str offense ------ Damage +3% light When Hit 2 lightning defense ------ Armor +6 Resistance +6% lightning +15% mind +3% light Rings make your fingers look great! |
copper ring 'Brenuchik'0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: offense ------ Mind Crit +2% Damage +11% nature +15% mind Ignore resists +5% mind defense ------ Resistance +22% nature Mind save +3 (+1 eff.) other ------- Max hate +4.00 Rings make your fingers look great! |
Nerelrakira the Shocksage (15-18 power, 3 apr, physical element)5.0 Encumbrance T2 staff 2H weapon Reqs Mag 16 [Rare] Arcane Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +3 Mag offense ------ Spell Crit +2% Spellpower +10 (+4 eff.) Damage +15% mind +15% physical Ignore resists +25% lightning +20% blight defense ------ Armor +6 Hardiness +4% Resistance +6% lightning Physical save +4 (+2 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
ash vilestaff of wizardry (15-18 power, 3 apr, acid element)5.0 Encumbrance T2 staff 2H weapon Reqs Mag 16 [Ego+] Arcane Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +2 Mag +2 Wil offense ------ Spell Crit +2% Spellpower +10 (+4 eff.) Damage +15% acid other ------- Max mana +20.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
thought-forged iron greatsword of dampening (16-26 power, 1 apr)3.0 Encumbrance T1 greatsword 2H weapon [Ego] Disrupt/Psionic Weapon Damage 16.0 - 25.6 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +1 Critical Rate +2.5% Attack Speed 100% On-hit +9 mind On Hit: * 16% chance to reduce all saves and defense by 22 While equipped: Stats +3 Cun +3 Wil defense ------ Resistance +12% acid +10% lightning +12% fire +12% cold +5% all Spell save +9 (+6 eff.) Massive two-handed swords. |
hateful steel greatsword (28-45 power, 2 apr)3.0 Encumbrance T2 greatsword 2H weapon Reqs Str 16 [Ego] Psionic Weapon Damage 28.0 - 44.8 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% On-hit +10 darkness Damage Against +13% Living Massive two-handed swords. |
steel steamsaw (12-19 power, 0 apr)3.0 Encumbrance T2 steamsaw 1H weapon Reqs Str 16 [Normal] Steamtech Weapon Damage 12.5 - 18.8 Phys.bleed Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +2.0% Attack Speed 100% Block +25 Uses 1.0 Steam While equipped: defense ------ Armor +3 Defense +4 (+1 eff.) Fatigue +6% other ------- Talents +1 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! |
cured leather sling 'Deepspride'4.0 Encumbrance T2 sling 1H weapon [Rare] Arcane Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +7 On-ranged-hit +7 cold While equipped: Stats +4 Con offense ------ Damage +11% cold defense ------ Resistance +9% darkness +2% physical Unlife -20.00 life Teleport Resist +10% other ------- Light +1 Slings are used to hurl stones or metal shots at your foes. |
Yaridravon the Ebonytide4.0 Encumbrance T1 steamgun 1H weapon [Rare] Nature/Steamtech Mastery Autoloader Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Attack Speed 100% Range +6 Projectile Speed +600% Uses 2.0 Steam While equipped: Stats +6 Con +6 Wil defense ------ Resistance +3% temporal +15% fire +5% arcane +6% darkness Spell save +3 (+3 eff.) Life +12.00 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
steel steamgun 'Aneralen'4.0 Encumbrance T2 steamgun 1H weapon [Random Unique] Nature/Master/Steamtech Mastery Autoloader Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Attack Speed 100% Range +7 Projectile Speed +600% On-crit, radius 2 +5 fire Uses 2.0 Steam While equipped: offense ------ Global Speed +2% Damage +9% mind +3% arcane Ignore resists +9% all +8% fire Accuracy +12 (+4 eff.) Ignore Armor +5 defense ------ Resistance +5% arcane other ------- Cooldown Strafe -2 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
chilling quiver of ash arrows of accuracy (15/15, 18-26 power, 7 apr)3.0 Encumbrance T2 arrow ammo [Ego] Arcane/Master Weapon Damage 18.5 - 25.9 Physical Uses 50% Str, 70% Dex Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +9 Ignore Armor +7 Critical Rate +1.5% Capacity 15 On-ranged-hit +14 cold Arrows are used with bows to pierce your foes to death. |
Duathelwill (18/18, 20-25 power, 1 apr)3.0 Encumbrance T1 shot ammo [Rare] Master Weapon Damage 20.5 - 24.6 Physical Uses 70% Dex, 50% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 Critical Rate +10.0% Capacity 18 On-Hit, radius 1 +16 darkness On Hit: * 20% chance to reduce damage dealt by 18% On Critical: * Wound the target dealing 128 physical damage across 5 turns and reducing healing by 50% While equipped: Shots are used with slings to pummel your foes to death. |
pouch of iron shots 'Lightdash' (12/12, 14-16 power, 1 apr)3.0 Encumbrance T1 shot ammo [Rare] Psionic Weapon Damage 13.5 - 16.2 Physical Uses 70% Dex, 50% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 Critical Rate +4.0% Capacity 12 On-ranged-hit +12 acid +8 physical +20 light On-Hit, radius 1 +16 light On-crit, radius 2 +16 light On Hit: * 20% chance to knock the target back 3 spaces and deal 128 physical damage Shots are used with slings to pummel your foes to death. |
barbed pouch of steel shots of wind (20/20, 29-35 power, 2 apr)3.0 Encumbrance T2 shot ammo [Ego+] Nature/Master Weapon Damage 29.0 - 34.8 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +10.5% Capacity 20 Projectile Speed +200% On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 91 physical damage On Critical: * Wound the target dealing 128 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
Wrathroot's Barkwood (9 def, 10 armour, 24-34 power, 60 block)7.0 Encumbrance T2 shield armor [Unique] Nature When used to Attack: Weapon Damage 24.5 - 34.3 Physical Uses 150% Cun Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +2.0% Block +60 While equipped: defense ------ Armor +10 Defense +9 (+3 eff.) Fatigue +14% Resistance +20% cold +20% darkness +20% nature other ------- Talents +1 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
Alodoyon the linen robe (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Rare] Psionic While equipped: offense ------ Mind Crit +2% Mindpower +6 (+3 eff.) Damage +8% mind Ignore resists +7% mind Ignore Armor +1 defense ------ Resistance +3% cold +3% mind +7% all Mind save +9 (+4 eff.) Life Regen +4.00 Confus Resist +20% Teleport Resist +20% other ------- Psi/turn +0.38 Max psi +14.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
rejuvenating steel plate armour of resilience (0 def, 9 armour)17.0 Encumbrance T2 massive armor Reqs - Massive armour training ,Str 28 [Ego] Nature While equipped: defense ------ Armor +9 Fatigue +22% Life +20.00 Life Regen +2.90 other ------- Stamina/turn +1.10 A suit of armour made of metal plates. |
Aninariyon the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +4 Dex +4 Wil +6 Cun offense ------ Physical Crit +7.0% Mind Crit +7% Damage +12% mind defense ------ Resistance +15% lightning Mind save +6 (+3 eff.) A belt that goes around your waist. |
Mighty Girdle1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
rough leather belt 'Polalravea'1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: offense ------ Physical Crit +4.0% Critical power +5.00% Physical Power +10 (+5 eff.) When Hit 2 mind defense ------ Defense +10 (+3 eff.) Unlife -40.00 life Life Regen +0.80 Healmod +13% A belt that goes around your waist. |
Hintir the Sootwinter (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Str +3 Dex +2 Cun offense ------ On-Hit (Melee): * 10% chance to reduce damage dealt by 18% defense ------ Defense +1 (+0 eff.) Crit Resistance 5.00% Physical save +12 (+6 eff.) Unlife -20.00 life Confus Resist +20% 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 +2 Str +2 Con defense ------ Defense +6 (+2 eff.) Physical save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Mayerethra (10 def, 3 armour)2.0 Encumbrance T1 feet armor [Rare] Nature While equipped: offense ------ Physical Power +10 (+5 eff.) Damage +9% acid Accuracy +20 (+6 eff.) defense ------ Armor +3 Defense +10 (+3 eff.) Physical save +6 (+3 eff.) Life Regen +2.00 Healmod +11% other ------- Max stamina +10.00 A pair of boots made of leather. |
Prismbringer the pair of rough leather boots (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Psionic While equipped: Stats +1 Dex +2 Mag +3 Wil +3 Cun offense ------ Damage +6% light +6% darkness defense ------ Armor +1 Resistance +9% light Physical save +6 (+3 eff.) Spell save +6 (+4 eff.) Mind save +5 (+2 eff.) other ------- Infravision +1 A pair of boots made of leather. |
Anotodil the pair of iron boots (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: Stats +2 Mag +2 Cun +6 Con offense ------ Spellpower +3 (+2 eff.) Damage +18% arcane defense ------ Armor +3 Fatigue +2% Resistance +5% arcane +6% acid Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Growbreak (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Nature While equipped: Stats +4 Con offense ------ Damage +3% mind On-Hit (Melee): * 20% chance to slow global speed by 48% * 20% chance to reduce all saves and defense by 22 defense ------ Armor +3 Fatigue +2% Crit Resistance 5.00% Life Regen +3.00 Healmod +11% other ------- Light +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Flamewrought (0 def, 2 armour)1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil offense ------ Mindpower +2 (+1 eff.) Damage +5% fire defense ------ Armor +2 Resistance +10% fire Unarmed combat: Weapon Damage 6.0 - 6.6 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +1.0% Attack Speed 100% On-hit +10 fire Damage Conversion 100% fire On Hit: 30% Flamespit level 3 Flamespit: Effective talent level: 3.0 Power cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 40.87 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
Aerodhekira the Blazewyrd (5 def, 6 armour)1.5 Encumbrance T1 hands armor [Rare] Nature While equipped: Stats +2 Con offense ------ On-Hit 6 physical Damage +10% physical Ignore resists +5% light Ignore Armor +1 defense ------ Armor +6 Defense +5 (+1 eff.) Fatigue +1% Resistance +2% physical other ------- Max stamina +10.00 Unarmed combat: Weapon Damage 11.5 - 16.1 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +2.0% Attack Speed 83% On-Hit, radius 1 +6 physical On-crit, radius 2 +6 physical On Hit: 10% Sand Breath level 1 Metal gloves protecting the hands up to the middle of the lower arm. |
linen wizard hat of frost (+16%) (1 def, 0 armour)2.0 Encumbrance T1 head armor [Ego] Nature While equipped: offense ------ Damage +11% cold defense ------ Defense +1 (+0 eff.) Resistance +16% cold A pointy cloth hat, very wizardly... |
Brightbiter the cashmere wizard hat (2 def, 0 armour)2.0 Encumbrance T3 head armor [Rare] Nature While equipped: Stats +0 Cun offense ------ Damage +13% acid defense ------ Defense +2 (+0 eff.) Resistance +28% acid +27% fire +9% light +6% temporal A pointy cloth hat, very wizardly... |
Borezilafang the rough leather cap (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +2 Str +0 Cun +5 Con offense ------ Critical power +10.00% When Hit 4 mind defense ------ Armor +1 Fatigue +1% Unlife -20.00 life other ------- Max stamina +10.00 Max hate +2.00 A cap made of leather. |
Huranaridig the rough leather cap (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +0 Cun defense ------ Armor +1 Fatigue +1% Resistance +6% nature +5% cold +6% light +5% arcane Spell save +3 (+3 eff.) Healmod +5% Stun Resist +10% other ------- Breathe water A cap made of leather. |
Poribrema the rough leather cap (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +2 Str +9 Wil +0 Cun offense ------ Damage +6% blight defense ------ Armor +1 Fatigue +1% Resistance +6% lightning +5% temporal other ------- Stamina/turn +2.00 Max stamina +20.00 A cap made of leather. |
Quasit's Skull (0 def, 12 armour)3.0 Encumbrance T2 head armor [Unique] Master While equipped: Stats +3 Con defense ------ Armor +12 Hardiness +5% Fatigue +5% Physical save +12 (+6 eff.) Stun Resist +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+2 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+2 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 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. |
2 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. |
opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+3 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+3 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning 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 (+4 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+4 eff.) Mind save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Crystal Focus0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
309 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. |
brass lantern 'Layille'2.0 Encumbrance T1 lite [Rare] Nature While equipped: Stats +7 Con offense ------ Ignore Armor +2 When Hit 2 acid defense ------ Physical save +6 (+3 eff.) Unlife -20.00 life Healmod +10% other ------- Stamina/turn +3.00 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. |
potent air recycler0.0 Encumbrance T2 steamtech tinker [Normal] Steamtech Attachable to head When attached: defense ------ Silence Resist +20% Returns 2 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
simple frost salve [power 11] simple frost salve [power 11]1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech Using medical injector with 99% efficiency and 50% cooldown modifier. Remove 1 physical effects and grants a frost aura (11% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
simple healing salve [power 140] simple healing salve [power 140]1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech Using medical injector with 99% efficiency and 50% cooldown modifier. Heal 140 Puts Talent Medical Injector on 15 turn cooldown Medical salve. |
Drorain the Smoldervenom (dig speed 38 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +3 Str +3 Dex +1 Con offense ------ Accuracy +5 (+1 eff.) When Hit 6 fire defense ------ Fatigue -5% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
elm totem of thorny skin 'Mucuswoe' [power 16] (20 cooldown)2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: Stats +2 Dex +2 Wil +2 Cun offense ------ On-Hit (Melee): * 20% chance to slow global speed by 48% defense ------ Resistance +12% nature Crit Resistance 10.00% Harden the skin for 7 turns increasing armour by 16 and armour hardiness by 30% Puts all charms on 20 turn cooldown Natural totems are made by powerful wilders to store nature power. |
Forbidden Tome: "The Day It Came"2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Achievements
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Sierra the Cornac Annihilator level 21
37th Haze 122nd year of Ascendancy at 06:09 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By Sierra the Cornac Annihilator level 20
33rd Haze 122nd year of Ascendancy at 23:54 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Sierra the Cornac Annihilator level 10
3rd Mirth 122nd year of Ascendancy at 06:44 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Sierra the Cornac Annihilator level 20
33rd Haze 122nd year of Ascendancy at 04:24 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Sierra the Cornac Annihilator level 19
1st Haze 122nd year of Ascendancy at 12:25 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Sierra the Cornac Annihilator level 7
79th Pyre 122nd year of Ascendancy at 00:36 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Sierra the Cornac Annihilator level 15
6th Flare 122nd year of Ascendancy at 10:23 see stats
The sky is falling! (Insane (Roguelike) difficulty)
Saw a huge meteor falling from the sky.By Sierra the Cornac Annihilator level 19
32nd Haze 122nd year of Ascendancy at 18:28 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Sierra the Cornac Annihilator level 17
11st Dusk 122nd year of Ascendancy at 09:57 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By Sierra the Cornac Annihilator level 21
44th Haze 122nd year of Ascendancy at 01:17 see stats
Log
Sierra shatters 'Emawe the dremling's Quickdraw Knife'.
Bleeding from Emawe the dremling hits Sierra for 2 physical damage.
Today is the 44th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:18.
Burning Phosphorous from Sierra hits Emawe the dremling for 28 fire damage.
Emawe the dremling slows down.
Emawe the dremling's Beyond the Flesh misses Sierra.
Emawe the dremling slows down.
Emawe the dremling uses Dual Strike.
Emawe the dremling hits Sierra for 30 physical, 6 darkness, 15 light, 17 physical, 13 fire (80 total damage).
Greater Weapon Focus from Guardian turret hits Sierra for 30 physical, 6 darkness, 15 light, 17 physical, 13 fire (81 total damage).
Sierra resists the stunning strike!
Emawe the dremling hits Sierra for 56 physical, 8 cold, 15 light, 17 physical, 13 fire (108 total damage).
Sierra activates Skate.
Sierra performs a telekinetically enhanced leap!
Bleeding from Emawe the dremling hits Sierra for 3 physical damage.
Emawe the dremling performs a telekinetically enhanced leap!
Burning Phosphorous from Sierra hits Emawe the dremling for 28 fire damage.
Emawe the dremling's Beyond the Flesh hits Sierra for 58 physical, 7 blight, 15 light, 17 physical, 13 fire (111 total damage).
Talent Reactive Armor is ready to use.
Sierra receives 174 healing.
Bleeding from Emawe the dremling hits Sierra for 3 physical damage.
Emawe the dremling activates his glowing hardened leather cap!
Emawe the dremling performs a melee critical strike against Sierra!
Emawe the dremling hits Sierra for 229 physical, 15 light, 17 physical, 13 fire (273 total damage).
Sierra wanders around!
Emawe the dremling's Quickdraw Knife hits Sierra for 66 physical damage.
Emawe the dremling killed Sierra!
Sierra the level 21 cornac annihilator was cleaved to death by Emawe the dremling on level 1 of The Maze.











































































































