










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.7.6Donators/Buyers bonus! Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: 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! 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:
Nexus improved tooltips 1.7.4Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 | Male |
| Race | Cornac |
| Class | Rogue |
| Level / Exp | 19 / 49% |
| Size | medium |
| Lifes / Deaths | Killed by Aerenn the sand-drake at level 19 on the 58th Haze 122nd year of Ascendancy at 01:06 / 1 |
Primary Stats
| Strength | 13 (base 11) |
| Dexterity | 54 (base 47) |
| Constitution | 15 (base 10) |
| Magic | 10 (base 10) |
| Willpower | 18 (base 10) |
| Cunning | 48 (base 41) |
Resources
| Life | -179/416 |
| Stamina | 33/174 |
| Healing Factor | 1.1960311219417 |
| Regeneration | 4.8439260438638 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +11% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 12 |
| Infravision | 5 |
| See Stealth | 36.990623353761 |
| See Invisible | 36.990623353761 |
Offense: Mainhand
| Damage | 57 |
| Accuracy | 60 |
| Crit Chance | 23% |
| APR | 31 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 32 |
| Accuracy | 60 |
| Crit Chance | 28% |
| APR | 12 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 17 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Mind
| Mindpower | 32 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +19% |
| Light | +35% |
| Cold | +10% |
| Blight | +10% |
| Physical | +9% |
| Mind | +9% |
| All | +4% |
Offense: Damage Penetration
| Light | +5% |
| Mind | +10% |
| Physical | +10% |
| Cold | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 16 (38.594633868923%) |
| Defense | 51 |
| Ranged Defense | 51 |
| Fatigue | 0 |
| Physical Save | 22 |
| Spell Save | 18 |
| Mental Save | 21 |
Defense: Resistances
| Acid | + 25%( 70%) |
| Blight | + 19%( 70%) |
| Physical | + 20%( 70%) |
| Mind | + 12%( 70%) |
| All | + 9%( 70%) |
| Lightning | + 24%( 70%) |
| Light | + 36%( 70%) |
| Temporal | + 24%( 70%) |
| Fire | + 20%( 70%) |
Defense: Immunities
| Stun Resistance | 24% |
| Bleed Resistance | 10% |
| Pinning Resistance | 26% |
| Silence Resistance | 10% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 43% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 718% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 20% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 163 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 94 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. |
Class Talents
| Technique / Duelist | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Cunning / Stealth | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Trapping | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Poisons | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Throwing knives | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Lethality | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 2/5 |
| 1/5 |
| 4/5 |
| 2/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| 5/5 |
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 grave | active |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You have explored the Sandworm Lair and vanquished their Queen. * 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 Possessed. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | 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 precision. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed warg claw. * You've found the needed minotaur nose. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed green worm. * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * You've found the needed sandworm tooth. * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * '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.' * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' | 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 |
Equipment
| On feet | Frozensquall (20 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +1 Dex +4 Con offense ------ Damage +6% cold Ignore resists +5% cold Ignore Armor +2 defense ------ Armor +3 Defense +20 (+7 eff.) Fatigue -3% Physical save +6 (+3 eff.) Unlife -40.00 life other ------- Encumbrance +24 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Summertide Phial1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(66 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | iron helm 'Salatta' (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +2 Str +3 Dex +1 Wil +1 Con defense ------ Armor +3 Fatigue +5% Resistance +6% lightning +5% temporal +3% mind Unlife -60.00 life A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Brightwhisper the dwarven-steel gauntlets (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Rare] Nature While equipped: offense ------ Damage +6% light +15% darkness When Hit 4 acid defense ------ Armor +2 Fatigue +3% Resistance +3% acid Life Regen +3.80 other ------- Stamina/turn +0.50 Psi/turn +0.16 Light +3 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Brightwolf the yew totem of healing [power 278] (11/13 cooldown)2.0 Encumbrance T3 totem charm [Rare] Nature While equipped: defense ------ Resistance +6% blight +12% fire Life +20.00 Healmod +5% Cut Resist +10% other ------- Light +1 Heal yourself and all friendly characters within 10 spaces for 278 Puts all charms on 13 turn cooldown Natural totems are made by powerful wilders to store nature power. |
| On fingers | steel ring 'Dazzlerace'0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: offense ------ Damage +15% light Ignore resists +5% light defense ------ Fatigue -5% Unlife -20.00 life Silence Resist +10% Knockbk Resist +20% other ------- Encumbrance +22 Light +3 Rings make your fingers look great! |
| On fingers | painweaver's copper ring of speed0.1 Encumbrance T1 ring jewelry [Ego++] Master While equipped: offense ------ Physical Power +5 (+2 eff.) Spellpower +7 (+5 eff.) Mindpower +5 (+2 eff.) Move Speed +11% Damage +4% all Accuracy +6 (+1 eff.) defense ------ Defense +6 (+2 eff.) Blinding Speed: Puts all charms on 33 turn cooldown Effective talent level: 3.9 Power cost 33 out of 40/40. Range melee/personal Cooldown: 55 Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 35% for 5 turns. Rings make your fingers look great! |
| Around neck | Floeumbra0.1 Encumbrance T2 amulet jewelry [Random Unique] Nature While equipped: Stats +3 Dex offense ------ Damage +6% blight Ignore resists +5% cold When Hit 2 cold On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 10 defense ------ Resistance +10% lightning +12% temporal Pinning Resist +26% Stun Resist +24% Knockbk Resist +23% Amulets make your neck look great! |
| In main hand | Unerring Scalpel (15-20 power, 25 apr)1.0 Encumbrance T1 dagger 1H weapon [Unique] Arcane Weapon Damage 15.0 - 19.5 Physical Uses 45% Cun, 55% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +25 Attack Speed 100% Ignore Shields +50% While equipped: offense ------ Accuracy +20 (+5 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
| Around waist | noble's rough leather belt of unlife1.0 Encumbrance T1 belt armor [Ego++] Arcane/Master While equipped: Stats +4 Cun +3 Wil offense ------ Against +17% Summoned defense ------ Resistance +5% blight Resist Against +15% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
| In off hand | acidic steel dagger of crippling (12-16 power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Ego+] Arcane/Master Weapon Damage 12.0 - 15.6 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Splash the target with acid dealing 35 damage over 5 turns and reducing armor and accuracy by 5 While equipped: offense ------ Physical Crit +6.0% Sharp, short and deadly. |
| Cloak | Emelenor the linen cloak (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: offense ------ Physical Crit +2.0% On-Hit (Melee): * 10% chance to reduce armor by 20% defense ------ Defense +1 (+1 eff.) Spell save +9 (+5 eff.) Life +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Robe of Force (12 def, 8 armour)2.0 Encumbrance T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil offense ------ Mind Crit +4% Mindpower +8 (+4 eff.) Damage +5% mind +5% physical Ignore resists +10% mind +10% physical defense ------ Armor +8 Defense +12 (+4 eff.) Resistance +15% acid +12% physical +9% all Physical save +10 (+5 eff.) Send out a range 5 beam of kinetic energy, dealing 32.26 to 40.33 physical damage (based on Willpower and Cunning) with knockback. Uses 9 power out of 1/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Inventory
healing infusion of the sneak (heal 138; cd 10)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 138 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion (heal 93; 16 cd)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 16 Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 93 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the duelist (res 26%; magical; dur 4; cd 12)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 26% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
shatter afflictions rune of the sneak (absorb 70; 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 70 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. |
teleportation rune of the sneak (range 72; cd 14)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 14 Usage Speed: Spell (100% of a turn) Won't Break Stealth: 100% Is: a spell Description: Activate the rune to teleport randomly in a range of 72 with a minimum range of 15. 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. |
Goredar0.1 Encumbrance T2 amulet jewelry [Rare] Nature While equipped: offense ------ Physical Power +15 (+7 eff.) Damage +6% physical defense ------ Resistance +14% fire +9% light +11% cold Spell save +6 (+4 eff.) Mind save +6 (+3 eff.) Life +20.00 Amulets make your neck look great! |
Mirror Shards0.1 Encumbrance T3 amulet jewelry [Unique] Arcane While equipped: offense ------ Damage +12% light When Hit: * 30% chance to blind defense ------ Resistance +25% light other ------- Light +1 Create a reflective shield (50% reflection rate, 170 strength, based on Magic) for 5 turns. Uses 20 power out of 24/24 Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
copper amulet of cunning (+3)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun Amulets make your neck look great! |
starlit copper amulet of constitution (+2)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Con defense ------ Resistance +10% light +11% darkness Blind Resist +20% Amulets make your neck look great! |
copper ring of tenacity0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: defense ------ Life +20.00 Disarm Resist +21% Pinning Resist +20% Knockbk Resist +20% Rings make your fingers look great! |
gold ring0.1 Encumbrance T3 ring jewelry [Normal] Rings make your fingers look great! |
rogue's steel ring of clarity0.1 Encumbrance T2 ring jewelry [Ego] Master/Psionic While equipped: Stats +4 Cun defense ------ Defense +8 (+3 eff.) Mind save +7 (+4 eff.) Confus Resist +23% Rings make your fingers look great! |
steel battleaxe (23-34 power, 2 apr)3.0 Encumbrance T2 battleaxe 2H weapon Reqs Str 16 [Normal] Weapon Damage 23.0 - 34.5 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 100% Massive two-handed battleaxes. |
steel battleaxe of dampening (24-35 power, 2 apr)3.0 Encumbrance T2 battleaxe 2H weapon Reqs Str 16 [Ego] Disrupt Weapon Damage 23.5 - 35.2 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 100% While equipped: defense ------ Resistance +12% acid +10% lightning +12% cold +12% fire +5% all Spell save +10 (+6 eff.) Massive two-handed battleaxes. |
warbringer's steel battleaxe of rage (20-30 power, 2 apr)3.0 Encumbrance T2 battleaxe 2H weapon Reqs Str 16 [Ego++] Master Weapon Damage 20.0 - 30.0 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +2 Str +3 Con offense ------ Physical Power +9 (+4 eff.) Damage +7% physical Ignore resists +10% physical Accuracy +9 (+2 eff.) defense ------ Disarm Resist +18% Massive two-handed battleaxes. |
chilling steel dagger of paradox (13-17 power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Ego] Arcane Weapon Damage 13.0 - 16.9 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +5 cold +6 temporal While equipped: defense ------ Resistance +8% temporal Sharp, short and deadly. |
dwarven-steel dagger of massacre (26-34 power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon [Ego] Master Weapon Damage 26.0 - 33.8 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% Sharp, short and deadly. |
dwarven-steel greatmaul 'Silirissra' (60-90 power, 2 apr)5.0 Encumbrance T3 greatmaul 2H weapon Reqs Str 24 [Random Unique] Nature/Master Weapon Damage 60.0 - 90.0 Physical Uses 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.5% Attack Speed 100% On Hit: * 20% chance to gain 10% of a turn (3/turn limit) While equipped: Stats +7 Str +7 Dex +12 Mag +5 Wil +7 Cun +12 Con offense ------ On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) Massive two-handed mauls. |
balanced steel greatsword of massacre (33-53 power, 2 apr)3.0 Encumbrance T2 greatsword 2H weapon Reqs Str 16 [Ego] Master Weapon Damage 33.0 - 52.8 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Accuracy +7 (+2 eff.) defense ------ Defense +9 (+3 eff.) Disarm Resist +34% Massive two-handed swords. |
dwarven-steel greatsword of erosion (34-54 power, 2 apr)3.0 Encumbrance T3 greatsword 2H weapon Reqs Str 24 [Ego] Nature Weapon Damage 34.0 - 54.4 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-hit +10 nature Massive two-handed swords. |
dwarven-steel greatsword of erosion (35-56 power, 2 apr)3.0 Encumbrance T3 greatsword 2H weapon Reqs Str 24 [Ego] Nature Weapon Damage 35.0 - 56.0 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-hit +9 nature Massive two-handed swords. |
steel greatsword (25-40 power, 2 apr)3.0 Encumbrance T2 greatsword 2H weapon Reqs Str 16 [Normal] Weapon Damage 25.0 - 40.0 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% Massive two-handed swords. |
dwarven-steel mace of persecution (24-34 power, 4 apr)3.0 Encumbrance T3 mace 1H weapon Reqs Str 24 [Ego] Disrupt Weapon Damage 24.0 - 33.6 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +1.5% Attack Speed 100% Damage Against +8% Unnatural While equipped: Stats +2 Wil Blunt and deadly. |
steel mace (16-22 power, 3 apr)3.0 Encumbrance T2 mace 1H weapon Reqs Str 16 [Normal] Weapon Damage 15.5 - 21.7 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +1.0% Attack Speed 100% Blunt and deadly. |
Tulantir the Murkwilter (30-36 power, 6 apr, physical element)5.0 Encumbrance T5 staff 2H weapon Reqs Mag 48 [Random Unique] Arcane Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +4 Mag offense ------ Physical Crit +12.0% Spell Crit +13% Spellpower +31 (+17 eff.) On-Hit 40 arcane Damage +30% temporal +30% physical +30% light +30% darkness Ignore resists +30% blight When Hit 4 darkness other ------- Mana-on-crit +1.00 Max mana +50.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
surging yew magestaff of power (20-24 power, 4 apr, lightning element)5.0 Encumbrance T3 staff 2H weapon Reqs Mag 24 [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 +13 (+8 eff.) Spellpower/crit +3 Damage +20% lightning other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
flaming steel waraxe of massacre (20-29 power, 3 apr)3.0 Encumbrance T2 waraxe 1H weapon Reqs Str 16 [Ego] Arcane/Master Weapon Damage 20.5 - 28.7 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On-Hit, radius 1 +8 fire One-handed war axes. |
steel waraxe (14-20 power, 3 apr)3.0 Encumbrance T2 waraxe 1H weapon Reqs Str 16 [Normal] Weapon Damage 14.0 - 19.6 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% One-handed war axes. |
Carrionenvy1.0 Encumbrance T3 belt armor [Rare] Master While equipped: offense ------ Ignore resists +10% nature +5% mind When Hit 8 nature defense ------ Resistance +9% fire +9% mind +7% cold A belt that goes around your waist. |
Duvedunarig1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +1 Str +4 Con defense ------ Resistance +3% fire +5% arcane +6% temporal Life Regen +0.60 Healmod +12% A belt that goes around your waist. |
Flamerot1.0 Encumbrance T3 belt armor [Rare] Psionic While equipped: Stats +2 Cun +2 Mag offense ------ Mindpower +4 (+2 eff.) Ignore resists +10% fire defense ------ Crit Resistance 15.00% Physical save +9 (+5 eff.) other ------- Infravision +3 A belt that goes around your waist. |
Sleetgrinder1.0 Encumbrance T3 belt armor [Rare] Nature While equipped: offense ------ Damage +6% nature +3% cold Ignore resists +20% nature +15% cold defense ------ Resistance +9% cold Life Regen +1.10 Healmod +13% A belt that goes around your waist. |
rough leather belt of valiance1.0 Encumbrance T1 belt armor [Ego+] Psionic While equipped: Stats +1 Wil defense ------ Mind save +6 (+3 eff.) Life +46.00 A belt that goes around your waist. |
Quenchvile the cashmere cloak (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Psionic While equipped: Stats +5 Dex +4 Wil +3 Cun +1 Con offense ------ Mind Crit +5% Damage +9% cold Ignore resists +25% cold defense ------ Defense +2 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
mindwoven woollen robe of life (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego+] Nature/Psionic While equipped: offense ------ Mind Crit +3% Mindpower +3 (+1 eff.) defense ------ Resistance +7% blight +9% all Mind save +17 (+9 eff.) Life +50.00 Life Regen +1.70 Healmod +14% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe 'Ebonynull' (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Random Unique] Nature While equipped: Stats +3 Con offense ------ Damage +13% acid +15% physical +7% nature When Hit 4 darkness defense ------ Resistance +19% acid +15% physical +3% darkness +6% nature +9% all Poison Resist +24% Disease Resist +24% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Betithra (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: defense ------ Armor +1 Resistance +5% fire +2% physical +5% cold Spell save +3 (+2 eff.) Stun Resist +10% Knockbk Resist +10% A pair of boots made of leather. |
Elima the pair of iron boots (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: offense ------ Spellpower +4 (+3 eff.) defense ------ Armor +3 Fatigue +2% Resistance +9% acid Spell save +3 (+2 eff.) Life Regen +2.00 Silence Resist +20% Confus Resist +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Gorodunadur (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Rare] Master While equipped: Stats +3 Str +3 Wil +3 Con offense ------ Ignore resists +20% mind defense ------ Armor +2 Fatigue +3% Resistance +3% lightning +9% temporal +5% arcane Spell save +3 (+2 eff.) Disarm Resist +26% other ------- Masteries +0.20 Technique/Grappling Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Arcwell the iron helm (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Damage +9% acid +3% cold Ignore resists +20% lightning defense ------ Armor +3 Fatigue +5% Resistance +3% lightning +12% cold other ------- Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Dusktitan the linen wizard hat (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +3 Cun offense ------ Damage +3% darkness defense ------ Defense +1 (+1 eff.) Resistance +5% arcane +3% cold Spell save +18 (+10 eff.) Mind save +5 (+3 eff.) Stun Resist +10% A pointy cloth hat, very wizardly... |
Ebonyscar (2 def, 0 armour)2.0 Encumbrance T3 head armor [Rare] Psionic While equipped: offense ------ Mind Crit +4% Mindpower +2 (+1 eff.) Ignore resists +5% darkness +10% cold When Hit 2 darkness defense ------ Defense +2 (+1 eff.) Resistance +9% fire +9% darkness +6% light Knockbk Resist +10% other ------- Psi/turn +0.23 A pointy cloth hat, very wizardly... |
Glitterwitch (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +4 Wil +2 Cun +2 Con offense ------ Mindpower +3 (+1 eff.) Damage +9% light Ignore resists +5% light defense ------ Armor +3 Fatigue +5% Crit Resistance 5.00% other ------- Light +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Phlegmdeath (0 def, 4 armour)3.0 Encumbrance T3 head armor [Rare] Nature While equipped: offense ------ When Hit 2 nature On-Hit (Melee): * 20% chance to slow global speed by 48% * 20% chance to reduce armor by 20% defense ------ Armor +4 Fatigue +4% Resistance +5% lightning +6% temporal +6% darkness +9% acid A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
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. |
cashmere wizard hat of frost (+18%) (2 def, 0 armour)2.0 Encumbrance T3 head armor [Ego] Nature While equipped: offense ------ Damage +12% cold defense ------ Defense +2 (+1 eff.) Resistance +18% cold A pointy cloth hat, very wizardly... |
iron helm 'Leluharadar' (0 def, 13 armour)3.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +3 Cun +3 Wil offense ------ Physical Power +15 (+7 eff.) Mindpower +4 (+2 eff.) defense ------ Armor +13 Fatigue +5% Resistance +3% physical Physical save +3 (+2 eff.) Mind save +3 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Blackwrack the dwarven-steel mail armour (3 def, 8 armour)14.0 Encumbrance T3 heavy armor Reqs - Heavy armour training Str 28 [Rare] Psionic While equipped: Stats +5 Cun +4 Wil offense ------ Damage +12% acid Ignore resists +10% darkness +15% acid When Hit 8 acid On-Hit (Melee): * 10% chance to reduce damage dealt by 18% defense ------ Armor +8 Defense +3 (+1 eff.) Fatigue +12% Resistance +3% acid Mind save +11 (+6 eff.) A suit of armour made of mail. |
cleansing steel mail armour of stability (2 def, 6 armour)14.0 Encumbrance T2 heavy armor Reqs - Heavy armour training Str 20 [Ego] Disrupt/Master While equipped: defense ------ Armor +6 Defense +2 (+1 eff.) Fatigue +12% Resistance +10% blight +5% physical +11% nature Physical save +12 (+6 eff.) A suit of armour made of mail. |
dwarven-steel plate armour 'Snowwar' (0 def, 11 armour)17.0 Encumbrance T3 massive armor Reqs - Massive armour training ,Str 35 [Rare] Psionic While equipped: offense ------ Damage +9% cold Ignore resists +5% nature On-Hit (Melee): * 20% chance to reduce armor by 20% defense ------ Armor +11 Fatigue +22% Resistance +6% acid +12% cold +6% mind Mind save +16 (+8 eff.) A suit of armour made of metal plates. |
rejuvenating dwarven-steel plate armour of cold resistance (0 def, 11 armour)17.0 Encumbrance T3 massive armor Reqs - Massive armour training ,Str 35 [Ego] Nature/Master While equipped: defense ------ Armor +11 Fatigue +22% Resistance +17% cold Life Regen +2.80 other ------- Stamina/turn +0.70 A suit of armour made of metal plates. |
steel shield of lightning resistance (+18%) (0 def, 4 armour, 41.5 block)7.0 Encumbrance T2 shield armor Reqs - Shield usage training ,Str 16 [Ego] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: defense ------ Armor +4 Fatigue +8% Resistance +18% lightning other ------- Talents +1 Block Handheld deflection devices. |
3 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. |
59 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. |
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. |
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. |
2 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. |
Mardysadin (dig speed 36 turns)3.0 Encumbrance T1 digger tool [Rare] Nature While equipped: Stats +1 Str offense ------ Physical Crit +1.0% Physical Power +10 (+5 eff.) Damage +6% nature Accuracy +5 (+1 eff.) defense ------ Resistance +6% mind +6% temporal +11% nature +3% light While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
6 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+2 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 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. |
Adodhetha2.0 Encumbrance T1 lite [Rare] Master While equipped: Stats +2 Con offense ------ When Hit 2 arcane defense ------ Physical save +3 (+2 eff.) other ------- Max mana +60.00 Max vim +30.00 Light +6 Infravision +2 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. |
Blazebright the alchemist's lamp1.0 Encumbrance T3 lite [Rare] Nature While equipped: offense ------ Damage +12% lightning +6% acid defense ------ Armor +6 Life +50.00 other ------- Max stamina +30.00 Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Blindtreason the brass lantern2.0 Encumbrance T1 lite [Rare] Psionic While equipped: defense ------ Resistance +3% lightning +3% fire +3% darkness +6% nature Mind save +5 (+3 eff.) other ------- Light +3 See Stealth +6 See Invisibility +7 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Unregandur1.0 Encumbrance T3 lite [Rare] Master While equipped: Stats +3 Con offense ------ Physical Crit +2.0% Physical Power +10 (+5 eff.) Ignore resists +20% physical defense ------ Physical save +6 (+3 eff.) Unlife -40.00 life other ------- Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
Eye of the Dreaming One2.0 Encumbrance T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil 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 17 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 8 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Prox's Lucky Halfling Foot2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+2 eff.) other ------- Disarm Traps +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/2)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 166 power out of 274/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 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. |
cleansing steel torque of mindblast [power 155] (11/13 cooldown)2.0 Encumbrance T2 torque charm [Ego] Psionic Blast the opponent's mind dealing 169 mind damage and silencing them for 4 turns Puts all charms on 13 turn cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
iron torque of clear mind 'Windwild' [power 1] (11/21 cooldown)2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: Stats +3 Wil offense ------ Damage +3% blight Ignore resists +20% nature When Hit 2 arcane other ------- Mana-on-crit +1.00 Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 21 turn cooldown 100% to increase all damage by 12% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
piercing iron torque of mindblast [power 110] (11/13 cooldown)2.0 Encumbrance T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 120 mind damage and silencing them for 4 turns Puts all charms on 13 turn cooldown 100% to increase all damage penetration by 10% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Gleamveil the yew wand of shielding [power 248] (11/17 cooldown)2.0 Encumbrance T3 wand charm [Rare] Arcane While equipped: Stats +2 Con offense ------ Damage +12% light +6% physical Ignore Armor +2 When Hit 8 physical defense ------ Armor +4 other ------- Light +2 Create a shield absorbing up to 248 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 turn cooldown 100% to reduce 1 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
powerful ash wand of shielding [power 194] (11/17 cooldown)2.0 Encumbrance T2 wand charm [Ego+] Arcane Create a shield absorbing up to 194 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 turn cooldown 100% to increase all damage by 12% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
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. |
4 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. |
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. |
Achievements
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Hlrrugh the Cornac Rogue level 10
66th Dusk 122nd year of Ascendancy at 04:27 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Hlrrugh the Cornac Rogue level 12
76th Dusk 122nd year of Ascendancy at 07:30 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Hlrrugh the Cornac Rogue level 12
73rd Dusk 122nd year of Ascendancy at 15:42 see stats
Log
Hlrrugh deactivates Stealth.
Hlrrugh's Inner Demon uses Venomous Strike.
Hlrrugh's Inner Demon performs a melee critical strike against Hlrrugh!
Hlrrugh's armor corrodes!
Hlrrugh is poisoned!
Hlrrugh slows down.
Hlrrugh's Rush is disrupted by crippling poison!
Grappling hits Hlrrugh for 5 physical damage.
Hlrrugh's Inner Demon hits Hlrrugh for 48 nature, 9 light, 52 nature, 9 light (117 total damage).
Melee retaliation hits Hlrrugh's Inner Demon for 3 acid, 2 cold, 3 acid, 2 cold (10 total damage).
Hlrrugh hits Aerenn the sand-drake for (10 flat reduction), 35 physical (35 total damage).
The unstable sand tunnel collapses!
Hlrrugh's Inner Demon performs a melee critical strike against Hlrrugh!
Hlrrugh is afflicted by a crippling illness!
Aerenn the sand-drake is no longer evading attacks.
Melee retaliation hits Hlrrugh's Inner Demon for 2 acid, 1 cold, 2 acid, 1 cold (8 total damage).
Hlrrugh's Inner Demon hits Hlrrugh for 46 physical, 9 light, 16 physical, 9 light (79 total damage).
Hlrrugh is no longer suffering from insomnia.
Talent Tumble is ready to use.
Talent Rush is ready to use.
Aerenn the sand-drake throws two quick punches.
Aerenn the sand-drake misses Hlrrugh.
Hlrrugh reacts to an attack from Aerenn the sand-drake, mitigating the blow!.
Aerenn the sand-drake hits Hlrrugh for (24 reacted , -4 stam), 81 physical (81 total damage).
Grappled from Aerenn the sand-drake hits Hlrrugh for 38 physical damage.
Melee retaliation hits Aerenn the sand-drake for (3 flat reduction), 0 acid, (2 flat reduction), 0 cold (0 total damage).
Deadly Poison from Hlrrugh's Inner Demon hits Hlrrugh for 25 nature damage.
Acid Splash from Hlrrugh's Inner Demon hits Hlrrugh for 3 acid damage.
Hlrrugh the level 19 cornac rogue was struck to death by Aerenn the sand-drake on level 2 of Sandworm lair.
Space restabilizes around you.






















































































































