











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Nekarcos's Quality of Life 01: Effect Display (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
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. Particle Cleanup 1.7.0An experimental addon that attempts to detect and remove "orphaned" particle display effects left behind by temporary status effects or sustained talents. The check is performed automatically on character load, and can also be triggered manually via the keybinding <Ctrl-Alt-Shift-P>. Also available as part of the Bugnibus Bugfix Pack. 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.
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:
Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit 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. Plenum Tooltip Custom Edit 1.7.4Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: |
| Campaign | Maj'Eyal |
| Mode | Normal Exploration |
| Sex | Male |
| Race | Dwarf |
| Class | Berserker |
| Level / Exp | 50 / 2% |
| Size | big |
| Lifes / Deaths | Killed by elven blood mage at level 9 on the 2nd Profit 122nd year of Ascendancy at 12:27 / 9Killed by elven blood mage at level 9 on the 2nd Profit 122nd year of Ascendancy at 13:52 Killed by ultimate gwelgoroth at level 9 on the 2nd Profit 122nd year of Ascendancy at 16:19 Killed by ultimate gwelgoroth at level 9 on the 2nd Profit 122nd year of Ascendancy at 16:59 Killed by overpowered greater multi-hued wyrm at level 41 on the 5th Profit 123rd year of Ascendancy at 13:11 Killed by Xaninne the netherworm mass at level 45 on the 14th Dearth 123rd year of Ascendancy at 10:20 Killed by Elyrinor the luminous horror at level 46 on the 16th Dearth 123rd year of Ascendancy at 04:06 Killed by The One That Writes at level 46 on the 16th Dearth 123rd year of Ascendancy at 05:33 Killed by The One That Writes at level 46 on the 16th Dearth 123rd year of Ascendancy at 08:22 |
Primary Stats
| Strength | 135 (base 63) |
| Dexterity | 57 (base 38) |
| Constitution | 92 (base 61) |
| Magic | 23 (base 16) |
| Willpower | 22 (base 10) |
| Cunning | 73 (base 60) |
Resources
| Life | 2202/2202 |
| Mana | 334/334 |
| Stamina | 237/237 |
| Healing Factor | 1.4696492883809 |
| Regeneration | 54.608158615721 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -8.8817841970013E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 10 |
| Infravision | 5 |
| See Stealth | 39.511629553598 |
| See Invisible | 39.511629553598 |
Offense: Mainhand
| Damage | 259 |
| Accuracy | 74 |
| Crit Chance | 63% |
| APR | 49 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 13.5 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Mind
| Mindpower | 41 |
| Crit Chance | 30% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +10% |
| Darkness | +12% |
| Blight | +6% |
| Physical | +15% |
| Fire | +7% |
| All | 0% |
Offense: Damage Penetration
| Physical | +23% |
| Lightning | +8% |
| Acid | +8% |
| All | -7% |
Defense: Base
| Armour (hardiness) | 56.483785018144 (100%) |
| Defense | 44 |
| Ranged Defense | 44 |
| Fatigue | 0 |
| Physical Save | 82 |
| Spell Save | 61 |
| Mental Save | 67 |
Defense: Resistances
| Acid | + 34%( 86%) |
| Blight | + 18%( 76%) |
| Physical | + 40%( 81%) |
| Cold | + 32%( 76%) |
| All | + 18%( 76%) |
| Lightning | + 29%( 76%) |
| Light | + 32%( 76%) |
| Mind | + 18%( 76%) |
| Darkness | + 30%( 76%) |
| Fire | + 43%( 76%) |
| Nature | + 18%( 76%) |
Defense: Immunities
| Stun Resistance | 60% |
| Confusion Resistance | 10% |
| Pinning Resistance | 60% |
| Disarm Resistance | 0% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 30% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 593 life over 5 turns. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 46% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 8 turns. While Heroism is active, you will only die when reaching -600 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 600 life, 8 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 761% 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 Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Class Talents
| Technique / Two-handed assault | 1.80 |
| 5/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Technique / Berserker's strength | 1.60 |
| 2/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Technique / Bloodthirst | 1.60 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat veteran | 1.60 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Technique / Combat techniques | 1.60 |
| 4/5 |
| 1/5 |
| 3/5 |
| 5/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 4/5 |
| 1/5 |
| 5/5 |
| Technique / Conditioning | 1.60 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
| Technique / Combat training | 1.60 |
| 5/5 |
| 3/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Daunting Presence |
| talent | Premonition |
| talent | Chant of Fortress |
| talent | Berserker Rage |
| detrimental effect | Your arcane powers are disrupted by your antimagic equipment. Arcane talents fail 50% of the time and arcane sustains have a 5.0% chance to deactivate each turn. Antimagic Disruption |
| detrimental effect | Zone-wide effect: +20 mindpower, +2 life regen, -1 equilibrium per turn, -20% resistance penetration. Natural Aura |
| beneficial effect | The thrill of combat improves the target's maximum life by 16%, life regeneration by 32.91, and stamina regeneration by 6.58. Bloodbath |
| beneficial effect | Increases critical hit chance by 0%. Berserker Rage |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lone alchemist (level 1 of Ruins of Kor'Pul)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Dreadfell. Escort: lone alchemist (level 3 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 6 of Dreadfell. Escort: lost defiler (level 6 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You failed to protect the lost warrior from death by orc master assassin. Escort: lost warrior (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Daikara. Escort: repented thief (level 1 of Daikara)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Daikara. Escort: repented thief (level 2 of Daikara)As a reward you improved talent Track (+1 level(s)). | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 508. | 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. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
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: * You've found the needed snow giant kidney. * You've found the needed minotaur nose. * You've found the needed vial of elder vampire blood. Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * You've found the needed bloated horror heart. * You've found the needed black mamba head. * You've found the needed honey tree root. 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 mummified bone. * You've found the needed chunk of ghoul flesh. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed hummerhorn wing. * You've found the needed ice ant stinger. * You've found the needed faerlhing fang. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | dreamer's pair of hardened leather boots of phasing (0 def, 3 armour)2.0 T3 feet armor [Ego++] Arcane/Psionic While equipped: Stats +2 Mag +5 Wil +4 Cun ----- def ----- Armour +3 Phys.save +8 (+2 eff.) Spell.save +7 (+1 eff.) Mind.save +10 (+3 eff.) Blink to a nearby random location (rad 9) Puts all charms on 17 cooldown A pair of boots made of leather. |
| Light source | Armoroddamnir the Chargehunt1.0 T5 lite [Random Unique] Disrupt/Master/Psionic While equipped: Stats +7 Mag dps ---------- Res.pen +15% lightning +13% all Apr +12 ----- def ----- Defense +15 (+5 eff.) Resists +3% all Phys.save +15 (+3 eff.) Spell.save +28 (+7 eff.) Mind.save +19 (+5 eff.) Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Light +7 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+3 eff.) Spell.save +12 (+3 eff.) Mind.save +12 (+3 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
| Tool | dwarven-steel torque of mindblast 'Hettedan' [power 225] (10 cooldown)2.0 T3 torque charm [Rare] Psionic While equipped: dps ---------- Crit.mult +15.00% Res.pen +15% physical Acc +15 (+4 eff.) Melee Ret 4 arcane ----- def ----- Phys.save +3 (+1 eff.) Die.at -60.00 life Blast the opponent's mind dealing 225 mind damage and silencing them for 4 turns Puts all charms on 10 cooldown 100% to heal for 30. Torques are made by powerful psionics to store psionic powers. |
| On fingers | gold ring 'Coalenvy'0.1 T3 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +12% darkness Melee Ret 10 darkness 8 temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +15% darkness Phys.save +12 (+3 eff.) Spell.save +12 (+3 eff.) Mind.save +11 (+3 eff.) Rings make your fingers look great! |
| On fingers | Ring of the War Master0.1 T5 ring jewelry [Unique] Master While equipped: Stats +3 Str +3 Dex +3 Con dps ---------- Phys.crit +5.0% Phys.pwr +10 (+2 eff.) Apr +15 ----- def ----- Talent.cat+ +0.30 Technique A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
| Around waist | balancing drakeskin leather belt of dampening1.0 T5 belt armor [Ego++] Nature/Master While equipped: Stats +4 Cun +3 Dex dps ---------- Phys.crit +12.0% Mind.crit +10% ----- def ----- Resists +7% acid +7% fire +6% lightning +10% cold A belt that goes around your waist. |
| In main hand | Borosk's Hate (172% power, 22 apr)3.0 T5 greatsword 2H weapon [Unique] Master Power 172% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +22 Crit +10.0% Atk.spd 100% On Hit: * 25% chance to strike the target again. While equipped: Stats +10 Str +5 Dex +15 Con ---------- misc Masteries +0.20 Technique/Two-handed assault This impressive looking sword features two massive blades aligned in parallel. They seem weighted remarkably well. |
| On hands | Stone Gauntlets of Harkor'Zun (0 def, 7 armour)7.0 T3 hands armor Reqs Heavy armour training [Unique] Arcane While equipped: dps ---------- Dmg.mod +10% acid +5% physical Res.pen +15% acid +15% physical ----- def ----- Armour +7 Fatigue +10% Resists +20% acid +10% physical Res.Cap +10% acid +5% physical ---------- misc Cooldown Clinch -2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fashioned in ancient times by cultists of Harkor'Zun, these heavy granite gauntlets were designed to protect the wearer from the wrath of their dark master. |
| Main armor | Borfast's Cage (10 def, 20 armour)17.0 T3 massive armor Reqs Massive armour training [Unique] Master While equipped: Stats +5 Con ----- def ----- Armour +20 Defense +10 (+3 eff.) Fatigue +24% Resists -15% acid +15% physical Crit.dmg- 20% Phys.save +15 (+3 eff.) Max.HP +50.00 HP.reg +2.00 Knockbk- +30% Inch-thick stralite plates lock together with voratun joints. The whole suit looks impenetrable, but has clearly been subjected to terrible treatment - great dents and misshaping warps, and caustic fissures bored across the surface. Though clearly a powerful piece, it must once have been much greater. |
| Cloak | wyrmwaxed elven-silk cloak of fog (8 def, 0 armour)2.0 T5 cloak armor [Ego++] Nature While equipped: ----- def ----- Defense +8 (+3 eff.) Resists +7% acid +17% light +23% fire +7% cold +8% lightning Stealth +13 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | protective stralite amulet of soulsearing0.1 T4 amulet jewelry [Ego++] Arcane/Master While equipped: dps ---------- Crit.mult +15.00% Spell.pwr +12 (+3 eff.) Dmg.mod +6% blight +7% fire ----- def ----- Armour +5 Defense +8 (+3 eff.) Res.Cap +6% all Phys.save +14 (+3 eff.) Amulets make your neck look great! |
Inventory
Primal Infusion (affinity 12%; reduction 2; dur 4; cd 18)0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 12% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
healing infusion of the sneak (heal 188; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 188 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the warrior (heal 327; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 327 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion (die at -334; dur 7; cd 33)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 33 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -334 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 334 life, 7 duration) If your life is below 0 when this effect wears off it will be set to 1. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the sneak (die at -437; dur 7; cd 25)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 25 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -437 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 437 life, 7 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion (speed 496%; cd 11)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 496% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the duelist (heal 254; 12 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 254 life over 5 turns. 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. |
regeneration infusion of the titan (heal 417; 15 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 417 life over 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the titan (heal 373; 15 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 373 life over 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 22%; magical; dur 4; cd 15)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 22% for 4 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Rune of the Rift (238.00 temporal damage, removed from time 4 turns)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 238.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Zemekkys' Broken Hourglass0.1 T4 amulet jewelry [Unique] Arcane While equipped: Stats +4 Wil dps ---------- Dmg.mod +10% temporal ----- def ----- Resists +20% temporal Res.Cap +5% temporal ---------- misc Spell.cld 10% Time Stop: Level 1.0 Pwr.cost 33 out of 80/80. Range melee/personal Travel.spd instantaneous Is a spell Description: Gain 1 turns. During this time your damage will be reduced by 100%. This small broken hourglass hangs from a thin gold chain. The glass is cracked and the sand has long since escaped. |
cleansing gold amulet0.1 T3 amulet jewelry [Ego] Disrupt While equipped: ----- def ----- Resists +16% nature +14% blight Poison- +24% Disease- +22% Amulets make your neck look great! |
copper amulet of mastery (0.10 Technique / Berserker's strength)0.1 T1 amulet jewelry [Ego] Master While equipped: ---------- misc Masteries +0.10 Technique/Berserker's strength Amulets make your neck look great! |
grounding copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +10% lightning Stun/Frz- +21% Amulets make your neck look great! |
insulating copper amulet of cunning (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun ----- def ----- Resists +12% fire +11% cold Amulets make your neck look great! |
stralite amulet of the eclipse0.1 T4 amulet jewelry [Ego+] Arcane While equipped: dps ---------- Melee+ 5 light 8 darkness Dmg.mod +9% light +8% darkness On Melee Ret: * 8% chance to reduce damage dealt by 22% * 7% chance to blind Amulets make your neck look great! |
stralite amulet of vision0.1 T4 amulet jewelry [Ego+] Nature While equipped: ----- def ----- Blind- +23% ---------- misc Infravis +3 Sight +2 See.Invis +8 Amulets make your neck look great! |
wanderer's gold amulet of dexterity (+8)0.1 T3 amulet jewelry [Ego+] Nature/Master While equipped: Stats +8 Dex +4 Cun +5 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -6% HP.reg +2.00 ---------- misc Stam/turn +0.80 Amulets make your neck look great! |
Orb of Many Ways1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 7 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Ring of the Archlich0.1 T4 ring jewelry [Unique] Arcane It desires to be surrounded by undeath. While equipped: dps ---------- Spell.pwr +8 (+2 eff.) Dmg.mod +10% darkness +10% cold ----- def ----- Resists +10% darkness +10% cold Spell.save +8 (+2 eff.) Poison- +25% Cut- +25% ---------- misc Max.souls +3.00 This ring is filled with an overwhelming, yet restrained, power. It lashes, grasps from its metal prison, searching for life to snuff out. You alone are unharmed. Perhaps it feels all the death you will bring to others in the near future. |
Shimmerstun the steel ring0.1 T2 ring jewelry [Random Unique] Nature/Master While equipped: Stats +7 Str +7 Con dps ---------- Phys.pwr +9 (+2 eff.) Dmg.mod +6% lightning ----- def ----- Resists +12% acid +3% light +25% blight +3% fire +9% nature Max.HP +32.00 Poison- +16% Disease- +18% Disarm- +31% Pinning- +30% Knockbk- +32% Rings make your fingers look great! It was hardened by the digestive sack. |
Wheel of Fate0.1 T2 ring jewelry [Unique] Arcane While equipped: Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
Writhing Ring of the Hunter0.1 T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
Xanylegatha0.1 T2 ring jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +4 Mag dps ---------- Melee Ret 4 acid ----- def ----- Resists +7% blight +3% darkness +5% arcane +5% nature Spell.save +8 (+2 eff.) HP.reg +3.00 Poison- +13% Disease- +14% Silence- +20% Stun/Frz- +27% Rings make your fingers look great! |
copper ring of perseverance0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- HP.reg +1.00 Stun/Frz- +22% Rings make your fingers look great! |
copper ring of sensing0.1 T1 ring jewelry [Ego] Arcane While equipped: ----- def ----- Blind- +23% ---------- misc Infravis +3 See.Stealth +6 See.Invis +7 Rings make your fingers look great! |
gladiator's voratun ring of luminosity0.1 T5 ring jewelry [Ego++] Arcane/Master While equipped: Stats +7 Str +10 Mag +8 Con dps ---------- Phys.pwr +10 (+2 eff.) Melee+ 27 light Ranged+ 34 light Dmg.mod +14% light Rings make your fingers look great! |
pixie's stralite ring of pilfering0.1 T4 ring jewelry [Ego++] Arcane/Master While equipped: Stats +6 Cun +4 Mag dps ---------- Spell.pwr +9 (+2 eff.) Acc +8 (+2 eff.) Apr +11 ----- def ----- Defense +14 (+5 eff.) Disengage: Puts all charms on 7 cooldown Level 2.6 Pwr.cost 7 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
psionicist's copper ring0.1 T1 ring jewelry [Ego] Psionic While equipped: Stats +2 Wil ----- def ----- Mind.save +4 (+1 eff.) Rings make your fingers look great! |
solipsist's stralite ring of life0.1 T4 ring jewelry [Ego++] Nature/Psionic While equipped: Stats +6 Cun +5 Wil dps ---------- Mind.pwr +8 (+3 eff.) ----- def ----- Max.HP +40.00 HP.reg +8.00 Heal.mod +18% Rings make your fingers look great! |
stralite ring 'Airlord'0.1 T4 ring jewelry [Rare] Master While equipped: Stats +15 Wil dps ---------- Dmg.mod +6% cold Melee Ret 6 lightning ----- def ----- Mind.save +6 (+2 eff.) Max.HP +28.00 Disarm- +41% Pinning- +40% Knockbk- +32% Rings make your fingers look great! |
voratun ring of luminosity0.1 T5 ring jewelry [Ego+] Arcane While equipped: Stats +8 Mag dps ---------- Melee+ 27 light Ranged+ 37 light Dmg.mod +20% light Rings make your fingers look great! |
warrior's copper ring of darkness (+22%)0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Str dps ---------- Dmg.mod +11% darkness ----- def ----- Armour +4 Resists +22% darkness Rings make your fingers look great! |
warrior's gold ring of tenacity0.1 T3 ring jewelry [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +6 Max.HP +20.00 Disarm- +20% Pinning- +32% Knockbk- +22% Rings make your fingers look great! |
The Gaping Maw (184% power, 4 apr)3.0 T5 battleaxe 2H weapon [Unique] Nature/Disrupt Power 184% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% Melee+ +50 acid +50 nature slow On Crit: * deal manaburn damage equal to your mindpower in a radius 3 cone While equipped: ---------- misc Cooldown Mana Clash -2 Ice Claw -1 Swallow -2 This huge granite battleaxe is as much mace as it is axe. The shaft is made of blackened wood tightly bound in drakeskin leather and the sharpened granite head glistens with a viscous green fluid. |
plaguebringer's voratun battleaxe of ruin (168% power, 4 apr)3.0 T5 battleaxe 2H weapon [Ego++] Arcane/Master Power 168% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% Melee+ +19 blight On Hit: 20% Epidemic 5 On Hit: * 23% chance to reduce strength, dexterity, and constitution by 8 While equipped: dps ---------- Phys.crit +12.0% Crit.mult +30.00% Apr +14 ----- def ----- Disease- +25% Massive two-handed battleaxes. |
plaguebringer's voratun dagger of shearing (148% power, 9 apr)1.0 T5 dagger 1H weapon [Ego++] Arcane/Master Power 148% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% Melee+ +13 blight On Hit: 20% Epidemic 5 On Hit: * 9% chance to reduce strength, dexterity, and constitution by 8 While equipped: dps ---------- Res.pen +9% all Acc +19 (+5 eff.) Apr +12 ----- def ----- Disease- +18% Sharp, short and deadly. |
Belaroddablek the voratun greatmaul (175% power, 4 apr)5.0 T5 greatmaul 2H weapon [Random Unique] Arcane/Master/Psionic Power 176% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% Melee+ +20 arcane On Hit: * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) * 25% chance for lightning to strike from the target to a second target dealing 15 damage While equipped: dps ---------- Dmg.mod +12% arcane Res.pen +10% acid +13% all Acc +17 (+5 eff.) Apr +9 ----- def ----- Disease- +15% Massive two-handed mauls. It was changed by the digestive sack. |
Bill's Tree Trunk (136% power, 7 apr)5.0 T1 greatmaul 2H weapon [Unique] Master Power 137% Range: 1.7x Uses 130% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +7 Crit +1.5% Atk.spd 100% While equipped: Shattering Blow: Level 3.2 Pwr.cost 13 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Hits the target with your weapon, doing 136% damage. If the attack hits, the target's armour and saves are reduced by 17 for 7 turns. Also if the target is protected by any temporary magical or psionic damage absorbing shields there is 61% chance to shatter a random shield. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
The Black Maul (182% power, 15 apr)5.0 T5 greatmaul 2H weapon [Unique] Arcane Power 182% Range: 1.5x Uses 130% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +15 Crit +2.0% Atk.spd 100% On Hit: 10% Obliterating Smash 3 While equipped: dps ---------- Phys.pwr +12 (+3 eff.) Acc +20 (+5 eff.) ---------- misc Masteries +0.20 Corruption/Brutality +0.20 Technique/Two-handed assault ShadowPwr +10 Increases all damage by 1% for each point of your Shadow Power. Reckless Strike: Level 3.0 Pwr.cost 17 out of 25/25. Range melee/personal Travel.spd instantaneous Is a spell Description: Hits the target doing 255% weapon damage. This attack cannot miss, and ignores all armor and resistances on the target. However, you take damage equal to 25% of the damage dealt, or 30% of your current HP, whichever is lower. "A fitting weapon for the Champion." |
steel greatmaul 'Wretchcast' (144% power, 2 apr)5.0 T2 greatmaul 2H weapon [Rare] Master Power 145% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% While equipped: dps ---------- Dmg.mod +6% nature Res.pen +15% nature +5% cold Melee Ret 2 light Massive two-handed mauls. |
Champion's Will (179% power, 22 apr)3.0 T5 greatsword 2H weapon [Unique] Arcane/Master Power 179% Range: 1.6x Uses 20% Con, 115% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +22 Crit +12.0% Atk.spd 100% On Hit: * releases a burst of light, dealing 14 light damage (based on Spellpower) in a radius 3 cone. While equipped: Stats +12 Str +6 Mag +7 Con ---------- misc Cooldown Sun Ray -1 Absorption Strike -1 Flash of the Blade -1 Masteries +0.20 Celestial/Sun +0.10 Celestial/Radiance +0.20 Celestial/Crusader Increases the damage of Sun Beam by 15%. Attack everything in a line out to range 4, dealing 100% weapon damage (as light), and healing for 50% of the damage dealt. Uses 20 power out of 30/30 This impressive looking sword features a golden engraving of a sun in its hilt. Etched into its blade are a series of runes claiming that only one who has mastered both their body and mind may wield this sword effectively. |
Dethblyd (182% power, 18 apr)3.0 T5 greatsword 2H weapon [Unique] Arcane/Master Power 182% Range: 1.6x Uses 10% Mag, 130% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +18 Crit +20.0% Atk.spd 100% HP.leech +5% On Hit: * Increases all damage dealt, and reduces all damage taken, by 1%, stacking up to 10 times. Resets after 10 turns without attacking. While equipped: Stats +10 Str +8 Mag +5 Con ---------- misc Cooldown Draining Assault -1 Abduction -1 Detonating Charge -1 Masteries +0.10 Corruption/Torture +0.20 Corruption/Brutality +0.20 Corruption/Wrath Grushgore the Destroyer was as famous for his incredible brutality as he was for his childlike intelligence. He wasn't known for his subtlety of naming, but there's no denying the power of his massive sword. |
Warmaster Gnarg's Murderblade (172% power, 19 apr)3.0 T4 greatsword 2H weapon [Unique] Master Power 172% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +19 Crit +10.0% Atk.spd 100% Against +20% Living On Hit: * 10% chance to send the wielder into a killing frenzy While equipped: Stats +15 Str +5 Dex +15 Con ----- def ----- D.Red.from +20% Living ---------- misc Masteries +0.30 Technique/Berserker's strength +0.20 Technique/Two-handed weapons +0.20 Technique/Two-handed maiming +0.20 Technique/Two-handed assault A blood-etched greatsword, it has seen many foes. From the inside. |
hateful iron greatsword of erosion (114% power, 1 apr)3.0 T1 greatsword 2H weapon [Ego] Nature/Psionic Power 114% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Melee+ +9 nature +9 darkness Against +10% Living Massive two-handed swords. |
iron greatsword (108% power, 1 apr)3.0 T1 greatsword 2H weapon [Normal] Power 108% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Massive two-handed swords. |
voratun greatsword 'Rimecut' (170% power, 4 apr)3.0 T5 greatsword 2H weapon [Random Unique] Nature/Master Power 171% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% Melee+ +4 arcane On Hit.r1 +4 arcane On Crit.r2 +51 lightning +48 cold While equipped: Stats +20 Con +19 Wil dps ---------- Mov.spd +45% Dmg.mod +9% arcane Res.pen +28% lightning +56% cold +19% physical Acc +35 (+8 eff.) Apr +20 ----- def ----- Resists +6% acid Max.HP +98.00 Massive two-handed swords. |
epiphanous mossy mindstar (75% power, 12 apr, mind damage)3.0 T1 mindstar 1H weapon [Ego+] Nature/Psionic Power 75% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +4 (+1 eff.) Dmg.mod +8% mind ---------- misc Psi/m.crit +2.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
inquisitor's thorny mindstar of resolve (93% power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon Reqs Wil 24 [Ego+] Nature/Disrupt/Psionic Power 93% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% On Crit: * Deals 71 Manaburn damage and puts 1 random spell talent on cooldown for 4 turns (checks Confusion immunity) While equipped: Stats +4 Wil dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) ----- def ----- Spell.save +6 (+1 eff.) ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
penetrating reinforced leather sling of cold4.0 T4 sling 1H weapon Reqs Shoot [Ego+] Arcane Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +9 Ranged+ +14 cold While equipped: dps ---------- Dmg.mod +11% cold Res.pen +15% physical Slings are used to hurl stones or metal shots at your foes. |
dragonbone magestaff of wizardry (136% power, 6 apr, arcane element)5.0 T5 staff 2H weapon Reqs Mag 48 [Ego+] Arcane Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +4 Mag +3 Wil dps ---------- Spell.crit +5% Spell.pwr +22 (+6 eff.) Dmg.mod +30% arcane ---------- misc Max.mana +64.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
ethereal dragonbone starstaff of channeling (136% power, 6 apr, light element)5.0 T5 staff 2H weapon Reqs Mag 48 [Ego++] Arcane Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +33 (+8 eff.) Dmg.mod +30% light Phasing +14% ----- def ----- Defense +18 (+6 eff.) Shield.pwr +11% ---------- misc Mana/turn +0.28 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 20 cooldown Staves designed for wielders of magic, by the greats of the art. |
short yew vilestaff of wizardry (120% power, 4 apr, blight element)5.0 T3 staff 1H weapon Reqs Mag 24 [Ego+] Arcane/Master Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +3 Mag +4 Wil dps ---------- Spell.crit +3% Spell.pwr +16 (+4 eff.) Dmg.mod +20% blight ---------- misc Max.mana +44.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
arcing voratun waraxe of evisceration (148% power, 6 apr)3.0 T5 waraxe 1H weapon [Ego+] Arcane/Master Power 149% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage On Crit: * Wound the target dealing 337 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +12.0% Phys.pwr +10 (+2 eff.) One-handed war axes. |
caustic voratun waraxe of evisceration (147% power, 6 apr)3.0 T5 waraxe 1H weapon [Ego++] Nature/Master Power 147% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% On Crit.r2 +32 acid +39 nature On Crit: * Wound the target dealing 337 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +11.0% Phys.pwr +9 (+2 eff.) Res.pen +19% acid +23% nature Apr +12 One-handed war axes. |
Adewe the rough leather belt1.0 T1 belt armor [Rare] Disrupt While equipped: Stats +1 Cun dps ---------- Phys.pwr +5 (+1 eff.) Acc +15 (+4 eff.) ----- def ----- Resists +5% acid +6% blight Phys.save +6 (+2 eff.) ---------- misc Max.stam +10.00 A belt that goes around your waist. |
Emblem of Evasion1.0 T4 belt armor [Unique] Master While equipped: Stats +12 Dex +10 Cun +8 Lck ----- def ----- Rng.Def +20 (+7 eff.) Proj.evade +15% Proj.slow +30% Evasion: (Instant) Level 5.2 Pwr.cost 20 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 33% chance to evade melee and ranged attacks and 37 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +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. |
Neira's Memory1.0 T3 belt armor [Unique] Arcane While equipped: Stats +2 Cun +5 Wil ----- def ----- Confus- +30% Stun/Frz- +30% ---------- misc Mana/s.crit +3.00 Surround yourself with a magical shield (strength 157, based on Magic) for 10 turns. Uses 13 power out of 20/20 Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. |
balancing hardened leather belt of magery1.0 T3 belt armor [Ego++] Arcane/Master While equipped: Stats +4 Dex +6 Mag +5 Wil +5 Cun dps ---------- Phys.crit +8.0% Spell.crit +4% Mind.crit +8% A belt that goes around your waist. |
blurring rough leather belt of the mystic1.0 T1 belt armor [Ego] Arcane/Master While equipped: dps ---------- Spell.pwr +3 (+1 eff.) ----- def ----- Defense +10 (+3 eff.) Mind.save +5 (+1 eff.) Stealth +5 A belt that goes around your waist. |
noble's hardened leather belt of unlife1.0 T3 belt armor [Ego++] Arcane/Master While equipped: Stats +5 Cun +4 Wil dps ---------- Against +20% Summoned ----- def ----- Resists +9% blight D.Red.from +24% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
elven-silk cloak 'Madas' (3 def, 0 armour)2.0 T5 cloak armor [Rare] Nature While equipped: Stats +4 Str +3 Mag +4 Cun dps ---------- Res.pen +15% arcane ----- def ----- Defense +3 (+1 eff.) Resists +10% acid +10% fire +10% lightning +10% cold ---------- misc Infravis +3 See.Invis +24 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Shimmerfist' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: Stats +2 Wil dps ---------- Dmg.mod +9% lightning On Hit (Melee): * 10% chance to reduce all saves and defense by 26 ----- def ----- Defense +1 (+0 eff.) Resists +3% mind +3% lightning Phys.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Die.at -50.00 life ---------- misc Mana/turn +0.16 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak of battle (1 def, 0 armour)2.0 T1 cloak armor [Ego] Master While equipped: dps ---------- Phys.crit +1.0% Phys.pwr +1 (+1 eff.) ----- def ----- Defense +1 (+0 eff.) Fatigue -2% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick linen cloak of Iron Throne (1 def, 5 armour)2.0 T1 cloak armor [Ego] Master While equipped: Stats +1 Str +1 Con ----- def ----- Armour +5 Defense +1 (+0 eff.) Resists +11% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Genne the elven-silk robe (15 def, 0 armour)2.0 T5 cloth armor [Rare] Arcane While equipped: Stats +9 Mag dps ---------- Dmg.mod +30% temporal +20% physical Res.pen +14% temporal +15% physical ----- def ----- Defense +15 (+5 eff.) Resists +15% blight +18% cold +12% darkness +15% all Phys.save +15 (+3 eff.) Anom.red +16 Die.at -60.00 life Blind- +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Layolaith the elven-silk robe (10 def, 0 armour)2.0 T5 cloth armor [Random Unique] Arcane/Nature While equipped: Stats +4 Mag +4 Wil dps ---------- Spell.pwr +16 (+4 eff.) S.pwr/crit +4 Dmg.mod +16% acid +13% physical +43% fire +20% cold ----- def ----- Defense +10 (+3 eff.) Resists +14% acid +13% physical +20% cold +45% fire +15% all Crit.chn- 15.00% HP.reg +4.00 Silence- +45% ---------- misc Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
ancient elven-silk robe of power (0 def, 0 armour)2.0 T5 cloth armor [Ego++] Arcane While equipped: Stats +6 Mag dps ---------- Spell.pwr +16 (+4 eff.) Dmg.mod +10% physical +18% temporal +10% all Res.pen +10% temporal +7% physical ----- def ----- Resists +15% all Anom.red +11 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
tormentor's elven-silk robe of power (0 def, 0 armour)2.0 T5 cloth armor [Ego++] Arcane/Psionic While equipped: Stats +2 Cun dps ---------- Crit.mult +15.00% Spell.pwr +15 (+4 eff.) Dmg.mod +19% all ----- def ----- Resists +15% all ---------- misc Hate/m.crit +4.00 Psi/m.crit +3.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Aetherwalk (6 def, 0 armour)2.0 T4 feet armor [Unique] Arcane While equipped: Stats +8 Cun +8 Mag dps ---------- Spell.pwr +15 (+4 eff.) Dmg.mod +25% arcane ----- def ----- Defense +6 (+2 eff.) Fatigue +1% Resists +25% arcane Def/telep +20 Res/telep +20% Dur/telep +20% Creates an arcane explosion dealing 98 arcane damage based on magic in a radius of 3 around the user after any teleport. Phase door up to range 6, within radius 2 of the target location. Uses 16 power out of 24/24 A wispy purple aura surrounds these translucent black boots. |
Halofang (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Cun +2 Con dps ---------- Res.pen +15% mind Melee Ret 6 mind ----- def ----- Armour +3 Fatigue +2% Phys.save +10 (+2 eff.) Mind.save +10 (+3 eff.) ---------- misc Max.hate +4.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
insulating pair of rough leather boots of speed (0 def, 1 armour)2.0 T1 feet armor [Ego] Arcane/Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +1 Resists +6% fire +5% cold A pair of boots made of leather. |
pair of drakeskin leather boots of rushing (0 def, 5 armour)2.0 T5 feet armor [Ego+] Master While equipped: Stats +3 Str +3 Con ----- def ----- Armour +5 Rush: Puts all charms on 17 cooldown Level 1.6 Pwr.cost 17 out of 25/25. Range 6 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
pair of iron boots of speed (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego] Arcane While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +3 Fatigue +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of rough leather boots 'Sileyatta' (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +1 Str +1 Mag +1 Wil +5 Cun +4 Con dps ---------- Res.pen +5% acid ----- def ----- Armour +1 Crit.chn- 5.00% Phys.save +11 (+3 eff.) Mind.save +11 (+3 eff.) A pair of boots made of leather. |
traveler's pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 Fatigue -5% Phys.save +6 (+2 eff.) ---------- misc Max.enc +21 A pair of boots made of leather. |
undeterred pair of drakeskin leather boots of tirelessness (0 def, 5 armour)2.0 T5 feet armor [Ego+] Arcane/Master While equipped: ----- def ----- Armour +5 Silence- +30% Confus- +36% Stun/Frz- +39% ---------- misc Stam/turn +0.80 Max.stam +32.00 A pair of boots made of leather. |
wanderer's pair of hardened leather boots of tirelessness (0 def, 3 armour)2.0 T3 feet armor [Ego+] Master While equipped: Stats +1 Cun +3 Con ----- def ----- Armour +3 Phys.save +14 (+3 eff.) Mind.save +10 (+3 eff.) Disease- +15% ---------- misc Stam/turn +0.60 Max.stam +10.00 A pair of boots made of leather. It was changed by the digestive sack. |
Flamewrought (0 def, 2 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Flamespit: Level 3.0 Pwr.cost 6 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 54.01 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. |
Lustrerigor the dwarven-steel gauntlets (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Disrupt While equipped: dps ---------- Dmg.mod +12% light +6% mind Res.pen +15% mind +10% cold ----- def ----- Armour +2 Fatigue +3% Resists +9% blight +6% darkness +8% arcane Affinity +11% nature Spell.save +11 (+2 eff.) ---------- misc Light +2 Masteries +0.20 Wild-gift/Antimagic 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. |
drakeskin leather gloves 'Phlegmoath' (5 def, 3 armour)1.0 T4 hands armor [Rare] Arcane While equipped: Stats +6 Dex +4 Mag dps ---------- Phys.crit +4.0% Crit.mult +30.00% Dmg.mod +9% arcane Phasing +30% Melee Ret 4 nature ----- def ----- Armour +3 Defense +5 (+2 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
stone warden's voratun gauntlets of strength (+5) (0 def, 23 armour)1.5 T4 hands armor Reqs Heavy armour training [Ego+] Arcane/Master While equipped: Stats +5 Str +9 Con dps ---------- Phys.pwr +6 (+2 eff.) ----- def ----- Armour +23 Hardiness +10% Fatigue +5% Resists +9% physical 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. |
storm iron gauntlets of dexterity (+3) (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Melee+ 5 lightning Dmg.mod +4% lightning Acc +11 (+3 eff.) ----- def ----- Armour +1 Fatigue +1% Resists +6% lightning 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. |
The Face of Fear (8 def, 0 armour)2.0 T3 head armor [Unique] Unknown While equipped: Stats +6 Cun +8 Wil dps ---------- Mind.pwr +16 (+5 eff.) ----- def ----- Defense +8 (+3 eff.) Fear- +60% ---------- misc Masteries +0.20 Cursed/Fears Instill Fear: Level 2.0 Pwr.cost 12 out of 45/45. Range 8 Travel.spd instantaneous Is a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 13.00 mind and 14.56 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 15% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 14. Terrified: Deals 3.00 mind and 3.36 darkness damage per turn and increases cooldowns by 23%. Haunted: Causes the target to suffer 5.09 mind and 5.70 darkness damage for each detrimental mental effect every turn. This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and its hollow eye sockets seem to stare back into you. |
fearwoven linen wizard hat of frost (+7%) (1 def, 0 armour)2.0 T1 head armor [Ego+] Nature/Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +6 (+2 eff.) Dmg.mod +6% physical +7% darkness +10% cold ----- def ----- Defense +1 (+0 eff.) Resists +7% physical +5% darkness +15% cold ---------- misc Max.hate +6.00 A pointy cloth hat, very wizardly... |
grounding iron helm of constitution (+3) (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +3 Con ----- def ----- Armour +3 Fatigue +5% Resists +5% lightning +6% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Iron Mail of Bloodletting (2 def, 4 armour)14.0 T2 heavy armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +2 Str +2 Con ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Resists +10% acid +10% fire +10% darkness +10% blight HP.reg +3.00 Heal.mod +30% ---------- misc Masteries +0.10 Technique/Bloodthirst Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. |
cleansing iron mail armour of acid resistance (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Ego] Disrupt/Master While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Resists +15% acid +11% nature +11% blight A suit of armour made of mail. |
iron mail armour (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
iron mail armour of lightning resistance (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Resists +15% lightning A suit of armour made of mail. |
Spinal Cage (5 def, 8 armour)9.0 T2 light armor [Unique] Arcane/Nature While equipped: Stats +2 Dex ----- def ----- Armour +8 Defense +5 (+2 eff.) Fatigue +3% Resists +15% physical Bone Grab: Level 2.0 Pwr.cost 13 out of 30/30. Range 5 Travel.spd instantaneous Is a spell Description: Grab a target and teleport it to your side or if adjacent up to 6 spaces away from you, pinning it there with a bone rising from the ground for 5 turns. The bone will also deal 21.24 physical damage. The damage will increase with your Spellpower. A gross mass of spinal matter hastily assembled into armour. |
enlightening drakeskin leather armour of thunder (20 def, 8 armour)9.0 T5 light armor [Ego++] Arcane/Psionic While equipped: Stats +8 Str +10 Mag +14 Wil +6 Cun dps ---------- Phys.crit +4.0% Spell.crit +8% Mind.crit +6% Phys.pwr +10 (+2 eff.) Spell.pwr +19 (+5 eff.) Mind.pwr +21 (+7 eff.) ----- def ----- Armour +8 Defense +20 (+7 eff.) Fatigue +8% Resists +14% lightning Mind.save +13 (+3 eff.) A suit of armour made of leather. |
Emetha the Healveil (0 def, 7 armour)17.0 T1 massive armor Reqs Massive armour training [Rare] Nature While equipped: dps ---------- Dmg.mod +9% nature ----- def ----- Armour +7 Fatigue +22% Spell.save +3 (+0 eff.) Max.HP +60.00 HP.reg +2.00 Heal.mod +5% ---------- misc Stam/turn +0.60 A suit of armour made of metal plates. |
Olugrim the Satyrwilder (0 def, 11 armour)17.0 T3 massive armor Reqs Massive armour training [Rare] Nature While equipped: dps ---------- Res.pen +10% temporal Melee Ret 6 nature On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +11 Fatigue +22% Resists +32% acid +10% physical +6% temporal +8% fire +9% lightning +10% cold Disarm- +26% Stun/Frz- +27% Knockbk- +29% ---------- misc Cooldown Rush -5 A suit of armour made of metal plates. |
Snowwilter the steel plate armour (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training [Rare] Psionic While equipped: Stats +10 Cun +6 Wil dps ---------- Dmg.mod +6% mind Res.pen +10% cold ----- def ----- Armour +9 Fatigue +22% Resists +15% cold Mind.save +24 (+6 eff.) A suit of armour made of metal plates. |
dwarven-steel plate armour of the dragon (0 def, 11 armour)17.0 T3 massive armor Reqs Massive armour training [Ego+] Nature While equipped: ----- def ----- Armour +11 Fatigue +22% Resists +11% acid +8% physical +6% fire +7% lightning +5% cold Disarm- +25% Stun/Frz- +25% Knockbk- +25% ---------- misc Cooldown Rush -5 A suit of armour made of metal plates. |
steel plate armour 'Brodador' (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training [Rare] Arcane While equipped: Stats +6 Str +2 Cun +2 Con ----- def ----- Armour +9 Fatigue +22% Resists +5% arcane +18% temporal Crit.chn- 5.00% A suit of armour made of metal plates. |
acidic voratun shield of crushing (0 def, 10 armour, 216 block)7.0 T5 shield armor Reqs Shield usage training [Ego+] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Phys.crit +15.0% Phys.pwr +10 (+2 eff.) Melee+ 8 acid Melee Ret 20 acid ----- def ----- Armour +10 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
voratun shield 'Zanulestir' (0 def, 10 armour, 198.5 block)7.0 T5 shield armor Reqs Shield usage training [Rare] Psionic Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +4 Dex ----- def ----- Armour +10 Fatigue +8% Resists +19% mind +18% darkness Spell.save +6 (+1 eff.) ---------- misc Light +2 Infravis +3 See.Invis +12 Talents +1 Block Handheld deflection devices. |
quiver of elven-wood arrows 'Cuthayarain' (48/48, 171% power, 44 apr)3.0 T4 arrow ammo [Rare] Arcane Power 172% Range: 1.4x Uses 70% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +44 Crit +2.5% Capacity 48 Proj.spd +200% On Hit: * 20% chance to reduce armor by 18% While equipped: ---------- misc Reload +4 Arrows are used with bows to pierce your foes to death. |
7 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
Windborne Azurite0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
9 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+3 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
brutal voratun pickaxe (dig speed 11 turns)3.0 T5 digger tool [Ego+] Master While equipped: Stats +3 Str dps ---------- Crit.mult +11.00% Phys.pwr +7 (+2 eff.) Apr +7 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner's iron pickaxe (dig speed 29 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Forbidden Tome: "Home, Horrific Home"2.0 T5 forbidden tome [Unique] Unknown Read the book. A tome of lost knowledge. Touching it you feel both sick and yet strangely at peace. |
9 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
9 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Cut Drem Arm2.0 T3 gross misc [Unique] Unknown While equipped: dps ---------- Melee Ret 25 darkness ----- def ----- Disarm- +100% The arm can sometimes reach out to a foe in radius 5 and grab it to you with a tentacle pull. This action is not your own choice, it has a mind of its own. The arm appears desiccated, but you swear that you see something wriggling underneath its ashen skin. |
Eldritch Pearl0.0 lite [Unique] Arcane While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con -5 Lck dps ---------- Phys.pwr +12 (+3 eff.) Spell.pwr +12 (+3 eff.) ---------- misc Light +6 Breathe water Tidal Wave: Level 4.0 Pwr.cost 52 out of 150/150. Range melee/personal Travel.spd instantaneous Is a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 7.98 cold damage and 9.18 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 4 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
brass lantern 'Islebrelle'2.0 T1 lite [Rare] Nature While equipped: Stats +1 Str +3 Cun +3 Con ----- def ----- Max.HP +40.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
dreamer's brass lantern of health2.0 T1 lite [Ego+] Nature/Psionic While equipped: dps ---------- Mind.crit +5% Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +5 (+1 eff.) Max.HP +43.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
watchleader's alchemist's lamp of corpselight1.0 T3 lite [Ego++] Arcane/Master While equipped: dps ---------- Spell.crit +4% Spell.pwr +4 (+1 eff.) ----- def ----- Resists +8% blight +7% darkness Blind- +24% Confus- +13% ---------- misc Light +8 Infravis +3 See.Stealth +14 See.Invis +20 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 20 cooldown Level 2.0 Pwr.cost 20 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 40 blight damage or heals 56 life. Creatures standing in the retch also have 17% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. A normal brass lantern, enhanced by alchemy to make it brighter. |
Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+3 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 13 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 10 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Telos's Staff Crystal0.0 T5 multi-hued gem [Unique] Arcane A part of set. While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resists +30% mind Confus- +30% Fear- +30% Light +2 While carried: Light +2 Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resists +30% mind Confus- +30% Fear- +30% Light +2 Latent Damage Type: Blight Combine with a staff. Uses 1 power out of 1/1 A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Atamathon's Lost Ruby Eye0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
60 alchemist bloodstone0.0 T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
3 bloodstone0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
9 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
6 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 20 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (3/3)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 130 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. |
Rod of Spydric Poison (1/1)2.0 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 292.00 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 17 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
The Jolt2.0 T2 torque charm [Unique] Psionic While equipped: Stats +4 Cun dps ---------- Dmg.mod +10% mind +10% lightning Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to brainlock the target. Upon taking lightning damage >10% of your max life, your mind fires back, dealing 30% of the original damage as mind and trying to brainlock the target. Upon taking mind damage >10% of your max life, you reflexively trigger the jolt, sending an arc of dazing lightning toward the target (damage based on mindpower). This item can have up to 2 charges, with each charge having 4 turn cooldown. This torque feels tingly to the touch, but seems to enhance your thinking. |
Honeywood Chalice2.0 T4 totem charm [Unique] Nature While equipped: Stats +5 Str dps ---------- Dmg.mod +5% physical ----- def ----- Resists +10% nature Phys.save +10 (+2 eff.) HP.reg +0.15 Heal.mod +10% ---------- misc Talents +1 Battle Trance This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
cleansing elm totem of stinging [power 110] (10 cooldown)2.0 T1 totem charm [Ego] Nature Sting an enemy dealing 110 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 10 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 20 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
3 diamond0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
7 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+3 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
7 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret (Exploration mode)
Found the mysterious staff and told Last Hope about it.By Zerkin' Off the Dwarf Berserker level 35
36th Stralite 123rd year of Ascendancy at 11:57 see stats
Against all odds (Exploration mode)
Killed Ukruk in the ambush.By Zerkin' Off the Dwarf Berserker level 35
34th Stralite 123rd year of Ascendancy at 18:47 see stats
Arachnophobia (Exploration mode)
Destroyed the spydric menace.By Zerkin' Off the Dwarf Berserker level 42
13rd Profit 123rd year of Ascendancy at 11:03 see stats
Are you out of your mind?! (Exploration mode)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Zerkin' Off the Dwarf Berserker level 40
5th Profit 123rd year of Ascendancy at 12:54 see stats
Back and there again (Exploration mode)
Opened a portal to the Far East from Maj'Eyal.By Zerkin' Off the Dwarf Berserker level 49
24th Shortage 123rd year of Ascendancy at 13:23 see stats
Bookception! (Exploration mode)
Found the Forbidden Tome reward inside the Forbidden Tome: "Of Knowledge And Horrors".By Zerkin' Off the Dwarf Berserker level 47
16th Dearth 123rd year of Ascendancy at 09:44 see stats
Brave new world (Exploration mode)
Went to the Far East and took part in the war.By Zerkin' Off the Dwarf Berserker level 38
20th Voratun 123rd year of Ascendancy at 03:23 see stats
Curse Lifter (Exploration mode)
Killed Ben Cruthdar the Cursed.By Zerkin' Off the Dwarf Berserker level 19
44th Dearth 122nd year of Ascendancy at 02:00 see stats
Destroyer of the creation (Exploration mode)
Killed Slasul.By Zerkin' Off the Dwarf Berserker level 38
3rd Acquisition 123rd year of Ascendancy at 15:04 see stats
Destroyer's bane (Exploration mode)
Killed Golbug the Destroyer.By Zerkin' Off the Dwarf Berserker level 37
15th Voratun 123rd year of Ascendancy at 05:34 see stats
Dragon's Greed (Exploration mode)
Amassed 8000 gold pieces.By Zerkin' Off the Dwarf Berserker level 42
5th Profit 123rd year of Ascendancy at 20:06 see stats
Earth Master (Exploration mode)
Killed Harkor'Zun.By Zerkin' Off the Dwarf Berserker level 23
11st Iron 123rd year of Ascendancy at 00:29 see stats
Exterminator (Exploration mode)
Killed 1000 creatures.By Zerkin' Off the Dwarf Berserker level 17
25th Dearth 122nd year of Ascendancy at 23:15 see stats
Eye of the storm (Exploration mode)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Zerkin' Off the Dwarf Berserker level 23
13rd Iron 123rd year of Ascendancy at 05:06 see stats
Fear me not! (Exploration mode)
Survived the Fearscape!By Zerkin' Off the Dwarf Berserker level 24
12nd Steel 123rd year of Ascendancy at 02:28 see stats
Flooder (Exploration mode)
Defeated Ukllmswwik while doing his own quest.By Zerkin' Off the Dwarf Berserker level 39
3rd Acquisition 123rd year of Ascendancy at 18:23 see stats
Home sweet home (Exploration mode)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Zerkin' Off the Dwarf Berserker level 27
1st Gold 123rd year of Ascendancy at 04:57 see stats
I cleared the room of death and all I got was this lousy achievement! (Exploration mode)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Zerkin' Off the Dwarf Berserker level 42
5th Profit 123rd year of Ascendancy at 15:08 see stats
Is that how it feels to be an escort quest?! (Exploration mode)
Got saved from death in the Godfeaster by Malyu and managed to escape.By Zerkin' Off the Dwarf Berserker level 31
16th Stralite 123rd year of Ascendancy at 13:53 see stats
Level 10 (Exploration mode)
Got a character to level 10.By Zerkin' Off the Dwarf Berserker level 10
5th Wealth 122nd year of Ascendancy at 16:33 see stats
Level 20 (Exploration mode)
Got a character to level 20.By Zerkin' Off the Dwarf Berserker level 20
12nd Loss 122nd year of Ascendancy at 10:59 see stats
Level 30 (Exploration mode)
Got a character to level 30.By Zerkin' Off the Dwarf Berserker level 30
10th Stralite 123rd year of Ascendancy at 00:31 see stats
Level 40 (Exploration mode)
Got a character to level 40.By Zerkin' Off the Dwarf Berserker level 40
5th Profit 123rd year of Ascendancy at 01:24 see stats
Level 50 (Exploration mode)
Got a character to level 50.By Zerkin' Off the Dwarf Berserker level 50
29th Shortage 123rd year of Ascendancy at 22:57 see stats
Poisonous (Exploration mode)
Sided with the assassin lord.By Zerkin' Off the Dwarf Berserker level 28
21st Gold 123rd year of Ascendancy at 16:28 see stats
Size is everything (Exploration mode)
Did over 1500 damage in one attack.By Zerkin' Off the Dwarf Berserker level 32
23rd Stralite 123rd year of Ascendancy at 22:42 see stats
Size matters (Exploration mode)
Did over 600 damage in one attack.By Zerkin' Off the Dwarf Berserker level 17
30th Dearth 122nd year of Ascendancy at 15:09 see stats
Sliders (Exploration mode)
Activated a portal using the Orb of Many Ways.By Zerkin' Off the Dwarf Berserker level 37
15th Voratun 123rd year of Ascendancy at 14:25 see stats
Squadmate (Exploration mode)
Escaped from Reknor alive with your squadmate Norgan.By Zerkin' Off the Dwarf Berserker level 5
19th Voratun 122nd year of Ascendancy at 02:16 see stats
That was close (Exploration mode)
Killed your target while having only 1 life left.By Zerkin' Off the Dwarf Berserker level 25
26th Steel 123rd year of Ascendancy at 13:45 see stats
The Arena (Exploration mode)
Unlocked Arena mode.By Zerkin' Off the Dwarf Berserker level 12
11st Wealth 122nd year of Ascendancy at 05:14 see stats
The Old Ones (Exploration mode)
Kill all the three demons that are on Eyal since before the Spellblaze: Shasshhiy'Kaish, Kryl'Feijan and Walrog.By Zerkin' Off the Dwarf Berserker level 47
39th Dearth 123rd year of Ascendancy at 22:49 see stats
The Right thing to do (Exploration mode)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Zerkin' Off the Dwarf Berserker level 21
12nd Shortage 122nd year of Ascendancy at 21:49 see stats
The secret city (Exploration mode)
Discovered the truth about mages.By Zerkin' Off the Dwarf Berserker level 16
21st Dearth 122nd year of Ascendancy at 00:49 see stats
There and back again (Exploration mode)
Opened a portal to Maj'Eyal from the Far East.By Zerkin' Off the Dwarf Berserker level 43
32nd Profit 123rd year of Ascendancy at 06:20 see stats
Thralless (Exploration mode)
Freed at least 30 enthralled slaves in the slavers' compound.By Zerkin' Off the Dwarf Berserker level 21
12nd Shortage 122nd year of Ascendancy at 00:38 see stats
Treasure Hoarder (Exploration mode)
Amassed 3000 gold pieces.By Zerkin' Off the Dwarf Berserker level 26
31st Steel 123rd year of Ascendancy at 03:20 see stats
Treasure Hunter (Exploration mode)
Amassed 1000 gold pieces.By Zerkin' Off the Dwarf Berserker level 17
26th Dearth 122nd year of Ascendancy at 09:44 see stats
Vampire crusher (Exploration mode)
Destroyed the Master in its lair of the Dreadfell.By Zerkin' Off the Dwarf Berserker level 34
33rd Stralite 123rd year of Ascendancy at 05:53 see stats
You were not supposed to see that! (Exploration mode)
Read a Forbidden Tome.By Zerkin' Off the Dwarf Berserker level 45
14th Dearth 123rd year of Ascendancy at 05:47 see stats
Log
Orc mage-hunter slows down.
Orc mage-hunter misses Zerkin' Off.
Zerkin' Off's skin returns to normal.
Talent Stunning Blow is ready to use.
Berserker Rage's rage awakens!
Orc mage-hunter's morale has been lowered.
Zerkin' Off uses Stunning Blow.
Zerkin' Off performs a melee critical strike against Orc mage-hunter!
Orc mage-hunter is dazed!
Orc mage-hunter is not dazed anymore.
Orc mage-hunter is dazed!
Orc mage-hunter starts to bleed.
Orc mage-hunter is pinned to the ground.
Orc mage-hunter is stunned!
Zerkin' Off performs a melee critical strike against Orc mage-hunter!
Orc mage-hunter is not dazed anymore.
You collect a new ingredient: orc heart (1).
Zerkin' Off hits Orc mage-hunter for 469 physical, 303 physical, 773 physical (1545 total damage).
Zerkin' Off killed Orc mage-hunter!
Berserker Rage's rage subsides!
Resting starts...
Berserker Rage's rage awakens!
Rested for 1 turns (stop reason: hostile spotted to the northeast (orc assassin)).
Resting starts...
Rested for 0 turns (stop reason: hostile spotted to the northeast (orc assassin)).
Zerkin' Off's rage subsides!
Zerkin' Off no longer revels in blood quite so much.































































































































































