








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Adventurer Mastery 1.7.2Changes the mastery of the Adventurer's talents to 1.3 and gives it 1 more category point, 2 extra talents points and 2 extra generics. Now, there are quite a few addons that do similar things, however they tend to overwrite the adventurer birth data, making them incompatible with other changes to the class. This addon should be compatible with either : Slightly More Adventurous : - https://te4.org/games/addons/tome/adven_addon
- allows adventurer to use talents from classes that don't spawn on randbosses
- still checks race/class compatibility so stonewarden talents are only for dwarf and undead cant get wilder talents
Much More Adventurous : - temporarily incompatible (use previous version of this addon instead) - https://te4.org/games/addons/tome/every_tree
- allows the adventurer to use every talents, including monster only and debug talent trees.
- tends to have issues with classes from other addons due to the way it loads their data.
Improved Adventurer : - https://te4.org/games/addons/tome/Improved_Adventurer
- my own adventurer skill addon.
- allows the adventurer to use talents from every race and class, including locked ones and those normaly incompatible with your character.
- use this one if you use addons that add new classes/races and want their talents on an adventurer
Note : use only one of those three. They are not compatible with eachother Possessor Bonus Class 1.7.4Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. 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:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Ghoul |
| Class | Adventurer |
| Level / Exp | 39 / 18% |
| Size | big |
| Lifes / Deaths | Killed by Worm that Talks at level 24 on the 1st Wintertide 123rd year of Ascendancy at 09:35 3 / 4Killed by Worm that Talks's temporal clone at level 32 on the 13rd Pyre 123rd year of Ascendancy at 02:52 Killed by Beladhemina the skeleton master archer at level 35 on the 44th Pyre 123rd year of Ascendancy at 05:19 Killed by shadow at level 39 on the 1st Summertide 123rd year of Ascendancy at 23:57 |
Primary Stats
| Strength | 24 (base 12) |
| Dexterity | 21 (base 12) |
| Constitution | 25 (base 12) |
| Magic | 77 (base 60) |
| Willpower | 45 (base 35) |
| Cunning | 65 (base 60) |
Resources
| Mana | 552/552 |
| Psi | 396/396 |
| Vim | 202/202 |
| Life | 424/424 |
| Paradox | 300 |
| Stamina | 302/302 |
| Soul | 10/10 |
| Healing Factor | 1.4545178243369 |
| Regeneration | 16.36332552379 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +95% |
Vision
| Sight | 12 |
| Lite | 9 |
| Infravision | 7 |
| See Stealth | 7 |
| See Invisible | 24 |
Offense: Mainhand
| Damage | 53 |
| Accuracy | 29 |
| Crit Chance | 22% |
| APR | 6 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 70 |
| Crit Chance | 32% |
| Speed | 1 |
Offense: Mind
| Mindpower | 47 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Damage Bonus
| Mind | +9% |
| Darkness | +12% |
| Light | +15% |
| Temporal | +25% |
| Blight | +68% |
| Arcane | +13% |
| Fire | +6% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +65% |
| Blight | +60% |
| Arcane | +40% |
| Mind | +45% |
| All | +25% |
Defense: Base
| Armour (hardiness) | 4 (38.594633868923%) |
| Defense | 59 |
| Ranged Defense | 59 |
| Fatigue | 0 |
| Physical Save | 53.23 |
| Spell Save | 57.85 |
| Mental Save | 54 |
Defense: Resistances
| Acid | + 48%( 70%) |
| Blight | + 62%( 70%) |
| Physical | + 28%( 70%) |
| Cold | + 30%( 70%) |
| All | + 25%( 70%) |
| Lightning | + 35%( 70%) |
| Light | + 70%( 70%) |
| Temporal | + 30%( 70%) |
| Mind | + 30%( 70%) |
| Darkness | + 51%( 70%) |
| Fire | + 45%( 70%) |
| Nature | + 37%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 60% |
| Fear Resistance | 100% |
| Poison Resistance | 80% |
| Blind Resistance | 34% |
| Silence Resistance | 29% |
| Bleed Resistance | 100% |
| Teleport Resistance | 59% |
| Instadeath Resistance | 100% |
| Disarm Resistance | 20% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
| 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
| Spell / Animus | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Age of dusk | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Corruption / Blight | 1.30 |
| 2/5 |
| 1/5 |
| 3/5 |
| 5/5 |
| Psionic / Solipsism | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Corruption / Plague | 1.30 |
| 4/5 |
| 3/5 |
| 1/5 |
| 4/5 |
| Corruption / Rot | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| Cunning / Ambush | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Corruption / Sanguisuge | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Spell / Necrosis | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Spell / Staff combat | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 2/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Undead / Ghoul | 1.10 |
| 1/5 |
| 3/5 |
| 1/5 |
| 3/5 |
| Corruption / Hexes | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Chronomancy / Energy | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Prodigies
| 1/1 |
Effects
| talent | Spikes of Decrepitude |
| talent | Golden Age of Necromancy |
| talent | Infestation |
| talent | Energy Decomposition |
| talent | Dark Ritual |
| talent | Reaping |
| beneficial effect | The creature has found a state of clarity and sees the world for what it is (+15% global speed). Clarity |
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 |
You failed to protect the injured seer from death by Nerimina the assassin. Escort: injured seer (level 2 of Ruins of Kor'Pul) | failed |
You successfully escorted the injured seer to the recall portal on level 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved Magic by +5. | done |
You failed to protect the lone alchemist from death by gigantic gravity worm. Escort: lone alchemist (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You failed to protect the lost defiler from death by Isenor the ghoul. Escort: lost defiler (level 8 of Dreadfell) | failed |
You failed to protect the lost tinker from death by Worm that Talks. Escort: lost tinker (level 2 of Daikara) | failed |
You failed to protect the lost warrior from death by Glunne the orc soldier. Escort: lost warrior (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You failed to protect the repented thief from death by ghoul. Escort: repented thief (level 5 of Dreadfell) | failed |
You failed to protect the worried loremaster from death by carrion worm mass. Escort: worried loremaster (level 1 of Daikara) | failed |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * The ceremony will require that you are worthy, experienced, and possessed of a certain amount of power (level 25, Magic over 50, Willpower over 25 and one prodigy point available). * The beating heart of a powerful necromancer. * Yiilkgur the Sher'tul Fortress is a suitable location. * Yiilkgur has enough energy. * Use the control orb of Yiilkgur to begin the ceremony. | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice 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. | active |
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 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: 657. | 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 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 were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | 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 | Zubutira the pair of rough leather boots (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +3 Con offense ------ Physical Power +15 (+5 eff.) Damage +12% temporal defense ------ Armor +1 Fatigue -5% Resistance +6% temporal +4% physical Physical save +7 (+2 eff.) Unlife -80.00 life other ------- Encumbrance +24 A pair of boots made of leather. |
| Light source | watchleader's brass lantern2.0 Encumbrance T1 lite [Ego+] Master While equipped: defense ------ Blind Resist +21% Confus Resist +11% other ------- Light +7 See Stealth +7 See Invisibility +7 Track: Puts all charms on 40 turn cooldown Effective talent level: 3.9 Power cost 40 out of 40/40. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 25 for 7 turns. The radius will increase with your Cunning. A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | rough leather cap 'Ragosta' (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Mind Crit +3% When Hit 8 physical defense ------ Armor +1 Fatigue +1% Resistance +11% light +12% darkness Physical save +3 (+1 eff.) Unlife -60.00 life other ------- Stamina/turn +1.00 A cap made of leather. |
| Tool | dwarven-steel torque of mindblast 'Flashsting' [power 275] (15 cooldown)2.0 Encumbrance T3 torque charm [Rare] Psionic While equipped: offense ------ Damage +15% blight +6% fire +9% darkness Ignore resists +25% blight When Hit 6 blight defense ------ Resistance +9% blight +21% fire Blast the opponent's mind dealing 300 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | Eluth0.1 Encumbrance T5 ring jewelry [Random Unique] Arcane/Master While equipped: offense ------ Physical Power +15 (+5 eff.) Spellpower +9 (+2 eff.) Mindpower +11 (+4 eff.) Damage +15% light +15% blight Ignore resists +10% blight defense ------ Resistance +30% light +3% blight Life Regen +5.00 Stun Resist +50% Rings make your fingers look great! |
| On fingers | Turalarain the gold ring0.1 Encumbrance T3 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +3 Str +3 Dex +1 Wil +2 Con offense ------ Physical Power +16 (+5 eff.) Spellpower +16 (+4 eff.) Mindpower +15 (+5 eff.) defense ------ Fatigue -7% other ------- Encumbrance +24 Light +1 Rings make your fingers look great! |
| Around waist | Adanne the hardened leather belt1.0 Encumbrance T3 belt armor [Random Unique] Nature/Master While equipped: Stats +1 Str offense ------ Physical Power +6 (+2 eff.) defense ------ Defense +13 (+3 eff.) Resistance +8% acid +9% light +6% fire +7% cold +7% lightning Spell save +9 (+2 eff.) Stealth +11 Unlife -40.00 life other ------- Size +1 A belt that goes around your waist. |
| In main hand | dragonbone magestaff 'Dimlord' (38-46 power, 6 apr, blight element)5.0 Encumbrance T5 staff 2H weapon [Random Unique] Arcane Weapon Damage 38.0 - 45.6 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +1 Wil offense ------ Spell Crit +5% Critical power +30.00% Spellpower +26 (+6 eff.) On-Hit 18 fire Damage +38% blight +3% mind +3% darkness Ignore resists +15% darkness +20% mind other ------- Mana/turn +0.35 Hate-on-crit +3.00 Max mana +77.00 See Invisibility +11 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | Halublek the hardened leather gloves (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Random Unique] Arcane/Psionic While equipped: Stats +2 Str +7 Mag +7 Cun offense ------ Critical power +15.00% On-Hit 11 mind Damage +6% mind Ignore resists +15% arcane defense ------ Armor +2 Resistance +7% mind +14% light +14% darkness other ------- Mana/turn +0.08 Infravision +3 Unarmed combat: Weapon Damage 17.5 - 19.2 Physical Uses 40% Dex, 40% Str, 40% Cun Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-crit, radius 2 +10 mind +55 light +51 darkness On Hit: 20% Psychic Lobotomy level 3 Starfall: Puts all charms on 20 turn cooldown Effective talent level: 1.3 Power cost 20 out of 20/20. Range 6 Cooldown: 12 Travel.spd instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 96.77 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | timebroken silk robe of Angolwen (0 def, 0 armour)2.0 Encumbrance T4 cloth armor [Ego++] Arcane While equipped: Stats +5 Mag +6 Wil offense ------ Spell Crit +3% Spellpower +19 (+4 eff.) Spellpower/crit +6 Damage +13% arcane +13% temporal defense ------ Resistance +13% all Silence Resist +29% other ------- Max mana +62.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Jetsin the cashmere cloak (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Nature While equipped: Stats +5 Dex +4 Wil offense ------ Ignore resists +25% darkness defense ------ Defense +2 (+1 eff.) Resistance +16% nature +15% blight Crit Resistance 10.00% Life Regen +6.00 Healmod +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 | Silodarin the copper amulet0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: defense ------ Resistance +6% lightning +9% darkness Physical save +6 (+2 eff.) Healmod +20% Blind Resist +13% Disarm Resist +20% Teleport Resist +10% other ------- Infravision +4 Sight +2 See Invisibility +6 Amulets make your neck look great! |
Inventory
steam generator implant (steam 6)0.1 Encumbrance T1 implant scroll [Normal] Steamtech When inscribed on your body: Cooldown: 32 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 6.1 steam per turn. Can be activated for an instant burst of 31 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
movement infusion (speed 683%; cd 13)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 683% 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. |
Blood of Life0.4 Encumbrance potion [Unique] Nature Quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
blink rune (range 5; phase 18; cd 20)0.1 Encumbrance T1 rune scroll [Normal] Arcane When inscribed on your body: Range 5 Cooldown: 20 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 18%, your defense is increased by 18 and all your resistances by 18%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
manasurge rune (regen 932% over 10 turns; mana 47; cd 14)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 14 Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 932% for 10 turns (129 total) and instantly restoring 47 mana. Also when resting your mana will regenerate at 0.5 per turn. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune (absorb 250; dur 4; cd 18)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 250 damage for 4 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune (range 57; cd 20)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 20 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 57 with a minimum range of 15. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Acid Groove0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Corrosive Shell0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Crystal Edge0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fatal Attractor0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fiery Salve0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Focus Lens0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Hand Cannon0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Healing Salve0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Magnetic Shell0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Mental Stimulator0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Razor Edge0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Thunder Grenade0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Voltaic Shell0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Winterchill Edge0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Daneth's Neckguard2.0 Encumbrance T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con defense ------ Armor +10 Fatigue +2% Resistance +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
Fanged Collar0.1 Encumbrance T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil defense ------ Resistance +15% blight +15% darkness +15% acid Physical save +15 (+4 eff.) Spell save +15 (+3 eff.) Mind save -7 (-2 eff.) Life +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
Shard of Insanity0.1 Encumbrance T3 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +8 (+3 eff.) On-Hit 5% confusion Damage +25% mind Ignore resists +20% mind When Hit 5% confusion defense ------ Resistance -10% mind Mind save +35 (+10 eff.) Confus Resist -100% On Mind Hit: 8% Sunder Mind level 1 A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. |
Daimydar the voratun ring0.1 Encumbrance T5 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +7 Str +10 Con offense ------ Physical Power +10 (+3 eff.) Spellpower +5 (+1 eff.) Damage +9% arcane +9% blight defense ------ Crit Resistance 15.00% Spell save +17 (+3 eff.) Blind Resist +36% Disease Resist +15% other ------- Max stamina +28.00 Light +1 Infravision +5 See Stealth +5 See Invisibility +19 Rings make your fingers look great! It was changed by the digestive sack. |
painweaver's gold ring of light (+32%)0.1 Encumbrance T3 ring jewelry [Ego+] Arcane/Master While equipped: offense ------ Physical Power +8 (+3 eff.) Spellpower +10 (+2 eff.) Mindpower +8 (+3 eff.) Damage +16% light +6% all defense ------ Resistance +32% light Rings make your fingers look great! |
caustic stralite battleaxe of crippling (43-64 power, 3 apr)3.0 Encumbrance T4 battleaxe 2H weapon Reqs Str 35 [Ego++] Nature/Master Weapon Damage 43.0 - 64.5 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +7.5% Attack Speed 100% On-crit, radius 2 +27 acid +30 nature On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +7.0% Ignore resists +23% acid +21% nature Ignore Armor +16 Massive two-handed battleaxes. |
Spelldrinker (27-35 power, 8 apr)1.0 Encumbrance T3 dagger 1H weapon Reqs Dex 30 [Unique] Arcane Weapon Damage 27.0 - 35.1 Physical Uses 35% Str, 20% Mag, 55% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +8 Critical Rate +9.0% Attack Speed 100% On Hit: 15% Disperse Magic level 1 On Hit: * steals up to 50 mana from the target While equipped: Stats +6 Cun +6 Mag defense ------ Resistance +12% arcane Spell save +12 (+2 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
Tempestwrither the dwarven-steel dagger (18-23 power, 13 apr)1.0 Encumbrance T3 dagger 1H weapon Reqs Dex 24 [Rare] Arcane Weapon Damage 17.5 - 22.8 Physical Uses 50% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +13 Critical Rate +6.0% Attack Speed 100% On-hit +20 physical On Critical: * Splash the target with acid dealing 190 damage over 5 turns and reducing armor and accuracy by 24 While equipped: offense ------ Damage +15% lightning defense ------ Physical save +6 (+2 eff.) other ------- Stamina/turn +3.00 Max stamina +30.00 Sharp, short and deadly. |
dwarven-steel dagger 'Blindpunish' (20-27 power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon Reqs Dex 24 [Rare] Arcane Weapon Damage 20.5 - 26.7 Physical Uses 50% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% Ignore Shields +30% On-crit, radius 2 +12 fire On Hit: * 25% chance for lightning to strike from the target to a second target dealing 114 damage While equipped: offense ------ Damage +6% darkness Ignore resists +20% blight Ignore Armor +2 defense ------ Defense +25 (+6 eff.) Unlife -80.00 life Sharp, short and deadly. |
Aeramina the Blazeoozer (38-60 power, 2 apr)3.0 Encumbrance T3 greatsword 2H weapon [Rare] Arcane Weapon Damage 37.5 - 60.0 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +3 Dex +9 Mag +10 Wil +4 Con offense ------ Critical power +20.00% Spellpower +16 (+4 eff.) Damage +12% lightning When Hit 10 physical defense ------ Armor +4 other ------- Max stamina +30.00 Massive two-handed swords. |
Relgodan the Sulfurseam (36-58 power, 2 apr)3.0 Encumbrance T3 greatsword 2H weapon [Rare] Master Weapon Damage 36.5 - 58.4 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +3 Str offense ------ Damage +9% darkness +12% physical Ignore resists +25% nature +14% all Accuracy +20 (+10 eff.) Ignore Armor +16 defense ------ Armor +10 other ------- Stamina/turn +3.00 Massive two-handed swords. |
Shinepride the elven-wood longbow4.0 Encumbrance T4 longbow 2H weapon Reqs Dex 35 [Random Unique] Arcane Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +9 On-ranged-hit +11 fire On-crit, radius 2 +8 light While equipped: offense ------ Damage +38% temporal +41% physical +21% fire Ignore resists +10% fire +23% physical +5% light +20% temporal defense ------ Resistance +6% light +9% fire other ------- Cooldown Arrow Stitching -2 Longbows are used to shoot arrows at your foes. |
Torurogrim the dragonbone longbow4.0 Encumbrance T5 longbow 2H weapon Reqs Dex 48 [Random Unique] Nature/Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +10 On-Hit, radius 1 +8 mind On-crit, radius 2 +81 fire On Hit: * 20% chance to reduce all saves and defense by 29 While equipped: Stats +6 Str +17 Wil +21 Con offense ------ Physical Power +14 (+5 eff.) Global Speed +11% Ignore resists +27% fire +5% arcane +20% mind defense ------ Resistance +5% arcane Life +132.00 Longbows are used to shoot arrows at your foes. |
Darkrazor (23-32 power, 4 apr)3.0 Encumbrance T3 longsword 1H weapon [Rare] Disrupt Weapon Damage 23.0 - 32.2 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% On-hit +20 darkness Damage Against +15% Unnatural On-Hit, radius 1 +20 mind While equipped: Stats +4 Wil offense ------ Ignore resists +25% darkness defense ------ Resistance +6% cold Unlife -80.00 life Poison Resist +20% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% Sharp, long, and deadly. |
Abyssbright the yew vilestaff (20-24 power, 4 apr, fire element)5.0 Encumbrance T3 staff 2H weapon [Rare] Arcane Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +3% Spellpower +9 (+2 eff.) Spellpower/crit +8 Damage +12% temporal +26% fire Ignore resists +15% temporal Ignore Armor +4 defense ------ Armor +10 Defense +10 (+3 eff.) other ------- Max stamina +30.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Staff of Destruction (20-24 power, 4 apr, fire element)5.0 Encumbrance T3 staff 2H weapon [Unique] Arcane Weapon Damage 20.0 - 24.0 Fire Uses 100% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Attack Speed 100% While equipped: offense ------ Spell Crit +15% Spellpower +10 (+2 eff.) Damage +20% lightning +20% fire +20% arcane +20% cold other ------- Talents +1 Command Staff On Spell Hit: 10% Impending Doom level 1 This unique-looking staff is carved with runes of destruction. |
Offalblast4.0 Encumbrance T3 steamgun 1H weapon Reqs Dex 24 Steam Pool [Rare] Master/Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Attack Speed 100% Range +8 Projectile Speed +600% Ignore Shields +30% On-Hit, radius 1 +8 nature Uses 2.0 Steam While equipped: Stats +6 Dex offense ------ Damage +6% physical Accuracy +36 (+16 eff.) On-Hit (Ranged): * 20% chance to slow global speed by 57% defense ------ Resistance +9% nature Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Cooldown Strafe -2 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
enhanced voratun steamgun of piercing4.0 Encumbrance T5 steamgun 1H weapon Reqs Dex 48 Steam Pool [Ego++] Nature/Master/Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Attack Speed 100% Range +10 Projectile Speed +600% Uses 2.0 Steam While equipped: Stats +7 Str +11 Dex +8 Mag +8 Wil +7 Cun +13 Con offense ------ Ignore resists +10% all Accuracy +15 (+8 eff.) Ignore Armor +11 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
gunslinger's voratun steamgun of enduring4.0 Encumbrance T5 steamgun 1H weapon Reqs Dex 48 Steam Pool [Ego++] Nature/Master/Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Attack Speed 100% Range +10 Projectile Speed +600% Uses 2.0 Steam While equipped: Stats +14 Con +6 Wil offense ------ Steampower +10 (+4 eff.) Damage +16% physical defense ------ Life +55.00 other ------- Cooldown Trick Shot -2 Strafe -2 Double Shots -2 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
dwarven-steel waraxe 'Belogodil' (21-29 power, 4 apr)3.0 Encumbrance T3 waraxe 1H weapon [Rare] Disrupt Weapon Damage 21.0 - 29.4 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +7.5% Attack Speed 100% On-hit +12 physical On Hit: * 16 arcane resource burn * 20% chance to reduce all saves and defense by 29 While equipped: Stats +8 Con offense ------ Ignore resists +25% physical other ------- Stamina/turn +3.00 One-handed war axes. |
Hetterig the hardened leather belt1.0 Encumbrance T3 belt armor [Random Unique] Arcane/Master While equipped: Stats +4 Str +5 Dex +4 Cun +3 Con +7 Lck offense ------ Damage +6% temporal defense ------ Armor +4 Resistance +1% physical +8% light +8% fire +8% darkness +7% cold Stealth +9 other ------- Disarm Traps +16 Infravision +4 A belt that goes around your waist. |
Porinn1.0 Encumbrance T3 belt armor [Rare] Nature While equipped: offense ------ Damage +24% mind Ignore resists +25% arcane When Hit 10 acid On-Hit (Melee): * 20% chance to reduce all saves and defense by 29 defense ------ Resistance +21% acid Life Regen +1.70 Healmod +22% A belt that goes around your waist. |
skylord's hardened leather belt of the vagrant1.0 Encumbrance T3 belt armor [Ego++] Nature While equipped: Stats +4 Str +5 Dex +3 Wil +4 Cun +3 Con offense ------ Mindpower +3 (+1 eff.) defense ------ Physical save +15 (+4 eff.) Spell save +16 (+3 eff.) Mind save +22 (+7 eff.) A belt that goes around your waist. |
Chaladur the cashmere cloak (8 def, 0 armour)2.0 Encumbrance T3 cloak armor [Random Unique] Nature/Master While equipped: Stats +2 Str +2 Con defense ------ Defense +8 (+2 eff.) Resistance +15% fire +16% light +6% nature Crit Resistance 5.00% Physical save +3 (+1 eff.) Stealth +7 Life +38.00 Cut Resist +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cloak of Deception1.0 Encumbrance cloak armor [Plot Item] Arcane While equipped: offense ------ Physical Power +5 (+2 eff.) Spellpower +5 (+1 eff.) Mindpower +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Snowtaint the cashmere cloak (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Nature While equipped: offense ------ Damage +3% cold On-Hit (Melee): * 20 arcane resource burn defense ------ Defense +2 (+1 eff.) Resistance +6% acid +15% temporal +18% light +6% blight +6% mind Life +42.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Sparkquake (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Nature While equipped: offense ------ Physical Power +30 (+10 eff.) Ignore resists +25% mind +25% lightning Accuracy +27 (+13 eff.) defense ------ Defense +2 (+1 eff.) Fatigue -6% Resistance +9% mind Life +64.00 other ------- Stamina/turn +3.00 Max stamina +18.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
battlemaster's elven-silk cloak of Iron Throne (3 def, 0 armour)2.0 Encumbrance T5 cloak armor [Ego+] Master While equipped: Stats +5 Str +2 Dex +4 Con defense ------ Defense +3 (+1 eff.) Spell save +8 (+2 eff.) other ------- Stamina/turn +0.90 Masteries +0.30 Technique/Combat training A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Lisumira the woollen robe (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Random Unique] Nature While equipped: Stats +4 Con offense ------ Damage +10% lightning +10% physical +12% nature On-Hit (Melee): * 20% chance to reduce armor by 42% defense ------ Resistance +15% lightning +10% physical +3% blight +3% acid +9% all Poison Resist +21% Disease Resist +22% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
The Calm (15 def, 0 armour)2.0 Encumbrance T4 cloth armor [Unique] Arcane While equipped: Stats +10 Mag +8 Wil +6 Cun offense ------ Spellpower +20 (+5 eff.) Move Speed +10% Damage +25% lightning Ignore resists +15% lightning defense ------ Defense +15 (+4 eff.) Resistance +20% lightning +13% all Slow Projectiles +15% Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze. This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary. |
Velarama (0 def, 0 armour)2.0 Encumbrance T4 cloth armor [Random Unique] Arcane While equipped: Stats +3 Str +3 Dex +2 Cun offense ------ Damage +24% arcane +36% light defense ------ Resistance +54% light +13% all Crit Resistance 5.00% other ------- Max mana +38.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Adybretira (0 def, 15 armour)2.0 Encumbrance T5 feet armor [Random Unique] Nature/Master While equipped: offense ------ On-Hit (Melee): * 20 arcane resource burn defense ------ Armor +15 Resistance +8% acid +3% darkness +7% fire +19% cold +5% arcane +11% lightning Spell save +6 (+1 eff.) Life Regen +9.00 Healmod +16% other ------- Infravision +3 A pair of boots made of leather. |
reinforced pair of hardened leather boots of force (0 def, 9 armour)2.0 Encumbrance T3 feet armor [Ego++] Arcane/Master/Psionic While equipped: offense ------ Physical Power +7 (+2 eff.) Spellpower +8 (+2 eff.) Mindpower +6 (+2 eff.) defense ------ Armor +9 Resistance +8% acid +8% fire +8% lightning +11% cold A pair of boots made of leather. |
hardened leather gloves 'Ivoriavena' (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Random Unique] Arcane/Master While equipped: Stats +4 Str +4 Mag offense ------ Physical Power +8 (+3 eff.) On-Hit 7 temporal On-Ranged-Hit 7 temporal Damage +5% arcane +5% temporal Ignore resists +5% arcane Ignore Shields +20% On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 31 defense ------ Armor +2 Resistance +7% temporal Unarmed combat: Weapon Damage 20.5 - 22.6 Physical Uses 40% Dex, 40% Str, 40% Cun Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-hit +5 arcane On-crit, radius 2 +5 arcane On Hit: * 7% chance to gain 10% of a turn (3/turn limit) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Crown of Burning Pain (8 def, 0 armour)4.0 Encumbrance T3 head armor [Unique] Arcane While equipped: Stats +3 Cun +3 Wil offense ------ Damage +20% fire defense ------ Defense +8 (+2 eff.) Fatigue +4% Resistance +20% fire Meteor Rain: Effective talent level: 2.0 Power cost 38 out of 50/50. Range 5 Cooldown: 30 Travel.spd instantaneous Is: a spell Description: Use arcane forces to summon 3 meteors that fall to the ground within range 2 of the target. Each meteor smashes everything within radius 2, dealing 79.49 fire and 74.99 physical damage to creatures other than yourself, while liquefying some of the terrain into lava for 8 turns. The damage increases with your Spellpower. This crown of pure flames possesses a myriad of small molten rocks floating wildly above it. Each can be removed to throw as a true meteor. |
Issonik the hardened leather hat (0 def, 3 armour)2.0 Encumbrance T3 head armor [Random Unique] Master While equipped: Stats +4 Str +5 Wil offense ------ Critical power +5.00% defense ------ Armor +3 Fatigue +3% Resistance +8% blight +3% lightning Physical save +15 (+4 eff.) Mind save +8 (+3 eff.) Life Regen +2.00 Blind Resist +20% Silence Resist +20% Stun Resist +10% A hat made of leather. Very stylish. |
Ragodas the Umbrasin (32 def, 16 armour)2.0 Encumbrance T3 head armor [Rare] Psionic While equipped: Stats +3 Dex +2 Con offense ------ Mind Crit +3% Physical Power +25 (+8 eff.) Mindpower +8 (+3 eff.) Damage +11% mind Ignore resists +10% darkness defense ------ Armor +16 Defense +32 (+8 eff.) Resistance +12% mind Physical save +9 (+2 eff.) Mind save +8 (+3 eff.) other ------- Max psi +28.00 A pointy cloth hat, very wizardly... |
cashmere wizard hat of the Brotherhood (2 def, 0 armour)2.0 Encumbrance T3 head armor [Ego+] Arcane While equipped: Stats +4 Mag +4 Con offense ------ Damage +9% arcane defense ------ Defense +2 (+1 eff.) Arcane Eye: (Instant) Puts all charms on 10 turn cooldown Effective talent level: 6.5 Power cost 10 out of 10/10. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 29 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 10 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
hardened leather cap (0 def, 3 armour)2.0 Encumbrance T3 head armor [Normal] While equipped: defense ------ Armor +3 Fatigue +3% A cap made of leather. |
insulating elven-silk wizard hat of balance (3 def, 0 armour)2.0 Encumbrance T5 head armor [Ego] Nature/Psionic While equipped: defense ------ Defense +3 (+1 eff.) Resistance +8% fire +5% cold other ------- EQ when Hit +1.00 Psi when Hit +1.90 Hate when Hit +1.50 A pointy cloth hat, very wizardly... |
stabilizing hardened leather cap of strength (+4) (0 def, 3 armour)2.0 Encumbrance T3 head armor [Ego] Master While equipped: Stats +4 Str defense ------ Armor +3 Fatigue +3% Physical save +16 (+4 eff.) A cap made of leather. |
thaloren hardened leather hat of the depths (0 def, 3 armour)2.0 Encumbrance T3 head armor [Ego+] Nature/Master While equipped: Stats +2 Wil defense ------ Armor +3 Fatigue +3% Resistance +8% blight +9% cold Mind save +8 (+3 eff.) other ------- Breathe water A hat made of leather. Very stylish. |
werebeast's dwarven-steel helm (0 def, 4 armour)3.0 Encumbrance T3 head armor Reqs - Heavy armour training [Ego+] Nature While equipped: Stats +4 Str +3 Dex +3 Cun +5 Con defense ------ Armor +4 Fatigue +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Ashblast (33 def, 8 armour)14.0 Encumbrance T3 heavy armor Reqs - Heavy armour training ,Str 28 [Rare] Master While equipped: offense ------ Damage +18% light When Hit 10 fire defense ------ Armor +8 Defense +33 (+8 eff.) Fatigue +12% Resistance +22% lightning +2% physical Physical save +6 (+2 eff.) Unlife -40.00 life other ------- Stamina/turn +3.00 A suit of armour made of mail. |
enlightening voratun mail armour of lightning resistance (5 def, 10 armour)14.0 Encumbrance T5 heavy armor Reqs - Heavy armour training ,Str 48 [Ego+] Master/Psionic While equipped: Stats +4 Cun +5 Wil defense ------ Armor +10 Defense +5 (+1 eff.) Fatigue +12% Resistance +20% lightning Mind save +22 (+7 eff.) A suit of armour made of mail. |
Godheyada the Boltwrack (9 def, 6 armour)9.0 Encumbrance T3 light armor [Rare] Master While equipped: offense ------ Damage +6% lightning +6% arcane +21% blight Ignore resists +10% blight +20% arcane On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 31 defense ------ Armor +6 Defense +9 (+2 eff.) Fatigue +8% Resistance +12% lightning +21% fire +12% blight A suit of armour made of leather. |
marauder's drakeskin leather armour (25 def, 8 armour)9.0 Encumbrance T5 light armor [Ego+] Master While equipped: Stats +3 Str +3 Dex defense ------ Armor +8 Defense +25 (+6 eff.) Fatigue +8% Physical save +19 (+5 eff.) A suit of armour made of leather. |
Layuwe (12/12, 18-26 power, 7 apr)3.0 Encumbrance T2 arrow ammo [Random Unique] Master/Psionic Weapon Damage 18.5 - 25.9 Physical Uses 70% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +14 Ignore Armor +7 Critical Rate +1.5% Capacity 12 Auto Reload 6 On-ranged-hit +12 physical +8 blight +8 mind On-Hit, radius 1 +4 blight On Hit: * 20% chance to reduce strength, dexterity, and constitution by 31 * 27% chance to reduce all saves and defense by 29 * 20% chance to knock the target back 3 spaces and deal 189 physical damage Arrows are used with bows to pierce your foes to death. |
7 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
751 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
4 onyx0.0 Encumbrance 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. |
7 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+2 eff.) Spell save +6 (+1 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical 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. |
opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Elikira the iron pickaxe (dig speed 28 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +1 Str defense ------ Defense +15 (+4 eff.) Resistance +9% acid +3% fire Crit Resistance 5.00% Life Regen +2.00 other ------- Infravision +5 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns)3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
iron pickaxe of endurance (dig speed 37 turns)3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +2 Str defense ------ Fatigue -5% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Forbidden Tome: "The Day It Came"2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Forbidden Tome: "The Illusory Castle"2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
3 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 jade0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+0 eff.) Spell save +2 (+0 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+0 eff.) Spell save +2 (+0 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Boltcut the brass lantern2.0 Encumbrance T1 lite [Rare] Master While equipped: offense ------ Damage +6% lightning +6% fire Ignore resists +5% lightning defense ------ Resistance +6% nature +9% fire other ------- Light +6 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. |
Polatta the alchemist's lamp1.0 Encumbrance T3 lite [Rare] Nature While equipped: Stats +3 Str +5 Dex offense ------ Physical Crit +2.0% Damage +15% blight +21% mind When Hit 10 blight defense ------ Physical save +9 (+2 eff.) Healmod +22% other ------- Max vim +20.00 Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Summertide Phial1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(102 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Zubatha1.0 Encumbrance T3 lite [Rare] Arcane While equipped: Stats +5 Str +2 Dex offense ------ Critical power +20.00% Damage +18% physical When Hit 18 fire defense ------ Defense +25 (+6 eff.) Resistance +6% temporal +8% fire other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
brass lantern2.0 Encumbrance T1 lite [Normal] While equipped: other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Crystal Focus0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Prothotipe's Prismatic Eye0.0 Encumbrance T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam level 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Automated Portable Extractor0.0 Encumbrance power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
2 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Pouch of the Subconscious (20/20, 38-46 power, 15 apr)3.0 Encumbrance T4 shot ammo Reqs Dex 28 [Unique] Psionic Weapon Damage 38.0 - 45.6 Physical Uses 10% Wil, 70% Dex, 50% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Critical Rate +10.0% Capacity 20 On-ranged-hit +25 mind +30 mind slow On Hit: * 50% chance to reload 1 ammo You find yourself constantly fighting an urge to handle this strange pouch of shot. |
Spider's Fangs (20/20, 22-26 power, 8 apr)3.0 Encumbrance T4 shot ammo Reqs Dex 24 [Unique] Nature/Steamtech Weapon Damage 22.0 - 26.4 Nature Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +8 Critical Rate +2.0% Capacity 20 On Critical: * bursts into an cloud of spydric poison, pinning those inside (with a 10 turn cooldown) Ready to trigger! A dedicated technician seems to have built pockets of spider venom into these rounds. It's not clear how happy the spiders were about this. |
Star Shot (17/20, 32-38 power, 15 apr)3.0 Encumbrance T4 shot ammo Reqs Dex 28 [Unique] Arcane Weapon Damage 32.0 - 38.4 Fire Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Critical Rate +10.0% Capacity 20 On Hit: * sets off a powerful explosion Intense heat radiates from this powerful shot. |
pouch of voratun shots of accuracy (23/23, 54-64 power, 6 apr)3.0 Encumbrance T5 shot ammo Reqs Dex 48 [Ego] Master Weapon Damage 53.5 - 64.2 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Accuracy +5 Ignore Armor +6 Critical Rate +7.0% Capacity 23 Shots are used with slings to pummel your foes to death. |
pouch of voratun shots of annihilation (23/23, 63-76 power, 9 apr)3.0 Encumbrance T5 shot ammo Reqs Dex 48 [Ego+] Master Weapon Damage 63.0 - 75.6 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Critical Rate +11.0% Capacity 23 Projectile Speed +200% Shots are used with slings to pummel your foes to death. |
It Which Writhes0.0 Encumbrance T3 tentacle weird [Legendary] Unknown While equipped: Stats +3 Str +3 Dex +3 Mag -3 Wil +3 Con Fully Charged! Reduce the duration of all detrimental effects. Uses 10 power out of 10/10 Activation is instant. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
Giremira [power 200] (15 cooldown)2.0 Encumbrance T2 totem charm [Rare] Nature While equipped: Stats +3 Mag +2 Con offense ------ Spellpower +10 (+2 eff.) Spellpower/crit +6 Damage +12% arcane defense ------ Crit Resistance 15.00% Sting an enemy dealing 200 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 turn cooldown 100% to increase all damage by 15% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Lightningrune the yew totem of healing [power 314] (15 cooldown)2.0 Encumbrance T3 totem charm [Rare] Nature While equipped: offense ------ Damage +9% lightning +18% temporal +30% fire defense ------ Resistance +18% lightning Heal yourself and all friendly characters within 10 spaces for 314 Puts all charms on 15 turn cooldown 100% to increase the duration of 2 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
Persistent Will2.0 Encumbrance T2 totem charm [Unique] Disrupt/Psionic While equipped: Stats +8 Wil offense ------ Mindpower +10 (+4 eff.) Damage +12% mind Convince all non arcane users in radius 10 to turn on their spellcasting friends for 6 turns (chance increases with your Mindpower). Uses 25 power out of 25/25 During the Age of Dusk a rash of anti-magic activities took place in the Nargol Kingdom immediately after the Spellblaze. Citizens would turn on those with magical powers, burning them alive on stakes of wood. When the authorities found the perpetrators they executed them and planted their heads on stakes throughout their capital city. Despite this however, the citizenry continued to burn alive the enemies of nature. Unbeknownst to the authorities, the heads of the dead perpetrators continued to spread their message long after their deaths. This stake of wood appears to one of those used to prop up one of the executed heads. It has seemingly absorbed the will of the head it propped up, and holding it you can hear the Ziguranth's message echo through your mind. |
ash totem of healing 'Adyvena' [power 206] (15 cooldown)2.0 Encumbrance T2 totem charm [Rare] Nature While equipped: Stats +2 Cun offense ------ Mind Crit +3% Critical power +20.00% defense ------ Defense +10 (+3 eff.) Resistance +9% lightning +12% cold Spell save +9 (+2 eff.) Stun Resist +20% Heal yourself and all friendly characters within 10 spaces for 206 Puts all charms on 15 turn cooldown 100% to increase the duration of 2 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
yew totem of summon tentacle 'Duramalin' [power 270] (25 cooldown)2.0 Encumbrance T3 totem charm [Rare] Nature While equipped: Stats +5 Cun +3 Wil offense ------ Mind Crit +5% When Hit 10 mind other ------- Hate-on-crit +5.00 Max hate +6.00 Summon a resilient tentacle up to 5 spaces away for 8 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 775 Base Damage: 327 Armor: 21 All Resist: 26 Puts all charms on 25 turn cooldown 100% to gain a 21% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Kolathaleg the yew wand of shielding [power 290] (20 cooldown)2.0 Encumbrance T3 wand charm [Rare] Arcane While equipped: offense ------ Physical Crit +5.0% Physical Power +15 (+5 eff.) defense ------ Resistance +15% cold Physical save +18 (+5 eff.) Unlife -80.00 life Life Regen +4.00 Disease Resist +20% Create a shield absorbing up to 290 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown 100% to increase all damage penetration by 14% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning Star1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 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. |
quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret (Insane (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Worm that Talks the Ghoul Adventurer level 38
77th Pyre 123rd year of Ascendancy at 00:49 see stats
Against all odds (Insane (Adventure) difficulty)
Killed Ukruk in the ambush.By Worm that Talks the Ghoul Adventurer level 37
48th Pyre 123rd year of Ascendancy at 20:26 see stats
Anti-Antimagic! (Insane (Adventure) difficulty)
Destroyed the Ziguranth camp with your Rhaloren allies.By Worm that Talks the Ghoul Adventurer level 32
13rd Pyre 123rd year of Ascendancy at 14:35 see stats
Bringer of Doom (Insane (Adventure) difficulty)
Killed a Bringer of Doom.By Worm that Talks the Ghoul Adventurer level 33
28th Pyre 123rd year of Ascendancy at 12:42 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Worm that Talks the Ghoul Adventurer level 38
5th Mirth 123rd year of Ascendancy at 17:56 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By Worm that Talks the Ghoul Adventurer level 32
52nd Regrowth 123rd year of Ascendancy at 14:19 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Worm that Talks the Ghoul Adventurer level 23
8th Decay 122nd year of Ascendancy at 06:25 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Worm that Talks the Ghoul Adventurer level 33
30th Pyre 123rd year of Ascendancy at 17:46 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By Worm that Talks the Ghoul Adventurer level 31
52nd Regrowth 123rd year of Ascendancy at 06:54 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Worm that Talks the Ghoul Adventurer level 28
1st Regrowth 123rd year of Ascendancy at 17:09 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Worm that Talks the Ghoul Adventurer level 10
1st Dusk 122nd year of Ascendancy at 09:39 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Worm that Talks the Ghoul Adventurer level 20
60th Haze 122nd year of Ascendancy at 13:26 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Worm that Talks the Ghoul Adventurer level 30
25th Regrowth 123rd year of Ascendancy at 20:58 see stats
Poisonous (Insane (Adventure) difficulty)
Sided with the assassin lord.By Worm that Talks the Ghoul Adventurer level 18
51st Dusk 122nd year of Ascendancy at 18:57 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Worm that Talks the Ghoul Adventurer level 27
10th Allure 123rd year of Ascendancy at 06:38 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Worm that Talks the Ghoul Adventurer level 4
76th Pyre 122nd year of Ascendancy at 16:00 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Worm that Talks the Ghoul Adventurer level 6
3rd Summertide 122nd year of Ascendancy at 21:15 see stats
The Restless Dead (Insane (Adventure) difficulty)
Disturbed an old battlefield and survived the consequences.By Worm that Talks the Ghoul Adventurer level 29
25th Regrowth 123rd year of Ascendancy at 13:03 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Worm that Talks the Ghoul Adventurer level 6
3rd Flare 122nd year of Ascendancy at 07:10 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Worm that Talks the Ghoul Adventurer level 21
6th Decay 122nd year of Ascendancy at 11:23 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Worm that Talks the Ghoul Adventurer level 14
11st Dusk 122nd year of Ascendancy at 02:15 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Worm that Talks the Ghoul Adventurer level 37
47th Pyre 123rd year of Ascendancy at 20:56 see stats
Log
Talent Shadowguard is ready to use.
Worm that Talks is no longer surging arcane power.
Talent Rune: Mirror Image is ready to use.
Talent Torture Souls is ready to use.
Talent Retch is ready to use.
Talent Dire Plague is ready to use.
Talent Poison Storm is ready to use.
Talent Corrupted Negation is ready to use.
Rested for 16 turns (stop reason: all resources and life at maximum).
Worm that Talks picks up (6.): werebeast's dwarven-steel helm (0 def, 4 armour).
Worm that Talks picks up (I.): Offalblast.
Ran for 11 turns (stop reason: didn't move).
You pickup 1.70 gold pieces.
Worm that Talks picks up (B.): dwarven-steel dagger 'Blindpunish' (20-27 power, 7 apr).
Worm that Talks picks up (f.): teleportation rune (range 57; cd 20).
Worm that Talks picks up (a.): steam generator implant (steam 6).
You pickup 0.65 gold pieces.
Worm that Talks picks up ( .): Godheyada the Boltwrack (9 def, 6 armour).
You pickup 0.50 gold pieces.
Worm that Talks picks up (7.): hardened leather cap (0 def, 3 armour).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).





















































































































































