











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.7.6Donators/Buyers bonus! 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:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: 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. Nekarcos's Quality of Life 07: Visible Size Categories 1.5.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
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. Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Cornac |
| Class | Bulwark |
| Level / Exp | 19 / 22% |
| Size | medium |
| Lifes / Deaths | Killed by Aerytira the sandworm destroyer at level 19 on the 59th Haze 122nd year of Ascendancy at 16:33 / 1 |
Primary Stats
| Strength | 59 (base 42) |
| Dexterity | 37 (base 17) |
| Constitution | 36 (base 30) |
| Magic | 10 (base 10) |
| Willpower | 20 (base 17) |
| Cunning | 21 (base 10) |
Resources
| Life | -131/649 |
| Stamina | 10/201 |
| Steam | 100/100 |
| Healing Factor | 1.1979202340233 |
| Regeneration | 12.278682398739 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 9 |
| Infravision | 5 |
| See Stealth | 21.970039208598 |
| See Invisible | 21.970039208598 |
Offense: Mainhand
| Damage | 59 |
| Accuracy | 47 |
| Crit Chance | 10% |
| APR | 13 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 5 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Mind
| Mindpower | 21 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +9% |
| Light | +15% |
| Darkness | +9% |
| Cold | +12% |
| Mind | +3% |
| All | 0% |
Offense: Damage Penetration
| Acid | +5% |
| Fire | +15% |
| Cold | +5% |
| Physical | +5% |
| Mind | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 42.08934837382 (81.151787968034%) |
| Defense | 41 |
| Ranged Defense | 41 |
| Fatigue | 31 |
| Physical Save | 32 |
| Spell Save | 20 |
| Mental Save | 18 |
Defense: Resistances
| Acid | + 13%( 70%) |
| Blight | + 29%( 70%) |
| Arcane | + 16%( 70%) |
| Cold | + 22%( 70%) |
| All | + 7%( 70%) |
| Darkness | + 15%( 70%) |
| Physical | + 14%( 70%) |
| Temporal | + 10%( 70%) |
| Lightning | + 36%( 70%) |
| Mind | + 10%( 70%) |
| Fire | + 21%( 70%) |
| Nature | + 26%( 70%) |
Defense: Immunities
| Stun Resistance | 23% |
| Instadeath Resistance | 100% |
| Silence Resistance | 10% |
| Disarm Resistance | 24% |
| Poison Resistance | 11% |
| Knockback Resistance | 44% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 439 life over 5 turns. Its effects scale with your Strength 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 physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 116 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. |
Class Talents
| Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Technique / Shield defense | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Technique / Combat techniques | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Psionic / Feedback | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 2/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lost defiler to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost defiler (level 2 of Ruins of Kor'Pul)As a reward you gained talent category Psionic / Feedback (at mastery 1.00). | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost tinker (level 1 of Ruins of Kor'Pul)As a reward you gained knowledge of tinker technology. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * You've found the needed bloated horror heart. * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
Equipment
| On feet | Nightquick the pair of hardened leather boots (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +5 Str +8 Dex +6 Cun +8 Lck offense ------ Damage +9% darkness defense ------ Armor +3 Stealth +8 A pair of boots made of leather. |
| Light source | Noonenvy2.0 Encumbrance T1 lite [Rare] Disrupt While equipped: Stats +3 Wil offense ------ Damage +6% light defense ------ Resistance +5% arcane +3% all Spell save +6 (+3 eff.) Mind save +3 (+2 eff.) Unlife -20.00 life Life Regen +2.00 other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Gunuruirek the Sunborn (20 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Str +3 Con offense ------ Physical Power +4 (+2 eff.) defense ------ Armor +1 Defense +20 (+7 eff.) Fatigue +1% Resistance +3% temporal Silence Resist +10% Knockbk Resist +20% other ------- Light +3 A cap made of leather. |
| On hands | restful hardened leather gloves of strength (+2) (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego] Master/Psionic While equipped: Stats +2 Str offense ------ Physical Power +5 (+2 eff.) defense ------ Armor +2 Life Regen +4.00 other ------- Stamina/turn +0.70 Max stamina +22.00 Unarmed combat: Weapon Damage 19.0 - 20.9 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On Hit: 10% Nightmare level 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | steel torque of psionic shield 'Iceschism' [power 47] (14/22 cooldown)2.0 Encumbrance T2 torque charm [Random Unique] Psionic While equipped: offense ------ Damage +3% mind +12% cold Ignore resists +5% mind +5% cold defense ------ Resistance +3% mind Setup a psionic shield, reducing all damage taken by 47 for 5 turns Puts all charms on 22 turn cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. 100% to increase all damage by 13% for 2 turns. 100% to increase all damage penetration by 11% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | treant's copper ring of pilfering0.1 Encumbrance T1 ring jewelry [Ego++] Nature/Master While equipped: offense ------ Accuracy +8 (+3 eff.) Ignore Armor +8 defense ------ Defense +8 (+3 eff.) Resistance +6% nature +7% blight Poison Resist +11% Disease Resist +10% Disengage: Puts all charms on 9 turn cooldown Effective talent level: 2.0 Power cost 9 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 3 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 88% 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! |
| On fingers | copper ring 'Icegasher'0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +5 Cun +5 Dex offense ------ Ignore resists +5% mind Accuracy +6 (+2 eff.) When Hit 8 cold On-Hit (Melee): * 10% chance to reduce all saves and defense by 15 defense ------ Resistance +3% blight +3% nature +9% lightning Rings make your fingers look great! |
| Around neck | Earykor0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +6 Dex offense ------ Physical Crit +1.0% Ignore Armor +3 defense ------ Defense +5 (+2 eff.) Unlife -60.00 life Amulets make your neck look great! |
| In main hand | iron waraxe 'Lustrecrypt' (12-18 power, 2 apr)3.0 Encumbrance T1 waraxe 1H weapon [Rare] Psionic Weapon Damage 12.5 - 17.5 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-hit +6 darkness Damage Against +7% Living On-Hit, radius 1 +12 fire On-crit, radius 2 +4 light While equipped: offense ------ Damage +9% light defense ------ Resistance +3% darkness +9% fire other ------- Light +3 One-handed war axes. |
| Around waist | Veludhevea the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Master While equipped: defense ------ Defense +8 (+3 eff.) Resistance +3% blight +5% arcane +6% darkness Physical save +3 (+1 eff.) Stealth +6 Life Regen +4.00 A belt that goes around your waist. |
| In off hand | exposing steel shield of purity (0 def, 4 armour, 12-14 power, 42.5 block)7.0 Encumbrance T2 shield armor [Ego] Nature/Psionic When used to Attack: Weapon Damage 11.5 - 13.8 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.0% Block +42 While equipped: offense ------ On-Hit (Melee): * 7% chance to reduce all saves and defense by 15 When Hit: * 14% chance to reduce all saves and defense by 15 defense ------ Armor +4 Fatigue +8% Resistance +11% nature +11% blight other ------- Talents +1 Block Handheld deflection devices. |
| Cloak | Emelatta the Lavapain (1 def, 12 armour) =str armor=2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +4 Str +1 Dex offense ------ Ignore resists +5% physical +15% fire defense ------ Armor +12 Defense +1 (+0 eff.) Resistance +11% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | steel plate armour 'Elona' (0 def, 9 armour)17.0 Encumbrance T2 massive armor [Random Unique] Nature/Master While equipped: Stats +3 Str +3 Con offense ------ Damage +9% acid Ignore resists +5% acid On-Hit (Melee): * 10% chance to reduce armor by 10% defense ------ Armor +9 Fatigue +22% Resistance +22% lightning +7% physical +6% fire +5% cold +6% acid Life +33.00 Disarm Resist +24% Stun Resist +23% Knockbk Resist +24% other ------- Cooldown Rush -5 A suit of armour made of metal plates. |
Inventory
medical injector implant of the psychic (efficiency 120% / cooldown 89%)0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 120% efficiency and cooldown mod of 89%. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
healing infusion of the psychic (heal 87; cd 13)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 87 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
heroism infusion (die at -100; dur 6; cd 33)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 33 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -100 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 200 life, 12 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. |
movement infusion of the psychic (speed 607%; cd 17)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 17 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 607% 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 Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the wizard (speed 437%; cd 12)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 437% 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 Magic 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 18%; mental; dur 3; cd 15)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 18% for 3 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. Press to compare to your current inscriptions |
Prismatic Rune (6 turns; lightning, physical, light, blight, mind)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 lightning, 3 physical, 5 light, 5 blight, 3 mind Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the wizard (absorb 58; cd 15)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 58 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the warrior (absorb 236; dur 4; cd 14)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 236 damage for 4 turns. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Merim0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +1 Dex +2 Mag +3 Wil offense ------ Damage +6% temporal defense ------ Resistance +13% temporal Pinning Resist +22% Knockbk Resist +23% other ------- Infravision +3 Amulets make your neck look great! |
copper ring 'Yvarenn'0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: offense ------ Physical Crit +4.0% Damage +10% fire Accuracy +5 (+2 eff.) defense ------ Defense +30 (+10 eff.) Resistance +20% fire Rings make your fingers look great! |
elemental steel battleaxe (19-28 power, 2 apr)3.0 Encumbrance T2 battleaxe 2H weapon [Ego+] Arcane Weapon Damage 19.0 - 28.5 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 100% On Hit: * Create an explosion dealing 15 lightning damage (1/turn) While equipped: offense ------ Damage +10% lightning Ignore resists +9% lightning Massive two-handed battleaxes. |
warbringer's steel longsword of massacre (22-31 power, 3 apr)3.0 Encumbrance T2 longsword 1H weapon [Ego+] Master Weapon Damage 22.0 - 30.8 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +3 Con offense ------ Physical Power +5 (+2 eff.) Ignore resists +7% physical defense ------ Disarm Resist +14% Sharp, long, and deadly. |
arcing steel waraxe of crippling (16-22 power, 3 apr)3.0 Encumbrance T2 waraxe 1H weapon [Ego+] Arcane/Master Weapon Damage 16.0 - 22.4 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +6.0% One-handed war axes. |
steel waraxe of massacre (20-28 power, 3 apr)3.0 Encumbrance T2 waraxe 1H weapon [Ego] Master Weapon Damage 20.0 - 28.0 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% One-handed war axes. |
flaming dwarven-steel steamsaw of erosion (20-29 power, 0 apr)3.0 Encumbrance T3 steamsaw 1H weapon [Ego] Arcane/Nature/Steamtech Weapon Damage 19.5 - 29.2 Phys.bleed Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +3.0% Attack Speed 100% Block +40 On-hit +11 nature On-Hit, radius 1 +5 fire Uses 1.0 Steam While equipped: defense ------ Armor +4 Defense +6 (+2 eff.) Fatigue +8% other ------- Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
manaburning pouch of steel shots of grasping (21/21, 20-23 power, 2 apr)3.0 Encumbrance T2 shot ammo [Ego+] Nature/Disrupt Weapon Damage 19.5 - 23.4 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +4.5% Capacity 21 On Hit: * 12 arcane resource burn * 20% chance to create vines that bind the target to the ground dealing 73 nature damage and pinning them for 3 turns Shots are used with slings to pummel your foes to death. |
Coral Spray (8 def, 8 armour, 18-25 power, 48 block)7.0 Encumbrance T1 shield armor [Unique] Nature When used to Attack: Weapon Damage 18.0 - 25.2 Physical Uses 140% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +2.0% Block +48 On-hit +10 cold While equipped: offense ------ On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. defense ------ Armor +8 Defense +8 (+3 eff.) Fatigue +12% Resistance +15% cold +10% fire other ------- Max air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
steel shield (0 def, 4 armour, 11-13 power, 38 block)7.0 Encumbrance T2 shield armor [Normal] When used to Attack: Weapon Damage 11.0 - 13.2 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.0% Block +38 While equipped: defense ------ Armor +4 Fatigue +8% other ------- Talents +1 Block Handheld deflection devices. |
woollen robe (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Normal] While equipped: defense ------ Resistance +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
nightruned rough leather belt of unlife1.0 Encumbrance T1 belt armor [Ego+] Arcane While equipped: defense ------ Resistance +6% blight +6% light +6% darkness The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
insulating hardened leather belt of resilience1.0 Encumbrance T3 belt armor [Ego] Nature/Master While equipped: defense ------ Resistance +8% fire +5% cold Life +32.00 A belt that goes around your waist. |
Hettadig (1 def, 0 armour) =cun=2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Dex +1 Wil +6 Cun defense ------ Defense +1 (+0 eff.) other ------- Psi when Hit +0.08 Hate-on-crit +1.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Salobeth (1 def, 0 armour) =dex=2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +1 Str +6 Dex +2 Mag +2 Cun offense ------ When Hit 2 acid On-Hit (Melee): * 20% chance to reduce armor by 10% defense ------ Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Aerivea' (16 def, 0 armour) =mindpower hp regen=2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +2 Dex offense ------ Mindpower +15 (+7 eff.) Accuracy +3 (+1 eff.) Ignore Armor +4 defense ------ Defense +16 (+5 eff.) Resistance +6% light Life Regen +2.00 Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- Psi when Hit +0.04 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Boltstreaker the cashmere cloak (2 def, 0 armour) =lightning rez=2.0 Encumbrance T3 cloak armor [Rare] Nature While equipped: offense ------ Ignore resists +15% mind +10% lightning When Hit 4 nature On-Hit (Melee): * 20% chance to reduce all saves and defense by 15 defense ------ Defense +2 (+1 eff.) Resistance +18% lightning Life +36.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Brodenarigorn (0 def, 2 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: defense ------ Armor +2 Resistance +6% mind Crit Resistance 5.00% Mind save +3 (+2 eff.) Confus Resist +20% Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- Infravision +2 A pair of boots made of leather. |
Cuthudir the Sungrind (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Nature While equipped: Stats +1 Cun +1 Wil offense ------ Mind Crit +5% Damage +3% light defense ------ Armor +1 Life Regen +2.00 Healmod +11% other ------- Max hate +8.00 A pair of boots made of leather. |
pair of hardened leather boots 'Bleakgrind' (0 def, 3 armour) =acid res=2.0 Encumbrance T3 feet armor [Rare] Master While equipped: offense ------ Damage +12% darkness Ignore resists +10% mind When Hit 6 acid On-Hit (Melee): * 20% chance to reduce damage dealt by 13% defense ------ Armor +3 Resistance +9% acid +6% darkness other ------- Stamina/turn +0.80 Max stamina +10.00 A pair of boots made of leather. |
Galerig (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +3 Wil +2 Cun +2 Con offense ------ Accuracy +5 (+2 eff.) defense ------ Armor +3 Fatigue +2% Resistance +6% blight Physical save +12 (+6 eff.) Mind save +12 (+7 eff.) other ------- Max stamina +20.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Shockwrecker the pair of iron boots (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Damage +3% lightning +9% nature On-Hit (Melee): * 10% chance to slow global speed by 40% defense ------ Armor +3 Fatigue +2% Resistance +6% lightning +6% nature other ------- Stamina/turn +0.30 Max stamina +11.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of dwarven-steel boots 'Tarreromildir' (0 def, 4 armour)3.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +2 Str +2 Mag offense ------ Physical Crit +3.0% Physical Power +4 (+2 eff.) Mindpower +15 (+7 eff.) Damage +9% mind Ignore resists +15% mind +7% physical defense ------ Armor +4 Fatigue +3% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of voratun boots of speed (0 def, 5 armour)3.0 Encumbrance T5 feet armor [Ego] Arcane While equipped: offense ------ Move Speed +25% defense ------ Armor +5 Fatigue +4% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Mayuna the rough leather gloves (0 def, 3 armour)1.0 Encumbrance T1 hands armor [Rare] Psionic While equipped: offense ------ Spell Crit +3% defense ------ Armor +3 Resistance +3% fire Unlife -20.00 life Life Regen +2.00 Disarm Resist +10% other ------- Stamina/turn +0.60 Max stamina +13.00 Max vim +30.00 Unarmed combat: Weapon Damage 8.0 - 8.8 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +1.0% Attack Speed 100% On Hit: 10% Nightmare level 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Zuboba the linen wizard hat (1 def, 0 armour) =cun=2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +6 Cun +1 Wil defense ------ Defense +1 (+0 eff.) Resistance +3% acid Mind save +6 (+4 eff.) Life Regen +4.00 Healmod +5% A pointy cloth hat, very wizardly... |
linen wizard hat 'Bogwrecker' (1 def, 0 armour) =blight=2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: offense ------ On-Hit (Melee): * 10% chance to slow global speed by 40% defense ------ Defense +1 (+0 eff.) Resistance +12% blight +6% acid Spell save +6 (+3 eff.) other ------- EQ when Hit +0.70 Psi when Hit +0.80 Hate when Hit +1.00 A pointy cloth hat, very wizardly... |
stabilizing hardened leather hat of strength (+3) (0 def, 3 armour)2.0 Encumbrance T3 head armor [Ego] Master While equipped: Stats +3 Str defense ------ Armor +3 Fatigue +3% Physical save +14 (+7 eff.) A hat made of leather. Very stylish. |
Xeraminn the Gloomminister (1 def, 0 armour) =stam gen=2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +3 Str offense ------ Critical power +5.00% Damage +10% fire Ignore resists +5% light Ignore Armor +1 On-Hit (Melee): * 10% chance to reduce damage dealt by 13% defense ------ Defense +1 (+0 eff.) Resistance +15% fire other ------- Stamina/turn +3.00 A pointy cloth hat, very wizardly... |
dragonslayer's rough leather cap of the bounder (0 def, 1 armour) =headbutt=2.0 Encumbrance T1 head armor [Ego++] Nature/Master While equipped: Stats +6 Str +5 Dex defense ------ Armor +1 Fatigue +1% Resistance +6% acid +6% fire +6% lightning +6% cold Skullcracker: Puts all charms on 17 turn cooldown Effective talent level: 3.0 Power cost 17 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 159.8 Physical damage. If the attack hits, the target is confused (36% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
rough leather cap 'Cyrivea' (0 def, 1 armour) =wp=2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +4 Wil +1 Cun +1 Con offense ------ Mindpower +15 (+7 eff.) defense ------ Armor +1 Fatigue +1% Physical save +10 (+5 eff.) Mind save +3 (+2 eff.) other ------- EQ when Hit +0.12 A cap made of leather. |
3 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+2 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +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. |
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. |
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. |
61 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. |
scorching alchemist's lamp of clarity1.0 Encumbrance T3 lite [Ego] Arcane/Psionic While equipped: offense ------ When Hit 15 fire defense ------ Resistance +6% fire Mind save +7 (+4 eff.) other ------- Light +4 See Stealth +5 See Invisibility +5 A normal brass lantern, enhanced by alchemy to make it brighter. |
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. |
Elenalatharab the iron pickaxe (dig speed 30 turns) =stam gen=3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +1 Str offense ------ Ignore resists +5% physical Accuracy +15 (+5 eff.) defense ------ Armor +2 Resistance +12% acid Physical save +3 (+1 eff.) other ------- Stamina/turn +1.00 Infravision +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Ivathra (dig speed 30 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +6 Con offense ------ Ignore resists +10% mind other ------- Infravision +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mayewen the iron pickaxe (dig speed 29 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +4 Str +2 Wil offense ------ Ignore Armor +6 defense ------ Armor +4 Defense +5 (+2 eff.) other ------- EQ when Hit +0.12 Max stamina +20.00 While carried: other ------- Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 23 turn cooldown Effective talent level: 3.9 Power cost 23 out of 26/26. Range melee/personal Cooldown: 25 Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +85 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
Poluba (dig speed 29 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +3 Str offense ------ Mind Crit +1% Mindpower +5 (+2 eff.) Ignore Armor +6 defense ------ Armor +12 Defense +10 (+3 eff.) Resistance +2% physical other ------- EQ when Hit +0.08 While carried: other ------- Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 23 turn cooldown Effective talent level: 3.9 Power cost 23 out of 26/26. Range melee/personal Cooldown: 25 Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +85 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. 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 'Dazzlewind' (dig speed 29 turns) =perfect strike=3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +3 Str offense ------ Damage +9% mind Ignore Armor +6 defense ------ Resistance +6% light +1% physical Crit Resistance 5.00% Spell save +3 (+2 eff.) Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Light +1 While carried: other ------- Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 23 turn cooldown Effective talent level: 5.2 Power cost 23 out of 26/26. Range melee/personal Cooldown: 25 Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +103 accuracy and allowing you to attack creatures you cannot see without penalty for the next 6 turns. Allows you to dig a wall, remove a tree, create ways. |
Prox's Lucky Halfling Foot2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+2 eff.) other ------- Disarm Traps +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Annulment (1/1)2.0 Encumbrance 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 26 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (2/2)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 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. |
Arcmonster [power 25] (14/22 cooldown) =wp=2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: Stats +1 Str +7 Wil +2 Con offense ------ Damage +3% lightning defense ------ Crit Resistance 5.00% Setup a psionic shield, reducing all damage taken by 25 for 5 turns Puts all charms on 22 turn cooldown 100% to gain a 14% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Blackcrypt [power 150] (14/13 cooldown)2.0 Encumbrance T2 torque charm [Random Unique] Psionic While equipped: offense ------ Damage +3% light Ignore resists +5% darkness defense ------ Resistance +3% darkness other ------- Light +2 Blast the opponent's mind dealing 154 mind damage and silencing them for 4 turns Puts all charms on 13 turn cooldown 100% to increase the duration of 1 beneficial effects by 1. 100% to increase all damage by 14% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
steel torque of clear mind 'Layuldamira' [power 2] (14/22 cooldown)2.0 Encumbrance T2 torque charm [Random Unique] Psionic While equipped: offense ------ Critical power +5.00% Spellpower/crit +4 other ------- Max vim +50.00 Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 22 turn cooldown 100% to reduce fatigue by 24% for 2 turns. 100% to increase all damage by 14% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
ash totem of healing [power 200] (14/13 cooldown)2.0 Encumbrance T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 200 Puts all charms on 13 turn cooldown Natural totems are made by powerful wilders to store nature power. |
Achievements
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By zigur cult escapee the Cornac Bulwark level 10
4th Mirth 122nd year of Ascendancy at 00:42 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By zigur cult escapee the Cornac Bulwark level 14
27th Dusk 122nd year of Ascendancy at 14:03 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By zigur cult escapee the Cornac Bulwark level 10
6th Mirth 122nd year of Ascendancy at 18:10 see stats
Log
Aerytira the sandworm destroyer misses zigur cult escapee.
Aerytira the sandworm destroyer hits zigur cult escapee for 43 physical, 5 fire (48 total damage).
Melee retaliation hits Aerytira the sandworm destroyer for 9 cold damage.
Bleeding from Aerytira the sandworm destroyer hits zigur cult escapee for 7 physical damage.
Deadly Poison from Nerydherin the white ooze hits zigur cult escapee for 36 nature damage.
You are unable to move!
Block is still on cooldown for 4 turns.
You are unable to move!
zigur cult escapee hits Aerytira the sandworm destroyer for 33 physical, 5 darkness, 5 fire (42 total damage).
Melee retaliation hits zigur cult escapee for 4 fire damage.
Aerytira the sandworm destroyer's fiery vapour area effect hits zigur cult escapee for 53 fire damage.
The unstable sand tunnel collapses!
Aerytira the sandworm destroyer's Volcano hits zigur cult escapee for 61 fire, 71 physical (132 total damage).
Zigur cult escapee has temporarily forgotten Rush for 3 turns!
Aerytira the sandworm destroyer hits zigur cult escapee for 24 physical, 5 fire, 11 physical, 5 fire (45 total damage).
Melee retaliation hits Aerytira the sandworm destroyer for 9 cold, 9 cold (17 total damage).
Talent Track is ready to use.
Talent Infusion: Healing is ready to use.
Talent Shield Slam is ready to use.
Bleeding from Aerytira the sandworm destroyer hits zigur cult escapee for 7 physical damage.
Deadly Poison from Nerydherin the white ooze hits zigur cult escapee for 36 nature damage.
Zigur cult escapee uses Infusion: Healing.
Zigur cult escapee stops bleeding.
Zigur cult escapee is no longer poisoned.
zigur cult escapee receives 52 healing from Infusion: Healing.
Zigur cult escapee deactivates Last Stand.
Aerytira the sandworm destroyer's Volcano hits zigur cult escapee for 61 fire, 71 physical (132 total damage).
zigur cult escapee the level 19 cornac bulwark was tortured to death by Aerytira the sandworm destroyer on level 3 of Sandworm lair.




































































































