










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! 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:
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.
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.
Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. 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:
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: 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 | Male |
| Race | Skeleton |
| Class | Bulwark |
| Level / Exp | 29 / 32% |
| Size | medium |
| Lifes / Deaths | Killed by Cyrutira the temporal stalker at level 22 on the 6th Allure 123rd year of Ascendancy at 03:14 / 3Killed by Galrawe the mean looking elven guard at level 29 on the 50th Regrowth 123rd year of Ascendancy at 19:58 Killed by corrupted ogre rune-spinner at level 29 on the 51st Regrowth 123rd year of Ascendancy at 03:14 |
Primary Stats
| Strength | 95 (base 60) |
| Dexterity | 50 (base 20) |
| Constitution | 63 (base 49) |
| Magic | 17 (base 10) |
| Willpower | 20 (base 10) |
| Cunning | 31 (base 10) |
Resources
| Life | -191/1138 |
| Stamina | 75/282 |
| Steam | 100/100 |
| Healing Factor | 1.6146192134509 |
| Regeneration | 37.539896712733 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 18 |
| Infravision | 5 |
| See Stealth | 34.878701826468 |
| See Invisible | 38.878701826468 |
Offense: Mainhand
| Damage | 123 |
| Accuracy | 51 |
| Crit Chance | 30% |
| APR | 41 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 24 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Mind
| Mindpower | 28 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +21% |
| Light | +18% |
| Fire | +28% |
| Cold | +12% |
| All | 0% |
Offense: Damage Penetration
| Acid | +10% |
| Blight | +10% |
| Arcane | +15% |
| Cold | +20% |
| Darkness | +15% |
| Light | +20% |
| Mind | +10% |
| Fire | +25% |
| Nature | +25% |
Defense: Base
| Armour (hardiness) | 52.089348373821 (81.151787968034%) |
| Defense | 33 |
| Ranged Defense | 33 |
| Fatigue | 43 |
| Physical Save | 61 |
| Spell Save | 38 |
| Mental Save | 25 |
Defense: Resistances
| Acid | + 27%( 70%) |
| Blight | + 57%( 70%) |
| Cold | + 26%( 70%) |
| All | + 7%( 70%) |
| Lightning | + 24%( 70%) |
| Light | + 13%( 70%) |
| Temporal | + 26%( 70%) |
| Mind | + 13%( 70%) |
| Darkness | + 38%( 70%) |
| Fire | + 70%( 70%) |
| Nature | + 34%( 70%) |
Defense: Immunities
| Stun Resistance | 60% |
| Confusion Resistance | 15% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 29% |
| Disarm Resistance | 100% |
| Bleed Resistance | 100% |
| Pinning Resistance | 50% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 0% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 56 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 Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 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 149 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 Strength stat. |
| Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Class Talents
| Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Battle tactics | 1.30 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Shield defense | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 1/5 |
| Technique / Shield offense | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Technique / Combat techniques | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Parasite | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 2/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 2/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Undead / Skeleton | 1.10 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Old Forest. Escort: lost defiler (level 1 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost tinker (level 2 of Ruins of Kor'Pul)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | 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 |
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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * You've found the needed length of troll intestine. * You've found the needed warg claw. | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
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 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 |
Equipment
| On feet | Steam Powered Boots (8 def, 15 armour) 3.0 Encumbrance T5 feet armor [Unique] Steamtech The more steam the better! While equipped: Stats +8 Str +10 Dex offense ------ Damage +10% fire defense ------ Armor +15 Defense +8 (+4 eff.) Fatigue +8% Stealth +6 Pinning Resist +50% other ------- Talents +3 Moss Tread Generate 3 steam each time you walk. Boots. But with steam power! |
| Light source | Lustrewinnow the alchemist's lamp1.0 Encumbrance T3 lite [Rare] Master While equipped: offense ------ Damage +12% cold Ignore resists +10% acid +20% cold +10% light defense ------ Blind Resist +29% Confus Resist +15% other ------- Light +11 See Stealth +8 See Invisibility +12 Track: Puts all charms on 34 turn cooldown Effective talent level: 5.0 Power cost 34 out of 40/40. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 20 for 8 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Fanged Collar Fanged Collar0.0 Encumbrance T4 head armor [Unique] It's a head... but is it yours? |
| On hands | Radiancewreath the voratun gauntlets (0 def, 3 armour) =randart=1.5 Encumbrance T4 hands armor [Random Unique] Master/Psionic While equipped: Stats +3 Str +5 Dex +5 Wil +2 Cun +4 Con offense ------ Mindpower +5 (+2 eff.) Ignore resists +10% light Accuracy +7 (+2 eff.) Ignore Armor +12 defense ------ Armor +3 Fatigue +5% Resistance +6% light Life Regen +6.00 Disarm Resist +138% other ------- Stamina/turn +1.30 EQ when Hit +0.16 Max stamina +18.00 Light +3 Talents +5 Iron Grip Masteries +0.20 Technique/Grappling Unarmed combat: Weapon Damage 28.0 - 39.2 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% base damage (max 20%) Accuracy +8 Ignore Armor +23 Critical Rate +10.0% Attack Speed 83% On Hit: 10% Disarm level 5 On Hit: 15% Perfect Strike level 5 On Hit: 10% Nightmare level 5 Steady Shot: Puts all charms on 17 turn cooldown Effective talent level: 3.0 Power cost 17 out of 20/20. Range melee/personal Cooldown: 3 Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | elven-wood totem of healing 'Ashquick' [power 434] (25/13 cooldown)2.0 Encumbrance T4 totem charm [Rare] Nature While equipped: offense ------ Damage +18% fire Ignore resists +25% nature +25% fire defense ------ Resistance +30% fire Heal yourself and all friendly characters within 10 spaces for 434 Puts all charms on 13 turn cooldown 100% to cleanse 3 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
| On fingers | savior's gold ring of pilfering0.1 Encumbrance T3 ring jewelry [Ego+] Master While equipped: offense ------ Accuracy +10 (+3 eff.) Ignore Armor +10 defense ------ Defense +9 (+4 eff.) Physical save +9 (+2 eff.) Spell save +9 (+4 eff.) Mind save +9 (+5 eff.) 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 77% 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 | gold quartz ring0.1 Encumbrance T3 ring jewelry [Random Unique] Nature/Master While equipped: Stats +4 Wil +10 Con offense ------ Mindpower +5 (+2 eff.) Ignore resists +10% mind defense ------ Resistance +6% acid +6% fire +9% nature Physical save +14 (+3 eff.) Spell save +10 (+4 eff.) Life +64.00 Life Regen +11.00 Healmod +12% Stun Resist +30% other ------- Max stamina +25.00 Rings make your fingers look great! |
| Around neck | 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 (+6 eff.) Mind save -7 (-3 eff.) Life +20.00 You have died, but that does not bother the collar at all... 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. |
| In main hand | Twilight's Edge (47-66 power, 19 apr) 3.0 Encumbrance T4 longsword 1H weapon [Unique] Arcane Weapon Damage 47.0 - 65.8 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +19 Critical Rate +24.0% Attack Speed 100% On Critical: * release a burst of light and dark damage (scales with Magic) While equipped: Stats +4 Str +4 Cun +4 Mag offense ------ Spell Crit +4% Spellpower +12 (+6 eff.) Damage +18% darkness +18% light other ------- Light +1 The blade of this sword seems to have been forged of a mixture of voratun and stralite, resulting in a blend of swirling light and darkness. |
| Around waist | Girdle of the Calm Waters1.0 Encumbrance T2 belt armor [Unique] Nature While equipped: Stats +3 Wil defense ------ Resistance +20% blight +20% cold +20% nature Healmod +15% A belt rumoured to have been worn by the Conclave healers. |
| In off hand | voratun shield 'Galuladil' (0 def, 10 armour, 64-76 power, 212.5 block)7.0 Encumbrance T5 shield armor [Random Unique] Arcane/Master When used to Attack: Weapon Damage 63.5 - 76.2 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +5.0% Block +212 On-hit +12 blight +18 fire While equipped: Stats +4 Str +3 Mag offense ------ Spell Crit +2% Ignore resists +10% blight +15% arcane When Hit 16 fire defense ------ Armor +10 Fatigue +8% Resistance +43% fire +20% temporal other ------- Talents +1 Block Temporal Shield: (Instant) Puts all charms on 26 turn cooldown Effective talent level: 3.0 Power cost 26 out of 30/30. Range 10 Cooldown: 18 Travel.spd instantaneous Is: a spell and usable during Aether Avatar Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (218) is absorbed, or the time runs out (8 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). The shield's max absorption will increase with your Spellpower. Handheld deflection devices. |
| Cloak | Jetgrind (1 def, 0 armour) 2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: Stats +2 Str offense ------ Physical Power +10 (+3 eff.) Damage +3% darkness Ignore resists +15% darkness defense ------ Defense +1 (+0 eff.) Resistance +18% lightning Physical save +12 (+3 eff.) Life +32.00 Stun Resist +30% other ------- Stamina/turn +2.00 Max stamina +30.00 Light +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | radiant stralite plate armour of clarity (0 def, 13 armour) 17.0 Encumbrance T4 massive armor [Ego+] Nature/Psionic While equipped: Stats +3 Wil defense ------ Armor +13 Fatigue +22% Resistance +19% blight +18% darkness +6% mind Mind save +12 (+6 eff.) Life Regen +6.00 Poison Resist +50% Disease Resist +50% Cut Resist +50% other ------- Light +1 A suit of armour made of metal plates. |
Inventory
medical injector implant (efficiency 132% / cooldown 82%)0.1 Encumbrance T1 implant scroll [Normal] 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 132% efficiency and cooldown mod of 82%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
blink rune of the titan (range 5; phase 23; cd 10)0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 5 Cooldown: 10 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 23%, your defense is increased by 23 and all your resistances by 23%. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the warrior (range 7; phase 23; cd 15)0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 7 Cooldown: 15 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 7 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 23%, your defense is increased by 23 and all your resistances by 23%. 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. |
acid wave rune (damage 115; dur 4; cd 16)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Range melee/personal Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 115.00 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. 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 wizard (absorb 256; dur 4; cd 17)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 17 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 256 damage for 4 turns. 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. |
teleportation rune of the wizard (range 41; cd 10)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 10 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 41 with a minimum range of 15. 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. |
2 schematic: Antimagic Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Armour Reinforcement0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Explosive Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fiery Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Flash Powder0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Focus Lens0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Frost Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Healing Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Iron Grip0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Magnetic Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Mana Coil0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Mental Stimulator0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Pain Suppressor Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Razor Edge0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw Projector0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Second Skin0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Spike Attachment0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Steamgun0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Steamsaw0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Unstoppable Force Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Winterchill Edge0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
copper amulet of cunning (+2)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Cun Amulets make your neck look great! |
wanderer's steel amulet of strength (+3)0.1 Encumbrance T2 amulet jewelry [Ego+] Nature/Master While equipped: Stats +3 Str +4 Dex +4 Cun +4 Con offense ------ Move Speed +10% defense ------ Fatigue -5% Life Regen +2.00 other ------- Stamina/turn +0.50 Amulets make your neck look great! |
Flashbringer0.1 Encumbrance T3 amulet jewelry [Rare] Master While equipped: Stats +3 Str offense ------ Critical power +5.00% Damage +6% light When Hit 8 physical defense ------ Resistance +3% light Unlife -40.00 life other ------- Stamina/turn +1.00 Masteries +0.19 Technique/Shield offense Amulets make your neck look great! |
Blazeusher0.1 Encumbrance T4 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +7 Wil offense ------ Damage +9% lightning Ignore resists +20% lightning defense ------ Resistance +18% mind Physical save +16 (+4 eff.) Spell save +17 (+6 eff.) Mind save +21 (+11 eff.) Confus Resist +43% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Amulets make your neck look great! |
savior's copper ring of frost (+20%)0.1 Encumbrance T1 ring jewelry [Ego] Nature/Master While equipped: offense ------ Damage +10% cold defense ------ Resistance +20% cold Physical save +7 (+2 eff.) Spell save +7 (+3 eff.) Mind save +7 (+4 eff.) Rings make your fingers look great! |
sneakthief's copper ring0.1 Encumbrance T1 ring jewelry [Ego+] Master While equipped: Stats +5 Cun +5 Dex offense ------ Accuracy +5 (+2 eff.) Rings make your fingers look great! |
titan's copper ring of perseverance0.1 Encumbrance T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Con defense ------ Physical save +6 (+1 eff.) Life Regen +1.00 Stun Resist +20% Rings make your fingers look great! |
Nightsong0.1 Encumbrance T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun offense ------ Damage +10% darkness defense ------ Defense +6 (+3 eff.) Fatigue -7% Mind save +13 (+7 eff.) other ------- Max stamina +25.00 Cooldown Shadowstep -1 Shadowstep: Effective talent level: 2.0 Power cost 43 out of 50/50. Range 7 Cooldown: 6 Travel.spd instantaneous Is: a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Vargh Redemption0.1 Encumbrance T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con offense ------ Damage +15% cold defense ------ Resistance +10% nature +25% cold other ------- Max mana +20.00 Max stamina +20.00 Max psi +20.00 Max air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 11.08 cold and 9.89 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 51 power out of 60/60 This azure ring seems to be always moist to the touch. |
mule's steel ring of perseverance0.1 Encumbrance T2 ring jewelry [Ego] Master While equipped: defense ------ Fatigue -4% Life Regen +2.00 Stun Resist +29% other ------- Encumbrance +20 Rings make your fingers look great! |
treant's steel ring of corrosion (+6%)0.1 Encumbrance T2 ring jewelry [Ego+] Nature While equipped: offense ------ Damage +11% acid defense ------ Resistance +6% blight +7% nature +22% acid Poison Resist +12% Disease Resist +11% Rings make your fingers look great! |
Mayikira the Galequick0.1 Encumbrance T3 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +4 Str +6 Mag +5 Wil offense ------ Spellpower +7 (+4 eff.) Damage +6% lightning defense ------ Armor +8 Resistance +12% lightning +6% mind Life +28.00 Disarm Resist +22% Pinning Resist +32% Knockbk Resist +29% Rings make your fingers look great! |
gold quartz ring0.1 Encumbrance T3 ring jewelry [Ego+] Nature While equipped: defense ------ Life +47.00 Life Regen +13.00 Healmod +13% Stun Resist +30% Rings make your fingers look great! |
Cuthenik the stralite ring0.1 Encumbrance T4 ring jewelry [Rare] Nature While equipped: offense ------ Damage +15% lightning +15% temporal +9% blight +6% acid Ignore resists +15% temporal On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 14 defense ------ Resistance +30% lightning +12% temporal Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Rings make your fingers look great! |
Sword of Potential Futures (28-39 power, 10 apr)3.0 Encumbrance T3 longsword 1H weapon Reqs Mag 24 [Unique] Arcane In the past there was a dagger with it. Weapon Damage 28.0 - 39.2 Physical Uses 20% Mag, 80% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +10 Critical Rate +8.0% Attack Speed 111% On-hit +5 temporal Damage Conversion 30% temporal While equipped: offense ------ Spell Crit +5% Spellpower +5 (+3 eff.) Damage +5% temporal defense ------ Out-of-Phase Defense +10 Out-of-Phase Resistance +5% Out-of-Phase Resilience +15% other ------- Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the untapped potential of time. |
stralite longsword 'Layirissra' (34-48 power, 5 apr)3.0 Encumbrance T4 longsword 1H weapon [Rare] Nature Weapon Damage 34.5 - 48.3 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% On-hit +16 nature +20 arcane While equipped: offense ------ Ignore resists +15% arcane When Hit 6 arcane defense ------ Resistance +15% light Unlife -80.00 life Healmod +10% Blind Resist +20% Sharp, long, and deadly. |
truestriking stralite longsword (34-48 power, 5 apr)3.0 Encumbrance T4 longsword 1H weapon [Ego+] Master Weapon Damage 34.5 - 48.3 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Ignore resists +9% physical Accuracy +15 (+5 eff.) Ignore Armor +5 Sharp, long, and deadly. |
blazebringer's stralite mace of evisceration (38-53 power, 5 apr)3.0 Encumbrance T4 mace 1H weapon [Ego++] Nature/Master Weapon Damage 38.0 - 53.2 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +2.5% Attack Speed 100% On-crit, radius 2 +32 fire On Critical: * Wound the target dealing 244 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +9.0% Physical Power +8 (+2 eff.) Global Speed +5% Ignore resists +13% fire Blunt and deadly. |
Gloritta (20-27 power, 3 apr) =cun=3.0 Encumbrance T2 waraxe 1H weapon [Random Unique] Master/Psionic Weapon Damage 19.5 - 27.3 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 +7 mind On Hit: * 10% chance to reduce all saves and defense by 19 While equipped: Stats +6 Cun +2 Wil offense ------ Mind Crit +1% Damage +9% arcane Ignore resists +10% mind Accuracy +8 (+3 eff.) defense ------ Defense +7 (+3 eff.) Disarm Resist +27% One-handed war axes. |
Lelorak (30-41 power, 5 apr)3.0 Encumbrance T4 waraxe 1H weapon [Rare] Arcane Weapon Damage 29.5 - 41.3 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +6.5% Attack Speed 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 38 damage While equipped: offense ------ Ignore resists +15% arcane defense ------ Armor +6 Resistance +15% lightning +12% fire Crit Resistance 15.00% Unlife -80.00 life One-handed war axes. |
Malediction (40-48 power, 15 apr)3.0 Encumbrance T4 waraxe 1H weapon [Unique] Arcane Weapon Damage 40.0 - 48.0 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +15 Critical Rate +10.0% Attack Speed 100% On-Hit, radius 1 +25 blight On Hit: 10% Curse of Death level 3 On Hit: 10% Curse of Vulnerability level 3 While equipped: offense ------ Spellpower +20 (+10 eff.) Damage +20% blight On Spell Hit: 10% Curse of Impotence level 3 On Spell Hit: 10% Curse of Defenselessness level 3 The land withers and crumbles wherever this cursed axe rests. |
plaguebringer's stralite waraxe of massacre (38-54 power, 5 apr)3.0 Encumbrance T4 waraxe 1H weapon [Ego+] Arcane/Master Weapon Damage 38.5 - 53.9 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +6.5% Attack Speed 100% On-hit +9 blight On Hit: 20% Epidemic level 4 On Hit: * 9% chance to reduce strength, dexterity, and constitution by 14 While equipped: defense ------ Disease Resist +22% One-handed war axes. |
Silent Blade (25-32 power, 10 apr)1.0 Encumbrance T2 dagger 1H weapon [Unique] Master Weapon Damage 25.0 - 32.5 Physical Uses 35% Str, 65% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +8.0% Attack Speed 100% On-hit +10 silence On Kill: * Enter stealth for 3 turns. When used from stealth a simple attack with it will not break stealth. While equipped: offense ------ Accuracy +10 (+3 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
Umbral Razor (25-32 power, 10 apr)1.0 Encumbrance T2 dagger 1H weapon [Unique] Arcane Weapon Damage 25.0 - 32.5 Physical Uses 50% Dex, 15% Mag, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +9.0% Attack Speed 100% Damage Conversion 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag offense ------ Damage +5% darkness Ignore resists +10% darkness defense ------ Resistance +10% darkness Stealth +10 Invoke Darkness: Effective talent level: 3.0 Power cost 17 out of 20/20. Range 10 Cooldown: 3 Travel.spd 2000% of base Is: necromancy and a spell Description: Conjures up a beam of darkness, doing 83.25 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
Rainnoon (19/48, 53-64 power, 15 apr)3.0 Encumbrance T4 shot ammo [Rare] Arcane Weapon Damage 53.0 - 63.6 Physical Uses 70% Dex, 50% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Critical Rate +5.5% Capacity 48 Auto Reload 3 On-ranged-hit +16 arcane +20 cold +20 darkness On-crit, radius 2 +20 cold On Hit: * 20% chance to reduce damage dealt by 16% Shots are used with slings to pummel your foes to death. |
Morningdare the dwarven-steel shield (0 def, 6 armour, 37-44 power, 78 block)7.0 Encumbrance T3 shield armor [Random Unique] Arcane/Master When used to Attack: Weapon Damage 37.0 - 44.4 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.5% Block +78 On-hit +11 light +13 darkness On-crit, radius 2 +16 light On Critical: * Smash the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +1 Cun +3 Mag offense ------ Physical Crit +6.0% Physical Power +8 (+2 eff.) Damage +9% acid +12% light +14% darkness defense ------ Armor +6 Fatigue +8% Resistance +21% lightning +20% light +12% darkness other ------- Talents +1 Block Handheld deflection devices. |
wrathful stralite shield of acid resistance (+17%) (0 def, 8 armour, 48-57 power, 140.5 block)7.0 Encumbrance T4 shield armor [Ego+] Arcane/Master When used to Attack: Weapon Damage 47.5 - 57.0 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +4.5% Block +140 On-crit, radius 2 +20 light +10 fire While equipped: offense ------ On shield block: * Deals 57 light and fire damage to each enemy blocked defense ------ Armor +8 Fatigue +8% Resistance +17% acid +10% fire +10% light other ------- Talents +1 Block Handheld deflection devices. |
Bregerobar the stralite mail armour (4 def, 8 armour)14.0 Encumbrance T4 heavy armor [Random Unique] Nature/Master While equipped: Stats +7 Str +4 Wil +1 Cun defense ------ Armor +8 Defense +4 (+2 eff.) Fatigue +12% Resistance +14% blight +5% physical +31% darkness +5% arcane Spell save +15 (+6 eff.) Life +43.00 Life Regen +5.00 Healmod +14% Pinning Resist +10% other ------- Light +3 Track: Puts all charms on 26 turn cooldown Effective talent level: 2.0 Power cost 26 out of 30/30. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 15 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
iron plate armour of the dragon (0 def, 7 armour)17.0 Encumbrance T1 massive armor [Ego+] Nature While equipped: defense ------ Armor +7 Fatigue +22% Resistance +6% acid +6% physical +6% fire +5% lightning +5% cold Disarm Resist +22% Stun Resist +20% Knockbk Resist +21% other ------- Cooldown Rush -5 A suit of armour made of metal plates. |
Haryhell the Thunderquencher (0 def, 23 armour)17.0 Encumbrance T4 massive armor [Rare] Nature While equipped: offense ------ Damage +9% cold defense ------ Armor +23 Fatigue +22% Resistance +9% lightning +6% temporal +15% mind Mind save +9 (+5 eff.) Life Regen +5.60 Poison Resist +20% other ------- Stamina/turn +1.90 A suit of armour made of metal plates. |
Mighty Girdle1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Quenchsun the rough leather belt =oop=1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: offense ------ Damage +9% cold defense ------ Defense +15 (+7 eff.) Resistance +3% fire Crit Resistance 5.00% Life +33.00 Stun Resist +20% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% A belt that goes around your waist. |
noble's hardened leather belt of burglary1.0 Encumbrance T3 belt armor [Ego++] Master While equipped: Stats +5 Dex +5 Wil +8 Cun +7 Lck offense ------ Against +21% Summoned defense ------ Resist Against +21% Summoned Stealth +7 other ------- Disarm Traps +6 Infravision +3 A belt that goes around your waist. |
Bethuthra (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Str +1 Cun +2 Con offense ------ Critical power +5.00% defense ------ Defense +1 (+0 eff.) Resistance +9% mind +0% lightning Physical save +3 (+1 eff.) Life Regen +4.00 Stun Resist +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Beyrion (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Psionic While equipped: Stats +2 Wil offense ------ Mind Crit +1% Mindpower +10 (+5 eff.) defense ------ Defense +1 (+0 eff.) Mind save +5 (+3 eff.) Life +80.00 Poison Resist +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Iserin (11 def, 2 armour)2.0 Encumbrance T1 cloak armor [Rare] Arcane While equipped: Stats +2 Mag +1 Wil offense ------ Damage +9% blight defense ------ Armor +2 Defense +11 (+5 eff.) Spell save +5 (+2 eff.) Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Mana/turn +0.04 Max mana +43.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Nimbusraze the linen cloak (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Arcane While equipped: offense ------ Damage +12% lightning +9% arcane +6% light Ignore resists +20% arcane +10% lightning defense ------ Defense +1 (+0 eff.) Resistance +18% lightning Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Blindquick' (1 def, 6 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: offense ------ Damage +6% light Ignore resists +5% light When Hit 2 acid defense ------ Armor +6 Defense +1 (+0 eff.) Resistance +19% cold other ------- Light +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Frigidvalor the cashmere cloak (12 def, 0 armour)2.0 Encumbrance T3 cloak armor [Random Unique] Arcane/Master While equipped: Stats +4 Wil offense ------ Mindpower +15 (+7 eff.) Damage +6% mind Ignore resists +15% cold defense ------ Defense +12 (+6 eff.) Resistance +0% lightning +15% temporal +21% darkness +9% cold Physical save +10 (+2 eff.) Spell save +10 (+4 eff.) Mind save +16 (+8 eff.) Out-of-Phase Defense +19 Out-of-Phase Resistance +12% Out-of-Phase Resilience +19% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 9 turn cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Salowe' (17 def, 5 armour)2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +5 Wil defense ------ Armor +5 Defense +17 (+8 eff.) Resistance +6% darkness +18% cold Healmod +10% Pinning Resist +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak of the voidstalker (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Ego+] Arcane While equipped: defense ------ Defense +2 (+1 eff.) Resistance +16% darkness +13% temporal Out-of-Phase Defense +13 Out-of-Phase Resistance +10% Out-of-Phase Resilience +19% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 9 turn cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
enveloping cashmere cloak of the voidstalker (9 def, 0 armour)2.0 Encumbrance T3 cloak armor [Ego+] Arcane/Master While equipped: defense ------ Defense +9 (+4 eff.) Resistance +13% darkness +16% temporal Physical save +11 (+3 eff.) Out-of-Phase Defense +13 Out-of-Phase Resistance +11% Out-of-Phase Resilience +13% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 9 turn cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
restorative cashmere cloak of mindcraft (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Ego++] Nature/Psionic While equipped: Stats +3 Cun +4 Wil offense ------ Mind Crit +6% defense ------ Defense +2 (+1 eff.) Resistance +15% blight +15% nature +0% lightning Life Regen +4.00 Healmod +13% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cloak of Deception1.0 Encumbrance cloak armor [Plot Item] Arcane While equipped: offense ------ Physical Power +5 (+2 eff.) Spellpower +5 (+3 eff.) Mindpower +5 (+2 eff.) defense ------ Resistance +0% lightning A black cloak, with subtle illusion enchantments woven into its very fabric. |
pair of rough leather boots 'Veluth' (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Ignore resists +10% physical defense ------ Armor +1 Fatigue -4% Resistance +6% temporal Physical save +7 (+2 eff.) other ------- Encumbrance +21 Stamina/turn +1.00 A pair of boots made of leather. |
Glytta the Duskward (0 def, 7 armour)2.0 Encumbrance T3 feet armor [Rare] Master While equipped: offense ------ Damage +3% darkness defense ------ Armor +7 Resistance +6% temporal +6% cold +3% light +3% physical other ------- Stamina/turn +0.30 Max stamina +14.00 A pair of boots made of leather. |
pair of dwarven-steel boots 'Splendourwill' (13 def, 4 armour)3.0 Encumbrance T3 feet armor [Random Unique] Master While equipped: Stats +7 Dex offense ------ Spellpower/crit +10 defense ------ Armor +4 Defense +13 (+6 eff.) Fatigue +3% Resistance +7% fire +9% light +10% cold Spell save +9 (+4 eff.) other ------- Stamina/turn +0.60 Vim-on-crit +2.00 Max stamina +24.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Sludgegrip (0 def, 0 armour) =cun=1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil offense ------ Mindpower +2 (+1 eff.) Damage +5% nature defense ------ Resistance +10% nature Poison Resist +20% other ------- Masteries +0.20 Wild-gift/Slime Unarmed combat: Weapon Damage 7.0 - 7.7 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +4.0% Attack Speed 100% On Hit: 35% Slime Spit level 1 These gloves are coated with a thick, green liquid. |
brawler's rough leather gloves of dexterity (+2) (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Ego+] Master While equipped: Stats +2 Str +5 Dex +3 Cun offense ------ Accuracy +11 (+4 eff.) defense ------ Armor +1 Physical save +6 (+1 eff.) other ------- Cooldown Double Strike -1 Unarmed combat: Weapon Damage 8.0 - 8.8 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +8 Ignore Armor +1 Critical Rate +10.0% Attack Speed 100% On Hit: 10% Set Up level 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Wyrmbreath (0 def, 4 armour)1.0 Encumbrance T2 hands armor [Unique] Nature While equipped: Stats +5 Wil offense ------ Damage +10% fire defense ------ Armor +4 Resistance +18% fire +10% darkness +10% nature Unarmed combat: Weapon Damage 18.0 - 19.8 Physical Uses 40% Dex, 40% Str, 40% Cun Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +1.0% Attack Speed 100% On-hit +10 fire Damage Conversion 50% fire On Hit: 10% Bellowing Roar level 3 On Hit: 10% Fire Breath level 2 Fire Breath: Effective talent level: 2.0 Power cost 21 out of 24/24. Range melee/personal Cooldown: 20 Travel.spd instantaneous Is: a mind power and a nature gift Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 311.94 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
hardened leather gloves 'Grinurand' (0 def, 13 armour)1.0 Encumbrance T2 hands armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +1 Dex offense ------ Physical Crit +2.0% Mindpower +6 (+3 eff.) On-Hit 23 darkness 19 mind Damage +4% darkness On-Hit (Melee): * 17% chance to reduce all saves and defense by 19 defense ------ Armor +13 Resistance +6% darkness Physical save +6 (+1 eff.) Mind save -5 (-2 eff.) Life +50.00 other ------- Stamina/turn +1.00 Unarmed combat: Weapon Damage 22.0 - 24.2 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +5 Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On Hit: 20% Moonlight Ray level 3 On Hit: 10% Battle Shout level 3 On Hit: 10% Reproach level 3 On Hit: * 8% chance to reduce damage dealt by 16% Ruined Earth: Puts all charms on 17 turn cooldown Effective talent level: 3.0 Power cost 17 out of 20/20. Range 5 Cooldown: 30 Travel.spd instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Treetrail the dwarven-steel gauntlets (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Random Unique] Nature/Psionic While equipped: Stats +3 Cun offense ------ On-Hit 5 lightning 7 fire Damage +5% lightning +5% fire Accuracy +7 (+2 eff.) When Hit 4 nature On-Hit (Melee): * 10% chance to slow global speed by 45% defense ------ Armor +2 Fatigue +3% Resistance +7% lightning +7% fire Physical save +7 (+2 eff.) Mind save +6 (+3 eff.) Disarm Resist +22% other ------- EQ when Hit +0.16 Unarmed combat: Weapon Damage 21.0 - 29.4 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% base damage (max 20%) Accuracy +8 Ignore Armor +9 Critical Rate +8.0% Attack Speed 83% On-crit, radius 2 +10 lightning +7 fire On Hit: 10% Perfect Control level 3 On Hit: 10% Lightning Breath level 3 On Hit: 10% Fire Breath level 3 Metal gloves protecting the hands up to the middle of the lower arm. |
Ivolesemina the linen wizard hat (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Cun +3 Wil defense ------ Defense +1 (+0 eff.) Resistance +3% temporal +3% fire Physical save +6 (+1 eff.) Life Regen +4.00 Silence Resist +10% A pointy cloth hat, very wizardly... |
Wretchsnake the hardened leather hat (0 def, 3 armour)2.0 Encumbrance T3 head armor [Random Unique] Master While equipped: Stats +4 Str +6 Con offense ------ Physical Power +4 (+1 eff.) Damage +6% nature Ignore resists +25% nature defense ------ Armor +3 Fatigue +3% Resistance +6% fire +10% cold A hat made of leather. Very stylish. |
hardened leather hat 'Shimmerfame' (0 def, 3 armour) =cun=2.0 Encumbrance T3 head armor [Rare] Nature While equipped: Stats +4 Str +3 Dex +2 Wil +10 Cun +1 Con offense ------ Mindpower +5 (+2 eff.) Damage +6% lightning +12% cold defense ------ Armor +3 Fatigue +3% A hat made of leather. Very stylish. |
Helm of the Dwarven Emperors (0 def, 6 armour)3.0 Encumbrance T2 head armor [Unique] Master While equipped: Stats +3 Wil +4 Mag offense ------ Damage +10% light defense ------ Armor +6 Fatigue +4% Resistance +10% darkness Blind Resist +30% Confus Resist +30% other ------- Light +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
2 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. |
5 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+0 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+0 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
9 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. |
4 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. |
5 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. |
6 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. |
4 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+1 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+1 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 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. |
2 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. |
lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Physical save +6 (+1 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Physical save +6 (+1 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
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. |
2 sapphire0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+4 eff.) Physical save +8 (+2 eff.) Spell save +8 (+3 eff.) Mind save +8 (+4 eff.) Item imbue powers: Defense +8 (+4 eff.) Physical save +8 (+2 eff.) Spell save +8 (+3 eff.) Mind save +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
turquoise0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+3 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
ruby0.0 Encumbrance T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
400 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. |
Flashumbra the brass lantern2.0 Encumbrance T1 lite [Rare] Psionic While equipped: Stats +4 Mag +4 Wil +2 Cun +4 Con offense ------ Damage +6% mind +6% lightning defense ------ Crit Resistance 10.00% 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. |
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.(69 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Velulralle the brass lantern2.0 Encumbrance T1 lite [Rare] Nature While equipped: Stats +1 Str offense ------ Critical power +10.00% Accuracy +5 (+2 eff.) defense ------ Defense +30 (+12 eff.) Physical save +6 (+1 eff.) Healmod +11% 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. |
bright brass lantern of clarity2.0 Encumbrance T1 lite [Ego] Master/Psionic While equipped: defense ------ Mind save +6 (+3 eff.) other ------- Light +5 See Stealth +6 See Invisibility +5 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. |
Getavor1.0 Encumbrance T3 lite [Rare] Psionic While equipped: Stats +6 Cun +6 Mag defense ------ Crit Resistance 15.00% Spell save +12 (+5 eff.) Mind save +7 (+4 eff.) other ------- Max vim +50.00 Light +7 See Stealth +17 See Invisibility +16 A normal brass lantern, enhanced by alchemy to make it brighter. |
1.0 Encumbrance lite [Unique] Arcane While equipped: other ------- Light +3 Fearscape Shift: Effective talent level: 2.0 Power cost 22 out of 25/25. Range 5 Cooldown: 12 Travel.spd instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 84.91 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 84.91 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
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. |
iron armour reinforcement0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to body When attached: defense ------ Armor +1 Hardiness +20% Fatigue +5% Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel mental stimulator0.0 Encumbrance T3 steamtech tinker [Normal] Steamtech Attachable to head When attached: Stats +6 Cun defense ------ Mind save +9 (+5 eff.) Tinkers can be attached to normal items to improve them with steam power! |
Daimibers the Forestwire (dig speed 30 turns)3.0 Encumbrance T3 digger tool [Rare] Master While equipped: Stats +8 Str +6 Mag +2 Con offense ------ Damage +6% nature On-Hit (Melee): * 20% chance to slow global speed by 45% defense ------ Fatigue -5% other ------- Light +2 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (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. |
extending iron torque of psionic shield [power 25] (25/22 cooldown)2.0 Encumbrance T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 25 for 5 turns Puts all charms on 22 turn cooldown 100% to increase the duration of 1 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
Getythel the steel torque of mindblast [power 165] (25/13 cooldown)2.0 Encumbrance T2 torque charm [Random Unique] Psionic While equipped: Stats +5 Str +2 Mag other ------- Infravision +1 Blast the opponent's mind dealing 165 mind damage and silencing them for 4 turns Puts all charms on 13 turn cooldown 100% to gain a 13% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
steel torque of psionic shield 'Boltstake' [power 55] (25/22 cooldown)2.0 Encumbrance T2 torque charm [Rare] Psionic While equipped: Stats +2 Dex offense ------ Ignore resists +25% lightning When Hit 8 lightning defense ------ Unlife -80.00 life Setup a psionic shield, reducing all damage taken by 55 for 5 turns Puts all charms on 22 turn cooldown Torques are made by powerful psionics to store psionic powers. |
evasive stralite torque of clear mind [power 3] (25/22 cooldown)2.0 Encumbrance T4 torque charm [Ego+] Psionic Remove 1 confusion or silence effect and prevent the application of 3 detrimental mental effects for 5 turns Puts all charms on 22 turn cooldown 100% to gain a 21% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Moldidol the elm totem of summon tentacle [power 105] (25/22 cooldown)2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: offense ------ Ignore resists +15% mind +5% nature On-Hit (Melee): * 10% chance to reduce armor by 24% defense ------ Resistance +6% nature +6% mind Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 210 Base Damage: 105 Armor: 5 All Resist: 0 Puts all charms on 22 turn cooldown 100% to reduce 1 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
Silorivena the Strikestinger [power 278] (25/13 cooldown)2.0 Encumbrance T3 totem charm [Random Unique] Nature While equipped: offense ------ Damage +9% lightning Ignore resists +10% lightning defense ------ Resistance +6% lightning Sting an enemy dealing 278 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 13 turn cooldown 100% to gain a 16% chance to evade weapon attacks for 2 turns. 100% to reduce 1 talent cooldowns by 2. 100% to cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
Zesus [power 122] (25/17 cooldown) =cun=2.0 Encumbrance T1 wand charm [Rare] Arcane While equipped: Stats +1 Str +3 Mag +1 Wil +3 Cun offense ------ When Hit 4 acid defense ------ Resistance +6% acid other ------- Infravision +1 Create a shield absorbing up to 122 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 turn cooldown 100% to increase the duration of 1 beneficial effects by 1. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By not cornac the Skeleton Bulwark level 21
4th Allure 123rd year of Ascendancy at 15:42 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By not cornac the Skeleton Bulwark level 26
25th Regrowth 123rd year of Ascendancy at 21:39 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By not cornac the Skeleton Bulwark level 24
23rd Regrowth 123rd year of Ascendancy at 20:06 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By not cornac the Skeleton Bulwark level 10
1st Dusk 122nd year of Ascendancy at 00:37 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By not cornac the Skeleton Bulwark level 20
44th Haze 122nd year of Ascendancy at 15:01 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By not cornac the Skeleton Bulwark level 23
19th Regrowth 123rd year of Ascendancy at 02:46 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By not cornac the Skeleton Bulwark level 10
2nd Dusk 122nd year of Ascendancy at 01:23 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By not cornac the Skeleton Bulwark level 9
9th Flare 122nd year of Ascendancy at 03:15 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By not cornac the Skeleton Bulwark level 11
12nd Dusk 122nd year of Ascendancy at 09:17 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By not cornac the Skeleton Bulwark level 27
30th Regrowth 123rd year of Ascendancy at 02:00 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By not cornac the Skeleton Bulwark level 16
79th Dusk 122nd year of Ascendancy at 15:31 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By not cornac the Skeleton Bulwark level 22
6th Allure 123rd year of Ascendancy at 03:14 see stats
Log
Corrupted ogre rune-spinner is stunned!
Melee retaliation hits not cornac for (10 blocked), 0 acid, (3 blocked), 0 fire, (10 blocked), 0 acid, (6 blocked), 0 fire, (10 blocked), 0 acid, (5 blocked), 0 fire (0 total damage).
Greater Weapon Focus from Not cornac hits Corrupted ogre rune-spinner for (24 flat reduction), 205 physical, (10 flat reduction), 0 blight, (23 flat reduction), 0 fire (205 total damage).
not cornac hits Corrupted ogre rune-spinner for (24 flat reduction), 62 physical, (10 flat reduction), 0 blight, (23 flat reduction), 0 fire, (24 flat reduction), 80 physical, (10 flat reduction), 0 blight, (23 flat reduction), 0 fire (142 total damage).
Worm that walks (servant of corrupted ogre rune-spinner) hits not cornac for (2 blocked), 0 physical, (2 blocked), 0 physical (0 total damage).
Melee retaliation hits Worm that walks (servant of corrupted ogre rune-spinner) for 21 fire, 21 fire (42 total damage).
Corrupted ogre rune-spinner stops bleeding.
Corrupted ogre rune-spinner is not stunned anymore.
Corrupted ogre rune-spinner has recovered!
Corrupted ogre rune-spinner casts Rune: Shielding.
A shield forms around corrupted ogre rune-spinner.
Not cornac uses Repulsion.
Corrupted ogre rune-spinner starts to bleed.
Corrupted ogre rune-spinner resists the knockback!
Worm that walks (servant of corrupted ogre rune-spinner) starts to bleed.
Worm that walks (servant of corrupted ogre rune-spinner) resists the knockback!
Corrupted ogre rune-spinner lashes out with a flurry of fists.
Your time shield crumbles under the damage!
The fabric of time around not cornac stabilizes to normal.
The powerful time-altering energies generate a restoration field on not cornac.
Not cornac is recovering from the damage!
Worm that walks (servant of corrupted ogre rune-spinner) HEALS from blight damage!
Corrupted ogre rune-spinner hits not cornac for (188 to time), 113 physical, 9 acid, 7 fire, 190 darkness, 15 acid, 4 fire, 243 physical, 12 acid, 4 fire, 175 darkness, 9 acid, 4 fire, 205 physical, 14 acid, 5 fire, 319 darkness (1328 total damage).
Melee retaliation hits not cornac for (13 to time), 0 acid, (3 to time), 0 fire, (10 to time), 0 acid, (4 to time), 0 fire (0 total damage).
Melee retaliation hits Corrupted ogre rune-spinner for (10 flat reduction), 0 fire, (10 flat reduction), 0 fire, (10 flat reduction), 0 fire, (10 flat reduction), 0 fire, (10 flat reduction), 0 fire, (10 flat reduction), 0 fire (0 total damage).
not cornac hits Worm that walks (servant of corrupted ogre rune-spinner) for 310 physical, 3 blight, 1 healing, 54 fire (367 total damage) [1 healing].
not cornac hits Corrupted ogre rune-spinner for (24 flat reduction), (85 absorbed), 0 physical, (10 flat reduction), 0 blight, (23 flat reduction), 0 fire (0 total damage).
Greater Weapon Focus from Not cornac hits Corrupted ogre rune-spinner for (24 flat reduction), (164 absorbed), 0 physical, (10 flat reduction), 0 blight, (23 flat reduction), 0 fire (0 total damage).
not cornac the level 29 skeleton bulwark was shadowed to death by corrupted ogre rune-spinner on level 5 of Dark crypt.










































































































































