










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Combat Turn Separators 1.7.6Combat Turn Separators (non-intrusive)This addon provides a compact, non-intrusive display of combat turn information in the game log. It helps you follow fights by showing turn counts and recent turn activity. The display is intentionally lightweight and lives in the log area so it complements existing UI and other addons.
Notes
Contributions, bug reports, and improvements are welcome at https://github.com/cmtjk/tome-combat-turn-separators. Version history
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Doombringer |
| Level / Exp | 26 / 77% |
| Size | medium |
| Lifes / Deaths | Killed by Harmrel the halfling at level 6 on the 5th Flare 122nd year of Ascendancy at 11:28 / 2Killed by Emildanor the eternal bone giant at level 26 on the 20th Dusk 123rd year of Ascendancy at 21:27 |
Primary Stats
| Strength | 66 (base 57) |
| Dexterity | 10 (base 10) |
| Constitution | 24 (base 12) |
| Magic | 70 (base 50) |
| Willpower | 18 (base 10) |
| Cunning | 17 (base 11) |
Resources
| Life | -258/776 |
| Stamina | 136/215 |
| Vim | 21/208 |
| Healing Factor | 1.1172674059367 |
| Regeneration | 13.686525722725 |
Speed
| Mental | +10% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 5 |
| See Stealth | 19.500146650446 |
| See Invisible | 19.500146650446 |
Offense: Mainhand
| Damage | 215 |
| Accuracy | 29 |
| Crit Chance | 18% |
| APR | 13 |
| Speed | 0.91 |
Offense: Spell
| Spellpower | 45 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Mind
| Mindpower | 19 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +34% |
| Cold | +11% |
| Nature | +24% |
Offense: Damage Penetration
| Acid | +20% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 19 (30%) |
| Defense | 13 |
| Ranged Defense | 13 |
| Fatigue | 14 |
| Physical Save | 31 |
| Spell Save | 31 |
| Mental Save | 33 |
Defense: Resistances
| Blight | + 12%( 70%) |
| Arcane | + 8%( 70%) |
| Mind | + 6%( 70%) |
| All | + 3%( 70%) |
| Lightning | + 33%( 70%) |
| Temporal | + 18%( 70%) |
| Cold | + 57%( 70%) |
| Fire | + 9%( 70%) |
| Nature | + 21%( 70%) |
Defense: Immunities
| Confusion Resistance | 10% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 50% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 345 life over 5 turns. Its effects scale with your Magic 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: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 185 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 505% 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 Constitution stat. |
Class Talents
| Corruption / Wrath | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Corruption / Shadowflame | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Fearfire | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Corruption / Torture | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Heart of Fire | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Brutality | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Demonic strength | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 5/5 |
| 0/5 |
| Corruption / Oppression | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Corruption / Hexes | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
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 |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
You successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Daikara. Escort: lone alchemist (level 1 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 4 of Old Forest. Escort: temporal explorer (level 4 of Old Forest)As a reward you improved Magic by +5. | done |
You failed to protect the worried loremaster from death by Yollotitlan. Escort: worried loremaster (level 2 of Daikara) | failed |
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 |
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have found your way out of the primary ambush. * You have destroyed Rogroth the Eater of Souls and made your escape possible. Flee! | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
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 Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 60. | 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed green worm. * You've found the needed skeleton mage skull. * You've found the needed pouch of bone giant dust. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed wretchling eyeball. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed electric eel tail. * You've found the needed giant spider spinneret. * You've found the needed red crystal shard. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed honey tree root. * You've found the needed bloated horror heart. * You've found the needed orc heart. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | 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 |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within1 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Scumwrecker the pair of voratun boots (0 def, 5 armour)3.0 T5 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Cun dps ---------- Phys.crit +4.0% Mind.crit +3% Phys.pwr +4 (+1 eff.) Dmg.mod +9% nature Apr +5 ----- def ----- Armour +5 Fatigue +4% Resists +6% lightning +9% temporal +9% nature Mind.save +9 (+5 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Phlegmsaw1.0 T5 lite [Rare] Nature While equipped: Stats +3 Con dps ---------- Res.pen +20% acid ----- def ----- Resists +6% temporal +9% blight +18% cold +5% arcane +6% nature Die.at -80.00 life HP.reg +8.00 ---------- misc Light +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+6 eff.) Spell.save +12 (+6 eff.) Mind.save +12 (+6 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
| Tool | dragonbone wand of shielding 'Naturetreason' [power 422] (3/17 cooldown)2.0 T5 wand charm [Rare] Arcane While equipped: Stats +2 Cun dps ---------- Crit.mult +15.00% Dmg.mod +18% physical On Hit (Melee): * 20% chance to slow global speed by 38% ---------- misc Max.stam +20.00 Create a shield absorbing up to 422 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | copper ring of frost (+22%) =coldx=0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +11% cold ----- def ----- Resists +22% cold Rings make your fingers look great! |
| On fingers | Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-3 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 57.85 You won the Ring of Blood trial, and this is your reward. |
| Around waist | insulating rough leather belt of valiance1.0 T1 belt armor [Ego+] Master/Psionic While equipped: Stats +1 Wil ----- def ----- Resists +6% fire +6% cold Mind.save +6 (+3 eff.) Max.HP +48.00 A belt that goes around your waist. |
| In main hand | Mayuletira the Sewerwish (195% power, 4 apr)3.0 T5 greatsword 2H weapon [Rare] Master Power 195% Range: 1.6x Uses 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% On Hit: * 20% chance to slow global speed by 38% While equipped: dps ---------- Dmg.mod +15% nature Apr +4 ---------- misc Stam/turn +3.00 Massive two-handed swords. |
| On hands | Snow Giant Wraps (0 def, 2 armour)1.0 T3 hands armor [Unique] Nature This would be great with a mighty matching belt. While equipped: Stats +4 Str ----- def ----- Armour +2 Resists +10% lightning +10% cold Max.HP +60.00 Knockbk- +50% Unarmed combat: Power 115% Range: 1.1x Uses 40% Dex, 40% Cun, 50% Mag 40% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.0% Atk.spd 100% Melee+ +10 lightning +10 cold On Hit: 25% Call Lightning 5 Throw Boulder: Level 2.0 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a nature gift Description: Throw a huge boulder, dealing 188.21 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
| Main armor | Skin of Many (12 def, 6 armour) =con=9.0 T2 light armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +6 Defense +12 (+9 eff.) Fatigue +7% Max.HP +40.00 ---------- misc Infravis +3 Masteries -0.20 Cunning/Stealth The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
| Cloak | resilient linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Ego] Nature While equipped: ----- def ----- Defense +1 (+1 eff.) Max.HP +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Ologorn0.1 T2 amulet jewelry [Rare] Master While equipped: Stats +3 Wil dps ---------- Phys.pwr +6 (+2 eff.) Phys.spd +10% Dmg.mod +6% physical ----- def ----- Resists +15% lightning +3% nature +3% mind Die.at -40.00 life HP.reg +4.00 Amulets make your neck look great! |
Inventory
heroism infusion of the warrior (die at -587; dur 6; cd 26)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 26 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -587 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 1174 life, 12 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
shielding rune of the warrior (absorb 263; dur 3; cd 16)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 263 damage for 3 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. |
grounding copper amulet of constitution (+3) =lr=0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Resists +11% lightning Stun/Frz- +21% Amulets make your neck look great! |
Xeryda the voratun ring =def=0.1 T5 ring jewelry [Rare] Psionic While equipped: dps ---------- Mind.pwr +5 (+3 eff.) Dmg.mod +15% mind ----- def ----- Defense +25 (+16 eff.) Resists +15% mind +3% blight Cut- +20% Pinning- +10% ---------- misc Psi/ret +0.08 Rings make your fingers look great! |
gladiator's gold ring =con=0.1 T3 ring jewelry [Ego+] Master While equipped: Stats +5 Str +5 Con dps ---------- Phys.pwr +8 (+2 eff.) Rings make your fingers look great! |
gold ring 'Grinuromintir' =con=0.1 T3 ring jewelry [Random Unique] Nature/Master While equipped: Stats +4 Con dps ---------- On Hit (Melee): * 20% chance to slow global speed by 38% ----- def ----- Fatigue -6% Resists +10% nature +12% blight Phys.save +8 (+4 eff.) Spell.save +9 (+4 eff.) Poison- +21% Disease- +15% ---------- misc Max.enc +29 Rings make your fingers look great! |
rogue's gold ring of perseverance =cun=0.1 T3 ring jewelry [Ego] Master While equipped: Stats +3 Cun ----- def ----- Defense +6 (+6 eff.) HP.reg +2.00 Stun/Frz- +23% Rings make your fingers look great! |
titan's copper ring of the mountain (+10%)0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +10% physical ----- def ----- Resists +10% physical Phys.save +6 (+3 eff.) Rings make your fingers look great! |
Veluvena (170% power, 4 apr) =2h=3.0 T5 battleaxe 2H weapon [Rare] Master Power 170% Range: 1.5x Uses 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% On Hit: * 20% chance to reduce armor by 33% While equipped: Stats +2 Str +3 Dex +4 Cun dps ---------- Dmg.mod +12% mind Acc +14 (+7 eff.) ----- def ----- Defense +13 (+10 eff.) Disarm- +60% ---------- misc Light +3 Massive two-handed battleaxes. |
balanced stralite battleaxe of erosion (154% power, 3 apr)3.0 T4 battleaxe 2H weapon [Ego] Nature/Master Power 154% Range: 1.5x Uses 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +7.5% Atk.spd 100% Melee+ +9 nature While equipped: dps ---------- Acc +14 (+7 eff.) ----- def ----- Defense +9 (+8 eff.) Disarm- +35% Massive two-handed battleaxes. |
truestriking iron dagger of enduring (100% power, 5 apr) =con=1.0 T1 dagger 1H weapon Reqs Dex 11 [Ego++] Nature/Master Power 100% Range: 1.3x Uses 50% Dex, 50% Mag, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% While equipped: Stats +5 Con +6 Wil dps ---------- Res.pen +6% physical Acc +7 (+4 eff.) Apr +5 ----- def ----- Max.HP +23.00 Sharp, short and deadly. |
Umbrasweeper the elven-wood starstaff (129% power, 5 apr, light element)5.0 T4 staff 2H weapon [Rare] Master Power 129% Range: 1.2x Uses 130% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +4 Dex dps ---------- Spell.crit +15% Crit.mult +14.00% Spell.pwr +12 (+4 eff.) Dmg.mod +25% light +12% darkness On Hit (Melee): * 10% chance to reduce damage dealt by 11% ----- def ----- Defense +15 (+11 eff.) Resists +5% arcane Crit.chn- 15.00% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
yew starstaff of illumination (120% power, 4 apr, physical element)5.0 T3 staff 2H weapon [Ego] Nature Power 120% Range: 1.2x Uses 130% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+3 eff.) Dmg.mod +20% physical ----- def ----- Defense +10 (+8 eff.) ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 95.54 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
chilling steel steamsaw (110% power, 0 apr)3.0 T2 steamsaw 1H weapon Reqs Steam Pool [Ego] Arcane/Steamtech Power 110% Range: 1.5x Uses 50% Mag, 100% Str Dmg Phys.bleed Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +25 Melee+ +10 cold Uses 1.0 Steam While equipped: ----- def ----- Armour +3 Defense +4 (+4 eff.) Fatigue +6% ---------- misc Talents +1 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! |
crackling steel steamsaw of physical resistance (+12%) (65% power, 0 apr)3.0 T2 steamsaw 1H weapon Reqs Steam Pool [Ego+] Arcane/Master/Steamtech Power 107% Range: 1.5x Uses 50% Mag, 100% Str Dmg Phys.bleed Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +23 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +2 Dex dps ---------- Melee Ret 2 lightning ----- def ----- Armour +3 Defense +4 (+4 eff.) Fatigue +6% Resists +12% lightning +11% physical ---------- misc Talents +1 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! |
Girdle of the Calm Waters1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
Rope Belt of the Thaloren =cun=1.0 T2 belt armor [Unique] Nature While equipped: Stats +7 Cun +8 Wil dps ---------- Mind.crit +15% Mind.pwr +15 (+8 eff.) ---------- misc Masteries +0.20 Wild-gift/Harmony The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
noble's rough leather belt of unlife =breath=1.0 T1 belt armor [Ego++] Arcane/Master While equipped: Stats +4 Cun +3 Wil dps ---------- Against +15% Summoned ----- def ----- Resists +6% blight D.Red.from +18% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
rough leather belt 'Brenirolar' =lr=1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Res.pen +5% mind Melee Ret 2 mind ----- def ----- Resists +12% lightning +6% temporal +6% cold ---------- misc Max.hate +8.00 A belt that goes around your waist. |
Cutharim the Coalsmasher (18 def, 0 armour) =def=2.0 T3 cloak armor [Random Unique] Nature/Master/Psionic While equipped: Stats +2 Cun +2 Wil dps ---------- Mind.crit +5% Melee Ret 4 darkness On Hit (Melee): * 10% chance to reduce damage dealt by 11% ----- def ----- Defense +18 (+12 eff.) Resists +14% fire +15% light +12% darkness Phys.save +8 (+4 eff.) Stealth +7 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
elven-silk cloak 'Glareknave' (3 def, 0 armour) =cun con=2.0 T5 cloak armor [Rare] Master While equipped: Stats +1 Str +1 Wil +4 Cun +3 Con dps ---------- Crit.mult +10.00% Res.pen +25% light ----- def ----- Defense +3 (+3 eff.) Mind.save +3 (+2 eff.) ---------- misc Max.hate +2.00 Light +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
murderer's cashmere cloak of battle (2 def, 0 armour) =cun=2.0 T3 cloak armor [Ego+] Master While equipped: Stats +2 Cun +1 Dex dps ---------- Phys.crit +3.0% Phys.pwr +2 (+1 eff.) Acc +5 (+3 eff.) Apr +5 ----- def ----- Defense +2 (+2 eff.) Fatigue -3% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
dreamer's cashmere robe of power (0 def, 0 armour)2.0 T3 cloth armor [Ego++] Arcane/Psionic While equipped: dps ---------- Spell.pwr +13 (+5 eff.) Dmg.mod +9% all ----- def ----- Resists +13% darkness +10% mind +11% all Phys.save +12 (+6 eff.) Spell.save +12 (+6 eff.) Mind.save +28 (+12 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven linen robe of lightning (+16%) (0 def, 0 armour) =lr=2.0 T1 cloth armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +2 (+1 eff.) Dmg.mod +11% lightning ----- def ----- Resists +16% lightning +7% all Mind.save +16 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Viperpride the pair of rough leather boots (5 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +1 Str dps ---------- Dmg.mod +3% nature Melee Ret 4 physical ----- def ----- Armour +1 Defense +5 (+5 eff.) ---------- misc Stam/turn +0.40 Max.stam +11.00 A pair of boots made of leather. |
grounding pair of iron boots (0 def, 3 armour) =lr=3.0 T1 feet armor Reqs Heavy armour training [Ego] Nature While equipped: ----- def ----- Armour +3 Fatigue +2% Resists +6% lightning +7% temporal Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of hardened leather boots of rushing (0 def, 3 armour)2.0 T3 feet armor [Ego+] Master While equipped: Stats +3 Str +2 Con ----- def ----- Armour +3 Rush: Puts all charms on 22 cooldown Level 1.3 Pwr.cost 22 out of 25/25. Range 6 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
pair of iron boots 'Emodheta' (5 def, 8 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: ----- def ----- Armour +8 Defense +5 (+5 eff.) Fatigue +2% Phys.save +9 (+5 eff.) ---------- misc Max.stam +20.00 Infravis +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots 'Flashoozer' (0 def, 5 armour) =lr=3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Mind.pwr +30 (+15 eff.) Dmg.mod +6% light ----- def ----- Armour +5 Fatigue +2% Resists +7% lightning +6% temporal Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots of phasing (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego+] Arcane While equipped: Stats +2 Mag +2 Wil ----- def ----- Armour +3 Fatigue +2% Blink to a nearby random location (rad 7) Puts all charms on 22 cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
undeterred pair of iron boots (0 def, 3 armour) =stun=3.0 T1 feet armor Reqs Heavy armour training [Ego+] Arcane While equipped: ----- def ----- Armour +3 Fatigue +2% Silence- +22% Confus- +23% Stun/Frz- +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Aniledur the iron gauntlets (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Dex dps ---------- S.pwr/crit +6 Dmg.mod +6% blight Acc +11 (+6 eff.) ----- def ----- Armour +1 Fatigue +1% Spell.save +3 (+1 eff.) Def/telep +5 Res/telep +5% Dur/telep +5% Unarmed combat: Power 98% Range: 1.4x Uses 40% Cun, 40% Str, 50% Mag 40% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +5 Apr +3 Crit +7.0% Atk.spd 83% Metal gloves protecting the hands up to the middle of the lower arm. |
Eilinywen the Kilnstriker (0 def, 11 armour) =cun=1.0 T4 hands armor [Rare] Nature While equipped: Stats +2 Str +2 Mag +6 Cun dps ---------- Melee+ 13 physical Dmg.mod +6% fire +8% physical Res.pen +10% fire ----- def ----- Armour +11 Resists +6% fire Unarmed combat: Power 131% Range: 1.1x Uses 40% Str, 40% Dex, 50% Mag 40% Cun Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +5.0% Atk.spd 100% On Hit.r1 +12 physical On Crit.r2 +11 physical On Hit: 10% Sand Breath 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
alchemist's hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Ego+] Arcane While equipped: Stats +2 Mag +3 Wil dps ---------- Melee+ 5 acid 3 fire 5 cold 4 lightning ----- def ----- Armour +2 Unarmed combat: Power 113% Range: 1.1x Uses 40% Cun, 40% Str, 50% Mag 40% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +4 ice +4 fire +12 acid +9 lightning Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
cinder hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Ego] Nature While equipped: dps ---------- Melee+ 7 fire Dmg.mod +5% fire ----- def ----- Armour +2 Resists +7% fire Unarmed combat: Power 116% Range: 1.1x Uses 40% Dex, 40% Cun, 50% Mag 40% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% On Crit.r2 +7 fire On Hit: 10% Fire Breath 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
The Face of Fear (8 def, 0 armour) =cun=2.0 T3 head armor [Unique] Unknown While equipped: Stats +6 Cun +8 Wil dps ---------- Mind.pwr +16 (+8 eff.) ----- def ----- Defense +8 (+7 eff.) Fear- +60% ---------- misc Masteries +0.20 Cursed/Fears Instill Fear: Level 2.0 Pwr.cost 16 out of 45/45. Range 8 Travel.spd instantaneous Is a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 7.00 mind and 7.00 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 9% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 8. Terrified: Deals 1.50 mind and 1.50 darkness damage per turn and increases cooldowns by 15%. Haunted: Causes the target to suffer 2.83 mind and 2.83 darkness damage for each detrimental mental effect every turn. This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and its hollow eye sockets seem to stare back into you. |
insulating rough leather cap of constitution (+3) (0 def, 1 armour) =con=2.0 T1 head armor [Ego] Master While equipped: Stats +3 Con ----- def ----- Armour +1 Fatigue +1% Resists +6% fire +6% cold A cap made of leather. |
iron helm 'Duskbutcher' (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str +2 Wil dps ---------- Res.pen +5% acid Melee Ret 2 acid ----- def ----- Armour +3 Fatigue +5% Resists +6% fire +6% darkness +5% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm of constitution (+3) (0 def, 3 armour) =con=3.0 T1 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +3 Con ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dwarven-steel mail armour of Eyal (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego+] Nature While equipped: ----- def ----- Armour +8 Defense +3 (+3 eff.) Fatigue +12% Max.HP +36.00 HP.reg +3.00 Heal.mod +11% A suit of armour made of mail. |
enlightening steel mail armour of lightning resistance (2 def, 6 armour) =cun=14.0 T2 heavy armor Reqs Heavy armour training [Ego+] Master/Psionic While equipped: Stats +4 Cun +3 Wil ----- def ----- Armour +6 Defense +2 (+2 eff.) Fatigue +12% Resists +18% lightning Mind.save +10 (+5 eff.) A suit of armour made of mail. |
rejuvenating dwarven-steel mail armour of lightning resistance (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego] Nature/Master While equipped: ----- def ----- Armour +8 Defense +3 (+3 eff.) Fatigue +12% Resists +17% lightning HP.reg +4.00 ---------- misc Stam/turn +0.60 A suit of armour made of mail. |
Silevea the Lightningravage (9 def, 6 armour) =lr=9.0 T3 light armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% fire On Hit (Melee): * 10% chance to slow global speed by 38% ----- def ----- Armour +6 Defense +9 (+8 eff.) Fatigue +8% Resists +21% lightning +19% cold +6% acid A suit of armour made of leather. |
Essence of Bearness3.0 animal misc [Unique] Nature Invoke your inner bearness. Uses 85 power out of 100/100 The very essence of bearness! |
7 agate0.0 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. |
78 alchemist agate0.0 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. |
onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+6 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+6 eff.) Phys.save +6 (+3 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. |
4 opal0.0 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. |
5 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+4 eff.) Phys.save +4 (+2 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. |
Tooth of the Mouth (dig speed 12 turns) =dig=3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Forbidden Tome: "A View From The Gallery"2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
2 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+1 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. |
Glinthue2.0 T1 lite [Rare] Nature While equipped: Stats +5 Str +2 Wil +1 Con dps ---------- Dmg.mod +3% light +6% temporal ----- def ----- Max.HP +44.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
preserving alchemist's lamp of the zealot =con=1.0 T3 lite [Ego++] Nature/Disrupt While equipped: Stats +3 Con ----- def ----- Resists +5% blight +3% all Spell.save +5 (+2 eff.) HP.reg +3.00 ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+5 eff.) ---------- misc T.Disarm +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. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
2 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2)2.0 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. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
dwarven-steel torque of gale force [power 215] (3/13 cooldown)2.0 T3 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 9 spaces and dealing 288 physical damage Puts all charms on 13 cooldown Torques are made by powerful psionics to store psionic powers. |
evasive dwarven-steel torque of psionic shield [power 75] (3/22 cooldown)2.0 T3 torque charm [Ego+] Psionic Setup a psionic shield, reducing all damage taken by 75 for 5 turns Puts all charms on 22 cooldown 100% to gain a 12% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
evasive steel torque of mindblast [power 180] (3/13 cooldown)2.0 T2 torque charm [Ego+] Psionic Blast the opponent's mind dealing 180 mind damage and silencing them for 4 turns Puts all charms on 13 cooldown 100% to gain a 10% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
iron torque of psionic shield [power 25] (3/22 cooldown)2.0 T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 25 for 5 turns Puts all charms on 22 cooldown Torques are made by powerful psionics to store psionic powers. |
iron torque of psionic shield [power 25] (3/22 cooldown)2.0 T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 25 for 5 turns Puts all charms on 22 cooldown Torques are made by powerful psionics to store psionic powers. |
quick iron torque of mindblast [power 90] (3/9 cooldown)2.0 T1 torque charm [Ego+] Psionic Blast the opponent's mind dealing 90 mind damage and silencing them for 4 turns Puts all charms on 9 cooldown Torques are made by powerful psionics to store psionic powers. |
3 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Can you bear it? So much bearness! (Roguelike)
Killed Borius in the Bearscape.By Yollotitlan the Cornac Doombringer level 24
8th Flare 123rd year of Ascendancy at 08:49 see stats
Curse Lifter (Roguelike)
Killed Ben Cruthdar the Cursed.By Yollotitlan the Cornac Doombringer level 19
61st Regrowth 123rd year of Ascendancy at 12:53 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By Yollotitlan the Cornac Doombringer level 19
40th Regrowth 123rd year of Ascendancy at 16:45 see stats
Hell has no fury like a demon scorned! (Roguelike)
Escaped the Searing Halls.By Yollotitlan the Cornac Doombringer level 5
77th Pyre 122nd year of Ascendancy at 06:11 see stats
Home sweet home (Roguelike)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Yollotitlan the Cornac Doombringer level 23
76th Pyre 123rd year of Ascendancy at 21:11 see stats
Level 10 (Roguelike)
Got a character to level 10.By Yollotitlan the Cornac Doombringer level 10
36th Dusk 122nd year of Ascendancy at 19:56 see stats
Level 20 (Roguelike)
Got a character to level 20.By Yollotitlan the Cornac Doombringer level 20
5th Pyre 123rd year of Ascendancy at 18:03 see stats
Once bitten, twice shy (Roguelike)
Escaped the Anteroom of Agony.By Yollotitlan the Cornac Doombringer level 26
13rd Dusk 123rd year of Ascendancy at 20:20 see stats
Poisonous (Roguelike)
Sided with the assassin lord.By Yollotitlan the Cornac Doombringer level 22
41st Pyre 123rd year of Ascendancy at 06:53 see stats
Size is everything (Roguelike)
Did over 1500 damage in one attack.By Yollotitlan the Cornac Doombringer level 25
10th Dusk 123rd year of Ascendancy at 22:14 see stats
Size matters (Roguelike)
Did over 600 damage in one attack.By Yollotitlan the Cornac Doombringer level 15
17th Regrowth 123rd year of Ascendancy at 11:11 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Yollotitlan the Cornac Doombringer level 13
61st Dusk 122nd year of Ascendancy at 23:34 see stats
The secret city (Roguelike)
Discovered the truth about mages.By Yollotitlan the Cornac Doombringer level 11
41st Dusk 122nd year of Ascendancy at 10:38 see stats
Thralless (Roguelike)
Freed at least 30 enthralled slaves in the slavers' compound.By Yollotitlan the Cornac Doombringer level 22
48th Pyre 123rd year of Ascendancy at 23:59 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Yollotitlan the Cornac Doombringer level 22
49th Pyre 123rd year of Ascendancy at 15:16 see stats
Unstoppable (Roguelike)
Returned from the dead.By Yollotitlan the Cornac Doombringer level 6
5th Flare 122nd year of Ascendancy at 11:28 see stats
Log
Melee retaliation hits Emildanor the eternal bone giant for 3 blight, 3 fire (8 total damage).
Yollotitlan feels pain again.
Burning Shock from Emildanor the eternal bone giant hits Yollotitlan for (7 abyssal shield), 7 fire (8 total damage).
Burning from Emildanor the eternal bone giant hits Yollotitlan for (7 abyssal shield), 7 fire (7 total damage).
Burning from Yollotitlan hits Emildanor the eternal bone giant for 0 fire damage.
Lava floor burns Yollotitlan!
Emildanor the eternal bone giant hits Yollotitlan for (7 abyssal shield), 37 fire (38 total damage).
---------- Turn 16 ----------
Yollotitlan uses Infusion: Movement.
Yollotitlan is moving at extreme speed!
Lava floor heals Emildanor the eternal bone giant!
Emildanor the eternal bone giant receives 90 healing.
Emildanor the eternal bone giant hits Yollotitlan for (7 abyssal shield), 79 physical, (1 abyssal shield), 1 mind, (5 abyssal shield), 5 blight, (3 abyssal shield), 3 fire (90 total damage).
Melee retaliation hits Emildanor the eternal bone giant for 3 blight, 3 fire (8 total damage).
Lava floor burns Yollotitlan!
Emildanor the eternal bone giant hits Yollotitlan for (7 abyssal shield), 38 fire (38 total damage).
---------- Turn 17 ----------
Yollotitlan returns to normal.
Yollotitlan is not stunned anymore.
Talent Draining Assault is ready to use.
Lava floor burns Yollotitlan!
Emildanor the eternal bone giant hits Yollotitlan for (7 abyssal shield), 38 fire (39 total damage).
Burning from Emildanor the eternal bone giant hits Yollotitlan for (6 abyssal shield), 6 fire (7 total damage).
---------- Turn 18 ----------
Emildanor the eternal bone giant deactivates Fearscape.
Lava floor burns Yollotitlan!
Emildanor the eternal bone giant hits Yollotitlan for (6 abyssal shield), 38 fire (39 total damage).
Yollotitlan the level 26 cornac doombringer was roasted to death by Emildanor the eternal bone giant on level 1 of Fearscape.
---------- Turn 19 ----------
You are brought back from the Fearscape!

































































































































