Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.2.5 |
| Addons | 'Purists' Breeding Pits Restoration Project 1.2.3Restores the orc breeding pits cut content to the game. This is the original completely unaltered orc breeding pits, just as objectionable as it was in version 1.1.3, before any changes were made. You have been WARNED. Do not complain about the potentially objectionable content. Weapons Pack 1.2.4This adds new weapon types and egos to the game. - Tridents are unchanged, but generate more often. Most of the stuff here can be individually turned on/off in the Game Options menu. So you could use this addon just for the extra tridents if you really wanted to. Ashes of Urh'Rok 1.2.4Official 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:
Marson's Bosses Gone AWOL 1.2.5The addon you hope you never have to use. If all goes well, you never have to touch it. Behind the scenes, BGA monitors the location of every NPC on the current map level. • In cheat mode you can use CTRL-B to pull up a list of all NPCs with details about their locations. Cheat mode will stamp your character, but it can be used as a last resort to see if a quest-required boss has gone all-out missing or not. • If an NPC goes outside the map borders or into the middle of a wall (and it isn't a ghost), BGA will notify you and allow you to relocate the offender to a random free tile somewhere else on the level so that you can reach it. The NPC will not be placed into a vault, but it may be in a secluded room you have to dig to reach. Some levels have rooms behind undiggable walls that aren't marked as vaults. At this point, there isn't much that can be done about those locations beyond using a teleport of some sort. • If a summons is temporarily removed from the level via Time Skip, it remains in your party. If you leave the level before the summons returns, the connection to the summons is severed and it becomes a not-there party member. If you return to the previous level, the original summons will come back out of Time Skip, but it will now be a separate entity from the one that's in your party. The one on the level will sit there and then decay. The one in your party will not decay and will take up a summons slot from that point on, but will not be on any level you visit. BGA will remove the summons in the party slot if the connection is broken, clearing it for future summons. • If an NPC spawns and is then killed in the same turn, it can sit on that tile 'dead'. If a creature—including yourself—walks over that tile, a clone will be made, possibly creating an impassable roadblock. Hitting CTRL-C will cycle through all tiles on the level and remove any clones it finds. • Some rooms will spawn a large group of NPCs. If there are more NPCs than tiles, they will exist 'out of phase'. You can't see or target them and can walk through them as if they didn't exist, but party members may attack the tile they are on. If the NPC has an AOE effect on them, such as an Empire Wight's lighting, it may strike you. You may also hear any sounds associated with the NPC. BGA will 'rephase' the NPC once the square they are on is unoccupied. If the tile and NPC are in sight, you will get the message, '[Name] steps out from hiding.' This may result in an unexpected enemy or two showing up in packed rooms once available space is made. • Log will flush after special actions are taken so that cut/paste is available immediately. • Checks for invalid Dark Fey Clones (StarKeep's Faerie Race addon) + Bugfix: Limmir disappearing immediately after quest completion. Removed check for 'mod.class.PartyMember' on non party members. • v2.2.2 - Compatible with ToME 1.1.5 to 1.2.2
Extra Dungeons 1.2.5In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Faction Allies for Final Fight 1.2.3Allows you to choose one faction ally for the final battle, for added variety. Doctornull's Class Pack 1.2.5This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. Quick Drown NPCs 1.2.1New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Corner-Only Threat Brackets 1.1.5Changes the threat brackets in shockbolt so they're only the upper left corner and don't hide the healthbars. Track Training 1.1.0A small addon that simply adds a training shop to Last Hope, where you can purchase Field Control. Tirakai's Maul Fix 1.2.5NO LONGER NEEDS TO BE USED. Do not use if you are running 1.3 or higher. Fixed Tirakai's Maul pre 1.3 Turtle race 1.2.3This addon is home to bonus races, objects, and even a custom zone, for all your turtle pleasures. Races; Objects; Zones; Enemies; Weird Wyrmic 1.2.2My own take at wyrmics. Escorts Enhanced 1.2.3Various enhancements to escort quest NPCs: Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Allow Respec Anywhere 1.2.3Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Utility Supplies 1.0.6Adds useful items to the game. Currently supported:
[NOTE: Due to a game bug involving the transmogrification chest and activatable objects, we recommend that users of this addon also use the Activatable Object Cleanup addon.] Arcanum Class Pack 1.2.5Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Tomes of Knowledge 1.2.4Do you dislike it, when your escortees die on harder difficulties at the zone in, without you being able to help them? Do you sometimes feel as if money was worth little to nothing in Maj'Eyal? If so, this addon might help you. The library of Last Hope now sells seven Tomes with on-use-rewards, that mirror those of seven escort-types. The library of Elvala sells two (very expensive) tomes, that lead to even greater rewards after using them. Fixed: talent types are now known, but not learned ZOmnibus Addon Pack 1.2.0Combines 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:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Superhuman 1.2.5For those who think the Homosuperior race by gkjzhgffjh is not easy enough. Doctornull's Tweak Pack 1.2.3A collection of tweaks for existing ToME content. Everything is Unique! 1.2.3Bite-Sized Update: You spawn at level 12, and can level up to a maximum of 200. Increase your rank as you slay your foes. You can see your kill counts and your rank experience in the quest log. Items Vault 1.2.0Donators/Buyers bonus! Alchemist Quest Reward Display 1.1.5When viewing the quest, displays details about the various rewards you are working towards. Example: "Agrimley the hermit needs your help making an Elixir of Explosive Force, which permanently increase your chance to critically strike with spells by 4%. He has given you some notes on the ingredients: ..." Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Marson's Autoexplore & Rest Tweaks 1.2.4v2.1.0 *** FOR ToME v1.2.4 ONLY *** Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'First Sighting' stops running when a hostile creature is sighted via telepathy for the first time. The creature will then be ignored by auto-explore until spotted by actual sight, which will trigger a halt as normal. • 'Reset on Rest' is the same as First Sighting, but resting will forget all creatures spotted via telepathy so that they will trigger a stop again. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. Also utilizes C. Lowe/CaptainTrip's 'Rest Tweaks' addon code and updates it to 1.1.5. Additional features: + Compatible with ToME v1.2.4 Notes: Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. New Gem Types 1.2.5Adds several new gem types and attempts to fill in some gaps in Tiered gem colors; also adds the Crystal race. This is a continuation of jayseesee's original addon. It's my hope that the gems in this release are balanced, consistent across tiers, and useful to a variety of different characters. Also hopefully all the Crystal's balance issues have been worked out: it should be an interesting tactical challenge to make best use of its unique mobility, find the right time to exploit its Runic Saturation status clear Stasis talent, and optimal self-imbued gemstone for each dungeon. As always, please let me know if you find any issues in terms of bugs, game mechanics, or interface! More Taints 1.2.3Power comes at a price, but the price is worth paying... This addon adds more Taints to the game. Taints are Inscriptions powered by corrupt forces. As such, they are arcane so Oozemancers and other Zigur Zealots need not apply. Taintmarks are listed on your character sheet under stats. Current Taints are only a little more rare than normal inscriptions. In v1 they will be much rarer but certain bosses will have a guaranteed Taint drop. List of Taints: Bazaar 1.2.5- This addon introduces a new variant of vault, the bazaar, where you don't fight for items, but rather buy (or steal) them. - A central aspect of this addon is a new questline (consisting of 3 follow-up-quests), which introduces the player to the bazaar-system. The questline starts in the Village of Elvala (look out for a special npc - he will lookout for you as well). - I took the idea to this addon from starsapphire (Idea : Markets in dungeons! - http://forums.te4.org/viewtopic.php?f=39&t=42553) ------ Details: ------ (1) Bazaars can appear in most dungeons and outdoor zones, which happen to also generate vaults; chances for regular vault-generation aren't being limited. Bazaars won't appear in the East however - tradesmen haven't made it there yet. (2) Each bazaar contains a shopkeeper and a limited amount of items, which can't be pickuped by normal means (they are chained to the ground). Instead, you either have to pay to be able to pick up such an item - or you try to unchain it (success chances scale with cunning, dexterity and talent points in Heightened Senses and Stealth). Failure to unchain it will trigger a trap which teleports the player (and his party) to a parallel zone ("Mirrorscape"). --> To escape from the Mirrorscape, a special guardian needs to be killed. Alternatively, there are two hidden exit points. The Power of the Guardian scales extremely with the Base-Level of the Zone (Break-Points: Level 20, 30, 50, 70) and the item-quality the trap is based on (unique items are protected by stronger guardians). Killing the guardian allows the player to pick up the item in question. --> Killing the shopkeeper unchains all item in his shop. Shopkeepers are extremely strong, however. (3) Additionally, each shopkeeper has a rare ingredient for sale, and some of them also sell maps, which point to special treasure areas in a variety of zones. To find out about these special goods, chat with the vendor. (Again, treasuremaps point only to zones in the West.) (4)In Elvala starts a questline, which leads to the discovery of a new zone, The Bazaar. Follow-up quests then introduce more in depth to the bazaar system. (5) Most bazaar-vaults will also be generated inside the Infinite Dungeon - most Treasuremaps also work here. (6) From time to time, a caravan will spawn on the overworld map. Encountering a caravan is similar to an "Ambush", however without meeting hostile npcs - instead, two shopkeepers will offer their items. So, How to start? --> Go to Elvala, talk with a nice dwarf! Notable modifications to the core game: - added a new Faction ("Free Traders") Feedback about bugs, improvements, compatibility issues very welcome. Fixed: 24.11. 27.11 1.12 12.12 20.12. - removed an empty event file from the bazaar main zone, as it would trigger an error with the latest ashes update 01.02. A warning: you are trapped inside the mirrorscape until you defeat its guardian or find the exit Merchant Rerolls 1.0.4This addon adds the ability to 'reroll' a merchant item. More specifically, this allows you to spend 400 gold if you get an item that you don't like, to gain a brand new one. Be warned that once an item is gone, it will forever be gone, and you will never get it back. Plenum Tooltip: Enhanced actor tooltip display for TOME v2.2a 1.2.1Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. Conveyance Reward 1.2.3This adds the Spell/Conveyance tree as a reward for completing the Tempest Peak questline for Angolwen. All the code is borrowed from DG's own, and thus everything works the same as antimagic characters getting Fungus. More Tales 1.2.5More Tales of Maj'Eyal - New quests and zones. New start zone for Shaloren, cos the Scintillating Caves is a bit mean. New zone for Thaloren, extending the Madness of the Ages quest. Elemental Woes 1.2.5This addon changes the Elemental Surge and Endless Woes prodigies to have effects for all damage types. Effects for Elemental Surge are: Effects for Endless Woes are: |
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Female |
| Race | Superhuman |
| Class | Transcendent Fist |
| Level / Exp | 50 / 778% |
| Size | medium |
| Lifes / Deaths | Killed by Sidaan the Invoker at level 50 on the 77th Pyre 123rd year of Ascendancy at 13:19 6 / 1 |
| Antimagic | Follower |
Primary Stats
| Strength | 102 (base 58) |
| Dexterity | 88 (base 60) |
| Constitution | 62 (base 25) |
| Magic | 20 (base 10) |
| Willpower | 102 (base 60) |
| Cunning | 107 (base 60) |
Resources
| Life | 3048/3687 |
| Equilibrium | 85 |
| Stamina | 323/427 |
| Psi | 202/202 |
| Healing Factor | 1.2284059270461 |
| Regeneration | 17.320523571351 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +200% |
Vision
| Sight | 10 |
| Lite | 17 |
| Infravision | 5 |
| See Invisible | 3 |
| ESP Range | 10 |
| ESP Kinds | animal/canine, humanoid/orc, demon/minor, demon/major |
Offense: Barehand
| Damage | 208 |
| Accuracy | 85 |
| Crit Chance | 120% |
| APR | 27 |
| Speed | 0.80 |
Offense: Spell
| Spellpower | 5 |
| Crit Chance | 67% |
| Speed | 1 |
Offense: Mind
| Mindpower | 76.3 |
| Crit Chance | 73% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 91.31 (45.178571428571%) |
| Defense | 72.69301986248 |
| Ranged Defense | 74.69301986248 |
| Fatigue | 0 |
| Physical Save | 64.25625 |
| Spell Save | 62.83125 |
| Mental Save | 69.19375 |
Defense: Resistances
| All | + 4%( 70%) |
Defense: Immunities
| Teleport Resistance | 5% |
| Silence Resistance | 15% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 100% |
| Stun Resistance | 15% |
| Disarm Resistance | 15% |
| Poison Resistance | 46% |
| Blind Resistance | 25% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of magical, physical effects and reduce all damage taken by 20% for 4 turns. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 557 life over 5 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: AdaptationUse mode: Activated Range: melee/personal Cooldown: 35 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to adapt your body, curing yourself of up to 2 poisons or diseases. For 15 turns, you gain water breathing, 31% fire and cold resistance, and have a 47% chance each turn to lower the duration of each hostile poison, disease, fire or cold effect. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 703 life over 5 turns. Its effects scale with your Dexterity stat. |
Class Talents
| Psionic / Absorption | 1.30 |
| 3/5 |
| 3/5 |
| 3/5 |
| 2/5 |
| Technique / Pugilism | 1.30 |
| 4/5 |
| 4/5 |
| 5/5 |
| 5/5 |
| Psionic / Far fist | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Unarmed discipline | 1.10 |
| 5/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Technique / Combat techniques | 1.10 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Tactical | 1.80 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Wild-gift / Fungus | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Survival | 1.10 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Mindstar mastery | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Unarmed training | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.10 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Harmony | 2.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 2/5 |
| Technique / Field control | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.10 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Antimagic | 1.20 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Call of the wild | 0.90 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Psionic / Finer energy manipulations | 1.30 |
| 2/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Wild Growth |
| talent | Striking Stance |
| talent | Daunting Presence |
| talent | Exploit Weakness |
| talent | Charged Shield |
| talent | Elemental Harmony |
| talent | Antimagic Shield |
| talent | Kinetic Shield |
| talent | Beyond the Flesh |
| beneficial effect | The target is in the middle of a combo chain and has earned 5 combo points. 5 Combo |
| beneficial effect | Has a 41% chance to counter attack with a defensive throw when avoiding a melee attack, possibly throwing the target to the ground and stunning it. (2.2 throws remaining) Grappling Defensively |
| detrimental effect | Huge cut that bleeds, doing 214.39 physical damage per turn. Bleeding |
| beneficial effect | Countering melee attacks: Has a 65% chance to get an automatic counter attack when avoiding a melee attack. (2.3 counters remaining) Counter Attacking |
| detrimental effect | Huge cut that bleeds, doing 22.58 physical damage per turn and decreasing all heals received by 45%. Deep Wound |
| beneficial effect | The target's defense is increased by 53. Defensive Maneuver |
| detrimental effect | The target is pinned to the ground, unable to move. Pinned to the ground |
| beneficial effect | You gain 75% resistance against lightning. Resolve |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Turtlemire. Ancient Turtle CaveIt looks extremely dangerous, however - beware. | active |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You delivered messages to several Free Traders and now are considered a member of the Free Trading Organization. Delivery Services(1) delivered. (2) delivered. (3) delivered. (4) delivered. (At the end of the list, there is a short notice: Should you have trouble finding all my men, improvise! Our people travel the wilderness from time to time, where you might meet some of them. Recently, some Free Traders also moved to a location hidden inside some ruined dungeon. However, you won't be able to find it without some sort of map. | done |
You successfully escorted the injured seer to the recall portal on level 4 of Old Forest. Escort: injured seer (level 4 of Old Forest)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Norgos Lair. Escort: lost anorithil (level 2 of Norgos Lair)As a reward you improved Cunning by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved Strength by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Daikara. Escort: repented thief (level 1 of Daikara)As a reward you improved talent Charm Mastery (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Dreadfell. Escort: repented thief (level 1 of Dreadfell)As a reward you improved talent Charm Mastery (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved talent Charm Mastery (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Trollmire. Escort: worried loremaster (level 2 of Trollmire)As a reward you improved Cunning by +2. | 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 Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You promised Mayor Dambascus to search the Rhaloren Camp for a hidden section, where they keep a man called Pidro Vales hostage, and rescure him. One Man Rescue TeamYou used the map and discovered the location of an entrance to the hidden section. Pidro Vales is a free man once again. You met again with Pidro Vales at his home, where he expressed his gratitude. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 782. | 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. You have been shown a secret entrance to his stronghold. | done |
Thanks to your timely aid, Ungrol of Last Hope is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of precision. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mastery. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of explosive force. You have aided Agrimley the hermit in creating an elixir of serendipity. Agrimley the hermit has completed an elixir of focus without your aid. Ungrol of Last Hope has completed an elixir of brawn without your aid. You have aided Ungrol of Last Hope in creating an elixir of stoneskin. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You 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 defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within7 lumberjacks have died. | done |
In Elvala, you met a dwarven veteran called Raimundus, who asked you to escort him on his journey through the Hedge Maze. Through the Hedge MazeYou succesfully found and entered the Hedge Maze. You escorted Raimundus safely through the Hedge Maze and entered the Bazaar at his side. | 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! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| Psionic focus | reshaped(19,19) Islemina the Airrain (81-129.6 power, 10 apr) reshaped(19,19) Islemina the Airrain (81-129.6 power, 10 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 5.00 Encumbrance. 1.20 Ego Multiplier. [Unique] Type: weapon / greatspear ; tier 5 Base power: 81.0 - 129.6 Uses stat: 120% Wil Damage type: Physical Accuracy bonus: +0.5% APR / acc Accuracy: +19 Armour Penetration: +10 Physical crit. chance: +5.0% Attack speed: 83% On weapon hit: * Random elemental explosion On weapon crit: * cripple the target Damage (Melee): +50 mind Burst (radius 2) on crit: +12 mind Thrust Range: 2 When wielded/worn: Physical crit. chance: +16.0% Defense: +2 Ranged Defense: +2 Effects on melee hit: * 50% chance to daze Changes stats: +2 Wil Changes resistances: +9% cold / +3% temporal Changes resistances penetration: +41% acid / +42% fire / +31% lightning / +39% cold Disarm immunity: +10% Stun/Freeze immunity: +10% Teleport immunity: +5% Hate when firing a critical mind attack: +1.00 Mindpower: +4 * Grants [Sweeping Blows] Talent It can be used to project an attack as mind damage doing 150% weapon damage at range 10, placing all other charms into a 5 cooldown. A heavy spear. Press to compare |
| Quiver | Bleakpierce (22/22, 58-81.2 power, 14 apr) Bleakpierce (22/22, 58-81.2 power, 14 apr)Requires: - Dexterity 35 Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 4 Base power: 58.0 - 81.2 Uses stats: 50% Wil, 70% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Physical crit. chance: +2.5% Capacity: 22 On weapon hit: * 48% chance to inflict damage reduction * 40 arcane resource burn * 20% chance to corrode armor * 25% chance to put talents on cooldown Damage (Ranged): +16 acid / +48 darkness Burst (radius 1) on hit: +8 darkness Burst (radius 2) on crit: +20 darkness / +8 lightning Damage against: +47% Living / +25% Unnatural Arrows are used with bows to pierce your foes to death. Press to compare |
| Light source | Umbraphage UmbraphageInfused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +15% light / +15% darkness Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 Mindpower: +10 Light radius: +10 Absorbs all darkness in its light radius. It can be used to release the absorbed darkness, costing 7 power out of 10/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. Press to compare |
| On head | Brenyratir the Charhunger (17 def, 5 armour) Brenyratir the Charhunger (17 def, 5 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +12 Armour: +5 Defense: +17 Ranged Defense: +6 Fatigue: +5% Effects when hit in melee: * 20% chance to gain 10% of a turn Changes stats: +15 Wil / +15 Cun / +8 Con Changes resistances: +13% acid / +9% darkness / +11% lightning / +14% blight / +34% fire / +6% arcane / +13% cold Changes damage: +6% darkness / +3% fire Allows you to breathe in: water Critical mult.: +5.00% Reduces incoming crit damage: 19.00% Physical save: +3 Mental save: +13 Stun/Freeze immunity: +5% Equilibrium when hit: +0.08 Psi when hit: +0.04 Mindpower: +6 Mental crit. chance: +6% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. Press to compare |
| Tool | iron pickaxe 'Scaldwake' (dig speed 6 turns) iron pickaxe 'Scaldwake' (dig speed 6 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Physical power: +6 Fatigue: -5% Effects on melee hit: * Slows global speed by 40% Changes stats: +3 Str Changes resistances: +6% lightning / +6% cold / +11% nature Changes resistances penetration: +15% fire / +13% physical Changes damage: +6% nature / +9% fire Critical mult.: +12.00% Infravision radius: +4 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. Press to compare |
| On fingers | Bloodcaller BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, and this is your reward. Press to compare |
| On fingers | Betille BetilleInfused by nature Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * Slows global speed by 30% * 12% chance to cause random insanity Damage (Melee): 9 bleed Effects on ranged hit: * 12% chance to cause random insanity Damage (Ranged): 9 bleed Changes stats: +3 Cun Changes resistances: +24% lightning / +6% temporal / +3% light / +24% fire / +7% nature / +6% acid / +13% blight / +6% cold / +5% arcane Changes damage: +12% lightning / +12% fire Spell save: +20 Mental save: +3 Blindness immunity: +25% Poison immunity: +14% Disease immunity: +14% Disarm immunity: +5% Life regen: +0.80 Hate when firing a critical mind attack: +2.00 Maximum life: +44.00 Maximum hate: +7.00 Maximum psi: +10.00 Healing mod.: +14% Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% It can be used to activate talent Bleeding Edge, placing all other charms into a 14 cooldown : Effective talent level: 3.0 Power cost: 14 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 38%. Rings can have magical properties. Press to compare |
| Around waist | hardened leather belt 'Bethassra' hardened leather belt 'Bethassra'Infused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Armour: +9 Defense: +7 Changes stats: +4 Str / +4 Dex / +4 Wil / +5 Cun Changes resistances: +14% lightning / +10% temporal / +5% arcane / +6% blight Physical save: +29 Spell save: +13 Mental save: +18 A belt that goes around your waist. Press to compare |
| Main armor | reshaped[19,-8%] voratun mail armour 'Scumfurnace' (5 def, 59 armour) reshaped[19,-8%] voratun mail armour 'Scumfurnace' (5 def, 59 armour)Requires: - Strength 48 - Talent Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +59 Defense: +5 Fatigue: +0% Damage when hit (Melee): 25 light Changes stats: +7 Str / +11 Wil / +1 Cun / +7 Con Changes resistances: +33% lightning / +3% fire / +59% darkness / +56% blight Changes resistances penetration: +10% nature Grants telepathy: Demon/Minor Demon/Major Physical save: +13 Spell save: +6 Maximum life: +91.00 Light radius: +4 See invisible: +3 A suit of armour made of mail. Press to compare |
| On feet | Sparkgasher (24 def, 9 armour) Sparkgasher (24 def, 9 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +9 Defense: +24 Fatigue: +5% Damage when hit (Melee): 8 light Changes resistances: +15% lightning / +15% temporal / +1% physical Changes resistances penetration: +15% lightning Spell save: +12 Poison immunity: +10% Silence immunity: +15% Life regen: +5.50 Healing mod.: +30% It can be used to activate talent Evasion, placing all other charms into a 21 cooldown : Effective talent level: 4.4 Power cost: 21 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 37% chance to completely evade them and granting you 49 defense for 15 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. A pair of boots made of leather. Press to compare |
| On hands | Gleamvenom the voratun gauntlets (0 def, 3 armour) Gleamvenom the voratun gauntlets (0 def, 3 armour)Requires: - Talent Armour Training Infused by nature Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +2 Physical crit. chance: +20.0% Physical power: +22 Armour: +3 Damage (Melee): 13 lightning Effects when hit in melee: * 29% chance to reduce powers by 20% * 35 arcane resource burn Changes stats: +10 Str / +7 Dex / +5 Cun Changes resistances: +10% lightning / +18% darkness / +13% blight / +21% cold / +19% arcane / +3% light Changes damage: +11% lightning Damage affinity(heal): +15% nature Talent mastery: +0.20 Wild-gift / Antimagic Talent cooldown: Double Strike (-1 turn) Critical mult.: +23.00% Maximum encumbrance: +40 Physical save: +14 Spell save: +22 Spell crit. chance: +20% Mental crit. chance: +16% When used to modify unarmed attacks: Base power: 26.0 - 36.4 Uses stats: 40% Wil, 80% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +11 Armour Penetration: +15 Physical crit. chance: +38.0% Attack speed: 83% When this weapon hits: Lightning Breath (10% chance level 5). When this weapon hits: Set Up (10% chance level 5). When this weapon crits: Cripple (20% chance level 5). When this weapon crits: Call of the Ooze (20% chance level 2). On weapon hit: * 50% chance to cause random insanity * 35% chance to reduce powers by 20% * 35 arcane resource burn Burst (radius 2) on crit: +15 lightning Metal gloves protecting the hands up to the middle of the lower arm. Press to compare |
| Cloak | Scorchquench the elven-silk cloak (13 def, 0 armour) Scorchquench the elven-silk cloak (13 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +13 Effects on melee hit: * 45% chance to corrode armor Damage when hit (Melee): 16 acid Changes stats: +4 Cun / +4 Dex Changes resistances: +6% lightning / +25% light / +20% blight / +25% fire / +20% nature / +43% darkness Changes resistances penetration: +38% darkness Changes damage: +9% acid / +9% fire / +42% darkness Grants telepathy: Humanoid/Orc Stealth bonus: +61 Physical save: +11 Spell save: +6 Mental save: +22 Life regen: +2.80 Only die when reaching: -50.00 life Maximum hate: +4.00 Maximum psi: +20.00 Mental crit. chance: +4% Healing mod.: +24% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. Press to compare |
| Around neck | Xanedhevea the Lighthash Xanedhevea the LighthashInfused by nature Infused by arcane disrupting forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 40% chance to inflict damage reduction Changes stats: +3 Dex Changes resistances: +14% nature / +13% blight Changes resistances penetration: +25% light Changes damage: +6% darkness Poison immunity: +22% Disease immunity: +24% Light radius: +3 Amulets can have magical properties. Press to compare |
Inventory
Blood of Life Blood of LifeInfused by nature 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
regeneration infusion of the warrior (heal 729 over 5 turns) regeneration infusion of the warrior (heal 729 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 729 life over 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare |
heroism infusion of the duelist (+18 for 10 turns, die at -995) heroism infusion of the duelist (+18 for 10 turns, die at -995)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 18 for 10 turns. While Heroism is active, you will only die when reaching -995 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. movement infusion (712% speed; 9 turns)movement infusion (712% speed; 9 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 712% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 9 turns. Note: since you will be moving very fast, game turns will pass very slowly. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the duelist (735% speed; 6 turns) movement infusion of the duelist (735% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 735% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
9 infusion patches of clearing 9 infusion patches of clearingInfused by nature 0.10 Encumbrance. Type: scroll / infusion-patch ; tier 1 It can be used to cure yourself of detrimental effects. Infusion patches are like single-use infusions, applying a dose of the formula and then falling off. |
3 infusion patches of light healing 3 infusion patches of light healingInfused by nature 0.10 Encumbrance. Type: scroll / infusion-patch ; tier 1 It can be used to heal yourself for 100 life. Infusion patches are like single-use infusions, applying a dose of the formula and then falling off. |
5 infusion patches of lesser healing 5 infusion patches of lesser healingInfused by nature 0.10 Encumbrance. Type: scroll / infusion-patch ; tier 2 It can be used to heal yourself for 200 life. Infusion patches are like single-use infusions, applying a dose of the formula and then falling off. |
9 infusion patches of healing 9 infusion patches of healingInfused by nature 0.10 Encumbrance. Type: scroll / infusion-patch ; tier 3 It can be used to heal yourself for 300 life. Infusion patches are like single-use infusions, applying a dose of the formula and then falling off. |
6 infusion patches of lesser speed 6 infusion patches of lesser speedInfused by nature 0.10 Encumbrance. Type: scroll / infusion-patch ; tier 3 It can be used to increase global speed by 20% for 5 turns. Infusion patches are like single-use infusions, applying a dose of the formula and then falling off. |
2 infusion patches of extra healing 2 infusion patches of extra healingInfused by nature 0.10 Encumbrance. Type: scroll / infusion-patch ; tier 4 It can be used to heal yourself for 400 life. Infusion patches are like single-use infusions, applying a dose of the formula and then falling off. |
2 infusion patches of speed 2 infusion patches of speedInfused by nature 0.10 Encumbrance. Type: scroll / infusion-patch ; tier 4 It can be used to increase global speed by 35% for 5 turns. Infusion patches are like single-use infusions, applying a dose of the formula and then falling off. |
heat beam rune of the duelist (573 fire damage) heat beam rune of the duelist (573 fire damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 9 Cooldown: 15 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a beam of heat, doing 573.50 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
stralite amulet 'Silavena' stralite amulet 'Silavena'Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Effects on melee hit: * Slows global speed by 15% Changes stats: +1 Mag / +5 Con Changes resistances: +6% blight Talent masteries: +0.17 Psionic / Finer energy manipulations +0.17 Technique / Unarmed discipline Amulets can have magical properties. Press to compare |
Wheel of Fate Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50, costing 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? Press to compare |
Zubyramina ZubyraminaPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +32 Armour penetration: +17 Physical power: +15 Defense: +32 Fatigue: -8% Changes stats: +10 Str / +13 Mag / +4 Wil / +8 Cun / +13 Con Changes resistances: +5% arcane / +3% cold Changes resistances penetration: +5% acid Maximum encumbrance: +40 Physical save: +3 Spell save: +34 Mental save: +6 Blindness immunity: +50% Poison immunity: +25% Disarm immunity: +20% Stun/Freeze immunity: +5% Knockback immunity: +10% Spellpower: +15 Infravision radius: +4 See stealth: +25 See invisible: +25 Movement speed: +21% Activating this item is instant. It can be used to activate talent Disengage, placing all other charms into a 7 cooldown : Effective talent level: 2.0 Power cost: 7 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. Press to compare |
Blastblow the yew magestaff (20-24 power, 4 apr, fire element) Blastblow the yew magestaff (20-24 power, 4 apr, fire element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% Damage (Melee): +13 temporal Burst (radius 1) on hit: +4 lightning When wielded/worn: Effects on melee hit: * 20 arcane resource burn Damage (Melee): 27 fire Changes stats: +4 Mag / +4 Wil Changes resistances: +3% blight / +15% cold / +3% nature / +3% light Changes resistances penetration: +5% acid Changes damage: +20% lightning / +20% cold / +20% arcane / +20% fire Talent granted: +1 Command Staff Critical mult.: +30.00% Spellpower on spell critical (stacks up to 3 times): +8 Maximum mana: +61.00 Maximum neg.energy: +29.00 Spellpower: +37 Spell crit. chance: +3% Light radius: -1 See invisible: +14 Reduces paradox failures(equivalent to willpower): +20 It can be used to project damage in a cone from the staff, placing all other charms into a 6 cooldown. Staves designed for wielders of magic, by the greats of the art. Press to compare |
This item will automatically be transmogrified when you leave the level. magewarrior's short yew starstaff of invocation (20-24 power, 4 apr, light element)magewarrior's short yew starstaff of invocation (20-24 power, 4 apr, light element) Requires: - Magic 24 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +11 Physical crit. chance: +8.0% Physical power: +11 Changes damage: +20% light Talent granted: +1 Command Staff Critical mult.: +12.00% Spellpower on spell critical (stacks up to 3 times): +8 Spellpower: +25 Spell crit. chance: +7% It can be used to project damage in a cone from the staff, placing all other charms into a 6 cooldown. Staves designed for wielders of magic, by the greats of the art. Press to compare |
reshaped(19,19) Afterlife (59-70.8 power, 12 apr, light element) reshaped(19,19) Afterlife (59-70.8 power, 12 apr, light element)Requires: - Magic 40 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 59.0 - 70.8 Uses stat: 130% Mag Damage type: Light Accuracy bonus: +2.5% procs dam / acc Accuracy: +19 Armour Penetration: +12 Attack speed: 100% Damage against: +25% Undead When wielded/worn: Changes resistances penetration: +10% lightning / +10% cold Changes damage: +25% lightning / +25% cold / +25% light / +25% darkness Reduced damage from: +25% Undead Talent mastery: +0.20 Spell / Necrosis Spellpower: +30 Spell crit. chance: +10% Pure white bone fashioned into a staff. A grinning skull sits on the top, grinning. Press to compare |
This item will automatically be transmogrified when you leave the level. elven-wood starstaff 'Tarrastir' (25-30 power, 5 apr, darkness element)elven-wood starstaff 'Tarrastir' (25-30 power, 5 apr, darkness element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% Burst (radius 1) on hit: +8 physical When wielded/worn: Changes stats: +7 Mag / +5 Wil Changes damage: +25% darkness Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +7 Maximum mana: +46.00 Spellpower: +24 Spell crit. chance: +13% See invisible: +9 It can be used to project damage in a cone from the staff, placing all other charms into a 6 cooldown. Staves designed for wielders of magic, by the greats of the art. Press to compare |
This item will automatically be transmogrified when you leave the level. Stormbrace (67.5-101.25 power, 5 apr)Stormbrace (67.5-101.25 power, 5 apr) Requires: - Strength 48 Infused by nature Infused by psionic forces 5.00 Encumbrance. 1.20 Ego Multiplier. [Unique] Type: weapon / greatclub ; tier 5 It must be held with both hands. Base power: 67.5 - 101.3 Uses stat: 120% Wil Damage type: Lightning Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Physical crit. chance: +13.0% Attack speed: 100% On weapon hit: * 26% chance to daze Damage (Melee): +10 ice / +24 temporal / +16 fire / +22 nature slow Damage against: +55% Undead When wielded/worn: Armour penetration: +2 Changes stats: +5 Str / +7 Dex / +5 Mag / +5 Wil / +5 Cun / +13 Con Changes resistances: +6% temporal / +57% darkness / +30% blight / +33% nature / +12% light Changes resistances penetration: +25% lightning / +5% physical Changes damage: +11% cold / +31% temporal / +12% nature / +11% fire Life regen: +3.00 Stamina when hit: +6.00 Maximum life: +60.00 Massive two-handed clubs. Press to compare |
Telekinetic Sledge (40-60 power, 20 apr) Telekinetic Sledge (40-60 power, 20 apr)Requires: - Strength 20 Powered by arcane forces Infused by psionic forces 5.00 Encumbrance. 1.40 Ego Multiplier. [Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 40.0 - 60.0 Uses stat: 120% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +20 Physical crit. chance: +4.0% Attack speed: 100% On weapon crit: * knocks the target away Damage Shield penetration (this weapon only): +20% This large steel greatmaul has more inertia than it should have. Press to compare |
reshaped(19,19) Gylaith the Festerhunger (85-127.5 power, 4 apr) reshaped(19,19) Gylaith the Festerhunger (85-127.5 power, 4 apr)Requires: - Strength 48 Infused by nature Infused by arcane disrupting forces Crafted by a master 5.00 Encumbrance. 1.40 Ego Multiplier. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 85.0 - 127.5 Uses stat: 120% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +19 Armour Penetration: +4 Physical crit. chance: +3.0% Attack speed: 111% On weapon hit: * 40% chance to cause random insanity * 70 arcane resource burn * Slows global speed by 20% On weapon crit: * burns latent spell energy Damage (Melee): +84 insidious poison When wielded/worn: Accuracy: +20 Armour: +4 Defense: +2 Ranged Defense: +2 Effects on melee hit: * Slows global speed by 30% Changes stats: +7 Dex Changes resistances: +15% acid / +18% mind / +14% all Changes resistances penetration: +21% nature Physical save: +6 Disarm immunity: +5% Knockback immunity: +25% * Grants [Sweeping Blows] Talent Massive two-handed mauls. Press to compare |
reshaped(19,19) Brightmark (98.5-157.6 power, 10 apr) reshaped(19,19) Brightmark (98.5-157.6 power, 10 apr)Requires: - Strength 48 Infused by nature Crafted by a master 5.00 Encumbrance. 1.20 Ego Multiplier. [Unique] Type: weapon / greatspear ; tier 5 It must be held with both hands. Base power: 98.5 - 157.6 Uses stat: 120% Wil Damage type: Physical Accuracy bonus: +0.5% APR / acc Accuracy: +19 Armour Penetration: +10 Physical crit. chance: +5.0% Attack speed: 91% On weapon hit: * 42% chance to corrode armor Damage (Melee): +24 temporal / +18 nature Burst (radius 1) on hit: +4 light Burst (radius 2) on crit: +36 ice Thrust Range: 2 When wielded/worn: Accuracy: +18 Armour penetration: +18 Armour: +18 Effects on melee hit: * 10 arcane resource burn Changes stats: +2 Str / +9 Dex / +2 Wil / +4 Cun / +2 Con Changes resistances: +3% lightning / +15% fire / +5% arcane / +3% temporal Changes resistances penetration: +15% acid / +18% physical / +5% light / +18% cold Changes damage: +12% physical Spell save: +32 Life regen: +3.00 A heavy spear. Press to compare |
This item will automatically be transmogrified when you leave the level. voratun greatsword of evisceration (60-96 power, 4 apr)voratun greatsword of evisceration (60-96 power, 4 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 60.0 - 96.0 Uses stat: 120% Wil Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% On weapon crit: * wounds the target reducing their healing When wielded/worn: Physical crit. chance: +21.0% Physical power: +19 Massive two-handed swords. Press to compare |
This item will automatically be transmogrified when you leave the level. blazebringer's elven-wood club of rage (34.5-48.3 power, 5 apr)blazebringer's elven-wood club of rage (34.5-48.3 power, 5 apr) Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / club ; tier 4 Base power: 34.5 - 48.3 Uses stat: 100% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Physical crit. chance: +2.5% Attack speed: 100% Burst (radius 2) on crit: +17 fire When wielded/worn: Accuracy: +13 Changes stats: +6 Str Changes resistances penetration: +13% fire Changes damage: +10% physical Stamina when hit: +2.10 Global speed: +4% Blunt and deadly. Press to compare |
reshaped(19,19) Bogqueen the voratun rapier (61.5-79.95 power, 7 apr) reshaped(19,19) Bogqueen the voratun rapier (61.5-79.95 power, 7 apr)Requires: - Strength 38 - Dexterity 38 Alternately Requires: - Cunning 38 - Dexterity 38 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 2.50 Encumbrance. [Unique] Type: weapon / rapier ; tier 5 Base power: 61.5 - 80.0 Uses stats: 40% Wil, 80% Cun Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Accuracy bonus: +2.5% procs dam / acc Accuracy bonus: +1.0% APR / acc Accuracy: +19 Armour Penetration: +7 Physical crit. chance: +19.0% Attack speed: 111% On weapon hit: * Slows global speed by 52% * 35% chance to daze * 20% chance to torment the target On weapon crit: * cripple the target Damage (Melee): +4 darkness Burst (radius 1) on hit: +40 arcane When wielded/worn: Accuracy: +14 Physical crit. chance: +16.0% Physical power: +4 Fatigue: -6% Changes stats: +4 Str / +11 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Changes resistances: +4% physical / +9% nature / +3% darkness Changes resistances penetration: +17% acid / +15% darkness / +17% cold / +5% nature / +16% fire / +15% mind / +32% lightning Critical mult.: +6.00% Maximum encumbrance: +20 Spell save: +30 Silence immunity: +45% Mana each turn: +0.39 Combat speed: +13% When carried: Stealth bonus: -50 Taunts Nearby Enemies: Every turn each enemy within 6 spaces has a 22% chance of being taunted. (Both range and chance stack.) A light sword. Press to compare |
This item will automatically be transmogrified when you leave the level. stralite waraxe of shearing (31-43.4 power, 5 apr)stralite waraxe of shearing (31-43.4 power, 5 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 31.0 - 43.4 Uses stat: 100% Wil Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +6.5% Attack speed: 100% When wielded/worn: Armour penetration: +12 Changes resistances penetration: +13% physical Changes damage: +13% physical One-handed war axes. Press to compare |
Erandur the Shockkin (16-17.6 power, 40 apr, mind damage) Erandur the Shockkin (16-17.6 power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. Base power: 16.0 - 17.6 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +17.0% Attack speed: 100% On weapon hit: * Slows global speed by 18% * 20% chance to corrode armor Damage (Melee): +10 temporal / +8 cold / +14 physical Burst (radius 1) on hit: +16 lightning Burst (radius 2) on crit: +4 acid When wielded/worn: Armour: +4 Defense: +4 Ranged Defense: +4 Effects on melee hit: * 50 arcane resource burn * 45% chance to corrode armor Damage when hit (Melee): 18 lightning / 15 fire Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Changes resistances: +14% lightning / +13% physical / +10% light / +10% blight / +37% fire / +3% nature / +27% acid Changes resistances penetration: +20% lightning / +20% fire Changes damage: +20% lightning / +15% temporal / +10% darkness / +3% acid / +7% cold / +20% fire / +10% nature / +20% physical Physical save: +20 Disease immunity: +22% Pinning immunity: +5% Teleport immunity: +5% Mindpower: +5 Mental crit. chance: +5% Infravision radius: +4 Global speed: +6% It can be used to divide the mindstar in two, placing all other charms into a 1 cooldown. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. Press to compare |
living mindstar 'Shadowshine' (15.5-17.05 power, 40 apr, mind damage) living mindstar 'Shadowshine' (15.5-17.05 power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Base power: 15.5 - 17.1 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +8 fire Damage against: +30% Undead When wielded/worn: Armour: +17 Effects on melee hit: * Slows global speed by 15% * 15% chance to inflict damage reduction Effects when hit in melee: * Slows global speed by 10% Damage when hit (Melee): 8 fire Changes resistances: +6% acid / +15% physical / +22% darkness / +15% blight / +25% nature Changes damage: +10% nature Talent mastery: +0.20 Technique / Conditioning Reduces incoming crit damage: 10.00% Physical save: +28 Spell save: +9 Mental save: +10 Poison immunity: +10% Disease immunity: +5% Disarm immunity: +10% Pinning immunity: +5% Stamina when hit: +2.50 Equilibrium when hit: +2.50 Mindpower: +15 Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. Press to compare |
reshaped(19,19) Focus Whip (38-41.8 power, 7 apr) reshaped(19,19) Focus Whip (38-41.8 power, 7 apr)Requires: - Dexterity 15 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 3 Base power: 38.0 - 41.8 Uses stats: 20% Wil, 80% Cun Damage type: Mind Mastery: Agile Mastery Accuracy bonus: +0.5% turn loss / acc Accuracy is based on willpower for this weapon. This weapon will act as a psionic focus. Accuracy: +19 Armour Penetration: +7 Physical crit. chance: +5.0% Attack speed: 125% When wielded/worn: Mindpower: +10 Mental crit. chance: +3% It can be used to strike all targets in a line, costing 7 power out of 10/10. A small mindstar rests at top of this handle. As you touch it, a translucent cord appears, flicking with your will. Press to compare |
This item will automatically be transmogrified when you leave the level. sentry's pouch of stralite shots (42/42, 57-68.4 power, 15 apr)sentry's pouch of stralite shots (42/42, 57-68.4 power, 15 apr) Requires: - Dexterity 35 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 57.0 - 68.4 Uses stat: 120% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Physical crit. chance: +5.5% Capacity: 42 Turns elapse between self-loadings: 2 Shots are used with slings to pummel your foes to death. Press to compare |
This item will automatically be transmogrified when you leave the level. scouring stralite shield of crushing (10 def, 2 armour, 143.5 block)scouring stralite shield of crushing (10 def, 2 armour, 143.5 block) Requires: - Strength 35 - Talent Armour Training (level 2) Alternately Requires: - Strength 35 - Talent Shield Mastery (level 1) Infused by arcane disrupting forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When wielded/worn: Physical crit. chance: +5.0% Physical power: +9 Armour: +2 Defense: +10 Ranged Defense: +10 Fatigue: +14% Effects when hit in melee: * 27% chance to reduce powers by 20% * 31 arcane resource burn Changes stats: +6 Con Changes resistances: +17% acid / +17% nature Talent granted: +4 Block Handheld deflection devices. |
Bindings of Eternal Night (12 def, 12 armour) Bindings of Eternal Night (12 def, 12 armour)Powered by arcane forces 6.00 Encumbrance. [Unique] Type: armor / mummy ; tier 3 It is part of a set of items. When wielded/worn: Armour: +12 Defense: +12 Damage when hit (Melee): 10 darkness Changes stats: +5 Wil / +5 Mag Changes resistances: +30% blight / -10% fire / +30% darkness / -10% light Changes damage: +20% darkness Poison immunity: +100% Disease immunity: +100% Life regen: +1.00 Light radius: -1 The wearer is treated as an undead. Woven through with fell magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death. Press to compare |
radiant mummy wrappings of Eyal (5 def, 2 armour) radiant mummy wrappings of Eyal (5 def, 2 armour)Requires: - Dexterity 15 Infused by nature 6.00 Encumbrance. Type: armor / mummy ; tier 3 When wielded/worn: Armour: +2 Defense: +5 Fatigue: +2% Damage when hit (Melee): 10 light Changes stats: +4 Wil Changes resistances: +17% blight / -25% fire / +19% darkness Life regen: +2.80 Maximum life: +64.00 Light radius: +2 Healing mod.: +22% Decaying mummy wrappings. Press to compare |
This item will automatically be transmogrified when you leave the level. radiant mummy wrappings of lightning resistance (5 def, 2 armour)radiant mummy wrappings of lightning resistance (5 def, 2 armour) Requires: - Dexterity 15 Infused by nature Crafted by a master 6.00 Encumbrance. Type: armor / mummy ; tier 3 When wielded/worn: Armour: +2 Defense: +5 Fatigue: +2% Damage when hit (Melee): 9 light Changes stats: +4 Wil Changes resistances: +22% blight / -25% fire / +22% darkness / +23% lightning Light radius: +2 Decaying mummy wrappings. Press to compare |
This item will automatically be transmogrified when you leave the level. radiant mummy wrappings of lightning resistance (5 def, 2 armour)radiant mummy wrappings of lightning resistance (5 def, 2 armour) Requires: - Dexterity 15 Infused by nature Crafted by a master 6.00 Encumbrance. Type: armor / mummy ; tier 3 When wielded/worn: Armour: +2 Defense: +5 Fatigue: +2% Damage when hit (Melee): 10 light Changes stats: +4 Wil Changes resistances: +22% blight / -25% fire / +22% darkness / +24% lightning Light radius: +2 Decaying mummy wrappings. Press to compare |
This item will automatically be transmogrified when you leave the level. radiant mummy wrappings of the deep (5 def, 6 armour)radiant mummy wrappings of the deep (5 def, 6 armour) Requires: - Dexterity 15 Infused by nature 6.00 Encumbrance. Type: armor / mummy ; tier 3 When wielded/worn: Armour: +6 Defense: +5 Fatigue: +2% Damage when hit (Melee): 10 light Changes stats: +4 Wil Changes resistances: +11% acid / +20% darkness / +21% blight / -25% fire / +11% cold Allows you to breathe in: water Light radius: +2 Decaying mummy wrappings. Press to compare |
This item will automatically be transmogrified when you leave the level. searing mummy wrappings of cold resistance (5 def, 2 armour)searing mummy wrappings of cold resistance (5 def, 2 armour) Requires: - Dexterity 15 Powered by arcane forces Crafted by a master 6.00 Encumbrance. Type: armor / mummy ; tier 3 When wielded/worn: Armour: +2 Defense: +5 Fatigue: +2% Damage (Melee): 17 acid / 17 fire Damage when hit (Melee): 13 acid / 12 fire Changes resistances: +19% acid / -3% fire / +24% cold Decaying mummy wrappings. Press to compare |
This item will automatically be transmogrified when you leave the level. spiked mummy wrappings (5 def, 2 armour)spiked mummy wrappings (5 def, 2 armour) Requires: - Dexterity 15 Crafted by a master 6.00 Encumbrance. Type: armor / mummy ; tier 3 When wielded/worn: Armour: +2 Defense: +5 Fatigue: +2% Damage when hit (Melee): 16 physical Changes resistances: -25% fire Decaying mummy wrappings. Press to compare |
This item will automatically be transmogrified when you leave the level. fearwoven cashmere robe of Angolwen (2 def, 0 armour)fearwoven cashmere robe of Angolwen (2 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 Changes stats: +5 Mag / +4 Wil Changes resistances penetration: +14% darkness / +14% physical Changes damage: +14% darkness / +14% physical Silence immunity: +34% Spellpower on spell critical (stacks up to 3 times): +5 Maximum hate: +11.00 Spellpower: +14 Mindpower: +8 Mental crit. chance: +4% A cloth vestment. It offers no intrinsic protection but can be enchanted. Press to compare |
This item will automatically be transmogrified when you leave the level. stargazer's silk robe of alchemy (3 def, 0 armour)stargazer's silk robe of alchemy (3 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 Changes stats: +5 Cun Changes resistances: +18% acid / +17% physical / +18% fire / +18% cold Changes damage: +11% acid / +13% physical / +17% light / +13% fire / +17% darkness / +13% cold Talent cooldown: Refit Golem (-5 turns) Spellpower: +9 Spell crit. chance: +9% A cloth vestment. It offers no intrinsic protection but can be enchanted. Press to compare |
This item will automatically be transmogrified when you leave the level. prismatic hardened leather armour (3 def, 6 armour)prismatic hardened leather armour (3 def, 6 armour) Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 Fatigue: +8% Changes resistances: +13% light / +16% darkness A suit of armour made of leather. Press to compare |
reshaped[19,0%] Innocent Blood (20 def, 39 armour) reshaped[19,0%] Innocent Blood (20 def, 39 armour)Requires: - Cunning 40 Infused by arcane disrupting forces Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 4 It is part of a set of items. When wielded/worn: Armour: +39 Armour Hardiness: +20% Defense: +20 Fatigue: +0% Changes resistances: +25% blight / +25% fire Talent mastery: +0.20 Cunning / Trapping Spell save: +20 This exceptionally well made leather armour has a charred smell to it, but it is completely undamaged. Press to compare |
Breath of Eyal (10 def, 10 armour) Breath of Eyal (10 def, 10 armour)Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +10 Defense: +10 Fatigue: +20% Changes resistances: +20% lightning / +20% temporal / +20% light / +20% fire / +20% nature / +20% acid / +20% blight / +20% cold / +15% arcane / +20% darkness Spell save: +20 Mindpower: +10 This lightweight armor appears to have been woven of countless sprouts, still curling and growing. When you put it on, you feel the weight of the world on your shoulders, in spite of how light it feels in your hands. Press to compare |
reshaped[17,-8%] Velebreta (18 def, 35 armour) reshaped[17,-8%] Velebreta (18 def, 35 armour)Requires: - Strength 20 Infused by nature Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +35 Defense: +18 Fatigue: +0% Damage when hit (Melee): 11 acid / 14 light / 12 fire / 13 cold / 11 lightning Changes stats: +4 Str / +3 Dex / +1 Mag / +10 Wil / +6 Cun Changes resistances: +35% lightning / +6% temporal / +26% darkness / +25% blight / +13% fire / +13% cold / +39% acid Grants telepathy: Dragon Mental save: +21 Disease immunity: +15% Silence immunity: +10% Disarm immunity: +15% Light radius: +2 A suit of armour made of leather. Press to compare |
This item will automatically be transmogrified when you leave the level. radiant iron mail armour of Eyal (2 def, 4 armour)radiant iron mail armour of Eyal (2 def, 4 armour) Requires: - Strength 14 - Talent Armour Training Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 Fatigue: +12% Damage when hit (Melee): 6 light Changes stats: +2 Wil Changes resistances: +13% blight / +14% darkness Life regen: +1.60 Maximum life: +49.00 Light radius: +2 Healing mod.: +12% A suit of armour made of mail. Press to compare |
reshaped[18,-8%] dwarven-steel mail armour 'Venomstrider' (14 def, 42 armour) reshaped[18,-8%] dwarven-steel mail armour 'Venomstrider' (14 def, 42 armour)Requires: - Strength 28 - Talent Armour Training Infused by nature Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 3 When wielded/worn: Armour: +42 Defense: +14 Fatigue: +0% Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 10 light Changes stats: +11 Cun / +10 Wil Changes resistances: +21% lightning / +12% temporal / +22% darkness / +22% blight / +10% cold / +3% nature / +11% acid Changes resistances penetration: +5% acid Allows you to breathe in: water Physical save: +14 Mental save: +22 Disease immunity: +10% Silence immunity: +10% Stun/Freeze immunity: +10% Only die when reaching: -40.00 life Light radius: +2 A suit of armour made of mail. Press to compare |
This item will automatically be transmogrified when you leave the level. radiant dwarven-steel mail armour (3 def, 8 armour)radiant dwarven-steel mail armour (3 def, 8 armour) Requires: - Strength 28 - Talent Armour Training Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 Fatigue: +16% Damage when hit (Melee): 9 light Changes stats: +4 Wil Changes resistances: +22% blight / +21% darkness Light radius: +2 A suit of armour made of mail. Press to compare |
Hand of the World-Shaper (0 def, 12 armour) Hand of the World-Shaper (0 def, 12 armour)Requires: - Talent Armour Training Powered by arcane forces Infused by nature 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +12 Changes stats: +6 Str / +6 Mag Changes resistances: +10% physical Changes resistances penetration: +15% physical Changes damage: +12% physical Talent masteries: +0.20 Spell / Stone +0.10 Wild-gift / Sand drake aspect +0.10 Spell / Earth Spellpower: +10 Spell crit. chance: +10% When used to modify unarmed attacks: Base power: 39.0 - 54.6 Uses stats: 40% Wil, 10% Mag, 80% Cun Damage type: Physical Armour Penetration: +10 Physical crit. chance: +7.0% Attack speed: 83% When this weapon hits: Earthen Missiles (15% chance level 5). Burst (radius 1) on hit: +50 gravity Burst (radius 2) on crit: +30 gravity pin It can be used to activate talent Earthquake (costing 21 power out of 30/30) : Effective talent level: 4.0 Power cost: 21 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Causes a violent earthquake that deals 19.08 physical damage in a radius of 4 each turn for 7 turns, and has a 25% chance of stunning any creature it affects. The damage will increase with your Spellpower. These heavy stone gauntlets make the very ground beneath you bend and warp as they move. Press to compare |
Hettulach the drakeskin leather cap (0 def, 5 armour) Hettulach the drakeskin leather cap (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage when hit (Melee): 16 arcane Changes stats: +6 Str / +2 Con Changes resistances: +15% acid / +15% fire / +15% lightning / +14% cold Reduces incoming crit damage: 17.00% Physical save: +29 Mental save: +15 Silence immunity: +25% Stamina when hit: +2.90 Equilibrium when hit: +2.90 It can be used to activate talent Battle Cry, placing all other charms into a 20 cooldown : Effective talent level: 2.0 Power cost: 20 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. Press to compare |
Xeryda the Eclipselore (8 def, 5 armour) Xeryda the Eclipselore (8 def, 5 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +11 Armour penetration: +10 Physical crit. chance: +2.0% Physical power: +2 Armour: +5 Defense: +8 Fatigue: +5% Effects when hit in melee: * 20% chance to gain 10% of a turn Changes stats: +5 Str / +10 Dex / +1 Mag / +12 Wil / +20 Cun / +4 Con Changes resistances: +2% physical / +12% darkness / +15% blight / +6% temporal / +25% mind / -33% light Changes resistances penetration: +10% darkness Grants telepathy: Demon/Minor Humanoid/Orc Demon/Major Physical save: +25 Mental save: +42 Confusion immunity: +49% Life regen: +8.00 Stamina each turn: +0.40 Only die when reaching: -100.00 life Maximum life: +10.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. Press to compare |
This item will automatically be transmogrified when you leave the level. warded steel buckler of the shroudwarded steel buckler of the shroud Requires: - Dexterity 14 - Strength 14 Alternately Requires: - Dexterity 14 - Cunning 14 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: armor / buckler ; tier 2 When wielded/worn: Physical crit. chance: +3.0% Defense: +6 Fatigue: +4% Changes resistances: +11% darkness / +11% mind Maximum wards: +3 lightning / +3 temporal / +3 blight / +3 fire / +3 cold Talents granted: +1 Ward +2 Guard Stealth bonus: +11 Spell save: +22 Small handheld shield used for deflecting blows and misdirecting opponents. |
This item will automatically be transmogrified when you leave the level. icy dwarven-steel buckler of lightning resistance (+24%)icy dwarven-steel buckler of lightning resistance (+24%) Requires: - Dexterity 20 - Strength 20 Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / buckler ; tier 3 When wielded/worn: Physical crit. chance: +4.5% Defense: +8 Fatigue: +6% Damage (Melee): 8 cold Damage when hit (Melee): 16 ice Changes resistances: +24% lightning Talent granted: +3 Guard Small handheld shield used for deflecting blows and misdirecting opponents. |
2 malachite 2 malachite0.00 Encumbrance. Type: gem / green ; tier 2 When wielded/worn: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 When used to imbue an object: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 Gems can be sold for money or used in arcane rituals. |
amethyst amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Changes resistances penetration: +4% all Critical mult.: +4.00% When used to imbue an object: Changes resistances penetration: +4% all Critical mult.: +4.00% Gems can be sold for money or used in arcane rituals. |
2 onyx 2 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Stun/Freeze immunity: +40% When used to imbue an object: Stun/Freeze immunity: +40% Gems can be sold for money or used in arcane rituals. |
3 lapis lazuli 3 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Gems can be sold for money or used in arcane rituals. |
garnet garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Combat speed: +6% Casting speed: +6% Mental speed: +6% When used to imbue an object: Combat speed: +6% Casting speed: +6% Mental speed: +6% Gems can be sold for money or used in arcane rituals. |
sugilite sugilite0.00 Encumbrance. Type: gem / violet ; tier 3 When wielded/worn: Changes resistances penetration: +6% all Critical mult.: +6.00% When used to imbue an object: Changes resistances penetration: +6% all Critical mult.: +6.00% Gems can be sold for money or used in arcane rituals. |
4 obsidian 4 obsidian0.00 Encumbrance. Type: gem / black ; tier 4 When wielded/worn: Stun/Freeze immunity: +50% When used to imbue an object: Stun/Freeze immunity: +50% Gems can be sold for money or used in arcane rituals. |
sapphire sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Gems can be sold for money or used in arcane rituals. |
2 turquoise 2 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Defense: +8 Physical save: +8 Spell save: +8 Mental save: +8 When used to imbue an object: Defense: +8 Physical save: +8 Spell save: +8 Mental save: +8 Gems can be sold for money or used in arcane rituals. |
ruby ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Combat speed: +8% Casting speed: +8% Mental speed: +8% When used to imbue an object: Combat speed: +8% Casting speed: +8% Mental speed: +8% Gems can be sold for money or used in arcane rituals. |
5 large geode 5 large geode0.00 Encumbrance. Type: gem / stone ; tier 4 When wielded/worn: Life regen: +2.00 Stamina each turn: +0.80 Mana each turn: +0.80 Psi each turn: +0.80 Healing mod.: +10% When used to imbue an object: Life regen: +2.00 Stamina each turn: +0.80 Mana each turn: +0.80 Psi each turn: +0.80 Healing mod.: +10% Gems can be sold for money or used in arcane rituals. |
4 kunzite 4 kunzite0.00 Encumbrance. Type: gem / violet ; tier 4 When wielded/worn: Changes resistances penetration: +8% all Critical mult.: +8.00% When used to imbue an object: Changes resistances penetration: +8% all Critical mult.: +8.00% Gems can be sold for money or used in arcane rituals. |
2 moonstone 2 moonstone0.00 Encumbrance. Type: gem / white ; tier 4 When wielded/worn: Armour: +16 Changes resistances: +4% all When used to imbue an object: Armour: +16 Changes resistances: +4% all Gems can be sold for money or used in arcane rituals. |
2 amber 2 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Gems can be sold for money or used in arcane rituals. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 It is part of a set of items. When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) It can be used to combine with a weapon (makes a non enchanted into an artifact) , costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
56 alchemist agate 56 alchemist agate0.00 Encumbrance. Type: alchemist-gem / blue ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. Press to compare |
Wintertide Phial Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind (remove a few detrimental mental effects), costing 28 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. Press to compare |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Treasure Map: Cursed Tomb Treasure Map: Cursed Tomb0.00 Encumbrance. [Unique] Type: misc / misc ; tier 1 It can be used to read the map. A map pointing to a cursed tomb full of treasures, whose entrance seems to be located at the Last Hope Graveyard. (*USE* it while being inside the Last Hope Graveyard. Warning: This location is very, very deadly. Enemies are level 30 and higher.) |
Treasure Map: Dragon Lair Treasure Map: Dragon Lair0.00 Encumbrance. [Unique] Type: misc / misc ; tier 1 It can be used to read the map. A map pointing to a dragon lair full of treasures and danger beneath the Lost Dwarven Kingdom of Reknor. (*USE* it while being inside Reknor). Warning: This location is very dangerous. |
Treasure Map: Pocket Dimension Treasure Map: Pocket Dimension0.00 Encumbrance. [Unique] Type: misc / misc ; tier 1 It can be used to read the map. A map pointing to a strange dimensional rift inside Daikara. (*USE* it while being inside Daikara. Warning: This location hosts two very, very deadly surprises.) |
dwarven-steel pickaxe 'Glarecrypt' (dig speed 3 turns) dwarven-steel pickaxe 'Glarecrypt' (dig speed 3 turns)Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +7 Physical power: +8 Fatigue: -7% Changes stats: +9 Str / +2 Wil / +3 Con Changes resistances: +6% acid / +15% light / +12% lightning / +12% fire / +3% nature / +6% arcane Changes damage: +3% light Critical mult.: +16.00% Mental save: +32 Psi when hit: +0.08 Maximum life: +63.00 Maximum stamina: +47.00 Maximum psi: +30.00 Light radius: +1 Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. Press to compare |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 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) Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 142 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
rod of disarming (2/2) rod of disarming (2/2)Powered by unknown forces 2.00 Encumbrance. Type: charm / rod It can be used to disarm any known traps in a line, costing 35 power out of 100/100. A long rod of an unknown metal. The markings on it suggest a trap being blown apart by some great force. |
rod of trap detection (1/1) rod of trap detection (1/1)Powered by unknown forces 2.00 Encumbrance. Type: charm / rod It can be used to detect traps in a radius of 25, costing 7 power out of 10/10. A short rod of an unknown metal. The markings on it suggest a trap surrounded by eyes. |
Unlightpall [power 62] (36 cooldown) Unlightpall [power 62] (36 cooldown)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 4 When wielded/worn: Changes resistances: +6% darkness / +9% nature Changes damage: +9% darkness Disarm immunity: +15% Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% It can be used to teleport randomly (rad 62), placing all other charms into a 36 cooldown. Torques are made by powerful psionics to store psionic powers. Press to compare |
This item will automatically be transmogrified when you leave the level. forceful yew totem of cleansing [power 3] (14 cooldown)forceful yew totem of cleansing [power 3] (14 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Stamina when hit: +1.70 It can be used to remove magical effects from the target (up to 3), placing all other charms into a 14 cooldown. Natural totems are made by powerful wilders to store nature power. Press to compare |
This item will automatically be transmogrified when you leave the level. natural elven-wood totem of healing [power 200] (25 cooldown)natural elven-wood totem of healing [power 200] (25 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Equilibrium when hit: +1.50 It can be used to heal the target for 200, and remove up to 2 poisons or diseases, placing all other charms into a 25 cooldown. Natural totems are made by powerful wilders to store nature power. Press to compare |
This item will automatically be transmogrified when you leave the level. void elven-wood wand of conjuration [power 409] (7 cooldown)void elven-wood wand of conjuration [power 409] (7 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Talent cooldown: Void Blast (+6 turn) Talent granted: +4 Void Blast It can be used to fire a bolt of a random element (dam 204-409), placing all other charms into a 7 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. Press to compare |
Rod of Asphyxiation Rod of AsphyxiationPowered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / wand It can be used to asphyxiate an unsuspecting target, costing 5 power out of 30/30. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. Press to compare |
Achievements
A dangerous secret (Nightmare (Adventure) difficulty) (Uniques)
Found the mysterious staff and told Last Hope about it.By Upstart the Transcendent the Superhuman Transcendent Fist level 36
42nd Regrowth 123rd year of Ascendancy at 10:39 see stats
Against all odds (Nightmare (Adventure) difficulty) (Uniques)
Killed Ukruk in the ambush.By Upstart the Transcendent the Superhuman Transcendent Fist level 34
32nd Regrowth 123rd year of Ascendancy at 15:33 see stats
Antimagic! (Nightmare (Adventure) difficulty)
Completed antimagic training in the Ziguranth camp.By Upstart the Transcendent the Superhuman Transcendent Fist level 24
78th Dusk 122nd year of Ascendancy at 10:13 see stats
Bringer of Doom (Nightmare (Adventure) difficulty) (Uniques)
Killed a Bringer of Doom.By Upstart the Transcendent the Superhuman Transcendent Fist level 50
77th Pyre 123rd year of Ascendancy at 19:07 see stats
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Upstart the Transcendent the Superhuman Transcendent Fist level 29
15th Regrowth 123rd year of Ascendancy at 20:35 see stats
Dragon's Greed (Nightmare (Adventure) difficulty) (Uniques)
Amassed 8000 gold pieces.By Upstart the Transcendent the Superhuman Transcendent Fist level 50
49th Pyre 123rd year of Ascendancy at 20:28 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Upstart the Transcendent the Superhuman Transcendent Fist level 17
55th Dusk 122nd year of Ascendancy at 01:39 see stats
Exterminator (Nightmare (Adventure) difficulty) (Uniques)
Killed 1000 creatures.By Upstart the Transcendent the Superhuman Transcendent Fist level 49
47th Pyre 123rd year of Ascendancy at 16:01 see stats
Eye of the storm (Nightmare (Adventure) difficulty) (Uniques)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Upstart the Transcendent the Superhuman Transcendent Fist level 39
69th Regrowth 123rd year of Ascendancy at 02:29 see stats
Fear me not! (Nightmare (Adventure) difficulty)
Survived the Fearscape!By Upstart the Transcendent the Superhuman Transcendent Fist level 15
49th Dusk 122nd year of Ascendancy at 12:37 see stats
Fear me not! (Nightmare (Adventure) difficulty) (Uniques)
Survived the Fearscape!By Upstart the Transcendent the Superhuman Transcendent Fist level 39
48th Regrowth 123rd year of Ascendancy at 22:17 see stats
Home sweet home (Nightmare (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Upstart the Transcendent the Superhuman Transcendent Fist level 18
55th Dusk 122nd year of Ascendancy at 07:10 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Upstart the Transcendent the Superhuman Transcendent Fist level 10
4th Flare 122nd year of Ascendancy at 08:03 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Upstart the Transcendent the Superhuman Transcendent Fist level 20
60th Dusk 122nd year of Ascendancy at 07:21 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By Upstart the Transcendent the Superhuman Transcendent Fist level 30
26th Regrowth 123rd year of Ascendancy at 19:20 see stats
Level 40 (Nightmare (Adventure) difficulty) (Uniques)
Got a character to level 40.By Upstart the Transcendent the Superhuman Transcendent Fist level 40
69th Regrowth 123rd year of Ascendancy at 02:29 see stats
Level 50 (Nightmare (Adventure) difficulty) (Uniques)
Got a character to level 50.By Upstart the Transcendent the Superhuman Transcendent Fist level 50
47th Pyre 123rd year of Ascendancy at 16:01 see stats
Rescuer of the lost (Nightmare (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Upstart the Transcendent the Superhuman Transcendent Fist level 28
76th Haze 122nd year of Ascendancy at 06:52 see stats
Savior of the damsels in distress (Nightmare (Adventure) difficulty) (Uniques)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Upstart the Transcendent the Superhuman Transcendent Fist level 44
19th Pyre 123rd year of Ascendancy at 10:43 see stats
Size is everything (Nightmare (Adventure) difficulty) (Uniques)
Did over 1500 damage in one attack.By Upstart the Transcendent the Superhuman Transcendent Fist level 39
48th Regrowth 123rd year of Ascendancy at 21:36 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Upstart the Transcendent the Superhuman Transcendent Fist level 32
30th Regrowth 123rd year of Ascendancy at 16:20 see stats
Size matters (Nightmare (Adventure) difficulty) (Uniques)
Did over 600 damage in one attack.By Upstart the Transcendent the Superhuman Transcendent Fist level 37
47th Regrowth 123rd year of Ascendancy at 11:57 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Upstart the Transcendent the Superhuman Transcendent Fist level 7
76th Pyre 122nd year of Ascendancy at 23:58 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Upstart the Transcendent the Superhuman Transcendent Fist level 10
5th Dusk 122nd year of Ascendancy at 01:01 see stats
Thralless (Nightmare (Adventure) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Upstart the Transcendent the Superhuman Transcendent Fist level 29
20th Regrowth 123rd year of Ascendancy at 03:32 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty) (Uniques)
Amassed 3000 gold pieces.By Upstart the Transcendent the Superhuman Transcendent Fist level 39
69th Regrowth 123rd year of Ascendancy at 02:21 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Upstart the Transcendent the Superhuman Transcendent Fist level 20
60th Dusk 122nd year of Ascendancy at 21:00 see stats
Treasure Hunter (Nightmare (Adventure) difficulty) (Uniques)
Amassed 1000 gold pieces.By Upstart the Transcendent the Superhuman Transcendent Fist level 33
31st Regrowth 123rd year of Ascendancy at 12:33 see stats
Vampire crusher (Nightmare (Adventure) difficulty) (Uniques)
Destroyed the Master in its lair of the Dreadfell.By Upstart the Transcendent the Superhuman Transcendent Fist level 33
32nd Regrowth 123rd year of Ascendancy at 04:22 see stats
Log
Upstart the Transcendent is invigorated by the attack!
Upstart the Transcendent 's mind surges with critical power!
Upstart the Transcendent is invigorated by the attack!
Upstart the Transcendent leeches life from Aerykira the giant lightning ant!
Aerykira the giant lightning ant hits Upstart the Transcendent for 2 healing, (2 to psi shield), (1 antimagic), 0 lightning, (4 antimagic), 0 light (0 total damage) [2 healing].
Upstart the Transcendent hits Aerykira the giant lightning ant for 54 physical, 0 arcane, 5 lightning, 0 physical, 6 lightning (65 total damage).
Aerykira the giant lightning ant uses Shattering Shout.
Upstart the Transcendent is not stunned anymore.
Upstart the Transcendent has recovered!
Upstart the Transcendent performs a melee critical strike against Aerykira the giant lightning ant!
Aerykira the giant lightning ant shrugs off the critical damage!
Upstart the Transcendent 's mind surges with critical power!
Upstart the Transcendent is invigorated by the attack!
Upstart the Transcendent leeches life from Aerykira the giant lightning ant!
Upstart the Transcendent hits Aerykira the giant lightning ant for 153 physical damage.
Aerykira the giant lightning ant hits Upstart the Transcendent for (87 to psi shield), (30 resist armour), 146 physical, 26 healing, (2 to psi shield), (1 antimagic), 0 lightning (146 total damage) [26 healing].
Deep Wound from Aerykira the giant lightning ant hits Upstart the Transcendent for (11 to psi shield), (11 resist armour), 0 physical (0 total damage).
Upstart the Transcendent killed Aerykira the giant lightning ant!
Looking around... (direction keys to select interesting things, shift+direction keys to move freely)
Upstart the Transcendent triggers a trap (Aerykira the giant lightning ant's bear trap)!
Upstart the Transcendent starts to bleed.
Upstart the Transcendent is pinned to the ground.
Upstart the Transcendent picks up (t.): Stormbrace (67.5-101.25 power, 5 apr).
Upstart the Transcendent picks up (t.): elven-wood starstaff 'Tarrastir' (25-30 power, 5 apr, darkness element).
Upstart the Transcendent picks up (X.): warded steel buckler of the shroud.
Upstart the Transcendent picks up (E.): sentry's pouch of stralite shots (42/42, 57-68.4 power, 15 apr).
Upstart the Transcendent picks up (T.): radiant iron mail armour of Eyal (2 def, 4 armour).
Upstart the Transcendent picks up (y.): voratun greatsword of evisceration (60-96 power, 4 apr).
