









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
| Addons | Opt-in Adventurers Parties 1.7.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. Passive Cooldowns 1.7.0A tweak to the Minimalist UI to show the effect cooldowns of various passive talents and prodigies with triggered effects in the buffs area. Affected talents in the base module:
Affected talents from the Embers of Rage DLC:
Affected talents from the Ashes of Urh'Rok DLC:
Affected talents from the Forbidden Cults DLC:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Myth's Minimalist UI 1.5.10This addon changes several user interface elements to provide a more open and cleaner overall appearance.
+++ This addon only works for new characters, unless you edit your save file+++ Instructions for save file editing: Locate your save folder - (Generally in C:\users\*username*) ( The name of you save folder inside your *username* directory is T-Engine ) BACKUP YOUR T-Engine folder TO A SAFE LOCATION - ( You can copy and paste it on your desktop ) Inside your *username* directory, open your T-Engine folder Locate the line that looks like the following: Add inside the { } the following 'myth-minimalist-ui' so that it now looks like: ( Keep in mind the above will look different based on what addons you have installed ) Save your desc.lua and exit the file. Ashes of Urh'Rok 1.7.0Official 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:
Shimmer Pack: Plumpkin Daper 1.6.0Cosmetic pack! Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Myth's Tactical Borders 1.5.9This addon replaces the default tactical borders with a verson that more clearly shows the healthbars while making target identification quick and easy. +++ This addon only works for new characters, unless you edit your save file+++ Instructions for save file editing: Locate your save folder - (Generally in C:\users\*username*) ( The name of you save folder inside your *username* directory is T-Engine ) BACKUP YOUR T-Engine folder TO A SAFE LOCATION - ( You can copy and paste it on your desktop ) Inside your *username* directory, open your T-Engine folder Locate the line that looks like the following: Add inside the { } the following 'myth-minimalist-ui' so that it now looks like: ( Keep in mind the above will look different based on what addons you have installed ) Save your desc.lua and exit the file. Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.0Donators/Buyers bonus! 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. Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! Nekarcos's Quality of Life 01: Effect Display 1.4.8This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Shimmer Pack: Pyromania 1.6.0Cosmetic pack! Nekarcos's Quality of Life 05: Various (Fatal) Warnings 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Embers of Rage 1.7.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Nekarcos's Quality of Life 07: Visible Size Categories 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
UI Pack: Plumpkins! 1.6.0Cosmetic pack! Better Item Description 1.7.2This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Sandworm Lair Quick Dig 1.5.10Digging in Sandworm Lair will take only one (1) turn per tile. Forbidden Cults 1.7.0Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Halfling |
| Class | Brawler |
| Level / Exp | 32 / 19% |
| Size | medium |
| Lifes / Deaths | Killed by corrupted rogue at level 20 on the 72nd Regrowth 123rd year of Ascendancy at 03:22 / 2Killed by Getira the brown bear at level 32 on the 5th Dusk 123rd year of Ascendancy at 03:04 |
| Antimagic | Follower |
Primary Stats
| Strength | 86 (base 58) |
| Dexterity | 52 (base 37) |
| Constitution | 44 (base 10) |
| Magic | 10 (base 10) |
| Willpower | 26 (base 10) |
| Cunning | 64 (base 43) |
Resources
| Life | -26/1177 |
| Psi | 107/116 |
| Stamina | 21/233 |
| Equilibrium | 0 |
| Healing Factor | 1.6955007465519 |
| Regeneration | 12.816407657808 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +8.8817841970013E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 9 |
| See Stealth | 37.390773745007 |
| See Invisible | 37.390773745007 |
Offense: Barehand
| Damage | 121 |
| Accuracy | 42 |
| Crit Chance | 35% |
| APR | 28 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 5 |
| Crit Chance | 19% |
| Speed | 1 |
Offense: Mind
| Mindpower | 42 |
| Crit Chance | 39% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +37% |
| Acid | +9% |
| Nature | +33% |
| Fire | +6% |
| Darkness | +12% |
| Arcane | +12% |
| Mind | +12% |
| All | 0% |
Offense: Damage Penetration
| Fire | +47% |
| All | +7% |
| Physical | +17% |
| Mind | +17% |
| Nature | +32% |
Defense: Base
| Armour (hardiness) | 30 (44.574340358689%) |
| Defense | 60 |
| Ranged Defense | 60 |
| Fatigue | 0 |
| Physical Save | 41 |
| Spell Save | 24 |
| Mental Save | 24 |
Defense: Resistances
| Acid | + 69%( 70%) |
| Blight | + 18%( 70%) |
| Arcane | + 20%( 70%) |
| Cold | + 40%( 70%) |
| All | + 15%( 70%) |
| Lightning | + 50%( 70%) |
| Light | + 25%( 70%) |
| Physical | + 29%( 70%) |
| Mind | + 38%( 70%) |
| Darkness | + 31%( 70%) |
| Fire | + 27%( 70%) |
| Nature | + 23%( 70%) |
Defense: Immunities
| Pinning Resistance | 40% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 42% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 617% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -452 life. The duration and life will increase by 1% for every 1% life you have lost (currently 913 life, 12 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 329 life over 5 turns. Its effects scale with your Dexterity stat. |
Class Talents
| Cunning / Tactical | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Finishing moves | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Grappling | 1.30 |
| 3/5 |
| 4/5 |
| 2/5 |
| 0/5 |
| Technique / Pugilism | 1.30 |
| 4/5 |
| 4/5 |
| 2/5 |
| 4/5 |
| Technique / Combat veteran | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Unarmed training | 1.30 |
| 4/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. * You have killed the necromancers and saved all of the Krogs, well done Ziguranth! | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Daikara. Escort: lone alchemist (level 1 of Daikara)As a reward you improved Dexterity by +5. | done |
You failed to protect the lone alchemist from death by Ce'Nota the cave troll. Escort: lone alchemist (level 3 of Old Forest) | failed |
You successfully escorted the lost defiler to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost defiler (level 2 of Ruins of Kor'Pul)As a reward you improved talent Conversion (+1 level(s)). | 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 talent Telekinetic Leap (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by Cyrodarin the shimmering crystal. Escort: lost sun paladin (level 4 of Old Forest) | failed |
You failed to protect the lost tinker from death by Emiwe the fire wyrm. Escort: lost tinker (level 2 of Daikara) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * 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 |
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 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. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 254. | 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. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed sandworm tooth. * You've found the needed vial of fire wyrm saliva. Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * You've found the needed vial of squid ink. * You've found the needed xorn fragment. * You've found the needed honey tree root. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * You've found the needed red crystal shard. * You've found the needed giant spider spinneret. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed vial of elder vampire blood. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed green worm. | active |
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! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! 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
| On feet | Runigostir the pair of hardened leather boots (25 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +6 Str +2 Wil +5 Con dps ---------- Dmg.mod +9% acid +11% physical Res.pen +10% mind ----- def ----- Armour +3 Defense +25 (+6 eff.) ---------- misc Size +1 A pair of boots made of leather. |
| On hands | Spellhunt Remnants (6 def, 8 armour)1.5 T5 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +10 Cun +10 Wil dps ---------- Mind.crit +15% Mind.pwr +12 (+4 eff.) Dmg.mod +25% nature Res.pen +25% nature ----- def ----- Armour +8 Defense +6 (+1 eff.) Spell.save +15 (+7 eff.) Max.HP +100.00 ---------- misc Light +1 Unarmed combat: Power 142% Range: 1.4x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Apr +18 Crit +12.0% Atk.spd 100% Melee+ +20 silence On Hit: 15% Mana Clash 3 On Hit: 15% Antimagic Zone 3 On Hit: * 50 arcane resource burn Can't be worn by those with arcane powers. Attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 159.04 arcane damage and stunned). Uses 85 power out of 73/150 These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
| On head | Singespawner the hardened leather cap (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +7 Dex dps ---------- Dmg.mod +6% fire Res.pen +20% fire ----- def ----- Armour +3 Fatigue +3% Resists +19% darkness +15% mind Max.HP +40.00 Heal.mod +10% Pinning- +20% ---------- misc Infravis +5 A cap made of leather. |
| Tool | Tarrakhad (dig speed 24 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +4 Cun +2 Str dps ---------- Acc +5 (+2 eff.) ----- def ----- Resists +15% acid +3% blight Max.HP +60.00 Pinning- +20% ---------- misc Infravis +4 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Ring of Growth0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+3 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
| On fingers | Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-4 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 484.79 You won the Ring of Blood trial, and this is your reward. |
| Around neck | Blindreaper the copper amulet0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Phys.crit +1.0% Dmg.mod +3% mind +12% physical Apr +3 ----- def ----- Defense +15 (+3 eff.) Resists +12% mind +6% light Confus- +22% Amulets make your neck look great! |
| Main armor | reinforced leather armour 'Thundergrinder' (12 def, 12 armour)9.0 T4 light armor [Random Unique] Nature/Master While equipped: dps ---------- Mind.pwr +11 (+3 eff.) Dmg.mod +12% arcane Res.pen +20% fire Melee Ret 10 lightning ----- def ----- Armour +12 Defense +12 (+3 eff.) Fatigue +8% Resists +48% acid +17% physical +29% lightning +30% cold +5% arcane +14% fire ---------- misc Breathe water A suit of armour made of leather. |
| Light source | Flashmaster the alchemist's lamp1.0 T3 lite [Rare] Master While equipped: Stats +3 Con dps ---------- Crit.mult +10.00% Phys.pwr +20 (+5 eff.) Dmg.mod +6% physical Res.pen +10% physical +7% all Apr +7 ----- def ----- Armour +4 Resists +3% light +6% lightning ---------- misc Light +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
| Cloak | Ivawen the Blindpain (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +3 Str +3 Con dps ---------- Mind.crit +5% Crit.mult +10.00% Dmg.mod +12% darkness +9% mind ----- def ----- Defense +2 (+0 eff.) Phys.save +8 (+3 eff.) Max.HP +59.00 ---------- misc Equi/ret +0.20 Psi/ret +0.08 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around waist | Lightrend the hardened leather belt1.0 T3 belt armor [Rare] Master While equipped: Stats +4 Cun dps ---------- Phys.crit +4.0% Crit.mult +7.00% Phys.pwr +4 (+1 eff.) ----- def ----- Resists +3% light +6% lightning Phys.save +3 (+1 eff.) Mind.save +3 (+1 eff.) Heal.mod +15% Confus- +20% A belt that goes around your waist. |
Inventory
heroism infusion of the titan (die at -581; dur 6; cd 34)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 34 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -581 life. The duration and life will increase by 1% for every 1% life you have lost (currently 1174 life, 12 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
movement infusion of the duelist (speed 678%; cd 8)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 678% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
regeneration infusion of the warrior (heal 613; 17 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 613 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
wild infusion of the psychic (res 20%; physical; dur 3; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 20% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
Rune of the Rift (254.00 temporal damage, removed from time 4 turns)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 254.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Arelebeth0.1 T3 amulet jewelry [Random Unique] Nature While equipped: Stats +6 Dex dps ---------- Dmg.mod +3% mind Res.pen +20% arcane Melee Ret 2 arcane ----- def ----- Resists +25% mind +18% temporal Confus- +32% Pinning- +25% Knockbk- +27% Amulets make your neck look great! |
Ce'Neralaith the stralite amulet0.1 T4 amulet jewelry [Random Unique] Nature/Psionic While equipped: Stats +13 Con +3 Wil dps ---------- Mind.pwr +9 (+3 eff.) Melee Ret 2 temporal 6 physical ----- def ----- Armour +2 Phys.save +13 (+5 eff.) Mind.save +9 (+4 eff.) Max.HP +60.00 HP.reg +5.00 Confus- +18% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Stam/turn +1.00 Amulets make your neck look great! |
Gleampain0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +10 Lck dps ---------- Acc +10 (+4 eff.) ----- def ----- Defense +29 (+7 eff.) Resists +18% light Crit.dmg- 15.00% Unseen.red 14% Blind- +20% Amulets make your neck look great! |
Lightwill the steel amulet0.1 T2 amulet jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +12% arcane +6% light Res.pen +10% blight On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 5 ----- def ----- Resists +20% blight +12% light ---------- misc Light +3 Masteries +0.22 Technique/Grappling Amulets make your neck look great! |
Relgeneg0.1 T2 amulet jewelry [Rare] Arcane While equipped: Stats +4 Mag dps ---------- Phys.pwr +15 (+3 eff.) Spell.pwr +15 (+6 eff.) Res.pen +10% arcane Acc +15 (+5 eff.) ----- def ----- Resists +2% physical Spell.save +9 (+4 eff.) Amulets make your neck look great! |
The Black Core0.1 T2 amulet jewelry [Unique] Arcane While equipped: ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
Toxinslicer the stralite amulet0.1 T4 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +18% nature Res.pen +20% nature ----- def ----- Resists +17% cold +18% fire +3% temporal Silence- +20% Stun/Frz- +10% Amulets make your neck look great! |
cleansing steel amulet0.1 T2 amulet jewelry [Ego] Disrupt While equipped: ----- def ----- Resists +13% nature +12% blight Poison- +27% Disease- +23% Amulets make your neck look great! |
copper amulet0.1 T1 amulet jewelry [Normal] Amulets make your neck look great! |
copper amulet0.1 T1 amulet jewelry [Normal] Amulets make your neck look great! |
copper amulet0.1 T1 amulet jewelry [Normal] Amulets make your neck look great! |
copper amulet of soulsearing0.1 T1 amulet jewelry [Ego+] Arcane While equipped: dps ---------- Crit.mult +10.00% Spell.pwr +5 (+2 eff.) Dmg.mod +7% blight +5% fire Amulets make your neck look great! |
grounding copper amulet of the eclipse0.1 T1 amulet jewelry [Ego+] Arcane/Nature While equipped: dps ---------- Melee+ 5 light 5 darkness Dmg.mod +6% light +7% darkness On Melee Ret: * 5% chance to reduce damage dealt by 22% * 5% chance to blind ----- def ----- Resists +11% lightning Stun/Frz- +21% Amulets make your neck look great! |
insulating steel amulet of dexterity (+2)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +2 Dex ----- def ----- Resists +10% fire +14% cold Amulets make your neck look great! |
restful copper amulet0.1 T1 amulet jewelry [Ego] Master While equipped: ----- def ----- Fatigue -5% HP.reg +2.00 Amulets make your neck look great! |
savior's gold amulet0.1 T3 amulet jewelry [Ego+] Master While equipped: ----- def ----- Phys.save +13 (+5 eff.) Spell.save +11 (+5 eff.) Mind.save +12 (+6 eff.) Amulets make your neck look great! |
steel amulet 'Frostoracle'0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +2 Dex +4 Mag +10 Wil +2 Con ----- def ----- Resists +6% cold +7% physical ---------- misc Stam/turn +0.40 Infravis +2 Amulets make your neck look great! |
vitalizing copper amulet of strength (+3)0.1 T1 amulet jewelry [Ego+] Nature While equipped: Stats +3 Str +3 Con ----- def ----- Phys.save +6 (+2 eff.) Max.HP +30.00 HP.reg +2.00 Amulets make your neck look great! |
warrior's copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +5% physical ---------- misc Stam/turn +0.30 Amulets make your neck look great! |
Belinn the copper ring0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +1 Str +2 Dex +1 Mag +3 Cun dps ---------- Dmg.mod +3% arcane ----- def ----- Mind.save +5 (+2 eff.) Confus- +20% ---------- misc See.Invis +3 Rings make your fingers look great! |
Fogwrest0.1 T2 ring jewelry [Rare] Nature While equipped: Stats +4 Cun dps ---------- Mind.crit +3% Mind.pwr +30 (+10 eff.) Dmg.mod +12% nature +18% darkness ----- def ----- Resists +24% nature Mind.save +18 (+9 eff.) Rings make your fingers look great! |
Nightsong0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+1 eff.) Fatigue -7% Mind.save +13 (+6 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Shadowstep: Level 2.0 Pwr.cost 43 out of 50/50. Range 7 Travel.spd instantaneous Is a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Purevagrant the copper ring0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +1 Wil dps ---------- Spell.crit +1% Spell.pwr +15 (+6 eff.) Dmg.mod +9% blight +10% fire On Hit (Melee): * 20% chance to slow global speed by 54% ----- def ----- Resists +20% fire +6% nature +9% cold Rings make your fingers look great! |
Rainviper0.1 T1 ring jewelry [Rare] Master While equipped: ----- def ----- Fatigue -6% Resists +5% arcane +9% cold Phys.save +9 (+3 eff.) HP.reg +2.00 ---------- misc Max.enc +22 See.Invis +3 Rings make your fingers look great! |
Runantir the Sundash0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Res.pen +5% light Melee Ret 2 light ----- def ----- Fatigue -4% Resists +3% fire +9% mind +3% temporal ---------- misc Max.enc +21 Rings make your fingers look great! |
Salureth the Glimmerbringer0.1 T2 ring jewelry [Random Unique] Nature/Master While equipped: Stats +7 Str +5 Con dps ---------- Phys.pwr +7 (+1 eff.) Dmg.mod +3% acid Res.pen +10% light Melee Ret 6 acid ----- def ----- Armour +4 Resists +8% nature +7% blight Poison- +12% Disease- +11% Rings make your fingers look great! |
Taintscar the steel ring0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +2 Con dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +8 (+4 eff.) Mind.pwr +6 (+2 eff.) Dmg.mod +12% nature +3% blight Res.pen +10% nature ----- def ----- Resists +3% blight Spell.save +11 (+5 eff.) Max.HP +20.00 Disarm- +20% Pinning- +20% Knockbk- +28% ---------- misc Max.stam +12.00 Rings make your fingers look great! |
Tuloran the Flameslicer0.1 T2 ring jewelry [Rare] Arcane While equipped: dps ---------- Dmg.mod +18% temporal +12% darkness +12% mind Res.pen +25% mind ----- def ----- Resists +24% darkness +6% fire Def/telep +10 Res/telep +10% Dur/telep +10% Rings make your fingers look great! |
Ulfyrig0.1 T2 ring jewelry [Rare] Psionic While equipped: Stats +2 Con +11 Wil dps ---------- S.pwr/crit +6 Dmg.mod +15% blight Res.pen +10% blight Acc +20 (+7 eff.) ----- def ----- Phys.save +6 (+2 eff.) Mind.save +10 (+5 eff.) Rings make your fingers look great! |
Wretchvortex the gold ring0.1 T3 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +3 Cun +2 Mag dps ---------- Spell.pwr +5 (+2 eff.) Dmg.mod +18% nature Res.pen +15% nature ----- def ----- Fatigue -6% Resists +6% mind Silence- +25% ---------- misc Max.enc +20 Mana/turn +0.10 Rings make your fingers look great! |
conjurer's stralite ring of warding0.1 T4 ring jewelry [Ego++] Arcane While equipped: Stats +6 Mag +5 Wil dps ---------- Spell.pwr +10 (+5 eff.) ----- def ----- Resists +10% acid +22% fire +10% lightning +15% cold Rings make your fingers look great! |
copper ring0.1 T1 ring jewelry [Normal] Rings make your fingers look great! |
copper ring0.1 T1 ring jewelry [Normal] Rings make your fingers look great! |
copper ring 'Frozenpiercer'0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +11% acid +3% mind ----- def ----- Resists +22% acid +9% cold Mind.save +3 (+1 eff.) Disarm- +10% Knockbk- +20% Rings make your fingers look great! |
copper ring 'Soottitan'0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +3 Str +1 Wil dps ---------- Dmg.mod +11% cold Res.pen +5% darkness ----- def ----- Resists +22% cold ---------- misc Infravis +2 Rings make your fingers look great! |
copper ring 'Umbraclash'0.1 T1 ring jewelry [Rare] Arcane While equipped: Stats +3 Cun +3 Mag dps ---------- Spell.pwr +6 (+3 eff.) Dmg.mod +3% blight +15% temporal On Hit (Melee): * 20% chance to reduce damage dealt by 22% ----- def ----- Resists +9% blight +15% temporal Rings make your fingers look great! |
copper ring of sensing0.1 T1 ring jewelry [Ego] Arcane While equipped: ----- def ----- Blind- +22% ---------- misc Infravis +3 See.Stealth +6 See.Invis +5 Rings make your fingers look great! |
gold ring of pilfering0.1 T3 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +9 (+3 eff.) Apr +7 ----- def ----- Defense +9 (+2 eff.) Disengage: Puts all charms on 9 cooldown Level 2.6 Pwr.cost 9 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
painweaver's gold ring of clarity0.1 T3 ring jewelry [Ego+] Master/Psionic While equipped: dps ---------- Phys.pwr +8 (+2 eff.) Spell.pwr +10 (+5 eff.) Mind.pwr +8 (+2 eff.) Dmg.mod +5% all ----- def ----- Mind.save +10 (+5 eff.) Confus- +28% Rings make your fingers look great! |
pixie's steel ring of arcana (+0.16/turn)0.1 T2 ring jewelry [Ego+] Arcane While equipped: Stats +3 Cun +3 Mag dps ---------- Spell.pwr +7 (+4 eff.) ----- def ----- Silence- +28% ---------- misc Mana/turn +0.16 Rings make your fingers look great! |
psionicist's copper ring of corrosion (+22%)0.1 T1 ring jewelry [Ego] Nature/Psionic While equipped: Stats +2 Wil dps ---------- Dmg.mod +11% acid ----- def ----- Resists +22% acid Mind.save +4 (+2 eff.) Rings make your fingers look great! |
rogue's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Cun ----- def ----- Defense +6 (+1 eff.) Rings make your fingers look great! |
rogue's steel ring of luminosity0.1 T2 ring jewelry [Ego+] Arcane/Master While equipped: Stats +3 Cun +3 Mag dps ---------- Melee+ 13 light Ranged+ 10 light Dmg.mod +12% light ----- def ----- Defense +6 (+1 eff.) Rings make your fingers look great! |
rogue's stralite ring of fire (+28%)0.1 T4 ring jewelry [Ego] Nature/Master While equipped: Stats +5 Cun dps ---------- Dmg.mod +14% fire ----- def ----- Defense +10 (+2 eff.) Resists +28% fire Rings make your fingers look great! |
solipsist's copper ring of pilfering0.1 T1 ring jewelry [Ego++] Master/Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Mind.pwr +7 (+2 eff.) Acc +8 (+3 eff.) Apr +8 ----- def ----- Defense +8 (+2 eff.) Disengage: Puts all charms on 9 cooldown Level 2.6 Pwr.cost 9 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
Fulobar (152% power, 3 apr)3.0 T4 battleaxe 2H weapon [Rare] Nature Power 152% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +7.5% Atk.spd 100% On Crit.r2 +41 lightning +47 cold While equipped: Stats +2 Wil +5 Con dps ---------- Mov.spd +53% Dmg.mod +21% acid Res.pen +27% lightning +24% cold On Hit (Melee): * 10% chance to reduce armor by 10% ---------- misc Light +3 See.Invis +12 Massive two-handed battleaxes. |
Gikira the Murkgore (168% power, 4 apr)3.0 T5 battleaxe 2H weapon [Rare] Master Power 169% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% On Hit: * 20% chance to reduce damage dealt by 22% While equipped: Stats +1 Wil dps ---------- Crit.mult +20.00% Dmg.mod +12% darkness Acc +16 (+6 eff.) Melee Ret 4 mind ----- def ----- Defense +12 (+3 eff.) Disarm- +53% ---------- misc Equi/ret +0.08 Hate/m.crit +1.00 Massive two-handed battleaxes. |
Muckborn the steel battleaxe (135% power, 2 apr)3.0 T2 battleaxe 2H weapon [Random Unique] Nature/Master/Psionic Power 135% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Melee+ +7 mind +4 nature On Hit: * 20% chance to reduce all saves and defense by 27 While equipped: Stats +15 Wil +3 Cun +10 Con ----- def ----- Resists +6% light +5% arcane Max.HP +38.00 Heal.mod +10% Massive two-handed battleaxes. |
Ulfoyador the dwarven-steel battleaxe (135% power, 2 apr)3.0 T3 battleaxe 2H weapon [Random Unique] Arcane/Master/Psionic Power 135% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% On Hit.r1 +17 fire On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: Stats +5 Con dps ---------- Crit.mult +5.00% Phys.pwr +13 (+3 eff.) Res.pen +5% arcane +7% physical Phasing +10% On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 5 ----- def ----- Disarm- +29% ---------- misc Vim/s.crit +1.00 Massive two-handed battleaxes. |
stralite battleaxe of shearing (156% power, 3 apr)3.0 T4 battleaxe 2H weapon [Ego+] Master Power 156% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +7.5% Atk.spd 100% While equipped: dps ---------- Res.pen +12% all Acc +19 (+7 eff.) Apr +16 Massive two-handed battleaxes. |
Brightimmortal the dwarven-steel dagger (117% power, 7 apr)1.0 T3 dagger 1H weapon [Random Unique] Arcane/Master/Psionic Power 117% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +16 light +14 cold On Hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) While equipped: dps ---------- Acc +10 (+4 eff.) ----- def ----- Defense +7 (+1 eff.) Resists +6% light +6% lightning Disarm- +31% Sharp, short and deadly. |
Earostir the Taintvenom (132% power, 9 apr)1.0 T4 dagger 1H weapon [Random Unique] Nature/Disrupt Power 133% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% Melee+ +11 nature Against +11% Unnatural On Hit.r1 +4 nature On Crit.r2 +4 nature On Hit: * 10% chance to slow global speed by 54% * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% On Crit: * Deals 73 Manaburn damage and puts 1 random spell talent on cooldown for 4 turns (checks Confusion immunity) While equipped: dps ---------- Res.pen +10% cold ----- def ----- Resists +9% nature Sharp, short and deadly. |
Shantiz the Stormblade (111% power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Nature Power 111% Range: 1.3x Uses 100% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +10.0% Atk.spd 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex ----- def ----- Proj.slow +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
Swordbreaker (129% power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Master Power 129% Range: 1.3x Uses 50% Cun, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +15.0% Atk.spd 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex ----- def ----- Hardiness +20% Defense +15 (+3 eff.) Phys.save +15 (+5 eff.) Disarm- +50% ---------- misc Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
hateful dwarven-steel dagger of torment (113% power, 7 apr)1.0 T3 dagger 1H weapon [Ego+] Psionic Power 113% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +8 darkness Against +8% Living On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Sharp, short and deadly. |
manaburning dwarven-steel dagger of massacre (131% power, 7 apr)1.0 T3 dagger 1H weapon [Ego] Disrupt/Master Power 131% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Hit: * 11 arcane resource burn Sharp, short and deadly. |
truestriking dwarven-steel dagger (110% power, 7 apr)1.0 T3 dagger 1H weapon [Ego+] Master Power 110% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% While equipped: dps ---------- Res.pen +7% physical Acc +8 (+3 eff.) Apr +7 Sharp, short and deadly. |
Belata the Puresnake (175% power, 4 apr)3.0 T5 greatsword 2H weapon [Rare] Master Power 175% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% On Hit: * 20% chance to reduce armor by 10% While equipped: Stats +2 Str +4 Mag +4 Wil +3 Cun dps ---------- Dmg.mod +12% nature Acc +17 (+6 eff.) ----- def ----- Defense +16 (+4 eff.) Resists +6% nature Disarm- +70% Massive two-handed swords. |
acidic stralite greatsword of vileness (158% power, 3 apr)3.0 T4 greatsword 2H weapon [Ego] Arcane Power 159% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% Melee+ +14 blight On Hit: * 30% chance to reduce strength, dexterity, and constitution by 5 On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Massive two-handed swords. |
quick stralite greatsword of evisceration (160% power, 3 apr)3.0 T4 greatsword 2H weapon [Ego++] Master Power 160% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% On Crit: * Wound the target dealing 263 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +5 Dex dps ---------- Phys.crit +13.0% Phys.pwr +13 (+3 eff.) Phys.spd +10% Acc +19 (+7 eff.) Massive two-handed swords. |
stralite greatsword 'Flameslice' (162% power, 3 apr)3.0 T4 greatsword 2H weapon [Rare] Master Power 163% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% Melee+ +20 fire On Hit.r1 +20 acid On Hit: * 20% chance to reduce all saves and defense by 27 While equipped: dps ---------- Res.pen +10% mind Acc +14 (+5 eff.) Melee Ret 4 acid ----- def ----- Defense +16 (+4 eff.) Resists +15% fire Disarm- +45% Massive two-handed swords. |
truestriking dwarven-steel greatsword of evisceration (143% power, 2 apr)3.0 T3 greatsword 2H weapon [Ego++] Master Power 144% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Crit: * Wound the target dealing 263 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +10.0% Phys.pwr +10 (+2 eff.) Res.pen +12% physical Acc +12 (+4 eff.) Apr +9 Massive two-handed swords. |
truestriking stralite greatsword of shearing (161% power, 3 apr)3.0 T4 greatsword 2H weapon [Ego++] Master Power 162% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Res.pen +13% physical +14% all Acc +43 (+15 eff.) Apr +25 Massive two-handed swords. |
yew longbow of enduring4.0 T3 longbow 2H weapon [Ego+] Nature Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 While equipped: Stats +9 Con +11 Wil ----- def ----- Max.HP +47.00 Longbows are used to shoot arrows at your foes. |
flaming dwarven-steel longsword of massacre (132% power, 4 apr)3.0 T3 longsword 1H weapon [Ego] Arcane/Master Power 132% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% On Hit.r1 +8 fire Sharp, long, and deadly. |
quick iron longsword of rage (103% power, 2 apr)3.0 T1 longsword 1H weapon [Ego++] Master Power 104% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: Stats +3 Str +2 Dex dps ---------- Phys.spd +10% Dmg.mod +6% physical Acc +14 (+5 eff.) Sharp, long, and deadly. |
plaguebringer's dwarven-steel mace of evisceration (132% power, 4 apr)3.0 T3 mace 1H weapon [Ego++] Arcane/Master Power 133% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% Melee+ +9 blight On Hit: 20% Epidemic 3 On Hit: * 7% chance to reduce strength, dexterity, and constitution by 5 On Crit: * Wound the target dealing 263 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +8.0% Phys.pwr +7 (+1 eff.) ----- def ----- Disease- +18% Blunt and deadly. |
voratun mace 'Pitchriver' (156% power, 6 apr)3.0 T5 mace 1H weapon [Random Unique] Nature/Disrupt Power 157% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% Against +19% Unnatural On Crit.r2 +34 lightning +18 cold While equipped: Stats +8 Str +9 Dex +8 Mag +17 Wil +8 Cun +11 Con dps ---------- Mov.spd +29% Dmg.mod +3% lightning +9% darkness Res.pen +16% lightning +18% cold Melee Ret 2 darkness On Hit (Melee): * 20% chance to reduce damage dealt by 22% ----- def ----- Resists +6% lightning Blunt and deadly. |
dreamer's thorny mindstar of frost (93% power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Ego++] Nature/Psionic Power 93% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) Melee+ 9 cold Dmg.mod +8% cold Res.pen +10% cold ----- def ----- Armour +13 Resists +17% mind +6% cold Mind.save +4 (+2 eff.) ---------- misc Psi/turn +0.60 Max.psi +19.00 Talents +1 Attune Mindstar 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. |
hardened leather sling 'Shimmerjam'4.0 T3 sling 1H weapon [Rare] Nature Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 While equipped: Stats +6 Str +4 Dex +5 Mag +6 Wil +7 Cun +8 Con ----- def ----- Defense +10 (+2 eff.) Resists +6% lightning Phys.save +6 (+2 eff.) Spell.save +18 (+9 eff.) Stun/Frz- +20% Def/telep +15 Res/telep +15% Dur/telep +15% Slings are used to hurl stones or metal shots at your foes. |
dragonbone starstaff 'Hellterror' (136% power, 6 apr, light element)5.0 T5 staff 2H weapon Reqs Mag 48 [Rare] Master Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +20% Crit.mult +16.00% Spell.pwr +15 (+6 eff.) Dmg.mod +30% light +6% fire Apr +2 ----- def ----- Resists +6% physical +6% fire Phys.save +6 (+2 eff.) ---------- misc Stam/turn +3.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
yew magestaff (120% power, 4 apr, arcane element)5.0 T3 staff 2H weapon Reqs Mag 24 [Normal] Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+4 eff.) Dmg.mod +20% arcane ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Girdle of the Calm Waters1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Rope Belt of the Thaloren1.0 T2 belt armor [Unique] Nature While equipped: Stats +7 Cun +8 Wil dps ---------- Mind.crit +15% Mind.pwr +15 (+5 eff.) ---------- misc Masteries +0.20 Wild-gift/Harmony The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
hardened leather belt 'Isyyavena'1.0 T3 belt armor [Rare] Master While equipped: Stats +3 Str dps ---------- Phys.pwr +5 (+1 eff.) ----- def ----- Armour +4 Resists +9% blight +6% cold +6% lightning Phys.save +9 (+3 eff.) Spell.save +8 (+4 eff.) ---------- misc Size +1 A belt that goes around your waist. |
Charblow the cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Phys.crit +3.0% Phys.pwr +3 (+0 eff.) Res.pen +20% mind ----- def ----- Defense +2 (+0 eff.) Fatigue -4% Resists +9% acid +3% fire Spell.save +9 (+4 eff.) Die.at -80.00 life Stun/Frz- +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cloth of Dreams (10 def, 0 armour)2.0 T4 cloak armor [Unique] Psionic While equipped: Stats +6 Cun +5 Wil dps ---------- Mind.pwr +6 (+2 eff.) ----- def ----- Defense +10 (+2 eff.) Resists +15% mind Phys.save +10 (+4 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+5 eff.) ---------- misc Masteries +0.10 Psionic/Dreaming +0.10 Psionic/Slumber The wearer is asleep. Lucid Dreamer: May act while sleeping Slumber: Level 3.0 Pwr.cost 9 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts the target into a deep sleep for 4 turns, rendering it unable to act. Every 44 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
Oakrip (9 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Res.pen +25% mind +10% fire On Hit (Melee): * 20% chance to slow global speed by 54% * 20% chance to reduce all saves and defense by 27 ----- def ----- Defense +9 (+2 eff.) Phys.save +8 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Wind's Whisper (4 def, 0 armour)2.0 T3 cloak armor [Unique] Arcane While equipped: Stats +3 Dex ----- def ----- Defense +4 (+1 eff.) Proj.evade +25% Proj.slow +20% Silence- +30% Evasion: (Instant) Level 2.6 Pwr.cost 43 out of 50/50. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 28% chance to evade melee and ranged attacks and 21 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. When the enchanter Razeen was cornered by Spellhunters near the Daikara mountain pass she wrapped her cloak about her and fled down a narrow ravine. The hunters fired volley after volley of arrows at her, but by miracle or magic they all missed. Razeen was able to escape and flee to the hidden city in the west. |
cashmere cloak of the hunter (2 def, 0 armour)2.0 T3 cloak armor [Ego+] Nature While equipped: dps ---------- Acc +20 (+7 eff.) ----- def ----- Defense +2 (+0 eff.) Fatigue -7% Max.HP +73.00 ---------- misc Max.stam +16.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Elibretira' (31 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +5 Dex +2 Cun +3 Con dps ---------- Phys.crit +2.0% Dmg.mod +6% acid Res.pen +10% acid ----- def ----- Defense +31 (+7 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Gyta' (7 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Str +1 Con dps ---------- Dmg.mod +9% physical Res.pen +5% physical Apr +1 ----- def ----- Defense +7 (+1 eff.) Phys.save +6 (+2 eff.) ---------- misc Max.stam +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
murderer's linen cloak of the hunter (1 def, 0 armour)2.0 T1 cloak armor [Ego++] Nature/Master While equipped: Stats +2 Cun +2 Dex dps ---------- Acc +21 (+7 eff.) Apr +3 ----- def ----- Defense +1 (+0 eff.) Fatigue -5% Max.HP +45.00 ---------- misc Max.stam +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Ravenhack (3 def, 4 armour)2.0 T5 cloth armor [Rare] Master While equipped: dps ---------- Crit.mult +5.00% Mind.pwr +20 (+6 eff.) Dmg.mod +6% lightning On Hit (Melee): * 20% chance to reduce damage dealt by 22% ----- def ----- Armour +4 Defense +3 (+0 eff.) Resists +3% lightning +18% darkness +15% all Phys.save +19 (+7 eff.) Mind.save +12 (+6 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Robe of the Archmage (10 def, 10 armour)2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +6 Mag +6 Wil +6 Cun dps ---------- Spell.pwr +15 (+6 eff.) Dmg.mod +12% all Melee Ret 15 arcane ----- def ----- Armour +10 Defense +10 (+2 eff.) Resists +10% lightning +10% cold +10% fire +10% arcane +13% all Spell.save +20 (+10 eff.) Mind.save +15 (+7 eff.) Silence- +50% ---------- misc Mana/turn +2.00 Light +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
mindwoven cashmere robe of fire (+19%) (0 def, 0 armour)2.0 T3 cloth armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +2 (+0 eff.) Dmg.mod +13% fire ----- def ----- Resists +11% all +19% fire Mind.save +16 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Adoyath the Snowsage (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Dex +2 Mag +5 Con ----- def ----- Armour +3 Fatigue -3% Resists +9% cold Phys.save +6 (+2 eff.) ---------- misc Max.enc +22 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Boots of the Hunter (2 def, 12 armour)3.0 T4 feet armor Reqs Heavy armour training [Unique] Psionic While equipped: dps ---------- Phys.pwr +12 (+3 eff.) Apr +15 ----- def ----- Armour +12 Defense +2 (+0 eff.) Fatigue +8% Spell.save +10 (+5 eff.) Mind.save +10 (+5 eff.) Max.HP +80.00 Stun/Frz- +40% ---------- misc Masteries +0.20 Cunning/Trapping +0.20 Cursed/Endless hunt +0.20 Cursed/Predator Boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action). Uses 28 power out of 32/32 Activation is instant. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
Daguyon the pair of hardened leather boots (0 def, 9 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +8 Con ----- def ----- Armour +9 Crit.dmg- 10.00% Phys.save +6 (+2 eff.) ---------- misc Stam/turn +3.00 Infravis +6 A pair of boots made of leather. |
Elunor (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +1 Con +1 Wil dps ---------- Acc +5 (+2 eff.) ----- def ----- Armour +1 Die.at -80.00 life ---------- misc Stam/turn +0.40 Mana/s.crit +2.00 Vim/s.crit +2.00 Max.stam +13.00 A pair of boots made of leather. |
Lavawake (25 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% fire Acc +10 (+4 eff.) Melee Ret 2 physical ----- def ----- Armour +1 Defense +25 (+6 eff.) Fatigue -5% Resists +3% fire Phys.save +6 (+2 eff.) ---------- misc Max.enc +21 A pair of boots made of leather. |
Urthysamas the Growthserpent (0 def, 5 armour)2.0 T3 feet armor [Random Unique] Nature/Master While equipped: Stats +2 Wil +3 Cun +3 Con dps ---------- Spell.crit +3% Crit.mult +10.00% S.pwr/crit +4 Melee Ret 4 nature ----- def ----- Armour +5 Resists +7% lightning +8% temporal Phys.save +14 (+5 eff.) Mind.save +15 (+7 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Infravis +1 A pair of boots made of leather. |
Yvalaith the pair of hardened leather boots (15 def, 11 armour)2.0 T3 feet armor [Rare] Master While equipped: ----- def ----- Armour +11 Defense +15 (+3 eff.) Resists +6% blight +6% mind Stun/Frz- +20% Teleport- +20% ---------- misc Stam/turn +0.60 Max.stam +12.00 A pair of boots made of leather. |
Earydor the drakeskin leather gloves (0 def, 3 armour)1.0 T4 hands armor [Rare] Nature While equipped: Stats +2 Str +6 Dex dps ---------- Melee+ 10 cold Dmg.mod +6% arcane +7% cold ----- def ----- Armour +3 Resists +8% cold Crit.dmg- 10.00% ---------- misc See.Invis +9 Unarmed combat: Power 131% Range: 1.1x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +5.0% Atk.spd 125% On Crit.r2 +10 ice On Hit: 10% Ice Breath 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Hellsnail the iron gauntlets (5 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Dex +4 Mag +1 Con dps ---------- Dmg.mod +3% fire Acc +10 (+4 eff.) ----- def ----- Armour +1 Defense +5 (+1 eff.) Fatigue +1% Unarmed combat: Power 99% Range: 1.4x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +6 Apr +3 Crit +7.0% Atk.spd 100% Metal gloves protecting the hands up to the middle of the lower arm. |
dwarven-steel gauntlets 'Beleran' (25 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Dex dps ---------- Res.pen +15% mind Acc +18 (+6 eff.) ----- def ----- Armour +2 Defense +25 (+6 eff.) Fatigue +3% Resists +2% physical +6% mind +12% fire Max.HP +100.00 Silence- +20% Unarmed combat: Power 116% Range: 1.4x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +8 Apr +9 Crit +17.0% Atk.spd 100% Metal gloves protecting the hands up to the middle of the lower arm. |
iron gauntlets 'Dairudar' (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +3 Dex +3 Cun +3 Con dps ---------- Melee+ 6 fire Dmg.mod +3% mind +4% fire ----- def ----- Armour +1 Fatigue +1% Resists +5% fire Unarmed combat: Power 101% Range: 1.4x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.0% Atk.spd 100% On Crit.r2 +6 fire On Hit: 10% Fire Breath 1 Metal gloves protecting the hands up to the middle of the lower arm. |
sand dwarven-steel gauntlets of butchering (0 def, 8 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego+] Nature/Disrupt While equipped: dps ---------- Phys.pwr +6 (+1 eff.) Melee+ 5 physical Dmg.mod +4% physical Acc +4 (+2 eff.) Apr +7 ----- def ----- Armour +8 Fatigue +3% Resists +6% blight Spell.save +9 (+4 eff.) Unarmed combat: Power 119% Range: 1.4x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +17 Crit +8.0% Atk.spd 100% On Hit.r1 +7 physical On Crit.r2 +7 physical On Hit: 10% Sand Breath 3 On Hit: * 12% chance to slow global speed by 54% * 12% chance to reduce armor by 10% Metal gloves protecting the hands up to the middle of the lower arm. |
Blazewaker (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +6 Con dps ---------- Crit.mult +5.00% Res.pen +25% lightning Melee Ret 10 acid On Hit (Melee): * 20% chance to reduce armor by 10% ----- def ----- Armour +3 Fatigue +3% ---------- misc Stam/turn +3.00 A cap made of leather. |
Cloudspitter the rough leather cap (0 def, 1 armour)2.0 T1 head armor [Rare] Psionic While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.pwr +3 (+1 eff.) Melee Ret 2 lightning ----- def ----- Armour +1 Fatigue +1% Resists +6% acid Silence- +20% Teleport- +10% A cap made of leather. |
Cyruba (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Dex +3 Wil dps ---------- Crit.mult +5.00% Mind.pwr +5 (+1 eff.) On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Dragon-helm of Kroltar (5 def, 9 armour)3.0 T4 head armor Reqs Heavy armour training [Unique] Master Kroltar's power resides in his scales. While equipped: Stats +5 Str +5 Wil +5 Con -4 Lck dps ---------- Dmg.mod +10% physical +10% fire ----- def ----- Armour +9 Defense +5 (+1 eff.) Fatigue +10% ---------- misc Masteries +0.20 Wild-gift/Fire drake aspect Bellowing Roar: Level 3.0 Pwr.cost 39 out of 45/45. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: You let out a powerful roar that sends your foes in radius 5 into utter confusion (power: 38%) for 3 turns. The sound wave is so strong, your foes also take 164.79 physical damage. The damage improves with your Strength. Each point in fire drake talents also increases your fire resistance by 1%. A visored steel helm, embossed and embellished with gold, that bears as its crest the head of Kroltar, the greatest of the fire drakes. |
Elima (2 def, 0 armour)2.0 T3 head armor [Random Unique] Nature/Psionic While equipped: Stats +4 Cun +3 Wil dps ---------- Mind.pwr +3 (+1 eff.) S.pwr/crit +4 Dmg.mod +11% acid +6% arcane Res.pen +15% arcane ----- def ----- Defense +2 (+0 eff.) Resists +16% acid +5% temporal +7% lightning Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Mana/turn +0.04 A pointy cloth hat, very wizardly... |
Eye of the Forest (8 def, 0 armour)2.0 T3 head armor [Unique] Nature While equipped: Stats +6 Cun +8 Wil dps ---------- Dmg.mod +20% nature Res.pen +15% nature ----- def ----- Defense +8 (+2 eff.) Mind.save +12 (+6 eff.) Blind- +100% ---------- misc Infravis +2 See.Stealth +15 See.Invis +15 Masteries +0.10 Wild-gift/Moss Earth's Eyes: Level 2.0 Pwr.cost 30 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
Ivutta the hardened leather cap (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +4 Dex +5 Con dps ---------- Phys.pwr +30 (+7 eff.) Apr +6 ----- def ----- Armour +3 Fatigue +3% A cap made of leather. |
Kytir the rough leather cap (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +5 Cun +3 Con dps ---------- Crit.mult +5.00% Mind.pwr +10 (+3 eff.) On Hit (Melee): * 10% chance to reduce all saves and defense by 27 ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
The Face of Fear (8 def, 0 armour)2.0 T3 head armor [Unique] Unknown While equipped: Stats +6 Cun +8 Wil dps ---------- Mind.pwr +16 (+5 eff.) ----- def ----- Defense +8 (+2 eff.) Fear- +60% ---------- misc Masteries +0.20 Cursed/Fears Instill Fear: Level 2.0 Pwr.cost 16 out of 45/45. Range 8 Travel.spd instantaneous Is a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 14.56 mind and 14.56 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 15% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 15. Terrified: Deals 3.36 mind and 3.36 darkness damage per turn and increases cooldowns by 24%. Haunted: Causes the target to suffer 5.82 mind and 5.82 darkness damage for each detrimental mental effect every turn. This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and its hollow eye sockets seem to stare back into you. |
bladed rough leather cap of trickery (0 def, 1 armour)2.0 T1 head armor [Ego++] Master While equipped: Stats +3 Str +3 Dex +3 Cun dps ---------- Apr +5 ----- def ----- Armour +1 Fatigue +1% Skullcracker: Puts all charms on 17 cooldown Level 3.0 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 376.1 Physical damage. If the attack hits, the target is confused (39% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
dwarven-steel helm 'Yariregorin' (15 def, 22 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: ----- def ----- Armour +22 Defense +15 (+3 eff.) Fatigue +4% Resists +6% acid +4% all Phys.save +10 (+4 eff.) Heal.mod +5% Disease- +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather cap 'Darkqueller' (0 def, 3 armour)2.0 T1 head armor [Rare] Master While equipped: dps ---------- Dmg.mod +15% darkness +9% fire Res.pen +25% darkness Melee Ret 6 darkness On Hit (Melee): * 20% chance to reduce damage dealt by 22% ----- def ----- Armour +3 Fatigue +1% ---------- misc Infravis +2 A cap made of leather. |
Ularomildir (10 def, 13 armour)14.0 T3 heavy armor Reqs Heavy armour training [Random Unique] Master/Psionic While equipped: Stats +6 Wil +9 Cun +6 Con dps ---------- Crit.mult +15.00% Melee Ret 2 acid ----- def ----- Armour +13 Defense +10 (+2 eff.) Fatigue +12% Resists +18% cold Mind.save +30 (+15 eff.) Die.at -20.00 life ---------- misc Stam/turn +1.00 A suit of armour made of mail. |
enlightening stralite mail armour of cold resistance (4 def, 8 armour)14.0 T4 heavy armor Reqs Heavy armour training [Ego+] Master/Psionic While equipped: Stats +5 Cun +6 Wil ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +12% Resists +19% cold Mind.save +15 (+7 eff.) A suit of armour made of mail. |
impenetrable stralite mail armour of the deep (4 def, 20 armour)14.0 T4 heavy armor Reqs Heavy armour training [Ego+] Nature/Master While equipped: ----- def ----- Armour +20 Defense +4 (+1 eff.) Fatigue +12% Resists +9% acid +8% cold ---------- misc Breathe water A suit of armour made of mail. |
Lavabreeze the drakeskin leather armour (20 def, 8 armour)9.0 T5 light armor [Rare] Disrupt While equipped: Stats +5 Str +2 Dex dps ---------- Phys.pwr +30 (+7 eff.) Apr +2 ----- def ----- Armour +8 Defense +20 (+5 eff.) Fatigue +8% Resists +15% blight +18% fire +14% nature A suit of armour made of leather. |
Lisokira the cured leather armour (13 def, 8 armour)9.0 T2 light armor [Random Unique] Nature/Psionic While equipped: Stats +7 Cun +4 Wil dps ---------- Dmg.mod +9% blight On Hit (Melee): * 10% chance to reduce armor by 10% ----- def ----- Armour +8 Defense +13 (+3 eff.) Fatigue +7% Resists +6% blight Mind.save +24 (+12 eff.) Max.HP +41.00 HP.reg +4.50 Heal.mod +12% A suit of armour made of leather. |
volcanic hardened leather armour of the wind (16 def, 13 armour)9.0 T3 light armor [Ego++] Nature/Master While equipped: dps ---------- Phys.crit +5.0% Melee+ 7 fire Ranged+ 6 fire Apr +8 ----- def ----- Armour +13 Defense +16 (+4 eff.) Fatigue +8% Resists +10% fire +18% physical ---------- misc Stam/turn +0.50 Second Wind: (Instant) Puts all charms on 30 cooldown Level 4.0 Pwr.cost 30 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Take a deep breath to recover 128 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
searing stralite plate armour of command (9 def, 19 armour)17.0 T4 massive armor Reqs Massive armour training [Ego++] Arcane/Psionic While equipped: Stats +2 Cun dps ---------- Melee+ 12 acid 12 fire Melee Ret 13 acid 10 fire ----- def ----- Armour +19 Defense +9 (+2 eff.) Fatigue +22% Resists +12% acid +19% fire Mind.save +15 (+7 eff.) A suit of armour made of metal plates. |
Axe of Fluffy Evil Axe of Fluffy Evil4.0 axe misc [Unique] Unknown Create a ... clockwork gnome. Uses 43 power out of 50/50 It seems there was still one present left. This is a pink ... axe. It obviously is not made for fighting. It looks fluffy. |
9 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
748 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
4 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Dimbrand the voratun pickaxe (dig speed 24 turns)3.0 T5 digger tool [Rare] Master While equipped: Stats +7 Str dps ---------- Dmg.mod +12% darkness Melee Ret 6 fire ----- def ----- Fatigue -8% Resists +12% darkness +30% acid While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Mummified Egg-sac of Ungolë2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 68 power out of 41/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
7 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +10% blight +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. It was hardened by the digestive sack. |
jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Korilarion1.0 T5 lite [Random Unique] Master/Psionic While equipped: Stats +6 Wil dps ---------- Dmg.mod +12% mind Res.pen +14% all Apr +14 ----- def ----- Armour +8 Defense +12 (+3 eff.) Resists +3% nature +9% mind Phys.save +20 (+7 eff.) Spell.save +17 (+8 eff.) Mind.save +19 (+9 eff.) Poison- +10% Disease- +10% Knockbk- +10% ---------- misc Light +6 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
brass lantern 'Winterquick'2.0 T1 lite [Rare] Nature While equipped: Stats +6 Dex dps ---------- Dmg.mod +9% cold Acc +5 (+2 eff.) ----- def ----- Phys.save +6 (+2 eff.) Die.at -60.00 life Heal.mod +12% ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)0.0 mirror [Plot Item] Unknown Change your appearance. Uses 1 power out of 1/1 A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Mind.save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 17 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 10 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+1 eff.) Phys.save +0 (+0 eff.) Spell.save +0 (+0 eff.) Mind.save +0 (+0 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
4 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
barbed pouch of stralite shots of torment (19/19, 165% power, 5 apr)3.0 T4 shot ammo [Ego++] Master/Psionic Power 166% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +5 Crit +11.5% Capacity 19 On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns On Crit: * Wound the target dealing 263 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
Flashstar [power 47] (22 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: Stats +5 Str +3 Dex dps ---------- Res.pen +25% lightning Acc +30 (+10 eff.) ---------- misc Infravis +3 Setup a psionic shield, reducing all damage taken by 47 for 5 turns Puts all charms on 22 cooldown Torques are made by powerful psionics to store psionic powers. |
cleansing iron torque of mindblast [power 105] (13 cooldown)2.0 T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 118 mind damage and silencing them for 4 turns Puts all charms on 13 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
Dagidunastir the elm totem of stinging [power 116] (13 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: ----- def ----- Defense +20 (+5 eff.) Resists +1% physical Phys.save +9 (+3 eff.) Max.HP +20.00 Sting an enemy dealing 154 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 13 cooldown Natural totems are made by powerful wilders to store nature power. |
Dourhunter [power 200] (13 cooldown)2.0 T2 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +9% cold Res.pen +25% darkness +20% cold ----- def ----- Resists +30% fire Heal yourself and all friendly characters within 10 spaces for 200 Puts all charms on 13 cooldown 100% to increase the duration of 2 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
Tainttrencher the ash totem of stinging [power 206] (13 cooldown)2.0 T2 totem charm [Rare] Nature While equipped: Stats +4 Str dps ---------- Phys.crit +2.0% Dmg.mod +9% physical Acc +20 (+7 eff.) Melee Ret 4 nature ----- def ----- Defense +30 (+7 eff.) Resists +3% physical Sting an enemy dealing 274 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 13 cooldown 100% to reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
2 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 26 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
7 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
13 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A different point of view (Insane (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Punchin' Judy the Halfling Brawler level 28
55th Pyre 123rd year of Ascendancy at 21:18 see stats
Antimagic! (Insane (Roguelike) difficulty)
Completed antimagic training in the Ziguranth camp.By Punchin' Judy the Halfling Brawler level 18
51st Regrowth 123rd year of Ascendancy at 13:20 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Punchin' Judy the Halfling Brawler level 18
37th Regrowth 123rd year of Ascendancy at 14:31 see stats
Earth Master (Insane (Roguelike) difficulty)
Killed Harkor'Zun.By Punchin' Judy the Halfling Brawler level 23
36th Pyre 123rd year of Ascendancy at 21:23 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Punchin' Judy the Halfling Brawler level 22
34th Pyre 123rd year of Ascendancy at 16:23 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Punchin' Judy the Halfling Brawler level 30
9th Mirth 123rd year of Ascendancy at 00:17 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Punchin' Judy the Halfling Brawler level 28
55th Pyre 123rd year of Ascendancy at 20:25 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Punchin' Judy the Halfling Brawler level 10
27th Haze 122nd year of Ascendancy at 23:23 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Punchin' Judy the Halfling Brawler level 20
71st Regrowth 123rd year of Ascendancy at 10:55 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Punchin' Judy the Halfling Brawler level 30
2nd Mirth 123rd year of Ascendancy at 16:25 see stats
Merry wintertide! (Insane (Roguelike) difficulty)
Finish the Santascape event and free the little helper elves.By Punchin' Judy the Halfling Brawler level 19
66th Regrowth 123rd year of Ascendancy at 18:52 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Punchin' Judy the Halfling Brawler level 20
72nd Regrowth 123rd year of Ascendancy at 04:33 see stats
Santassacre! (Insane (Roguelike) difficulty)
Killed the little helper elves after saving them!By Punchin' Judy the Halfling Brawler level 19
66th Regrowth 123rd year of Ascendancy at 19:03 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By Punchin' Judy the Halfling Brawler level 29
63rd Pyre 123rd year of Ascendancy at 04:36 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Punchin' Judy the Halfling Brawler level 17
31st Regrowth 123rd year of Ascendancy at 02:18 see stats
Tales of the Spellblaze (Insane (Roguelike) difficulty)
Learned the eight chapters of the Spellblaze Chronicles.By Punchin' Judy the Halfling Brawler level 28
55th Pyre 123rd year of Ascendancy at 21:18 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Punchin' Judy the Halfling Brawler level 7
79th Pyre 122nd year of Ascendancy at 03:31 see stats
The Legend of Garkul (Insane (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By Punchin' Judy the Halfling Brawler level 28
55th Pyre 123rd year of Ascendancy at 21:18 see stats
The Restless Dead (Insane (Roguelike) difficulty)
Disturbed an old battlefield and survived the consequences.By Punchin' Judy the Halfling Brawler level 30
2nd Mirth 123rd year of Ascendancy at 16:50 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Punchin' Judy the Halfling Brawler level 10
44th Haze 122nd year of Ascendancy at 21:15 see stats
Thralless (Insane (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Punchin' Judy the Halfling Brawler level 19
69th Regrowth 123rd year of Ascendancy at 11:29 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Punchin' Judy the Halfling Brawler level 23
38th Pyre 123rd year of Ascendancy at 06:35 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Punchin' Judy the Halfling Brawler level 16
22nd Regrowth 123rd year of Ascendancy at 08:13 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By Punchin' Judy the Halfling Brawler level 20
72nd Regrowth 123rd year of Ascendancy at 03:22 see stats
Log
Ninurlhing hits Something for 24 nature damage.
Giant spider hits Something for 10 nature damage.
Ninurlhing is poisoned!
Something hits Ninurlhing for 2 nature damage.
Something receives 21 healing from Giant spider.
Getira the brown bear's healing nature area effect hits Ninurlhing for 22 nature damage.
Getira the brown bear's healing nature area effect hits Giant spider for 22 nature damage.
Something receives 21 healing from Ninurlhing.
Punchin' Judy deactivates Exploit Weakness.
Punchin' Judy activates Exploit Weakness.
Punchin' Judy deactivates Striking Stance.
Punchin' Judy activates Striking Stance.
Punchin' Judy speeds up.
Punchin' Judy overcomes the gloom
Talent Perfect Strike is ready to use.
Poison from Getira the brown bear hits Punchin' Judy for (35 flat reduction), 80 nature (80 total damage).
Poison from Getira the brown bear hits Ninurlhing for 60 nature damage.
Ninurlhing misses Something.
Giant spider misses Something.
Getira the brown bear receives 21 healing from Giant spider.
Getira the brown bear's healing nature area effect hits Ninurlhing for 22 nature damage.
Getira the brown bear's healing nature area effect hits Giant spider for 22 nature damage.
Getira the brown bear receives 21 healing from Ninurlhing.
Something hits Giant spider for 2 nature damage.
Punchin' Judy is no longer weakened.
Punchin' Judy is no longer dominated.
Poison from Getira the brown bear hits Punchin' Judy for (35 flat reduction), 80 nature (80 total damage).
Punchin' Judy the level 32 halfling brawler was treehugged to death by Getira the brown bear on level 1 of Bearscape.




































































































































































