Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
Addons | Spellsword 1.3.0This addon grew out of an attempt to rework the Arcane Blade base class from the TOME module way back in beta. Previous versions can be found under the "Arcane Blade Rework" addon. I got sufficient positive feedback, and it was a sufficient departure from the original class, that it was decided to split it off to its own class, while letting the Arcane Blade be updated by others. The class revolves around melee spells, utilizing a mixture of stamina and mana require skills. Probably the most unique feature are the elemental stances, only which one of is active at a time, and which are activated by using the basic elemental strikes. Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Infinite500 v2.5c: Revised high level play for ToME 1.3.1Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. No Locked Categories 1.0.1This addon unlocks all categories at birth. So your cat points can be spent on improving them, and/or buying extra rune/infusion slots. This addon will make the game easier. That's the intention, but more so, the intention is to make the game more free, and less restrictive early on. Alternate Zones Option 1.1.0Adds a game option "Alternate zones" to enable or disable (or optionally force) v1.0.3's new alternate zones, either globally or individually by zone. Also available as part of the ZOmnibus Addon Pack. Ashes of Urh'Rok 1.2.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Breeding Pits Restoration Project 1.1.5Restores the orc breeding pits cut content to the game. Extra Dungeons 1.3.0In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: New Gem Types 1.2.5Adds several new gem types and attempts to fill in some gaps in Tiered gem colors; also adds the Crystal race. This is a continuation of jayseesee's original addon. It's my hope that the gems in this release are balanced, consistent across tiers, and useful to a variety of different characters. Also hopefully all the Crystal's balance issues have been worked out: it should be an interesting tactical challenge to make best use of its unique mobility, find the right time to exploit its Runic Saturation status clear Stasis talent, and optimal self-imbued gemstone for each dungeon. As always, please let me know if you find any issues in terms of bugs, game mechanics, or interface! Infinite Farportal 1.1.3"Weeks ago, you arrived into the Shertul Fortress, following the collapse of Nur right behind you. Weeks later, as the town is coming together, you hear a loud growling sound coming from the south. Alongside the only possibilty of escaping from this place... Steeling your resolve, you have choosen to explore the portal, and look for a way out." --- In this addon, you attempt to complete the farportal as many times as possible. You are given access to a town in the north. In the Town, you can find a multitude of shops, and a Merchant. He can craft you tier 1-5 artifacts, for fair(or so he says) prices, to offer you a boost when you find yourself struggling. Lastly, and most dangerously, you can ask him to break 'Seals' of the Farportal, which will directly summon Farportal Bosses into the fortress. Additionally, you gain 10% of your current gold every time you complete a farportal, alongside an experience boost. --- Dive into the Infinite Farportal, and pray, or you will never again see the light of day. Stoic class 1.0.5Stoics are warriors who dedicate their lives to mastering countless secret techniques. Stoics are a warrior subclass inspired by the Samurai class from Hengband. They are a melee class with a wide variety of specialized combat techniques, but require judicious use of their unique Focus resource to succeed. Their advanced trees allow them to alter the element of their attacks and grant passive effects as long as the stance is maintained. Everything is Unique! 1.2.5Bite-Sized Update: You spawn at level 12, and can level up to a maximum of 200. Increase your rank as you slay your foes. You can see your kill counts and your rank experience in the quest log. Items Vault 1.3.0Donators/Buyers bonus! Weapons Pack 1.2.4This adds new weapon types and egos to the game. - Tridents are unchanged, but generate more often. Most of the stuff here can be individually turned on/off in the Game Options menu. So you could use this addon just for the extra tridents if you really wanted to. Customized Xorn Race 1.2.5Xorns, four armed creatures of earth.
This is a personalized version of Trea’s Xorn Race mod. It doubles the number of ring/glove slots. It also doubles life gain from constitution. Steamtech UI 1.1.4 Tier-1 Short Circuit Option 1.1.0Adds a new game option "Short-circuit some early dungeons" to enable or disable the new b43 behavior of skipping the player directly to the bottom of tier-1 dungeons if you're strong enough. The option will appear under Game Options in the <Esc> menu. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Playable Rhaloren Race 1.3.0Adds Rhaloren as a playable race, ideal for Corruptors and other blight-mages. More Taints 1.3.0Power comes at a price, but the price is worth paying... This addon adds more Taints to the game. Taints are Inscriptions powered by corrupt forces. As such, they are arcane so Oozemancers and other Zigur Zealots need not apply. Taintmarks are listed on your character sheet under stats. Current Taints are only a little more rare than normal inscriptions. In v1 they will be much rarer but certain bosses will have a guaranteed Taint drop. List of Taints: Go to Landmark 1.1.0Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Arcanum Class Pack 1.3.0Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: AEther Operators 1.2.3Experiment addon based on Tourist example mod an Glutton Mod: Necromancy+ 1.3.0Features: Spell/Charnel - class category available to Necromancer only. Tweaked Categories: Spell/Advanced Necrotic Minions Spell/Necrotic Minions Spell/Necrosis Spell/Shades Tweaked the talent levels granted by Blighted Summoning. Also adds in a new class called the Spiritmancer: The dead do not always rest easy, even free from fell influences. Categories: Karma Life Giver Ghosts Dawn Justice Escorts Enhanced 1.2.3Various enhancements to escort quest NPCs: Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. Beholder (Continuation) 1.1.5Adds Beholders as a playable race. Created by ajfluffy (design, code and conception) and rexorcorum (ideas and artwork), this addon is now being maintained by Nagyhal under the guidance of rexorcorum in ajfluffy's absence. Edit: Had to change the addon's short_name, and so v1.0.6's automatic upload helpfully made us a completely new addon page. Of course it's all on Steam, which is beautiful (thank you DG!), but I'm hoping we can merge the older versions into this thread. We'll look at it tomorrow. Edit of the edit: In the meantime, players who have fallen afoul of my clumsy Flame Laser bug are encouraged to upgrade to v5.9.2 for compatibility reasons. Have fun and happy facemelting! |
Campaign | Maj'Eyal |
Mode | Normal Exploration |
Sex | Male |
Race | Dwarf |
Class | Oozemancer |
Level / Exp | 97 / 81% |
Size | big |
Lifes / Deaths | Killed by orc soldier at level 2 on the 16th Voratun 122nd year of Ascendancy at 23:36 / 27Killed by thief at level 8 on the 20th Voratun 122nd year of Ascendancy at 14:18 Killed by Cyromina the dremling at level 10 on the 20th Voratun 122nd year of Ascendancy at 22:21 Killed by Emomira the grannor'vor at level 11 on the 21st Voratun 122nd year of Ascendancy at 16:27 Killed by Emomira the grannor'vor at level 11 on the 21st Voratun 122nd year of Ascendancy at 17:15 Killed by Emomira the grannor'vor at level 11 on the 21st Voratun 122nd year of Ascendancy at 17:41 Killed by Emomira the grannor'vor at level 11 on the 21st Voratun 122nd year of Ascendancy at 18:18 Killed by thief at level 16 on the 20th Profit 122nd year of Ascendancy at 11:57 Killed by Ivira the bee swarm at level 22 on the 24th Profit 122nd year of Ascendancy at 22:02 Killed by Ivira the bee swarm at level 22 on the 24th Profit 122nd year of Ascendancy at 23:04 Killed by Nerivea the midge swarm at level 23 on the 25th Profit 122nd year of Ascendancy at 01:41 Killed by Porylravea the giant lightning ant at level 24 on the 25th Profit 122nd year of Ascendancy at 07:50 Killed by Porylravea the giant lightning ant at level 24 on the 25th Profit 122nd year of Ascendancy at 10:04 Killed by armoured skeleton warrior at level 31 on the 26th Profit 122nd year of Ascendancy at 12:36 Killed by Mayutha the giant blue ant at level 35 on the 27th Profit 122nd year of Ascendancy at 09:40 Killed by fire drake at level 39 on the 28th Profit 122nd year of Ascendancy at 23:48 Killed by war hound at level 40 on the 29th Profit 122nd year of Ascendancy at 02:32 Killed by Velebressra the mean looking elven guard at level 67 on the 18th Dearth 122nd year of Ascendancy at 22:49 Killed by Gulle the eternal bone giant at level 88 on the 30th Dearth 122nd year of Ascendancy at 19:08 Killed by Gulle the eternal bone giant at level 88 on the 30th Dearth 122nd year of Ascendancy at 21:05 Killed by Gulle the eternal bone giant at level 88 on the 31st Dearth 122nd year of Ascendancy at 02:46 Killed by ghostly bulwark at level 88 on the 31st Dearth 122nd year of Ascendancy at 04:06 Killed by Gulle the eternal bone giant at level 88 on the 31st Dearth 122nd year of Ascendancy at 05:37 Killed by Lisomina the lesser vampire at level 88 on the 31st Dearth 122nd year of Ascendancy at 07:40 Killed by Belabeth the bone giant at level 89 on the 31st Dearth 122nd year of Ascendancy at 10:15 Killed by Emelygabeth the brown bear at level 97 on the 13rd Loss 122nd year of Ascendancy at 11:38 Killed by Adatira the fox at level 97 on the 13rd Loss 122nd year of Ascendancy at 13:18 |
Antimagic | Follower |
Primary Stats
Strength | 126 (base 98) |
Dexterity | 18 (base 12) |
Constitution | 131 (base 80) |
Magic | 13 (base 10) |
Willpower | 134 (base 106) |
Cunning | 135 (base 106) |
Resources
Life | 2079/2740 |
Psi | 224/224 |
Equilibrium | 49 |
Healing Factor | 1.58 |
Regeneration | 29.467 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -47.972972972973% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 1 |
Infravision | 14 |
ESP Range | 10 |
ESP Kinds | demon/minor, demon/major |
Offense: Mainhand
Damage | 265 |
Accuracy | 66 |
Crit Chance | 73% |
APR | 106 |
Speed | 1.00 |
Offense: Offhand
Damage | 220 |
Accuracy | 66 |
Crit Chance | 73% |
APR | 86 |
Speed | 1.00 |
Offense: Spell
Spellpower | 6.5 |
Crit Chance | 62% |
Speed | 1 |
Offense: Mind
Mindpower | 102.4655934083 |
Crit Chance | 94% |
Speed | 1 |
Offense: Damage Bonus
All | 0% |
Defense: Base
Armour (hardiness) | 71.501486805499 (30%) |
Defense | 0 |
Ranged Defense | 0 |
Fatigue | 0 |
Physical Save | 89.177851006711 |
Spell Save | 79.750984757834 |
Mental Save | 83.617851006711 |
Defense: Resistances
All | + 25%( 70%) |
Defense: Immunities
Disarm Resistance | 100% |
Bleed Resistance | 52% |
Teleport Resistance | 5% |
Instadeath Resistance | 100% |
Stun Resistance | 32% |
Poison Resistance | 100% |
Blind Resistance | 57% |
Inscriptions (5/5)
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 mental or physical effect and reduce all damage taken by 28% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 24% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 574 life over 5 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 347 and cleanse 1 wound and poison effect. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: Insidious PoisonUse mode: Activated Range: 3 Cooldown: 24 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 81.26 nature damage per turn for 7 turns, and reducing the target's healing received by 30%. The sudden stream of natural forces also strips you of one random detrimental magical effect. Its effects scale with your Strength stat. |
Class Talents
Wild-gift / Oozing blades | 1.30 |
| 9/5 |
| 9/5 |
| 6/5 |
| 6/5 |
Wild-gift / Corrosive blades | 1.30 |
| 9/5 |
| 9/5 |
| 6/5 |
| 6/5 |
Wild-gift / Moss | 1.30 |
| 4/5 |
| 8/5 |
| 8/5 |
| 8/5 |
Wild-gift / Mucus | 1.30 |
| 6/5 |
| 8/5 |
| 6/5 |
| 6/5 |
Wild-gift / Eyal's fury | 1.30 |
| 9/5 |
| 9/5 |
| 9/5 |
| 9/5 |
Wild-gift / Slime | 1.50 |
| 9/5 |
| 9/5 |
| 9/5 |
| 5/5 |
Wild-gift / Ooze | 1.30 |
| 8/5 |
| 6/5 |
| 6/5 |
| 2/5 |
Generic Talents
Wild-gift / Fungus | 1.40 |
| 8/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Race / Dwarf | 1.00 |
| 1/5 |
| 8/5 |
| 9/5 |
| 2/5 |
Cunning / Survival | 1.10 |
| 8/5 |
| 1/5 |
| 6/5 |
| 1/5 |
Wild-gift / Mindstar mastery | 1.50 |
| 9/5 |
| 6/5 |
| 8/5 |
| 4/5 |
Technique / Combat training | 1.00 |
| 8/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Field control | 0.80 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.60 |
| 4/5 |
| 6/5 |
| 9/5 |
| 9/5 |
Wild-gift / Call of the wild | 1.30 |
| 6/5 |
| 8/5 |
| 8/5 |
| 4/5 |
Psionic / Dreaming | 0.80 |
| 6/5 |
| 4/5 |
| 2/5 |
| 2/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Wild Growth |
talent | Psiblades |
talent | Mitosis |
talent | Acidic Skin |
detrimental effect | The target had breathed in noxious sleep-induced fumes and is losing 347 life per turn. Death in a Dream |
beneficial effect | Acid damage increased by 12%. Corrosive Nature |
detrimental effect | Renders a random talent unavailable. No talents will cool down until the effect has worn off. Brainlocked |
beneficial effect | Nature damage increased by 28%. Natural Acid |
detrimental effect | Movement speed is reduced by 48%. Slow movement |
beneficial effect | You gain 96% resistance against fire. Resolve |
detrimental effect | The target is pinned to the ground, unable to move. Pinned to the ground |
beneficial effect | 50% chance to fully absorb any damaging actions. Leaves Cover |
detrimental effect | The target glows in the light, reducing its stealth and invisibility power by 177, defense by 59 and looses all evasion bonus from being unseen. Illumination |
beneficial effect | The target's skin reacts to damage, granting 42 armour. Stoneskin |
detrimental effect | The target is silenced, preventing it from casting spells and using some vocal talents. Silenced |
beneficial effect | The target has been directly exposed to arcane energies and has responded by reasserting it's connection to nature, restoring 13.4 Equilibrium per turn. Natural Replenishment |
Quests
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Trollmire. Escort: lost anorithil (level 2 of Trollmire)As a reward you gained talent category Technique / Field control (at mastery 0.80). | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Old Forest. Escort: temporal explorer (level 3 of Old Forest)As a reward you gained talent category Psionic / Dreaming (at mastery 0.80). | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 83. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox, which can be used to permanently increase your dexterity and cunning by three. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed length of troll intestine. Agrimley the hermit has completed an elixir of explosive force without your aid. You have aided Ungrol of Last Hope in creating an elixir of brawn. Ungrol of Last Hope needs your help making an elixir of foundations, which can be used to grant you two additional generic talent points. He has given you some notes on the ingredients: * You've found the needed vial of squid ink. * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' * You've found the needed vial of wight ectoplasm. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | 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 | Ragiblek the pair of rough leather boots (0 def, 1 armour) Ragiblek the pair of rough leather boots (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 1 When wielded/worn: Accuracy: +2 (+1 eff.) Physical crit. chance: +2.0% Physical power: +6 (+1 eff.) Armour: +1 Fatigue: +1% Changes stats: +6 Str / +4 Dex / +2 Cun / +6 Con / +7 Lck Changes resistances: +9% acid / +2% physical / +6% darkness Changes resistances penetration: +7% physical Changes damage: +9% physical Stealth bonus: +6 Physical save: +22 (+4 eff.) Mental save: +12 (+2 eff.) Only die when reaching: -20.00 life Size category: +1 It can be used to activate talent Heave, placing all other charms into a 9 cooldown : Effective talent level: 2.4 Power cost: 9 out of 10/10. Range: melee/personal Travel Speed: instantaneous Description: A mighty kick that pushes your target away 4 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. A pair of boots made of leather. |
Light source | Brightdare BrightdareInfused by nature Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +7 (+1 eff.) Changes stats: +1 Str / +5 Wil / +10 Cun / +7 Con Changes resistances: +11% blight / +6% cold / +3% all Changes damage: +12% light Critical mult.: +16.00% Physical save: +22 (+4 eff.) Spell save: +11 (+2 eff.) Mental save: +18 (+4 eff.) Life regen: +4.20 Equilibrium when hit: +0.04 Mindpower: +22 (+4 eff.) Mental crit. chance: +19% Light radius: +1 Infravision radius: +10 Healing mod.: +44% A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | hardened leather cap 'Scorchpanic' (8 def, 3 armour) hardened leather cap 'Scorchpanic' (8 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Accuracy: +7 (+4 eff.) Armour: +3 Defense: +8 (+0 eff.) Fatigue: +3% Effects on melee hit: * 20 arcane resource burn * Slows global speed by 30% Effects when hit in melee: * 14% chance to gain 10% of a turn Changes stats: +7 Cun / +7 Wil Changes resistances: +3% lightning / +27% light / +14% blight / +9% nature / +29% darkness Changes damage: +3% fire Mental save: +11 (+2 eff.) A cap made of leather. |
On hands | Tulukhad the Puresweeper (0 def, 9 armour) Tulukhad the Puresweeper (0 def, 9 armour)Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +2 (+1 eff.) Physical crit. chance: +20.0% Armour: +9 Damage (Melee): 14 mind Changes stats: +5 Str / +5 Wil / +17 Con Changes resistances: +10% mind / +6% light Changes damage: +6% mind Grants telepathy: Demon/Minor Demon/Major Talent mastery: +0.20 Technique / Grappling Critical mult.: +15.00% Physical save: +65 (+13 eff.) Spell save: +20 (+4 eff.) Mental save: +32 (+6 eff.) Disarm immunity: +143% Life regen: +8.50 Stamina each turn: +3.10 Psi each turn: +0.39 Maximum life: +117.00 Maximum stamina: +40.00 Spell crit. chance: +20% Mental crit. chance: +20% It can be used to activate talent Juggernaut, placing all other charms into a 27 cooldown : Effective talent level: 2.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
On fingers | copper ring copper ring0.10 Encumbrance. Type: jewelry / ring ; tier 1 Rings can have magical properties. |
On fingers | Lightningsmasher LightningsmasherCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +8 (+2 eff.) Effects on melee hit: * 14% chance to cause random gloom Damage (Melee): 13 bleed Effects on ranged hit: * 15% chance to cause random gloom Damage (Ranged): 17 bleed Changes stats: +7 Str / +6 Cun / +6 Con Changes resistances: +6% fire / +3% light / +3% darkness Changes resistances penetration: +20% lightning Reduces incoming crit damage: 5.00% Blindness immunity: +5% Stun/Freeze immunity: +32% Teleport immunity: +5% Life regen: +2.20 Hate when firing a critical mind attack: +1.00 Maximum hate: +10.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 38%. Rings can have magical properties. |
Around neck | restful copper amulet restful copper amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Life regen: +1.20 Amulets can have magical properties. |
In main hand | living mindstar 'Kilnstake' (115% power, 101 apr, mind damage) living mindstar 'Kilnstake' (115% power, 101 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This psionic mindstar hates not to be wrathful. This natural frost should be returned to the wyrm. Power: 115% Range: 1.1x Uses stats: 113% Wil, 68% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +101 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +4 acid When wielded/worn: Armour: +17 Effects on melee hit: * 30 arcane resource burn Damage when hit (Melee): 31 ice Changes stats: +2 Con Changes resistances: +18% blight / +44% cold / +5% arcane Changes resistances penetration: +5% fire / +33% cold / +12% darkness / +15% mind Changes damage: +15% nature / +33% cold / +22% mind / +25% darkness Disease immunity: +42% Mindpower: +50 (+8 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Around waist | Blindwalker the rough leather belt Blindwalker the rough leather beltInfused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Defense: +11 (+0 eff.) Effects on melee hit: * 30% chance to corrode armour Changes stats: +4 Dex / +4 Cun / +2 Con / +6 Lck Changes resistances: +5% arcane / +3% cold Changes resistances penetration: +16% physical Changes damage: +3% darkness / +18% physical Trap disarming bonus: +10 Stealth bonus: +14 Physical save: +7 (+1 eff.) Mental save: +7 (+1 eff.) Maximum hate: +2.00 Mindpower: +8 (+1 eff.) Mental crit. chance: +2% Infravision radius: +4 Heals friendly targets nearby when you use a nature summon: +20 A belt that goes around your waist. |
In off hand | nature's pulsing mindstar of sand (105% power, 81 apr, nature damage) nature's pulsing mindstar of sand (105% power, 81 apr, nature damage)Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 It is part of a set of items. This natural sand should be returned to the wyrm. Power: 106% Range: 1.1x Uses stats: 102% Wil, 57% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +81 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 16 physical Changes resistances: +9% blight / +17% physical Changes resistances penetration: +17% physical Changes damage: +9% nature / +17% physical Disease immunity: +22% Mindpower: +18 (+3 eff.) Mental crit. chance: +4% It can be used to activate talent Burrow, placing all other charms into a 27 cooldown : Effective talent level: 1.0 Power cost: 27 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a mind power and a nature gift Description: Allows you to burrow into earthen walls for 3 turns. Your powerful digging abilities also allow you to exploit and smash through enemy defensive weaknesses; You ignore 27 of target armor and 14% of enemy physical damage resistance while this is in effect. At Talent Level 5, this talent can be used instantly, and the cooldown will reduce with levels. Each point in sand drake talents also increases your physical resistance by 0.5%. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Cloak | Relgyregoleg the Ebonybreacher (8 def, 0 armour) Relgyregoleg the Ebonybreacher (8 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +8 (+0 eff.) Damage when hit (Melee): 8 acid Changes stats: +3 Wil Changes resistances: +6% acid / +21% light / +6% blight / +15% fire / +3% cold Changes resistances penetration: +5% darkness Changes damage: +9% darkness Stealth bonus: +8 Physical save: +8 (+2 eff.) Mental save: +12 (+2 eff.) Only die when reaching: -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Duathelspiker the linen robe (2 def, 0 armour) Duathelspiker the linen robe (2 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Effects on melee hit: * 41 arcane resource burn * 15% chance to corrode armour Changes stats: +5 Str / +5 Mag / +5 Wil / +8 Con Changes resistances: +12% lightning / +31% cold / +3% darkness / +11% blight Changes resistances penetration: +8% darkness / +8% physical Changes damage: +8% lightning / +15% physical / +7% darkness / +19% cold / +16% nature Poison immunity: +51% Disease immunity: +51% Life regen: +2.30 Maximum life: +51.00 Maximum hate: +7.00 Mindpower: +6 (+1 eff.) Mental crit. chance: +2% Healing mod.: +14% A cloth vestment. It offers no intrinsic protection but is easy to move in. |
Inventory
healing infusion (heal 50) healing infusion (heal 50)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and poison effect. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion (heal 32) healing infusion (heal 32)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 32 and cleanse 1 wound and poison effect. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
insidious poison infusion of the sneak (89 nature damage, 29% healing reduction) insidious poison infusion of the sneak (89 nature damage, 29% healing reduction)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 3 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 88.69 nature damage per turn for 7 turns, and reducing the target's healing received by 29%. The sudden stream of natural forces also strips you of one random detrimental magical effect. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. regeneration infusion (heal 514 over 5 turns)regeneration infusion (heal 514 over 5 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 514 life over 5 turns. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the sneak (heal 519 over 5 turns) regeneration infusion of the sneak (heal 519 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 519 life over 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
sun infusion (rad 10; power 22; turns 4; dispells darkness) sun infusion (rad 10; power 22; turns 4; dispells darkness)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 10 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 11). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 22) for 4 turns. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the psychic (resist 28%; cure mental, physical) wild infusion of the psychic (resist 28%; cure mental, physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 28% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the sneak (resist 24%; cure magical) wild infusion of the sneak (resist 24%; cure magical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 24% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the sneak (resist 26%; cure magical) wild infusion of the sneak (resist 26%; cure magical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 26% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
vial of tan fluid vial of tan fluidInfused by nature 0.00 Encumbrance. [Plot Item] Type: potion / potion |
biting gale rune of the psychic (304 cold damage; 75 apply power) biting gale rune of the psychic (304 cold damage; 75 apply power)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 303.70 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns with an apply power of 75. The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
taint of acceleration (5 reduced cooldowns) taint of acceleration (5 reduced cooldowns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / taint ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Corrupted energies refresh all you, lowering your cooldowns by 5. However, for the next 5 turns, all talents used will go on double cooldown. Scales with Taintmarks, which will increase when you inscribe a Taint. It can be used to inscribe your skin with the taint.. Corrupted taints may be inscribed onto your body, granting you an on-demand ability. |
taint of amnesia (Target has 1 talents put onto cooldown) taint of amnesia (Target has 1 talents put onto cooldown)Powered by arcane forces 0.10 Encumbrance. Type: scroll / taint ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 19 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate this Taint on an enemy to cause them to forget their own skills. This places up to 1 of their talents on cooldown for 3-5 turns. This also puts one of your own talents on cooldown for 2-4 turns. Scales with Taintmarks, which will increase when you inscribe a Taint. It can be used to inscribe your skin with the taint.. Corrupted taints may be inscribed onto your body, granting you an on-demand ability. |
taint of blood magic (10 extra spellpower for 5 turns) taint of blood magic (10 extra spellpower for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / taint ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Use your life force to power your magic for 5 turns. Allows the use of talents that require mana or vim, with life instead. This increases your spellpower by 10 but decreases your physical save by 10. Scales with Taintmarks, which will increase when you inscribe a Taint. It can be used to inscribe your skin with the taint.. Corrupted taints may be inscribed onto your body, granting you an on-demand ability. |
taint of inversion (25% damage affinity all for 5 turns) taint of inversion (25% damage affinity all for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / taint ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Wrap twisted threads of time around you for 5 turns. You gain 25% damage affinity all and 25% of all damage you do is converted into healing. Scales with Taintmarks, which will increase when you inscribe a Taint. It can be used to inscribe your skin with the taint.. Corrupted taints may be inscribed onto your body, granting you an on-demand ability. |
archmage's steel amulet of the eclipse archmage's steel amulet of the eclipsePowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage (Melee): 9 light / 9 darkness Effects when hit in melee: * 9% chance to inflict damage reduction * 9% chance to blind Changes stats: +3 Mag Changes damage: +6% acid / +8% light / +6% fire / +6% cold / +6% lightning / +9% darkness Spellpower: +5 (+2 eff.) Spell crit. chance: +4% Amulets can have magical properties. |
clarifying gold amulet of murder clarifying gold amulet of murderInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +8 (+4 eff.) Armour penetration: +6 Physical crit. chance: +5.0% Changes resistances: +22% mind Critical mult.: +14.00% Confusion immunity: +37% Amulets can have magical properties. |
(Forged Item) clarifying steel amulet of cunning (+4) (Forged Item) clarifying steel amulet of cunning (+4)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Cun / +4 Dex Changes resistances: +14% light / +13% darkness / +13% mind Blindness immunity: +24% Confusion immunity: +23% Amulets can have magical properties. |
Ring of Insight Ring of InsightPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Cun / +2 Mag Change telepathy range by : +1 Talent mastery: +0.20 Spell / Divination Infravision radius: +1 See stealth: +3 See invisible: +3 This small iron ring seems exceptionally shiny and in focus. |
steel ring steel ring0.10 Encumbrance. Type: jewelry / ring ; tier 2 Rings can have magical properties. |
Unerring Scalpel (111% power, 25 apr) Unerring Scalpel (111% power, 25 apr)Requires: - Cunning 16 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 1 Power: 111% Range: 1.3x Uses stats: 55% Dex, 45% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +25 Physical crit. chance: +0.0% Attack speed: 100% Damage Shield penetration (this weapon only): +50% When wielded/worn: Accuracy: +20 (+10 eff.) Talent mastery: +0.20 Spell / Charnel Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
arcing steel dagger (100% power, 6 apr) arcing steel dagger (100% power, 6 apr)Requires: - Dexterity 16 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Power: 100% Range: 1.3x Uses stats: 45% Dex, 45% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +6 lightning Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. plaguebringer's stralite dagger of evisceration (133% power, 9 apr)plaguebringer's stralite dagger of evisceration (133% power, 9 apr) Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Power: 134% Range: 1.3x Uses stats: 45% Dex, 45% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 4). On weapon hit: * 13% chance to disease On weapon crit: * wounds the target reducing their healing Damage (Melee): +12 blight When wielded/worn: Physical crit. chance: +10.0% Physical power: +8 (+2 eff.) Disease immunity: +24% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. tangling iron dagger of massacre (112% power, 5 apr)tangling iron dagger of massacre (112% power, 5 apr) Requires: - Dexterity 11 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Power: 112% Range: 1.3x Uses stats: 45% Dex, 45% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Accuracy bonus: +0.5% turn loss / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 6 nature Sharp, short and deadly. |
Bill's Tree Trunk (136% power, 7 apr) Bill's Tree Trunk (136% power, 7 apr)Requires: - Strength 25 Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 1 It must be held with both hands. Power: 137% Range: 1.7x Uses stat: 130% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +7 Physical crit. chance: +1.5% Attack speed: 100% When wielded/worn: It can be used to activate talent Shattering Blow (costing 18 power out of 20/20) : Effective talent level: 2.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Hits the target with your weapon, doing 118% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by a temporary damage shield there is 60% chance to shatter it. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
Mayoda the Crackleward (131% power, 4 apr) Mayoda the Crackleward (131% power, 4 apr)Requires: - Strength 24 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 3 Power: 131% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Accuracy bonus: +0.4% crit / acc Accuracy bonus: +0.5% turn loss / acc Armour Penetration: +4 Physical crit. chance: +6.5% Attack speed: 111% On weapon hit: * 20% chance to torment the target On weapon crit: * cripple the target Damage (Melee): +14 nature / +14 temporal Burst (radius 1) on hit: +4 lightning When wielded/worn: Accuracy: +21 (+10 eff.) Armour penetration: +11 Physical crit. chance: +10.0% Effects on melee hit: * 30% chance to daze Damage when hit (Melee): 11 nature Changes stats: +5 Str / +5 Dex / +3 Cun Changes resistances: +6% light / +3% nature Changes resistances penetration: +11% physical / +9% mind / +11% darkness Changes damage: +21% physical Spell save: +20 (+4 eff.) Mental save: +10 (+2 eff.) Stamina when hit: +1.70 Mental crit. chance: +2% Light radius: +1 Sharp, long, and deadly. |
Coaljustice (112% power, 3 apr) Coaljustice (112% power, 3 apr)Requires: - Strength 16 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 2 Power: 112% Range: 1.4x Uses stat: 100% Str Damage type: Fire Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +1.0% Attack speed: 111% Damage (Melee): +11 mind When wielded/worn: Accuracy: +9 (+4 eff.) Armour penetration: +9 Effects on melee hit: * 10 arcane resource burn * 30% chance to inflict damage reduction Changes stats: +4 Dex Changes resistances: +6% arcane / +6% acid Changes resistances penetration: +5% darkness / +9% physical Changes damage: +6% fire / +9% physical Spell save: +6 (+1 eff.) It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 6 turns. Blunt and deadly. |
Glowumbra the iron mace (108% power, 2 apr) Glowumbra the iron mace (108% power, 2 apr)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 1 Power: 108% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +0.5% Attack speed: 100% On weapon crit: * wounds the target reducing their healing When wielded/worn: Armour penetration: +6 Physical crit. chance: +12.0% Physical power: +7 (+1 eff.) Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 4 fire Changes resistances: +6% blight / +3% cold / +6% darkness / +3% lightning Critical mult.: +11.00% Blunt and deadly. |
Sunswift the steel mace (115% power, 8 apr) Sunswift the steel mace (115% power, 8 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 2 Power: 115% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +8 Physical crit. chance: +1.0% Attack speed: 100% On weapon crit: * cripple the target Damage Shield penetration (this weapon only): +16% Burst (radius 1) on hit: +5 fire When wielded/worn: Physical crit. chance: +6.0% Changes resistances: +3% mind / +6% fire Changes resistances penetration: +10% light Stun/Freeze immunity: +5% Blunt and deadly. |
Crystal Shard (113% power, 4 apr, physical element) Crystal Shard (113% power, 4 apr, physical element)Requires: - Magic 20 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Power: 113% Range: 1.2x Uses stat: 130% Mag Damage type: Arcane Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% Damage conversion: 50% blight When wielded/worn: Changes resistances: +10% arcane / +10% blight Changes damage: +18% arcane / +18% blight Damage affinity(heal): +20% arcane Spellpower: +14 (+5 eff.) Spell crit. chance: +4% It can be used to create 2 living shards of crystal to serve you for 10 turns, costing 40 power out of 45/45. This crystalline tree branch is remarkably rigid, and refracts light in myriad colors. Gazing at it entrances you, and you worry where its power may have come from. |
This item will automatically be transmogrified when you leave the level. magelord's elm magestaff of protection (100% power, 2 apr, fire element)magelord's elm magestaff of protection (100% power, 2 apr, fire element) Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Power: 100% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +8.0% Damage (Melee): 20 arcane Changes resistances: +5% fire Changes damage: +10% fire Talent granted: +1 Command Staff Maximum mana: +37.00 Spellpower: +9 (+4 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
Galdamina (100% power, 3 apr) Galdamina (100% power, 3 apr)Requires: - Dexterity 16 Infused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / swordbreaker ; tier 2 Power: 100% Range: 1.3x Uses stats: 40% Dex, 50% Cun Damage type: Physical Accuracy bonus: +1.0% disarm chance / acc Armour Penetration: +3 Physical crit. chance: +1.0% Attack speed: 100% On weapon hit: * 8% chance to daze When wielded/worn: Accuracy: +5 (+2 eff.) Armour: +2 Defense: +9 (+0 eff.) Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Changes resistances penetration: +5% lightning Reduces incoming crit damage: 10.00% Spell save: +6 (+1 eff.) Poison immunity: +10% Defense after a teleport: +15 Resist all after a teleport: +6% New effects duration reduction after a teleport: +25% A small blade with many notches along its edge. |
iron throwing knives (2/2, 97% power, 5 apr) iron throwing knives (2/2, 97% power, 5 apr)Requires: - Dexterity 11 3.00 Encumbrance. Type: weapon / throwing knives ; tier 1 Power: 97% Range: 1.3x Uses stats: 45% Dex, 45% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% Firing range: +3 Capacity: 2 These knives are specially weighted to be thrown. |
steel waraxe 'Kindleraider' (130% power, 3 apr) steel waraxe 'Kindleraider' (130% power, 3 apr)Requires: - Strength 16 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 2 Power: 131% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.8% crit.pwr / acc Accuracy bonus: +0.2% crit / acc Accuracy bonus: +1.0% APR / acc This weapon will act as a psionic focus. Armour Penetration: +3 Physical crit. chance: +12.0% Attack speed: 100% On weapon hit: * 19% chance to cause random gloom * 25% chance to put talents on cooldown On weapon crit: * cripple the target Damage (Melee): +13 mind Burst (radius 2) on crit: +11 fire When wielded/worn: Armour penetration: +18 Physical crit. chance: +18.0% Physical power: +9 (+2 eff.) Changes stats: +3 Wil / +4 Cun / +4 Con Changes resistances: +3% physical / +6% cold / +5% arcane / +3% light Changes resistances penetration: +14% fire / +18% physical Changes damage: +9% physical Critical mult.: +14.00% Physical save: +6 (+1 eff.) Mental save: +3 (+1 eff.) Poison immunity: +10% Cut immunity: +10% Disarm immunity: +35% Global speed: +3% One-handed war axes. |
Isugamina the Earthdream (135% power, 3 apr) Isugamina the Earthdream (135% power, 3 apr)Requires: - Dexterity 35 Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 4 Power: 135% Range: 1.1x Uses stat: 100% Dex Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.5% turn loss / acc Armour Penetration: +3 Physical crit. chance: +7.0% Attack speed: 125% On weapon hit: * 20% chance to torment the target * 25% chance to remove a magical effect Damage (Melee): +13 nature / +83 % trip chance When wielded/worn: Accuracy: +18 (+9 eff.) Armour penetration: +25 Physical crit. chance: +13.0% Defense: +4 (+0 eff.) Ranged Defense: +4 (+4 eff.) Changes resistances: +6% light / +6% darkness Changes resistances penetration: +13% mind / +13% physical / +11% darkness / +15% nature Changes damage: +13% physical Critical mult.: +18.00% Physical save: +3 (+1 eff.) Spell save: +6 (+1 eff.) Knockback immunity: +10% Teleport immunity: +10% A long, leather whip. |
Dimpulverizer the cashmere cloak (2 def, 0 armour) Dimpulverizer the cashmere cloak (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Damage when hit (Melee): 8 darkness Changes resistances: +9% darkness Changes resistances penetration: +15% darkness Changes damage: +15% nature / +6% mind Physical save: +11 (+2 eff.) Mental save: +11 (+2 eff.) Only die when reaching: -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. Kindlepierce the elven-silk cloak (3 def, 10 armour)Kindlepierce the elven-silk cloak (3 def, 10 armour) Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +7 (+4 eff.) Armour penetration: +10 Armour: +10 Defense: +3 (+0 eff.) Changes stats: +4 Str / +6 Dex / +21 Wil / +24 Cun / +4 Con Changes resistances: +9% blight / +28% cold / +6% darkness / +3% temporal Changes resistances penetration: +15% fire Physical save: +15 (+3 eff.) Mental save: +42 (+8 eff.) Only die when reaching: -50.00 life Maximum life: +109.00 Maximum hate: +6.00 Mindpower: +8 (+1 eff.) Mental crit. chance: +24% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Evermoss Robe (12 def, 0 armour) Evermoss Robe (12 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +12 (+0 eff.) Damage when hit (Melee): 35 nature slow Changes stats: +5 Wil Changes resistances: +25% nature Changes resistances penetration: +10% nature Changes damage: +30% nature Talent masteries: +0.10 Wild-gift / Moss +0.10 Technique / Natural arts Physical save: +15 (+3 eff.) Life regen: +0.20 Mindpower: +12 (+2 eff.) Mental crit. chance: +5% Healing mod.: +15% This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties. |
Neryta the elven-silk robe (22 def, 0 armour) Neryta the elven-silk robe (22 def, 0 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Physical power: +14 (+3 eff.) Defense: +22 (+0 eff.) Changes stats: +16 Str / +23 Mag / +29 Wil / +9 Con Changes resistances: +30% lightning / +3% temporal / +15% acid / +17% blight / +36% cold / +5% arcane / +30% nature Changes damage: +31% lightning / +26% physical / +36% cold / +40% nature / +12% acid Physical save: +30 (+6 eff.) Spell save: +23 (+5 eff.) Mental save: +16 (+3 eff.) Poison immunity: +44% Disease immunity: +50% Life regen: +6.00 Mana each turn: +0.40 Psi each turn: +0.40 Maximum life: +100.00 Combat speed: +10% Healing mod.: +29% A cloth vestment. It offers no intrinsic protection but is easy to move in. |
This item will automatically be transmogrified when you leave the level. ancient cashmere robe of light (+22%) (6 def, 0 armour)ancient cashmere robe of light (+22%) (6 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +6 (+0 eff.) Changes stats: +7 Mag Changes resistances: +22% light Changes resistances penetration: +11% temporal / +9% physical Changes damage: +14% temporal / +15% light / +14% physical Reduces paradox anomalies(equivalent to willpower): +13 A cloth vestment. It offers no intrinsic protection but is easy to move in. |
Woekiss (0 def, 1 armour) Woekiss (0 def, 1 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * Slows global speed by 15% Changes resistances: +3% light / +6% fire / +9% darkness / +6% cold Changes damage: +9% darkness Life regen: +1.80 Light radius: +2 Healing mod.: +12% A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. undeterred pair of hardened leather boots of uncanny dodging (7 def, 3 armour)undeterred pair of hardened leather boots of uncanny dodging (7 def, 3 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +7 (+0 eff.) Ranged Defense: +7 (+7 eff.) Fatigue: +3% Silence immunity: +34% Confusion immunity: +35% Stun/Freeze immunity: +31% A pair of boots made of leather. |
Flameenvy the hardened leather gloves (0 def, 7 armour) Flameenvy the hardened leather gloves (0 def, 7 armour)Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +18 (+9 eff.) Armour: +7 Changes stats: +4 Str / +4 Dex / +4 Wil / +4 Con Changes resistances: +6% darkness / +3% acid Changes damage: +6% fire Talent mastery: +0.20 Technique / Grappling Mental save: +11 (+2 eff.) Disarm immunity: +29% Life regen: +5.90 Stamina each turn: +1.90 Psi each turn: +0.25 Maximum life: +45.00 Maximum stamina: +28.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Gloves of the Firm Hand (0 def, 8 armour) Gloves of the Firm Hand (0 def, 8 armour)Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Con Talent cooldown: Clinch (-2 turns) Disarm immunity: +40% Stun/Freeze immunity: +30% Knockback immunity: +30% These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
Maledor (25 def, 35 armour) Maledor (25 def, 35 armour)Requires: - Strength 28 - Talent Armour Training Infused by nature Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 3 When wielded/worn: Armour: +35 Defense: +25 (+3 eff.) Fatigue: +14% Changes stats: +8 Cun / +2 Con Changes resistances: +33% acid / +20% mind / +6% blight / +56% cold / +6% nature / +9% lightning Changes resistances penetration: +10% mind Allows you to breathe in: water Spell save: +9 (+2 eff.) Mental save: +53 (+11 eff.) Life regen: +6.70 Stamina each turn: +1.90 Maximum life: +130.00 Healing mod.: +22% A suit of armour made of mail. |
Breath of Eyal (10 def, 10 armour) Breath of Eyal (10 def, 10 armour)Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +10 Defense: +10 (+0 eff.) Fatigue: +20% Changes resistances: +20% lightning / +20% temporal / +20% light / +20% fire / +20% nature / +20% acid / +20% blight / +20% cold / +15% arcane / +20% darkness Spell save: +20 (+4 eff.) Mindpower: +10 (+2 eff.) This lightweight armor appears to have been woven of countless sprouts, still curling and growing. When you put it on, you feel the weight of the world on your shoulders, in spite of how light it feels in your hands. |
Eel-skin armour (10 def, 1 armour) Eel-skin armour (10 def, 1 armour)Infused by nature 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +1 Defense: +10 (+0 eff.) Fatigue: +2% Changes stats: +3 Cun / +2 Dex Poison immunity: +30% Talent on hit(nature): Call Lightning (10% chance level 2). It can be used to activate talent Call Lightning (costing 16 power out of 50/50) : Effective talent level: 2.0 Power cost: 16 out of 50/50. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 107.16 to 321.49 damage. The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
Mayodassra the Cinderbane (61 def, 33 armour) Mayodassra the Cinderbane (61 def, 33 armour)Requires: - Strength 20 Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour penetration: +19 Physical crit. chance: +8.0% Armour: +33 Defense: +61 (+29 eff.) Ranged Defense: +6 (+6 eff.) Fatigue: +8% Changes stats: +10 Str / +10 Dex / +9 Cun Changes resistances: +40% nature / +39% blight Changes damage: +6% fire Reduced damage from: +29% Unnatural Physical save: +23 (+5 eff.) Spell save: +3 (+1 eff.) Mental save: +41 (+8 eff.) Blindness immunity: +20% Disarm immunity: +5% Stamina each turn: +1.10 Chance to avoid any damage: +10% It can be used to activate talent Second Wind, placing all other charms into a 31 cooldown : Effective talent level: 3.0 Power cost: 31 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 44% of your stamina. A suit of armour made of leather. |
Skin of Many (12 def, 6 armour) Skin of Many (12 def, 6 armour)Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +12 (+0 eff.) Fatigue: +7% Changes stats: +4 Con Talent mastery: -0.20 Cunning / Stealth Maximum life: +40.00 Infravision radius: +3 The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
drakeskin leather armour 'Unlightkill' (24 def, 8 armour) drakeskin leather armour 'Unlightkill' (24 def, 8 armour)Requires: - Strength 20 Infused by nature Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +24 (+2 eff.) Ranged Defense: +20 (+20 eff.) Fatigue: +8% Effects on melee hit: * 15% chance to inflict damage reduction Damage (Melee): 10 lightning Damage (Ranged): 9 lightning Damage when hit (Melee): 13 acid / 20 physical / 13 fire / 11 lightning / 12 cold Changes stats: +12 Cun / +8 Wil Changes resistances: +19% acid / +36% physical / +9% light / +36% lightning / +26% blight / +35% fire / +37% nature / +53% cold Changes resistances penetration: +5% mind Changes damage: +9% mind Grants telepathy: Dragon Humanoid/Orc Physical save: +19 (+4 eff.) Spell save: +9 (+2 eff.) Mental save: +34 (+7 eff.) Maximum life: +60.00 Combat speed: +15% Casting speed: +15% Mental speed: +15% Heals friendly targets nearby when you use a nature summon: +20 A suit of armour made of leather. |
Baledorin the Thunderhash (3 def, 20 armour) Baledorin the Thunderhash (3 def, 20 armour)Requires: - Strength 22 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 1 When wielded/worn: Armour: +20 Defense: +3 (+0 eff.) Fatigue: +15% Effects on melee hit: * 30 arcane resource burn Changes stats: +5 Str Changes resistances: +18% lightning / +7% physical / +11% darkness / +9% temporal / +12% cold / +3% nature / +3% light Changes damage: +3% lightning Physical save: +7 (+1 eff.) Spell save: +25 (+5 eff.) Light radius: +1 It can be used to activate talent Track, placing all other charms into a 27 cooldown : Effective talent level: 1.6 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 37 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
Naturewind (9 def, 26 armour) Naturewind (9 def, 26 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Infused by nature Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +26 Defense: +9 (+0 eff.) Fatigue: +16% Effects on melee hit: * Slows global speed by 30% * 30 arcane resource burn Damage when hit (Melee): 8 mind Changes stats: +21 Str / +27 Wil / +27 Cun / +7 Con Changes resistances: +29% lightning / +14% physical / +15% darkness / +3% temporal / +26% blight / +36% cold / +20% nature / +30% fire Reduced damage from: +13% Unnatural Grants telepathy: Demon/Minor Demon/Major Physical save: +12 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +75 (+15 eff.) Life regen: +3.00 Maximum life: +191.00 Light radius: +2 Infravision radius: +3 Healing mod.: +30% It can be used to activate talent Track, placing all other charms into a 27 cooldown : Effective talent level: 1.6 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 37 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
Coral Spray (8 def, 8 armour, 48 block) Coral Spray (8 def, 8 armour, 48 block)Requires: - Strength 16 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 When wielded/worn: Armour: +8 Defense: +8 (+0 eff.) Fatigue: +12% Changes resistances: +15% cold / +10% fire Talent granted: +2 Block Maximum air capacity: +20.00 Special effect on block: Chance that a blast of icy cold water will spray at the target. A chunk of jagged coral, dredged from the ocean. |
Drokalthohell the Sunzephyr (4 def, 8 armour, 48 block) Drokalthohell the Sunzephyr (4 def, 8 armour, 48 block)Requires: - Strength 11 - Talent Armour Training (level 2) Infused by nature Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 When wielded/worn: Armour: +8 Defense: +4 (+0 eff.) Ranged Defense: +4 (+4 eff.) Fatigue: +6% Effects on melee hit: * 7% chance to cause random gloom Effects when hit in melee: * 19 arcane resource burn * 15% chance to cause random gloom * 19% chance to reduce powers by 20% Damage when hit (Melee): 12 nature Changes stats: +4 Con Changes resistances: +17% lightning / +13% physical / +6% light / +12% blight / +6% cold / +19% nature / +8% acid Changes resistances penetration: +5% mind Changes damage: +3% fire Talent granted: +1 Block Poison immunity: +10% Cut immunity: +5% Maximum life: +49.00 Mental crit. chance: +5% Handheld deflection devices. |
Eclipseidol (8 def, 2 armour, 75.5 block) Eclipseidol (8 def, 2 armour, 75.5 block)Requires: - Strength 24 - Talent Armour Training (level 2) Infused by nature Infused by arcane disrupting forces Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +8 (+2 eff.) Armour: +2 Defense: +8 (+0 eff.) Ranged Defense: +8 (+8 eff.) Fatigue: +12% Effects on melee hit: * 20 arcane resource burn Damage (Melee): 8 acid Effects when hit in melee: * 27 arcane resource burn * 26% chance to reduce powers by 20% Damage when hit (Melee): 25 acid / 15 nature Changes stats: +3 Dex / +5 Mag / +6 Con Changes resistances: +20% acid / +21% blight / +48% cold / +30% nature / +3% fire Changes damage: +3% darkness Talent granted: +3 Block Maximum life: +78.00 Handheld deflection devices. |
Fire Dragon Shield (16 def, 9 armour, 220 block) Fire Dragon Shield (16 def, 9 armour, 220 block)Requires: - Strength 28 - Talent Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When wielded/worn: Armour: +9 Defense: +16 (+0 eff.) Ranged Defense: +15 (+15 eff.) Fatigue: +20% Damage when hit (Melee): 17 fire Changes resistances: +35% fire Talent granted: +5 Block This large shield was made using scales of many fire drakes from the lost land of Tar'Eyal. |
Greenspiker the flint wardstone Greenspiker the flint wardstoneRequires: - Magic 20 Infused by nature Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / wardstone ; tier 3 When wielded/worn: Defense: +6 (+0 eff.) Changes stats: +3 Wil Changes resistances: +10% lightning / +17% physical / +3% light / +6% temporal / +5% arcane / +32% fire / +12% mind / +6% nature Reduce damage by fixed amount: +3 all Maximum wards: +1 lightning / +3 physical / +3 mind / +3 fire Talent granted: +3 Ward Physical save: +13 (+3 eff.) Hate each turn: +0.40 Maximum hate: +11.00 Slows Projectiles: +20% Handheld warding devices |
sandstone wardstone sandstone wardstoneRequires: - Magic 10 1.00 Encumbrance. Type: armor / wardstone ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Reduce damage by fixed amount: +1 all Slows Projectiles: +10% Handheld warding devices |
Blazebringer (17/40, 140% power, 10 apr) Blazebringer (17/40, 140% power, 10 apr)Requires: - Dexterity 24 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 3 Power: 141% Range: 1.4x Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Physical crit. chance: +2.0% Capacity: 40 On weapon hit: * 20% chance to blind * Slows global speed by 20% * 40 arcane resource burn * 10% chance to stun, blind, pin, or confuse the target On weapon crit: * wounds the target Damage (Ranged): +22 temporal / +8 mind / +24 physical / +13 bleed / +11 nature When wielded/worn: Ammo reloads per turn: +6 Arrows are used with bows to pierce your foes to death. |
quiver of ash arrows 'Grinegas' (19/19, 135% power, 12 apr) quiver of ash arrows 'Grinegas' (19/19, 135% power, 12 apr)Requires: - Dexterity 16 Infused by nature Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 2 Power: 136% Range: 1.4x Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +12 Physical crit. chance: +7.5% Capacity: 19 On weapon hit: * Slows global speed by 8% * leeches stamina from the target Travel speed: +200% Damage (Ranged): +16 acid / +12 fire / +12 physical Burst (radius 1) on hit: +8 physical Burst (radius 2) on crit: +9 fire When wielded/worn: Ammo reloads per turn: +2 Arrows are used with bows to pierce your foes to death. |
sentry's quiver of yew arrows of accuracy (54/54, 150% power, 16 apr) sentry's quiver of yew arrows of accuracy (54/54, 150% power, 16 apr)Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Power: 151% Range: 1.4x Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +13 Armour Penetration: +16 Physical crit. chance: +2.0% Capacity: 54 Turns elapse between self-loadings: 3 Arrows are used with bows to pierce your foes to death. |
2 hematite 2 hematite0.00 Encumbrance. Type: gem / black ; tier 2 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Gems can be sold for money or used in arcane rituals. |
5 nuummite 5 nuummite0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Stun/Freeze immunity: +20% When used to imbue an object: Stun/Freeze immunity: +20% Gems can be sold for money or used in arcane rituals. |
4 agate 4 agate0.00 Encumbrance. Type: gem / blue ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Gems can be sold for money or used in arcane rituals. |
103 alchemist agate 103 alchemist agate0.00 Encumbrance. Type: alchemist-gem / blue ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
aquamarine aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli 2 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Gems can be sold for money or used in arcane rituals. |
sapphire sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Gems can be sold for money or used in arcane rituals. |
soldier's iron pickaxe (dig speed 19 turns) soldier's iron pickaxe (dig speed 19 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour: +3 Defense: +5 (+0 eff.) Changes stats: +1 Str Changes resistances: +6% physical When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
emerald emerald0.00 Encumbrance. Type: gem / green ; tier 5 When wielded/worn: Defense: +10 (+0 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+0 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Gems can be sold for money or used in arcane rituals. |
jade jade0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Defense: +6 (+0 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+0 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) Gems can be sold for money or used in arcane rituals. |
malachite malachite0.00 Encumbrance. Type: gem / green ; tier 2 When wielded/worn: Defense: +4 (+0 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+0 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Gems can be sold for money or used in arcane rituals. |
2 verdite 2 verdite0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) Gems can be sold for money or used in arcane rituals. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
bright brass lantern bright brass lanternCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +4 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. |
nightwalker's alchemist's lamp of focus nightwalker's alchemist's lamp of focusInfused by nature Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +8 (+2 eff.) Changes stats: +10 Wil Changes damage: +11% mind Critical mult.: +16.00% Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
survivor's brass lantern survivor's brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical save: +5 (+1 eff.) Light radius: +2 Healing mod.: +11% 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. |
survivor's brass lantern survivor's brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical save: +5 (+1 eff.) Light radius: +2 Healing mod.: +10% 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. |
survivor's brass lantern of clarity survivor's brass lantern of clarityInfused by nature Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical save: +6 (+1 eff.) Mental save: +6 (+1 eff.) Light radius: +2 See stealth: +5 See invisible: +7 Healing mod.: +12% 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. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
spinel spinel0.00 Encumbrance. Type: gem / red ; tier 1 When wielded/worn: Combat speed: +2% Casting speed: +2% Mental speed: +2% When used to imbue an object: Combat speed: +2% Casting speed: +2% Mental speed: +2% Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2) Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 178 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 Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
psychokinetic pouch of dwarven-steel shots of daylight (15/15, 136% power, 3 apr) psychokinetic pouch of dwarven-steel shots of daylight (15/15, 136% power, 3 apr)Requires: - Dexterity 24 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 3 Power: 137% Range: 1.2x Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +5.0% Capacity: 15 On weapon hit: * 10% chance to knock the target back Damage (Ranged): +8 light / +15 physical Damage against: +8% Undead Shots are used with slings to pummel your foes to death. |
2 tiny geode 2 tiny geode0.00 Encumbrance. Type: gem / stone ; tier 1 When wielded/worn: Life regen: +0.50 Stamina each turn: +0.20 Mana each turn: +0.20 Psi each turn: +0.20 Healing mod.: +10% When used to imbue an object: Life regen: +0.50 Stamina each turn: +0.20 Mana each turn: +0.20 Psi each turn: +0.20 Healing mod.: +10% Gems can be sold for money or used in arcane rituals. |
voratun torque of thermal psionic shield 'Blazequill' [power 133] (16 cooldown) voratun torque of thermal psionic shield 'Blazequill' [power 133] (16 cooldown)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 5 When wielded/worn: Effects on melee hit: * 15% chance to daze Changes resistances: +3% blight / +12% cold / +3% lightning Maximum wards: +2 physical / +4 mind / +4 darkness Changes resistances penetration: +5% lightning Talent cooldown: Silence (+5 turn) Talents granted: +4 Silence +1 Ward Spell save: +25 (+5 eff.) It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 133 for 7 turns, putting all charms on cooldown for 16 turns. When used: 100% chance to regenerate 9 hate. Torques are made by powerful psionics to store psionic powers. |
elm wand of clairvoyance 'Glowking' [power 10] (9 cooldown) elm wand of clairvoyance 'Glowking' [power 10] (9 cooldown)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 1 When wielded/worn: Damage when hit (Melee): 16 acid Changes resistances: +3% acid / +9% temporal / +9% light / +3% cold / +5% arcane Maximum wards: +2 lightning / +2 temporal / +2 blight / +2 fire / +2 cold Changes resistances penetration: +15% acid Talent cooldown: Void Blast (+6 turn) Talents granted: +1 Ward +2 Strike +2 Void Blast +4 Volcano It can be used to reveal the area around you dispelling darkness and detecting the presence of nearby creatures (rad 10), putting all charms on cooldown for 9 turns. When used: 300% chance to regenerate 5 mana. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
moonstone moonstone0.00 Encumbrance. Type: gem / white ; tier 4 When wielded/worn: Armour: +16 Changes resistances: +4% all When used to imbue an object: Armour: +16 Changes resistances: +4% all Gems can be sold for money or used in arcane rituals. |
2 opal 2 opal0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Armour: +12 Changes resistances: +3% all When used to imbue an object: Armour: +12 Changes resistances: +3% all Gems can be sold for money or used in arcane rituals. |
5 quartz 5 quartz0.00 Encumbrance. Type: gem / white ; tier 1 When wielded/worn: Armour: +5 Changes resistances: +1% all When used to imbue an object: Armour: +5 Changes resistances: +1% all Gems can be sold for money or used in arcane rituals. |
amber amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Gems can be sold for money or used in arcane rituals. |
4 citrine 4 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Gems can be sold for money or used in arcane rituals. |
3 topaz 3 topaz0.00 Encumbrance. Type: gem / yellow ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Gems can be sold for money or used in arcane rituals. |
Achievements
By Robert the Dwarf Oozemancer level 52
2nd Wealth 122nd year of Ascendancy at 16:41 see stats
By Robert the Dwarf Oozemancer level 87
28th Dearth 122nd year of Ascendancy at 03:44 see stats
By Robert the Dwarf Oozemancer level 95
13rd Loss 122nd year of Ascendancy at 06:14 see stats
By Robert the Dwarf Oozemancer level 61
10th Dearth 122nd year of Ascendancy at 15:36 see stats
By Robert the Dwarf Oozemancer level 87
28th Dearth 122nd year of Ascendancy at 03:44 see stats
By Robert the Dwarf Oozemancer level 52
9th Wealth 122nd year of Ascendancy at 00:42 see stats
By Robert the Dwarf Oozemancer level 50
30th Profit 122nd year of Ascendancy at 09:31 see stats
By Robert the Dwarf Oozemancer level 10
20th Voratun 122nd year of Ascendancy at 21:10 see stats
By Robert the Dwarf Oozemancer level 20
24th Profit 122nd year of Ascendancy at 20:53 see stats
By Robert the Dwarf Oozemancer level 30
26th Profit 122nd year of Ascendancy at 03:28 see stats
By Robert the Dwarf Oozemancer level 40
29th Profit 122nd year of Ascendancy at 02:20 see stats
By Robert the Dwarf Oozemancer level 90
4th Loss 122nd year of Ascendancy at 18:16 see stats
By Robert the Dwarf Oozemancer level 17
20th Profit 122nd year of Ascendancy at 15:06 see stats
By Robert the Dwarf Oozemancer level 86
21st Dearth 122nd year of Ascendancy at 11:14 see stats
By Robert the Dwarf Oozemancer level 82
20th Dearth 122nd year of Ascendancy at 08:41 see stats
By Robert the Dwarf Oozemancer level 66
18th Dearth 122nd year of Ascendancy at 14:59 see stats
By Robert the Dwarf Oozemancer level 6
19th Voratun 122nd year of Ascendancy at 19:45 see stats
By Robert the Dwarf Oozemancer level 50
30th Profit 122nd year of Ascendancy at 11:35 see stats
By Robert the Dwarf Oozemancer level 31
26th Profit 122nd year of Ascendancy at 12:16 see stats
By Robert the Dwarf Oozemancer level 74
19th Dearth 122nd year of Ascendancy at 18:48 see stats
Log
Adatira the fox stops bleeding.
Emelygabeth the brown bear's antimagic forces vanishes.
Emelygabeth the brown bear stops bleeding.
Emelygarin the venom drake hatchling stops bleeding.
Bloated ooze burns with dark flames.
Robert's mind surges with critical power!
Robert is invigorated by the attack!
Ghoul killed Lost man!
Emelygabeth the brown bear hits Bloated ooze for 77 fire damage.
Emelygabeth the brown bear hits Clay golem for 130 fire damage.
Emelygabeth the brown bear hits Robert for 0 fire damage.
Emelygabeth the brown bear hits Emelygabeth the brown bear for 26 healing, 15 healing (0 total damage) [42 healing].
Robert deactivates Psiblades.
Robert deactivates Wild Growth.
Robert is no longer pinned.
Robert's acid damage is no longer so potent.
Robert cover of leaves falls apart.
Robert is not silenced anymore.
Robert is no longer attuned.
The skin of Robert starts dripping acid.
Robert stops restoring Equilibrium.
Robert's nature damage is no longer so potent.
Robert deactivates Mitosis.
Bloated ooze seems more focused.
Bloated ooze is no longer poisoned.
Bloated ooze is not silenced anymore.
Bloated ooze cover of leaves falls apart.
Bloated ooze stops burning.