Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Adjustable Levelup 1.5.10Allows modification of gains for stats, resources, experience gain, category points, and prodigy points. If you would like to be able to modify other values post them in the comments. UPDATE: I've added the ability to modify stat and level maximums. I have also added the ability to customize which levels stats, talents, talent types, and prodigies are gained at. This allows for alternative leveling schemes such as gaining 2 class points on every even level and 2 generic points every odd level. For example, the max/milestone level could be set to 100, xp gain at 300, and all intervals doubled with alternating offsets for a faster early game, a slower late game, and increased potential for early game specialization. NOTE: All options are accessed after loading a character through the game options window under a new Levelup tab. They will only appear for characters created after the addon is enabled. UPDATE: I've added the ability to toggle unlearning of prodigies and stats. I've also reworked some of the internals to improve compatibility with future changes. Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Female |
Race | Thalore |
Class | Marauder |
Level / Exp | 33 / 78% |
Size | medium |
Lifes / Deaths | no deaths recorded 6 / 0 |
Primary Stats
Strength | 74 (base 66) |
Dexterity | 97 (base 66) |
Constitution | 63 (base 57) |
Magic | 17 (base 10) |
Willpower | 63 (base 37) |
Cunning | 50 (base 31) |
Resources
Life | 1046/1046 |
Stamina | 292/292 |
Healing Factor | 1.644619213451 |
Regeneration | 19.324275758049 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 9 |
See Stealth | 66.699472274937 |
See Invisible | 69.699472274937 |
Offense: Mainhand
Damage | 167 |
Accuracy | 80 |
Crit Chance | 72% |
APR | 44 |
Speed | 1.00 |
Offense: Offhand
Damage | 119 |
Accuracy | 80 |
Crit Chance | 74% |
APR | 45 |
Speed | 1.00 |
Offense: Spell
Spellpower | 17 |
Crit Chance | 20% |
Speed | 1 |
Offense: Mind
Mindpower | 43 |
Crit Chance | 15% |
Speed | 1 |
Offense: Damage Bonus
Cold | +12% |
Darkness | +12% |
Mind | +15% |
All | +6% |
Offense: Damage Penetration
Lightning | +15% |
Darkness | +25% |
Blight | +5% |
Physical | +16% |
Mind | +10% |
Nature | +25% |
Defense: Base
Armour (hardiness) | 34 (83.203726904724%) |
Defense | 72 |
Ranged Defense | 72 |
Fatigue | 0 |
Physical Save | 33 |
Spell Save | 44 |
Mental Save | 42 |
Defense: Resistances
Acid | + 34%( 70%) |
Blight | + 70%( 70%) |
Physical | + 31%( 70%) |
Cold | + 51%( 70%) |
All | + 28%( 70%) |
Darkness | + 43%( 70%) |
Temporal | + 32%( 70%) |
Lightning | + 36%( 70%) |
Mind | + 37%( 70%) |
Fire | + 35%( 70%) |
Nature | + 47%( 70%) |
Defense: Immunities
Stun Resistance | 44% |
Confusion Resistance | 20% |
Poison Resistance | 11% |
Disarm Resistance | 46% |
Bleed Resistance | 50% |
Teleport Resistance | 20% |
Pinning Resistance | 49% |
Silence Resistance | 20% |
Instadeath Resistance | 100% |
Knockback Resistance | 46% |
Inscriptions (5/5)
Infusions | Effective talent level: 2.5 Infusion: MovementUse 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 increase movement speed by 756% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 28% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 105 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 2.5 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 341 damage for 3 turns. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 2.5 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 8 turns. While Heroism is active, you will only die when reaching -440 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 440 life, 8 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. |
Class Talents
Technique / Bloodthirst | 1.60 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Technique / Duelist | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat veteran | 1.00 |
| 2/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Technique / Dual techniques | 1.90 |
| 3/5 |
| 2/5 |
| 5/5 |
| 4/5 |
Technique / Battle tactics | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Throwing knives | 1.00 |
| 5/5 |
| 2/5 |
| 1/5 |
| 2/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 2/5 |
Technique / Combat training | 1.90 |
| 5/5 |
| 1/5 |
| 4/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 2/5 |
Technique / Conditioning | 1.30 |
| 4/5 |
| 4/5 |
| 2/5 |
| 0/5 |
Technique / Thuggery | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 3/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Daunting Presence |
talent | Trained Reactions |
talent | Quickdraw |
talent | Chant of Fortitude |
beneficial effect | Has 10 throwing knives prepared: 10 KnivesRange: 7 Net Damage: 189 - 265 Accuracy: 96 (knife) APR: 46 Crit Chance: +77% Crit mult: 244% Uses Stats: 70% Dex, 50% Str |
beneficial effect | Parrying melee and ranged attacks: Has a 83% chance to deflect up to 33 damage from the next 2.6 attack(s). Parried attacks cannot crit. Parrying |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. 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 sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Daikara. Escort: temporal explorer (level 1 of Daikara)As a reward you improved talent Foresight (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Norgos Lair. Escort: temporal explorer (level 2 of Norgos Lair)As a reward you improved Willpower by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * 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: 192. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * You've found the needed naga tongue. * 'Needed: one red crystal shard. I hear these can be found in a cave near Elvala. I also hear that they can cause you to spontaneously combust, so no need to explain if you come back hideously scarred.' Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * You've found the needed black mamba head. * You've found the needed honey tree root. * You've found the needed vial of fire wyrm saliva. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed storm wyrm claw. * You've found the needed bear paw. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * You've found the needed pouch of bone giant dust. * You've found the needed sandworm tooth. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within1 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | done |
Equipment
On feet | blood-soaked pair of hardened leather boots of strife (0 def, 3 armour) =FUS= blood-soaked pair of hardened leather boots of strife (0 def, 3 armour) =FUS=2.0 Encumbrance T3 feet armor [Ego++] Master/Psionic While equipped: Stats +3 Con +3 Wil offense ------ Physical Crit +4.0% Physical Power +4 (+1 eff.) Mindpower +5 (+1 eff.) Ignore resists +6% physical Ignore Armor +4 defense ------ Armor +3 Blindside: Puts all charms on 17 turn cooldown Effective talent level: 4.5 Power cost 17 out of 25/25. Range 6 Cooldown: 9 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 55% (at 0 Hate) to 184% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 27 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
Light source | nightwalker's alchemist's lamp =Fus= nightwalker's alchemist's lamp =Fus=1.0 Encumbrance T3 lite [Ego+] Nature While equipped: Stats +5 Wil offense ------ Physical Crit +4.0% Critical power +11.00% Physical Power +7 (+2 eff.) other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Gorylin (10 def, 5 armour) =FUS= Gorylin (10 def, 5 armour) =FUS=2.0 Encumbrance T5 head armor [Rare] Master While equipped: Stats +5 Str +7 Dex +2 Cun offense ------ Physical Crit +5.0% Physical Power +20 (+5 eff.) defense ------ Armor +5 Defense +10 (+2 eff.) Fatigue +5% Resistance +15% darkness +4% physical Unlife -80.00 life other ------- Infravision +6 A cap made of leather. |
On hands | Snowsweeper (0 def, 12 armour) Snowsweeper (0 def, 12 armour)1.5 Encumbrance T2 hands armor [Rare] Psionic While equipped: offense ------ When Hit 2 cold defense ------ Armor +12 Fatigue +3% Resistance +9% acid Mind save +3 (+1 eff.) Life Regen +4.00 Silence Resist +20% Teleport Resist +20% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Stamina/turn +1.30 Max stamina +24.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | Cracklequencher the iron torque of psionic shield [power 25] (17 cooldown) Cracklequencher the iron torque of psionic shield [power 25] (17 cooldown)2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: Stats +2 Dex +4 Wil +2 Con offense ------ Critical power +10.00% Ignore resists +15% lightning When Hit 2 lightning other ------- Max hate +6.00 Setup a psionic shield, reducing all damage taken by 25 for 5 turns Puts all charms on 17 turn cooldown 100% to gain a 12% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | copper amethyst ring =FUS Left= copper amethyst ring =FUS Left=0.1 Encumbrance T1 ring jewelry [Random Unique] Nature/Master While equipped: Stats +5 Dex +2 Wil +5 Cun offense ------ Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Accuracy +7 (+1 eff.) defense ------ Resistance +6% blight +6% temporal +6% nature +6% darkness Life +22.00 Poison Resist +11% Disease Resist +10% Disarm Resist +21% Pinning Resist +25% Knockbk Resist +22% Rings make your fingers look great! |
On fingers | sneakthief's steel ring of tenacity =And Right= sneakthief's steel ring of tenacity =And Right=0.1 Encumbrance T2 ring jewelry [Ego+] Master While equipped: Stats +5 Cun +5 Dex offense ------ Accuracy +5 (+1 eff.) defense ------ Life +22.00 Disarm Resist +25% Pinning Resist +24% Knockbk Resist +24% Rings make your fingers look great! |
Around neck | grounding steel amulet of healing =SHOCK Cut Stun= grounding steel amulet of healing =SHOCK Cut Stun=0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +12% lightning Healmod +15% Cut Resist +50% Stun Resist +24% Heal: Puts all charms on 24 turn cooldown Effective talent level: 2.5 Power cost 24 out of 35/35. Range melee/personal Cooldown: 16 Travel.spd instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 267 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
In main hand | Woeminister (148% power, 9 apr) =FUS R= Woeminister (148% power, 9 apr) =FUS R=1.0 Encumbrance T5 dagger 1H weapon [Rare] Master Weapon Damage 148% Range: 1.0x-1.3x Uses 50% Dex, 50% Str Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% On-hit +12 mind On-Hit, radius 1 +8 darkness On Hit: * 20% chance to slow global speed by 54% While equipped: offense ------ Physical Crit +11.0% Critical power +18.00% Damage +6% darkness Ignore resists +25% darkness +25% nature Ignore Armor +10 defense ------ Resistance +6% mind Sharp, short and deadly. |
Around waist | Girdle of the Calm Waters =Blight Cold Nature= Girdle of the Calm Waters =Blight Cold Nature=1.0 Encumbrance T2 belt armor [Unique] Nature While equipped: Stats +3 Wil defense ------ Resistance +20% blight +20% cold +20% nature Healmod +15% A belt rumoured to have been worn by the Conclave healers. |
In off hand | Spellblaze Shard (120% power, 10 apr) =FUS L= Spellblaze Shard (120% power, 10 apr) =FUS L=1.0 Encumbrance T2 dagger 1H weapon [Unique] Arcane Weapon Damage 121% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +12.0% Attack Speed 100% Lifesteal +6% On-hit +20 blight +20 fire While equipped: Stats +5 Mag defense ------ Resistance +10% blight +10% fire other ------- Talents +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
Cloak | Erelinarigar the linen cloak (1 def, 0 armour) =Fus..?= Erelinarigar the linen cloak (1 def, 0 armour) =Fus..?=2.0 Encumbrance T1 cloak armor [Rare] Arcane While equipped: Stats +1 Str +5 Dex +4 Mag +3 Wil +2 Cun offense ------ Spell Crit +5% Ignore resists +5% blight +10% physical defense ------ Defense +1 (+0 eff.) other ------- See Invisibility +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Hettokalthohek the Quenchrace (26 def, 14 armour) =Fus= Hettokalthohek the Quenchrace (26 def, 14 armour) =Fus=9.0 Encumbrance T5 light armor [Random Unique] Master/Psionic While equipped: Stats +5 Cun +4 Dex offense ------ Physical Crit +5.0% Critical power +16.00% Physical Power +9 (+2 eff.) Damage +9% mind +6% cold Ignore resists +10% mind defense ------ Armor +14 Defense +26 (+6 eff.) Fatigue +8% Resistance +10% blight +12% cold +7% mind Mind save +15 (+5 eff.) A suit of armour made of leather. It was hardened by the digestive sack. |
Inventory
healing infusion of the psychic (heal 179; cd 13) healing infusion of the psychic (heal 179; cd 13)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 179 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the duelist (die at -747; dur 6; cd 25) heroism infusion of the duelist (die at -747; dur 6; cd 25)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 25 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -747 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 747 life, 6 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
movement infusion of the titan (speed 839%; cd 8) movement infusion of the titan (speed 839%; cd 8)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 8 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 839% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
regeneration infusion of the sneak (heal 392; 12 cd) regeneration infusion of the sneak (heal 392; 12 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 392 life over 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 22%; magical; dur 3; cd 14) wild infusion (res 22%; magical; dur 3; cd 14)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 14 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 22% for 3 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
wild infusion of the sneak (res 27%; physical; dur 2; cd 16) wild infusion of the sneak (res 27%; physical; dur 2; cd 16)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 27% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
blink rune of the warrior (range 6; phase 21; cd 10) blink rune of the warrior (range 6; phase 21; cd 10)0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 6 Cooldown: 10 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 21%, your defense is increased by 21 and all your resistances by 21%. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Mirror Image Rune (dur 6; cd 24) Mirror Image Rune (dur 6; cd 24)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 24 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Prismatic Rune (6 turns; acid, temporal, cold, mind, physical) Prismatic Rune (6 turns; acid, temporal, cold, mind, physical)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 acid, 3 temporal, 5 cold, 5 mind, 3 physical Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of Dissipation ( ) Rune of Dissipation ( )0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Range 10 Cooldown: 20 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune of the warrior (threshold 12; blocks 6; dur 4; cd 12) stormshield rune of the warrior (threshold 12; blocks 6; dur 4; cd 12)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 12 up to 6 times. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Withering Orbs =SuperSpot= Withering Orbs =SuperSpot=0.1 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+1 eff.) On-Hit 5 mind On-Ranged-Hit 5 mind other ------- See Stealth +10 See Invisibility +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
stabilizing copper amulet =Temp Pin Knockb= stabilizing copper amulet =Temp Pin Knockb=0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +12% temporal Pinning Resist +20% Knockbk Resist +21% Amulets make your neck look great! |
wanderer's copper amulet =FUS= wanderer's copper amulet =FUS=0.1 Encumbrance T1 amulet jewelry [Ego+] Master While equipped: Stats +3 Dex +4 Cun +4 Con offense ------ Move Speed +10% defense ------ Fatigue -5% Life Regen +2.00 other ------- Stamina/turn +0.40 Amulets make your neck look great! |
insulating steel amulet of dexterity (+4) =COLD FIRE= insulating steel amulet of dexterity (+4) =COLD FIRE=0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: Stats +4 Dex defense ------ Resistance +12% fire +15% cold Amulets make your neck look great! |
steel amulet of healing =HEAL= steel amulet of healing =HEAL=0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: defense ------ Healmod +10% Cut Resist +40% Heal: Puts all charms on 24 turn cooldown Effective talent level: 4.5 Power cost 24 out of 35/35. Range melee/personal Cooldown: 16 Travel.spd instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 338 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
steel amulet of murder steel amulet of murder0.1 Encumbrance T2 amulet jewelry [Ego+] Master While equipped: offense ------ Critical power +14.00% Accuracy +5 (+1 eff.) Ignore Armor +10 Amulets make your neck look great! |
Arcpall =INFRA 8= Arcpall =INFRA 8=0.1 Encumbrance T5 amulet jewelry [Rare] Nature While equipped: offense ------ Mindpower +20 (+6 eff.) Ignore resists +25% lightning When Hit 2 lightning defense ------ Resistance +6% fire Mind save +12 (+4 eff.) Blind Resist +29% other ------- Hate-on-crit +1.00 Infravision +8 Sight +2 See Invisibility +10 Amulets make your neck look great! |
voratun amulet 'Bethynor' =???= voratun amulet 'Bethynor' =???=0.1 Encumbrance T5 amulet jewelry [Rare] Psionic While equipped: Stats +3 Wil offense ------ Mindpower +12 (+4 eff.) defense ------ Armor +4 Resistance +15% temporal Crit Resistance 10.00% Mind save +11 (+4 eff.) Healmod +10% Disarm Resist +20% Confus Resist +23% Pinning Resist +20% other ------- Light +3 Amulets make your neck look great! |
mule's copper ring of lightning (+22%) =CARRY SHOCK= mule's copper ring of lightning (+22%) =CARRY SHOCK=0.1 Encumbrance T1 ring jewelry [Ego] Nature/Master While equipped: offense ------ Damage +11% lightning defense ------ Fatigue -5% Resistance +22% lightning other ------- Encumbrance +20 Rings make your fingers look great! |
savior's steel ring of frost (+22%) =COLD= savior's steel ring of frost (+22%) =COLD=0.1 Encumbrance T2 ring jewelry [Ego] Nature/Master While equipped: offense ------ Damage +11% cold defense ------ Resistance +22% cold Physical save +8 (+4 eff.) Spell save +9 (+3 eff.) Mind save +6 (+2 eff.) Rings make your fingers look great! |
steel ring of pilfering =Pierce= steel ring of pilfering =Pierce=0.1 Encumbrance T2 ring jewelry [Ego+] Master While equipped: offense ------ Accuracy +9 (+2 eff.) Ignore Armor +10 defense ------ Defense +7 (+1 eff.) Disengage: Puts all charms on 7 turn cooldown Effective talent level: 4.5 Power cost 7 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 194% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
titan's steel ring of corrosion (+20%) =ACID= titan's steel ring of corrosion (+20%) =ACID=0.1 Encumbrance T2 ring jewelry [Ego] Nature While equipped: Stats +2 Con offense ------ Damage +10% acid defense ------ Resistance +20% acid Physical save +4 (+2 eff.) Rings make your fingers look great! |
titan's steel ring of perseverance =Con 4 Regen Stun= titan's steel ring of perseverance =Con 4 Regen Stun=0.1 Encumbrance T2 ring jewelry [Ego] Nature/Master While equipped: Stats +4 Con defense ------ Physical save +8 (+4 eff.) Life Regen +1.00 Stun Resist +20% Rings make your fingers look great! |
Elemental Fury Elemental Fury0.1 Encumbrance T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag offense ------ Damage +25% lightning +25% fire +25% arcane +25% cold Ignore resists +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
gold ring of misery =Bleeding Edge= gold ring of misery =Bleeding Edge=0.1 Encumbrance T3 ring jewelry [Ego+] Psionic While equipped: Stats +3 Cun offense ------ On-Hit 8 physical On-Ranged-Hit 17 physical On-Hit (Melee): * 10% chance to reduce all saves and defense by 27 On-Hit (Ranged): * 16% chance to reduce all saves and defense by 27 other ------- Hate-on-crit +2.00 Max hate +5.00 Bleeding Edge: Puts all charms on 14 turn cooldown Effective talent level: 5.9 Power cost 14 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 176% weapon damage. If the attack hits, the target will bleed for 330% weapon damage over 7 turns, and all healing will be reduced by 72%. Rings make your fingers look great! |
wizard's gold ring of clarity =Confus Mind Spell= wizard's gold ring of clarity =Confus Mind Spell=0.1 Encumbrance T3 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +3 Mag defense ------ Spell save +6 (+2 eff.) Mind save +9 (+3 eff.) Confus Resist +26% Rings make your fingers look great! |
Bloodcaller Bloodcaller0.1 Encumbrance T4 ring jewelry [Unique] Psionic While equipped: defense ------ Fatigue -5% Mind save -7 (-2 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
Hettechak =NATURE Spells Spot= Hettechak =NATURE Spells Spot=0.1 Encumbrance T5 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +3 Mag +11 Wil +6 Con offense ------ Damage +14% nature On-Hit (Melee): * 10% chance to reduce armor by 20% defense ------ Resistance +28% nature Spell save +19 (+6 eff.) Mind save +12 (+4 eff.) other ------- Max stamina +15.00 See Invisibility +9 Rings make your fingers look great! |
caustic stralite battleaxe of evisceration (154% power, 3 apr) caustic stralite battleaxe of evisceration (154% power, 3 apr)3.0 Encumbrance T4 battleaxe 2H weapon [Ego++] Nature/Master Weapon Damage 154% Range: 1.0x-1.5x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +7.5% Attack Speed 100% On-crit, radius 2 +23 acid +24 nature On Critical: * Wound the target dealing 284 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +10.0% Physical Power +13 (+3 eff.) Ignore resists +12% acid +10% nature Ignore Armor +13 Massive two-handed battleaxes. |
stralite greatmaul of crippling (165% power, 3 apr) stralite greatmaul of crippling (165% power, 3 apr)5.0 Encumbrance T4 greatmaul 2H weapon [Ego+] Master Weapon Damage 165% Range: 1.0x-1.5x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +2.5% Attack Speed 100% On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +17.0% Massive two-handed mauls. |
truestriking dwarven-steel waraxe of evisceration (118% power, 4 apr) truestriking dwarven-steel waraxe of evisceration (118% power, 4 apr)3.0 Encumbrance T3 waraxe 1H weapon [Ego++] Master Weapon Damage 119% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% On Critical: * Wound the target dealing 284 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +10.0% Physical Power +11 (+3 eff.) Ignore resists +7% physical Accuracy +12 (+2 eff.) Ignore Armor +8 One-handed war axes. |
slime-covered dwarven-steel dagger of crippling (120% power, 7 apr) slime-covered dwarven-steel dagger of crippling (120% power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon [Ego+] Disrupt/Master Weapon Damage 121% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On Hit: * 7% chance to slow global speed by 54% On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +7.0% Sharp, short and deadly. |
Haluntir the Rimespitter (135% power, 9 apr) =Speed= Haluntir the Rimespitter (135% power, 9 apr) =Speed=1.0 Encumbrance T4 dagger 1H weapon [Random Unique] Arcane/Master Weapon Damage 135% Range: 1.0x-1.3x Uses 50% Dex, 50% Str Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% On-hit +16 cold On-Hit, radius 1 +4 cold On-crit, radius 2 +12 cold On Hit: * 25% chance for lightning to strike from the target to a second target dealing 21 damage While equipped: Stats +4 Dex offense ------ Combat Speed +10% Ignore resists +20% cold Accuracy +17 (+3 eff.) On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) Sharp, short and deadly. |
enhanced stralite dagger of torment (130% power, 9 apr) =All stats= enhanced stralite dagger of torment (130% power, 9 apr) =All stats=1.0 Encumbrance T4 dagger 1H weapon [Ego++] Nature/Psionic Weapon Damage 131% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: Stats +7 Str +7 Dex +7 Mag +7 Wil +9 Cun +7 Con Sharp, short and deadly. |
honing thorny mindstar of gales (97% power, 24 apr, nature damage) honing thorny mindstar of gales (97% power, 24 apr, nature damage)3.0 Encumbrance T3 mindstar 1H weapon [Ego++] Nature/Psionic Weapon Damage 97% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Nature Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +2 Cun +2 Wil offense ------ Mind Crit +3% Mindpower +6 (+2 eff.) Damage +8% lightning +13% physical +6% cold Ignore resists +4% physical defense ------ Defense +11 (+2 eff.) Resistance +4% physical Pinning Resist +17% other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
creative pulsing mindstar of life (108% power, 32 apr, nature damage) creative pulsing mindstar of life (108% power, 32 apr, nature damage)3.0 Encumbrance T4 mindstar 1H weapon [Ego] Nature/Psionic Weapon Damage 108% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Nature Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +32 Critical Rate +4.5% Attack Speed 100% While equipped: Stats +4 Cun offense ------ Mind Crit +4% Critical power +9.00% Mindpower +8 (+2 eff.) defense ------ Life +22.00 Life Regen +1.10 other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
fungal elven-wood longbow of piercing fungal elven-wood longbow of piercing4.0 Encumbrance T4 longbow 2H weapon Reqs Shoot [Ego+] Nature/Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +9 While equipped: Stats +8 Con offense ------ Ignore resists +15% all Accuracy +20 (+4 eff.) Ignore Armor +17 other ------- Masteries +0.15 Wild-gift/Fungus Regenerate 188 life over 5 turns Puts all charms on 14 turn cooldown Longbows are used to shoot arrows at your foes. |
penetrating elven-wood longbow penetrating elven-wood longbow4.0 Encumbrance T4 longbow 2H weapon Reqs Shoot [Ego+] Arcane Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +9 While equipped: offense ------ Ignore resists +12% physical Longbows are used to shoot arrows at your foes. |
strafer's stralite steamgun of true flight strafer's stralite steamgun of true flight4.0 Encumbrance T4 steamgun 1H weapon Reqs Shoot Steam Pool [Ego+] Master/Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +12 Attack Speed 100% Range +10 Projectile Speed +600% Uses 2.0 Steam While equipped: offense ------ Physical Crit +8.0% Accuracy +15 (+3 eff.) other ------- Cooldown Strafe -2 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
barbed pouch of voratun shots of daylight (21/21, 171% power, 6 apr) barbed pouch of voratun shots of daylight (21/21, 171% power, 6 apr)3.0 Encumbrance T5 shot ammo [Ego+] Arcane/Master Weapon Damage 171% Range: 1.0x-1.2x Uses 50% Cun, 70% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +15.0% Capacity 21 On-ranged-hit +13 light Damage Against +19% Undead On Critical: * Wound the target dealing 284 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
corrosive stralite shield of fire resistance (+11%) (0 def, 8 armour, 138 block) corrosive stralite shield of fire resistance (+11%) (0 def, 8 armour, 138 block)7.0 Encumbrance T4 shield armor Reqs - Shield usage training [Ego+] Arcane/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +3 Con offense ------ When Hit: * 15% chance to reduce armor by 20% defense ------ Armor +8 Fatigue +8% Resistance +11% acid +23% fire other ------- Talents +1 Block Handheld deflection devices. |
stargazer's silk robe of alchemy (0 def, 0 armour) stargazer's silk robe of alchemy (0 def, 0 armour)2.0 Encumbrance T4 cloth armor [Ego++] Arcane While equipped: Stats +3 Cun offense ------ Spell Crit +6% Spellpower +8 (+5 eff.) Damage +17% acid +9% physical +5% light +12% cold +13% fire +17% darkness defense ------ Resistance +14% acid +13% physical +14% fire +13% cold +13% all other ------- Cooldown Refit Golem -4 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
troll-hide rough leather armour of lightning resistance (3 def, 2 armour) troll-hide rough leather armour of lightning resistance (3 def, 2 armour)9.0 Encumbrance T1 light armor [Ego+] Nature/Master While equipped: defense ------ Armor +2 Defense +3 (+0 eff.) Fatigue +6% Resistance +16% lightning Life +32.00 Life Regen +3.00 Healmod +10% A suit of armour made of leather. |
stralite mail armour of command (14 def, 14 armour) stralite mail armour of command (14 def, 14 armour)14.0 Encumbrance T4 heavy armor [Ego+] Psionic While equipped: Stats +4 Cun defense ------ Armor +14 Defense +14 (+3 eff.) Fatigue +12% Mind save +15 (+5 eff.) A suit of armour made of mail. |
searing stralite plate armour of fire resistance (0 def, 13 armour) searing stralite plate armour of fire resistance (0 def, 13 armour)17.0 Encumbrance T4 massive armor Reqs - Massive armour training [Ego+] Arcane/Master While equipped: offense ------ On-Hit 16 acid 12 fire When Hit 10 acid 11 fire defense ------ Armor +13 Fatigue +22% Resistance +24% acid +33% fire A suit of armour made of metal plates. |
Mighty Girdle =CARRY Armor= Mighty Girdle =CARRY Armor=1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
rough leather belt 'Arcreaper' =Fus= rough leather belt 'Arcreaper' =Fus=1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +1 Mag offense ------ Physical Crit +4.0% Critical power +7.00% Physical Power +3 (+1 eff.) Damage +12% light When Hit 4 lightning defense ------ Resistance +12% lightning Crit Resistance 15.00% A belt that goes around your waist. |
grounding hardened leather belt of burglary =Temp Traps= grounding hardened leather belt of burglary =Temp Traps=1.0 Encumbrance T3 belt armor [Ego+] Nature/Master While equipped: Stats +5 Dex +4 Cun +7 Lck defense ------ Resistance +10% lightning +7% temporal Stealth +7 other ------- Disarm Traps +6 Infravision +4 A belt that goes around your waist. |
monstrous hardened leather belt of transcendence =SIZE= monstrous hardened leather belt of transcendence =SIZE=1.0 Encumbrance T3 belt armor [Ego+] Nature/Psionic While equipped: Stats +4 Str +5 Con offense ------ Physical Power +5 (+1 eff.) Mindpower +5 (+1 eff.) defense ------ Physical save +15 (+7 eff.) other ------- Size +1 A belt that goes around your waist. |
Frost Treads (1 def, 4 armour) =COLD MOVE= Frost Treads (1 def, 4 armour) =COLD MOVE=2.0 Encumbrance T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun offense ------ Move Speed +20% Damage +15% cold defense ------ Armor +4 Defense +1 (+0 eff.) Fatigue +7% Resistance +10% nature +20% cold other ------- Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Dourveil the pair of drakeskin leather boots (0 def, 8 armour) =STATS FIRE Saves Infra= Dourveil the pair of drakeskin leather boots (0 def, 8 armour) =STATS FIRE Saves Infra=2.0 Encumbrance T5 feet armor [Random Unique] Arcane/Master While equipped: Stats +3 Mag +3 Wil +4 Cun +3 Con offense ------ On-Hit (Melee): * 20% chance to reduce damage dealt by 22% defense ------ Armor +8 Resistance +15% fire Physical save +16 (+8 eff.) Mind save +22 (+7 eff.) other ------- Infravision +2 Blink to a nearby random location (rad 14) Puts all charms on 17 turn cooldown A pair of boots made of leather. |
traveler's pair of iron boots of speed (0 def, 3 armour) =CARRY MOVE 25= traveler's pair of iron boots of speed (0 def, 3 armour) =CARRY MOVE 25=3.0 Encumbrance T1 feet armor [Ego] Arcane/Master While equipped: offense ------ Move Speed +25% defense ------ Armor +3 Fatigue -3% Physical save +6 (+3 eff.) other ------- Encumbrance +20 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
restorative pair of dwarven-steel boots of strife (0 def, 4 armour) restorative pair of dwarven-steel boots of strife (0 def, 4 armour)3.0 Encumbrance T3 feet armor [Ego++] Nature/Psionic While equipped: Stats +4 Con +4 Wil offense ------ Mindpower +4 (+1 eff.) Ignore resists +7% physical defense ------ Armor +4 Fatigue +3% Life Regen +4.00 Healmod +13% Blindside: Puts all charms on 17 turn cooldown Effective talent level: 2.5 Power cost 17 out of 25/25. Range 6 Cooldown: 11 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 46% (at 0 Hate) to 155% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 22 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
polar hardened leather gloves of strength (+3) (0 def, 2 armour) polar hardened leather gloves of strength (+3) (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego] Nature/Master While equipped: Stats +3 Str offense ------ Physical Power +7 (+2 eff.) On-Hit 7 cold Damage +5% cold defense ------ Armor +2 Resistance +7% cold Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
spellstreaming hardened leather gloves of the nighthunter (0 def, 2 armour) =TRACK= spellstreaming hardened leather gloves of the nighthunter (0 def, 2 armour) =TRACK=1.0 Encumbrance T2 hands armor [Ego++] Arcane/Psionic While equipped: Stats +3 Cun offense ------ Spell Crit +5% Spellpower +6 (+4 eff.) Accuracy +6 (+1 eff.) defense ------ Armor +2 Resistance +7% darkness other ------- Mana/turn +0.16 Infravision +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Track: Puts all charms on 11 turn cooldown Effective talent level: 4.5 Power cost 11 out of 15/15. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 24 for 7 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
sand drakeskin leather gloves of the verdant (0 def, 11 armour) sand drakeskin leather gloves of the verdant (0 def, 11 armour)1.0 Encumbrance T4 hands armor [Ego+] Nature/Disrupt While equipped: offense ------ On-Hit 9 physical Damage +6% physical defense ------ Armor +11 Resistance +11% blight +14% darkness +10% arcane Affinity +6% nature Spell save +15 (+5 eff.) other ------- Masteries +0.20 Wild-gift/Antimagic Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
storm voratun gauntlets of strength (+2) (0 def, 3 armour) storm voratun gauntlets of strength (+2) (0 def, 3 armour)1.5 Encumbrance T4 hands armor [Ego] Nature/Master While equipped: Stats +2 Str offense ------ Physical Power +17 (+4 eff.) On-Hit 10 lightning Damage +6% lightning defense ------ Armor +3 Fatigue +5% Resistance +7% lightning Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
aegis cashmere wizard hat of decomposition (2 def, 0 armour) =Regen 7 Resists= aegis cashmere wizard hat of decomposition (2 def, 0 armour) =Regen 7 Resists=2.0 Encumbrance T3 head armor [Ego++] Arcane While equipped: defense ------ Defense +2 (+0 eff.) Resistance +4% lightning +4% temporal +5% light +5% fire +3% nature +5% acid +5% blight +5% cold +5% darkness Shield Power +7% Life Regen +2.10 A pointy cloth hat, very wizardly... |
Malegorn the hardened leather cap (25 def, 6 armour) Malegorn the hardened leather cap (25 def, 6 armour)2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +2 Str offense ------ Critical power +15.00% When Hit 2 physical defense ------ Armor +6 Defense +25 (+6 eff.) Fatigue +3% Physical save +12 (+6 eff.) other ------- Stamina/turn +1.00 Max stamina +30.00 Infravision +2 A cap made of leather. |
Blizzardbait (3 def, 16 armour) =???= Blizzardbait (3 def, 16 armour) =???=2.0 Encumbrance T5 head armor [Rare] Nature While equipped: offense ------ Damage +14% physical defense ------ Armor +16 Defense +3 (+0 eff.) Resistance +12% lightning +14% physical +3% fire +5% arcane +6% cold Mind save +12 (+4 eff.) Poison Resist +20% A pointy cloth hat, very wizardly... |
drakeskin leather cap 'Demonbane' (0 def, 5 armour) =SHOCK= drakeskin leather cap 'Demonbane' (0 def, 5 armour) =SHOCK=2.0 Encumbrance T5 head armor [Rare] Master While equipped: offense ------ Damage +15% mind On-Hit (Melee): * 20% chance to reduce damage dealt by 22% defense ------ Armor +5 Fatigue +5% Resistance +21% lightning +6% temporal +27% fire +5% arcane +11% cold A cap made of leather. |
grounding dwarven-steel helm of ire (0 def, 4 armour) grounding dwarven-steel helm of ire (0 def, 4 armour)3.0 Encumbrance T3 head armor [Ego+] Nature/Master While equipped: Stats +3 Str +3 Con defense ------ Armor +4 Fatigue +4% Resistance +10% lightning +5% temporal Physical save +9 (+5 eff.) Mind save +8 (+3 eff.) Battle Cry: Puts all charms on 19 turn cooldown Effective talent level: 3.5 Power cost 19 out of 28/28. Range melee/personal Cooldown: 30 Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 6, lowering their Defense by 24 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
leafwalker's dwarven-steel helm of might (0 def, 4 armour) leafwalker's dwarven-steel helm of might (0 def, 4 armour)3.0 Encumbrance T3 head armor [Ego++] Nature/Master While equipped: Stats +3 Str +3 Con offense ------ Physical Power +4 (+1 eff.) defense ------ Armor +4 Fatigue +4% Resistance +8% nature Spell save +5 (+1 eff.) Life +44.00 Healmod +12% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
6 aquamarine 6 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 amethyst 2 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
4 onyx 4 onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
lapis lazuli lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Physical save +6 (+3 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Physical save +6 (+3 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 emerald 4 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 garnet 3 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 quartz 2 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
jade jade0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
amber amber0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Crystal Focus Crystal Focus0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Spectral Cage =+5 Light COLD= Spectral Cage =+5 Light COLD=0.0 Encumbrance T3 lite [Unique] Arcane While equipped: offense ------ Spellpower +10 (+6 eff.) Damage +15% cold Ignore resists +10% cold defense ------ Resistance +20% cold other ------- Light +5 Release a will o' the wisp that will explode against your foes for 171 cold damage (based on your Magic). Uses 14 power out of 20/20 This ancient, weathered lantern glows with a pale blue light emanating from several ghostly forms trapped within. The metal is icy cold to the touch. |
void-walker's alchemist's lamp of clarity =SPOT= void-walker's alchemist's lamp of clarity =SPOT=1.0 Encumbrance T3 lite [Ego+] Arcane/Psionic While equipped: defense ------ Resistance +6% cold +7% temporal Mind save +7 (+2 eff.) Out-of-Phase Defense +12 Out-of-Phase Resistance +12% Out-of-Phase Resilience +17% other ------- Light +4 See Stealth +5 See Invisibility +11 A normal brass lantern, enhanced by alchemy to make it brighter. |
Planar Beacon =Fireport= Planar Beacon =Fireport=1.0 Encumbrance lite [Unique] Arcane While equipped: other ------- Light +3 Fearscape Shift: Effective talent level: 3.5 Power cost 17 out of 25/25. Range 6 Cooldown: 12 Travel.spd instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 75.56 demonfire damage to everyone within 4 spaces and leaving flames which will deal an additional 75.56 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Heart of Poosh =+Dmg CARRIED Use?= Heart of Poosh =+Dmg CARRIED Use?=5.0 Encumbrance land misc [Unique] Nature While carried: offense ------ Damage +2% all Natural balance. Uses 68 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
Emelona the dwarven-steel pickaxe (dig speed 8 turns) Emelona the dwarven-steel pickaxe (dig speed 8 turns)3.0 Encumbrance T3 digger tool [Random Unique] Master While equipped: Stats +4 Str defense ------ Defense +15 (+3 eff.) Fatigue -6% Resistance +7% fire +6% darkness +6% cold Physical save +12 (+6 eff.) Life +26.00 other ------- Max stamina +15.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Eye of the Dreaming One Eye of the Dreaming One2.0 Encumbrance T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil offense ------ Mindpower +5 (+1 eff.) defense ------ Mind save +10 (+3 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Effective talent level: 4.5 Power cost 14 out of 25/25. Range 7 Cooldown: 6 Travel.spd instantaneous Is: a mind power Description: Puts targets in a radius of 2 to sleep for 4 turns, rendering them unable to act. Every 12 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Scrying Orb Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (2/2) Rod of Recall (2/2)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 137 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. |
focusing stralite torque of mindblast [power 320] (11 cooldown) focusing stralite torque of mindblast [power 320] (11 cooldown)2.0 Encumbrance T4 torque charm [Ego+] Psionic Blast the opponent's mind dealing 368 mind damage and silencing them for 4 turns Puts all charms on 11 turn cooldown 100% to reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
Fogschism [power 4] (17 cooldown) Fogschism [power 4] (17 cooldown)2.0 Encumbrance T5 torque charm [Rare] Psionic While equipped: Stats +2 Con offense ------ Ignore resists +25% darkness On-Hit (Melee): * 20% chance to reduce damage dealt by 22% defense ------ Armor +4 Physical save +18 (+8 eff.) other ------- Stamina/turn +3.00 Remove 1 confusion or silence effect and prevent the application of 4 detrimental mental effects for 5 turns Puts all charms on 17 turn cooldown Torques are made by powerful psionics to store psionic powers. |
Vorota [power 26] (14 cooldown) Vorota [power 26] (14 cooldown)2.0 Encumbrance T2 totem charm [Rare] Nature While equipped: Stats +5 Str +3 Wil +2 Cun offense ------ Mind Crit +5% Critical power +15.00% defense ------ Physical save +9 (+5 eff.) Harden the skin for 7 turns increasing armour by 26 and armour hardiness by 40% Puts all charms on 14 turn cooldown Natural totems are made by powerful wilders to store nature power. |
quick elven-wood totem of healing [power 254] (8 cooldown) quick elven-wood totem of healing [power 254] (8 cooldown)2.0 Encumbrance T4 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 254 Puts all charms on 8 turn cooldown Natural totems are made by powerful wilders to store nature power. |
Betyrin the Woekin [power 182] (11 cooldown) =LIGHT Dark= Betyrin the Woekin [power 182] (11 cooldown) =LIGHT Dark=2.0 Encumbrance T2 wand charm [Rare] Arcane While equipped: offense ------ Ignore resists +5% darkness When Hit 4 darkness On-Hit (Melee): * 10% chance to reduce armor by 20% defense ------ Resistance +12% light +6% darkness other ------- Light +2 Create a radius 3 storm for 5 turns. Each turn, creatures within take 38 lightning damage and will be dazed for 1 turn (192 total damage) Puts all charms on 11 turn cooldown 100% to gain a 20% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
extending ash wand of shielding [power 182] (14 cooldown) extending ash wand of shielding [power 182] (14 cooldown)2.0 Encumbrance T2 wand charm [Ego+] Arcane Create a shield absorbing up to 182 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 14 turn cooldown 100% to increase the duration of 1 beneficial effects by 1. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
overpowered yew wand of clairvoyance [power 13] (15 cooldown) overpowered yew wand of clairvoyance [power 13] (15 cooldown)2.0 Encumbrance T3 wand charm [Ego+] Arcane Reveal the area around you, dispelling darkness (radius 13, power 45 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Shadie Maud the Thalore Marauder level 30
23rd Pyre 123rd year of Ascendancy at 11:05 see stats
By Shadie Maud the Thalore Marauder level 11
35th Dusk 122nd year of Ascendancy at 22:33 see stats
By Shadie Maud the Thalore Marauder level 27
52nd Regrowth 123rd year of Ascendancy at 14:01 see stats
By Shadie Maud the Thalore Marauder level 22
68th Haze 122nd year of Ascendancy at 17:52 see stats
By Shadie Maud the Thalore Marauder level 22
69th Haze 122nd year of Ascendancy at 01:00 see stats
By Shadie Maud the Thalore Marauder level 28
77th Regrowth 123rd year of Ascendancy at 07:31 see stats
By Shadie Maud the Thalore Marauder level 27
62nd Regrowth 123rd year of Ascendancy at 06:02 see stats
By Shadie Maud the Thalore Marauder level 24
10th Decay 122nd year of Ascendancy at 15:30 see stats
By Shadie Maud the Thalore Marauder level 10
1st Dusk 122nd year of Ascendancy at 03:11 see stats
By Shadie Maud the Thalore Marauder level 20
39th Haze 122nd year of Ascendancy at 02:03 see stats
By Shadie Maud the Thalore Marauder level 30
21st Pyre 123rd year of Ascendancy at 12:37 see stats
By Shadie Maud the Thalore Marauder level 30
22nd Pyre 123rd year of Ascendancy at 06:45 see stats
By Shadie Maud the Thalore Marauder level 25
4th Allure 123rd year of Ascendancy at 20:17 see stats
By Shadie Maud the Thalore Marauder level 6
1st Mirth 122nd year of Ascendancy at 18:58 see stats
By Shadie Maud the Thalore Marauder level 8
1st Summertide 122nd year of Ascendancy at 02:01 see stats
By Shadie Maud the Thalore Marauder level 26
12nd Regrowth 123rd year of Ascendancy at 12:44 see stats
By Shadie Maud the Thalore Marauder level 29
10th Pyre 123rd year of Ascendancy at 14:08 see stats
Log
Shadie Maud's Throwing Knife killed Ogre pounder!
Shadie Maud slows down.
Shadie Maud no longer feels strong.
Connection to online server lost, trying to reconnect.
Connection to online server established.
Shadie Maud uses Dig.
Digging starts...
Shadie Maud no longer revels in blood quite so much.
Talent Pain Enhancement System is ready to use.
Dug for 9 turns.
Wall turns into floor.
Shadie Maud uses Dig.
Digging starts...
Dug for 9 turns.
Wall turns into floor.
Shadie Maud uses Dig.
Digging starts...
Dug for 9 turns.
Wall turns into floor.
Shadie Maud uses Dig.
Digging starts...
Dug for 9 turns.
Wall turns into floor.