









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: 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. 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:
Select First Escort 1.7.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it 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: Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Items Vault 1.7.6Donators/Buyers bonus! Improved Combat Text v2 Custom Edit 1.6.0This is a custom edit of the "Improved Combat Text v2" mod. All credit for the original work goes to to the original mod by Codefly
DescriptionThis addon replaces ToME's floating combat text:
Custom Edit
The original addon is great, but I was always frustrated with the excessive amount of floating talent text and other garbage that just wasn't relevant to combat.
Installation:
* For Steam users: subscribe to this mod Remove: or make it easy in game:
Note for LeoMaven or CodeFly
If either of you want to just steal my code and put it in your addons that is completely fine with me. Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Faster Egress Artifact Rolling 1.7.4Immediately gives you 3 appropriate artifacts upon entering the egress instead of having to brute-force combinations. EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game 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: 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 | Insane Roguelike |
Sex | Male |
Race | Ghoul |
Class | Solipsist |
Level / Exp | 42 / 13% |
Size | small |
Lifes / Deaths | Killed by Xelraba the bandit lord at level 26 on the 75th Regrowth 123rd year of Ascendancy at 05:23 / 2Killed by Xeramina the cold drake at level 42 on the 68th Haze 123rd year of Ascendancy at 05:02 |
Primary Stats
Strength | 17 (base 10) |
Dexterity | 44 (base 39) |
Constitution | 18 (base 10) |
Magic | 33 (base 19) |
Willpower | 95 (base 60) |
Cunning | 85 (base 60) |
Resources
Life | -399/655 |
Psi | 2/661 |
Healing Factor | 1.1811363549267 |
Regeneration | 10.334943105609 |
Speed
Mental | 0% |
Attack | +1.0214051826551E-12% |
Movement | +10% |
Spell | 0% |
Global | +90.00527732609% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 5 |
See Stealth | 42.05339847366 |
See Invisible | 42.05339847366 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 30 |
Accuracy | 51 |
Crit Chance | 26% |
APR | 36 |
Speed | 1.00 |
Offense: Offhand
Damage | 37 |
Accuracy | 51 |
Crit Chance | 28% |
APR | 43 |
Speed | 1.00 |
Offense: Spell
Spellpower | 31 |
Crit Chance | 24% |
Speed | 1 |
Offense: Mind
Mindpower | 69 |
Crit Chance | 38% |
Speed | 0.99999999999999 |
Offense: Damage Bonus
Acid | +21% |
Lightning | +27% |
Mind | +30% |
Temporal | +18% |
Blight | +3% |
Physical | +5% |
Fire | +9% |
All | 0% |
Offense: Damage Penetration
Temporal | +5% |
Mind | +20% |
Arcane | +10% |
Cold | +40% |
All | 0% |
Defense: Base
Armour (hardiness) | 25 (48.304188961773%) |
Defense | 42 |
Ranged Defense | 42 |
Fatigue | 0 |
Physical Save | 38.385 |
Spell Save | 40.905 |
Mental Save | 45 |
Defense: Resistances
Acid | + 52%( 70%) |
Blight | + 28%( 70%) |
Arcane | + 23%( 70%) |
Cold | + 33%( 70%) |
All | + 15%( 70%) |
Physical | + 25%( 70%) |
Lightning | + 70%( 70%) |
Light | + 17%( 70%) |
Temporal | + 63%( 70%) |
Mind | + 39%( 70%) |
Darkness | + 43%( 70%) |
Fire | + 30%( 70%) |
Nature | + 25%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Silence Resistance | 43% |
Bleed Resistance | 100% |
Confusion Resistance | 100% |
Fear Resistance | 100% |
Stun Resistance | 94% |
Poison Resistance | 80% |
Knockback Resistance | 0% |
Inscriptions (5/5)
Runes | Effective talent level: 2.5 Rune: StormshieldUse 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 summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 17 up to 6 times. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse 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 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 137 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 Cunning stat. |
Runes | Effective talent level: 2.5 Rune: ShieldingUse 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 create a protective shield absorbing at most 524 damage for 5 turns. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 2.5 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 173 with a minimum range of 15. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 2.5 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous 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. |
Class Talents
Psionic / Psychic Assault | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 3/5 |
Psionic / Solipsism | 1.30 |
| 5/5 |
| 3/5 |
| 5/5 |
| 5/5 |
Psionic / Thought-Forms | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Psionic / Dream Smith | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Slumber | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Psionic / Distortion | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Nightmare | 1.30 |
| 1/5 |
| 5/5 |
| 3/5 |
| 2/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Undead / Ghoul | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Psionic / Mentalism | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Psionic / Feedback | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 2/5 |
Technique / Combat training | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Yeek | 1.00 |
| 1/5 |
| 3/5 |
| 3/5 |
| 5/5 |
Psionic / Dreaming | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You failed to protect the injured seer from death by Silimina the ghast. Escort: injured seer (level 2 of Dreadfell) | failed |
You successfully escorted the lone alchemist to the recall portal on level 1 of Dreadfell. Escort: lone alchemist (level 1 of Dreadfell)As a reward you improved Magic by +5. | done |
You failed to protect the lost sun paladin from death by temporal hound. Escort: lost sun paladin (level 8 of Dreadfell) | failed |
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire)As a reward you improved Cunning by +5. | done |
You failed to protect the lost warrior from death by Lisudhelle the elder vampire. Escort: lost warrior (level 5 of Dreadfell) | failed |
You successfully escorted the temporal explorer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: temporal explorer (level 1 of Ruins of Kor'Pul)As a reward you improved Willpower by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Dreadfell. Escort: temporal explorer (level 3 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Ruins of Kor'Pul. Escort: worried loremaster (level 2 of Ruins of Kor'Pul)As a reward you improved Willpower by +5. | done |
You have been tasked to remove at least one of the threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You must explore the underwater lair of Murgol. * You have explored the ritch tunnels and vanquished their queen. | 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 Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | active |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 45. | 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 AlchemistsYou have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * You've found the needed black mamba head. * You've found the needed pouch of faeros ash. Ungrol of Last Hope has completed an elixir of foundations without your aid. | 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! | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs Clear | active |
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 | ![]() 3.0 Encumbrance T3 feet armor [Rare] Master While equipped: offense ------ Mind Crit +5% defense ------ Armor +10 Fatigue -4% Resistance +9% darkness +12% temporal Physical save +10 (+2 eff.) Unlife -80.00 life other ------- Encumbrance +35 Hate-on-crit +2.00 Max psi +40.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 1.0 Encumbrance T3 lite [Rare] Nature While equipped: offense ------ Damage +9% mind Ignore resists +20% mind defense ------ Resistance +9% nature +12% darkness Life +57.00 Disease Resist +20% other ------- Max psi +50.00 Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 2.0 Encumbrance T3 head armor [Rare] Nature While equipped: offense ------ Damage +13% acid +18% temporal +9% fire Ignore resists +10% arcane On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Defense +2 (+1 eff.) Resistance +19% acid +12% temporal +5% arcane Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% A pointy cloth hat, very wizardly... |
On hands | ![]() 1.5 Encumbrance T1 hands armor [Rare] Nature While equipped: offense ------ On-Hit 6 acid Damage +8% acid Ignore Armor +3 When Hit 4 acid defense ------ Armor +15 Defense +10 (+3 eff.) Fatigue +1% Resistance +6% acid Unlife -80.00 life 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 | ![]() 2.0 Encumbrance T2 torque charm [Random Unique] Psionic While equipped: offense ------ Damage +6% mind defense ------ Resistance +6% mind +5% arcane Setup a psionic shield, reducing all damage taken by 49 for 5 turns Puts all charms on 15 turn cooldown 100% to increase all damage penetration by 12% for 2 turns. 100% to gain a 13% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Random Unique] Nature/Psionic While equipped: Stats +5 Wil +4 Cun +3 Con offense ------ Mindpower +6 (+2 eff.) Damage +11% lightning defense ------ Resistance +22% lightning +6% temporal +3% nature +3% light Physical save +6 (+1 eff.) other ------- Light +1 Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T4 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +6 Mag +6 Wil offense ------ Spellpower +10 (+5 eff.) Ignore resists +5% temporal +25% cold On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +19% acid +18% fire +19% lightning +21% cold Life Regen +5.00 Stun Resist +44% Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +1 Str +4 Dex +3 Mag +5 Cun +4 Con offense ------ Move Speed +10% defense ------ Fatigue -4% Resistance +12% mind +7% physical Life Regen +2.00 Confus Resist +23% other ------- Stamina/turn +1.00 Psi when Hit +0.04 Amulets make your neck look great! |
In main hand | ![]() 3.0 Encumbrance T2 mindstar 1H weapon [Rare] Nature Weapon Damage 5.0 - 5.5 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% On-Hit, radius 1 +16 light While equipped: offense ------ Mind Crit +2% Mindpower +4 (+1 eff.) Ignore Armor +3 defense ------ Resistance +4% physical Unlife -60.00 life Life +19.00 Life Regen +0.90 other ------- Max stamina +30.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Around waist | ![]() 1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +3 Str offense ------ Ignore resists +15% cold defense ------ Resistance +1% physical Unlife -20.00 life Life Regen +0.60 Healmod +11% other ------- Max stamina +10.00 A belt that goes around your waist. |
In off hand | ![]() 3.0 Encumbrance T3 mindstar 1H weapon [Unique] Nature/Psionic Weapon Damage 12.0 - 13.2 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +25 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +3 Cun +3 Wil offense ------ Mind Crit +8% Mindpower +10 (+3 eff.) Damage +15% mind +5% physical defense ------ Resistance +10% mind Release a wave of psionic power, dealing 287.30 mind damage (based on Willpower) to all within radius 5. Uses 24 power out of 23/40 This mindstar constantly shakes and vibrates, as if a powerful force is desperately trying to escape. |
Cloak | ![]() 2.0 Encumbrance T3 cloak armor [Ego++] Arcane/Master While equipped: Stats +4 Cun +3 Dex offense ------ Accuracy +5 (+2 eff.) Ignore Armor +5 defense ------ Defense +2 (+1 eff.) Resistance +12% darkness +18% temporal Out-of-Phase Defense +13 Out-of-Phase Resistance +10% Out-of-Phase Resilience +13% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 6 turn cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.0 Encumbrance T2 cloth armor [Rare] Nature While equipped: offense ------ Damage +16% lightning +3% blight When Hit 2 blight On-Hit (Melee): * 20% chance to reduce damage dealt by 31% defense ------ Resistance +24% lightning +9% temporal +15% blight +9% all Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() 0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 265 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
![]() 0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 16 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 40 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 17 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 374 damage for 5 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 14 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 72 with a minimum range of 15. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Con offense ------ Damage +3% lightning Ignore resists +10% lightning defense ------ Resistance +3% nature +3% fire Spell save +12 (+2 eff.) Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Unique] Arcane While equipped: defense ------ Resistance +15% darkness Unlife -100.00 life Blind Resist +100% other ------- Infravision +6 Masteries +0.20 Corruption/Black-magic Shadow Power +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
![]() 0.1 Encumbrance T2 amulet jewelry [Rare] Nature While equipped: Stats +5 Con offense ------ Damage +15% mind +6% nature Ignore resists +10% mind +10% nature defense ------ Resistance +12% cold Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Unique] Arcane While equipped: offense ------ Physical Power +5 (+2 eff.) Spellpower +5 (+3 eff.) defense ------ Blind Resist +100% other ------- See Invisibility +10 Summon an elder vampire with Taunt to your side for 15 turns. Uses 35 power out of 60/60 The evilness of undeath radiates from this amulet. |
![]() 0.1 Encumbrance T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun offense ------ Damage +10% darkness defense ------ Defense +6 (+2 eff.) Fatigue -7% Mind save +13 (+4 eff.) other ------- Max stamina +25.00 Cooldown Shadowstep -1 Shadowstep: Effective talent level: 3.5 Power cost 30 out of 50/50. Range 8 Cooldown: 6 Travel.spd instantaneous Is: a spell Description: Step through the shadows to your target, dazing it for 4 turns and hitting it with all your weapons for 180% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
![]() 0.1 Encumbrance T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +4 Str +2 Wil +2 Cun +2 Con offense ------ Damage +10% light +12% blight defense ------ Armor +4 Resistance +20% light +12% blight Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con offense ------ Damage +15% cold defense ------ Resistance +10% nature +25% cold other ------- Max mana +20.00 Max stamina +20.00 Max psi +20.00 Max air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 19.54 cold and 20.51 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 35 power out of 60/60 This azure ring seems to be always moist to the touch. |
![]() 0.1 Encumbrance T3 ring jewelry [Random Unique] Master While equipped: Stats +7 Str +5 Dex +5 Cun +6 Con offense ------ Physical Power +16 (+6 eff.) Spellpower +6 (+3 eff.) Mindpower +7 (+2 eff.) Damage +6% all Accuracy +10 (+5 eff.) When Hit 8 nature On-Hit (Melee): * 10 arcane resource burn * 10% chance to slow global speed by 67% defense ------ Spell save +6 (+1 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego+] Master While equipped: offense ------ Accuracy +9 (+4 eff.) Ignore Armor +12 defense ------ Defense +10 (+3 eff.) Disengage: Puts all charms on 6 turn cooldown Effective talent level: 3.5 Power cost 6 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 178% 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! |
![]() 5.0 Encumbrance T3 staff 2H weapon [Rare] Arcane Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +10 Wil offense ------ Spell Crit +3% Spellpower +17 (+9 eff.) Damage +9% blight +20% physical Ignore resists +20% arcane On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +7 Hardiness +5% Physical save +8 (+1 eff.) Spell save +15 (+2 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T3 staff 2H weapon [Rare] Nature Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +3 Mag +4 Wil +6 Cun offense ------ Spell Crit +3% Spellpower +9 (+5 eff.) Damage +20% lightning Ignore resists +25% mind +15% fire defense ------ Defense +10 (+3 eff.) Resistance +6% fire Crit Resistance 10.00% other ------- Light +4 Talents +1 Command Staff Illuminate: Puts all charms on 4 turn cooldown Effective talent level: 3.5 Power cost 4 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 8 that illuminates the area and deals 98.52 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T5 staff 2H weapon Reqs Mag 48 [Ego++] Arcane Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +5% Critical power +22.00% Spellpower +22 (+10 eff.) On-Hit 23 fire Damage +30% fire Ignore resists +15% fire other ------- See Invisibility +10 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 Encumbrance T3 mace 1H weapon Reqs Str 24 [Rare] Master Weapon Damage 40.0 - 56.0 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +1.5% Attack Speed 100% While equipped: offense ------ Damage +9% cold +21% fire Ignore resists +25% darkness +25% fire defense ------ Resistance +9% fire +6% darkness +9% cold Blunt and deadly. |
![]() 3.0 Encumbrance T3 mace 1H weapon Reqs Str 24 [Ego] Nature/Disrupt Weapon Damage 27.5 - 38.5 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +1.5% Attack Speed 100% On-hit +8 nature On Hit: * 9% chance to slow global speed by 67% Blunt and deadly. |
![]() 1.0 Encumbrance T5 dagger 1H weapon Reqs Dex 48 [Ego] Nature/Master Weapon Damage 37.0 - 48.1 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% On-hit +17 nature While equipped: offense ------ Accuracy +12 (+6 eff.) defense ------ Defense +9 (+3 eff.) Disarm Resist +28% Sharp, short and deadly. |
![]() 1.0 Encumbrance T5 dagger 1H weapon Reqs Dex 48 [Ego+] Master Weapon Damage 38.5 - 50.1 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% While equipped: Stats +4 Dex offense ------ Combat Speed +10% Accuracy +15 (+7 eff.) Sharp, short and deadly. |
![]() 1.0 Encumbrance T5 dagger 1H weapon Reqs Dex 48 [Random Unique] Master Weapon Damage 37.0 - 48.1 Physical Uses 50% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% On-hit +20 temporal On-Hit, radius 1 +12 fire On Hit: * 10% chance to gain 10% of a turn (3/turn limit) On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 150 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +17.0% Physical Power +9 (+4 eff.) Accuracy +10 (+5 eff.) When Hit 2 temporal defense ------ Defense +5 (+2 eff.) Disarm Resist +30% Sharp, short and deadly. |
![]() 3.0 Encumbrance T2 mindstar 1H weapon [Rare] Nature Weapon Damage 6.0 - 6.6 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% On-Hit, radius 1 +16 mind On Hit: * 10% chance to reduce all saves and defense by 39 While equipped: offense ------ Mind Crit +2% Mindpower +4 (+1 eff.) Global Speed +5% On-Hit 10 fire Damage +9% temporal +15% mind +10% fire Ignore resists +10% mind +9% fire When Hit 6 temporal defense ------ Resistance +8% fire +5% arcane +6% temporal 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. |
![]() 3.0 Encumbrance T4 mindstar 1H weapon [Ego+] Nature Weapon Damage 13.5 - 14.9 Mind Uses 50% Wil, 30% Cun 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: offense ------ Mind Crit +4% Mindpower +8 (+2 eff.) Damage +10% acid +9% fire +7% cold +11% physical Ignore resists +6% acid +4% fire +6% cold +6% physical defense ------ Heal-on-summon +28 other ------- Max Summons +2 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. |
![]() 3.0 Encumbrance T5 mindstar 1H weapon [Ego+] Nature Weapon Damage 17.5 - 19.2 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Mind Crit +5% Mindpower +10 (+3 eff.) On-Hit 13 cold Damage +11% cold Ignore resists +11% cold defense ------ Armor +12 Resistance +11% cold Healmod +20% Heal-on-summon +47 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. |
![]() 3.0 Encumbrance T5 mindstar 1H weapon [Ego++] Nature Weapon Damage 17.5 - 19.2 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +3 Con offense ------ Mind Crit +5% Mindpower +10 (+3 eff.) On-Hit 18 lightning 5 physical 6 cold 7 acid 5 fire Damage +15% lightning Ignore resists +14% lightning defense ------ Resistance +15% lightning +5% physical +6% fire +8% cold +6% acid 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. |
![]() 3.0 Encumbrance T3 arrow ammo [Rare] Master Weapon Damage 33.0 - 46.2 Physical Uses 70% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +23 Ignore Armor +10 Critical Rate +2.0% Capacity 14 On-Hit, radius 1 +20 nature +20 mind On-crit, radius 2 +20 nature +20 mind On Hit: * 20% chance to reduce all saves and defense by 39 Arrows are used with bows to pierce your foes to death. |
![]() 3.0 Encumbrance T3 shot ammo [Ego+] Master/Psionic Weapon Damage 29.5 - 35.4 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Accuracy +7 Ignore Armor +3 Critical Rate +5.0% Capacity 18 On-ranged-hit +11 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 263 physical damage Shots are used with slings to pummel your foes to death. |
![]() 3.0 Encumbrance T5 shot ammo Reqs Dex 48 [Random Unique] Nature/Master/Psionic Weapon Damage 65.0 - 78.0 Physical Uses 70% Dex, 50% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Critical Rate +15.0% Capacity 20 Projectile Speed +400% On-ranged-hit +14 darkness Damage Against +13% Living On-Hit, radius 1 +12 fire On Hit: * 20% chance to slow global speed by 67% * 20 arcane resource burn * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 107 physical damage Shots are used with slings to pummel your foes to death. |
![]() 2.0 Encumbrance T1 cloth armor [Rare] Master While equipped: offense ------ Damage +12% nature defense ------ Armor +3 Defense +3 (+1 eff.) Resistance +3% lightning +9% cold +7% all Physical save +17 (+3 eff.) Cut Resist +20% Teleport Resist +20% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Stamina/turn +2.00 Max stamina +30.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T2 cloth armor [Ego+] Nature While equipped: Stats +3 Con offense ------ Damage +6% nature defense ------ Resistance +9% all Poison Resist +20% Disease Resist +22% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T2 cloth armor [Rare] Arcane While equipped: Stats +5 Mag offense ------ Damage +15% light Ignore resists +25% darkness When Hit 10 darkness defense ------ Armor +11 Defense +5 (+2 eff.) Resistance +6% lightning +8% darkness +7% light +9% all Unlife -80.00 life Life +40.00 other ------- Stamina/turn +3.00 Max stamina +20.00 Light +2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil offense ------ Mind Crit +5% Mindpower +10 (+3 eff.) Damage +15% acid +15% nature +15% mind When Hit 20 nature slow 20 poison defense ------ Armor +15 Hardiness +30% Defense +10 (+3 eff.) Resistance +30% nature +11% all Physical save +10 (+2 eff.) Spell save +10 (+2 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
![]() 2.0 Encumbrance T4 cloth armor [Unique] Nature While equipped: Stats +5 Wil offense ------ Mind Crit +5% Mindpower +12 (+3 eff.) Damage +30% nature Ignore resists +10% nature When Hit 35 nature slow defense ------ Defense +12 (+4 eff.) Resistance +25% nature +13% all Physical save +15 (+2 eff.) Life Regen +0.20 Healmod +15% other ------- Masteries +0.30 Wild-gift/Moss This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties. |
![]() 2.0 Encumbrance T4 cloth armor [Unique] Arcane While equipped: Stats +6 Mag +6 Wil +6 Cun offense ------ Spellpower +15 (+8 eff.) Damage +12% all When Hit 15 arcane defense ------ Armor +10 Defense +10 (+3 eff.) Resistance +10% lightning +10% cold +10% fire +10% arcane +13% all Spell save +20 (+3 eff.) Mind save +15 (+5 eff.) Silence Resist +50% other ------- Mana/turn +2.00 Light +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
![]() 2.0 Encumbrance T4 cloth armor [Ego++] Arcane/Nature While equipped: Stats +6 Str +6 Mag +6 Wil offense ------ Damage +13% lightning +18% physical +22% cold +10% acid +9% fire defense ------ Resistance +9% lightning +13% physical +14% acid +23% cold +11% fire +13% all other ------- Cooldown Refit Golem -4 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T5 cloth armor [Ego+] Nature/Psionic While equipped: offense ------ Damage +13% nature defense ------ Resistance +14% darkness +19% nature +14% mind +15% all Physical save +18 (+3 eff.) Spell save +15 (+2 eff.) Mind save +31 (+10 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T5 cloth armor [Ego+] Arcane/Psionic While equipped: Stats +5 Mag +4 Wil offense ------ Mind Crit +4% Spellpower +13 (+7 eff.) Mindpower +3 (+1 eff.) Spellpower/crit +5 defense ------ Resistance +15% all Mind save +24 (+8 eff.) Silence Resist +32% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 Encumbrance T3 light armor [Unique] Arcane While equipped: Stats +8 Cun offense ------ Ignore Armor +10 defense ------ Armor +12 Defense +14 (+5 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
![]() 9.0 Encumbrance T5 light armor Reqs Str 20 [Ego+] Arcane/Master While equipped: offense ------ Physical Crit +5.0% Ignore Armor +12 defense ------ Armor +8 Defense +31 (+10 eff.) Fatigue +8% Resistance +16% light +15% darkness other ------- Stamina/turn +1.10 Second Wind: (Instant) Puts all charms on 21 turn cooldown Effective talent level: 6.5 Power cost 21 out of 35/35. Range melee/personal Cooldown: 50 Travel.spd instantaneous Description: Take a deep breath to recover 156 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
![]() 9.0 Encumbrance T5 light armor Reqs Str 20 [Ego++] Arcane/Master While equipped: offense ------ Combat Speed +15% Spell Speed +15% Mind Speed +15% On-Hit 14 acid 17 fire When Hit 11 acid 11 fire defense ------ Armor +8 Defense +20 (+7 eff.) Fatigue +8% Resistance +29% acid +20% fire A suit of armour made of leather. |
![]() 14.0 Encumbrance T3 heavy armor Reqs - Heavy armour training Str 28 [Rare] Nature While equipped: offense ------ Critical power +10.00% Mindpower +20 (+5 eff.) Damage +9% mind Ignore resists +20% lightning defense ------ Armor +8 Defense +3 (+1 eff.) Fatigue +12% Resistance +12% darkness Spell save +6 (+1 eff.) Mind save +18 (+6 eff.) Life +44.00 A suit of armour made of mail. |
![]() 17.0 Encumbrance T3 massive armor Reqs - Massive armour training ,Str 35 [Ego++] Arcane/Master While equipped: Stats +7 Con defense ------ Armor +17 Fatigue +25% Resistance +8% fire -13% light +8% darkness Physical save +13 (+2 eff.) Spell save +7 (+1 eff.) Mind save +8 (+3 eff.) A suit of armour made of metal plates. |
![]() 1.0 Encumbrance T3 belt armor [Ego++] Arcane/Master While equipped: Stats +5 Dex +4 Mag +5 Wil +4 Cun offense ------ Physical Crit +8.0% Spell Crit +4% Mind Crit +10% A belt that goes around your waist. |
![]() 1.0 Encumbrance T3 belt armor [Ego+] Nature/Master While equipped: defense ------ Defense +16 (+5 eff.) Resistance +7% acid +6% fire +7% lightning +7% cold Stealth +8 A belt that goes around your waist. |
![]() 1.0 Encumbrance T3 belt armor [Ego++] Nature While equipped: Stats +5 Str +9 Con offense ------ Physical Power +8 (+3 eff.) Mindpower +6 (+2 eff.) defense ------ Physical save +8 (+1 eff.) Mind save +10 (+3 eff.) other ------- Size +1 A belt that goes around your waist. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +1 Con offense ------ Physical Crit +3.0% Critical power +10.00% Damage +3% physical On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +6 Defense +1 (+0 eff.) Resistance +10% cold Unlife -40.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T3 cloak armor [Random Unique] Nature/Master While equipped: Stats +4 Dex +2 Cun +2 Con offense ------ Ignore resists +15% physical On-Hit (Melee): * 10% chance to slow global speed by 67% defense ------ Defense +2 (+1 eff.) Resistance +7% acid +6% fire +8% lightning +7% cold Unlife -60.00 life Life +33.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T3 cloak armor [Ego+] Arcane While equipped: defense ------ Defense +2 (+1 eff.) Resistance +13% darkness +10% temporal Out-of-Phase Defense +12 Out-of-Phase Resistance +12% Out-of-Phase Resilience +20% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 6 turn cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +5 Dex +3 Mag +2 Con +6 Lck defense ------ Armor +1 Resistance +5% arcane Crit Resistance 15.00% Stealth +6 A pair of boots made of leather. |
![]() 2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +1 Con defense ------ Armor +1 Resistance +6% lightning +6% light Unlife -60.00 life other ------- Stamina/turn +0.40 Max stamina +14.00 A pair of boots made of leather. |
![]() 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. |
![]() 2.0 Encumbrance T3 feet armor [Random Unique] Arcane/Master While equipped: Stats +11 Mag offense ------ Spellpower +11 (+6 eff.) Damage +16% acid +14% blight defense ------ Armor +3 Fatigue -6% Resistance +9% darkness Crit Resistance 10.00% Physical save +7 (+1 eff.) Poison Resist +20% Disease Resist +53% other ------- Encumbrance +23 A pair of boots made of leather. |
![]() 2.0 Encumbrance T3 feet armor [Ego++] Master While equipped: Stats +2 Str +2 Cun +6 Con defense ------ Armor +3 Physical save +13 (+2 eff.) Mind save +13 (+4 eff.) Rush: Puts all charms on 15 turn cooldown Effective talent level: 3.5 Power cost 15 out of 25/25. Range 8 Cooldown: 23 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
![]() 1.0 Encumbrance T1 hands armor [Rare] Arcane While equipped: Stats +2 Mag +2 Cun +8 Con offense ------ On-Hit (Melee): * 20% chance to reduce damage dealt by 31% defense ------ Armor +1 Resistance +6% light +5% darkness Crit Resistance 5.00% other ------- Infravision +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Starfall: Puts all charms on 12 turn cooldown Effective talent level: 2.5 Power cost 12 out of 20/20. Range 6 Cooldown: 12 Travel.spd instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 67.88 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 Encumbrance T4 hands armor [Random Unique] Arcane/Master While equipped: Stats +6 Dex +7 Mag +7 Wil +6 Cun offense ------ Spellpower +11 (+6 eff.) On-Hit 12 arcane 20 temporal On-Ranged-Hit 12 temporal Damage +8% temporal +8% arcane +12% nature Ignore resists +15% nature +25% cold Accuracy +7 (+3 eff.) Ignore Armor +14 defense ------ Armor +3 Fatigue +5% Resistance +6% arcane +11% temporal Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 12 turn cooldown Effective talent level: 4.5 Power cost 12 out of 20/20. Range melee/personal Cooldown: 3 Travel.spd instantaneous Description: Fire a steady shot, doing 176% damage with a 29% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 Encumbrance T4 hands armor [Random Unique] Nature/Master/Psionic While equipped: Stats +6 Cun +5 Dex offense ------ Mindpower +20 (+5 eff.) Accuracy +14 (+7 eff.) Ignore Armor +5 defense ------ Armor +3 Fatigue +5% Resistance +6% acid Physical save +7 (+1 eff.) Mind save +16 (+5 eff.) Life Regen +1.50 Disarm Resist +35% other ------- Stamina/turn +0.60 Psi/turn +0.24 Hate-on-crit +2.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 12 turn cooldown Effective talent level: 4.5 Power cost 12 out of 20/20. Range melee/personal Cooldown: 3 Travel.spd instantaneous Description: Fire a steady shot, doing 176% damage with a 29% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 Encumbrance T3 head armor [Random Unique] Nature/Psionic While equipped: Stats +10 Cun +9 Wil offense ------ Mindpower +9 (+2 eff.) Damage +12% lightning +9% arcane Ignore resists +25% lightning defense ------ Defense +2 (+1 eff.) Resistance +18% lightning +5% arcane A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T3 head armor [Rare] Psionic While equipped: Stats +9 Cun +12 Wil offense ------ Mind Crit +6% Damage +9% light +18% mind On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Defense +2 (+1 eff.) Mind save +37 (+12 eff.) Hateful Whisper: Puts all charms on 9 turn cooldown Effective talent level: 5.5 Power cost 9 out of 15/15. Range 5 Cooldown: 10 Travel.spd instantaneous Is: a mind power Description: Infect a target's mind with a virulent whisper that deals 348 Mind damage and spreads amongst your foes, dealing damage and feeding you 5.4 Hate for each new victim. Each turn for 3 turns, the initial victim will spread the whisper to a new target within 4 tiles if one is available; beyond this, all affected targets have a 35% chance of spreading the effect each turn for 4 turns. Targets damaged by this ability have a 25% chance of suffering Brainlock. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T3 head armor [Rare] Arcane While equipped: Stats +6 Mag +5 Wil offense ------ Spell Crit +3% Damage +14% blight +14% arcane Ignore resists +15% darkness On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 17 * 20% chance to reduce damage dealt by 31% defense ------ Armor +3 Fatigue +3% Resistance +18% blight +27% cold A cap made of leather. |
![]() 2.0 Encumbrance T3 head armor [Rare] Nature While equipped: offense ------ Damage +15% nature +6% temporal Ignore resists +10% cold When Hit 8 darkness 4 temporal On-Hit (Melee): * 20% chance to slow global speed by 67% * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Defense +2 (+1 eff.) Resistance +11% fire +9% darkness +11% cold Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T3 head armor [Rare] Nature While equipped: Stats +4 Con offense ------ Damage +12% fire On-Hit (Melee): * 20 arcane resource burn defense ------ Armor +3 Fatigue +3% Resistance +15% lightning +15% cold +12% temporal Spell save +9 (+1 eff.) other ------- Light +3 See Invisibility +9 Breathe water A cap made of leather. |
![]() 2.0 Encumbrance T3 head armor [Unique] Psionic While equipped: Stats +4 Cun +4 Wil offense ------ Mind Crit +5% Mindpower +12 (+3 eff.) Damage +10% mind When Hit 12 mind Psychic Lobotomy: Effective talent level: 5.9 Power cost 5 out of 10/10. Range 7 Cooldown: 8 Travel.spd instantaneous Is: a mind power Description: Inflicts 245.20 mind damage and cripples the target's higher mental functions, reducing cunning by 22 and confusing (38% power) the target for 6 turns. The damage, cunning penalty, and confusion power will scale with your Mindpower. A filigree of silver set with many small jewels, this diadem seems radiant - ethereal almost. But its touch seems to freeze your skin and brings wild thoughts to your mind. You want to drop it, throw it away, and yet you cannot resist thinking of what powers it might bring you. Is this temptation a weak will on your part, or some domination from the artifact itself...? |
![]() 3.0 Encumbrance T3 head armor [Rare] Psionic While equipped: Stats +4 Cun +3 Wil offense ------ Mindpower +5 (+1 eff.) Damage +12% light +21% fire defense ------ Armor +4 Fatigue +4% Resistance +27% fire +9% mind +6% light A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 Encumbrance T4 head armor [Unique] Master While equipped: Stats +10 Str +10 Con offense ------ Damage +15% light defense ------ Armor +10 Fatigue +4% Resistance +15% light +25% darkness Max Resistance +10% darkness Resist unseen 33% other ------- Light -2 Sight -2 Blind-Fight: No penalty when attacking invisible/stealthed Lower the helmet's visor, blinding yourself (and protecting from other blinds) for 6 turns. If the helmet is taken off, the effect will end early.. Uses 24 power out of 40/40 The golden bascinet crown, affiliated with Veluca of Yaldan. King of the mythical city of Yaldan, that was struck from the face of Eyal by the arrogance of its people. Lone survivor of his kin, he spent his last years wandering the early world, teaching man to stand against the darkness. With his dying words, "Fear no evil", the crown was passed onto his successor. |
![]() 0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+0 eff.) Spell save +2 (+0 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+0 eff.) Spell save +2 (+0 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+1 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+1 eff.) Spell save +6 (+1 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+1 eff.) Spell save +6 (+1 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+5 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+5 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 18 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 0.0 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. |
![]() 0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance T1 lite [Rare] Nature While equipped: offense ------ Damage +3% mind defense ------ Resistance +3% nature +2% physical Unlife -20.00 life Life +42.00 Life Regen +4.00 Poison Resist +20% other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 Encumbrance T1 lite [Rare] Master While equipped: Stats +3 Str +4 Con offense ------ Physical Crit +1.0% Damage +3% cold When Hit 4 cold other ------- Light +6 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. |
![]() 1.0 Encumbrance T3 lite [Ego++] Arcane/Psionic While equipped: offense ------ Spell Crit +4% Mind Crit +7% Spellpower +5 (+3 eff.) Mindpower +7 (+2 eff.) defense ------ Resistance +6% blight +7% darkness Mind save +6 (+2 eff.) other ------- Light +4 Infravision +4 See Invisibility +8 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 18 turn cooldown Effective talent level: 3.5 Power cost 18 out of 30/30. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 21 blight damage or heals 31 life. Creatures standing in the retch also have 25% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 0.0 Encumbrance T5 lite [Random Unique] Arcane/Master/Psionic While equipped: Stats +6 Mag offense ------ Spellpower +10 (+5 eff.) Damage +18% light +12% cold Ignore resists +5% cold When Hit 4 light defense ------ Resistance +3% light Mind save +12 (+4 eff.) other ------- Light +11 See Stealth +20 See Invisibility +14 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 1.0 Encumbrance fang misc [Unique] Nature While carried: offense ------ Ignore Armor +7 other ------- Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +2 Str defense ------ Fatigue -4% Resistance +9% mind +6% fire Mind save +6 (+2 eff.) Life Regen +2.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 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. |
![]() 2.0 Encumbrance T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 18 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 118 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. |
![]() 2.0 Encumbrance T4 totem charm [Unique] Nature While equipped: Stats +7 Wil +6 Con offense ------ Mindpower +7 (+2 eff.) Damage +20% nature defense ------ Resistance +20% blight +20% nature Healmod +25% other ------- Masteries +0.10 Wild-gift/Call of the wild +0.10 Wild-gift/Harmony Heals all nearby living creatures by 5 points each turn. Take root increasing health by 300, armor by 20, and armor hardiness by 20% but rooting you in place for 4 turns. Uses 6 power out of 15/15 Activation is instant. This small tree-shaped totem is imbued with powerful healing energies. |
![]() 2.0 Encumbrance T2 wand charm [Rare] Arcane While equipped: Stats +8 Mag +5 Cun +4 Con offense ------ When Hit 4 fire defense ------ Resistance +6% acid Crit Resistance 15.00% other ------- Infravision +2 Fire a magical bolt dealing 230 acid damage Puts all charms on 9 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
Achievements
By onlyhope the Ghoul Solipsist level 40
12nd Haze 123rd year of Ascendancy at 18:32 see stats
By onlyhope the Ghoul Solipsist level 40
10th Haze 123rd year of Ascendancy at 15:31 see stats
By onlyhope the Yeek Solipsist level 12
37th Haze 122nd year of Ascendancy at 12:32 see stats
By onlyhope the Ghoul Solipsist level 35
1st Time of Equilibrium 123rd year of Ascendancy at 23:57 see stats
By onlyhope the Yeek Solipsist level 26
75th Regrowth 123rd year of Ascendancy at 01:03 see stats
By onlyhope the Ghoul Solipsist level 34
57th Dusk 123rd year of Ascendancy at 15:12 see stats
By onlyhope the Ghoul Solipsist level 41
22nd Haze 123rd year of Ascendancy at 02:17 see stats
By onlyhope the Yeek Solipsist level 10
17th Haze 122nd year of Ascendancy at 19:27 see stats
By onlyhope the Yeek Solipsist level 20
1st Wintertide 123rd year of Ascendancy at 01:09 see stats
By onlyhope the Ghoul Solipsist level 30
7th Pyre 123rd year of Ascendancy at 14:26 see stats
By onlyhope the Ghoul Solipsist level 40
9th Haze 123rd year of Ascendancy at 19:07 see stats
By onlyhope the Yeek Solipsist level 26
51st Regrowth 123rd year of Ascendancy at 17:19 see stats
By onlyhope the Yeek Solipsist level 20
2nd Wintertide 123rd year of Ascendancy at 16:12 see stats
By onlyhope the Ghoul Solipsist level 33
53rd Dusk 123rd year of Ascendancy at 06:55 see stats
By onlyhope the Yeek Solipsist level 11
19th Haze 122nd year of Ascendancy at 18:01 see stats
By onlyhope the Yeek Solipsist level 11
21st Haze 122nd year of Ascendancy at 19:32 see stats
By onlyhope the Ghoul Solipsist level 33
2nd Flare 123rd year of Ascendancy at 09:48 see stats
By onlyhope the Yeek Solipsist level 24
24th Regrowth 123rd year of Ascendancy at 07:44 see stats
By onlyhope the Yeek Solipsist level 18
8th Decay 122nd year of Ascendancy at 15:14 see stats
By onlyhope the Ghoul Solipsist level 39
9th Haze 123rd year of Ascendancy at 09:42 see stats
Log
Multi-hued drake hits onlyhope for (123 absorbed), 0 lightning (0 total damage).
Multi-hued drake hits Gluldatira the crimson ooze for 289 lightning damage.
Multi-hued drake hits Cold drake hatchling for 274 lightning damage.
Multi-hued drake hits Yeek mindslayer for 363 lightning damage.
Multi-hued drake hits Yeek mindslayer for 343 lightning damage.
Multi-hued drake hits Xeramina the cold drake for 261 lightning damage.
Multi-hued drake hits Xeruratira the greater multi-hued wyrm's Inner Demon for 125 lightning damage.
Xeruratira the greater multi-hued wyrm breathes fire!
Onlyhope is on fire!
Xeramina the cold drake is on fire!
Xeruratira the greater multi-hued wyrm's Inner Demon is on fire!
Cold drake hatchling is on fire!
Thought-forged bowman is on fire!
Multi-hued drake killed Yeek mindslayer!
Xeruratira the greater multi-hued wyrm hits onlyhope for (206 absorbed), 0 fire (0 total damage).
Xeruratira the greater multi-hued wyrm hits Cold drake hatchling for 150 fire damage.
Xeruratira the greater multi-hued wyrm hits Yeek mindslayer for 153 fire damage.
Xeruratira the greater multi-hued wyrm hits Thought-forged bowman for 153 fire damage.
Xeruratira the greater multi-hued wyrm hits Xeramina the cold drake for 71 fire damage.
Xeruratira the greater multi-hued wyrm hits Xeruratira the greater multi-hued wyrm's Inner Demon for 58 fire damage.
Xeruratira the greater multi-hued wyrm killed Yeek mindslayer!
Xeramina the cold drake uses Ice Claw.
Xeramina the cold drake performs a melee critical strike against onlyhope!
Your shield crumbles under the damage!
The shield around onlyhope crumbles.
onlyhope mentally dismisses some damage!
onlyhope converts some damage to Psi!
Melee retaliation hits Xeramina the cold drake for 4 acid, 2 blight, 4 acid, 2 blight (13 total damage).
Xeramina the cold drake hits onlyhope for (122 absorbed), 57 to psi, 80 cold, (5 dismissed), 2 to psi, 2 acid, 9 to psi, 12 fire, 57 to psi, 81 cold (301 total damage).
onlyhope the level 42 ghoul solipsist was cooled to death by Xeramina the cold drake on level 1 of Lost Dwarven Kingdom of Reknor.