












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Glove Stats 1.0.6Shows glove combat stats with all classes. Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Slightly More Adventurous 1.7.0Allows Adventurer characters to use some talent trees from addon-provided classes that would otherwise be inaccessible. More specifically: Adventurers typically are allowed to use talent trees for classes added by addons, unless those classes are flagged as not for use on random bosses. This addon bypasses that check, making talent trees from classes so flagged available to Adventurers. Bonus Escorts 1.3.1Adds Wilder and Psion escorts. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Store Restocker 1.5.5Embers 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:
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: Starting Equipment 1.6.0 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. 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.
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:
Better Item Description 1.7.2This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game 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: Doctornull's Class Pack 1.5.10This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Female |
| Race | Doomelf |
| Class | Skirmisher |
| Level / Exp | 44 / 93% |
| Size | medium |
| Lifes / Deaths | Killed by Grand Corruptor at level 30 on the 65th Pyre 123rd year of Ascendancy at 11:00 / 2Killed by Eilinoretta the Frozen Terror at level 44 on the 28th Dusk 124th year of Ascendancy at 12:26 |
Primary Stats
| Strength | 47 (base 21) |
| Dexterity | 98 (base 60) |
| Constitution | 42 (base 22) |
| Magic | 45 (base 22) |
| Willpower | 41 (base 22) |
| Cunning | 99 (base 60) |
Resources
| Life | -153/968 |
| Steam | 85/100 |
| Stamina | 325/370 |
| Vim | 242/272 |
| Healing Factor | 1.0339880031269 |
| Regeneration | 30.52307867695 |
Speed
| Mental | +10% |
| Attack | 0% |
| Movement | +35% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 14 |
| Infravision | 7 |
| See Stealth | 82.935519463977 |
| See Invisible | 85.935519463977 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 225 |
| Accuracy | 84 |
| Crit Chance | 60% |
| APR | 39 |
| Speed | 0.91 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 62 |
| Crit Chance | 33% |
| Speed | 1 |
Offense: Mind
| Mindpower | 66 |
| Crit Chance | 28% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +10% |
| Arcane | +30% |
| Cold | +33% |
| All | +2% |
| Lightning | +33% |
| Physical | +18% |
| Darkness | +2% |
| Fire | +47% |
| Nature | +40% |
Offense: Damage Penetration
| Acid | +53% |
| Nature | +46% |
| Lightning | +25% |
| Cold | +25% |
| Arcane | +25% |
| Fire | +55% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 82.333955552641 (100%) |
| Defense | 94 |
| Ranged Defense | 94 |
| Fatigue | 0 |
| Physical Save | 46 |
| Spell Save | 38 |
| Mental Save | 40 |
Defense: Resistances
| Acid | + 27%( 70%) |
| Blight | + 19%( 70%) |
| Arcane | + 16%( 70%) |
| Cold | + 17%( 70%) |
| All | + 11%( 70%) |
| Darkness | + 19%( 70%) |
| Light | + 18%( 70%) |
| Temporal | + 14%( 70%) |
| Physical | + 46%( 70%) |
| Lightning | + 38%( 70%) |
| Fire | + 36%( 70%) |
| Nature | + 34%( 70%) |
Defense: Immunities
| Stun Resistance | 89% |
| Confusion Resistance | 20% |
| Instadeath Resistance | 100% |
| Poison Resistance | 50% |
| Disarm Resistance | 100% |
Inscriptions (4/4)
| Runes | Effective talent level: 2.5 Rune: StormshieldUse 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 summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 16 up to 5 times. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse 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 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 179 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: Biting GaleUse 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 direct a cone of chilling stormwind doing 331.97 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 2.5 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous 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. |
Class Talents
| Technique / Tireless Combatant | 1.30 |
| 3/5 |
| 4/5 |
| 4/5 |
| 5/5 |
| Technique / Buckler Training | 1.30 |
| 5/5 |
| 3/5 |
| 4/5 |
| 2/5 |
| Cunning / Poisons | 1.80 |
| 2/5 |
| 3/5 |
| 3/5 |
| 1/5 |
| Cunning / Called Shots | 1.30 |
| 3/5 |
| 2/5 |
| 2/5 |
| 3/5 |
| Technique / Skirmisher - Slings | 1.30 |
| 5/5 |
| 2/5 |
| 3/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Corruption / Vile life | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Race / Doomelf | 1.00 |
| 1/5 |
| 3/5 |
| 2/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 2/5 |
| 0/5 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Scoundrel | 1.30 |
| 4/5 |
| 4/5 |
| 4/5 |
| 3/5 |
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. 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 do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the injured seer from death by stone troll. Escort: injured seer (level 3 of Trollmire) | failed |
You successfully escorted the lost defiler to the recall portal on level 4 of Dreadfell. Escort: lost defiler (level 4 of Dreadfell)As a reward you improved Cunning by +5. | done |
You failed to protect the lost defiler from death by Salyrath the master vampire. Escort: lost defiler (level 5 of Dreadfell) | failed |
You failed to protect the lost sun paladin from death by cold drake. Escort: lost sun paladin (level 1 of Daikara) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost sun paladin (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Daikara. Escort: lost tinker (level 2 of Daikara)As a reward you gained knowledge of tinker technology. | done |
You failed to protect the lost warrior from death by thief. Escort: lost warrior (level 1 of Ruins of Kor'Pul) | failed |
You successfully escorted the temporal explorer to the recall portal on level 2 of Dreadfell. Escort: temporal explorer (level 2 of Dreadfell)As a reward you improved talent Foresight (+1 level(s)). | 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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | done |
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have found your way out of the primary ambush. * You have destroyed Rogroth the Eater of Souls and made your escape possible. Flee! | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge 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. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * 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: 491. | 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 |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Stire of Derth is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Stire of Derth has completed an elixir of avoidance without your aid. You have aided Stire of Derth in creating an elixir of precision. You have aided Marus of Elvala in creating an elixir of mysticism. Marus of Elvala has completed an elixir of the savior without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of explosive force. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of brawn. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle* You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close. * You have closed two books of binding, the castle is now stable and you should probably be able to access the last chapter. * You have killed the Glass Golem and claimed the castle treasures for yourself! | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* Find a Blood-Runed Athame. * Find a Resonating Diamond. | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | fleetfooted pair of drakeskin leather boots of speed (11 def, 5 armour) 2.0 T5 feet armor [Ego+] Arcane/Master While equipped: Stats +6 Dex dps ---------- Mov.spd +25% ----- def ----- Armour +5 Defense +11 (+3 eff.) ---------- misc Talents +5 Rocket Boots A pair of boots made of leather. |
| Quiver | barbed pouch of voratun shots of annihilation (22/22, 72-86 power, 10 apr) 3.0 T5 shot ammo [Ego++] Master Power 72.0 - 86.4 Physical Uses 50% Cun, 70% Dex Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +10 Crit +23.0% Capacity 22 Proj.spd +200% On Crit: * Wound the target dealing 296 physical damage across 5 turns and reducing healing by 50% While equipped: ---------- misc Talents +5 Magnetic Shell Shots are used with slings to pummel your foes to death. |
| Light source | Bregytir the Flashenvy1.0 T3 lite [Random Unique] Nature/Master/Psionic While equipped: Stats +5 Dex dps ---------- Crit.mult +5.00% Phys.pwr +5 (+1 eff.) Res.pen +10% acid ----- def ----- Mind.save +10 (+4 eff.) Max.HP +64.00 ---------- misc Light +10 See.Stealth +14 See.Invis +17 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Umbrablight the drakeskin leather hat (11 def, 5 armour) 2.0 T5 head armor [Rare] Nature While equipped: Stats +9 Cun dps ---------- Dmg.mod +15% fire Res.pen +15% fire Acc +28 (+5 eff.) Melee Ret 10 darkness On Hit (Melee): * 20% chance to reduce damage dealt by 30% On Melee Ret: * 15% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +5 Defense +11 (+3 eff.) Fatigue +5% Resists +9% acid +6% cold +5% arcane ---------- misc Light +6 A hat made of leather. Very stylish. |
| On hands | Blazewither the hardened leather gloves (0 def, 2 armour) 1.0 T2 hands armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +2 Con +3 Mag dps ---------- Dmg.mod +3% arcane Res.pen +15% fire ----- def ----- Armour +2 Resists +3% temporal +6% fire Phys.save +13 (+5 eff.) Spell.save +4 (+2 eff.) Mind.save +3 (+1 eff.) HP.reg +3.00 Disarm- +122% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Stam/turn +0.70 Max.stam +15.00 Talents +5 Iron Grip Unarmed combat: Power 17.0 - 18.7 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +7 arcane +13 physical On Crit.r2 +7 arcane On Hit: 10% Juggernaut 1 On Hit: 10% Nightmare 3 Juggernaut: (Instant) Puts all charms on 21 cooldown Level 4.5 Pwr.cost 21 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 33% and provides a 19% chance to shrug off critical damage for 20 turns. Attackspeed is 100% for non-Brawlers! Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Elonn the dwarven-steel pickaxe (dig speed 13 turns)3.0 T3 digger tool [Random Unique] Nature/Master While equipped: Stats +2 Str dps ---------- Dmg.mod +6% nature +9% physical Acc +10 (+2 eff.) ----- def ----- Defense +15 (+3 eff.) Resists +11% nature Max.HP +26.00 ---------- misc Max.stam +18.00 Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Aralralaith the stralite ring0.1 T4 ring jewelry [Random Unique] Master While equipped: Stats +6 Str +9 Con dps ---------- Phys.pwr +13 (+2 eff.) Acc +13 (+2 eff.) Apr +11 ----- def ----- Armour +4 Defense +12 (+3 eff.) Resists +6% blight +3% physical HP.reg +6.00 Stun/Frz- +39% ---------- misc Max.stam +30.00 Disengage: Puts all charms on 7 cooldown Level 4.5 Pwr.cost 7 out of 10/10. Range 7 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! |
| On fingers | Elemental Fury0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Dmg.mod +25% lightning +25% fire +25% arcane +25% cold Res.pen +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. |
| Around neck | Ragadin0.1 T4 amulet jewelry [Random Unique] Arcane/Master While equipped: Stats +4 Mag dps ---------- Spell.crit +5% Phys.pwr +8 (+1 eff.) Spell.pwr +5 (+1 eff.) Phys.spd +10% Dmg.mod +8% acid +7% physical +6% cold +5% fire +6% lightning Res.pen +25% acid ----- def ----- Resists +9% acid Phys.save +15 (+5 eff.) Spell.save +22 (+8 eff.) Mind.save +18 (+6 eff.) ---------- misc Mana/turn +0.12 Amulets make your neck look great! |
| In main hand | Arutira the drakeskin leather sling 4.0 T5 sling 1H weapon [Random Unique] Nature/Master Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +20 Crit +20.0% Atk.spd 100% Range +10 On Crit.r2 +37 acid +43 nature On Hit: * 20% chance to gain 10% of a turn (3/turn limit) While equipped: Stats +20 Str +13 Dex +4 Mag +7 Wil +12 Cun +8 Con dps ---------- Phys.pwr +14 (+3 eff.) Res.pen +18% acid +16% nature Apr +11 ----- def ----- Resists +3% blight +9% fire Heal.mod +15% Confus- +20% Slings are used to hurl stones or metal shots at your foes. |
| Around waist | Morbusspike the drakeskin leather belt1.0 T5 belt armor [Random Unique] Arcane/Master While equipped: dps ---------- Phys.crit +6.0% Crit.mult +13.00% Phys.pwr +5 (+1 eff.) Dmg.mod +12% nature Res.pen +10% nature On Hit (Melee): * 10% chance to slow global speed by 66% ----- def ----- Armour +12 Defense +13 (+3 eff.) Resists +9% darkness +15% nature +8% light Phys.save +21 (+7 eff.) A belt that goes around your waist. |
| In off hand | windwalling voratun shield of earthen fury (0 def, 15 armour, 72-86 power, 203 block)7.0 T5 shield armor Reqs Shield usage training [Ego++] Nature/Psionic When used to Attack: Power 72.0 - 86.4 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +203 Melee+ +10 physical On Hit: * Deal physical damage equal to your armor (82) While equipped: Stats +3 Wil ----- def ----- Armour +15 Fatigue +8% Resists +15% physical Shield.near.proj +21 Proj.slow +24% ---------- misc Talents +1 Block Handheld deflection devices. |
| Cloak | Serpentine Cloak (20 def, 0 armour) 2.0 T3 cloak armor [Unique] Nature While equipped: Stats +4 Dex +4 Wil +4 Cun dps ---------- Dmg.mod +20% nature Res.pen +20% nature ----- def ----- Defense +20 (+4 eff.) Resists +30% lightning Poison- +50% Stun/Frz- +50% ---------- misc Masteries +0.20 Cunning/Stealth +0.50 Cunning/Poisons On Mind Hit: 10% Poison Strike 1 Cunning and malice seem to emanate from this cloak. |
| Main armor | volcanic drakeskin leather armour of Eyal (20 def, 23 armour) 9.0 T5 light armor [Ego++] Nature While equipped: dps ---------- Melee+ 8 fire Ranged+ 9 fire ----- def ----- Armour +23 Hardiness +20% Defense +20 (+4 eff.) Fatigue +9% Resists +13% fire +21% physical Max.HP +52.00 HP.reg +6.00 Heal.mod +15% A suit of armour made of leather. |
Inventory
steam generator implant (steam 10)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 27 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 10.3 steam per turn. Can be activated for an instant burst of 52 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
wild infusion (res 21%; magical; dur 2; cd 13)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 21% for 2 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. |
wild infusion (res 20%; physical; dur 3; cd 16)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 20% for 3 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
blink rune (range 6; phase 22; cd 15)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 15 Travel.spd instantaneous 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 22%, your defense is increased by 22 and all your resistances by 22%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of Dissipation ( )0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 20 Travel.spd 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
ethereal rune (power 15; resist 25%; move 43%; dur 5; cd 19)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 25% all resistance, you move 43% faster, and you are invisible (power 15). Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune (absorb 48; cd 19)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd 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 48 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 |
shielding rune of the titan (absorb 195; dur 3; cd 14)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 195 damage for 3 turns. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Ablative Armour0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Armour Reinforcement0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Corrosive Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Explosive Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Frost Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Grounding Strap0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Headlamp0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Itching Powder0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Magnetic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Pain Suppressor Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw Projector0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Solid Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Steamgun0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Steamsaw0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Thunder Grenade0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Waterproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
The Black Core0.1 T2 amulet jewelry [Unique] Arcane While equipped: ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
Garkul's Teeth0.1 T5 amulet jewelry [Unique] Master Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +10 Str +6 Con ----- def ----- Phys.save +18 (+6 eff.) Mind.save +18 (+6 eff.) Pinning- +100% ---------- misc Masteries +0.10 Technique/Berserker's strength +0.10 Technique/Bloodthirst +0.10 Technique/Warcries +0.10 Technique/Two-handed assault Shattering Shout: Level 5.5 Pwr.cost 7 out of 48/48. Range melee/personal Travel.spd instantaneous Description: Release a powerful shout, doing 418.01 physical damage in a radius 8 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. |
rogue's steel ring of light (+20%)0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Cun dps ---------- Dmg.mod +10% light ----- def ----- Defense +4 (+1 eff.) Resists +20% light Rings make your fingers look great! |
savior's steel ring of perseverance0.1 T2 ring jewelry [Ego] Master While equipped: ----- def ----- Phys.save +7 (+3 eff.) Spell.save +7 (+3 eff.) Mind.save +7 (+3 eff.) HP.reg +1.00 Stun/Frz- +21% Rings make your fingers look great! |
titan's steel ring of misery0.1 T2 ring jewelry [Ego+] Nature/Psionic While equipped: Stats +3 Cun +4 Con dps ---------- Melee+ 5 physical Ranged+ 9 physical On Hit (Melee): * 12% chance to reduce all saves and defense by 37 On Hit (Ranged): * 11% chance to reduce all saves and defense by 37 ----- def ----- Phys.save +8 (+3 eff.) ---------- misc Hate/m.crit +2.00 Max.hate +5.00 Bleeding Edge: Puts all charms on 14 cooldown Level 5.5 Pwr.cost 14 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 173% weapon damage. If the attack hits, the target will bleed for 326% weapon damage over 7 turns, and all healing will be reduced by 71%. Rings make your fingers look great! |
Frigidspawner the gold ring0.1 T3 ring jewelry [Rare] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.crit +4% Mind.pwr +15 (+4 eff.) Dmg.mod +3% cold Res.pen +10% cold ----- def ----- Max.HP +58.00 HP.reg +5.00 Heal.mod +13% Rings make your fingers look great! |
Radholerek the Suntitan0.1 T3 ring jewelry [Random Unique] Nature While equipped: dps ---------- Dmg.mod +13% acid +9% fire +12% nature +10% lightning ----- def ----- Resists +26% acid +6% temporal +3% fire +24% nature +20% lightning Rings make your fingers look great! |
Writhing Ring of the Hunter0.1 T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con ---------- misc Talents +1 Master of Disasters You have set the ring to grant you Master of Disasters! A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
voratun ring of luminosity0.1 T5 ring jewelry [Ego+] Arcane While equipped: Stats +1 Mag dps ---------- Melee+ 23 light Ranged+ 25 light Dmg.mod +12% light Rings make your fingers look great! |
lifebinding elm starstaff (10-12 power, 2 apr, physical element)5.0 T1 staff 2H weapon [Ego+] Nature Power 10.0 - 12.0 Physical Uses 80% Mag Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: Stats +4 Con dps ---------- Spell.crit +1% Spell.pwr +7 (+2 eff.) Dmg.mod +10% physical ----- def ----- HP.reg +0.60 Heal.mod +13% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
potent ash magestaff of the prodigy (21-25 power, 3 apr, lightning element)5.0 T2 staff 2H weapon [Ego+] Arcane Power 21.0 - 25.2 Physical Uses 80% Mag Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +10 Mag +6 Wil +8 Cun dps ---------- Spell.crit +2% Spell.pwr +9 (+2 eff.) S.pwr/crit +5 Dmg.mod +21% lightning ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
bloodlich's elven-wood magestaff of greater warding (25-30 power, 5 apr, arcane element)5.0 T4 staff 2H weapon [Ego++] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +6 Mag +4 Cun +5 Con dps ---------- Spell.crit +4% Crit.mult +18.00% Spell.pwr +12 (+3 eff.) Dmg.mod +25% arcane ----- def ----- Armour +8 Defense +8 (+2 eff.) ---------- misc N.En/turn +0.20 Vim/s.crit +5.00 Max.vim +34.00 Max.N.En +41.00 Wards +3 arcane Talents +5 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
bloodlich's dragonbone magestaff of channeling (30-36 power, 6 apr, fire element)5.0 T5 staff 2H weapon Reqs Mag 48 [Ego++] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +8 Mag +5 Cun +9 Con dps ---------- Spell.crit +5% Crit.mult +20.00% Spell.pwr +25 (+6 eff.) Dmg.mod +30% fire ---------- misc Mana/turn +0.36 N.En/turn +0.20 Vim/s.crit +5.00 Max.vim +28.00 Max.N.En +36.00 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 21 cooldown Staves designed for wielders of magic, by the greats of the art. |
bloodlich's dragonbone starstaff of channeling (30-36 power, 6 apr, physical element)5.0 T5 staff 2H weapon Reqs Mag 48 [Ego++] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +7 Mag +5 Cun +5 Con dps ---------- Spell.crit +5% Crit.mult +19.00% Spell.pwr +33 (+8 eff.) Dmg.mod +30% physical ---------- misc Mana/turn +0.23 N.En/turn +0.20 Vim/s.crit +6.00 Max.vim +39.00 Max.N.En +39.00 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 21 cooldown Staves designed for wielders of magic, by the greats of the art. |
dragonbone starstaff of greater warding (30-36 power, 6 apr, light element)5.0 T5 staff 2H weapon Reqs Mag 48 [Ego+] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +15 (+4 eff.) Dmg.mod +30% light ----- def ----- Armour +9 Defense +9 (+2 eff.) ---------- misc Wards +3 light Talents +3 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
ethereal dragonbone magestaff of greater warding (30-36 power, 6 apr, lightning element)5.0 T5 staff 2H weapon Reqs Mag 48 [Ego++] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +20 (+5 eff.) Dmg.mod +30% lightning Phasing +20% ----- def ----- Armour +8 Defense +29 (+6 eff.) Shield.pwr +6% ---------- misc Wards +3 lightning Talents +4 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
greater dragonbone starstaff of greater warding (30-36 power, 6 apr, darkness element)5.0 T5 staff 2H weapon Reqs Mag 48 [Ego++] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +21 (+5 eff.) Dmg.mod +30% physical +30% temporal +30% darkness +30% light ----- def ----- Armour +9 Defense +9 (+2 eff.) ---------- misc Wards +3 physical +3 temporal +3 darkness +3 light Talents +2 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
shimmering dragonbone magestaff of fate (30-36 power, 6 apr, lightning element)5.0 T5 staff 2H weapon Reqs Mag 48 [Ego] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +11% Spell.pwr +15 (+4 eff.) Dmg.mod +30% lightning ----- def ----- Phys.save +12 (+4 eff.) Spell.save +10 (+4 eff.) Mind.save +8 (+3 eff.) ---------- misc Mana/turn +0.26 Max.mana +59.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
acidic voratun battleaxe of paradox (58-88 power, 4 apr)3.0 T5 battleaxe 2H weapon Reqs Str 48 [Ego] Arcane Power 58.5 - 87.8 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% Melee+ +14 temporal On Crit: * Splash the target with acid dealing 172 damage over 5 turns and reducing armor and accuracy by 22 While equipped: ----- def ----- Resists +24% temporal Massive two-handed battleaxes. |
caustic voratun battleaxe of evisceration (56-85 power, 4 apr)3.0 T5 battleaxe 2H weapon Reqs Str 48 [Ego++] Nature/Master Power 56.5 - 84.8 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% On Crit.r2 +7 acid +49 nature On Crit: * Wound the target dealing 296 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +17.0% Phys.pwr +14 (+3 eff.) Res.pen +16% acid +21% nature Apr +14 Massive two-handed battleaxes. |
plaguebringer's voratun battleaxe of ruin (58-86 power, 4 apr)3.0 T5 battleaxe 2H weapon Reqs Str 48 [Ego++] Arcane/Master Power 57.5 - 86.2 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% Melee+ +10 blight On Hit: 20% Epidemic 5 On Hit: * 13% chance to reduce strength, dexterity, and constitution by 29 While equipped: dps ---------- Phys.crit +14.0% Crit.mult +30.00% Apr +14 ----- def ----- Disease- +35% Massive two-handed battleaxes. |
thought-forged voratun battleaxe of enduring (57-86 power, 4 apr)3.0 T5 battleaxe 2H weapon Reqs Str 48 [Ego+] Nature/Psionic Power 57.0 - 85.5 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% Melee+ +20 mind On Hit: * 31% chance to reduce all saves and defense by 37 While equipped: Stats +20 Wil +6 Cun +7 Con ----- def ----- Max.HP +115.00 Massive two-handed battleaxes. |
voratun battleaxe of ruin (56-84 power, 4 apr)3.0 T5 battleaxe 2H weapon Reqs Str 48 [Ego+] Master Power 56.0 - 84.0 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +14.0% Crit.mult +38.00% Apr +12 Massive two-handed battleaxes. |
Lightningnight (62-99 power, 4 apr)3.0 T5 greatsword 2H weapon Reqs Str 48 [Rare] Arcane Power 62.0 - 99.2 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% Melee+ +20 acid +42 cold While equipped: dps ---------- Melee Ret 10 lightning ----- def ----- Defense +10 (+2 eff.) Resists +24% lightning HP.reg +4.00 Poison- +20% Massive two-handed swords. |
elemental voratun greatsword of evisceration (61-98 power, 4 apr)3.0 T5 greatsword 2H weapon Reqs Str 48 [Ego++] Arcane/Master Power 61.0 - 97.6 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% On Hit: * Create an explosion dealing 103 acid damage (1/turn) On Crit: * Wound the target dealing 296 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +17.0% Phys.pwr +14 (+3 eff.) Dmg.mod +34% acid Res.pen +42% acid Massive two-handed swords. |
flaming stralite longsword of vileness (34-48 power, 5 apr)3.0 T4 longsword 1H weapon [Ego] Arcane Power 34.5 - 48.3 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% Melee+ +13 blight On Hit.r1 +8 fire On Hit: * 21% chance to reduce strength, dexterity, and constitution by 29 Sharp, long, and deadly. |
stormbringer's voratun longsword of evisceration (42-59 power, 6 apr)3.0 T5 longsword 1H weapon Reqs Str 48 [Ego++] Nature/Master Power 42.0 - 58.8 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% On Crit.r2 +24 lightning +19 cold On Crit: * Wound the target dealing 296 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +12.0% Phys.pwr +9 (+2 eff.) Mov.spd +41% Res.pen +13% lightning +16% cold Sharp, long, and deadly. |
quick voratun mace of crippling (47-66 power, 6 apr)3.0 T5 mace 1H weapon Reqs Str 48 [Ego++] Master Power 47.0 - 65.8 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +5 Dex dps ---------- Phys.crit +11.0% Phys.spd +10% Acc +14 (+3 eff.) Blunt and deadly. |
chilling voratun waraxe of corruption (41-57 power, 6 apr)3.0 T5 waraxe 1H weapon Reqs Str 48 [Ego+] Arcane Power 41.0 - 57.4 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Melee+ +19 cold On Hit: 20% Curse of Death 5 One-handed war axes. |
elemental voratun waraxe (40-56 power, 6 apr)3.0 T5 waraxe 1H weapon Reqs Str 48 [Ego+] Arcane Power 40.0 - 56.0 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% On Hit: * Create an explosion dealing 103 cold damage (1/turn) While equipped: dps ---------- Dmg.mod +19% cold Res.pen +5% cold One-handed war axes. |
Silogawen the voratun dagger (37-48 power, 9 apr)1.0 T5 dagger 1H weapon [Random Unique] Nature/Master Power 37.0 - 48.1 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% Melee+ +11 nature On Crit.r2 +45 lightning +30 cold While equipped: Stats +3 Dex dps ---------- Mov.spd +46% Res.pen +16% lightning +15% physical +18% cold Acc +25 (+5 eff.) Apr +18 ----- def ----- Resists +9% blight +12% cold Sharp, short and deadly. |
Eye of Winter (8-9 power, 18 apr, cold damage)3.0 T2 mindstar 1H weapon [Unique] Nature Nature requires balance in these matters. Power 8.0 - 8.8 Cold Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) Dmg.mod +10% cold Res.pen +10% cold ----- def ----- Armour +10 Resists -10% fire On Mind Hit: 10% Winter's Fury 2 This mindstar glows with a dim cool light, but seems somehow incomplete. |
Seeds of the Black Tree (17-19 power, 27 apr, darkness damage)3.0 T4 mindstar 1H weapon [Unique] Nature/Psionic/Unknown Power 17.0 - 18.7 Darkness Uses 40% Wil, 30% Mag Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +27 Crit +5.0% Atk.spd 100% On Hit: * 15% chance to cast Tendrils Eruption level 3 on your target While equipped: Stats +6 Wil +6 Mag dps ---------- Spell.crit +12% Mind.crit +12% Spell.pwr +12 (+3 eff.) Mind.pwr +12 (+3 eff.) Dmg.mod +10% blight +10% mind +10% darkness This writhing mass of tentacles appears to have infested a mindstar, creating some bizarre fusion between natural and unnatural. The once clear gem now seems more like a shard of black obsidian with tentacles striking out from it like whips. You do not want to think of the implications of this horror being able to fuse with Nature itself. |
Ce'Nethra the living mindstar (16-17 power, 40 apr, mind damage)3.0 T5 mindstar 1H weapon Reqs Wil 48 [Random Unique] Nature/Psionic Power 15.5 - 17.1 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +10 Str +6 Dex +6 Mag +5 Wil +9 Cun +5 Con dps ---------- Mind.crit +5% Mind.pwr +18 (+5 eff.) Melee+ 14 lightning Dmg.mod +35% lightning +22% fire +14% cold Res.pen +14% lightning ----- def ----- Resists +13% lightning Crit.dmg- 15.00% Spell.save +3 (+1 eff.) ---------- misc Talents +1 Attune Mindstar Masteries +0.10 Psionic/Focus +0.20 Psionic/Projection 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. |
Eye of the Lost (17-19 power, 27 apr, mind damage)3.0 T5 mindstar 1H weapon [Unique] Nature/Psionic Power 17.0 - 18.7 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +27 Crit +5.0% Atk.spd 100% On Hit: * reduces mental save While equipped: Stats +3 Cun +7 Wil dps ---------- Mind.crit +7% Mind.pwr +10 (+3 eff.) Dmg.mod +10% mind Res.pen +15% mind ----- def ----- Resists +25% mind Mind.save +24 (+8 eff.) See all other beings around you for 5 turns. Uses 17 power out of 25/25 Activation is instant. A strange aura surrounds this mindstar. You feel a presence, but it is obscured, as if it refuses to be found. |
caller's living mindstar of gales (18-19 power, 40 apr, mind damage)3.0 T5 mindstar 1H weapon Reqs Wil 48 [Ego++] Nature Power 17.5 - 19.2 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Dmg.mod +11% lightning +18% physical +10% fire +16% cold +12% acid Res.pen +6% acid +6% fire +5% cold +8% physical ----- def ----- Defense +26 (+6 eff.) Heal/summ +23 Pinning- +35% ---------- misc Max.summ +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. |
epiphanous living mindstar of gales (17-19 power, 40 apr, mind damage)3.0 T5 mindstar 1H weapon Reqs Wil 48 [Ego++] Nature/Psionic Power 17.0 - 18.7 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +8% Mind.pwr +13 (+4 eff.) Dmg.mod +13% lightning +9% cold +21% mind +8% physical ----- def ----- Defense +28 (+6 eff.) Pinning- +27% ---------- misc Psi/m.crit +3.00 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. |
harmonious living mindstar (16-17 power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon Reqs Wil 48 [Ego+] Nature Power 15.5 - 17.1 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Dmg.mod +5% nature Res.pen +6% nature ----- def ----- Resists +5% nature ---------- misc Talents +1 Attune Mindstar Masteries +0.10 Wild-gift/Harmony 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. |
hateful living mindstar of disruption (17-19 power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon Reqs Wil 48 [Ego++] Nature/Disrupt/Psionic Power 17.0 - 18.7 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% Against +18% Unnatural On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Dmg.mod +15% mind +16% darkness Res.pen +9% mind +10% darkness ---------- misc Max.hate +6.00 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. |
honing living mindstar of storms (18-20 power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon Reqs Wil 48 [Ego++] Nature/Psionic Power 18.0 - 19.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +4 Str +5 Dex +4 Mag +6 Wil +6 Cun +7 Con dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Melee+ 12 lightning Dmg.mod +8% lightning +6% physical Res.pen +16% lightning +5% physical ----- def ----- Resists +15% lightning +5% physical ---------- misc 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. |
inquisitor's living mindstar of gales (17-19 power, 40 apr, mind damage)3.0 T5 mindstar 1H weapon Reqs Wil 48 [Ego++] Nature/Disrupt Power 17.0 - 18.7 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% On Crit: * Deals 109 Manaburn damage and puts 1 random spell talent on cooldown for 5 turns (checks Confusion immunity) While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Dmg.mod +11% lightning +11% cold +12% physical ----- def ----- Defense +32 (+7 eff.) Pinning- +30% ---------- misc 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. |
protector's living mindstar of flames (15-16 power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon Reqs Wil 48 [Ego++] Nature/Disrupt Power 15.0 - 16.5 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) All.spd +5% Melee+ 13 fire Dmg.mod +10% fire Res.pen +9% fire ----- def ----- Resists +13% fire +6% all ---------- misc Talents +1 Attune Mindstar Masteries +0.10 Wild-gift/Antimagic 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. |
wyrm's living mindstar (18-19 power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon Reqs Wil 48 [Ego+] Nature Power 17.5 - 19.2 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Melee+ 5 lightning 3 physical 6 fire 5 acid 6 cold ----- def ----- Resists +7% lightning +5% physical +5% cold +7% fire +3% acid ---------- misc 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. |
wyrm's living mindstar of flames (16-17 power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon Reqs Wil 48 [Ego++] Nature Power 15.5 - 17.1 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) All.spd +7% Melee+ 5 lightning 6 physical 18 fire 6 acid 8 cold Dmg.mod +15% fire Res.pen +12% fire ----- def ----- Resists +6% lightning +8% physical +5% cold +18% fire +4% acid ---------- misc 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. |
caustic stralite steamsaw of crippling (34-52 power, 0 apr)3.0 T4 steamsaw 1H weapon [Ego++] Nature/Master/Steamtech Power 34.5 - 51.8 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +4.0% Atk.spd 100% Block +66 On Crit.r2 +17 acid +21 nature On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Uses 1.0 Steam While equipped: dps ---------- Phys.crit +11.0% Res.pen +9% acid +13% nature Apr +7 ----- def ----- Armour +5 Defense +8 (+2 eff.) Fatigue +10% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
corrosive voratun steamsaw of acid resistance (+30%) (40-60 power, 0 apr)3.0 T5 steamsaw 1H weapon Reqs Str 48 [Ego+] Arcane/Master/Steamtech Power 40.0 - 60.0 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +88 Uses 1.0 Steam When used to Attack: Melee+ +16 acid While equipped: Stats +4 Con dps ---------- On Melee Ret: * 15% chance to reduce armor by 39% ----- def ----- Armour +6 Defense +10 (+2 eff.) Fatigue +12% Resists +30% acid ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
stormbringer's voratun steamsaw of shearing (39-58 power, 0 apr)3.0 T5 steamsaw 1H weapon Reqs Str 48 [Ego++] Nature/Master/Steamtech Power 39.0 - 58.5 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +96 On Crit.r2 +36 lightning +5 cold Uses 1.0 Steam While equipped: dps ---------- Mov.spd +32% Res.pen +17% lightning +13% cold +6% all Acc +16 (+3 eff.) Apr +9 ----- def ----- Armour +6 Defense +10 (+2 eff.) Fatigue +12% ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
swashbuckler's voratun steamsaw of massacre (52-79 power, 0 apr)3.0 T5 steamsaw 1H weapon Reqs Str 48 [Ego+] Master/Steamtech Power 52.5 - 78.8 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +110 Uses 1.0 Steam While equipped: Stats +11 Str +8 Dex dps ---------- Acc +13 (+2 eff.) ----- def ----- Armour +6 Defense +10 (+2 eff.) Fatigue +12% ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
voratun steamsaw of ruin (40-60 power, 0 apr)3.0 T5 steamsaw 1H weapon Reqs Str 48 [Ego+] Master/Steamtech Power 40.0 - 60.0 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +90 Uses 1.0 Steam While equipped: dps ---------- Phys.crit +11.0% Crit.mult +30.00% Apr +13 ----- def ----- Armour +6 Defense +10 (+2 eff.) Fatigue +12% ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
warbringer's voratun steamsaw of the stars (40-61 power, 0 apr)3.0 T5 steamsaw 1H weapon Reqs Str 48 [Ego++] Arcane/Master/Steamtech Power 40.5 - 60.8 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +90 Uses 1.0 Steam When used to Attack: Melee+ +16 light +11 darkness While equipped: Stats +5 Mag +7 Cun +4 Con dps ---------- Phys.pwr +11 (+2 eff.) Dmg.mod +17% light +15% darkness Res.pen +12% physical ----- def ----- Armour +6 Defense +10 (+2 eff.) Fatigue +12% Resists +15% light +19% darkness Disarm- +18% ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Xoyawen4.0 T4 longbow 2H weapon [Rare] Nature Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +9 Proj.spd +200% On Crit.r2 +104 fire On Hit: * 20% chance to slow global speed by 66% While equipped: Stats +5 Str dps ---------- Phys.crit +3.0% All.spd +8% Dmg.mod +9% physical Res.pen +32% fire Apr +7 ---------- misc Reload +2 Longbows are used to shoot arrows at your foes. |
Lelagorak4.0 T5 longbow 2H weapon [Rare] Arcane Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 Proj.spd +200% Ranged+ +27 cold While equipped: dps ---------- Phys.pwr +30 (+6 eff.) Dmg.mod +33% cold Apr +6 ----- def ----- Resists +12% acid ---------- misc Reload +4 Stam/turn +3.00 Longbows are used to shoot arrows at your foes. |
dragonbone longbow 'Skylace'4.0 T5 longbow 2H weapon [Random Unique] Arcane Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 Ranged+ +8 mind +11 fire On Crit.r2 +8 lightning On Hit: 10% Shoot 1 While equipped: Stats +6 Mag dps ---------- Dmg.mod +12% lightning +14% temporal +15% fire +14% physical Res.pen +5% lightning +11% temporal +20% physical On Hit (Ranged): * 20% chance to reduce all saves and defense by 37 ----- def ----- Resists +6% mind ---------- misc Reload +3 Masteries +0.15 Chronomancy/Bow Threading Instant Weapon Swap Longbows are used to shoot arrows at your foes. |
Hare-Skin Sling4.0 T3 sling 1H weapon [Unique] Nature Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 Against +0% Undead +0% Demon +0% Horror While equipped: Stats +10 Lck dps ---------- Phys.crit +5.0% Mov.spd +20% ----- def ----- Defense +10 (+2 eff.) ---------- misc Masteries +0.20 Cunning/Survival Inertial Shot: Level 4.5 Pwr.cost 6 out of 8/8. Range 10 Travel.spd instantaneous Description: You fire a mighty shot at your target, doing 147% damage and knocking it back. The knockback chance increases with your Accuracy. This well-tended sling is made from the leather and sinews of a large hare. It feels smooth to the touch, yet very durable. Some say that the skin of a hare brings luck and fortune. Hard to tell if that really helped its former owner, but it's clear that the skin is at least also strong and reliable. |
enhanced reinforced leather sling of piercing4.0 T4 sling 1H weapon [Ego++] Nature/Master Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +9 While equipped: Stats +5 Str +7 Dex +8 Mag +6 Wil +6 Cun +7 Con dps ---------- Res.pen +9% all Acc +12 (+2 eff.) Apr +9 Slings are used to hurl stones or metal shots at your foes. |
Nithan's Force4.0 T5 sling 1H weapon [Unique] Master Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 111% Range +10 While equipped: Stats +10 Str +5 Con dps ---------- Dmg.mod +35% physical Res.pen +15% physical ----- def ----- Resists +10% physical Pinning- +30% Knockbk- +30% Bull Shot: Level 5.5 Pwr.cost 11 out of 16/16. Range 10 Travel.spd instantaneous Description: You rush toward your foe, readying your shot. If you reach the enemy, you release the shot, imbuing it with great power. The shot does 226% weapon damage and knocks back your target by 2. The cooldown of this talent is reduced by 1 each time you move. This requires a sling to use. This powerful sling is said to have belonged to a warrior so strong his shots could knock down a brick wall... |
drakeskin leather sling of piercing4.0 T5 sling 1H weapon [Ego+] Master Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 While equipped: dps ---------- Res.pen +11% all Acc +8 (+1 eff.) Apr +15 Slings are used to hurl stones or metal shots at your foes. |
penetrating drakeskin leather sling of fire4.0 T5 sling 1H weapon [Ego+] Arcane Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 Ranged+ +13 fire While equipped: dps ---------- Dmg.mod +20% fire Res.pen +19% physical Slings are used to hurl stones or metal shots at your foes. |
Overburst4.0 T4 steamgun 1H weapon [Unique] Steamtech Acc+ +0.2% base dam (max 20%) Apr +20 Atk.spd 100% Dmg.mult 120% Range +7 Proj.spd +600% On Hit: * Release a burst of shrapnel, dealing physical damage equal to your steampower in a cone from the target of radius 4. Uses 2.0 Steam "Have you ever fired a shot into a group of monsters and thought 'there must be a better way?' Well now, there is!" |
voratun steamgun of piercing4.0 T5 steamgun 1H weapon [Ego+] Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +15 Atk.spd 100% Range +10 Proj.spd +600% Uses 2.0 Steam While equipped: dps ---------- Res.pen +10% all Acc +15 (+3 eff.) Apr +10 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
psychokinetic quiver of elven-wood arrows of amnesia (19/19, 42-59 power, 14 apr)3.0 T4 arrow ammo [Ego++] Psionic Power 42.5 - 59.5 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +14 Crit +2.5% Capacity 19 Ranged+ +32 physical On Hit: * 50% chance to put 1 talent on cooldown for 5 turns (checks Confusion immunity) * 20% chance to knock the target back 3 spaces and deal 254 physical damage Arrows are used with bows to pierce your foes to death. |
barbed quiver of dragonbone arrows of accuracy (24/24, 75-105 power, 18 apr)3.0 T5 arrow ammo [Ego+] Master Power 75.0 - 105.0 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Acc +18 Apr +18 Crit +26.0% Capacity 24 On Crit: * Wound the target dealing 296 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
flaming pouch of voratun shots of crippling (17/19, 55-66 power, 6 apr)3.0 T5 shot ammo [Ego+] Arcane/Master Power 55.0 - 66.0 Physical Uses 50% Cun, 70% Dex Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +6 Crit +20.0% Capacity 19 On Hit.r1 +7 fire On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Shots are used with slings to pummel your foes to death. |
psychokinetic pouch of voratun shots of erosion (20/20, 52-63 power, 6 apr)3.0 T5 shot ammo [Ego+] Nature/Psionic Power 52.5 - 63.0 Physical Uses 50% Cun, 70% Dex Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +6 Crit +7.0% Capacity 20 Ranged+ +13 nature +16 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 254 physical damage Shots are used with slings to pummel your foes to death. |
psychokinetic pouch of voratun shots of torment (23/23, 52-63 power, 6 apr)3.0 T5 shot ammo [Ego++] Psionic Power 52.5 - 63.0 Physical Uses 50% Cun, 70% Dex Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +6 Crit +7.0% Capacity 23 Ranged+ +33 physical On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns * 20% chance to knock the target back 3 spaces and deal 254 physical damage While equipped: Shots are used with slings to pummel your foes to death. |
swashbuckler's stralite shield of the stars (0 def, 8 armour, 42-50 power, 140 block)7.0 T4 shield armor Reqs Shield usage training [Ego++] Arcane/Master When used to Attack: Power 42.0 - 50.4 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +140 Melee+ +10 light +14 darkness While equipped: Stats +6 Str +6 Dex +5 Mag +6 Cun dps ---------- Dmg.mod +15% light +14% darkness Acc +12 (+2 eff.) ----- def ----- Armour +8 Fatigue +8% Resists +16% light +10% darkness ---------- misc Talents +1 Block Handheld deflection devices. |
dispeller's Robe of the Worm of power (0 def, 0 armour)2.0 T1 cloth armor [Cosmetic Item] Arcane While equipped: dps ---------- Spell.pwr +11 (+3 eff.) Dmg.mod +7% all ----- def ----- Resists +7% lightning +7% darkness +8% light +7% blight +7% fire +7% cold +7% all Phys.save +11 (+4 eff.) Spell.save +23 (+8 eff.) Mind.save +11 (+4 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Robe of the Archmage (10 def, 10 armour)2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +6 Mag +6 Wil +6 Cun dps ---------- Spell.pwr +15 (+4 eff.) Dmg.mod +12% all Melee Ret 15 arcane ----- def ----- Armour +10 Defense +10 (+2 eff.) Resists +10% lightning +10% cold +10% fire +10% arcane +13% all Spell.save +20 (+7 eff.) Mind.save +15 (+5 eff.) Silence- +50% ---------- misc Mana/turn +2.00 Light +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
shimmering silk robe of alchemy (0 def, 0 armour)2.0 T4 cloth armor [Ego+] Arcane While equipped: dps ---------- Dmg.mod +9% acid +15% physical +13% fire +18% arcane +15% cold ----- def ----- Resists +12% acid +18% physical +14% fire +14% cold +13% all ---------- misc Max.mana +61.00 Cooldown Refit Golem -4 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stargazer's silk robe of Linaniil (0 def, 0 armour)2.0 T4 cloth armor [Ego++] Arcane While equipped: Stats +3 Cun dps ---------- Spell.crit +21% Spell.pwr +26 (+6 eff.) Dmg.mod +6% light +14% darkness ----- def ----- Resists +13% all ---------- misc Mana/turn +0.22 Max.mana +86.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
timebroken silk robe of Angolwen (0 def, 0 armour)2.0 T4 cloth armor [Ego++] Arcane While equipped: Stats +7 Mag +6 Wil dps ---------- Spell.crit +4% Spell.pwr +19 (+5 eff.) S.pwr/crit +4 Dmg.mod +12% arcane +10% temporal ----- def ----- Resists +13% all Silence- +37% ---------- misc Max.mana +48.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
elven-silk robe of power (0 def, 0 armour)2.0 T5 cloth armor [Ego+] Arcane While equipped: dps ---------- Spell.pwr +17 (+4 eff.) Dmg.mod +17% all ----- def ----- Resists +15% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
elven-silk robe of power (0 def, 0 armour)2.0 T5 cloth armor [Ego+] Arcane While equipped: dps ---------- Spell.pwr +15 (+4 eff.) Dmg.mod +17% all ----- def ----- Resists +15% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven elven-silk robe of Angolwen (0 def, 0 armour)2.0 T5 cloth armor [Ego+] Arcane/Psionic While equipped: Stats +4 Mag +3 Wil dps ---------- Mind.crit +4% Spell.pwr +6 (+1 eff.) Mind.pwr +4 (+1 eff.) S.pwr/crit +4 ----- def ----- Resists +15% all Mind.save +21 (+7 eff.) Silence- +30% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
tormentor's elven-silk robe of life (0 def, 0 armour)2.0 T5 cloth armor [Ego++] Nature/Psionic While equipped: Stats +6 Cun dps ---------- Crit.mult +17.00% ----- def ----- Resists +13% blight +15% all Max.HP +78.00 HP.reg +4.00 Heal.mod +18% ---------- misc Hate/m.crit +5.00 Psi/m.crit +3.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
troll-hide cured leather armour of lightning resistance (6 def, 4 armour)9.0 T2 light armor [Ego+] Nature/Master While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Resists +19% lightning Max.HP +46.00 HP.reg +6.10 Heal.mod +14% A suit of armour made of leather. |
reinforced leather armour 'Tuligrim' (42 def, 7 armour)9.0 T4 light armor [Rare] Master While equipped: ----- def ----- Armour +7 Defense +42 (+8 eff.) Fatigue +8% Resists +41% lightning +9% mind +27% acid Silence- +20% A suit of armour made of leather. |
reinforced leather armour of Toknor (12 def, 7 armour)9.0 T4 light armor [Ego+] Master While equipped: dps ---------- Phys.crit +5.0% Crit.mult +18.00% Phys.pwr +8 (+1 eff.) ----- def ----- Armour +7 Defense +12 (+3 eff.) Fatigue +8% A suit of armour made of leather. |
Breath of Eyal (10 def, 10 armour)9.0 T5 light armor [Unique] Nature/Disrupt While equipped: dps ---------- Mind.pwr +10 (+3 eff.) ----- def ----- Armour +10 Defense +10 (+2 eff.) Fatigue +20% Resists +20% lightning +20% temporal +20% light +20% fire +20% nature +20% acid +20% blight +20% cold +15% arcane +20% darkness Spell.save +20 (+7 eff.) This lightweight armor appears to have been woven of countless sprouts, still curling and growing. When you put it on, you feel the weight of the world on your shoulders, in spite of how light it feels in your hands. |
enlightening drakeskin leather armour of delving (20 def, 8 armour)9.0 T5 light armor [Ego++] Master/Psionic While equipped: Stats +7 Str +6 Cun +6 Wil ----- def ----- Armour +8 Defense +20 (+4 eff.) Fatigue +8% Resists +13% darkness +7% physical Mind.save +15 (+5 eff.) ---------- misc Light +1 Track: Puts all charms on 21 cooldown Level 4.5 Pwr.cost 21 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 32 for 7 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
marauder's drakeskin leather armour of alacrity (27 def, 8 armour)9.0 T5 light armor [Ego++] Master While equipped: Stats +9 Str +6 Dex dps ---------- Phys.spd +15% Spell.spd +15% Mind.spd +15% ----- def ----- Armour +8 Defense +27 (+6 eff.) Fatigue +8% Phys.save +12 (+4 eff.) A suit of armour made of leather. |
radiant drakeskin leather armour of the deep (20 def, 11 armour)9.0 T5 light armor [Ego++] Nature While equipped: Stats +4 Wil ----- def ----- Armour +11 Defense +20 (+4 eff.) Fatigue +8% Resists +12% acid +14% cold +17% darkness +15% blight ---------- misc Light +2 Breathe water A suit of armour made of leather. |
fortifying stralite mail armour (4 def, 8 armour)14.0 T4 heavy armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +4 Str +5 Con ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +12% Max.HP +43.00 A suit of armour made of mail. |
enlightening voratun mail armour of delving (5 def, 10 armour)14.0 T5 heavy armor Reqs Heavy armour training Str 48 [Ego++] Master/Psionic While equipped: Stats +8 Str +7 Cun +6 Wil ----- def ----- Armour +10 Defense +5 (+1 eff.) Fatigue +12% Resists +20% darkness +9% physical Mind.save +18 (+6 eff.) ---------- misc Light +1 Track: Puts all charms on 21 cooldown Level 4.5 Pwr.cost 21 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 32 for 7 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
fortifying voratun mail armour of the deep (5 def, 14 armour)14.0 T5 heavy armor Reqs Heavy armour training Str 48 [Ego++] Nature/Master While equipped: Stats +3 Str +4 Con ----- def ----- Armour +14 Defense +5 (+1 eff.) Fatigue +12% Resists +7% acid +8% cold Max.HP +78.00 ---------- misc Breathe water A suit of armour made of mail. |
hardened voratun mail armour of acid resistance (5 def, 18 armour)14.0 T5 heavy armor Reqs Heavy armour training Str 48 [Ego+] Master While equipped: ----- def ----- Armour +18 Defense +5 (+1 eff.) Fatigue +12% Resists +33% acid +9% physical +8% cold +9% lightning +10% fire A suit of armour made of mail. |
hardened voratun mail armour of command (15 def, 25 armour)14.0 T5 heavy armor Reqs Heavy armour training Str 48 [Ego++] Master/Psionic While equipped: Stats +5 Cun ----- def ----- Armour +25 Defense +15 (+3 eff.) Fatigue +12% Resists +7% acid +9% physical +8% cold +12% lightning +7% fire Mind.save +16 (+6 eff.) A suit of armour made of mail. |
searing voratun mail armour (5 def, 10 armour)14.0 T5 heavy armor Reqs Heavy armour training Str 48 [Ego+] Arcane While equipped: dps ---------- Melee+ 8 acid 15 fire Melee Ret 14 acid 12 fire ----- def ----- Armour +10 Defense +5 (+1 eff.) Fatigue +12% Resists +19% acid +16% fire A suit of armour made of mail. |
voratun mail armour of Eyal (5 def, 10 armour)14.0 T5 heavy armor Reqs Heavy armour training Str 48 [Ego+] Nature While equipped: ----- def ----- Armour +10 Defense +5 (+1 eff.) Fatigue +12% Max.HP +37.00 HP.reg +6.00 Heal.mod +17% A suit of armour made of mail. |
voratun mail armour of implacability (5 def, 17 armour)14.0 T5 heavy armor Reqs Heavy armour training Str 48 [Ego+] Master While equipped: ----- def ----- Armour +17 Defense +5 (+1 eff.) Fatigue +5% Phys.save +5 (+2 eff.) A suit of armour made of mail. |
drakeskin leather belt 'Voidkiss'1.0 T5 belt armor [Rare] Master While equipped: dps ---------- Melee Ret 10 fire ----- def ----- Defense +30 (+6 eff.) Resists +14% fire +20% darkness +13% cold A belt that goes around your waist. |
reinforced drakeskin leather belt of the mystic1.0 T5 belt armor [Ego+] Arcane/Master While equipped: dps ---------- Spell.pwr +7 (+2 eff.) ----- def ----- Armour +10 Defense +9 (+2 eff.) Phys.save +18 (+6 eff.) Mind.save +9 (+3 eff.) A belt that goes around your waist. |
Cloth of Dreams (10 def, 0 armour)2.0 T4 cloak armor [Unique] Psionic While equipped: Stats +6 Cun +5 Wil dps ---------- Mind.pwr +6 (+2 eff.) ----- def ----- Defense +10 (+2 eff.) Resists +15% mind Phys.save +10 (+4 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+4 eff.) ---------- misc Masteries +0.10 Psionic/Dreaming +0.10 Psionic/Slumber The wearer is asleep. Lucid Dreamer: May act while sleeping Slumber: Level 4.5 Pwr.cost 7 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts the target into a deep sleep for 5 turns, rendering it unable to act. Every 78 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
Radhidur (15 def, 7 armour)2.0 T3 feet armor [Rare] Master While equipped: ----- def ----- Armour +7 Defense +15 (+3 eff.) Resists +6% mind Phys.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Die.at -40.00 life Stun/Frz- +20% ---------- misc Infravis +2 A pair of boots made of leather. |
fleetfooted pair of drakeskin leather boots of rushing (9 def, 5 armour)2.0 T5 feet armor [Ego++] Master While equipped: Stats +3 Str +8 Dex +3 Con ----- def ----- Armour +5 Defense +9 (+2 eff.) Rush: Puts all charms on 17 cooldown Level 4.5 Pwr.cost 17 out of 25/25. Range 9 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. |
pair of drakeskin leather boots 'Duathelfist' (0 def, 5 armour)2.0 T5 feet armor [Rare] Master While equipped: Stats +3 Con dps ---------- Phys.pwr +30 (+6 eff.) Dmg.mod +21% darkness +6% physical Res.pen +15% acid On Hit (Melee): * 20% chance to reduce armor by 39% ----- def ----- Armour +5 Fatigue -10% Phys.save +15 (+5 eff.) ---------- misc Max.enc +36 Max.stam +30.00 A pair of boots made of leather. |
pair of drakeskin leather boots of evasion (7 def, 5 armour)2.0 T5 feet armor [Ego+] Master While equipped: ----- def ----- Armour +5 Defense +7 (+2 eff.) Evasion: (Instant) Puts all charms on 21 cooldown Level 7.2 Pwr.cost 21 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 39% chance to evade melee and ranged attacks and 71 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
blood-soaked pair of voratun boots of strife (0 def, 5 armour)3.0 T5 feet armor Reqs Heavy armour training [Ego++] Master/Psionic While equipped: Stats +4 Con +4 Wil dps ---------- Phys.crit +4.0% Phys.pwr +3 (+0 eff.) Mind.pwr +7 (+2 eff.) Res.pen +7% physical Apr +7 ----- def ----- Armour +5 Fatigue +4% Blindside: Puts all charms on 17 cooldown Level 4.5 Pwr.cost 17 out of 25/25. Range 6 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 20 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. |
dreamer's pair of voratun boots of invasion (0 def, 5 armour)3.0 T5 feet armor Reqs Heavy armour training [Ego++] Master/Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Phys.crit +4.0% Phys.pwr +6 (+1 eff.) Res.pen +7% physical ----- def ----- Armour +5 Fatigue +4% Phys.save +12 (+4 eff.) Spell.save +7 (+3 eff.) Mind.save +10 (+4 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
drakeskin leather gloves of the verdant (0 def, 3 armour)1.0 T4 hands armor [Ego+] Disrupt While equipped: ----- def ----- Armour +3 Resists +14% blight +10% darkness +11% arcane Affinity +5% nature Spell.save +18 (+6 eff.) ---------- misc Masteries +0.20 Wild-gift/Antimagic Unarmed combat: Power 26.5 - 29.2 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +5.0% Atk.spd 100% On Crit: 20% Call of the Ooze 2 Attackspeed is 100% for non-Brawlers! Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
elven-silk wizard hat of arcana (3 def, 0 armour)2.0 T5 head armor [Ego+] Arcane While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.pwr +4 (+1 eff.) ----- def ----- Defense +3 (+1 eff.) A pointy cloth hat, very wizardly... |
Eye of the Forest (8 def, 0 armour)2.0 T3 head armor [Unique] Nature While equipped: Stats +6 Cun +8 Wil dps ---------- Dmg.mod +20% nature Res.pen +15% nature ----- def ----- Defense +8 (+2 eff.) Mind.save +12 (+4 eff.) Blind- +100% ---------- misc Infravis +2 See.Stealth +15 See.Invis +15 Masteries +0.10 Wild-gift/Moss Earth's Eyes: Level 3.5 Pwr.cost 24 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 10. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
insulating drakeskin leather cap of blood magic (0 def, 5 armour)2.0 T5 head armor [Ego+] Arcane/Master While equipped: Stats +8 Mag +6 Wil dps ---------- Spell.crit +3% Dmg.mod +12% blight +8% arcane ----- def ----- Armour +5 Fatigue +5% Resists +10% fire +10% cold A cap made of leather. |
thaloren drakeskin leather cap of the bounder (0 def, 5 armour)2.0 T5 head armor [Ego++] Master While equipped: Stats +7 Str +7 Dex +6 Wil ----- def ----- Armour +5 Fatigue +5% Resists +8% blight Mind.save +8 (+3 eff.) Skullcracker: Puts all charms on 14 cooldown Level 4.5 Pwr.cost 14 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 258.4 Physical damage. If the attack hits, the target is confused (45% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
Steam Powered Helm (3 def, 12 armour)3.0 T5 head armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +5 Str +5 Con ----- def ----- Armour +12 Defense +3 (+1 eff.) Fatigue +10% Resists +10% all Blind- +50% A Helmet. But with steam power! |
9 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
12 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
12 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
7 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
8 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 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 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
7 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
11 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
5 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 bloodstone0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
5 diamond0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Phys.save +10 (+4 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+4 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+4 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+4 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Goedalath Rock0.1 T5 demonic gem [Unique] Arcane While carried: Melee Ret 34 healing Mind.save -18 (-8 eff.) HP.reg -2.00 Heal.mod -50% Light -2 Item imbue powers: Phys.pwr +12 (+2 eff.) Spell.pwr +16 (+4 eff.) Dmg.mod +9% all Melee Ret 34 darkness Heal.mod +50% Infravis +3 See.Invis +14 Telepathy Demon/Major Demon/Minor Latent Damage Type: Shadowflame A small rock that seems from beyond this world, vibrating with a fierce energy. It feels warped and terrible and evil... and yet oh so powerful. |
Lifebinding Emerald0.0 T5 green gem [Plot Item] Nature While equipped: Stats +15 Con Resists +10% blight Affinity +15% nature HP.reg +2.00 Heal.mod +30% Item imbue powers: Stats +15 Con Resists +10% blight Affinity +15% nature HP.reg +2.00 Heal.mod +30% Stun/Frz- +30% Latent Damage Type: Nature A lopsided, heavy emerald with murky green clouds shifting sluggishly under the surface. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +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. |
265 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
DĂșathedlen Heart1.0 T4 lite [Unique] Arcane While equipped: Stats +5 Mag dps ---------- Phys.pwr +7 (+1 eff.) Melee+ 20 darkness ----- def ----- Resists +30% light Res.Cap +10% light ---------- misc Light -1000 Infravis +7 Masteries +0.20 Cunning/Stealth +0.20 Cursed/Darkness On Spell Hit: 15% Invoke Darkness 4 The heart seems to absorb light when you deal darkness damage. Standing on unlit tiles, you feel stronger. This dark red heart still beats despite being separated from its owner. It also snuffs out any light source that comes near it. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
perfect poison groove0.0 T5 steamtech tinker [Normal] Steamtech Attachable to weapon Deals stacking poison damage. Tinkers can be attached to normal items to improve them with steam power! |
voratun silver filigree0.0 T5 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Against +35% Undead +35% Demon +35% Horror Tinkers can be attached to normal items to improve them with steam power! |
Demonic Soul0.0 T3 demonic misc [Legendary] Arcane 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Plumpkin Plumpkin15.0 T3 plant misc [Plot Item] Unknown While carried: dps ---------- Dmg.mod +2% all Against +20% Immovable Become the plumpkin. Uses 68 power out of 100/100 The legendary Plumpkin is finaly yours! It lashes at immovable foes with extreme force (+20% damage against immovables). |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Pick of Dwarven Emperors (dig speed 12 turns)3.0 T5 digger tool [Unique] Arcane/Master While equipped: Stats +5 Str +5 Con dps ---------- Res.pen +10% physical ----- def ----- Phys.save +10 (+4 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+4 eff.) Max.HP +50.00 While carried: ---------- misc Talents +1 Dig Earthquake: Level 5.5 Pwr.cost 21 out of 30/30. Range 10 Travel.spd instantaneous Is a spell Description: Causes a violent earthquake that deals 77.50 physical damage in a radius of 4 each turn for 8 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft is covered in runes that recount the stories of the dwarven people. |
sapper's voratun pickaxe (dig speed 20 turns)3.0 T5 digger tool [Ego+] Master While equipped: Stats +3 Str +4 Cun dps ---------- Acc +7 (+1 eff.) ---------- misc Infravis +4 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Stimulus2.0 T4 injector tool [Unique] Steamtech While equipped: Stats +5 Cun ----- def ----- Defense +12 (+3 eff.) Phys.save +15 (+5 eff.) Spell.save +15 (+5 eff.) Mind.save +15 (+5 eff.) Inject yourself with painkillers, reducing all incoming damage by 5. Stacks up to 5 times. When the effect ends, lose 5% of your max life per stack. Uses 3 power out of 20/20 Activation is instant. This injecting unit is complemented by a belt of tiny vials, containing some sickly yellow liquid. The papers describe the contents as 'invigorating' and 'increasing the combat potency.' |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+1 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Orb of Many Ways1.0 orb [Plot Item] Unknown Activate a portal. Uses 7 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Orb of Undeath (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (2/2)2.0 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. |
Rod of Spydric Poison (1/1)2.0 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 532.00 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 17 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
extending voratun torque of psionic shield [power 139] (17 cooldown)2.0 T5 torque charm [Ego+] Psionic Setup a psionic shield, reducing all damage taken by 139 for 5 turns Puts all charms on 17 cooldown 100% to increase the duration of 2 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
Samalarim the yew wand of shielding [power 248] (14 cooldown)2.0 T3 wand charm [Rare] Arcane While equipped: dps ---------- Phys.crit +2.0% ----- def ----- Resists +6% acid HP.reg +4.00 Pinning- +20% ---------- misc Max.stam +20.00 Create a shield absorbing up to 248 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 14 cooldown 100% to increase all damage penetration by 13% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
soothing dragonbone wand of conjuration [power 415] (11 cooldown)2.0 T5 wand charm [Ego+] Arcane Fire a magical bolt dealing 610 fire damage Puts all charms on 11 cooldown 100% to heal for 77. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Forbidden Tome: "A View From The Gallery"2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
Forbidden Tome: "The Illusory Castle"2.0 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
A View From The Gallery (Nightmare (Roguelike) difficulty)
Briefly lived as a lowly halfling during the time of the Sher'tuls.By Saridte the Doomelf Skirmisher level 31
68th Pyre 123rd year of Ascendancy at 07:15 see stats
A dangerous secret (Nightmare (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By Saridte the Doomelf Skirmisher level 35
28th Dusk 123rd year of Ascendancy at 11:58 see stats
Against all odds (Nightmare (Roguelike) difficulty)
Killed Ukruk in the ambush.By Saridte the Doomelf Skirmisher level 35
76th Pyre 123rd year of Ascendancy at 17:41 see stats
Arachnophobia (Nightmare (Roguelike) difficulty)
Destroyed the spydric menace.By Saridte the Doomelf Skirmisher level 42
71st Pyre 124th year of Ascendancy at 16:04 see stats
Brave new world (Nightmare (Roguelike) difficulty)
Went to the Far East and took part in the war.By Saridte the Doomelf Skirmisher level 38
64th Regrowth 124th year of Ascendancy at 21:22 see stats
Catch that Plumpkin! (Nightmare (Roguelike) difficulty)
Finish the Plumpkin event.By Saridte the Doomelf Skirmisher level 29
53rd Regrowth 123rd year of Ascendancy at 07:49 see stats
Clone War (Nightmare (Roguelike) difficulty)
Destroyed your own Shade.By Saridte the Doomelf Skirmisher level 42
7th Flare 124th year of Ascendancy at 12:13 see stats
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Saridte the Doomelf Skirmisher level 14
30th Dusk 122nd year of Ascendancy at 15:07 see stats
Demonic Invasion (Nightmare (Roguelike) difficulty)
Stopped a demonic invasion by closing their portal.By Saridte the Doomelf Skirmisher level 40
55th Pyre 124th year of Ascendancy at 11:27 see stats
Destroyer's bane (Nightmare (Roguelike) difficulty)
Killed Golbug the Destroyer.By Saridte the Doomelf Skirmisher level 37
45th Haze 123rd year of Ascendancy at 12:14 see stats
Dragon's Greed (Nightmare (Roguelike) difficulty)
Amassed 8000 gold pieces.By Saridte the Doomelf Skirmisher level 42
6th Flare 124th year of Ascendancy at 10:05 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Saridte the Doomelf Skirmisher level 19
75th Haze 122nd year of Ascendancy at 07:48 see stats
Eye of the storm (Nightmare (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Saridte the Doomelf Skirmisher level 29
65th Regrowth 123rd year of Ascendancy at 07:46 see stats
Hell has no fury like a demon scorned! (Nightmare (Roguelike) difficulty)
Escaped the Searing Halls.By Saridte the Doomelf Skirmisher level 6
77th Pyre 122nd year of Ascendancy at 06:02 see stats
Home sweet home (Nightmare (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Saridte the Doomelf Skirmisher level 27
8th Regrowth 123rd year of Ascendancy at 14:33 see stats
Invasion from the Depths (Nightmare (Roguelike) difficulty)
Stopped a naga invasion by closing their portal.By Saridte the Doomelf Skirmisher level 40
59th Pyre 124th year of Ascendancy at 17:14 see stats
Is that how it feels to be an escort quest?! (Nightmare (Roguelike) difficulty)
Got saved from death in the Godfeaster by Malyu and managed to escape.By Saridte the Doomelf Skirmisher level 30
34th Pyre 123rd year of Ascendancy at 12:23 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Saridte the Doomelf Skirmisher level 10
2nd Mirth 122nd year of Ascendancy at 14:31 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Saridte the Doomelf Skirmisher level 20
76th Haze 122nd year of Ascendancy at 01:06 see stats
Level 30 (Nightmare (Roguelike) difficulty)
Got a character to level 30.By Saridte the Doomelf Skirmisher level 30
26th Pyre 123rd year of Ascendancy at 14:13 see stats
Level 40 (Nightmare (Roguelike) difficulty)
Got a character to level 40.By Saridte the Doomelf Skirmisher level 40
55th Pyre 124th year of Ascendancy at 03:58 see stats
Lucky Girl (Nightmare (Roguelike) difficulty)
Saved Melinda again and invited her to the Fortress to cure her.By Saridte the Doomelf Skirmisher level 38
8th Allure 124th year of Ascendancy at 05:14 see stats
Once bitten, twice shy (Nightmare (Roguelike) difficulty)
Escaped the Anteroom of Agony.By Saridte the Doomelf Skirmisher level 24
10th Decay 122nd year of Ascendancy at 01:31 see stats
Race through fire (Nightmare (Roguelike) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Saridte the Doomelf Skirmisher level 43
15th Dusk 124th year of Ascendancy at 02:33 see stats
Savior of the damsels in distress (Nightmare (Roguelike) difficulty)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Saridte the Doomelf Skirmisher level 35
13rd Dusk 123rd year of Ascendancy at 19:28 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By Saridte the Doomelf Skirmisher level 30
65th Pyre 123rd year of Ascendancy at 12:24 see stats
Sliders (Nightmare (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By Saridte the Doomelf Skirmisher level 38
61st Regrowth 124th year of Ascendancy at 16:41 see stats
That was close (Nightmare (Roguelike) difficulty)
Killed your target while having only 1 life left.By Saridte the Doomelf Skirmisher level 20
76th Haze 122nd year of Ascendancy at 08:16 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Saridte the Doomelf Skirmisher level 9
1st Mirth 122nd year of Ascendancy at 18:15 see stats
The Right thing to do (Nightmare (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Saridte the Doomelf Skirmisher level 29
54th Regrowth 123rd year of Ascendancy at 17:08 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Saridte the Doomelf Skirmisher level 26
5th Regrowth 123rd year of Ascendancy at 04:06 see stats
Treasure Hoarder (Nightmare (Roguelike) difficulty)
Amassed 3000 gold pieces.By Saridte the Doomelf Skirmisher level 28
14th Regrowth 123rd year of Ascendancy at 07:57 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Saridte the Doomelf Skirmisher level 16
33rd Haze 122nd year of Ascendancy at 09:42 see stats
Unstoppable (Nightmare (Roguelike) difficulty)
Returned from the dead.By Saridte the Doomelf Skirmisher level 30
65th Pyre 123rd year of Ascendancy at 11:00 see stats
Vampire crusher (Nightmare (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Saridte the Doomelf Skirmisher level 34
75th Pyre 123rd year of Ascendancy at 22:57 see stats
You were not supposed to see that! (Nightmare (Roguelike) difficulty)
Read a Forbidden Tome.By Saridte the Doomelf Skirmisher level 27
12nd Regrowth 123rd year of Ascendancy at 18:53 see stats
Log
Eilinoretta the Frozen Terror fails to use Freeze.
Eilinoretta the Frozen Terror HEALS from cold damage!
Fumble from Saridte hits Eilinoretta the Frozen Terror for 79 fire, 39 cold, 94 healing, 60 lightning, 63 arcane (242 total damage) [94 healing].
Eilinoretta the Frozen Terror gains 5% of a turn from Ancestral Life.
The teleport fizzles!
Eilinoretta the Frozen Terror's spatial tether hits Saridte for (100 blocked), 0 temporal, (64 blocked), 0 physical, (100 blocked), 0 temporal, (64 blocked), 0 physical (0 total damage).
Eilinoretta the Frozen Terror hits Saridte for (104 blocked), 0 temporal, (66 blocked), 0 physical (0 total damage).
Eilinoretta the Frozen Terror is no longer transformed.
Eilinoretta the Frozen Terror HEALS from cold damage!
Deadly Poison from Saridte hits Eilinoretta the Frozen Terror for 37 fire, 18 cold, 44 healing, 28 lightning, 30 arcane (113 total damage) [44 healing].
Eilinoretta the Frozen Terror gains 2% of a turn from Ancestral Life.
Eilinoretta the Frozen Terror casts Freeze.
Saridte resists!
Eilinoretta the Frozen Terror hits Saridte for (203 blocked), (33 flat reduction), 62 cold (62 total damage).
Saridte casts Haste of the Doomed.
Saridte is out of phase.
Eilinoretta the Frozen Terror hits Saridte for (33 flat reduction), 71 temporal, (33 flat reduction), 33 physical (104 total damage).
Saridte activates Rocket Boots.
Saridte slows down.
Eilinoretta the Frozen Terror fumbles and fails to use Corrosive Breath, injuring himself!
Eilinoretta the Frozen Terror HEALS from cold damage!
Fumble from Saridte hits Eilinoretta the Frozen Terror for 79 fire, 39 cold, 14 healing, 60 lightning, 63 arcane (242 total damage) [14 healing].
Eilinoretta the Frozen Terror gains 1% of a turn from Ancestral Life.
The teleport fizzles!
Eilinoretta the Frozen Terror's spatial tether hits Saridte for (33 flat reduction), 38 temporal, (33 flat reduction), 20 physical (58 total damage).
Eilinoretta the Frozen Terror hits Saridte for (33 flat reduction), 41 temporal (41 total damage).
Saridte the level 44 doomelf skirmisher was spaghettified across the whole of space and time to death by Eilinoretta the Frozen Terror on level 1 of Hidden Vault - Gorbat Pride (1).




















































































































































































