














Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Player AIoo 1.7.4This is a fork of PlayerGAI by Glavius itself a fork of PlayerAI by Charidan. Once you click ALT-F1 (you can change this key with Keybinding) 1.Auto explore You can weight the talent used by the AI by right clicking on your character and clicking on "Define Player-Aioo" at the bottom of the dialog box. It will Stop when your character is low on life, when you are on an Exit, when a dialog box open, or you are blinded. !Warning: Use it at your own risk. This can put your character in a sure death situation! Goal: Known Bug: QuickTome QoL Changes 1.7.2Changes to make ToME faster to play without providing gameplay advantages. You may freely modify and redistribute this addon and its contents, except where otherwise indicated in the Credits section below. Weight: 216890 Full list of effects- After generating the world map, using zone exits or recalling allows you to teleport to most reachable zones, instead of having to walk through the world map. Recalling can still drag doomelves/doombringers/demonologists to the Anteroom of Agony, and the teleportation won't let you bypass Crypt of Kryl'Feijan, Godfeaster, or the Dreadfell ambush. - Maj'Eyal characters start with the Orb of Communication, which can be used to contact the alchemists, Elder of Last Hope, Protector Myssil, and Zemekkys when appropriate. - Achievement pop-ups and announcing your own achievements in chat can be disabled in the game UI and Online options, respectively. - Added an easily toggleable "digging mode" that automatically uses your Dig talent when you move into a diggable wall with no hostiles in sight. CreditsThe icon used for Toggle Digging Mode is licensed under CC-BY 3.0: https://game-icons.net/1x1/delapouite/war-pick.html Changelog1.1.0- This version is not compatible with savegames from previous versions! 1.0.16- Fixed Drem being able to teleport to Dwarf starting zones 1.0.15- Updated for qt-zone-overhaul version 1.0.32 1.0.14- Updated for qt-zone-overhaul version 1.0.27 1.0.13- Updated for qt-zone-overhaul version 1.0.22 1.0.12- Updated for qt-zone-overhaul version 1.0.18 1.0.11- Updated for ToME4 version 1.4.8 1.0.10- Greatly improve worldmap position handling: zone entrance positions are now auto-detected instead of enumerated, multiple onLevelLoads are no longer added 1.0.9- Fix Murgol Lair exit position 1.0.8- Fix regression in tier 1 zone teleports for non-Zone Overhaul games 1.0.7- Don't try to teleport when exiting damp/intimidating caves, Rat Lich crypt, etc. via the stairs 1.0.6- Allowed teleporting via zone exits, not just the Rod 1.0.5- Updated for qt-zone-overhaul 1.0.13 1.0.4- Fix typo that caused Briagh's Lair to be accessible when it shouldn't 1.0.3- Updated for qt-zone-overhaul 1.0.11 1.0.2- Fixed serialization bug that could leave player with nil wilderness position (requiring save editing to continue) if they teleported with the rod of recall, then saved and reloaded the game, then visited the worldmap without teleporting anywhere else. 1.0.1- Updated for qt-zone-overhaul 1.0.4 1.0.0- Initial release 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: Role Race 1.7.4Role play kit/ロールプレイキット(日本語は英語の下です) Ninja Assassin Trapper! and More Wizards Class addition packs are now available for adding Cornac races! Ninja Assassin Trapper more Wizards (Challenger Class) Pyromancer Race/human add cornac fravors Highalf is a mixed-race albino of Higher and Cornac. Earthling was a resident of another star than Eyal. Paralleling is a resident of a different star than Eyal. Animaling is a mutant of Cornac, a half-beast man with beast ears and tail. コーナック種族追加アドオンにクラス追加パックが登場! 忍者 アサシン 罠師 何かを忘れた魔法使い達(挑戦者クラス) 火炎術師 Earthling(地球人/イヤル転生者)はEyalとは別の星の住人でした。 Paralleling(異世界召喚者)はEyalとは別の星の住人です。 Animaling(アニマリング/半獣人/ケモビト)は Embers of Rage 1.7.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Class: Revamped Wyrmic 1.7.0A variation on wyrmics, as a multi-elemental debuff-centered class. The core of Wyrmic is: Then, a wyrmic picks one of the six natural elements: Fire, Ice, Lightning, Sand, Acid, or Poison. Each element has a single ability available right away, and a set of advanced skills that require a category point to access. Apex Predator - new generic tree that fills in a few gaps and lets you wear gems. Credits Compatibility Other Free Respec 1.7.2Allow trial and error for character building without restarting new game while minimizing inbalance. You can respec stats, talents, categories and prodigies freely at any time. Based on Full Respecialization. Fix the Error for prodigies learning introduced v1.7. Warning: Weight: 100 Superload: Items Vault 1.7.0Donators/Buyers bonus! Barbarian Evolution for Berserker 1.7.2Adds a new class evolution for Berserker, the Barbarian. As a Barbarian, the Berserker loses the ability to equip body armor, but gains the ability to wield a two-handed weapon in their off-hand. Additionally, they will unlock Technique/Duelist and Technique/Dual Weapons at 1.0 mastery. Finally, each turn the Barbian attacks a foe, they will automatically eneter a blocking stance to deflect damage with their weapons, potentially setting up deadly counter-strikes. Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ancient-Automated-Teacher PLUS 1.7.4Ancient-Automated-Teacher PLUS! Our AAT(Ancient-Automated-Teacher) provides wider use of tinkering: - Spawn entrance the tinker's master cave without escort quest
- Re-Add hand tinker: 1H Weapon Automaton This addon also support KOREAN Translation!Ashes of Urh'Rok 1.7.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Target Myself 1.7.2Make targetable talents always target myself. This Addon is created because I'm too lazy to apply Spatial Tether myself over and over again. Github: https://github.com/h-youhei/tome-target-myself Weight: 100 SuperLoad: Swordsmaster Class 1.7.2Adds a swordsmaster class to the game. CHANGELOG1.6.0 - Added a new talent tree, Technique/Fencing which has defensive talents related to parrying. - The talent Web of Steel has been moved from Swordsmanship to Fencing. It's place in the Swordsmanship tree has been taken by a new talent, Vorpal, which gives Physical Power and Armor Penetration. - The talent Crescent Sweep has been reworked. It deals more damage, inflicts bleed, moves before attacking, no longer allows swapping places, and has a cooldown. It's usage as a spammable movement talent for swapping places has been filled by the new Mist Step talent on the Fencing tree. - Lightspeed Draw can now attack enemies adjacent to any tiles you pass through in addition to enemies that you pass through directly. These additional targets count when determining whether you can use Lightspeed Draw or not. It still can only hit one enemy per tile you travel through though. - Fixed Swordsmanship not functioning for daggers - Fixed Swordsmanship to not permanently replace a weapon's strength damage mod with dexterity - Harrying blows no longer requires your spring attacks to hit the target; instead it only requires that you attempt them. - Harrying blows's finishing blow now bypasses evasion/repulsion talents that the target possesses - Harrying blows's finishing blow no longer ignores ALL armor and resistances. It ignores 50% of the target's resistances, and has set bonus armor penetration. - Spring Attack now functions immediately when activated instead of only after an action is performed after it is activated. - Surgical Strikes's stun and interference effects are now separate (so you get the full stun regardless of what the target does on its next turn). It's cooldown has also been increased from 6 to 8. - Added clarifying text to the descriptions of Will to Live and Unfetter to give a better idea of how effective they are when leveled up without requiring arithmetic. - Buffed Spring Attack stamina restoration - Cunning/Tactical is once again locked by default - Added translation support to timed effects 1.5.2 - Fixed bug with pre-use talent for swordsmanship talents when npc does not have an inventory 1.5.0 - Added a new talent tree, Technique/Two-handed Bladework, which serves as a Dexterity-based replacement for Technique/Two-handed Assault - As it has now been replaced, Technique/Two-handed Assault has been removed from the Swordsmaster class. - Cunning/Tactical is now unlocked by default 1.4.1 - Lightspeed Fatigue duration changed from 40 turns to a lower value which is based on effective talent level - (with 1.3 mastery: 24, 21, 18, 16, 14) - Lightspeed Fatigue now increases stamina cost of Lightspeed Draw linearly instead of quadratically. - (20 -> 40 -> 60 -> 80) instead of (20 -> 40 -> 80 -> 160) - Removed cooldown from Spring Attack, making it fully toggleable. 1.4.0 - Changed Moving Target to reduce direct damage taken by 30% instead of giving 15% all resist. - Buffed pin resistance of Slippery to 100% from 50% - Buffed movement speed granted by Slippery to 50% from 20% - Spring Attack once again restores stamina when wielding one-handed weapons - Lowered the maximum number of attacks per turn at ETL 5 for Spring Attack from 3 to 2 - Fixed typo in Harrying Blows description - Fixed Swordsmanship talents still being usable even when disarmed - Removed Duelist tree from Swordsmaster class, as it is mostly extraneous at this point 1.3.1 - Fixed infinite loop caused when reflecting certain spells like Invoke Darkness with Web of Steel 1.3.0 - Updated for version 1.7.2 - Raised stamina cost and cooldown for "Never Give Up" - Added offhand damage increase to "Swordsmanship" for swords and daggers - Changed format calls to tformat calls to support potential translation 1.2.0 - Added tactical data to talents for npcs - Swordsmanship mastery and str/dex scaling swap now works with daggers as well as swords - Determination now always takes 15 turns to reach maximum regeneration instead of taking fewer turns with a higher talent level. - Fixed logic of projectile selffire to correctly function as indicated by comments (for web of steel) - Fixed Vapor Blade knocking back even when it misses 1.1.0 - Swordsmanship now completely exchanges strength scaling for dexterity scaling on swords instead of giving -100% str mod and +100% dex mod - Fixed bug that prevented critical hits from occurring (oops!) - Unfetter and Never Give Up now have stamina costs - Harrying Blows fixed to only require Spring Attack to hit once per global turn instead of once per target's turn - Lightspeed Draw now has a fixed cooldown. - Spring Attack now only restores stamina if you are wielding a two-handed weapon - Will to Live changed to provide a health regen bonus equal to a flat amount per percent missing health rather than an amount equal to a percent of missing health. Also, now scales with Willpower. 1.0.0 - Initial Release 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: Sandworm Lair Quick Dig 1.5.10Digging in Sandworm Lair will take only one (1) turn per tile. Forbidden Cults 1.7.0Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Animaling |
| Class | Annihilator |
| Level / Exp | 22 / 88% |
| Size | medium |
| Lifes / Deaths | Killed by Ivyma the giant netherworm at level 22 on the 21st Haze 122nd year of Ascendancy at 18:28 / 1 |
Primary Stats
| Strength | 43 (base 14) |
| Dexterity | 52 (base 43) |
| Constitution | 38 (base 10) |
| Magic | 7 (base 10) |
| Willpower | 19 (base 10) |
| Cunning | 55 (base 51) |
Resources
| Life | -78/585 |
| Steam | 94/100 |
| Healing Factor | 1.6571322319235 |
| Regeneration | 16.815471192309 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 3 |
| See Stealth | 46 |
| See Invisible | 49 |
Offense: Mainhand
| Damage | 45 |
| Accuracy | 48 |
| Crit Chance | 27% |
| APR | 13 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 7 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Mind
| Mindpower | 27 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +5% |
| Light | +6% |
| Cold | +6% |
| Lightning | +10% |
| Mind | +12% |
| All | 0% |
Offense: Damage Penetration
| Blight | +10% |
| Physical | +7% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 56 (38.594633868923%) |
| Defense | 43 |
| Ranged Defense | 43 |
| Fatigue | 8.9238052216851 |
| Physical Save | 33 |
| Spell Save | 17 |
| Mental Save | 37 |
Defense: Resistances
| Acid | + 14%( 70%) |
| Blight | + 39%( 70%) |
| Physical | + 37%( 70%) |
| Cold | + 40%( 70%) |
| All | + 7%( 70%) |
| Lightning | + 31%( 70%) |
| Temporal | + 18%( 70%) |
| Darkness | + 22%( 70%) |
| Fire | + 43%( 70%) |
| Nature | + 40%( 70%) |
Defense: Immunities
| Teleport Resistance | 30% |
| Stun Resistance | 28% |
| Instadeath Resistance | 100% |
| Pinning Resistance | 48% |
Inscriptions (4/4)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 7.3 steam per turn. Can be activated for an instant burst of 36 steam. Its effects scale with your Cunning stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 118% efficiency and cooldown mod of 75%. Its effects scale with your Cunning stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 127% efficiency and cooldown mod of 95%. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 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
| Steamtech / Gadgets | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
| Steamtech / Magnetism | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Demolition | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Mecharachnid | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Heavy weapons | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Turrets | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Steamtech / Engineering | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.40 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Steamtech / Blacksmith | 1.10 |
| 3/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You failed to protect the repented thief from death by rattlesnake. Escort: repented thief (level 2 of Norgos Lair) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved talent Heightened Senses (+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 |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed vial of elder vampire blood. * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed snow giant kidney. * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed pouch of luminous horror dust. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed vial of fire wyrm saliva. * You've found the needed giant spider spinneret. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed wretchling eyeball. * You've found the needed bear paw. * You've found the needed skeleton mage skull. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within9 lumberjacks have died. | 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 | [vs. pair of hardened leather boots 'Dairodil' (0 def, 6 armour) (On feet)]pair of hardened leather boots 'Dairodil' (0 def, 6 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical crit. chance: +3.0% (-) Physical power: +4 (+1 eff.) (-) Armour: +6 (-) Changes stats: +5(-) Str / +5(-) Con Changes resistances: +6%(-) lightning / +6%(-) temporal Changes resistances penetration: +7%(-) physical Teleport immunity: +10% (-) A pair of boots made of leather. |
| Quiver | [vs. pouch of steel shots of crippling (23/23, 119% power, 2 apr) (Quiver, 1 of 2)]pouch of steel shots of crippling (23/23, 119% power, 2 apr) Requires: - Dexterity 16 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 2 Power: 120% Range: 1.2x Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 (-) Crit. chance: +10.5% (-) Capacity: 23 (-) On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Shots are used with slings to pummel your foes to death. Tap to cycle through comparison choices |
| Light source | [vs. survivor's brass lantern of clarity (Light source)]survivor's brass lantern of clarity Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical save: +6 (+3 eff.) (-) Mental save: +6 (+3 eff.) (-) Light radius: +3 (-) See stealth: +6 (-) See invisible: +6 (-) Healing mod.: +11% (-) A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | [vs. thaloren dwarven-steel helm of might (0 def, 5 armour) (On head)]thaloren dwarven-steel helm of might (0 def, 5 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +3 (+1 eff.) (-) Armour: +5 (-) Fatigue: +4% (-) Changes stats: +4(-) Str / +4(-) Wil / +4(-) Con Changes resistances: +5%(-) blight Mental save: +7 (+3 eff.) (-) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | [vs. Flashbraid (0 def, 9 armour) (On hands)]Flashbraid (0 def, 9 armour) Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +6 (+2 eff.) (-) Armour: +9 (-) Damage (Melee): 12(-) acid Damage when hit (Melee): 4(-) light Changes stats: +4(-) Cun Changes resistances: +7%(-) acid / +6%(-) temporal / +16%(-) darkness Changes damage: +5%(-) acid / +6%(-) light Spell save: +4 (+4 eff.) (-) Mental save: +13 (+6 eff.) (-) Maximum life: +69.00 (-) Infravision radius: +2 (-) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Track, placing all other charms into a 15 cooldown : Effective talent level: 1.8 Power cost: 15 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 17 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | [vs. ash wand of shielding [power 188] (20 cooldown) (Tool)]ash wand of shielding [power 188] (20 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 It can be used to create a shield absorbing up to 188 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | [vs. copper ring of lightning (+20%) (On fingers, 1 of 2)]copper ring of lightning (+20%) Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +20%(-) lightning Changes damage: +10%(-) lightning Rings make your fingers look great! Tap to cycle through comparison choices |
| On fingers | [vs. copper ring of lightning (+20%) (On fingers, 1 of 2)]steel ring 'Dagodil' Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +5 Str Changes resistances: +6% blight / +1% physical / +0%(-20%) lightning Changes damage: +0%(-10%) lightning Stun/Freeze immunity: +28% Teleport immunity: +20% Life regen: +2.00 Maximum life: +20.00 Rings make your fingers look great! Tap to cycle through comparison choices |
| Around neck | [vs. gold amulet 'Floestreak' (Around neck)]gold amulet 'Floestreak' Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Damage when hit (Melee): 4(-) cold Changes stats: +6(-) Dex / +3(-) Mag / +4(-) Con Changes damage: +3%(-) mind / +6%(-) cold Talent masteries: +0.20(-) Steamtech / Physics Maximum psi: +30.00 (-) Amulets make your neck look great! |
| In main hand | [vs. Flashpoint (In main hand, 1 of 4)]Flashpoint Requires: - Dexterity 20 - Talent Shoot - Talent Steam Pool Powered by steamtech 4.00 Encumbrance. [Unique] Type: weapon / steamgun ; tier 1 Mastery: Autoloader Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 (-) Attack speed: 100% (-) Dam. multiplier: 130% (-) Firing range: +5 (-) Travel speed: +600% (-) Damage (radius 1) on hit: +14(-) 20% chance of physical repulsion Attacks use: 2.0(-) Steam When wielded/worn: Damage (Ranged): 10(-) fire burn "Have you ever looked at some guys and thought 'you know, I really wish they were on fire right now', but you didn't feel like walking all the way over there? Well, there's now a better way!" Tap to cycle through comparison choices |
| Around waist | [vs. Girdle of the Calm Waters (Around waist)]Girdle of the Calm Waters Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +3(-) Wil Changes resistances: +20%(-) blight / +20%(-) cold / +20%(-) nature Healing mod.: +15% (-) A belt rumoured to have been worn by the Conclave healers. |
| In off hand | [vs. Yvubeth (0 def, 6 armour, 135% power, 82.5 block) (In off hand, 1 of 2)]Yvubeth (0 def, 6 armour, 135% power, 82.5 block) Requires: - Shield usage training - Strength 24 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Power: 136% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.5% (-) Block value: +82 (-) On weapon hit: * 20% chance to reduce strength, dexterity, and constitution by 5 Damage (radius 2) on crit: +4(-) blight When wielded/worn: Armour: +6 (-) Fatigue: +8% (-) Damage (Melee): 14(-) lightning Damage when hit (Melee): 4(-) lightning Changes stats: +3(-) Str Changes resistances: +3%(-) blight Changes resistances penetration: +10%(-) blight Changes damage: +9%(-) mind Talents granted: +1.00(-) Block Infravision radius: +1 (-) Handheld deflection devices. Tap to cycle through comparison choices |
| Cloak | [vs. Layerabeth the linen cloak (8 def, 5 armour) (Cloak)]Layerabeth the linen cloak (8 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour penetration: +1 (-) Physical power: +15 (+5 eff.) (-) Armour: +5 (-) Defense: +8 (+2 eff.) (-) Changes stats: +3(-) Con / +2(-) Wil Changes resistances: +15%(-) nature / +15%(-) cold Physical save: +7 (+4 eff.) (-) Only die when reaching: -20.00 life (-) See invisible: +3 (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | [vs. Beuleg the hardened leather armour (9 def, 25 armour) (Main armor)]Beuleg the hardened leather armour (9 def, 25 armour) Requires: - Strength 16 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Accuracy: +15 (+5 eff.) (-) Physical power: +20 (+7 eff.) (-) Armour: +25 (-) Defense: +9 (+3 eff.) (-) Fatigue: +9% (-) Damage (Melee): 6(-) fire Damage (Ranged): 7(-) fire Damage when hit (Melee): 30(-) physical Changes resistances: +15%(-) fire / +12%(-) physical Critical mult.: +5.00% (-) A suit of armour made of leather. |
Inventory
regeneration infusion of the duelist (heal 295; 13 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 295 life over 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the titan (heal 216; 16 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 216 life over 5 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
schematic: Deflection FieldRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Explosive ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Fireproof CoatingRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Flash PowderRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Focus LensRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Grounding StrapRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Itching PowderRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Mental StimulatorRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Pain Suppressor SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Razor EdgeRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: SteamgunRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: SteamsawRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Thunderclap CoatingRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
[vs. gold amulet 'Floestreak' (Around neck)]Morningtouch Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Damage when hit (Melee): 0(-4) cold Changes stats: +2 Str / +0(-6) Dex / +0(-3) Mag / +1 Wil / +3 Cun / +0(-4) Con Changes resistances: +3% light Changes damage: +0%(-3%) mind / +0%(-6%) cold Talent mastery: +0.00(-0.20) Steamtech / Physics Maximum psi: +0.00 (-30.00) Light radius: +3 Amulets make your neck look great! |
[vs. gold amulet 'Floestreak' (Around neck)]Withering Orbs Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Damage when hit (Melee): 0(-4) cold Changes stats: +0(-6) Dex / +0(-3) Mag / +0(-4) Con Changes damage: +0%(-3%) mind / +0%(-6%) cold Talent mastery: +0.00(-0.20) Steamtech / Physics Maximum psi: +0.00 (-30.00) Mindpower: +5 (+3 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
[vs. gold amulet 'Floestreak' (Around neck)]stabilizing copper amulet of constitution (+3) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Damage when hit (Melee): 0(-4) cold Changes stats: +0(-6) Dex / +0(-3) Mag / +3(-1) Con Changes resistances: +12% temporal Changes damage: +0%(-3%) mind / +0%(-6%) cold Talent mastery: +0.00(-0.20) Steamtech / Physics Pinning immunity: +21% Knockback immunity: +20% Maximum psi: +0.00 (-30.00) Amulets make your neck look great! |
[vs. gold amulet 'Floestreak' (Around neck)]starlit steel amulet of strength (+4) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 0(-4) cold Changes stats: +4 Str / +0(-6) Dex / +0(-3) Mag / +0(-4) Con Changes resistances: +11% light / +12% darkness Changes damage: +0%(-3%) mind / +0%(-6%) cold Talent mastery: +0.00(-0.20) Steamtech / Physics Blindness immunity: +20% Maximum psi: +0.00 (-30.00) Amulets make your neck look great! |
[vs. gold amulet 'Floestreak' (Around neck)]Choker of Dread Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 (+2 eff.) Damage when hit (Melee): 0(-4) cold Changes stats: +0(-6) Dex / +0(-3) Mag / +0(-4) Con Changes damage: +0%(-3%) mind / +0%(-6%) cold Talent mastery: +0.00(-0.20) Steamtech / Physics Blindness immunity: +100% Maximum psi: +0.00 (-30.00) Spellpower: +5 (+5 eff.) See invisible: +10 It can be used to summon an elder vampire with Taunt to your side for 15 turns Activation costs 60 power out of 60/60. The evilness of undeath radiates from this amulet. |
[vs. copper ring of lightning (+20%) (On fingers, 1 of 2)]titan's steel ring of corrosion (+24%) Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Con Changes resistances: +24% acid / +0%(-20%) lightning Changes damage: +12% acid / +0%(-10%) lightning Physical save: +6 (+3 eff.) Rings make your fingers look great! Tap to cycle through comparison choices |
[vs. copper ring of lightning (+20%) (On fingers, 1 of 2)]gold ring 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +0%(-20%) lightning Changes damage: +0%(-10%) lightning Rings make your fingers look great! Tap to cycle through comparison choices |
[vs. copper ring of lightning (+20%) (On fingers, 1 of 2)]gold ring 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +0%(-20%) lightning Changes damage: +0%(-10%) lightning Rings make your fingers look great! Tap to cycle through comparison choices |
[vs. Flashpoint (In main hand, 1 of 2)]This item will automatically be transmogrified when you leave the level. dwarven-steel greatsword of corruption (142% power, 2 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 143% (+77%) Range: 1.6x (+0.5x) Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 (-3) Crit. chance: +3.5% Attack speed: 100% (-) Dam. multiplier: 0% (-130%) Firing range: +0 (-5) When this weapon hits: Curse of Death (20% chance level 3). Travel speed: +0% (-600%) Damage (radius 1) on hit: +0(-14) 20% chance of physical repulsion Attacks use: 0.0(-2.0) Steam When wielded/worn: Damage (Ranged): 0(-10) fire burn Massive two-handed swords. Tap to cycle through comparison choices |
[vs. Flashpoint (In main hand, 1 of 2)]blazebringer's cured leather sling Requires: - Dexterity 16 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / sling ; tier 2 Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +0 (-5) Attack speed: 100% (-) Dam. multiplier: 0% (-130%) Firing range: +7 (+2) Travel speed: +0% (-600%) Damage (radius 1) on hit: +0(-14) 20% chance of physical repulsion Damage (radius 2) on crit: +15 fire Attacks use: 0.0(-2.0) Steam When wielded/worn: Damage (Ranged): 0(-10) fire burn Changes resistances penetration: +7% fire Global speed: +2% Slings are used to hurl stones or metal shots at your foes. Tap to cycle through comparison choices |
[vs. Flashpoint (In main hand, 1 of 2)]mighty cured leather sling of lightning Requires: - Dexterity 16 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 2 Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +0 (-5) Attack speed: 100% (-) Dam. multiplier: 0% (-130%) Firing range: +7 (+2) Travel speed: +0% (-600%) Damage (Ranged): +5 lightning Damage (radius 1) on hit: +0(-14) 20% chance of physical repulsion Attacks use: 0.0(-2.0) Steam When wielded/worn: Physical power: +5 (+2 eff.) Damage (Ranged): 0(-10) fire burn Changes stats: +1 Str Changes damage: +8% lightning Slings are used to hurl stones or metal shots at your foes. Tap to cycle through comparison choices |
[vs. Flashpoint (In main hand, 1 of 2)]mighty cured leather sling of recursion Requires: - Dexterity 16 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 2 Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +0 (-5) Attack speed: 100% (-) Dam. multiplier: 0% (-130%) Firing range: +7 (+2) When this weapon hits: Shoot (10% chance level 1). Travel speed: +0% (-600%) Damage (radius 1) on hit: +0(-14) 20% chance of physical repulsion Attacks use: 0.0(-2.0) Steam When wielded/worn: Physical power: +5 (+2 eff.) Damage (Ranged): 0(-10) fire burn Changes stats: +3 Str Slings are used to hurl stones or metal shots at your foes. Tap to cycle through comparison choices |
[vs. Flashpoint (In main hand, 1 of 2)]ranger's cured leather sling Requires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 2 Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +0 (-5) Attack speed: 100% (-) Dam. multiplier: 0% (-130%) Firing range: +8 (+3) Travel speed: +0% (-600%) Damage (radius 1) on hit: +0(-14) 20% chance of physical repulsion Attacks use: 0.0(-2.0) Steam When wielded/worn: Damage (Ranged): 0(-10) fire burn Changes stats: +1 Dex Slings are used to hurl stones or metal shots at your foes. Tap to cycle through comparison choices |
[vs. pouch of steel shots of crippling (23/23, 119% power, 2 apr) (Quiver, 1 of 2)]flaming pouch of iron shots of vileness (20/20, 110% power, 1 apr) Requires: - Dexterity 11 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 1 Power: 110% (-10%) Range: 1.2x (+0.0x) Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 (-1) Crit. chance: +4.0% (-6.5%) Capacity: 20 (-3) On weapon hit: * 5% chance to reduce strength, dexterity, and constitution by 5 On weapon crit: - Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Ranged): +5 blight Damage (radius 1) on hit: +6 fire Shots are used with slings to pummel your foes to death. Tap to cycle through comparison choices |
[vs. pouch of steel shots of crippling (23/23, 119% power, 2 apr) (Quiver, 1 of 2)]thought-forged pouch of iron shots of wind (17/17, 105% power, 1 apr) Requires: - Dexterity 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 1 Power: 106% (-14%) Range: 1.2x (+0.0x) Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 (-1) Crit. chance: +4.0% (-6.5%) Capacity: 17 (-6) Turns elapse between self-loadings: 6 On weapon hit: * 13% chance to reduce all saves and defense by 19 + 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 163 physical damage On weapon crit: - Cripple the target reducing mind, spell, and combat action speeds by 30% Travel speed: +200% Damage (Ranged): +6 mind Shots are used with slings to pummel your foes to death. Tap to cycle through comparison choices |
[vs. pouch of steel shots of crippling (23/23, 119% power, 2 apr) (Quiver, 1 of 2)]chilling pouch of dwarven-steel shots of accuracy (20/20, 138% power, 3 apr) Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 3 Power: 139% (+19%) Range: 1.2x (+0.0x) Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +12 Armour Penetration: +3 (+1) Crit. chance: +5.0% (-5.5%) Capacity: 20 (-3) On weapon crit: - Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Ranged): +8 cold Shots are used with slings to pummel your foes to death. Tap to cycle through comparison choices |
[vs. Yvubeth (0 def, 6 armour, 135% power, 82.5 block) (In off hand, 1 of 2)]Coral Spray (8 def, 8 armour, 117% power, 48 block) Requires: - Shield usage training - Strength 16 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 When used to attack (with talents): Power: 117% (-19%) Range: 1.4x (+0.2x) Uses stat: 140% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.0% (-1.5%) Block value: +48 (-34) On weapon hit: * 0% chance to reduce strength, dexterity, and constitution by 5 Damage (Melee): +10 cold Damage (radius 2) on crit: +0(-4) blight When wielded/worn: Armour: +8 (+2) Defense: +8 (+3 eff.) Fatigue: +12% (+4%) Damage (Melee): 0(-14) lightning Damage when hit (Melee): 0(-4) lightning On shield block: + 30% chance to spray freezing water (radius 4 cone) at the target. Changes stats: +0(-3) Str Changes resistances: +0%(-3%) blight / +15% cold / +10% fire Changes resistances penetration: +0%(-10%) blight Changes damage: +0%(-9%) mind Talents granted: +1.00(-) Block Maximum air capacity: +20.00 Infravision radius: +0 (-1) Special effect on block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. Tap to cycle through comparison choices |
[vs. Beuleg the hardened leather armour (9 def, 25 armour) (Main armor)]duelist's cured leather armour (8 def, 7 armour) Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Accuracy: +0 (+0 eff.) (-15 (-5 eff.)) Physical power: +0 (+0 eff.) (-20 (-7 eff.)) Armour: +7 (-18) Defense: +8 (+3 eff.) (-1 (+0 eff.)) Fatigue: +7% (-2%) Damage (Melee): 0(-6) fire Damage (Ranged): 0(-7) fire Damage when hit (Melee): 0(-30) physical Changes stats: +5 Cun / +4 Dex Changes resistances: +0%(-15%) fire / +0%(-12%) physical Critical mult.: +0.00% (-5.00%) A suit of armour made of leather. |
[vs. Girdle of the Calm Waters (Around waist)]blurring rough leather belt of transcendence Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +10 (+4 eff.) Changes stats: +0(-3) Wil Changes resistances: +0%(-20%) blight / +0%(-20%) cold / +0%(-20%) nature Stealth bonus: +6 Physical save: +5 (+2 eff.) Mindpower: +3 (+2 eff.) Healing mod.: +0% (-15%) A belt that goes around your waist. |
[vs. pair of hardened leather boots 'Dairodil' (0 def, 6 armour) (On feet)]Glittercutter the pair of rough leather boots (0 def, 1 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Accuracy: +10 (+3 eff.) Physical crit. chance: +0.0% (-3.0%) Physical power: +0 (+0 eff.) (-4 (-1 eff.)) Armour: +1 (-5) Changes stats: +2(-3) Str / +2(-3) Con Changes resistances: +0%(-6%) lightning / +0%(-6%) temporal Changes resistances penetration: +0%(-7%) physical Physical save: +9 (+4 eff.) Silence immunity: +22% Confusion immunity: +22% Stun/Freeze immunity: +22% Teleport immunity: +0% (-10%) Light radius: +2 A pair of boots made of leather. |
[vs. pair of hardened leather boots 'Dairodil' (0 def, 6 armour) (On feet)]Rimevault (5 def, 3 armour) Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Accuracy: +20 (+7 eff.) Physical crit. chance: +2.0% (-1.0%) Physical power: +0 (+0 eff.) (-4 (-1 eff.)) Armour: +3 (-3) Defense: +5 (+2 eff.) Fatigue: +2% Damage when hit (Melee): 2 physical / 6 cold Changes stats: +0(-5) Str / +1 Cun / +0(-5) Con Changes resistances: +0%(-6%) lightning / +0%(-6%) temporal Changes resistances penetration: +0%(-7%) physical Silence immunity: +22% Confusion immunity: +23% Stun/Freeze immunity: +21% Teleport immunity: +0% (-10%) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
[vs. Flashbraid (0 def, 9 armour) (On hands)]Assassin's Surprise (0 def, 4 armour) Requires: - Heavy armour training Powered by steamtech 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +0 (+0 eff.) (-6 (-2 eff.)) Armour: +4 (-5) Damage (Melee): 0(-12) acid / 10 poison Damage when hit (Melee): 0(-4) light Changes stats: +5(+1) Cun Changes resistances: +0%(-7%) acid / +0%(-6%) temporal / +0%(-16%) darkness Changes damage: +0%(-5%) acid / +0%(-6%) light Spell save: +0 (+0 eff.) (-4 (-4 eff.)) Mental save: +0 (+0 eff.) (-13 (-6 eff.)) Poison immunity: +20% Maximum life: +0.00 (-69.00) Infravision radius: +0 (-2) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Activating this item is instant. It can be used to fire a poisonous bolt out to range 6 that deals 14 nature damage and afflicts the target with crippling poison (15% fail chance) that deals 43 addition nature damage over 3 turns (damage based on Cunning) Activation costs 12 power out of 24/24. These steel gauntlets feature a hidden contraption embedded in the left index finger that fires poisonous bolts. |
[vs. thaloren dwarven-steel helm of might (0 def, 5 armour) (On head)]Betenne the rough leather hat (0 def, 1 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +0 (+0 eff.) (-3 (-1 eff.)) Armour: +1 (-4) Fatigue: +1% (-3%) Changes stats: +0(-4) Str / +0(-4) Wil / +0(-4) Con Changes resistances: +0%(-5%) blight / +10% light / +11% darkness Mental save: +0 (+0 eff.) (-7 (-3 eff.)) Poison immunity: +10% Knockback immunity: +10% Life regen: +4.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A hat made of leather. Very stylish. |
[vs. thaloren dwarven-steel helm of might (0 def, 5 armour) (On head)]bladed rough leather hat of trickery (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +4 Physical power: +0 (+0 eff.) (-3 (-1 eff.)) Armour: +1 (-4) Fatigue: +1% (-3%) Changes stats: +3(-1) Str / +3 Dex / +0(-4) Wil / +3 Cun / +0(-4) Con Changes resistances: +0%(-5%) blight Mental save: +0 (+0 eff.) (-7 (-3 eff.)) It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 155.4 Physical damage. If the attack hits, the target is confused (39% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A hat made of leather. Very stylish. |
[vs. thaloren dwarven-steel helm of might (0 def, 5 armour) (On head)]hardened leather hat 'Sootenvy' (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +0 (+0 eff.) (-3 (-1 eff.)) Armour: +3 (-2) Fatigue: +3% (-1%) Effects on melee hit: * 20% chance to reduce all saves and defense by 19 Damage when hit (Melee): 4 mind / 4 darkness Changes stats: +0(-4) Str / +5 Dex / +0(-4) Wil / +0(-4) Con Changes resistances: +0%(-5%) blight Changes resistances penetration: +25% nature / +10% mind Changes damage: +9% darkness / +9% nature Mental save: +0 (+0 eff.) (-7 (-3 eff.)) A hat made of leather. Very stylish. |
[vs. thaloren dwarven-steel helm of might (0 def, 5 armour) (On head)]This item will automatically be transmogrified when you leave the level. mindwoven cashmere wizard hat of frost (+18%) (2 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +0 (+0 eff.) (-3 (-1 eff.)) Armour: +0 (-5) Defense: +2 (+1 eff.) Fatigue: +0% (-4%) Changes stats: +0(-4) Str / +0(-4) Wil / +0(-4) Con Changes resistances: +0%(-5%) blight / +18% cold Changes damage: +12% cold Mental save: +0 (+0 eff.) (-7 (-3 eff.)) Psi each turn: +0.21 Mindpower: +4 (+2 eff.) Mental crit. chance: +2% A pointy cloth hat, very wizardly... |
[vs. thaloren dwarven-steel helm of might (0 def, 5 armour) (On head)]This item will automatically be transmogrified when you leave the level. hardened leather cap (0 def, 3 armour) 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +0 (+0 eff.) (-3 (-1 eff.)) Armour: +3 (-2) Fatigue: +3% (-1%) Changes stats: +0(-4) Str / +0(-4) Wil / +0(-4) Con Changes resistances: +0%(-5%) blight Mental save: +0 (+0 eff.) (-7 (-3 eff.)) A cap made of leather. |
[vs. thaloren dwarven-steel helm of might (0 def, 5 armour) (On head)]iron helm 'Xanulle' (0 def, 3 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +0 (+0 eff.) (-3 (-1 eff.)) Armour: +3 (-2) Fatigue: +5% (+1%) Changes stats: +1(-3) Str / +6 Dex / +3(-1) Wil / +3(-1) Con Changes resistances: +0%(-5%) blight Changes damage: +3% temporal Mental save: +0 (+0 eff.) (-7 (-3 eff.)) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
[vs. thaloren dwarven-steel helm of might (0 def, 5 armour) (On head)]Flashnull (0 def, 4 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +0 (+0 eff.) (-3 (-1 eff.)) Armour: +4 (-1) Fatigue: +4% (-) Effects on melee hit: * 20 arcane resource burn Changes stats: +5(+1) Str / +0(-4) Wil / +0(-4) Con Changes resistances: +0%(-5%) blight / +3% cold / +9% darkness Changes resistances penetration: +20% lightning Changes damage: +12% lightning Mental save: +0 (+0 eff.) (-7 (-3 eff.)) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
7 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
9 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+3 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+3 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
[vs. pouch of steel shots of crippling (23/23, 119% power, 2 apr) (Quiver, 1 of 2)]114 alchemist agate 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 Armour Penetration: +0 (-2) Crit. chance: +0.0% (-10.5%) Capacity: 0 (-23) On weapon crit: - Cripple the target reducing mind, spell, and combat action speeds by 30% When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. Tap to cycle through comparison choices |
[vs. survivor's brass lantern of clarity (Light source)]brass lantern 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical save: +0 (+0 eff.) (-6 (-3 eff.)) Mental save: +0 (+0 eff.) (-6 (-3 eff.)) Light radius: +3 (-) See stealth: +0 (-6) See invisible: +0 (-6) Healing mod.: +0% (-11%) A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
[vs. survivor's brass lantern of clarity (Light source)]scorching brass lantern of clarity Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 13 fire Changes resistances: +5% fire Physical save: +0 (+0 eff.) (-6 (-3 eff.)) Mental save: +6 (+3 eff.) (-) Light radius: +3 (-) See stealth: +5 (-1) See invisible: +7 (+1) Healing mod.: +0% (-11%) A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 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. |
simple frost salve [power 14] simple frost salve [power 14]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 Using medical injector with 127% efficiency and 95% cooldown modifier. Activating this item is instant. It can be used to remove 1 physical effects and grants a frost aura (14% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
simple healing salve [power 169] simple healing salve [power 169]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 Using medical injector with 127% efficiency and 95% cooldown modifier. It can be used to heal 169 Activation puts Talent Medical Injector on cooldown for 15 turns. Medical salve. |
[vs. ash wand of shielding [power 188] (20 cooldown) (Tool)]Tooth of the Mouth (dig speed 12 turns) Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Orb of Communication Orb of CommunicationPowered by unknown forces 0.00 Encumbrance. [Plot Item] Type: orb / orb Activating this item is instant. It can be used to speak with someone Activation costs 1 power out of 128/128. This orb can be used to speak with someone far away. It is even capable of teleporting small objects back and forth. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 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 Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) Activation costs 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 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. |
[vs. ash wand of shielding [power 188] (20 cooldown) (Tool)]Aeribrelle the dwarven-steel torque of mindblast [power 200] (15 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Damage when hit (Melee): 4 arcane Changes stats: +1 Wil Changes damage: +12% blight Damage Shield penetration: +30% It can be used to blast the opponent's mind dealing 224 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
[vs. ash wand of shielding [power 188] (20 cooldown) (Tool)]Erelorelach the yew totem of healing [power 284] (15 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Effects on melee hit: * 20 arcane resource burn Changes resistances: +6% acid / +15% temporal / +12% light It can be used to heal yourself and all friendly characters within 10 spaces for 284 Activation puts all charms on cooldown for 15 turns. When used: * Reduce fatigue by 29% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
[vs. ash wand of shielding [power 188] (20 cooldown) (Tool)]elm wand of shielding [power 116] (20 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Ay ay captain! (Nightmare (Roguelike) difficulty)
Turn into a pirate!By Vzadel the Animaling Annihilator level 7
77th Pyre 122nd year of Ascendancy at 07:22 see stats
Bringer of Doom (Nightmare (Roguelike) difficulty)
Killed a Bringer of Doom.By Vzadel the Animaling Annihilator level 19
49th Dusk 122nd year of Ascendancy at 15:07 see stats
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Vzadel the Animaling Annihilator level 15
8th Flare 122nd year of Ascendancy at 08:36 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Vzadel the Animaling Annihilator level 19
52nd Dusk 122nd year of Ascendancy at 23:52 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Vzadel the Animaling Annihilator level 10
3rd Mirth 122nd year of Ascendancy at 20:02 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Vzadel the Animaling Annihilator level 20
53rd Dusk 122nd year of Ascendancy at 00:36 see stats
Poisonous (Nightmare (Roguelike) difficulty)
Sided with the assassin lord.By Vzadel the Animaling Annihilator level 18
15th Dusk 122nd year of Ascendancy at 01:36 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Vzadel the Animaling Annihilator level 11
6th Mirth 122nd year of Ascendancy at 23:17 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Vzadel the Animaling Annihilator level 20
8th Haze 122nd year of Ascendancy at 11:12 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Vzadel the Animaling Annihilator level 17
1st Dusk 122nd year of Ascendancy at 12:04 see stats
Log
Ivyma the giant netherworm resists!
Ivyma the giant netherworm's aether beam hits Ivyma the giant netherworm for 135 arcane damage.
Ivyma the giant netherworm resists!
Ivyma the giant netherworm's aether beam hits Ivyma the giant netherworm for 135 arcane damage.
Ivyma the giant netherworm casts Freeze.
LOW HEALTH WARNING!
Vzadel is encased in ice!
LIFE LOST WARNING!
Ivyma the giant netherworm leeches life from Vzadel!
Ivyma the giant netherworm receives 201 healing from Vzadel.
Ivyma the giant netherworm hits Vzadel for (91 exoskeleton), 91 cold (91 total damage).
You have no medical injector available.
Ivyma the giant netherworm loses 78 health to the entropy.
Ivyma the giant netherworm stops burning.
Ivyma the giant netherworm stops surging mana.
Ivyma the giant netherworm leeches life from Something!
Ivyma the giant netherworm leeches life from Something!
Ivyma the giant netherworm leeches life from Vzadel!
Ivyma the giant netherworm's arcane area effect hits Vzadel for (40 to ice), (88 exoskeleton), 122 arcane (122 total damage).
Fire drake's devouring flames area effect hits Vzadel for (6 to ice), (4 exoskeleton), 4 fire (4 total damage).
Fire drake's devouring flames area effect hits Ivyma the giant netherworm for 21 fire damage.
Ivyma the giant netherworm receives 144 healing from Vzadel.
Ivyma the giant netherworm receives 75 healing from Something.
Ivyma the giant netherworm receives 75 healing from Something.
Talent Implant: Medical Injector is ready to use.
Ivyma the giant netherworm leeches life from Vzadel!
Ivyma the giant netherworm receives 28 healing from Vzadel.
Arcane Vortex from Ivyma the giant netherworm hits Vzadel for (20 to ice), (0 exoskeleton), 103 arcane (103 total damage).
Vzadel the level 22 animaling annihilator was dweomered to death by Ivyma the giant netherworm on level 3 of Turadufast.












































































































