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| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.4 |
| Addons | Showing Items Tier in Inventory 1.6.0This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Items Vault 1.6.0Donators/Buyers bonus! Better Item Description 1.6.0This 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 Embers of Rage 1.6.0Official 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:
No Ruined Dungeon Puzzle 1.6.0Changes the Ruined Dungeon sealed door to open upon killing all six Guardians in lieu of the sequential orb interaction puzzle. Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Forbidden Cults 1.6.0Official 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.
Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Ashes of Urh'Rok 1.6.0Official 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:
Possessor Bonus Class 1.6.0Donators/Buyers bonus! Shimmer Pack: Plumpkin Daper 1.6.0Cosmetic pack! Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! Plenum Tooltip: Enhanced tooltips v 2.7 for ToME 1.5.0 1.5.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. Improved Auto-explore and Rest 1.6.0Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Shimmer Pack: Pyromania 1.6.0Cosmetic pack! |
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Halfling |
| Class | Annihilator |
| Level / Exp | 28 / 14% |
| Size | small |
| Lifes / Deaths | Killed by mecharachnid (servant of Flayfire) at level 24 on the 22nd Regrowth 123rd year of Ascendancy at 14:58 0 / 8Killed by mecharachnid (servant of Flayfire) at level 24 on the 24th Regrowth 123rd year of Ascendancy at 03:42 Killed by mecharachnid (servant of Flayfire) at level 25 on the 27th Regrowth 123rd year of Ascendancy at 02:40 Killed by decaying devourer at level 26 on the 39th Regrowth 123rd year of Ascendancy at 07:10 Killed by mecharachnid (servant of Flayfire) at level 26 on the 39th Regrowth 123rd year of Ascendancy at 09:08 Killed by Celia at level 26 on the 52nd Regrowth 123rd year of Ascendancy at 03:06 Killed by lava floor at level 28 on the 61st Regrowth 123rd year of Ascendancy at 04:56 Killed by radiant horror at level 28 on the 61st Regrowth 123rd year of Ascendancy at 04:59 |
Primary Stats
| Strength | 45 (base 38) |
| Dexterity | 54 (base 43) |
| Constitution | 28 (base 14) |
| Magic | 12 (base 10) |
| Willpower | 8 (base 10) |
| Cunning | 67.8 (base 41) |
Resources
| Life | -2/620 |
| Steam | 100/100 |
| Equilibrium | 0 |
| Psi | 98/98 |
| Healing Factor | 1.1363636363637 |
| Regeneration | 11.647727272728 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| See Stealth | 14 |
| See Invisible | 21 |
Offense: Mainhand
| Damage | 48 |
| Accuracy | 48 |
| Crit Chance | 24% |
| APR | 5 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 16 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Mind
| Mindpower | 32 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +9% |
| Lightning | +22% |
| Physical | +6% |
| Fire | +28% |
| All | 0% |
Offense: Damage Penetration
| Nature | +5% |
| Physical | +22% |
| Mind | +5% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 57.511077022655 (88.454810495627%) |
| Defense | 54 |
| Ranged Defense | 59 |
| Fatigue | 40 |
| Physical Save | 53 |
| Spell Save | 40 |
| Mental Save | 33 |
Defense: Resistances
| Acid | + 27%( 70%) |
| Blight | + 25%( 70%) |
| Arcane | + 22%( 70%) |
| Cold | + 13%( 70%) |
| All | + 4%( 70%) |
| Lightning | + 37%( 70%) |
| Temporal | + 11%( 70%) |
| Fire | + 38%( 70%) |
| Darkness | + 18%( 70%) |
Defense: Immunities
| Stun Resistance | 51% |
| Pinning Resistance | 10% |
| Instadeath Resistance | 100% |
| Disarm Resistance | 80% |
Inscriptions (4/4)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 7.4 steam per turn. Can be activated for an instant burst of 37 steam. Its effects scale with your Dexterity 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 126% efficiency and cooldown mod of 82%. Its effects scale with your Magic 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 112% efficiency and cooldown mod of 52%. Its effects scale with your Strength stat. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 12.4 steam per turn. Can be activated for an instant burst of 62 steam. Its effects scale with your Cunning stat. |
Class Talents
| Steamtech / Gadgets | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Steamtech / Magnetism | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Demolition | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Mecharachnid | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Steamtech / Heavy weapons | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Turrets | 1.30 |
| 5/5 |
| 3/5 |
| 3/5 |
| 3/5 |
Generic Talents
| Race / Parasite | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 2/5 |
| 2/5 |
| 2/5 |
| 5/5 |
| Steamtech / Engineering | 1.20 |
| 1/5 |
| 2/5 |
| 1/5 |
| 2/5 |
Prodigies
| 1/1 |
Effects
| beneficial effect | Has 0 heavy ammunition loaded. Current heavy weapon will be unequiped when no ammunitions are left. 0 Ammo |
| beneficial effect | Next melee or ranged attack that deals more than 8% of maximum life is reduced by 19% and triggers a radius 3 conal explosion dealing 61% steamgun damage. 1 stacks remaining. Reactive Armor |
| beneficial effect | Increases physical power, physical save, spellpower, spell save, mindpower, and mental save by 4. Militant Mind |
| beneficial effect | The target has 50% chance to evade melee and ranged attacks and gains 22 defense. Evasion |
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. | active |
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 failed to protect the lost defiler from death by orc pyromancer. Escort: lost defiler (level 1 of Daikara) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved talent Telekinetic Leap (+1 level(s)). | done |
You failed to protect the temporal explorer from death by fox. Escort: temporal explorer (level 4 of Old Forest) | failed |
You successfully escorted the worried loremaster to the recall portal on level 1 of Ruins of Kor'Pul. Escort: worried loremaster (level 1 of Ruins of Kor'Pul)As a reward you improved talent Spit Poison (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Old Forest. Escort: worried loremaster (level 2 of Old Forest)As a reward you improved talent Spit Poison (+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 have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
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. * 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. | 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. | 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 AlchemistsAgrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * You've found the needed sandworm tooth. * You've found the needed pouch of luminous horror dust. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * You've found the needed giant spider spinneret. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed black mamba head. Ungrol of Last Hope has completed an elixir of foundations without your aid. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | 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 within | active |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Erogar the pair of hardened leather boots (0 def, 4 armour)2.0 T3 feet armor [Random Unique] Nature/Master/Psionic While equipped: Stats +3 Wil +3 Cun +6 Con dps ---------- Mind.pwr +5 (+2 eff.) Res.pen +7% physical Acc +5 (+2 eff.) On Hit (Melee): * 20% chance to slow global speed by 48% ----- def ----- Armour +4 Resists +16% lightning +7% temporal +5% arcane Phys.save +13 (+4 eff.) Mind.save +13 (+6 eff.) Blindside: Puts all charms on 25 cooldown Level 2.0 Pwr.cost 25 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 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 14 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
| Quiver | pouch of stralite shots of corruption (19/19, 150% power, 5 apr)3.0 T4 shot ammo [Ego+] Arcane Power 151% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +5 Crit +5.5% Capacity 19 On Hit: 20% Curse of Death 4 Shots are used with slings to pummel your foes to death. |
| Light source | preserving alchemist's lamp of clarity1.0 T3 lite [Ego+] Nature/Psionic While equipped: Stats +3 Con ----- def ----- Resists +7% blight Mind.save +9 (+4 eff.) HP.reg +9.00 ---------- misc Light +4 See.Stealth +14 See.Invis +9 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Fanged Collar Fanged Collar0.0 T4 head armor [Unique] It's a head... but is it yours? |
| On hands | Hailire (21 def, 3 armour) 1.5 T2 hands armor [Rare] Master While equipped: Stats +5 Dex dps ---------- Dmg.mod +6% physical Acc +14 (+5 eff.) Melee Ret 6 cold ----- def ----- Armour +3 Defense +21 (+7 eff.) Fatigue +3% Disarm- +80% ---------- misc See.Invis +12 Talents +3 Iron Grip Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | elven-wood totem of summon tentacle [power 300] (25 cooldown)2.0 T4 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 7 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 733 Base Damage: 352 Armor: 15 All Resist: 29 Puts all charms on 25 cooldown Natural totems are made by powerful wilders to store nature power. |
| On fingers | stralite ring of misery0.1 T4 ring jewelry [Ego+] Psionic While equipped: Stats +6 Cun dps ---------- Melee+ 15 physical Ranged+ 13 physical On Hit (Melee): * 14% chance to reduce all saves and defense by 22 On Hit (Ranged): * 13% chance to reduce all saves and defense by 22 ---------- misc Hate/m.crit +2.00 Max.hate +8.00 Bleeding Edge: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings can have magical properties. |
| On fingers | marksman's copper ring of perseverance0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +4 (+2 eff.) ----- def ----- HP.reg +1.00 Stun/Frz- +21% Rings can have magical properties. |
| Around neck | Fanged Collar0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+5 eff.) Spell.save +15 (+5 eff.) Mind.save -7 (-4 eff.) Max.HP +20.00 You have died, but that does not bother the collar at all... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
| In main hand | voratun steamgun 'Jettitan' 4.0 T5 steamgun 1H weapon [Random Unique] Arcane/Master/Steamtech Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +28 Atk.spd 100% Range +10 Proj.spd +600% Ranged+ +25 lightning +19 fire +12 darkness On Hit.r1 +60 20% chance of physical repulsion Uses 2.0 Steam While equipped: Stats +8 Str dps ---------- Phys.pwr +14 (+4 eff.) Dmg.mod +22% lightning +22% fire +9% darkness On Hit (Ranged): * 20% chance to reduce damage dealt by 18% ----- def ----- Resists +9% cold Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Around waist | Balancetreason the rough leather belt1.0 T1 belt armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +3 (+1 eff.) Dmg.mod +6% fire Res.pen +5% nature Melee Ret 2 nature On Hit (Melee): * 20% chance to slow global speed by 48% ----- def ----- Resists +9% acid Phys.save +6 (+2 eff.) A belt that goes around your waist. |
| In off hand | Fire Dragon Shield (18 def, 10 armour, 100% power, 220 block)7.0 T4 shield armor [Unique] Nature/Master When used to Attack: Power 170% Range: 1.2x Uses 100% Cun Dmg Fire Acc+ +2.5% proc dam (max 250%) Crit +4.5% Block +220 While equipped: dps ---------- On shield block: * 30% chance that you'll breathe fire in a cone at the attacker (if within range 6). This can only occur up to 4 times per turn. Melee Ret 17 fire ----- def ----- Armour +10 Defense +18 (+6 eff.) Rng.Def +15 (+4 eff.) Fatigue +20% Resists +35% fire Affinity +15% fire ---------- misc Talents +1 Block On block: 30% chance that you'll breathe fire in a cone at the attacker (if within range 6). This can only occur up to 4 times per turn. This large shield was made using scales of many fire drakes from the lost land of Tar'Eyal. |
| Cloak | Neryth (9 def, 0 armour) 2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Mag dps ---------- Res.pen +5% mind ----- def ----- Defense +9 (+3 eff.) Resists +18% lightning Phys.save +7 (+2 eff.) Disease- +20% Pinning- +10% Stun/Frz- +30% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | dwarven-steel plate armour 'Chalulin' (0 def, 26 armour) 17.0 T3 massive armor [Random Unique] Arcane/Master While equipped: Stats +4 Con dps ---------- Crit.mult +5.00% Res.pen +15% physical ----- def ----- Armour +26 Fatigue +17% Resists +14% arcane Crit.dmg- 21.00% Phys.save +15 (+5 eff.) Spell.save +34 (+11 eff.) ---------- misc Max.stam +30.00 A suit of armour made of metal plates. |
Inventory
medical injector implant (efficiency 80% / cooldown 71%)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 80% efficiency and cooldown mod of 71%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant (efficiency 136% / cooldown 74%)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 136% efficiency and cooldown mod of 74%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the wizard (steam 5)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 31 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 4.9 steam per turn. Can be activated for an instant burst of 25 steam. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
Primal Infusion (affinity 11%; reduction 2; dur 5; cd 18)0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 11% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
healing infusion (heal 63; cd 15)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 63 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
ethereal rune (power 7; resist 17%; move 41%; dur 5; cd 22)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 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 17% all resistance, you move 41% faster, and you are invisible (power 7). 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 32; 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 32 damage per debuff cleansed (not counting cross-tier ones). If there was only cross-tier effects to clean, no shield is created and the rune goes on a 75% faster cooldown. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the warrior (absorb 65; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 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 65 damage per debuff cleansed (not counting cross-tier ones). If there was only cross-tier effects to clean, no shield is created and the rune goes on a 75% faster cooldown. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune (absorb 286; dur 5; cd 16)0.1 rune scroll [Normal] Arcane 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 spell Description: Activate the rune to create a protective shield absorbing at most 286 damage for 5 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune (absorb 132; dur 3; cd 16)0.1 rune scroll [Normal] Arcane 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 spell Description: Activate the rune to create a protective shield absorbing at most 132 damage for 3 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Fiery 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: Focus Lens0.1 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: Mental Stimulator0.1 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: Spike Attachment0.1 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. |
Daneth's Neckguard2.0 T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con ----- def ----- Armour +10 Fatigue +2% Resists +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
enraging stralite amulet of vision0.1 T4 amulet jewelry [Ego++] Nature/Master While equipped: dps ---------- Phys.pwr +7 (+2 eff.) Phys.spd +10% Dmg.mod +7% physical ----- def ----- Blind- +21% ---------- misc Infravis +2 Sight +2 See.Invis +9 Amulets can have magical properties. |
grounding copper amulet of willpower (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Wil ----- def ----- Resists +11% lightning Stun/Frz- +21% Amulets can have magical properties. |
Nightsong0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+2 eff.) Fatigue -7% Mind.save +13 (+6 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Shadowstep: Level 2.0 Pwr.cost 50 out of 50/50. Range 7 Travel.spd instantaneous Is a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
gold ring of frost (+26%)0.1 T3 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +13% cold ----- def ----- Resists +26% cold Rings can have magical properties. |
wizard's steel ring of clarity0.1 T2 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +2 Mag ----- def ----- Spell.save +4 (+1 eff.) Mind.save +6 (+3 eff.) Confus- +24% Rings can have magical properties. |
enhanced dwarven-steel battleaxe of erosion (135% power, 2 apr)3.0 T3 battleaxe 2H weapon [Ego+] Nature Power 136% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% Melee+ +12 nature While equipped: Stats +5 Str +9 Dex +7 Mag +9 Wil +9 Cun +9 Con Massive two-handed battleaxes. |
flaming stralite battleaxe of amnesia (153% power, 3 apr)3.0 T4 battleaxe 2H weapon [Ego+] Arcane/Psionic Power 154% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +3 Crit +7.5% Atk.spd 100% On Hit.r1 +12 fire On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) Massive two-handed battleaxes. |
blazebringer's stralite dagger of massacre (146% power, 9 apr)1.0 T4 dagger 1H weapon [Ego+] Nature/Master Power 147% Range: 1.3x Uses 45% Dex, 45% Str Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Crit.r2 +41 fire While equipped: dps ---------- All.spd +5% Res.pen +10% fire Sharp, short and deadly. |
chilling steel dagger of rage (104% power, 6 apr)1.0 T2 dagger 1H weapon [Ego+] Arcane/Master Power 105% Range: 1.3x Uses 45% Dex, 45% Str Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +8 cold While equipped: Stats +3 Str dps ---------- Dmg.mod +5% physical Acc +10 (+4 eff.) Sharp, short and deadly. |
flaming dwarven-steel dagger of massacre (120% power, 7 apr)1.0 T3 dagger 1H weapon [Ego] Arcane/Master Power 121% Range: 1.3x Uses 45% Dex, 45% Str Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Hit.r1 +10 fire Sharp, short and deadly. |
stormbringer's dwarven-steel dagger of shearing (120% power, 7 apr)1.0 T3 dagger 1H weapon [Ego++] Nature/Master Power 121% Range: 1.3x Uses 45% Dex, 45% Str Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Crit.r2 +16 lightning +19 cold While equipped: dps ---------- Mov.spd +25% Res.pen +14% lightning +10% cold +8% all Acc +6 (+2 eff.) Apr +11 Sharp, short and deadly. |
truestriking stralite dagger (136% power, 9 apr)1.0 T4 dagger 1H weapon [Ego+] Master Power 137% Range: 1.3x Uses 45% Dex, 45% Str Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% While equipped: dps ---------- Res.pen +9% physical Acc +10 (+4 eff.) Apr +11 Sharp, short and deadly. |
acidic steel greatmaul of massacre (152% power, 2 apr)5.0 T2 greatmaul 2H weapon [Ego] Arcane/Master Power 152% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% On Crit: * Splash the target with acid dealing 31 damage over 5 turns and reducing armor and accuracy by 4 Massive two-handed mauls. |
acidic stralite greatmaul of the mystic (165% power, 3 apr)5.0 T4 greatmaul 2H weapon [Ego] Arcane Power 165% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.5% Atk.spd 100% On Crit: * Splash the target with acid dealing 31 damage over 5 turns and reducing armor and accuracy by 4 While equipped: Stats +7 Wil +3 Mag dps ---------- Spell.pwr +14 (+9 eff.) Massive two-handed mauls. |
dwarven-steel greatmaul (151% power, 2 apr)5.0 T3 greatmaul 2H weapon [Normal] Power 151% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% Massive two-handed mauls. |
enhanced stralite greatmaul of erosion (169% power, 3 apr)5.0 T4 greatmaul 2H weapon [Ego+] Nature Power 169% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.5% Atk.spd 100% Melee+ +10 nature While equipped: Stats +9 Str +9 Dex +6 Mag +10 Wil +9 Cun +5 Con Massive two-handed mauls. |
chilling iron greatsword of massacre (127% power, 1 apr)3.0 T1 greatsword 2H weapon [Ego] Arcane/Master Power 127% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Melee+ +9 cold Massive two-handed swords. |
inquisitor's stralite greatsword of massacre (170% power, 3 apr)3.0 T4 greatsword 2H weapon [Ego+] Disrupt/Master Power 171% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% On Crit: * Deals 55 Manaburn damage and puts 1 random spell talent on cooldown for 3 turns (checks Confusion immunity) Massive two-handed swords. |
acidic dwarven-steel longsword of vileness (128% power, 4 apr)3.0 T3 longsword 1H weapon [Ego] Arcane Power 128% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% Melee+ +8 blight On Hit: * 8% chance to reduce strength, dexterity, and constitution by 10 On Crit: * Splash the target with acid dealing 31 damage over 5 turns and reducing armor and accuracy by 4 Sharp, long, and deadly. |
dwarven-steel mace (131% power, 4 apr)3.0 T3 mace 1H weapon [Normal] Power 131% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% Blunt and deadly. |
Arikira4.0 T3 sling 1H weapon [Rare] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 While equipped: Stats +5 Cun +8 Wil dps ---------- Mind.pwr +15 (+7 eff.) Res.pen +7% physical ----- def ----- Resists +6% temporal Mind.save +18 (+8 eff.) ---------- misc Equi/ret +0.08 Max.hate +6.00 Slings are used to hurl stones or metal shots at your foes. |
Hare-Skin Sling4.0 T3 sling 1H weapon [Unique] Nature Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 While equipped: Stats +10 Lck dps ---------- Phys.crit +5.0% Mov.spd +20% ----- def ----- Defense +10 (+3 eff.) ---------- misc Masteries +0.20 Cunning/Survival Inertial Shot: Level 3.0 Pwr.cost 8 out of 8/8. Range 10 Travel.spd instantaneous Description: You fire a mighty shot at your target, doing 139% 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. |
blighted elven-wood vilestaff of might (129% power, 5 apr, darkness element)5.0 T4 staff 2H weapon Reqs Mag 35 [Ego+] Arcane Power 129% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +20% Spell.pwr +14 (+9 eff.) Dmg.mod +25% darkness ---------- misc Vim/s.crit +3.00 Max.vim +18.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
greater elven-wood magestaff (129% power, 5 apr, fire element)5.0 T4 staff 2H weapon Reqs Mag 35 [Ego+] Arcane Power 129% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +16 (+10 eff.) Dmg.mod +25% lightning +25% cold +25% arcane +25% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
potent elven-wood starstaff of protection (143% power, 5 apr, physical element)5.0 T4 staff 2H weapon Reqs Mag 35 [Ego+] Arcane Power 144% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +15 (+9 eff.) Dmg.mod +35% physical ----- def ----- Resists +18% physical ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
yew magestaff (120% power, 4 apr, fire element)5.0 T3 staff 2H weapon Reqs Mag 24 [Normal] Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+6 eff.) Dmg.mod +20% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
halfling dwarven-steel steamgun of acid4.0 T3 steamgun 1H weapon [Ego+] Arcane/Master/Steamtech Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +12 Atk.spd 100% Range +8 Proj.spd +600% Ranged+ +7 acid On Hit.r1 +0 20% chance of physical repulsion Uses 2.0 Steam While equipped: dps ---------- Dmg.mod +11% acid +11% physical ---------- misc Cooldown Fragmentation Shot -2 Pin Down -1 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
blazebringer's stralite steamsaw of lightning resistance (+17%) (142% power, 19 apr)3.0 T4 steamsaw 1H weapon [Ego+] Nature/Master/Steamtech Power 143% Range: 1.5x Uses 100% Str Dmg Phys.bleed Acc+ +0.3% crit chance (max 25%) Apr +19 Crit +4.0% Atk.spd 100% Block +68 On Crit.r2 +5 fire Uses 1.0 Steam While equipped: dps ---------- All.spd +4% Res.pen +13% fire ----- def ----- Armour +5 Defense +8 (+3 eff.) Fatigue +10% Resists +17% lightning ---------- 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! |
blurring hardened leather belt of shielding1.0 T3 belt armor [Ego] Arcane/Master While equipped: ----- def ----- Armour +7 Defense +10 (+3 eff.) Stealth +5 Create a temporary shield that absorbs 182 damage Puts all charms on 30 cooldown A belt that goes around your waist. |
hardened leather belt of magery1.0 T3 belt armor [Ego+] Arcane While equipped: Stats +5 Wil +6 Mag dps ---------- Spell.crit +3% A belt that goes around your waist. |
noble's hardened leather belt of unlife1.0 T3 belt armor [Ego++] Arcane/Master While equipped: Stats +4 Cun +3 Wil dps ---------- Against +17% Summoned ----- def ----- Resists +7% blight D.Red.from +15% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Wrap of Stone (0 def, 0 armour)2.0 T2 cloak armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +6 (+5 eff.) Dmg.mod +5% physical ----- def ----- Resists +5% physical ---------- misc Masteries +0.20 Chronomancy/Gravity +0.20 Spell/Stone +0.10 Chronomancy/Matter +0.20 Spell/Earth Stone Wall: Level 1.0 Pwr.cost 60 out of 60/60. Range melee/personal Travel.spd instantaneous Is a spell Description: Entomb yourself in a wall of stone for 3 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 46.22 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
regal cashmere cloak of backstabbing (2 def, 0 armour)2.0 T3 cloak armor [Ego+] Master/Psionic While equipped: Stats +3 Wil dps ---------- Crit.mult +15.00% Acc +8 (+3 eff.) Apr +9 ----- def ----- Defense +2 (+1 eff.) Mind.save +7 (+3 eff.) Stealth +7 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
shadow cashmere cloak of protection (2 def, 0 armour)2.0 T3 cloak armor [Ego+] Arcane/Master While equipped: dps ---------- Dmg.mod +8% darkness Res.pen +7% darkness ----- def ----- Defense +2 (+1 eff.) Resists +13% darkness Spell.save +7 (+2 eff.) Mind.save +8 (+4 eff.) Stealth +7 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere robe (0 def, 0 armour)2.0 T3 cloth armor [Normal] While equipped: ----- def ----- Resists +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
miner's pair of dwarven-steel boots of tirelessness (0 def, 9 armour)3.0 T3 feet armor [Ego] Master While equipped: ----- def ----- Armour +9 Fatigue +3% ---------- misc Stam/turn +0.60 Max.stam +12.00 Infravis +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of hardened leather boots (0 def, 3 armour)2.0 T3 feet armor [Normal] While equipped: ----- def ----- Armour +3 A pair of boots made of leather. |
restorative pair of dwarven-steel boots of tirelessness (0 def, 4 armour)3.0 T3 feet armor [Ego+] Nature/Master While equipped: ----- def ----- Armour +4 Fatigue +3% HP.reg +3.00 Heal.mod +13% ---------- misc Stam/turn +0.50 Max.stam +19.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Balancevenom the drakeskin leather gloves (0 def, 3 armour)1.0 T4 hands armor [Rare] Arcane While equipped: dps ---------- Melee+ 14 temporal Ranged+ 18 temporal Dmg.mod +12% acid +10% temporal Melee Ret 10 nature 10 cold On Hit (Melee): * 20% chance to slow global speed by 48% ----- def ----- Armour +3 Resists +12% temporal Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
radiant voratun gauntlets of magic (+3) (0 def, 3 armour)1.5 T4 hands armor [Ego] Arcane While equipped: Stats +3 Mag dps ---------- Melee+ 5 light Dmg.mod +5% light +3% arcane ----- def ----- Armour +3 Fatigue +5% Resists +9% light Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Betimira the hardened leather cap (0 def, 3 armour)2.0 T3 head armor [Rare] Arcane While equipped: Stats +5 Wil +5 Mag dps ---------- Spell.crit +4% Dmg.mod +13% blight +12% arcane Phasing +30% Melee Ret 10 blight ----- def ----- Armour +3 Fatigue +3% Resists +5% arcane ---------- misc Mana/turn +0.12 Mana/s.crit +2.00 A cap made of leather. |
cashmere wizard hat of decomposition (2 def, 0 armour)2.0 T3 head armor [Ego+] Arcane While equipped: ----- def ----- Defense +2 (+1 eff.) Resists +4% lightning +5% temporal +3% light +5% fire +4% nature +3% acid +4% blight +4% cold +4% darkness A pointy cloth hat, very wizardly... |
cashmere wizard hat of the Brotherhood (2 def, 0 armour)2.0 T3 head armor [Ego+] Arcane While equipped: Stats +6 Con +4 Mag dps ---------- Dmg.mod +7% arcane ----- def ----- Defense +2 (+1 eff.) Arcane Eye: (Instant) Puts all charms on 10 cooldown Level 5.0 Pwr.cost 10 out of 10/10. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
dragonslayer's hardened leather cap of trickery (0 def, 3 armour)2.0 T3 head armor [Ego++] Nature/Master While equipped: Stats +2 Cun +3 Dex dps ---------- Apr +5 ----- def ----- Armour +3 Fatigue +3% Resists +8% acid +8% fire +7% cold +8% lightning A cap made of leather. |
hardened leather cap (0 def, 3 armour)2.0 T3 head armor [Normal] While equipped: ----- def ----- Armour +3 Fatigue +3% A cap made of leather. |
insulating cashmere wizard hat of light (+9%) (2 def, 0 armour)2.0 T3 head armor [Ego] Arcane/Nature While equipped: dps ---------- Dmg.mod +13% light ----- def ----- Defense +2 (+1 eff.) Resists +9% fire +19% light +6% cold A pointy cloth hat, very wizardly... |
fortifying dwarven-steel mail armour of the deep (3 def, 10 armour)14.0 T3 heavy armor [Ego++] Nature/Master While equipped: Stats +4 Str +4 Con ----- def ----- Armour +10 Defense +3 (+1 eff.) Fatigue +12% Resists +8% acid +9% cold Max.HP +42.00 ---------- misc Breathe water A suit of armour made of mail. |
prismatic stralite mail armour of command (13 def, 13 armour)14.0 T4 heavy armor [Ego+] Arcane/Psionic While equipped: Stats +4 Cun ----- def ----- Armour +13 Defense +13 (+4 eff.) Fatigue +12% Resists +13% light +15% darkness Mind.save +13 (+6 eff.) A suit of armour made of mail. |
rejuvenating stralite mail armour of delving (4 def, 8 armour)14.0 T4 heavy armor [Ego+] Nature/Master While equipped: Stats +7 Str ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +12% Resists +13% darkness +5% physical HP.reg +2.00 ---------- misc Stam/turn +1.00 Light +2 Track: Puts all charms on 30 cooldown Level 1.8 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 29 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
multi-hued hardened leather armour (9 def, 6 armour)9.0 T3 light armor [Ego+] Nature While equipped: dps ---------- Mind.pwr +11 (+5 eff.) ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% Resists +8% acid +8% physical +6% fire +10% cold +5% lightning A suit of armour made of leather. |
troll-hide hardened leather armour of the deep (9 def, 8 armour)9.0 T3 light armor [Ego++] Nature While equipped: ----- def ----- Armour +8 Defense +9 (+3 eff.) Fatigue +8% Resists +5% acid +7% cold Max.HP +53.00 HP.reg +4.60 Heal.mod +12% ---------- misc Breathe water A suit of armour made of leather. |
Therapeutic Platemail (4 def, 10 armour)12.0 T2 massive armor [Unique] Master/Steamtech While equipped: Stats +3 Dex +3 Con dps ---------- Steampwr +10 (+3 eff.) ----- def ----- Armour +10 Defense +4 (+1 eff.) Fatigue +22% Resists +10% fire +15% cold Heal.mod +30% Cleanse up to 3 poisons or wounds detrimental effects. Uses 12 power out of 20/20 This thick sealed armor utilizes a ventilation system to heal your wounds using a heated mist. |
Blackfire Aegis (8 def, 18 armour, 100% power, 235 block)7.0 T4 shield armor [Unique] Arcane When used to Attack: Power 169% Range: 1.2x Uses 100% Cun Dmg Stunning fire Acc+ +2.5% proc dam (max 250%) Crit +7.0% Block +235 Dmg.conv 50% darkness On Hit: * releases a burst of dark fire, dealing damage equal to your magic stat While equipped: dps ---------- Spell.pwr +8 (+6 eff.) Melee Ret 24 darkness 24 fire ----- def ----- Armour +18 Defense +8 (+3 eff.) Rng.Def +12 (+3 eff.) Fatigue +25% Resists +20% darkness +35% fire ---------- misc Talents +1 Block This rugged stone shield flickers with bursts of pitch black flame. |
coruscating stralite shield of mind resistance (+15%) (0 def, 8 armour, 100% power, 136.5 block)7.0 T4 shield armor [Ego+] Arcane/Psionic When used to Attack: Power 159% Range: 1.2x Uses 100% Cun Dmg Physical Acc+ +2.5% proc dam (max 250%) Crit +4.5% Block +136 Melee+ +13 fire While equipped: Stats +2 Str dps ---------- Melee Ret 12 fire ----- def ----- Armour +8 Fatigue +8% Resists +15% mind +13% fire ---------- misc Talents +1 Block Handheld deflection devices. |
exposing stralite shield of the stars (0 def, 8 armour, 100% power, 140 block)7.0 T4 shield armor [Ego+] Arcane/Psionic When used to Attack: Power 166% Range: 1.2x Uses 100% Cun Dmg Physical Acc+ +2.5% proc dam (max 250%) Crit +4.5% Block +140 Melee+ +10 light +15 darkness While equipped: Stats +3 Cun +5 Mag dps ---------- Dmg.mod +14% light +13% darkness On Hit (Melee): * 8% chance to reduce all saves and defense by 22 On Melee Ret: * 13% chance to reduce all saves and defense by 22 ----- def ----- Armour +8 Fatigue +8% Resists +13% light +14% darkness ---------- misc Talents +1 Block Handheld deflection devices. |
shocking dwarven-steel shield of cold resistance (+20%) (0 def, 6 armour, 100% power, 79.5 block)7.0 T3 shield armor [Ego] Nature/Master When used to Attack: Power 141% Range: 1.2x Uses 100% Cun Dmg Physical Acc+ +2.5% proc dam (max 250%) Crit +3.5% Block +80 While equipped: dps ---------- Melee+ 5 lightning Melee Ret 2 lightning ----- def ----- Armour +6 Fatigue +8% Resists +20% cold ---------- misc Talents +1 Block Handheld deflection devices. |
stralite shield 'Offalspawner' (0 def, 8 armour, 100% power, 138.5 block)7.0 T4 shield armor [Rare] Nature When used to Attack: Power 154% Range: 1.2x Uses 100% Cun Dmg Physical Acc+ +2.5% proc dam (max 250%) Crit +4.5% Block +138 Melee+ +20 nature On Hit: * 24% chance to reduce armor by 19% While equipped: Stats +8 Cun dps ---------- Melee+ 9 acid Dmg.mod +12% acid Res.pen +10% acid Melee Ret 14 acid ----- def ----- Armour +8 Fatigue +8% Resists +6% acid +6% nature ---------- misc Talents +1 Block Handheld deflection devices. |
Hornet Stingers (20/20, 117% power, 10 apr)3.0 T2 arrow ammo [Unique] Nature Power 117% Range: 1.4x Uses 70% Dex, 50% Str Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +10 Crit +5.0% Capacity 20 On Hit: * afflicts the target with a poison dealing 20 damage per turn and causing actions to fail 20% of the time for 6 turns A vile poison drips from the tips of these arrows. |
deadly quiver of elven-wood arrows of accuracy (20/20, 167% power, 14 apr)3.0 T4 arrow ammo [Ego] Master Power 168% Range: 1.4x Uses 70% Dex, 50% Str Dmg Physical Acc+ +0.3% crit chance (max 25%) Acc +11 Apr +14 Crit +2.5% Capacity 20 Arrows are used with bows to pierce your foes to death. |
6 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. |
5 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. |
10 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. |
6 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 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 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. |
4 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
woodsman's iron pickaxe (dig speed 38 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Forbidden Tome: "The Day It Came"2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
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. |
2 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. |
spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+4 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+4 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Stimulus2.0 T4 injector tool [Unique] Steamtech While equipped: Stats +5 Cun ----- def ----- Defense +12 (+4 eff.) Phys.save +15 (+5 eff.) Spell.save +15 (+5 eff.) Mind.save +15 (+7 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 4 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.' |
alchemist's lamp1.0 T3 lite [Normal] While equipped: ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
bright brass lantern of clarity2.0 T1 lite [Ego] Master/Psionic While equipped: ----- def ----- Mind.save +5 (+2 eff.) ---------- misc Light +6 See.Stealth +6 See.Invis +7 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. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)0.0 mirror [Plot Item] Unknown Change your appearance. Uses 1 power out of 1/1 A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
3 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. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 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. |
powerful frost salve [power 19] powerful frost salve [power 19]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 112% efficiency and 52% cooldown modifier. Remove 2 physical effects and grants a frost aura (19% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
powerful healing salve [power 260] powerful healing salve [power 260]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 112% efficiency and 52% cooldown modifier. Heal 260 Puts Talent Medical Injector on 15 cooldown Medical salve. |
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. |
deadly pouch of steel shots of annihilation (18/20, 141% power, 5 apr)3.0 T2 shot ammo [Ego+] Master Power 142% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +5 Crit +9.5% Capacity 20 Proj.spd +200% Shots are used with slings to pummel your foes to death. |
crude focus lens0.0 T1 steamtech tinker [Normal] Steamtech Attachable to head When attached: ---------- misc Infravis +5 Sight +1 See.Stealth +5 See.Invis +5 Tinkers can be attached to normal items to improve them with steam power! |
4 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. |
Glowquench the elm wand of lightning storm [power 66] (15 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: Stats +1 Cun +2 Wil dps ---------- Dmg.mod +12% light Res.pen +10% light ----- def ----- Resists +9% fire Create a radius 3 storm for 5 turns. Each turn, creatures within take 16 lightning damage and will be dazed for 1 turn (80 total damage) Puts all charms on 15 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. |
ash wand of shielding 'Cobrasorrow' [power 162] (20 cooldown)2.0 T2 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +3% nature Res.pen +5% nature ----- def ----- Resists +20% nature +6% lightning Create a shield absorbing up to 162 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to reduce fatigue by 29% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
4 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. |
7 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. |
2 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. |
6 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. |
Achievements
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Flayfire the Halfling Annihilator level 20
10th Decay 122nd year of Ascendancy at 07:39 see stats
Fear me not! (Nightmare (Adventure) difficulty)
Survived the Fearscape!By Flayfire the Halfling Annihilator level 26
38th Regrowth 123rd year of Ascendancy at 07:41 see stats
Fool of a Took! (Nightmare (Adventure) difficulty)
Killed oneself as a halfling.By Flayfire the Halfling Annihilator level 24
22nd Regrowth 123rd year of Ascendancy at 14:58 see stats
Home sweet home (Nightmare (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Flayfire the Halfling Annihilator level 23
7th Regrowth 123rd year of Ascendancy at 01:38 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Flayfire the Halfling Annihilator level 10
9th Mirth 122nd year of Ascendancy at 07:50 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Flayfire the Halfling Annihilator level 20
9th Decay 122nd year of Ascendancy at 14:34 see stats
Rescuer of the lost (Nightmare (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Flayfire the Halfling Annihilator level 14
28th Dusk 122nd year of Ascendancy at 08:52 see stats
Shasshhiy'Kaish (Nightmare (Adventure) difficulty)
Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By Flayfire the Halfling Annihilator level 19
9th Decay 122nd year of Ascendancy at 14:34 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Flayfire the Halfling Annihilator level 21
1st Allure 123rd year of Ascendancy at 20:24 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Flayfire the Halfling Annihilator level 7
1st Mirth 122nd year of Ascendancy at 04:10 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By Flayfire the Halfling Annihilator level 26
37th Regrowth 123rd year of Ascendancy at 23:30 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Flayfire the Halfling Annihilator level 16
67th Dusk 122nd year of Ascendancy at 21:19 see stats
Log
Radiant horror casts Searing Light.
Flayfire tries to evade attacks.
Radiant horror HEALS from fire damage!
Lava floor hits Radiant horror for 0 fire, 13 healing (0 total damage) [13 healing].
Radiant horror hits Flayfire for 158 light damage.
Radiant horror casts Sunburst.
Radiant horror hits Flayfire for 230 light damage.
Radiant horror HEALS from fire damage!
Radiant horror HEALS from light damage!
Radiant horror HEALS from fire damage!
Radiant horror HEALS from light damage!
Flayfire HEALS from fire damage!
Radiant horror's blazing light area effect hits Radiant horror for 0 fire, 6 healing, 0 light, 6 healing (0 total damage) [12 healing].
Radiant horror's blazing light area effect hits Radiant horror for 0 fire, 6 healing, 0 light, 6 healing (0 total damage) [12 healing].
Radiant horror's light area effect hits Flayfire for 79 light damage.
Radiant horror's blazing light area effect hits Radiant horror for 0 fire, 6 healing, 0 light, 6 healing (0 total damage) [12 healing].
Radiant horror's blazing light area effect hits Flayfire for 7 fire, 2 healing, 11 light (18 total damage) [2 healing].
Radiant horror's blazing light area effect hits Radiant horror for 0 fire, 6 healing, 0 light, 6 healing (0 total damage) [13 healing].
Radiant horror's blazing light area effect hits Flayfire for 7 fire, 2 healing, 11 light (19 total damage) [2 healing].
Radiant horror's light area effect hits Flayfire for 80 light damage.
--------------------------------
Radiant horror stops bleeding.
Bleeding from Saw horror hits Radiant horror for 19 physical damage.
Radiant horror casts Firebeam.
Flayfire HEALS from fire damage!
Radiant horror HEALS from fire damage!
Lava floor hits Radiant horror for 0 fire, 17 healing (0 total damage) [17 healing].
Radiant horror hits Flayfire for 31 fire, 8 healing (31 total damage) [8 healing].
Radiant horror casts Firebeam.
Saving game...














































































































































