












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Tougher Escorts 1.6.0Sets escorts HP to 1000 and life regen to 100. This mod is not intended to be balanced and will make the game easier. Use at your own discretion. Easy Map v2 1.6.0Description Original Easy Map mod by Codefly This addon replaces ToME's map display with one that's more in-line with other games. You can drag the mouse to scroll, use the mouse wheel to zoom in and out, and left-click to set the currently viewed area (instead of accidentally traveling there, which can still be done via right-click menu). It also shows the viewport rectangle on the map, and if your computer is powerful enough, you can even show the actual terrain instead of the confusing color blocks, or make the walls red to easily find paths you have yet to explore. The player and zone exits are also displayed as icons on the map. Additionally, if you travel via the map and stop unexpectedly (i.e., you ran into your golem), a friendly dialog will pop up asking if you'd like to continue to your destination. Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Обновление: Я просто пофиксил чекер версии мода и убрал всплывающее окошко о новой версии игры и изменил цвет легенды на черный Мод заменяет карту игры на нечто более схожее с другими играми. Вы можете перемещать карту мышкой, приближать или отдалять карту колесиком и устанавливать текущий обзор левым кликом мыши (вместо того, что бы случайно переместиться туда, как было ранее). Карат способна отображать реальную местность ландшафта и окрашивать непроходимые места в красный цвет, что бы проще найти дорогу. Установка: Удаление: или в игре: 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:
Godmode Merchant 1.5.10Adds a NPC that will grant you invulnerability/max dmg, 249 spells available, stat/generic/prodigy points, money, raise sub stats, set level, and can imbue ANYTHING (as long as you have the gems and item)! He spawns near the portal to Angolwen. 1.0.5 - 50 Talent trees from Orcs/Cults DLC added (these will be marked with *orcs/cults dlc* next to the talents, these dlcs are NOT required to play this addon) 14 talents added that were missing. For a non-cheaty version check out my other addon that adds spell merchants you can purchase spells from: https://te4.org/games/addons/tome/master-spell-merchants vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv Prophecy Management 1.7.0Adds a new talent Prophecy Management, for easier management of the prophecies associated with Grand Oration, Twofold Curse and Revelation. ZOmnibus Addon Pack 1.7.0Combines 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: Tinker Tinkering 1.5.0A collection of small quality-of life tweaks for tinker-using characters in the Embers of Rage DLC. Notable changes:
Everyone Options 1.4.5Starts characters off with category points instead of categories known. Items Vault 1.7.0Donators/Buyers bonus! Expanded Shop Inventory 1.3.0Significantly increases the number of items available for purchase in all shops, and allows some higher-quality items. Players can set the number of items with the new option appearing in the 'Game Options/Gameplay' tab. More Mastery 1.3.1Increases the mastery value increase to 0.4, and removes the 1 increase limit. Point Credits 1.6.0Allows you to spend an unlimited amount of class, generic, stat, category and prodigy points by digging into negative values, as deep as you want to. This addon presents an unique approach to the "I want more (insert type here) points for my character!" problem. Instead of simply adding +N more points to spend each level, it allows you to use as many points as you wish - you'll simply go into negative values if you don't have any points at the moment, effectively "loaning" them. From whom? For what fee? What's the due date? Who knows! Maybe the Eidolon's feeling like doing some commerce, or maybe the divines are smiling at you! All that matters is that all those points are yours to spend *now*! If you want, you can get those elusive talents up to survive in early game and compensate for them later as you level up, eventually balancing out... or get yourself all these cool talents you really wanted to have and learn than the build of your dream will forever be short of 24 generics, 6 class points, inscription and a prodigy. :> No actual penalties for loaning the points are implemented or intended to be implemented. Design premisesWhile there's already a lot of addons that grant characters more points, they are often found suffering from some significant flaws - like surplus points dangling when all desired talents have already been developed, or still insufficient amount of points despite all the extra ones, or an uneven point gain curve when one's struggling with point deficit in the early game but has a large surplus of unused points in the late game, or the difficulty to gauge the unbalanceness of the current build at a given moment of time... and so on. With point loaning, however, you can have as many or as few extra points as you wish, and always know how strongly you deviate from the intended game balance curve. I love this particular approach, and it is my hope that it will appeal to many other players, as well. :> Compatibility
Pecks
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:
No more ambient 1.0.0Removes all ambient sound effects excluding monster/enemy sound effects. Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Forbidden Cults 1.7.0Official 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 | Female |
Race | Halfling |
Class | Archer |
Level / Exp | 33 / 13% |
Size | medium |
Lifes / Deaths | Killed by Elarin the ritch larva at level 33 on the 8th Dusk 123rd year of Ascendancy at 01:09 / 1 |
Antimagic | Follower |
Primary Stats
Strength | 33 (base 22) |
Dexterity | 93 (base 60) |
Constitution | 79 (base 60) |
Magic | 24 (base 22) |
Willpower | 32 (base 22) |
Cunning | 91 (base 60) |
Resources
Life | -210/1213 |
Psi | 112/122 |
Stamina | 207/313 |
Equilibrium | 12 |
Healing Factor | 1.5468020097744 |
Regeneration | 56.608653430432 |
Speed
Mental | +2.2204460492503E-14% |
Attack | 0% |
Movement | +30% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 11 |
Infravision | 12 |
See Stealth | 108.86671383666 |
See Invisible | 117.86671383666 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 196 |
Accuracy | 81 |
Crit Chance | 51% |
APR | 16 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 21 |
Crit Chance | 37% |
Speed | 1 |
Offense: Mind
Mindpower | 39 |
Crit Chance | 33% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +12% |
Nature | +3% |
Fire | +12% |
Cold | +6% |
All | 0% |
Offense: Damage Penetration
Mind | +10% |
Defense: Base
Armour (hardiness) | 26 (88.568973732692%) |
Defense | 79 |
Ranged Defense | 82 |
Fatigue | 0 |
Physical Save | 37 |
Spell Save | 59 |
Mental Save | 46 |
Defense: Resistances
Acid | + 23%( 70%) |
Blight | + 15%( 70%) |
Arcane | + 19%( 70%) |
Cold | + 26%( 70%) |
All | + 15%( 70%) |
Lightning | + 40%( 70%) |
Light | + 15%( 70%) |
Fire | + 62%( 70%) |
Nature | + 25%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 226 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 34% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: Wild GrowthUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Causes thick vines to spring from the ground and entangle all targets within 5 squares for 10 turns, pinning them in place for 5 turns and dealing 50.13 physical damage and 103.27 nature damage. The vines also grow all around you, increasing your armour by 50 and armour hardiness by 30. |
Class Talents
Technique / Combat techniques | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Archery training | 2.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Archery prowess | 2.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Agility | 2.10 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Technique / Combat veteran | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Trapping | 2.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Reflexes | 2.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Poisons | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Marksmanship | 2.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Wild-gift / Fungus | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
Race / Halfling | 13.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 2.50 |
| 5/5 |
| 3/5 |
| 5/5 |
| 5/5 |
| 3/5 |
| 5/5 |
Wild-gift / Antimagic | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
Technique / Conditioning | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Mobility | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Survival | 2.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | active |
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 grave | active |
You successfully escorted the injured seer to the recall portal on level 1 of Dreadfell. Escort: injured seer (level 1 of Dreadfell)As a reward you improved mental save by +12. | done |
You successfully escorted the injured seer to the recall portal on level 5 of Dreadfell. Escort: injured seer (level 5 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Daikara. Escort: lone alchemist (level 2 of Daikara)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 6 of Dreadfell. Escort: lone alchemist (level 6 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved talent Skate (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved Constitution by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Norgos Lair. Escort: repented thief (level 2 of Norgos Lair)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 7 of Dreadfell. Escort: repented thief (level 7 of Dreadfell)As a reward you improved talent Lacerating Strikes (+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 fire dragon that dwelled there. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girl | 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. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 374. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Thanks to your timely aid, Agrimley the hermit is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of the fox. Marus of Elvala has completed an elixir of the savior without your aid. You have aided Agrimley the hermit in creating an elixir of explosive force. You have aided Agrimley the hermit in creating an elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of stoneskin. Ungrol of Last Hope has completed an elixir of foundations without your aid. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
Equipment
On feet | ![]() insulating pair of hardened leather boots of tirelessness (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 (-) Changes resistances: +7%(-) fire / +5%(-) cold Stamina each turn: +0.50 (-) Maximum stamina: +13.00 (-) A pair of boots made of leather. |
Quiver | ![]() barbed pouch of stralite shots of wind (0/22, 56-67 power, 5 apr) Requires: - Dexterity 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 55.5 - 66.6 Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 (-) Crit. chance: +10.5% (-) Capacity: 22 (-) On weapon hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 172 physical damage On weapon crit: * Wound the target dealing 241 physical damage across 5 turns and reducing healing by 50% Travel speed: +200% (-) Shots are used with slings to pummel your foes to death. Tap to cycle through comparison choices |
Light source | ![]() bright alchemist's lamp of clarity Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Mental save: +5 (+2 eff.) (-) Light radius: +8 (-) See stealth: +6 (-) See invisible: +15 (-) A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() Sleetrigor (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: +30 (+9 eff.) (-) Armour: +4 (-) Fatigue: +4% (-) Damage when hit (Melee): 4(-) cold Changes stats: +5(-) Str Changes resistances: +6%(-) nature Changes damage: +6%(-) cold Stamina each turn: +3.00 (-) It can be used to activate talent Skullcracker, placing all other charms into a 9 cooldown : Effective talent level: 3.0 Power cost: 9 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 296.9 Physical damage. If the attack hits, the target is confused (44% 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 large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | ![]() restful drakeskin leather gloves of strength (+4) (0 def, 3 armour) Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Physical power: +16 (+4 eff.) (-) Armour: +3 (-) Changes stats: +4(-) Str Life regen: +4.00 (-) Stamina each turn: +1.20 (-) Maximum stamina: +35.00 (-) When used to modify unarmed attacks: Base power: 32.0 - 35.2 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +5 (-) Crit. chance: +5.0% (-) Attack speed: 100% (-) When this weapon hits: Nightmare (10% chance level 5). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() evasive elm totem of healing [power 122] (7 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to heal yourself and all friendly characters within 10 spaces for 122 Activation puts all charms on cooldown for 7 turns. When used: * Gain a 11% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() steel ring 'Scorchpeal' Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +7 (+2 eff.) (-) Damage when hit (Melee): 10(-) fire Changes stats: +6(-) Cun / +6(-) Dex Changes resistances: +12%(-) lightning / +6%(-) fire Changes resistances penetration: +10%(-) mind Changes damage: +12%(-) fire Rings make your fingers look great! Tap to cycle through comparison choices |
On fingers | ![]() savage's gold ring of life Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +0 (+0 eff.) (-7 (-2 eff.)) Damage when hit (Melee): 0(-10) fire Changes stats: +0(-6) Dex / +0(-6) Cun / +2 Con Changes resistances: +0%(-12%) lightning / +0%(-6%) fire Changes resistances penetration: +0%(-10%) mind Changes damage: +0%(-12%) fire Spell save: +15 (+4 eff.) Life regen: +10.00 Maximum life: +40.00 Maximum stamina: +14.00 Healing mod.: +13% Rings make your fingers look great! Tap to cycle through comparison choices |
Around neck | ![]() copper amulet 'Ziromikath' Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% (-) Changes stats: +4(-) Dex / +2(-) Mag / +4(-) Wil / +4(-) Cun / +7(-) Con Changes resistances: +5%(-) arcane Life regen: +2.00 (-) Stamina each turn: +0.40 (-) Light radius: +3 (-) Movement speed: +10% (-) Amulets make your neck look great! |
In main hand | ![]() Hare-Skin Sling Requires: - Dexterity 35 - Talent Shoot Infused by nature 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 3 Mastery: Master Marksman Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% (-) Firing range: +10 (-) When wielded/worn: Physical crit. chance: +5.0% (-) Defense: +10 (+3 eff.) (-) Changes stats: +10(-) Lck Talent masteries: +0.20(-) Cunning / Survival Movement speed: +20% (-) Activating this item is instant. It can be used to activate talent Inertial Shot (costing 4 power out of 8/8) : Effective talent level: 3.0 Power cost: 4 out of 8/8. Range: 10 Travel Speed: 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. Tap to cycle through comparison choices |
Around waist | ![]() Boltpride the drakeskin leather belt Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +14 (+4 eff.) (-) Changes stats: +5(-) Str / +4(-) Dex / +5(-) Cun / +4(-) Con / +7(-) Lck Changes resistances: +9%(-) acid / +7%(-) fire / +8%(-) cold / +6%(-) nature / +17%(-) lightning Changes damage: +3%(-) nature / +12%(-) lightning Trap disarming bonus: +20 (-) Stealth bonus: +12 (-) Physical save: +11 (+6 eff.) (-) Infravision radius: +4 (-) Size category: +1 (-) A belt that goes around your waist. |
In off hand | ![]() Fire Dragon Shield (16 def, 9 armour, 58-70 power, 220 block) Requires: - Shield usage training - Dexterity 28 Infused by nature Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 58.0 - 69.6 Uses stat: 100% Str Damage type: Fire Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% (-) Block value: +220 (-) When wielded/worn: Armour: +9 (-) Defense: +16 (+4 eff.) (-) Ranged Defense: +15 (+3 eff.) (-) Fatigue: +20% (-) Damage when hit (Melee): 17(-) fire 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. Changes resistances: +35%(-) fire Damage affinity(heal): +15%(-) fire Talents granted: +1.00(-) Block Special effect 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 | ![]() murderer's cashmere cloak (2 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +3 (+1 eff.) (-) Armour penetration: +4 (-) Defense: +2 (+1 eff.) (-) Changes stats: +3(-) Cun / +1(-) Dex A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() enlightening reinforced leather armour of Toknor (12 def, 7 armour) Requires: - Strength 18 Crafted by a master Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Physical crit. chance: +3.0% (-) Physical power: +7 (+2 eff.) (-) Armour: +7 (-) Defense: +12 (+3 eff.) (-) Fatigue: +8% (-) Changes stats: +5(-) Cun / +6(-) Wil Critical mult.: +13.00% (-) Mental save: +15 (+5 eff.) (-) A suit of armour made of leather. |
Inventory
![]() wild infusion of the duelist (res 36%; magical; dur 2; cd 15) 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: 15(+1) Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random +magical and -physical effect and reduce all damage taken by 36%(+22%) for 2(-2) turns. Also removes cross-tier effects of the affected types for free. 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. Tap to cycle through comparison choices |
![]() wild infusion of the duelist (res 35%; magical; dur 3; cd 10) 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: 10(-4) Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random +magical and -physical effect and reduce all damage taken by 35%(+21%) for 3(-1) turns. Also removes cross-tier effects of the affected types for free. 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. Tap to cycle through comparison choices |
![]() Olirin Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +5 (+1 eff.) Physical crit. chance: +3.0% Fatigue: +0% (+5%) Changes stats: +0(-4) Dex / +0(-2) Mag / +0(-4) Wil / +0(-4) Cun / +4(-3) Con Changes resistances: +0%(-5%) arcane / +2% physical Changes damage: +9% acid Blindness immunity: +16% Life regen: +0.00 (-2.00) Stamina each turn: +0.00 (-0.40) Light radius: +0 (-3) Infravision radius: +5 Sight radius: +2 See invisible: +10 Movement speed: +0% (-10%) Amulets make your neck look great! |
![]() marksman's steel ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +4 (+1 eff.) (-3 (-1 eff.)) Damage when hit (Melee): 0(-10) fire Changes stats: +2(-4) Dex / +0(-6) Cun Changes resistances: +0%(-12%) lightning / +0%(-6%) fire Changes resistances penetration: +0%(-10%) mind Changes damage: +0%(-12%) fire Rings make your fingers look great! Tap to cycle through comparison choices |
![]() This item will automatically be transmogrified when you leave the level. savior's steel ring of tenacity Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +0 (+0 eff.) (-7 (-2 eff.)) Damage when hit (Melee): 0(-10) fire Changes stats: +0(-6) Cun / +0(-6) Dex Changes resistances: +0%(-12%) lightning / +0%(-6%) fire Changes resistances penetration: +0%(-10%) mind Changes damage: +0%(-12%) fire Physical save: +9 (+4 eff.) Spell save: +9 (+2 eff.) Mental save: +8 (+3 eff.) Disarm immunity: +25% Pinning immunity: +27% Knockback immunity: +22% Maximum life: +28.00 Rings make your fingers look great! Tap to cycle through comparison choices |
![]() This item will automatically be transmogrified when you leave the level. Morningquench Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) (+1 (+0 eff.)) Damage when hit (Melee): 0(-10) fire Changes stats: +4(-2) Dex / +7 Wil / +1(-5) Cun Changes resistances: +0%(-12%) lightning / +0%(-6%) fire Changes resistances penetration: +0%(-10%) mind Changes damage: +3% light / +0%(-12%) fire Critical mult.: +5.00% Mental save: +18 (+6 eff.) Mental crit. chance: +4% Light radius: +2 Rings make your fingers look great! Tap to cycle through comparison choices |
![]() Silyrema the gold ring Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +0 (+0 eff.) (-7 (-2 eff.)) Defense: +10 (+2 eff.) Damage when hit (Melee): 0(-10) fire Changes stats: +0(-6) Cun / +0(-6) Dex Changes resistances: +0%(-12%) lightning / +10% blight / +0%(-6%) fire / +11% nature / +12% acid Changes resistances penetration: +0%(-10%) mind Changes damage: +0%(-12%) fire Physical save: +3 (+1 eff.) Poison immunity: +10% Disease immunity: +18% Healing mod.: +10% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings make your fingers look great! Tap to cycle through comparison choices |
![]() This item will automatically be transmogrified when you leave the level. Abyssraider the ash vilestaff (15-18 power, 3 apr, darkness element) Requires: - Magic 16 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0(+15.0 - +18.0) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% (-) Firing range: +0 (-10) When wielded/worn: Physical crit. chance: +0.0% (-5.0%) Defense: +0 (+0 eff.) (-10 (-3 eff.)) Damage when hit (Melee): 4 arcane Changes stats: +0(-10) Lck Changes resistances: +5% arcane / +15% fire Changes damage: +15% darkness Talent mastery: +0.00(-0.20) Cunning / Survival Talent granted: +1 Command Staff Critical mult.: +14.00% Spell save: +9 (+2 eff.) Mental save: +18 (+6 eff.) Disease immunity: +20% Spellpower: +6 (+3 eff.) Spell crit. chance: +10% Movement speed: +0% (-20%) Healing mod.: +20% Staves designed for wielders of magic, by the greats of the art. Tap to cycle through comparison choices |
![]() This item will automatically be transmogrified when you leave the level. ash magestaff 'Kakalthoblek' (15-18 power, 3 apr, fire element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0(+15.0 - +18.0) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% (-) Firing range: +0 (-10) When wielded/worn: Physical crit. chance: +0.0% (-5.0%) Armour: +8 Defense: +0 (+0 eff.) (-10 (-3 eff.)) Changes stats: +3 Cun / +4 Con / +0(-10) Lck Changes resistances: +3% nature Changes damage: +15% fire Talent mastery: +0.00(-0.20) Cunning / Survival Talent granted: +1 Command Staff Physical save: +9 (+4 eff.) Spell save: +9 (+2 eff.) Mental save: +17 (+6 eff.) Stun/Freeze immunity: +20% Spellpower: +6 (+3 eff.) Spell crit. chance: +7% Light radius: +2 Movement speed: +0% (-20%) Staves designed for wielders of magic, by the greats of the art. Tap to cycle through comparison choices |
![]() This item will automatically be transmogrified when you leave the level. lifebinding yew vilestaff of illumination (20-24 power, 4 apr, darkness element) Requires: - Magic 24 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0(+20.0 - +24.0) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% (-) Firing range: +0 (-10) When wielded/worn: Physical crit. chance: +0.0% (-5.0%) Defense: +10 (+3 eff.) (-) Changes stats: +0(-10) Lck / +4 Con Changes damage: +20% darkness Talent mastery: +0.00(-0.20) Cunning / Survival Talent granted: +1 Command Staff Life regen: +0.80 Spellpower: +14 (+7 eff.) Spell crit. chance: +3% Light radius: +3 Movement speed: +0% (-20%) Healing mod.: +13% It can be used to activate talent Illuminate, placing all other charms into a 3 cooldown : Effective talent level: 1.0 Power cost: 3 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 46.87 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. Tap to cycle through comparison choices |
![]() This item will automatically be transmogrified when you leave the level. yew magestaff 'Nublek' (20-24 power, 4 apr, cold element) Requires: - Magic 24 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0(+20.0 - +24.0) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% (-) Firing range: +0 (-10) When wielded/worn: Physical crit. chance: +0.0% (-5.0%) Defense: +0 (+0 eff.) (-10 (-3 eff.)) Changes stats: +0(-10) Lck Changes resistances penetration: +10% acid / +25% blight Changes damage: +6% mind / +20% cold Talent mastery: +0.00(-0.20) Cunning / Survival Talent granted: +1 Command Staff Critical mult.: +31.00% Psi when hit: +0.16 Maximum psi: +20.00 Spellpower: +9 (+5 eff.) Spell crit. chance: +11% Mindpower: +15 (+5 eff.) Movement speed: +0% (-20%) Staves designed for wielders of magic, by the greats of the art. Tap to cycle through comparison choices |
![]() Staff of Absorption Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Plot Item] Type: weapon / staff It must be held with both hands. Base power: 30.0 - 33.0(+30.0 - +33.0) Uses stat: 100% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Attack speed: inf% (inf%) Firing range: +0 (-10) When wielded/worn: Accuracy: +20 (+4 eff.) Physical crit. chance: +0.0% (-5.0%) Defense: +0 (+0 eff.) (-10 (-3 eff.)) Changes stats: +0(-10) Lck Talent mastery: +0.00(-0.20) Cunning / Survival Spellpower: +20 (+10 eff.) Spell crit. chance: +10% Movement speed: +0% (-20%) It can be used to absorb energies Activation costs 425 power out of 1000/1000. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. Tap to cycle through comparison choices |
![]() This item will automatically be transmogrified when you leave the level. Hazewrack (30-46 power, 2 apr) Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 30.5 - 45.8(+30.5 - +45.8) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% (-) Firing range: +0 (-10) Damage (radius 2) on crit: +26 lightning / +41 cold When wielded/worn: Physical crit. chance: +0.0% (-5.0%) Defense: +0 (+0 eff.) (-10 (-3 eff.)) Changes stats: +7 Wil / +7 Cun / +3 Con / +0(-10) Lck Changes resistances: +6% mind Changes resistances penetration: +19% lightning / +21% cold Changes damage: +21% cold Talent mastery: +0.00(-0.20) Cunning / Survival Light radius: +3 Movement speed: +32% (+12%) Massive two-handed battleaxes. Tap to cycle through comparison choices |
![]() This item will automatically be transmogrified when you leave the level. quick stralite battleaxe of evisceration (43-64 power, 3 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 43.0 - 64.5(+43.0 - +64.5) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% (-) Firing range: +0 (-10) On weapon crit: + Wound the target dealing 241 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Accuracy: +9 (+2 eff.) Physical crit. chance: +10.0% (+5.0%) Physical power: +13 (+3 eff.) Defense: +0 (+0 eff.) (-10 (-3 eff.)) Changes stats: +6 Dex / +0(-10) Lck Talent mastery: +0.00(-0.20) Cunning / Survival Movement speed: +0% (-20%) Combat speed: +10% Massive two-handed battleaxes. Tap to cycle through comparison choices |
![]() This item will automatically be transmogrified when you leave the level. balanced steel greatsword (27-43 power, 2 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 27.0 - 43.2(+27.0 - +43.2) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% (-) Firing range: +0 (-10) When wielded/worn: Accuracy: +10 (+2 eff.) Physical crit. chance: +0.0% (-5.0%) Defense: +10 (+3 eff.) (-) Changes stats: +0(-10) Lck Talent mastery: +0.00(-0.20) Cunning / Survival Disarm immunity: +35% Movement speed: +0% (-20%) Massive two-handed swords. Tap to cycle through comparison choices |
![]() This item will automatically be transmogrified when you leave the level. Vorethra (36-57 power, 2 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 35.5 - 56.8(+35.5 - +56.8) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% (-) Firing range: +0 (-10) When wielded/worn: Accuracy: +12 (+2 eff.) Physical crit. chance: +0.0% (-5.0%) Defense: +13 (+3 eff.) (+3 (+0 eff.)) Changes stats: +0(-10) Lck / +1 Mag Changes resistances: +12% temporal / +6% fire Talent mastery: +0.00(-0.20) Cunning / Survival Silence immunity: +20% Disarm immunity: +46% Light radius: +2 Movement speed: +0% (-20%) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Massive two-handed swords. Tap to cycle through comparison choices |
![]() This item will automatically be transmogrified when you leave the level. enhanced dwarven-steel greatsword of corruption (33-53 power, 2 apr) Requires: - Strength 24 Powered by arcane forces Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 33.0 - 52.8(+33.0 - +52.8) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% (-) Firing range: +0 (-10) When this weapon hits: Curse of Impotence (20% chance level 3). When wielded/worn: Physical crit. chance: +0.0% (-5.0%) Defense: +0 (+0 eff.) (-10 (-3 eff.)) Changes stats: +7 Str / +9 Dex / +9 Mag / +7 Wil / +6 Cun / +13 Con / +0(-10) Lck Talent mastery: +0.00(-0.20) Cunning / Survival Movement speed: +0% (-20%) Massive two-handed swords. Tap to cycle through comparison choices |
![]() This item will automatically be transmogrified when you leave the level. Latafayn (68-109 power, 5 apr) Requires: - Strength 40 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 68.0 - 108.8(+68.0 - +108.8) Uses stat: 125% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +5 Crit. chance: +10.0% Attack speed: 100% (-) Firing range: +0 (-10) Lifesteal (this weapon only): +8% Damage conversion: 50% fire burn When wielded/worn: Physical crit. chance: +0.0% (-5.0%) Defense: +0 (+0 eff.) (-10 (-3 eff.)) Changes stats: +5 Str / +3 Cun / +0(-10) Lck Changes resistances: +15% fire Changes damage: +10% darkness / +15% fire Talent mastery: +0.00(-0.20) Cunning / Survival Movement speed: +0% (-20%) It can be used to accelerate burning effects on all creatures in a radius 1 ball within range 5, consuming them to instantly inflict 125% of all remaining burn damage Activation costs 5 power out of 25/25. This massive, flame-coated greatsword was stolen by the adventurer Kestin Highfin, during the Age of Dusk. It originally belonged to a demon named Frond'Ral the Red. It roars with vile flames and its very existence seems to be a blight upon the lands. Tap to cycle through comparison choices |
![]() This item will automatically be transmogrified when you leave the level. blazebringer's stralite greatsword of enduring (49-78 power, 3 apr) Requires: - Strength 35 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 49.0 - 78.4(+49.0 - +78.4) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% (-) Firing range: +0 (-10) Damage (radius 2) on crit: +62 fire When wielded/worn: Physical crit. chance: +0.0% (-5.0%) Defense: +0 (+0 eff.) (-10 (-3 eff.)) Changes stats: +13 Wil / +13 Con / +0(-10) Lck Changes resistances penetration: +19% fire Talent mastery: +0.00(-0.20) Cunning / Survival Maximum life: +48.00 Global speed: +7% Movement speed: +0% (-20%) Massive two-handed swords. Tap to cycle through comparison choices |
![]() This item will automatically be transmogrified when you leave the level. deep-steel trident of shearing (28-45 power, 10 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / trident ; tier 3 It must be held with both hands. Base power: 28.0 - 44.8(+28.0 - +44.8) Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +2.5% Attack speed: 100% (-) Firing range: +0 (-10) When wielded/worn: Accuracy: +17 (+3 eff.) Armour penetration: +10 Physical crit. chance: +0.0% (-5.0%) Defense: +0 (+0 eff.) (-10 (-3 eff.)) Changes stats: +0(-10) Lck Changes resistances penetration: +13% all Talent mastery: +0.00(-0.20) Cunning / Survival Movement speed: +0% (-20%) A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. Tap to cycle through comparison choices |
![]() This item will automatically be transmogrified when you leave the level. elemental deep-steel trident of phasing (28-44 power, 20 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / trident ; tier 3 It must be held with both hands. Base power: 27.5 - 44.0(+27.5 - +44.0) Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +20 Crit. chance: +2.5% Attack speed: 100% (-) Firing range: +0 (-10) On weapon hit: + Create an explosion dealing 31 cold damage (1/turn) Damage Shield penetration (this weapon only): +20% When wielded/worn: Physical crit. chance: +0.0% (-5.0%) Defense: +0 (+0 eff.) (-10 (-3 eff.)) Changes stats: +0(-10) Lck Changes resistances penetration: +23% cold Changes damage: +12% cold Talent mastery: +0.00(-0.20) Cunning / Survival Movement speed: +0% (-20%) A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. Tap to cycle through comparison choices |
![]() This item will automatically be transmogrified when you leave the level. Barukhad the Glimmerfear (14-19 power, 3 apr) Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 13.5 - 18.9(+13.5 - +18.9) Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% (-) Firing range: +0 (-10) Damage (radius 2) on crit: +20 lightning / +15 cold When wielded/worn: Physical crit. chance: +0.0% (-5.0%) Defense: +0 (+0 eff.) (-10 (-3 eff.)) Effects on melee hit: * 20% chance to reduce armor by 22% Changes stats: +0(-10) Lck Changes resistances: +15% light Changes resistances penetration: +13% lightning / +11% cold / +25% light / +5% acid Changes damage: +12% light Talent mastery: +0.00(-0.20) Cunning / Survival Movement speed: +27% (+7%) Blunt and deadly. Tap to cycle through comparison choices |
![]() This item will automatically be transmogrified when you leave the level. Duskfame the thorny mindstar (8-9 power, 24 apr, nature damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 8.0 - 8.8(+8.0 - +8.8) Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% (-) Firing range: +0 (-10) When wielded/worn: Physical crit. chance: +0.0% (-5.0%) Defense: +0 (+0 eff.) (-10 (-3 eff.)) Changes stats: +0(-10) Lck Changes resistances: +12% lightning / +9% temporal / +15% darkness Talent mastery: +0.00(-0.20) Cunning / Survival Talent granted: +1 Attune Mindstar Physical save: +6 (+3 eff.) Spell save: +7 (+2 eff.) Mental save: +7 (+2 eff.) Disease immunity: +20% Silence immunity: +20% Life regen: +4.00 Equilibrium when hit: +1.30 Maximum life: +40.00 Mindpower: +6 (+2 eff.) Mental crit. chance: +3% Movement speed: +0% (-20%) Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. Tap to cycle through comparison choices |
![]() This item will automatically be transmogrified when you leave the level. creative pulsing mindstar of life (14-15 power, 32 apr, nature damage) Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 13.5 - 14.9(+13.5 - +14.9) Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% (-) Firing range: +0 (-10) When wielded/worn: Physical crit. chance: +0.0% (-5.0%) Defense: +0 (+0 eff.) (-10 (-3 eff.)) Changes stats: +5 Cun / +0(-10) Lck Talent mastery: +0.00(-0.20) Cunning / Survival Talent granted: +1 Attune Mindstar Critical mult.: +10.00% Life regen: +1.10 Maximum life: +29.00 Mindpower: +8 (+3 eff.) Mental crit. chance: +4% Movement speed: +0% (-20%) Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. Tap to cycle through comparison choices |
![]() This item will automatically be transmogrified when you leave the level. gifted pulsing mindstar of sand (12-13 power, 32 apr, nature damage) Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 12.0 - 13.2(+12.0 - +13.2) Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% (-) Firing range: +0 (-10) When wielded/worn: Physical crit. chance: +0.0% (-5.0%) Defense: +0 (+0 eff.) (-10 (-3 eff.)) Damage (Melee): 4 physical Changes stats: +0(-10) Lck Changes resistances: +4% physical Changes resistances penetration: +16% physical Changes damage: +8% physical Talent mastery: +0.00(-0.20) Cunning / Survival Talent granted: +1 Attune Mindstar Mindpower: +16 (+5 eff.) Mental crit. chance: +4% Movement speed: +0% (-20%) Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. Tap to cycle through comparison choices |
![]() This item will automatically be transmogrified when you leave the level. hateful pulsing mindstar of flames (12-14 power, 32 apr, mind damage) Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 12.5 - 13.8(+12.5 - +13.8) Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% (-) Firing range: +0 (-10) When wielded/worn: Physical crit. chance: +0.0% (-5.0%) Defense: +0 (+0 eff.) (-10 (-3 eff.)) Damage (Melee): 8 fire Changes stats: +0(-10) Lck Changes resistances: +12% fire Changes resistances penetration: +12% fire / +9% mind / +9% darkness Changes damage: +8% fire / +9% mind / +10% darkness Talent mastery: +0.00(-0.20) Cunning / Survival Talent granted: +1 Attune Mindstar Maximum hate: +5.00 Mindpower: +8 (+3 eff.) Mental crit. chance: +4% Global speed: +5% Movement speed: +0% (-20%) Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. Tap to cycle through comparison choices |
![]() Blazescar the cured leather sling Requires: - Dexterity 16 - Talent Shoot Powered by arcane forces Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 2 Mastery: Master Marksman Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% (-) Firing range: +7 (-3) When this weapon hits: Arcane Vortex (10% chance level 2). Damage (radius 2) on crit: +19 acid / +15 nature When wielded/worn: Armour penetration: +7 Physical crit. chance: +0.0% (-5.0%) Physical power: +5 (+1 eff.) Defense: +0 (+0 eff.) (-10 (-3 eff.)) Changes stats: +4 Str / +4 Dex / +2 Mag / +0(-10) Lck Changes resistances: +3% light Changes resistances penetration: +7% acid / +12% nature Changes damage: +7% arcane Talent mastery: +0.00(-0.20) Cunning / Survival Spellpower: +8 (+4 eff.) Movement speed: +0% (-20%) Slings are used to hurl stones or metal shots at your foes. Tap to cycle through comparison choices |
![]() This item will automatically be transmogrified when you leave the level. Zubeda the cured leather sling Requires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 2 Mastery: Master Marksman Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% (-) Firing range: +7 (-3) Damage (radius 2) on crit: +8 physical When wielded/worn: Accuracy: +9 (+2 eff.) Physical crit. chance: +3.0% (-2.0%) Defense: +0 (+0 eff.) (-10 (-3 eff.)) Damage when hit (Melee): 4 arcane Changes stats: +0(-10) Lck / +1 Mag Changes resistances penetration: +25% arcane Talent mastery: +0.00(-0.20) Cunning / Survival Critical mult.: +10.00% Spell save: +15 (+4 eff.) Maximum vim: +20.00 Movement speed: +0% (-20%) Slings are used to hurl stones or metal shots at your foes. Tap to cycle through comparison choices |
![]() Kindlemarrow the reinforced leather sling Requires: - Dexterity 35 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 4 Mastery: Master Marksman Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% (-) Firing range: +9 (-1) Damage (radius 1) on hit: +16 light When wielded/worn: Physical crit. chance: +0.0% (-5.0%) Defense: +0 (+0 eff.) (-10 (-3 eff.)) Damage when hit (Melee): 2 light Changes stats: +5 Cun / +0(-10) Lck Changes resistances: +9% light Changes resistances penetration: +15% light / +6% physical Changes damage: +3% mind Talent mastery: +0.00(-0.20) Cunning / Survival Light radius: +1 Movement speed: +0% (-20%) Slings are used to hurl stones or metal shots at your foes. Tap to cycle through comparison choices |
![]() This item will automatically be transmogrified when you leave the level. penetrating stralite steamgun of recursion Requires: - Dexterity 35 - Talent Shoot - Talent Steam Pool Powered by arcane forces Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 4 Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +12 Attack speed: 100% (-) Firing range: +9 (-1) When this weapon hits: Shoot (10% chance level 1). Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Physical crit. chance: +0.0% (-5.0%) Defense: +0 (+0 eff.) (-10 (-3 eff.)) Changes stats: +0(-10) Lck Changes resistances penetration: +21% physical Talent mastery: +0.00(-0.20) Cunning / Survival Movement speed: +0% (-20%) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. Tap to cycle through comparison choices |
![]() This item will automatically be transmogrified when you leave the level. Quiver of the Sun (24/25, 34-48 power, 15 apr) Requires: - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 4 Base power: 34.0 - 47.6(-21.5 - -19.0) Uses stats: 60% Dex, 20% Mag, 50% Str Damage type: Bright light Mastery: Master Marksman Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +15 (+10) Crit. chance: +2.0% (-8.5%) Capacity: 25 (3) On weapon hit: * 25% chance to blind - 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 172 physical damage On weapon crit: - Wound the target dealing 241 physical damage across 5 turns and reducing healing by 50% Travel speed: +300% (+100%) Shots beam through all targets. This strange orange quiver is made of brass and etched with many bright red runes that glow and glitter in the light. The arrows themselves appear to be solid shafts of blazing hot light, like rays of sunshine, hammered and forged into a solid state. Tap to cycle through comparison choices |
![]() Glacierrip the pouch of dwarven-steel shots (20/20, 34-40 power, 3 apr) Requires: - Dexterity 24 Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 33.5 - 40.2(-22.0 - -26.4) Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 (-2) Crit. chance: +5.0% (-5.5%) Capacity: 20 (-2) On weapon hit: * 20% chance to reduce armor by 22% - 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 172 physical damage + 20% chance to knock the target back 3 spaces and deal 158 physical damage On weapon crit: - Wound the target dealing 241 physical damage across 5 turns and reducing healing by 50% Travel speed: +0% (-200%) Damage (Ranged): +12 acid / +11 physical / +20 cold / +8 mind Damage (radius 1) on hit: +4 cold Shots are used with slings to pummel your foes to death. Tap to cycle through comparison choices |
![]() deadly pouch of stralite shots of accuracy (21/21, 51-61 power, 5 apr) Requires: - Dexterity 35 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 51.0 - 61.2(-4.5 - -5.4) Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +11 Armour Penetration: +5 (-) Crit. chance: +5.5% (-5.0%) Capacity: 21 (-1) On weapon hit: - 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 172 physical damage On weapon crit: - Wound the target dealing 241 physical damage across 5 turns and reducing healing by 50% Travel speed: +0% (-200%) Shots are used with slings to pummel your foes to death. Tap to cycle through comparison choices |
![]() This item will automatically be transmogrified when you leave the level. pouch of stralite shots of crippling (17/20, 44-52 power, 5 apr) Requires: - Dexterity 35 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 43.5 - 52.2(-12.0 - -14.4) Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 (-) Crit. chance: +14.5% (+4.0%) Capacity: 20 (-2) On weapon hit: - 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 172 physical damage On weapon crit: + Cripple the target reducing mind, spell, and combat action speeds by 30% - Wound the target dealing 241 physical damage across 5 turns and reducing healing by 50% Travel speed: +0% (-200%) Shots are used with slings to pummel your foes to death. Tap to cycle through comparison choices |
![]() Worm Nest (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Physical crit. chance: +0.0% (-3.0%) Physical power: +0 (+0 eff.) (-7 (-2 eff.)) Armour: +0 (-7) Defense: +0 (+0 eff.) (-12 (-3 eff.)) Fatigue: +0% (-8%) Changes stats: +15 Mag / +0(-6) Wil / +0(-5) Cun Changes resistances: +13% all Reduce damage by fixed amount: +22 all Changes damage: +22% blight Critical mult.: +0.00% (-13.00%) Mental save: +0 (+0 eff.) (-15 (-5 eff.)) Spellpower: +15 (+8 eff.) Spell crit. chance: +8% Movement speed: +32% It can be used to activate talent Carrion Feet (costing 7 power out of 20/20) : Effective talent level: 3.0 Power cost: 7 out of 20/20. Range: 7 Travel Speed: instantaneous Is: a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 26%. You can also activate this talent to instantly destroy more worms, letting you jump in range 7 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
![]() Ereliyadir the reinforced leather armour (12 def, 7 armour) Requires: - Strength 18 Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Physical crit. chance: +0.0% (-3.0%) Physical power: +0 (+0 eff.) (-7 (-2 eff.)) Armour: +7 (-) Defense: +12 (+3 eff.) (-) Fatigue: +8% (-) Changes stats: +0(-5) Cun / +0(-6) Wil Changes resistances: +5% mind / +6% blight Critical mult.: +0.00% (-13.00%) Reduces incoming crit damage: 5.00% Mental save: +21 (+7 eff.) (+6 (+2 eff.)) Knockback immunity: +10% Life regen: +2.00 Only die when reaching: -80.00 life A suit of armour made of leather. |
![]() This item will automatically be transmogrified when you leave the level. troll-hide reinforced leather armour (12 def, 7 armour) Requires: - Strength 18 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Physical crit. chance: +0.0% (-3.0%) Physical power: +0 (+0 eff.) (-7 (-2 eff.)) Armour: +7 (-) Defense: +12 (+3 eff.) (-) Fatigue: +8% (-) Changes stats: +0(-5) Cun / +0(-6) Wil Critical mult.: +0.00% (-13.00%) Mental save: +0 (+0 eff.) (-15 (-5 eff.)) Life regen: +7.00 Maximum life: +58.00 Healing mod.: +14% A suit of armour made of leather. |
![]() This item will automatically be transmogrified when you leave the level. impenetrable dwarven-steel mail armour of clarity (3 def, 15 armour) Requires: - Heavy armour training - Strength 28 Crafted by a master Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Physical crit. chance: +0.0% (-3.0%) Physical power: +0 (+0 eff.) (-7 (-2 eff.)) Armour: +15 (+8) Defense: +3 (+0 eff.) (-9 (-3 eff.)) Fatigue: +12% (+4%) Changes stats: +0(-5) Cun / +0(-6) Wil Changes resistances: +6% mind Critical mult.: +0.00% (-13.00%) Mental save: +13 (+4 eff.) (-2 (-1 eff.)) A suit of armour made of mail. |
![]() This item will automatically be transmogrified when you leave the level. radiant dwarven-steel mail armour of clarity (3 def, 8 armour) Requires: - Heavy armour training - Strength 28 Infused by nature Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Physical crit. chance: +0.0% (-3.0%) Physical power: +0 (+0 eff.) (-7 (-2 eff.)) Armour: +8 (+1) Defense: +3 (+0 eff.) (-9 (-3 eff.)) Fatigue: +12% (+4%) Changes stats: +0(-5) Cun / +2(-4) Wil Changes resistances: +13% blight / +18% darkness / +6% mind Critical mult.: +0.00% (-13.00%) Mental save: +13 (+4 eff.) (-2 (-1 eff.)) Light radius: +2 A suit of armour made of mail. |
![]() This item will automatically be transmogrified when you leave the level. enlightening stralite mail armour of delving (4 def, 8 armour) Requires: - Heavy armour training - Strength 38 Crafted by a master Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Physical crit. chance: +0.0% (-3.0%) Physical power: +0 (+0 eff.) (-7 (-2 eff.)) Armour: +8 (+1) Defense: +4 (+1 eff.) (-8 (-2 eff.)) Fatigue: +12% (+4%) Changes stats: +8 Str / +3(-2) Cun / +5(-1) Wil Changes resistances: +16% darkness / +10% physical Critical mult.: +0.00% (-13.00%) Mental save: +12 (+4 eff.) (-3 (-1 eff.)) Light radius: +1 It can be used to activate talent Track, placing all other charms into a 13 cooldown : Effective talent level: 4.8 Power cost: 13 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 31 for 7 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
![]() rough leather belt 'Blastbright' Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +0 (+0 eff.) (-14 (-4 eff.)) Armour: +12 Changes stats: +0(-5) Str / +4(-) Dex / +4(-1) Cun / +0(-4) Con / +6(-1) Lck Changes resistances: +6%(-11%) lightning / +0%(-7%) fire / +0%(-8%) cold / +0%(-6%) nature / +0%(-9%) acid Changes damage: +0%(-3%) nature / +0%(-12%) lightning Trap disarming bonus: +6 (-14) Stealth bonus: +6 (-6) Physical save: +0 (+0 eff.) (-11 (-6 eff.)) Life regen: +2.00 Only die when reaching: -60.00 life Infravision radius: +4 (-) Size category: +0 (-1) A belt that goes around your waist. |
![]() rough leather belt 'Ivuselle' Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +0 (+0 eff.) (-14 (-4 eff.)) Effects on melee hit: * 10% chance to reduce all saves and defense by 25 Changes stats: +0(-5) Str / +0(-4) Dex / +0(-5) Cun / +0(-4) Con / +0(-7) Lck Changes resistances: +6%(-11%) lightning / +6% temporal / +0%(-7%) fire / +1% physical / +0%(-8%) cold / +0%(-6%) nature / +0%(-9%) acid Changes damage: +0%(-3%) nature / +0%(-12%) lightning Trap disarming bonus: +0 (-20) Stealth bonus: +0 (-12) Physical save: +0 (+0 eff.) (-11 (-6 eff.)) Maximum life: +20.00 Infravision radius: +0 (-4) Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Size category: +0 (-1) A belt that goes around your waist. |
![]() This item will automatically be transmogrified when you leave the level. grounding hardened leather belt of magery Powered by arcane forces Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +0 (+0 eff.) (-14 (-4 eff.)) Changes stats: +0(-5) Str / +0(-4) Dex / +4 Mag / +5 Wil / +0(-5) Cun / +0(-4) Con / +0(-7) Lck Changes resistances: +8%(-9%) lightning / +7% temporal / +0%(-7%) fire / +0%(-8%) cold / +0%(-6%) nature / +0%(-9%) acid Changes damage: +0%(-3%) nature / +0%(-12%) lightning Trap disarming bonus: +0 (-20) Stealth bonus: +0 (-12) Physical save: +0 (+0 eff.) (-11 (-6 eff.)) Spell crit. chance: +4% Infravision radius: +0 (-4) Size category: +0 (-1) A belt that goes around your waist. |
![]() This item will automatically be transmogrified when you leave the level. spiritwalker's hardened leather belt of transcendence Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +0 (+0 eff.) (-14 (-4 eff.)) Changes stats: +0(-5) Str / +0(-4) Dex / +5 Mag / +0(-5) Cun / +0(-4) Con / +0(-7) Lck Changes resistances: +0%(-9%) acid / +0%(-7%) fire / +0%(-8%) cold / +0%(-6%) nature / +0%(-17%) lightning Changes damage: +0%(-3%) nature / +0%(-12%) lightning Trap disarming bonus: +0 (-20) Stealth bonus: +0 (-12) Physical save: +7 (+4 eff.) (-4 (-2 eff.)) Mana each turn: +0.27 Maximum mana: +25.00 Mindpower: +4 (+1 eff.) Infravision radius: +0 (-4) Size category: +0 (-1) A belt that goes around your waist. |
![]() Cloudbliss (10 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +0 (+0 eff.) (-3 (-1 eff.)) Armour penetration: +0 (-4) Defense: +10 (+2 eff.) (+8 (+1 eff.)) Effects on melee hit: * 10% chance to slow global speed by 52% Changes stats: +0(-3) Cun / +0(-1) Dex Changes resistances: +12% lightning / +5% arcane / +3% light / +6% blight Physical save: +5 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() This item will automatically be transmogrified when you leave the level. Zeregrim (32 def, 6 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +0 (+0 eff.) (-3 (-1 eff.)) Armour penetration: +0 (-4) Armour: +6 Defense: +32 (+7 eff.) (+30 (+6 eff.)) Changes stats: +0(-1) Dex / +6 Mag / +7 Wil / +0(-3) Cun / +3 Con Changes resistances: +6% blight Stun/Freeze immunity: +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() This item will automatically be transmogrified when you leave the level. pair of hardened leather boots of force (0 def, 3 armour) Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical power: +4 (+1 eff.) Armour: +3 (-) Changes resistances: +0%(-7%) fire / +0%(-5%) cold Stamina each turn: +0.00 (-0.50) Maximum stamina: +0.00 (-13.00) Spellpower: +2 (+1 eff.) Mindpower: +4 (+1 eff.) A pair of boots made of leather. |
![]() This item will automatically be transmogrified when you leave the level. Chamimnir the Cleansetouch (0 def, 4 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Physical power: +5 (+1 eff.) Armour: +4 (+1) Fatigue: +3% Effects on melee hit: * 20% chance to slow global speed by 52% Damage when hit (Melee): 4 nature Changes resistances: +0%(-5%) cold / +15% light / +0%(-7%) fire Changes resistances penetration: +11% physical Mental save: +3 (+1 eff.) Stamina each turn: +0.00 (-0.50) Psi when hit: +0.04 Hate when firing a critical mind attack: +2.00 Maximum stamina: +0.00 (-13.00) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() This item will automatically be transmogrified when you leave the level. scholar's pair of dwarven-steel boots of evasion (8 def, 4 armour) Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 (+1) Defense: +8 (+1 eff.) Fatigue: +3% Changes resistances: +0%(-7%) fire / +0%(-5%) cold Stamina each turn: +0.00 (-0.50) Maximum stamina: +0.00 (-13.00) Spellpower: +3 (+2 eff.) Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 13 cooldown : Effective talent level: 8.8 Power cost: 13 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 40% chance to evade melee and ranged attacks and 80 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() hardened leather gloves 'Wildedge' (0 def, 2 armour) Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +0 (+0 eff.) (-16 (-4 eff.)) Armour: +2 (-1) Changes stats: +0(-4) Str Changes resistances: +12% acid / +6% nature Changes resistances penetration: +20% nature / +25% acid Changes damage: +12% acid Life regen: +2.80 (-1.20) Stamina each turn: +0.70 (-0.50) Psi each turn: +0.20 Maximum stamina: +0.00 (-35.00) When used to modify unarmed attacks: Base power: 17.0 - 18.7(-15.0 - -16.5) Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +3 (-2) Crit. chance: +3.0% (-2.0%) Attack speed: 100% (-) When this weapon hits: Nightmare (10% chance level 5). When this weapon hits: Second Wind (10% chance level 1). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() This item will automatically be transmogrified when you leave the level. starseer's cashmere wizard hat of the Brotherhood (2 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +0 (+0 eff.) (-30 (-9 eff.)) Armour: +0 (-4) Defense: +2 (+0 eff.) Fatigue: +0% (-4%) Damage when hit (Melee): 0(-4) cold Changes stats: +0(-5) Str / +1 Mag / +4 Con Changes resistances: +0%(-6%) nature Changes damage: +9% temporal / +4% light / +6% physical / +0%(-6%) cold / +11% arcane / +3% darkness Stamina each turn: +0.00 (-3.00) Activating this item is instant. It can be used to activate talent Arcane Eye, placing all other charms into a 5 cooldown : Effective talent level: 5.0 Power cost: 5 out of 10/10. Range: melee/personal Travel Speed: 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... |
![]() Ce'Nobeth the hardened leather cap (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +0 (+0 eff.) (-30 (-9 eff.)) Armour: +3 (-1) Fatigue: +3% (-1%) Damage when hit (Melee): 0(-4) cold Changes stats: +0(-5) Str / +4 Dex Changes resistances: +9% acid / +0%(-6%) nature / +9% fire / +5% arcane / +12% lightning Changes damage: +0%(-6%) cold Spell save: +12 (+3 eff.) Stamina each turn: +0.00 (-3.00) A cap made of leather. |
![]() This item will automatically be transmogrified when you leave the level. defender's hardened leather cap of constitution (+7) (5 def, 9 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +0 (+0 eff.) (-30 (-9 eff.)) Armour: +9 (+5) Defense: +5 (+1 eff.) Fatigue: +3% (-1%) Damage when hit (Melee): 0(-4) cold Changes stats: +0(-5) Str / +7 Con Changes resistances: +0%(-6%) nature / +4% all Changes damage: +0%(-6%) cold Physical save: +8 (+3 eff.) Stamina each turn: +0.00 (-3.00) A cap made of leather. |
![]() This item will automatically be transmogrified when you leave the level. grounding hardened leather cap of absorption (0 def, 3 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +0 (+0 eff.) (-30 (-9 eff.)) Armour: +3 (-1) Fatigue: +3% (-1%) Damage when hit (Melee): 0(-4) cold Changes stats: +0(-5) Str Changes resistances: +7% lightning / +6% temporal / +0%(-6%) nature Changes damage: +0%(-6%) cold Stamina each turn: +0.00 (-3.00) Stamina when hit: +0.80 Equilibrium when hit: +1.70 A cap made of leather. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+1 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+1 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() Powered 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. |
![]() This item will automatically be transmogrified when you leave the level. Elema the alchemist's lamp Powered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 19 fire Changes resistances: +12% cold / +8% fire Changes resistances penetration: +10% blight Mental save: +0 (+0 eff.) (-5 (-2 eff.)) Mana when firing critical spell: +2.00 Vim when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +8 Only die when reaching: -40.00 life Maximum life: +100.00 Light radius: +4 (-4) See stealth: +0 (-6) See invisible: +0 (-15) A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() This item will automatically be transmogrified when you leave the level. alchemist's lamp 'Nightking' Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Defense: +10 (+2 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 21% * 20% chance to reduce armor by 22% Changes resistances: +15% light / +6% cold Changes damage: +3% darkness / +3% acid Mental save: +0 (+0 eff.) (-5 (-2 eff.)) Pinning immunity: +20% Light radius: +8 (-) See stealth: +0 (-6) See invisible: +0 (-15) A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 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. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered 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. |
![]() 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 86 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. |
![]() soothing iron torque of mindblast [power 110] (7 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to blast the opponent's mind dealing 110 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 7 turns. When used: * Heal for 32. Torques are made by powerful psionics to store psionic powers. |
![]() Earosadan the dwarven-steel torque of psionic shield [power 81] (11 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Changes resistances: +5% arcane / +9% lightning Changes resistances penetration: +25% mind Changes damage: +15% mind Poison immunity: +20% Hate when firing a critical mind attack: +5.00 It can be used to setup a psionic shield, reducing all damage taken by 81 for 5 turns Activation puts all charms on cooldown for 11 turns. When used: * Heal for 57. Torques are made by powerful psionics to store psionic powers. |
![]() This item will automatically be transmogrified when you leave the level. dwarven-steel torque of gale force 'Obsidianguile' [power 275] (7 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Damage when hit (Melee): 10 darkness Changes resistances: +9% mind Changes resistances penetration: +15% darkness / +15% mind Changes damage: +6% blight / +15% mind / +12% darkness It can be used to project a gust of wind in a cone knocking enemies back 10 spaces and dealing 275 physical damage Activation puts all charms on cooldown for 7 turns. When used: * Increase all damage by 16% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() powerful stralite torque of mindblast [power 330] (7 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 It can be used to blast the opponent's mind dealing 330 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 7 turns. When used: * Increase all damage by 13% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() Belorab the yew totem of healing [power 242] (7 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Armour penetration: +10 Changes stats: +4 Str / +3 Con Confusion immunity: +20% Life regen: +4.00 It can be used to heal yourself and all friendly characters within 10 spaces for 242 Activation puts all charms on cooldown for 7 turns. When used: * Gain a 25% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() Beloritira the elven-wood totem of thorny skin [power 59] (9 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Physical crit. chance: +2.0% Physical power: +10 (+3 eff.) Changes stats: +2 Dex Changes damage: +21% arcane Maximum psi: +20.00 Mindpower: +25 (+8 eff.) It can be used to harden the skin for 7 turns increasing armour by 59 and armour hardiness by 60% Activation puts all charms on cooldown for 9 turns. When used: * Increase all damage by 24% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() Plagueorder [power 374] (7 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +2 Cun Changes resistances: +3% nature / +3% light Blindness immunity: +20% Light radius: +3 It can be used to heal yourself and all friendly characters within 10 spaces for 374 Activation puts all charms on cooldown for 7 turns. When used: * Increase all damage by 15% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() Infused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to 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? |
Achievements
By Asiana the Halfling Archer level 31
71st Regrowth 123rd year of Ascendancy at 14:29 see stats
By Asiana the Halfling Archer level 20
79th Haze 122nd year of Ascendancy at 16:15 see stats
By Asiana the Halfling Archer level 27
65th Regrowth 123rd year of Ascendancy at 08:14 see stats
By Asiana the Halfling Archer level 11
60th Dusk 122nd year of Ascendancy at 09:31 see stats
By Asiana the Halfling Archer level 18
48th Haze 122nd year of Ascendancy at 07:15 see stats
By Asiana the Halfling Archer level 20
66th Haze 122nd year of Ascendancy at 08:48 see stats
By Asiana the Halfling Archer level 21
6th Allure 123rd year of Ascendancy at 11:15 see stats
By Asiana the Halfling Archer level 29
68th Regrowth 123rd year of Ascendancy at 14:28 see stats
By Asiana the Halfling Archer level 18
21st Haze 122nd year of Ascendancy at 15:46 see stats
By Asiana the Halfling Archer level 32
73rd Regrowth 123rd year of Ascendancy at 13:40 see stats
By Asiana the Halfling Archer level 10
58th Dusk 122nd year of Ascendancy at 21:31 see stats
By Asiana the Halfling Archer level 20
65th Haze 122nd year of Ascendancy at 23:29 see stats
By Asiana the Halfling Archer level 30
69th Regrowth 123rd year of Ascendancy at 22:30 see stats
By Asiana the Halfling Archer level 26
44th Regrowth 123rd year of Ascendancy at 12:55 see stats
By Asiana the Halfling Archer level 27
64th Regrowth 123rd year of Ascendancy at 04:47 see stats
By Asiana the Halfling Archer level 16
18th Haze 122nd year of Ascendancy at 18:42 see stats
By Asiana the Halfling Archer level 7
78th Pyre 122nd year of Ascendancy at 09:41 see stats
By Asiana the Halfling Archer level 25
33rd Regrowth 123rd year of Ascendancy at 18:43 see stats
By Asiana the Halfling Archer level 15
17th Haze 122nd year of Ascendancy at 19:12 see stats
By Asiana the Halfling Archer level 30
70th Regrowth 123rd year of Ascendancy at 17:14 see stats
Log
Elarin the ritch larva performs a melee critical strike against Asiana!
Asiana reacts to an attack from Elarin the ritch larva, mitigating the blow!.
Asiana is dazed!
Asiana has a cursed wound!
Melee retaliation hits Elarin the ritch larva for 1 cold, 5 fire (5 total damage).
Elarin the ritch larva hits Asiana for (68 flat reduction), (110 deflected), (233 reacted , -6 stam), 287 physical, (6 flat reduction), 0 nature, (38 flat reduction), 0 physical (287 total damage).
Asiana shakes free of the telekinetic binding
Asiana shakes off the crushing forces.
Elarin the ritch larva slows down.
You do not have enough ammo left!
Elarin the ritch larva's Beyond the Flesh performs a melee critical strike against Asiana!
Asiana is not dazed anymore.
Asiana is dazed!
Elarin the ritch larva performs a diseased attack against Asiana.
Asiana evades Elarin the ritch larva.
Deadly Poison from Asiana hits Elarin the ritch larva for (2 to psi shield), 3 nature (3 total damage).
Bleeding from Asiana hits Elarin the ritch larva for (6 to psi shield), 9 physical (9 total damage).
Melee retaliation hits Elarin the ritch larva for 1 cold, 4 fire (4 total damage).
Elarin the ritch larva's Beyond the Flesh hits Asiana for (68 flat reduction), (110 deflected), 188 physical, (38 flat reduction), 0 physical (188 total damage).
Rotting Disease from Elarin the ritch larva hits Asiana for (42 flat reduction), 0 blight (0 total damage).
Asiana uses Infusion: Regeneration.
Asiana starts regenerating health quickly.
Elarin the ritch larva uses Execution.
Elarin the ritch larva performs a melee critical strike against Asiana!
Asiana reacts to an attack from Elarin the ritch larva, mitigating the blow!.
Asiana is not dazed anymore.
Melee retaliation hits Elarin the ritch larva for 1 cold, 4 fire (4 total damage).
Elarin the ritch larva hits Asiana for (68 flat reduction), (480 reacted , -6 stam), 730 physical (730 total damage).
Asiana the level 33 halfling archer was battered to death by Elarin the ritch larva on level 1 of Ruined Dungeon.