


















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Items Vault 1.7.0Donators/Buyers bonus! Allow Respec Anywhere 1.2.3Possessor Bonus Class 1.7.4Donators/Buyers bonus! Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Plenum Tooltip: Enhanced tooltips v 2.7 for ToME 1.5.0 1.5.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Gunslinger |
| Level / Exp | 31 / 84% |
| Size | medium |
| Lifes / Deaths | Killed by Vorunor the Guardian at level 31 on the 65th Regrowth 123rd year of Ascendancy at 21:50 / 1 |
Primary Stats
| Strength | 31 (base 10) |
| Dexterity | 85 (base 60) |
| Constitution | 36 (base 12) |
| Magic | 43 (base 13) |
| Willpower | 36 (base 10) |
| Cunning | 97 (base 60) |
Resources
| Life | -175/669 |
| Mana | 342/462 |
| Steam | 57/100 |
| Healing Factor | 1.1979202340232 |
| Regeneration | 12.278682398738 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 12 |
| Lite | 9 |
| Infravision | 13 |
| See Stealth | 33 |
| See Invisible | 38 |
Offense: Mainhand
| Damage | 82 |
| Accuracy | 64 |
| Crit Chance | 45% |
| APR | 10 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 82 |
| Accuracy | 64 |
| Crit Chance | 45% |
| APR | 10 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 36 |
| Crit Chance | 27% |
| Speed | 1 |
Offense: Mind
| Mindpower | 47 |
| Crit Chance | 28% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +6% |
| Fire | +18% |
| Arcane | +6% |
| Mind | +3% |
| All | 0% |
Offense: Damage Penetration
| Acid | +20% |
| Fire | +15% |
| Arcane | +15% |
Defense: Base
| Armour (hardiness) | 22 (38.594633868923%) |
| Defense | 59 |
| Ranged Defense | 59 |
| Fatigue | 0 |
| Physical Save | 38 |
| Spell Save | 29 |
| Mental Save | 46 |
Defense: Resistances
| Acid | + 18%( 70%) |
| Blight | + 21%( 70%) |
| Arcane | + 14%( 70%) |
| Cold | + 15%( 70%) |
| All | + 10%( 70%) |
| Darkness | + 35%( 70%) |
| Physical | + 11%( 70%) |
| Fire | + 13%( 70%) |
| Nature | + 17%( 70%) |
Defense: Immunities
| Disarm Resistance | 70% |
| Bleed Resistance | 70% |
| Confusion Resistance | 30% |
| Teleport Resistance | 100% |
| Poison Resistance | 70% |
| Instadeath Resistance | 100% |
Inscriptions (5/5)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 9.4 steam per turn. Can be activated for an instant burst of 47 steam. Its effects scale with your Constitution stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 148% efficiency and cooldown mod of 62%. Its effects scale with your Cunning stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 143% efficiency and cooldown mod of 62%. Its effects scale with your Magic stat. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 9.1 steam per turn. Can be activated for an instant burst of 45 steam. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 655% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
Class Talents
| Steamtech / Automation | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Steamtech / Avoidance | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Steamtech / Elusiveness | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Steamtech / Bullets mastery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Gunslinging | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Steamtech / Gunner training | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Steamtech / Physics | 1.20 |
| 4/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 3/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Steamtech / Engineering | 1.20 |
| 1/5 |
| 3/5 |
| 1/5 |
| 5/5 |
| Technique / Combat training | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Daikara. Escort: lost sun paladin (level 1 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Norgos Lair. Escort: lost sun paladin (level 2 of Norgos Lair)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved talent Misdirection (+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 Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed vial of greater demon bile. * You've found the needed green worm. * You've found the needed bear paw. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed honey tree root. * You've found the needed vial of fire wyrm saliva. * You've found the needed red crystal shard. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * You've found the needed skeleton mage skull. * You've found the needed chunk of ghoul flesh. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * You've found the needed giant spider spinneret. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of rough leather boots 'Gunadil' (0 def, 4 armour) 2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +4 Con offense ------ Physical Power +5 (+1 eff.) defense ------ Armor +4 Resistance +1% physical Physical save +4 (+2 eff.) Unlife -80.00 life other ------- Stamina/turn +0.30 Max stamina +22.00 Talents +3 Rocket Boots A pair of boots made of leather. |
| Quiver | Cinderbrace the pouch of dwarven-steel shots (19/19, 40-47 power, 3 apr) 3.0 Encumbrance T3 shot ammo [Rare] Master Weapon Damage 39.5 - 47.4 Physical Uses 50% Cun, 50% Mag, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +12.0% Capacity 19 On-ranged-hit +20 mind On-Hit, radius 1 +8 mind On-crit, radius 2 +20 arcane +20 fire On Critical: * Wound the target dealing 238 physical damage across 5 turns and reducing healing by 50% While equipped: other ------- Talents +3 Saw Shell Shots are used with slings to pummel your foes to death. |
| Light source | Shockguile the alchemist's lamp1.0 Encumbrance T3 lite [Rare] Psionic While equipped: Stats +4 Mag +2 Wil +6 Cun offense ------ Ignore resists +15% arcane When Hit 10 lightning defense ------ Mind save +7 (+2 eff.) other ------- Light +7 See Stealth +13 See Invisibility +12 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Pitchshear the dwarven-steel helm (0 def, 5 armour) 3.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +7 Dex +6 Mag +2 Wil +4 Con offense ------ When Hit 8 cold defense ------ Armor +5 Fatigue +4% Resistance +21% darkness other ------- Infravision +13 Sight +2 See Stealth +20 See Invisibility +20 Blind-Fight: No penalty when attacking invisible/stealthed A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | umbral hardened leather gloves of spellstriking (0 def, 2 armour) =mag 5=1.0 Encumbrance T2 hands armor [Ego+] Arcane While equipped: Stats +5 Mag +5 Wil offense ------ Spellpower +10 (+5 eff.) On-Hit 7 arcane 6 darkness Damage +6% arcane +6% darkness defense ------ Armor +2 Resistance +4% arcane +7% darkness Disarm Resist +70% other ------- Talents +2 Iron Grip Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Scorpionscar (dig speed 33 turns)3.0 Encumbrance T3 digger tool [Rare] Master While equipped: Stats +6 Str +6 Dex +2 Mag +3 Con defense ------ Resistance +3% nature Crit Resistance 15.00% Mind save +7 (+2 eff.) Confus Resist +20% other ------- Light +1 See Invisibility +6 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Malibers the steel ring0.1 Encumbrance T2 ring jewelry [Rare] Psionic While equipped: Stats +4 Str +6 Wil +6 Cun offense ------ Critical power +15.00% Mindpower +8 (+3 eff.) On-Hit (Melee): * 20 arcane resource burn defense ------ Armor +4 Resistance +12% blight +6% acid Spell save +3 (+1 eff.) Unlife -40.00 life Rings make your fingers look great! |
| On fingers | Hellsorrow0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: Stats +6 Cun +6 Dex offense ------ Damage +6% fire Ignore resists +20% acid Accuracy +6 (+1 eff.) When Hit 8 acid On-Hit (Melee): * 10% chance to reduce armor by 30% defense ------ Resistance +3% acid +3% fire Rings make your fingers look great! |
| Around neck | The Far-Hand =con 10=0.1 Encumbrance T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con defense ------ Teleport Resist +100% Teleport: Effective talent level: 4.0 Power cost 36 out of 36/36. Range 10 Cooldown: 30 Travel.spd instantaneous Is: a spell Description: Teleports you randomly within a large range (136). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
| In main hand | mighty stralite steamgun of true flight 4.0 Encumbrance T4 steamgun 1H weapon [Ego+] Master/Steamtech Weapon Damage 0.0 - 0.0 Physical Uses 50% Mag Mastery Steamgun Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +12 Attack Speed 100% Range +10 Projectile Speed +600% On-Hit, radius 1 +80 20% chance of physical repulsion Uses 2.0 Steam While equipped: Stats +3 Str offense ------ Physical Crit +7.0% Physical Power +6 (+1 eff.) Accuracy +9 (+2 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Around waist | Dimpython 1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: offense ------ Mind Crit +1% Critical power +10.00% Mindpower +10 (+3 eff.) Damage +3% mind When Hit 4 darkness defense ------ Mind save +3 (+1 eff.) Life +33.00 A belt that goes around your waist. |
| In off hand | stralite steamgun of recursion 4.0 Encumbrance T4 steamgun 1H weapon [Ego+] Arcane/Steamtech Weapon Damage 0.0 - 0.0 Physical Uses 50% Mag Mastery Steamgun Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +12 Attack Speed 100% Range +9 Projectile Speed +600% On Hit: 10% Shoot level 1 On Hit: * splashes acid on your target dealing 62 damage and reducing their armor Uses 2.0 Steam Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Cloak | Armugohor the Infernoblight (3 def, 0 armour) 2.0 Encumbrance T3 cloak armor [Random Unique] Arcane/Master While equipped: Stats +2 Str +4 Mag +4 Wil +3 Con offense ------ Critical power +12.00% Damage +12% fire Ignore resists +15% fire Accuracy +8 (+2 eff.) Ignore Armor +7 When Hit 6 blight 4 fire defense ------ Defense +3 (+1 eff.) Resistance +5% nature +5% cold Spell save +8 (+4 eff.) Stealth +10 other ------- Mana/turn +0.08 Max mana +52.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | hardened leather armour of the hero (11 def, 7 armour) 9.0 Encumbrance T3 light armor [Ego+] Arcane/Nature/Master While equipped: Stats +6 Str +6 Dex +4 Mag +7 Wil +7 Cun +0 Con defense ------ Armor +7 Defense +11 (+3 eff.) Fatigue +8% Life +34.00 Life Regen +10.00 Poison Resist +70% Disease Resist +70% Cut Resist +70% A suit of armour made of leather. |
Inventory
medical injector implant (efficiency 91% / cooldown 52%)0.1 Encumbrance T1 implant scroll [Normal] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 91% efficiency and cooldown mod of 52%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
medical injector implant (efficiency 132% / cooldown 56%)0.1 Encumbrance T1 implant scroll [Normal] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 132% efficiency and cooldown mod of 56%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
medical injector implant of the psychic (efficiency 121% / cooldown 100%)0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 121% efficiency and cooldown mod of 100%. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
medical injector implant of the titan (efficiency 105% / cooldown 54%)0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 105% efficiency and cooldown mod of 54%. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
steam generator implant of the wizard (steam 9)0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 29 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 8.6 steam per turn. Can be activated for an instant burst of 43 steam. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
healing infusion (heal 61; cd 10)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 61 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the duelist (heal 241; cd 10)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 241 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the titan (heal 112; cd 13)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 112 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the wizard (heal 126; cd 13)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 126 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the wizard (die at -425; dur 6; cd 26)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 26 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -425 life. The duration and life will increase by 1% for every 1% life you have lost (currently 960 life, 13 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion (speed 406%; cd 12)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 406% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
regeneration infusion of the psychic (heal 212; 16 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 16 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 212 life over 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the sneak (heal 390; 15 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 390 life over 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the psychic (res 22%; mental; dur 2; cd 12)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 22% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the sneak (res 36%; physical; dur 4; cd 13)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 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 36% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Rune of the Rift (294.00 temporal damage, removed from time 4 turns)0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Range 6 Cooldown: 14 Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 294.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of Dissipation ( )0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Range 10 Cooldown: 20 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the sneak (absorb 184; cd 12)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 184 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Air Recycler0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Crystal Edge0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Deflection Field0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Explosive Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Flash Powder0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Frost Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fungal Web0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Grounding Strap0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Headlamp0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Iron Grip0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Kinetic Stabiliser0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Mental Stimulator0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Poison Groove0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Razor Edge0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Saw Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Second Skin0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Spring Grapple0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Toxic Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Withering Orbs0.1 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+2 eff.) On-Hit 5 mind On-Ranged-Hit 5 mind other ------- See Stealth +10 See Invisibility +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
clarifying copper amulet0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +10% mind Confus Resist +21% Amulets make your neck look great! |
copper amulet0.1 Encumbrance T1 amulet jewelry [Normal] Amulets make your neck look great! |
copper amulet of cunning (+3)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun Amulets make your neck look great! |
serendipitous copper amulet of vision0.1 Encumbrance T1 amulet jewelry [Ego++] Nature While equipped: Stats +7 Lck offense ------ Accuracy +7 (+2 eff.) defense ------ Defense +7 (+2 eff.) Resist unseen 11% Blind Resist +12% other ------- Infravision +3 Sight +2 See Invisibility +7 Amulets make your neck look great! |
stabilizing copper amulet of mastery (0.11 Technique / Combat training)0.1 Encumbrance T1 amulet jewelry [Ego] Nature/Master While equipped: defense ------ Resistance +11% temporal Pinning Resist +22% Knockbk Resist +21% other ------- Masteries +0.11 Technique/Combat training Amulets make your neck look great! |
starlit steel amulet of mastery (0.14 Steamtech / Gunslinging)0.1 Encumbrance T2 amulet jewelry [Ego] Nature/Master While equipped: defense ------ Resistance +14% light +16% darkness Blind Resist +23% other ------- Masteries +0.14 Steamtech/Gunslinging Amulets make your neck look great! |
steel amulet0.1 Encumbrance T2 amulet jewelry [Normal] Amulets make your neck look great! |
warrior's steel amulet of cunning (+3)0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun defense ------ Resistance +7% physical other ------- Stamina/turn +0.30 Amulets make your neck look great! |
Blastfury0.1 Encumbrance T3 amulet jewelry [Rare] Nature While equipped: Stats +4 Con offense ------ Damage +12% lightning When Hit 6 lightning defense ------ Defense +30 (+8 eff.) Resistance +12% lightning +3% darkness +6% blight Spell save +12 (+6 eff.) Life Regen +4.00 Amulets make your neck look great! |
archmage's stralite amulet0.1 Encumbrance T4 amulet jewelry [Ego+] Arcane While equipped: Stats +4 Mag offense ------ Spell Crit +5% Spellpower +4 (+2 eff.) Damage +5% acid +6% fire +6% cold +5% lightning Amulets make your neck look great! |
savior's stralite amulet of perfection (0.28 Cunning / Survival,0.28 Steamtech / Avoidance)0.1 Encumbrance T4 amulet jewelry [Ego++] Master While equipped: defense ------ Physical save +16 (+6 eff.) Spell save +13 (+6 eff.) Mind save +13 (+4 eff.) other ------- Masteries +0.28 Cunning/Survival +0.28 Steamtech/Avoidance Amulets make your neck look great! |
copper ring0.1 Encumbrance T1 ring jewelry [Normal] Rings make your fingers look great! |
copper ring of frost (+22%)0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: offense ------ Damage +11% cold defense ------ Resistance +22% cold Rings make your fingers look great! |
mule's copper ring of corrosion (+22%)0.1 Encumbrance T1 ring jewelry [Ego] Nature/Master While equipped: offense ------ Damage +11% acid defense ------ Fatigue -5% Resistance +22% acid other ------- Encumbrance +21 Rings make your fingers look great! |
psionicist's copper ring of the mind (+11%)0.1 Encumbrance T1 ring jewelry [Ego] Psionic While equipped: Stats +3 Wil offense ------ Damage +11% mind defense ------ Resistance +11% mind Mind save +6 (+2 eff.) Rings make your fingers look great! |
titan's copper ring =2 con=0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: Stats +2 Con defense ------ Physical save +4 (+2 eff.) Rings make your fingers look great! |
Bynik the steel ring =mag 4=0.1 Encumbrance T2 ring jewelry [Rare] Psionic While equipped: Stats +1 Cun +4 Mag offense ------ Damage +3% temporal Ignore resists +10% physical On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Mind save +7 (+2 eff.) Confus Resist +26% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Infravision +1 Rings make your fingers look great! |
mule's steel ring0.1 Encumbrance T2 ring jewelry [Ego] Master While equipped: defense ------ Fatigue -5% other ------- Encumbrance +22 Rings make your fingers look great! |
sneakthief's steel ring0.1 Encumbrance T2 ring jewelry [Ego+] Master While equipped: Stats +5 Cun +5 Dex offense ------ Accuracy +7 (+2 eff.) Rings make your fingers look great! |
steel ring0.1 Encumbrance T2 ring jewelry [Normal] Rings make your fingers look great! |
Shadowsweeper the gold ring0.1 Encumbrance T3 ring jewelry [Rare] Nature While equipped: Stats +3 Str offense ------ Damage +14% nature +6% darkness Ignore resists +15% lightning On-Hit (Melee): * 10% chance to reduce damage dealt by 24% defense ------ Resistance +28% nature +4% physical other ------- Stamina/turn +3.00 Max stamina +10.00 Rings make your fingers look great! |
gladiator's gold ring0.1 Encumbrance T3 ring jewelry [Ego+] Master While equipped: Stats +6 Str +5 Con offense ------ Physical Power +7 (+2 eff.) Rings make your fingers look great! |
gold ring 'Venommoon' =mag 2=0.1 Encumbrance T3 ring jewelry [Rare] Nature While equipped: Stats +1 Str +2 Dex +2 Mag offense ------ Damage +16% nature Ignore resists +15% nature defense ------ Resistance +32% nature Crit Resistance 5.00% other ------- Light +3 Rings make your fingers look great! |
wizard's gold ring of clarity =mag 3=0.1 Encumbrance T3 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +3 Mag defense ------ Spell save +6 (+3 eff.) Mind save +5 (+1 eff.) Confus Resist +25% Rings make your fingers look great! |
truestriking dwarven-steel battleaxe of vileness (34-50 power, 2 apr)3.0 Encumbrance T3 battleaxe 2H weapon [Ego+] Arcane/Master Weapon Damage 33.5 - 50.2 Physical Uses 50% Mag, 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +6.5% Attack Speed 100% On-hit +7 blight On Hit: * 10% chance to reduce strength, dexterity, and constitution by 20 While equipped: offense ------ Ignore resists +12% physical Accuracy +20 (+5 eff.) Ignore Armor +10 Massive two-handed battleaxes. |
Icewilder the dwarven-steel longsword (34-48 power, 4 apr)3.0 Encumbrance T3 longsword 1H weapon [Rare] Master Weapon Damage 34.0 - 47.6 Physical Uses 50% Mag, 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% On-Hit, radius 1 +8 cold On-crit, radius 2 +20 cold While equipped: offense ------ Physical Crit +4.0% defense ------ Resistance +15% lightning +6% physical other ------- Stamina/turn +2.00 Sharp, long, and deadly. |
Fogoblivion the dwarven-steel dagger (16-21 power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon [Rare] Psionic Weapon Damage 16.0 - 20.8 Physical Uses 50% Str, 50% Mag, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On-hit +13 mind +20 light On-Hit, radius 1 +12 darkness On Hit: * 21% chance to reduce all saves and defense by 29 While equipped: Stats +4 Cun +4 Wil offense ------ Physical Power +15 (+4 eff.) Damage +9% darkness Ignore resists +25% physical other ------- Max stamina +30.00 Sharp, short and deadly. |
steady yew longbow of acid4.0 Encumbrance T3 longbow 2H weapon [Ego] Arcane/Master Weapon Damage 0.0 - 0.0 Physical Uses 50% Mag Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +8 On-ranged-hit +18 acid While equipped: offense ------ Physical Crit +3.0% Damage +20% acid Accuracy +11 (+3 eff.) Longbows are used to shoot arrows at your foes. |
hardened leather sling 'Voreba'4.0 Encumbrance T3 sling 1H weapon [Rare] Arcane Weapon Damage 0.0 - 0.0 Physical Uses 50% Mag Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +8 On-ranged-hit +12 acid On-Hit, radius 1 +16 mind While equipped: Stats +5 Str +4 Dex +5 Con offense ------ Spellpower +10 (+5 eff.) Spellpower/crit +4 Damage +14% acid When Hit 10 mind Slings are used to hurl stones or metal shots at your foes. |
Poliseda the drakeskin leather sling4.0 Encumbrance T5 sling 1H weapon [Random Unique] Arcane Weapon Damage 0.0 - 0.0 Physical Uses 50% Mag Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +10 On-ranged-hit +20 acid +13 cold While equipped: offense ------ Spell Crit +5% Spellpower +5 (+3 eff.) Damage +13% acid +17% cold +6% arcane +9% blight Ignore resists +19% physical other ------- Mana/turn +0.12 Slings are used to hurl stones or metal shots at your foes. |
Titan4.0 Encumbrance T2 steamgun 1H weapon [Unique] Steamtech Weapon Damage 0.0 - 0.0 Physical Uses 50% Mag Mastery Steamgun Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +20 Attack Speed 100% Damage Multiplier 175% Range +3 Projectile Speed +600% Uses 2.0 Steam A gun sure to turn all to ash. As long as its nearby. |
halfling dwarven-steel steamgun of fire4.0 Encumbrance T3 steamgun 1H weapon [Ego+] Arcane/Master/Steamtech Weapon Damage 0.0 - 0.0 Physical Uses 50% Mag Mastery Steamgun Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Attack Speed 100% Range +8 Projectile Speed +600% On-ranged-hit +5 fire On-Hit, radius 1 +0 20% chance of physical repulsion Uses 2.0 Steam While equipped: offense ------ Damage +13% fire +13% physical other ------- Cooldown Fragmentation Shot -2 Pin Down -1 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Scattermind (20/20, 17-20 power, 7 apr)3.0 Encumbrance T3 shot ammo [Unique] Nature/Psionic Weapon Damage 17.0 - 20.4 Mind Uses 60% Dex, 50% Mag, 60% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +7 Critical Rate +3.0% Capacity 20 On Critical: * strike the target with one of Mind Sear, Psychic Lobotomy, or Sunder Mind, at random. A linen pouch of jagged mindstar fragments, each radiating a palpable sense of confusion and pain. They must have made up an impressive whole originally, before some cretin turned it to bits. |
psychokinetic pouch of stralite shots (20/20, 44-52 power, 5 apr)3.0 Encumbrance T4 shot ammo [Ego+] Psionic Weapon Damage 43.5 - 52.2 Physical Uses 70% Dex, 50% Mag, 50% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +5.5% Capacity 20 On-ranged-hit +5 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 189 physical damage Shots are used with slings to pummel your foes to death. |
verdant linen robe of the mountain (+12%) (0 def, 0 armour) =dps robe=2.0 Encumbrance T1 cloth armor [Ego+] Nature While equipped: Stats +3 Con offense ------ Damage +6% nature +12% physical defense ------ Resistance +7% all +12% physical Poison Resist +23% Disease Resist +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stormwoven cashmere robe of life (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Ego++] Nature While equipped: Stats +4 Str +6 Mag +4 Wil offense ------ Damage +5% lightning +11% physical +9% cold defense ------ Resistance +10% blight +7% cold +7% lightning +11% all Life +40.00 Life Regen +2.60 Healmod +15% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Worm Nest (0 def, 0 armour) =mag 15=2.0 Encumbrance T4 cloth armor [Unique] Arcane While equipped: Stats +0 Str +0 Dex +15 Mag +0 Wil +0 Cun +0 Con offense ------ Spell Crit +8% Spellpower +15 (+6 eff.) Move Speed +32% Damage +22% blight defense ------ Resistance +13% all Damage Reduction +22 all Carrion Feet: Effective talent level: 3.0 Power cost 15 out of 20/20. Range 7 Cooldown: 15 Travel.spd 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. |
Skin of Many (12 def, 6 armour) =con 4=9.0 Encumbrance T2 light armor [Unique] Master While equipped: Stats +4 Con defense ------ Armor +6 Defense +12 (+3 eff.) Fatigue +7% Life +40.00 other ------- Infravision +3 Masteries -0.20 Cunning/Stealth The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
Girdle of the Calm Waters1.0 Encumbrance T2 belt armor [Unique] Nature While equipped: Stats +3 Wil defense ------ Resistance +20% blight +20% cold +20% nature Healmod +15% A belt rumoured to have been worn by the Conclave healers. |
Quenchjustice1.0 Encumbrance T3 belt armor [Rare] Arcane While equipped: offense ------ Spellpower +7 (+4 eff.) Damage +9% acid +12% cold Ignore resists +10% acid +20% temporal defense ------ Resistance +12% acid +12% temporal Mind save +10 (+3 eff.) Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% A belt that goes around your waist. |
hardened leather belt of burglary1.0 Encumbrance T3 belt armor [Ego+] Master While equipped: Stats +3 Dex +4 Cun +8 Lck defense ------ Stealth +7 other ------- Disarm Traps +12 Infravision +5 A belt that goes around your waist. |
insulating hardened leather belt of recklessness1.0 Encumbrance T3 belt armor [Ego+] Master While equipped: offense ------ Physical Crit +4.0% Critical power +8.00% Physical Power +4 (+1 eff.) defense ------ Resistance +7% fire +7% cold A belt that goes around your waist. |
monstrous hardened leather belt of valiance1.0 Encumbrance T3 belt armor [Ego++] Nature/Psionic While equipped: Stats +4 Str +3 Wil +4 Con offense ------ Physical Power +7 (+2 eff.) defense ------ Physical save +6 (+2 eff.) Mind save +7 (+2 eff.) Life +62.00 other ------- Size +1 A belt that goes around your waist. |
Betiwen the Eclipsemortal (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +3 Str +3 Con offense ------ Damage +21% blight On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 20 defense ------ Defense +2 (+1 eff.) Resistance +6% blight +9% light +12% darkness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
shadow cashmere cloak of backstabbing (2 def, 0 armour) =stealth dps cloak=2.0 Encumbrance T3 cloak armor [Ego++] Master While equipped: offense ------ Critical power +15.00% Damage +8% darkness Ignore resists +9% darkness Accuracy +10 (+2 eff.) Ignore Armor +8 defense ------ Defense +2 (+1 eff.) Resistance +12% darkness Stealth +16 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
spellcowled cashmere cloak of Iron Throne (2 def, 0 armour) =mag 2=2.0 Encumbrance T3 cloak armor [Ego+] Arcane/Master While equipped: Stats +2 Str +2 Mag +3 Wil +2 Con defense ------ Defense +2 (+1 eff.) Resistance +0% nature +0% cold Spell save +7 (+3 eff.) other ------- Max mana +43.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Brenalen the pair of iron boots (0 def, 5 armour) =mag 2=3.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: Stats +2 Mag +2 Wil defense ------ Armor +5 Fatigue +2% Resistance +6% lightning +3% temporal Mind save +9 (+3 eff.) Blink to a nearby random location (rad 7) Puts all charms on 25 turn cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots 'Adotira' (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Nature While equipped: Stats +1 Wil offense ------ Mind Crit +1% Critical power +15.00% defense ------ Armor +3 Fatigue +2% Life Regen +1.00 Healmod +11% other ------- Stamina/turn +3.00 Max hate +2.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Duvetir the hardened leather gloves (0 def, 2 armour) =str 3=1.0 Encumbrance T2 hands armor [Rare] Master While equipped: Stats +3 Str +5 Wil offense ------ Physical Power +7 (+2 eff.) Spellpower +15 (+6 eff.) Spellpower/crit +8 Ignore resists +20% arcane defense ------ Armor +2 Resistance +5% arcane other ------- Mana-on-crit +2.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Coalsweeper the cashmere wizard hat (2 def, 0 armour)2.0 Encumbrance T3 head armor [Rare] Psionic While equipped: Stats +5 Cun offense ------ Damage +12% darkness On-Hit (Melee): * 20% chance to slow global speed by 57% * 20 arcane resource burn defense ------ Defense +2 (+1 eff.) Resistance +12% lightning +15% light +3% acid Spell save +6 (+3 eff.) Mind save +10 (+3 eff.) A pointy cloth hat, very wizardly... |
Yveldalle the rough leather cap (0 def, 1 armour) =con 5=2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +5 Con offense ------ Spell Crit +4% defense ------ Armor +1 Fatigue +1% Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- See Invisibility +9 A cap made of leather. |
Mentir the Thundervortex (0 def, 3 armour)2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +5 Wil offense ------ Damage +6% lightning +9% nature When Hit 10 lightning defense ------ Armor +3 Fatigue +3% Resistance +16% blight Spell save +15 (+7 eff.) Mind save +22 (+7 eff.) Knockbk Resist +20% A cap made of leather. |
Yvemira (0 def, 7 armour)2.0 Encumbrance T3 head armor [Rare] Master While equipped: offense ------ Damage +21% arcane +9% acid Ignore resists +15% acid When Hit 4 acid defense ------ Armor +7 Fatigue +3% Resistance +27% acid other ------- Infravision +3 A hat made of leather. Very stylish. |
iron helm 'Blizzardfurnace' (0 def, 3 armour) =str 3=3.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +1 Cun +3 Str offense ------ When Hit 2 cold defense ------ Armor +3 Fatigue +5% Resistance +2% physical +5% cold Unlife -60.00 life other ------- Max hate +2.00 Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dwarven-steel helm 'Brodugolen' (0 def, 4 armour)3.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +5 Dex defense ------ Armor +4 Fatigue +4% Resistance +17% darkness +9% temporal Spell save +6 (+3 eff.) Healmod +5% Disease Resist +10% Stun Resist +20% other ------- Infravision +4 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
9 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
8 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
11 opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
12 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
9 onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
9 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+2 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+2 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
jade0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 turquoise0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+2 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Burning Star1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Prothotipe's Prismatic Eye0.0 Encumbrance T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam level 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
218 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Automated Portable Extractor0.0 Encumbrance power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
steel back support0.0 Encumbrance T2 steamtech tinker [Normal] Steamtech Attachable to belt When attached: defense ------ Fatigue -8% other ------- Encumbrance +20 Tinkers can be attached to normal items to improve them with steam power! |
steel crystal plating0.0 Encumbrance T2 steamtech tinker [Normal] Steamtech Attachable to body When attached: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Tinkers can be attached to normal items to improve them with steam power! |
iron kinetic stabiliser0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to feet When attached: defense ------ Physical save +3 (+1 eff.) Pinning Resist +5% Knockbk Resist +5% Teleport Resist +100% Tinkers can be attached to normal items to improve them with steam power! |
powerful air recycler0.0 Encumbrance T3 steamtech tinker [Normal] Steamtech Attachable to head When attached: defense ------ Silence Resist +30% Returns 3 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
mastercraft explosive shell0.0 Encumbrance T4 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: other ------- Talents +4 Explosive Shell Tinkers can be attached to normal items to improve them with steam power! |
perfect saw shell0.0 Encumbrance T5 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: other ------- Talents +5 Saw Shell Tinkers can be attached to normal items to improve them with steam power! |
potent frost salve [power 14] potent frost salve [power 14]1.0 Encumbrance T2 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 1 physical effects and grants a frost aura (14% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
powerful frost salve [power 16] powerful frost salve [power 16]1.0 Encumbrance T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 2 physical effects and grants a frost aura (16% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
potent healing salve [power 181] potent healing salve [power 181]1.0 Encumbrance T2 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 181 Puts Talent Medical Injector on 15 turn cooldown Medical salve. |
potent pain suppressor salve [power 155] potent pain suppressor salve [power 155]1.0 Encumbrance T2 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Let you fight up to -155 life and reduces all damage by 15% for 5 turns (takes no time to activate) Puts Talent Medical Injector on 10 turn cooldown Activation is instant. Medical salve. |
potent water salve [power 14] potent water salve [power 14]1.0 Encumbrance T2 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 1 mental effects and grants a water aura (14% blight, mind and acid affinity). Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
soldier's dwarven-steel pickaxe (dig speed 14 turns)3.0 Encumbrance T3 digger tool [Ego+] Master While equipped: Stats +2 Str defense ------ Armor +4 Defense +6 (+2 eff.) Resistance +5% physical While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Eye of the Dreaming One2.0 Encumbrance T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil offense ------ Mindpower +5 (+2 eff.) defense ------ Mind save +10 (+3 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Effective talent level: 3.0 Power cost 20 out of 25/25. Range 7 Cooldown: 6 Travel.spd instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 11 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
steel torque of mindblast [power 160] (15 cooldown)2.0 Encumbrance T2 torque charm [Ego] Psionic Blast the opponent's mind dealing 165 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown Torques are made by powerful psionics to store psionic powers. |
cleansing stralite torque of clear mind [power 3] (25 cooldown)2.0 Encumbrance T4 torque charm [Ego+] Psionic Remove 1 confusion or silence effect and prevent the application of 3 detrimental mental effects for 5 turns Puts all charms on 25 turn cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
elm wand of shielding 'Carrionpower' [power 122] (20 cooldown)2.0 Encumbrance T1 wand charm [Rare] Arcane While equipped: defense ------ Resistance +6% blight +9% fire +3% nature Life Regen +4.00 Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% Create a shield absorbing up to 122 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By PEWPEW the Cornac Gunslinger level 17
4th Haze 122nd year of Ascendancy at 13:41 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By PEWPEW the Cornac Gunslinger level 20
28th Haze 122nd year of Ascendancy at 04:06 see stats
Eye of the storm (Nightmare (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By PEWPEW the Cornac Gunslinger level 30
47th Regrowth 123rd year of Ascendancy at 22:33 see stats
Got eggs? (Nightmare (Roguelike) difficulty)
Finish the Pikataclysm event.By PEWPEW the Cornac Gunslinger level 24
10th Decay 122nd year of Ascendancy at 00:52 see stats
Home sweet home (Nightmare (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By PEWPEW the Cornac Gunslinger level 21
38th Haze 122nd year of Ascendancy at 07:21 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By PEWPEW the Cornac Gunslinger level 10
7th Mirth 122nd year of Ascendancy at 03:51 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By PEWPEW the Cornac Gunslinger level 20
20th Haze 122nd year of Ascendancy at 17:55 see stats
Level 30 (Nightmare (Roguelike) difficulty)
Got a character to level 30.By PEWPEW the Cornac Gunslinger level 30
44th Regrowth 123rd year of Ascendancy at 08:32 see stats
Poisonous (Nightmare (Roguelike) difficulty)
Sided with the assassin lord.By PEWPEW the Cornac Gunslinger level 20
28th Haze 122nd year of Ascendancy at 11:21 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By PEWPEW the Cornac Gunslinger level 20
36th Haze 122nd year of Ascendancy at 21:48 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By PEWPEW the Cornac Gunslinger level 7
78th Pyre 122nd year of Ascendancy at 12:37 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By PEWPEW the Cornac Gunslinger level 13
24th Dusk 122nd year of Ascendancy at 03:47 see stats
Treasure Hoarder (Nightmare (Roguelike) difficulty)
Amassed 3000 gold pieces.By PEWPEW the Cornac Gunslinger level 30
55th Regrowth 123rd year of Ascendancy at 08:51 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By PEWPEW the Cornac Gunslinger level 20
21st Haze 122nd year of Ascendancy at 01:26 see stats
Log
Deep Wound from PEWPEW hits Vorunor the Guardian for (29 absorbed), 0 physical (0 total damage).
Vorunor the Guardian casts Invoke Darkness.
Vorunor the Guardian hits PEWPEW for (27 flat reduction), 164 darkness (164 total damage).
A piece of the soul of PEWPEW is torn apart by Impending Doom!
PEWPEW is not affected anymore by the salve.
Impending Doom from Vorunor the Guardian hits PEWPEW for (27 flat reduction), 7 cold, (27 flat reduction), 26 darkness (33 total damage).
PEWPEW is confused and fails to use Cloak Gesture.
Vorunor the Guardian receives 11 healing from Eternal Night.
Bleeding from PEWPEW hits Vorunor the Guardian for (46 absorbed), 0 physical (0 total damage).
Deep Wound from PEWPEW hits Vorunor the Guardian for (34 absorbed), 0 physical (0 total damage).
The protective shield of PEWPEW disappears.
Impending Doom from Vorunor the Guardian hits PEWPEW for (27 flat reduction), 16 cold, (27 flat reduction), 38 darkness (53 total damage).
PEWPEW is confused and fails to use Cloak Gesture.
Vorunor the Guardian receives 3 healing from Eternal Night.
Bleeding from PEWPEW hits Vorunor the Guardian for (46 absorbed), 0 physical (0 total damage).
Deep Wound from PEWPEW hits Vorunor the Guardian for (34 absorbed), 0 physical (0 total damage).
PEWPEW casts a protective shield just in time!
Your premonition allows you to raise a shield just in time!
Impending Doom from Vorunor the Guardian hits PEWPEW for (27 flat reduction), 16 cold, (27 flat reduction), 38 darkness (53 total damage).
PEWPEW is confused and fails to use Cloak Gesture.
Vorunor the Guardian receives 3 healing from Eternal Night.
Bleeding from PEWPEW hits Vorunor the Guardian for (46 absorbed), 0 physical (0 total damage).
Deep Wound from PEWPEW hits Vorunor the Guardian for (34 absorbed), 0 physical (0 total damage).
Vorunor the Guardian casts Invoke Darkness.
Vorunor the Guardian hits PEWPEW for (27 flat reduction), 207 darkness (207 total damage).
PEWPEW the level 31 cornac gunslinger was shadowed to death by Vorunor the Guardian on level 1 of Ruined Dungeon.
PEWPEW deactivates his cloak's restoration systems.
































































































































