Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Playable Naloren Race 1.5.10Adds two races, one class, a new town, and a new low level dungeon. Completing a quest to explore the new dungeon unlocks purchasable perks in the town. This quest is the starting quest for the added races, but anyone can access an alternate version of the quest with the same rewards. Look toward the coast east of Last Hope to get started. Available perks (cost varies): Gain the ability to invest in Heavy Armour Training and equip mail(heavy) armor by meeting the requirement with the highest of Constitution and Dexterity (or Strength, as usual). Gain bonus attack and movement speeds and a chance to evade incoming damage while wearing mail(heavy) armor. These values scale with Dex and Con, respectively. Learn (locked or unlocked) a new Psionic/Mindstar combat talent tree. Similar to Wild-Gift/Mindstar mastery, this tree also has a Psiblades sustain. Once learned, you can also pay to boost mastery (as with Mindstar mastery from Zigur). --- Psionic/Mindstar combat: Psiblades: Mind Thorns: Mind Storm: Psionic Balance: --- Races: The Naloren are elven race with an affinity for water who are adept with mail armor, whips and tridents. They are also known for their bountiful spirit and superb flexibility. Spirit of the Tides: Spirited Combat: Cleansing Water: Whitewater: Stats: + 4 Con, +4 Dex, -1 Cun, -1 Str, -1 Mag, +10 life rating, 10% increased global speed, 15% xp penalty. The Freeks are a tribe of Yeeks who broke free from The Way. They are still strong psionics, but their minds have been irreparably shattered. Talents: Unbound Mind: Partition: Hasty: Schism: Stats: --- Added a new Psionic subclass: the Psion. Talents: Survival Psi-Casting Telekinetic Crush: Deal physical damage and stun. Active Aura damage is added to the attack at 3 times the usual power. Stimulation: Increase Con based on combined Wil and Cun. Guiding Star: Puncture: Psionic Striking Kinetic Blast: Deal physical damage and pin. Frozen targets take extra damage and both hits bypass the ice block. Thermal Blast: Deal fire damage and cold damage and freeze. If target is pinned, pull in nearby enemies and freeze them to the ground for a few turns. Charged Blast: Psi Weaving: Altered Talents Quick as Thought: Mindhook: Resonant Focus: Frenzied Focus: Transcendent Telekinesis: Transcendent Electrokinesis: Static Net: Transcendent Pyrokinesis: --- Full details in the forum: http://forums.te4.org/viewtopic.php?f=50&t=45418&p=208951#p208951. Possessor Bonus Class 1.5.4Donators/Buyers bonus! Additional Randart Properties 1.5.10 Verdant Class Pack 1.5.10Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: Shaman 1.5.10DescriptionThis addon adds the Shaman as a playable class. Shamans are masters of elemental magic attacks, mindpower based summons, or good old fashioned melee weapons. Shamans use both their weapon sets and are encouraged to switch during the battle to adapt to every situation. They start with the Shaman's Path talent, a passive that gives them bonus adapted to their weapon sets of choice. 6 unique class trees (3 locked) : 2 unique generic trees : With the exception of 4 talents, Shaman talents can appear on NPC. DisclaimerThis is my first addon and first coding project, I can promise I tested this addon as best I could, but that does not mean it is without bugs. Please report any bugs you find and I will endeavor to fix them ;) If possible, please take discussions and bugs report to the forum thread I will make. CreditsNefigah for loving the Shaman idea and helping me more than a little with the coding. Chewbacca for testing Shaman maybe more than me. Micbran for correcting my bad english. Rexorcorum for the pretty awesome spirits and totems tiles. Orange because his name is lucky :frog: :robot:. http://game-icons.net/ for all the icons. In advance, whoever tries this out and gives me feedback so I can continue to improve it ! Changelog1.0.8 : - updated bark armor and yeti totem description to fit new crit shrug behavior (main game 1.6 changes) 1.0.7 : - nerfed snake/boar fetishes damage (turns out reapplying DoT so much gives way too big numbers) 1.0.6 : - nerfed bark armor shield at low TL/STR 1.0.5 : - Added an option for legacy spirit tiles due to popular request. Found under Game Options --> Shaman, enabling will display old spirit tiles (need to resummon the spirits) 1.0.4 : - Fixed fetish targeting not working if you aimed beyond their range 1.0.3 : - Elemental Spirits description fixed (was incorrectly stating it used raw levels) 1.0.2 : - Last tiles added, say hello to the new spirits ! 1.0.1 : tiles added for Wyrm totem and Bones totem. Shaman path correctly given to everyone at birth. Updated shaman path description to reflect the scaling. Ashes of Urh'Rok 1.5.0Official 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:
Golem - The Ironbreaker 1.4.9(Replaces golemancy tree file) More powerful golem, using shield&weapon, and conditioning skills; full armor equippable. Probably, not balanced. Arcanum Class Pack 1.5.2Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Gladiator 1.5.10Adds the Gladiator, a warrior subclass. Gladiators are weapons experts and can wield one-handed weapons in either hand with ease, however they are also proficient with two-handed weapons and shields. Pepper Pack 1.5.5Adds classes, races, objects and other stuff into the game. Class: Performer / Bard Jacks of all trades, masters of none, Bards are known for being proficient in a vast array of talents, such as melee and ranged combat, spellcasting and performing capabilities and blend all of these styles into a very versatile mix. Race: Animal / Bunnymorph (& Kruk variant) Bunnymorphs are former humanoids morphed into bunnies by a spooky evil dark wizard. This transformation rendered them more fragile but gave them some special talents. Objects and other additions include rapiers, whips, harps, flutes, lutes, singing swords, a new item type (instrument), a new resource pool (melody), a new damage type (sound), a new escort type, a sizable amount of new egos centered around melody, sound damage, new talents and a handful of new artifacts. Thanks to rexorcorum for all the custom images and to game-icons.net for the custom icons. ZOmnibus Addon Pack 1.5.0Combines 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: Doctornull's Class Pack 1.5.10This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. Deathknight 1.5.5Adds the Deathknight class. See forum thread for details. The Ruined 1.5.7Adds the Ruined, an afflicted subclass. Ruined are spell casters that have been twisted by the curse. Items Vault 1.5.0Donators/Buyers bonus! Spell Blade Class 1.5.10Adds a new class into the game, a mage warrior hybrid. There can never be enough hybrid classes, right? The Spell Blade is a warrior that uses magic in order to enforce their attacks with destructive spells. v2.0 is a revamped version and is incompatible with old save files (too many talents were changed to work in a different way). Contains 6 new categories. Harbinger 1.5.6 More Generous Levels 1.5.10Is a lot more generous with talents, types and stat points for each level gained. Nekomancer 1.5.10Adds the Nekomancer class. Nekomancers are summon-based mages that focus on debilitating their enemies while reinforcing their allies. They primarily deal physical and light damage. Uniquely, they do not use mana like other mage subclasses, relying souly on the soul resource. They use the soul resource in a much different way then Necromancer does, since they naturally regain one soul a turn. Combined with a relatively low soul maximum, they run completely counter to the standard ToME resources with tiny regeneration rates and huge maximums. Aside from the usual unlocked Combat Training and Survival, Nekomancer uses completely unique trees. It has 4 unlocked class trees, one locked class tree and two generic trees. Changelog: 1.0.1: Updated description somewhat Playable Mummy Race 1.4.8Adds Mummies as a new type of undead that cripple their enemies and overcome any obstacle. Embalming increases Strength and Willpower Mummies begin in their own starter zone, a low-level dungeon reminiscent of both the Blighted Scar and the Elven Ruins. Mummies are initially locked, and unlock by defeating the Mummy Lord Class: Astromancer 1.5.0A new class, a Celestial summoner who draws on the powers of Shandral's other planets to call up elementals. Their main resource is negative energy, which they generate by summoning and some other spells, and spent by others. This mod should be compatible with just about everything.
Sounds remixed from samples by Mike Koenig under CC-BY 3.0 High Guard 1.5.10Adds the High Guard, a mage subclass. The High Guard is a melee fighter with mid-range spells who can wield any staff in one hand and favors shields in the offhand. Unique Talents: Spell/Battlemage Spell/Magical Assualt Spell/Phasing Spell/Battle Channeling Spell/Sorcerous Might (high level) Spell/Mage Adept (high level) Spell/Medic (generic) Base Talents: Technique/Combat Training (1.3) See the forum thread full talent details. Talent icons from https://game-icons.net Adjustable Exp 1.0.4This addon allows players to adjust the amount of exp they gain per kill via Game Options. The current allowable range is 0% - 1000%, with 100% being the default rate. The range can be expanded if there's demand for it. The adjustment rate will be set to the default of 100% for each new character made, and once set will remain persistent for that specific character. Also, the level cap on gaining exp from lower leveled opponents has been removed for increased flexibility. Please let me know if there are any issues. Midnight 1.5.0Adds two new shadowy Celestial classes. Now with a new starting zone: Save the Sunwall crops from a worm infestation. Currently there are nine new categories. It also grants Sun and Glyphs to Sun Paladin at 1.3 mastery. Lich Race 1.5.10 Improved Staff of Awakening 1.5.10Makes the Staff of Awakening sentient and lets it upgrade itself with the power of absorbed bosses. Planning to add additional sentient weapons. Also adds a quest to make the Sher'Tul fortress fly again and a Sher'Tul race. Both are currently beta. Flight is mostly working, but I may have missed some glitches. UPDATE: I've added the ability to continue on to the embers campaign by entering the solar system and then returning to Eyal. Reflected Golem 1.5.0Modifies the Mirror of Reflection, adding the ability to change your golem's appearance. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Multi-Class Challenge + Randboss Rando Bundle 1.4.8Originally separate addons by Starkeep, I take no credit for his work and spliced these two addons only to see if I can do it, and so I can tweak some numbers without my save getting invalidated. Again, all credit for the main addon body all goes to StarKeep. I merely spliced the addon together for my amusement and convenience. Allows the player to pick multiple classes, as well as giving the option to spawn rares and randbosses, and control loot quality and spawn rate. Added a setting for the experience penalty from MultiClass Challenge. In order to activate this addon, go to your Game Options for a new tab. |
Campaign | Maj'Eyal |
Mode | Madness Roguelike |
Sex | Male |
Race | Sher'Tul |
Class | Harbinger |
Level / Exp | 25 / 92% |
Size | medium |
Lifes / Deaths | Killed by Cyrussra the assassin at level 25 on the 27th Dusk 122nd year of Ascendancy at 05:25 / 2Killed by Bethiriata the thief at level 25 on the 27th Dusk 122nd year of Ascendancy at 05:31 |
Primary Stats
Strength | 37 (base 12) |
Dexterity | 78 (base 55) |
Constitution | 110.05635805937 (base 55) |
Magic | 75 (base 55) |
Willpower | 37 (base 14) |
Cunning | 50 (base 32) |
Resources
Life | -224/1456 |
Stamina | 262/262 |
Vim | 0/38 |
Healing Factor | 2.5 |
Regeneration | 168.43843562088 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +52.169074178124% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 10 |
See Invisible | 3 |
Offense: Mainhand
Damage | 69 |
Accuracy | 57 |
Crit Chance | 30% |
APR | 53 |
Speed | 1.00 |
Offense: Offhand
Damage | 21 |
Accuracy | 57 |
Crit Chance | 34% |
APR | 51 |
Speed | 1.00 |
Offense: Spell
Spellpower | 52 |
Crit Chance | 43% |
Speed | 1 |
Offense: Mind
Mindpower | 60 |
Crit Chance | 32% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +62% |
Light | +11% |
Cold | +26% |
Mind | +11% |
Fire | +26% |
All | 0% |
Offense: Damage Penetration
Lightning | +23% |
Mind | +13% |
All | +3% |
Defense: Base
Armour (hardiness) | 63.704180737518 (100%) |
Defense | 64 |
Ranged Defense | 69 |
Fatigue | 0 |
Physical Save | 60 |
Spell Save | 52 |
Mental Save | 55 |
Defense: Resistances
Acid | + 36%( 70%) |
Physical | + 34%( 81%) |
Blight | + 43%( 70%) |
Arcane | + 19%( 70%) |
Mind | + 24%( 70%) |
All | + 11%( 70%) |
Cold | + 57%( 81%) |
Lightning | + 56%( 81%) |
Light | + 36%( 70%) |
Temporal | + 25%( 70%) |
Sound | + 32%( 70%) |
Darkness | + 19%( 70%) |
Fire | + 66%( 81%) |
Nature | + 43%( 70%) |
Defense: Immunities
Stun Resistance | 39% |
Confusion Resistance | 44% |
Poison Resistance | 70% |
Blind Resistance | 39% |
Silence Resistance | 32% |
Bleed Resistance | 100% |
Disarm Resistance | 10% |
Instadeath Resistance | 100% |
Pinning Resistance | 49% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random mental or physical effect and reduce all damage taken by 20% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 206 and cleanse 1 wound and 1 poison effect. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 417 life over 5 turns. Its effects scale with your Magic stat. |
Class Talents
Technique / Flensing style | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Wild-gift / Blaze | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Bone | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Duelist | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Blizzard | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Tremor | 1.50 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Corruption / Desecration | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Thunder | 1.50 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Wild-gift / Supercell | 1.50 |
| 5/5 |
| 5/5 |
| 1/5 |
| 4/5 |
Wild-gift / Cyclone | 1.50 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Generic Talents
Wild-gift / Mindstar mastery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Blood magic | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Wild-gift / Rain | 1.50 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Technique / Combat training | 1.80 |
| 5/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| 1/5 |
Race / Sher'tul | 1.20 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Staff combat | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Endurance | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Effects
beneficial effect | A flow of life spins around the target, regenerating 46.07 life per turn. Regeneration |
detrimental effect | The target has been drained, reducing its damage by 4%, resists by 5% and all saves by 8. Enervate |
Quests
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved Magic by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved Strength by +2. | done |
You failed to protect the lost warrior from death by Voronn the giant venus flytrap. Escort: lost warrior (level 4 of Old Forest) | failed |
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 must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
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 within2 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 'Poroldawe' (6 def, 1 armour) pair of rough leather boots 'Poroldawe' (6 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: +1% Critical mult.: +6.00% Stamina each turn: +0.30 Maximum life: +30.00 Maximum stamina: +13.00 A pair of boots made of leather. |
Light source | Shockminister the brass lantern Shockminister the brass lanternCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 15% chance to daze at end of turn Damage (Melee): 12 lightning Changes resistances: +3% mind / +6% lightning Changes resistances penetration: +10% lightning / +10% mind Changes damage: +9% lightning Light radius: +4 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | linen wizard hat 'Yvina' (1 def, 0 armour) linen wizard hat 'Yvina' (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +3% light / +11% mind / +9% darkness / +1% all Changes damage: +11% mind Physical save: +3 (+1 eff.) Confusion immunity: +5% Pinning immunity: +10% A pointy cloth hat, very wizardly... |
On hands | restful rough leather gloves of dexterity (+2) (0 def, 1 armour) restful rough leather gloves of dexterity (+2) (0 def, 1 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 (+3 eff.) Armour: +1 Changes stats: +2 Dex Life regen: +1.10 Stamina each turn: +0.50 Maximum stamina: +10.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | Gokira (dig speed 37 turns) Gokira (dig speed 37 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +2 Str Changes resistances penetration: +3% all Talent mastery: +0.30 Corruption / Blood When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | warrior's copper ring of lightning (+22%) warrior's copper ring of lightning (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Changes resistances: +22% lightning Changes damage: +11% lightning Rings can have magical properties. |
On fingers | psionicist's copper ring of light (+22%) psionicist's copper ring of light (+22%)Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Wil Changes resistances: +22% light Changes damage: +11% light Mental save: +4 (+1 eff.) Rings can have magical properties. |
Around neck | Isamina IsaminaCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Str / +5 Dex Changes resistances: +13% sound / +9% arcane Silence immunity: +22% See invisible: +3 Melody when hit: +0.80 Amulets can have magical properties. |
In main hand | Poruthra (18-25.2 power, 3 apr) Poruthra (18-25.2 power, 3 apr)Requires: - Cunning 11 Crafted by a master 3.00 Encumbrance. Type: weapon / rapier ; tier 1 Base power: 18.0 - 25.2 Uses stats: 40% Dex, 60% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +3 Crit. chance: +1.5% Attack speed: 100% Burst (radius 2) on crit: +4 physical This is a bardic weapon. When wielded/worn: Accuracy: +6 (+1 eff.) Changes resistances: +3% light / +6% fire Silence immunity: +10% Disarm immunity: +10% Life regen: +0.60 Pointy, thin and deadly. Rapiers are made for people of great Cunning and nimble hands and as such they require dagger mastery to be used correctly. |
Around waist | Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
In off hand | Tarrorab (14-18.2 power, 2 apr, physical damage) Tarrorab (14-18.2 power, 2 apr, physical damage)Requires: - Cunning 11 Crafted by a master 2.00 Encumbrance. Type: instrument / harp ; tier 1 Base power: 14.0 - 18.2 Uses stats: 15% Dex, 75% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Pyrokinesis (5% chance level 2). This instrument will act as a bashing device. When wielded/worn: Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Changes resistances: +9% cold Talent granted: +1 Pluck Strings Physical save: +3 (+1 eff.) Mental save: +5 (+1 eff.) Mindpower: +2 (+1 eff.) Mental crit. chance: +2% A small string instrument, packs quite a punch. |
Cloak | Islovea the linen cloak (10 def, 0 armour) Islovea the linen cloak (10 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +10 (+3 eff.) Ranged Defense: +9 (+3 eff.) Changes stats: +2 Con Changes resistances: +10% sound / +3% physical Physical save: +6 (+2 eff.) Mental save: +7 (+2 eff.) Maximum life: +20.00 Healing mod.: +25% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Skygrind the rough leather armour (1 def, 2 armour) Skygrind the rough leather armour (1 def, 2 armour)Requires: - Strength 10 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% Effects on melee hit: * 20 arcane resource burn Changes resistances: +12% acid / +15% temporal Changes resistances penetration: +10% lightning Life regen: +3.30 Maximum life: +33.00 Healing mod.: +13% A suit of armour made of leather. |
Inventory
This item will automatically be transmogrified when you leave the level. movement infusion of the wizard (672% speed; 6 turns)movement infusion of the wizard (672% speed; 6 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 672% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic 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 ability. |
This item will automatically be transmogrified when you leave the level. manasurge rune of the duelist (1005% regen over 10 turns; 50 instant mana)manasurge rune of the duelist (1005% regen over 10 turns; 50 instant mana) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1005% for 10 turns and instantly restoring 50 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. manasurge rune of the duelist (1385% regen over 10 turns; 69 instant mana)manasurge rune of the duelist (1385% regen over 10 turns; 69 instant mana) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1385% for 10 turns and instantly restoring 69 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. heat beam rune (148 fire damage)heat beam rune (148 fire damage) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 147.69 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. teleportation rune of the duelist (range 98)teleportation rune of the duelist (range 98) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 98 with a minimum range of 15. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Brightburst the copper amulet Brightburst the copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Armour penetration: +4 Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Changes stats: +3 Cun Changes damage: +12% fire Life regen: +0.40 Amulets can have magical properties. |
Corrosion CorrosionPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Damage (Melee): 5 acid Damage (Ranged): 5 acid Damage when hit (Melee): 5 acid Changes resistances: +10% acid Changes damage: +10% acid It can be used to activate talent Corrosive Vapour (costing 30 power out of 30/30) : Effective talent level: 1.0 Power cost: 30 out of 30/30. Range: 8 Travel Speed: instantaneous Is: a spell Description: Corrosive fumes rise from the ground doing 14.42 acid damage in a radius of 3 each turn for 3 turns. The damage will increase with your Spellpower. This bronze ring has gone soft and green with age. It seems to have become attuned to the power of such corrosion. |
This item will automatically be transmogrified when you leave the level. Stokewing (10-12 power, 2 apr, blight element)Stokewing (10-12 power, 2 apr, blight element) Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Blight Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% Burst (radius 1) on hit: +12 mind / +16 fire When wielded/worn: Armour: +4 Armour Hardiness: +3% Damage (Melee): 16 mind Changes resistances: +6% mind / +6% fire Changes damage: +10% blight / +9% fire / +9% mind Talent granted: +1 Command Staff Physical save: +4 (+1 eff.) Spellpower: +3 (+1 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. Ulentir the Cloudidol (10-12 power, 2 apr, darkness element)Ulentir the Cloudidol (10-12 power, 2 apr, darkness element) Requires: - Magic 11 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Darkness Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Defense: +9 (+2 eff.) Ranged Defense: +3 (+1 eff.) Effects on melee hit: * 7% chance to blind Changes resistances: +3% lightning / +9% cold / +9% nature Reduce damage by fixed amount: +5 all Changes damage: +10% darkness Talent granted: +1 Command Staff Mental save: +30 (+8 eff.) Spellpower: +3 (+1 eff.) Spell crit. chance: +1% Light radius: +3 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 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. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 70.83 light damage. Staves designed for wielders of magic, by the greats of the art. |
Crystal Shard (16-19.2 power, 4 apr, physical element) Crystal Shard (16-19.2 power, 4 apr, physical element)Requires: - Magic 20 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 16.0 - 19.2 Uses stat: 130% Mag Damage type: Arcane Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% Damage conversion: 50% blight When wielded/worn: Changes resistances: +10% arcane / +10% blight Changes damage: +18% arcane / +18% blight Damage affinity(heal): +20% arcane Spellpower: +14 (+5 eff.) Spell crit. chance: +4% It can be used to create 2 living shards of crystal to serve you for 10 turns, costing 45 power out of 45/45. This crystalline tree branch is remarkably rigid, and refracts light in myriad colors. Gazing at it entrances you, and you worry where its power may have come from. |
This item will automatically be transmogrified when you leave the level. Mayosewen the iron battleaxe (14.5-21.75 power, 1 apr)Mayosewen the iron battleaxe (14.5-21.75 power, 1 apr) Requires: - Strength 11 Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 14.5 - 21.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 40% chance to disease Damage (Melee): +10 darkness Burst (radius 2) on crit: +8 blight Damage against: +10% Living When wielded/worn: Mental save: +6 (+2 eff.) Psi when hit: +0.08 Hate when firing a critical mind attack: +4.00 Mindpower: +6 (+2 eff.) Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. Zerugen the Blindburst (20.5-30.75 power, 1 apr)Zerugen the Blindburst (20.5-30.75 power, 1 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 20.5 - 30.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 40% chance to blind Burst (radius 1) on hit: +16 acid When wielded/worn: Damage (Melee): 8 light Damage when hit (Melee): 12 light Changes resistances: +6% acid Changes resistances penetration: +20% acid Massive two-handed battleaxes. |
iron battleaxe (14.5-21.75 power, 1 apr) iron battleaxe (14.5-21.75 power, 1 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 14.5 - 21.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Crit. chance: +4.5% Attack speed: 100% Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. Blacksage the iron greatmaul (17.5-26.25 power, 1 apr)Blacksage the iron greatmaul (17.5-26.25 power, 1 apr) Requires: - Strength 11 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 17.5 - 26.3 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Crit. chance: +0.5% Attack speed: 100% Damage (Melee): +16 darkness When wielded/worn: Accuracy: +10 (+2 eff.) Defense: +9 (+2 eff.) Changes stats: +9 Mag Changes damage: +2% all Talent mastery: +0.10 Wild-gift / Blizzard Disarm immunity: +34% See invisible: +6 Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. Dourstalker (19-28.5 power, 1 apr)Dourstalker (19-28.5 power, 1 apr) Requires: - Strength 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 19.0 - 28.5 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Crit. chance: +0.5% Attack speed: 100% When this weapon hits: Reproach (5% chance level 3). On weapon crit: * splashes the target with acid Damage (Melee): +12 acid Burst (radius 2) on crit: +8 darkness When wielded/worn: Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes resistances: +9% mind Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. Shockdeath the iron greatsword (18.5-29.6 power, 1 apr)Shockdeath the iron greatsword (18.5-29.6 power, 1 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 18.5 - 29.6 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 40% chance to corrode armour by 30% Damage (Melee): +16 acid When wielded/worn: Accuracy: +9 (+2 eff.) Defense: +9 (+2 eff.) Effects on melee hit: * 30% chance to corrode armour by 30% Changes resistances penetration: +10% acid Changes damage: +9% lightning Disarm immunity: +36% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. Emelyriana the Sootripper (23.5-37.6 power, 2 apr)Emelyriana the Sootripper (23.5-37.6 power, 2 apr) Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 23.5 - 37.6 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 20 arcane resource burn Damage (Melee): +8 darkness / +12 temporal / +10 nature Burst (radius 1) on hit: +8 darkness Burst (radius 2) on crit: +4 darkness When wielded/worn: Changes resistances: +6% nature / +6% cold Spell save: +12 (+4 eff.) Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. manaburning steel greatsword of massacre (33.5-53.6 power, 2 apr)manaburning steel greatsword of massacre (33.5-53.6 power, 2 apr) Requires: - Strength 16 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 33.5 - 53.6 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 20 arcane resource burn Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. steel longsword 'Shinepiercer' (15-21 power, 3 apr)steel longsword 'Shinepiercer' (15-21 power, 3 apr) Requires: - Strength 16 Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 15.0 - 21.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) When wielded/worn: Changes resistances penetration: +20% light Changes damage: +9% blight Spell save: +42 (+13 eff.) Mana each turn: +0.12 Mana when firing critical spell: +5.00 Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. Stokeire the iron rapier (12.5-17.5 power, 9 apr)Stokeire the iron rapier (12.5-17.5 power, 9 apr) Requires: - Cunning 11 Infused by nature 3.00 Encumbrance. Type: weapon / rapier ; tier 1 Base power: 12.5 - 17.5 Uses stats: 40% Dex, 60% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +1.5% Attack speed: 100% Damage (Melee): +7 nature / +8 temporal This is a bardic weapon. When wielded/worn: Armour penetration: +3 Physical crit. chance: +4.0% Damage (Melee): 16 fire Changes stats: +5 Str Pointy, thin and deadly. Rapiers are made for people of great Cunning and nimble hands and as such they require dagger mastery to be used correctly. |
This item will automatically be transmogrified when you leave the level. flaming dwarven-steel sceptre of phasing (22.5-31.5 power, 12 apr)flaming dwarven-steel sceptre of phasing (22.5-31.5 power, 12 apr) Requires: - Magic 20 - Constitution 20 Powered by arcane forces 3.00 Encumbrance. Type: weapon / sceptre ; tier 3 Base power: 22.5 - 31.5 Uses stats: 50% Mag, 50% Con Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +12 Crit. chance: +1.5% Attack speed: 100% Damage Shield penetration (this weapon only): +19% Burst (radius 1) on hit: +10 fire When wielded/worn: Spellpower: +9 (+3 eff.) Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. Vorumina (10-14 power, 10 apr)Vorumina (10-14 power, 10 apr) Requires: - Strength 16 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 10.0 - 14.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * Slows global speed by 40% Damage (Melee): +8 sound When wielded/worn: Changes resistances: +9% sound / +6% darkness / +12% blight / +6% arcane / +6% lightning Spell save: +9 (+3 eff.) One-handed war axes. |
This item will automatically be transmogrified when you leave the level. Phoenixrain the steel dagger (13-16.9 power, 6 apr)Phoenixrain the steel dagger (13-16.9 power, 6 apr) Requires: - Dexterity 16 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 13.0 - 16.9 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +8 fire Burst (radius 1) on hit: +7 fire This is a bardic weapon. When wielded/worn: Damage (Melee): 12 arcane Damage when hit (Melee): 16 fire Changes resistances: +9% fire Changes damage: +21% fire Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. steel dagger (12-15.6 power, 6 apr)steel dagger (12-15.6 power, 6 apr) Requires: - Dexterity 16 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 12.0 - 15.6 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% This is a bardic weapon. Sharp, short and deadly. |
mossy mindstar (2-2.2 power, 12 apr, mind damage) mossy mindstar (2-2.2 power, 12 apr, mind damage)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.0 - 2.2 Uses stats: 30% Wil, 10% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Mindpower: +2 (+1 eff.) Mental crit. chance: +1% 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. |
mossy mindstar (2.5-2.75 power, 12 apr, mind damage) mossy mindstar (2.5-2.75 power, 12 apr, mind damage)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8 Uses stats: 30% Wil, 10% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Mindpower: +2 (+1 eff.) Mental crit. chance: +1% 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. |
This item will automatically be transmogrified when you leave the level. Swamppiety the vined mindstar (4.5-4.95 power, 18 apr, mind damage)Swamppiety the vined mindstar (4.5-4.95 power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 4.5 - 5.0 Uses stats: 35% Wil, 15% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Damage (Melee): 8 nature Changes resistances: +18% blight / +9% cold / +9% lightning Physical save: +5 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +3 (+1 eff.) Equilibrium when hit: +0.60 Mindpower: +4 (+1 eff.) Mental crit. chance: +2% 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. |
This item will automatically be transmogrified when you leave the level. Zubesenn (5.5-6.05 power, 18 apr, mind damage)Zubesenn (5.5-6.05 power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.5 - 6.1 Uses stats: 35% Wil, 15% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Epidemic (5% chance level 3). When wielded/worn: Damage when hit (Melee): 3 mind / 2 darkness Changes stats: +4 Mag Changes resistances penetration: +15% arcane Changes damage: +4% mind / +4% darkness Critical mult.: +15.00% Maximum mana: +20.00 Mindpower: +4 (+1 eff.) Mental crit. chance: +2% 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. |
This item will automatically be transmogrified when you leave the level. vined mindstar of balance (4.5-4.95 power, 18 apr, nature damage)vined mindstar of balance (4.5-4.95 power, 18 apr, nature damage) Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 4.5 - 5.0 Uses stats: 35% Wil, 15% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Physical save: +3 (+1 eff.) Spell save: +3 (+1 eff.) Mental save: +4 (+1 eff.) Equilibrium when hit: +0.70 Mindpower: +4 (+1 eff.) Mental crit. chance: +2% 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. |
This item will automatically be transmogrified when you leave the level. Douroracle the iron ritual blade (10-13 power, 5 apr)Douroracle the iron ritual blade (10-13 power, 5 apr) Requires: - Magic 10 - Dexterity 10 Crafted by a master 1.00 Encumbrance. Type: weapon / ritual blade ; tier 1 Base power: 10.0 - 13.0 Uses stats: 45% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Crit. chance: +2.0% Attack speed: 100% This is a bardic weapon. When wielded/worn: Armour penetration: +6 Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 8 darkness Changes resistances penetration: +5% physical / +20% darkness / +25% fire Changes damage: +5% physical Maximum pos.energy: +15.00 Maximum neg.energy: +15.00 Spell crit. chance: +2% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. Isegassra the pouch of iron shots (17/17, 15.5-18.6 power, 1 apr)Isegassra the pouch of iron shots (17/17, 15.5-18.6 power, 1 apr) Requires: - Dexterity 11 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 15.5 - 18.6 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Crit. chance: +4.0% Capacity: 17 When this weapon hits: Dimensional Anchor (5% chance level 1). Damage (Ranged): +32 blight / +7 cold / +4 arcane Burst (radius 2) on crit: +8 temporal Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. Flarewitch the pouch of steel shots (18/18, 22-26.4 power, 2 apr)Flarewitch the pouch of steel shots (18/18, 22-26.4 power, 2 apr) Requires: - Dexterity 16 Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 22.0 - 26.4 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +4.5% Capacity: 18 On weapon hit: * 40 arcane resource burn * 10% chance to knock the target back Damage (Ranged): +22 physical / +32 fire Burst (radius 1) on hit: +8 fire Burst (radius 2) on crit: +12 fire Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. Dazzleraider the steel shield (6 def, 2 armour, 45 block)Dazzleraider the steel shield (6 def, 2 armour, 45 block) Requires: - Strength 16 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When wielded/worn: Armour: +2 Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: +8% Changes resistances: +9% lightning / +19% cold / +15% light Talent granted: +2 Block Disarm immunity: +15% Light radius: +3 Handheld deflection devices. |
rough leather armour (1 def, 2 armour) rough leather armour (1 def, 2 armour)Requires: - Strength 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. Chalothad the Filthmire (2 def, 4 armour)Chalothad the Filthmire (2 def, 4 armour) Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +7% Changes resistances: +33% acid / +7% physical / +6% light / +18% cold / +10% fire / +9% arcane / +9% lightning Changes damage: +9% nature Mindpower: +7 (+2 eff.) A suit of armour made of leather. |
Nature's Blessing (8 def, 6 armour) Nature's Blessing (8 def, 6 armour)Requires: - Strength 20 Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +8 (+2 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +8% Changes stats: +4 Con / +3 Wil Changes resistances: +20% nature / +25% arcane Talent mastery: +0.20 Wild-gift / Antimagic Spell save: +18 (+6 eff.) Stun/Freeze immunity: +25% Life regen: +1.00 Healing mod.: +20% Worn by Protector Ardon, who first formed the Ziguranth during the mage wars between the Humans and the Halflings. This armour is infused with the powers of nature, and protected against the disruptive forces of magic. |
This item will automatically be transmogrified when you leave the level. cured leather armour 'Tempestbreak' (2 def, 4 armour)cured leather armour 'Tempestbreak' (2 def, 4 armour) Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +7% Effects on melee hit: * 30% chance to daze at end of turn * 20 arcane resource burn * Slows global speed by 30% Changes resistances: +3% acid / +21% cold / +9% light Changes resistances penetration: +15% lightning A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. rejuvenating cured leather armour of resilience (2 def, 4 armour)rejuvenating cured leather armour of resilience (2 def, 4 armour) Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +7% Life regen: +3.80 Stamina each turn: +0.70 Maximum life: +24.00 A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. Grinydunayon the steel plate armour (13 def, 9 armour)Grinydunayon the steel plate armour (13 def, 9 armour) Requires: - Strength 28 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +13 (+3 eff.) Ranged Defense: +9 (+3 eff.) Fatigue: +22% Damage (Melee): 16 mind Changes stats: +5 Wil / +5 Con Changes resistances: +17% fire Changes damage: +6% mind A suit of armour made of metal plates. |
Adida (1 def, 4 armour) Adida (1 def, 4 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +4 Defense: +1 (+0 eff.) Changes resistances: +3% fire / +9% nature / +3% light Knockback immunity: +5% Maximum life: +32.00 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. Tuzor the linen cloak (1 def, 0 armour)Tuzor the linen cloak (1 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +6 Cun / +2 Dex Changes damage: +6% mind Equilibrium when hit: +0.08 Psi when hit: +0.08 Talent on hit(mindpower): Slime Spit (10% chance level 2). A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of rough leather boots of uncanny dodging (2 def, 1 armour) pair of rough leather boots of uncanny dodging (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +2 (+1 eff.) Ranged Defense: +3 (+1 eff.) Fatigue: +1% A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. traveler's pair of dwarven-steel boots of tirelessness (0 def, 4 armour)traveler's pair of dwarven-steel boots of tirelessness (0 def, 4 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: -3% Maximum encumbrance: +25 Physical save: +7 (+2 eff.) Stamina each turn: +0.30 Maximum stamina: +17.00 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. Frostfire Gauntlets (0 def, 3 armour)Frostfire Gauntlets (0 def, 3 armour) Requires: - Magic 16 - Talent Heavy Armour Training Powered by arcane forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +3 Changes resistances: +10% cold / +10% fire Changes damage: +10% cold / +10% fire Spellpower on spell critical (stacks up to 3 times): +5 It can be used to activate talent Cold Flames (costing 20 power out of 30/30) : Effective talent level: 2.0 Power cost: 20 out of 30/30. Range: 5 Travel Speed: instantaneous Is: a spell Description: Cold Flames slowly spread from 7 spots in a radius of 3 around the targeted location. The flames deal 47.33 cold damage, and have a chance of freezing. Damage improves with your Spellpower. On the left gauntlet is a large sapphire, on the right is a large ruby. Cunningly designed magic has allowed two opposing elements to work in unison. |
This item will automatically be transmogrified when you leave the level. insulating linen wizard hat (1 def, 0 armour)insulating linen wizard hat (1 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +6% cold / +6% fire A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. Bethewyn (0 def, 7 armour)Bethewyn (0 def, 7 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +7 Fatigue: +1% Changes resistances: +9% blight / +15% temporal Blindness immunity: +10% Disarm immunity: +15% Pinning immunity: +20% Stamina when hit: +1.00 Equilibrium when hit: +0.80 A cap made of leather. |
This item will automatically be transmogrified when you leave the level. Emildaldawyn (0 def, 9 armour)Emildaldawyn (0 def, 9 armour) Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +9 Fatigue: +5% Changes stats: +3 Dex / +3 Con Changes resistances: +7% cold Changes resistances penetration: +20% physical Changes damage: +9% acid Allows you to breathe in: water Life regen: +1.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level. Skyspike the iron helm (0 def, 3 armour)Skyspike the iron helm (0 def, 3 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Effects on melee hit: * 30% chance to daze at end of turn Damage (Melee): 12 arcane Damage when hit (Melee): 16 arcane Changes stats: +3 Dex Changes resistances: +30% lightning Changes resistances penetration: +15% arcane A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
4 agate 4 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 spinel 4 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 ametrine 7 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 citrine 3 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 zircon 2 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
aquamarine aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
amethyst amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 It is part of a set of items. 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), costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
447 alchemist agate 447 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% When used in a prism: Prism damage +5% Gems can be sold for money or used in arcane rituals. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
woodsman's iron pickaxe (dig speed 36 turns) woodsman's iron pickaxe (dig speed 36 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +11% nature Changes damage: +5% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 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) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 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. |
This item will automatically be transmogrified when you leave the level. Duveran [power 47] (20 cooldown)Duveran [power 47] (20 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Damage when hit (Melee): 12 mind Changes stats: +3 Cun Psi when firing a critical mind attack: +10.00 Heals friendly targets nearby when you use a nature summon: +40 It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 47 for 7 turns, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 3 hate. Torques are made by powerful psionics to store psionic powers. |
This item will automatically be transmogrified when you leave the level. Borybar the elm flute (8.5-10.2 power, 2 apr, physical damage)Borybar the elm flute (8.5-10.2 power, 2 apr, physical damage) Requires: - Dexterity 9 - Cunning 11 Infused by psionic forces 1.00 Encumbrance. Type: instrument / flute ; tier 1 Base power: 8.5 - 10.2 Uses stats: 30% Dex, 60% Cun Damage type: Physical Mastery: Dagger Mastery Armour Penetration: +2 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 10% chance to cause random gloom Damage (Melee): +20 acid / +7 mind This instrument will act as a bashing device. When wielded/worn: Damage (Melee): 24 acid / 16 mind Changes stats: +2 Cun / +2 Wil Changes resistances: +4% sound Changes resistances penetration: +15% acid Mental save: +3 (+1 eff.) Mindpower: +3 (+1 eff.) Blunt, short and deadly. Doubles as a woodwind instrument. |
elm flute of daylight (7.5-9 power, 2 apr, sound damage) elm flute of daylight (7.5-9 power, 2 apr, sound damage)Requires: - Cunning 11 - Dexterity 9 Powered by arcane forces 1.00 Encumbrance. Type: instrument / flute ; tier 1 Base power: 7.5 - 9.0 Uses stats: 60% Cun, 30% Dex Damage type: Sound Mastery: Dagger Mastery Armour Penetration: +2 Crit. chance: +4.0% Attack speed: 100% Damage (Melee): +5 light Damage against: +5% Undead This instrument will act as a bashing device. When wielded/worn: Changes resistances: +4% sound Mental save: +3 (+1 eff.) Mindpower: +3 (+1 eff.) Blunt, short and deadly. Doubles as a woodwind instrument. |
This item will automatically be transmogrified when you leave the level. ash flute 'Toryntir' (11-13.2 power, 3 apr, physical damage)ash flute 'Toryntir' (11-13.2 power, 3 apr, physical damage) Requires: - Dexterity 11 - Cunning 16 Powered by arcane forces 1.00 Encumbrance. Type: instrument / flute ; tier 2 Base power: 11.0 - 13.2 Uses stats: 30% Dex, 60% Cun Damage type: Physical Mastery: Dagger Mastery Armour Penetration: +3 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +10 cold Burst (radius 1) on hit: +4 arcane Burst (radius 2) on crit: +8 arcane This instrument will act as a bashing device. When wielded/worn: Armour: +2 Changes resistances: +7% sound / +6% nature / +3% darkness Reduce damage by fixed amount: +10 all Mental save: +4 (+1 eff.) Mindpower: +4 (+1 eff.) Blunt, short and deadly. Doubles as a woodwind instrument. |
balanced elm lyre of erosion (9-11.7 power, 2 apr, sound damage) balanced elm lyre of erosion (9-11.7 power, 2 apr, sound damage)Requires: - Cunning 11 Infused by nature Crafted by a master 2.00 Encumbrance. Type: instrument / harp ; tier 1 Base power: 9.0 - 11.7 Uses stats: 75% Cun, 15% Dex Damage type: Sound Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +5 nature / +5 temporal This instrument will act as a bashing device. When wielded/worn: Accuracy: +6 (+1 eff.) Defense: +5 (+1 eff.) Talent granted: +1 Pluck Strings Mental save: +2 (+0 eff.) Disarm immunity: +20% Mindpower: +2 (+1 eff.) Mental crit. chance: +2% A small string instrument, packs quite a punch. |
This item will automatically be transmogrified when you leave the level. titan's ash harp of clarity (9 melee - 8 ranged sound damage)titan's ash harp of clarity (9 melee - 8 ranged sound damage) Requires: - Cunning 16 Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: instrument / harp ; tier 2 When wielded/worn: Damage (Melee): 9 sound Damage (Ranged): 8 sound Changes stats: +5 Con Talent granted: +2 Pluck Strings Physical save: +10 (+3 eff.) Mental save: +9 (+3 eff.) Confusion immunity: +26% Mindpower: +3 (+1 eff.) Mental crit. chance: +3% A small string instrument. |
Achievements
By Chamofang the Sher'Tul Harbinger level 21
9th Dusk 122nd year of Ascendancy at 22:44 see stats
By Chamofang the Sher'Tul Harbinger level 10
2nd Mirth 122nd year of Ascendancy at 23:34 see stats
By Chamofang the Sher'Tul Harbinger level 20
9th Flare 122nd year of Ascendancy at 01:33 see stats
By Chamofang the Sher'Tul Harbinger level 22
21st Dusk 122nd year of Ascendancy at 01:42 see stats
By Chamofang the Sher'Tul Harbinger level 8
78th Pyre 122nd year of Ascendancy at 07:03 see stats
By Chamofang the Sher'Tul Harbinger level 20
9th Flare 122nd year of Ascendancy at 11:50 see stats
By Chamofang the Sher'Tul Harbinger level 12
5th Mirth 122nd year of Ascendancy at 13:34 see stats
By Chamofang the Sher'Tul Harbinger level 25
27th Dusk 122nd year of Ascendancy at 05:25 see stats
Log
Cyroriwen the rogue tries to evade attacks.
Cyroriwen the rogue hits Chamofang for (7 resist armour), 0 acid, (6 resist armour), 0 fire (0 total damage).
Lisedhenn the shadowblade casts Restful Night.
Iveldanne the assassin casts Glacial Vapor.
Glorilenor the rogue casts Lesser Acid Wave.
Cyroriwen the rogue is disarmed!
Chamofang shrugs off the effect 'Disarmed'!
Lisemidhetha the thief casts Channel Staff.
Lisemidhetha the thief's spell attains critical power!
Chamofang is weakened by the necrotic aura.
Iverille the rogue casts Molten Boulder.
Bleeding from Iveldanne the assassin hits Glemith the thief for (47 to psi shield), 6 physical (6 total damage).
Undead squire hits Chamofang for (83 resist armour), 0 physical, (3 resist armour), 0 cold (0 total damage).
Glorilenor the rogue hits Temporal hound for 218 acid damage.
Glorilenor the rogue hits Chamofang for (109 resist armour), (37 to ice), 55 acid (55 total damage).
Glorilenor the rogue hits Cyroriwen the rogue for 139 acid damage.
Cyrudann the cutpurse slows down.
Cyrussra the assassin casts Searing Light.
Bethiriata the thief uses Steady Shot.
Bethiriata the thief deactivates Stealth.
Chamofang is free from the ice.
Chamofang has recovered!
Talent First Blood is ready to use.
Lisudhemilaith the shadowblade's aether beam hits Chamofang for (5 resist armour), 0 arcane (0 total damage).
Chamofang hits Iceblock for 81 physical, 10 arcane, 19 lightning, 16 physical, 0 arcane, 19 lightning (143 total damage).
Cyrussra the assassin hits Chamofang for (109 resist armour), (42 to ice), 63 light (63 total damage).
Lisudhemilaith the shadowblade's aether beam hits Chamofang for (5 resist armour), 0 arcane (0 total damage).
Bethiriata the thief's Steady Shot performs a ranged critical strike against Chamofang!
Saving game...