Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.5 |
Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Experience Controller 1.4.3
Experience Controller is an addon that lets you change the amount of experience you receive upon killing foes. You can enable/disable it realtime and it will work from the next kill onward. It also works for arena and infinite dungeon alike. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS.
How to enable/disable or configure this addon:
Modes functionality:
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Update v4.0.1 * Fixed a few typos and minor logging issues
Update v4.0 * Compatible with TOME v1.7.4 * Added multiple customization possibilities in-game and reworked functionality of all the addon Merchant on the Map 1.1.0Places 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. Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Everything is Unique! Fork 1.3.1A fork of Everything is Unique. Its broken. Use Randboss Rando instead. https://te4.org/games/addons/tome/randboss_rando Embers of Rage 1.4.4Official 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:
ZOmnibus Addon Pack 1.4.0Combines 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: Superhuman 1.2.5For those who think the Homosuperior race by gkjzhgffjh is not easy enough. Doctornull's Tweak Pack 1.4.2A collection of tweaks for existing ToME content. Items Vault 1.3.0Donators/Buyers bonus! Verbose Enemies 1.3.1Makes the monsters of Eyal somewhat more talkative...and prone to insulting you. Featuring taunts from Gaslamp Games' roguelike Dungeons of Dredmor! Also now featuring the EXTENSIVE taunt collection from the iconic Dredmor mod, Death By A Thousand Taunts. This mod was created by Deeborm, and is only included with their approval. Three cheers for Deeborm! Relive your dredmor adventures in the world of Eyal. You can also add your own taunts! To do this create a file named verbose_user_defined_taunts.cfg and place it in your settings folder where it can be friends with all the other .cfg files. Inside this file put: All taunts (base Dredmor taunts, Deeborm's extended dredmor taunts, and custom taunts) can be toggled from the in-game settings, in the Misc tab. AEther Operators 1.2.3Experiment addon based on Tourist example mod an Glutton Mod: Ashes of Urh'Rok 1.4.0Official 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:
Overpowered Levelup Bonuses 1.3.1Gives extra talent, generic, category, prodigy, and saves every level. Also gives increased bonuses for wil, dex, con. Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. Infinite500 v2.5e: Revised high level play for ToME 1.4.0Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. |
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Female |
Race | Superhuman |
Class | Gunslinger |
Level / Exp | 146 / 18% |
Size | gargantuan |
Lifes / Deaths | Killed by Doomed Shade of Mystearica at level 146 on the 67th Regrowth 124th year of Ascendancy at 18:17 / 1 |
Primary Stats
Strength | 384 (base 156) |
Dexterity | 403 (base 156) |
Constitution | 482 (base 156) |
Magic | 545 (base 156) |
Willpower | 569 (base 156) |
Cunning | 635.2 (base 156) |
Resources
Mana | 5508/6115 |
Psi_feedback | 2175/2175 |
Paradox | 300 |
Life | -1380/177050 |
Positive | 2660/2660 |
Stamina | 4091/4168 |
Equilibrium | 20 |
Healing Factor | 2.108 |
Regeneration | 698.1696 |
Speed
Mental | +210% |
Attack | +200% |
Movement | +765% |
Spell | +200% |
Global | +1090.0434603531% |
Vision
Sight | 15 |
Lite | 53 |
Infravision | 52 |
See Stealth | 200 |
See Invisible | 220 |
ESP Range | 10 |
ESP Kinds | demon/minor, demon/major, animal/canine |
Offense: Mainhand
Damage | 1986 |
Accuracy | 207 |
Crit Chance | 506% |
APR | 527 |
Speed | 0.29 |
Offense: Offhand
Damage | 1986 |
Accuracy | 207 |
Crit Chance | 506% |
APR | 527 |
Speed | 0.26 |
Offense: Spell
Spellpower | 204 |
Crit Chance | 100% |
Speed | 0.33333333333333 |
Cooldown Reduction | 292.75 |
Offense: Mind
Mindpower | 227 |
Crit Chance | 100% |
Speed | 0.33333333333333 |
Offense: Damage Bonus
All | +8% |
Offense: Damage Penetration
All | +15% |
Defense: Base
Armour (hardiness) | 766.8 (100%) |
Defense | 210 |
Ranged Defense | 210 |
Fatigue | 0 |
Physical Save | 308 |
Spell Save | 308 |
Mental Save | 324 |
Defense: Resistances
All | +323%(100%) |
Defense: Immunities
Stun Resistance | 50% |
Confusion Resistance | 100% |
Poison Resistance | 80% |
Blind Resistance | 100% |
Silence Resistance | 100% |
Bleed Resistance | 100% |
Disarm Resistance | 100% |
Pinning Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 50% |
Inscriptions (5/5)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 37.8 steam per turn. Can be activated for an instant burst of 189 steam. Its effects scale with your Strength 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 164% efficiency and cooldown mod of 97%. |
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 14.8 steam per turn. Can be activated for an instant burst of 74 steam. |
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: -28 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 2825 damage for 5 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 2419% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 9 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
Class Talents
Cunning / Tactical | 1.66 |
| 14/5 |
| 14/5 |
| 14/5 |
| 14/5 |
Steamtech / Automation | 1.50 |
| 14/5 |
| 14/5 |
| 14/5 |
| 14/5 |
Steamtech / Elusiveness | 1.50 |
| 14/5 |
| 14/5 |
| 14/5 |
| 14/5 |
Steamtech / Avoidance | 1.66 |
| 13/5 |
| 13/5 |
| 13/5 |
| 13/5 |
Steamtech / Bullets mastery | 1.50 |
| 14/5 |
| 14/5 |
| 14/5 |
| 14/5 |
Steamtech / Gunslinging | 1.50 |
| 14/5 |
| 14/5 |
| 14/5 |
| 14/5 |
Steamtech / Gunner training | 1.50 |
| 14/5 |
| 14/5 |
| 14/5 |
| 14/5 |
Generic Talents
Cunning / Survival | 1.10 |
| 14/5 |
| 14/5 |
| 14/5 |
| 14/5 |
Chronomancy / Chronomancy | 1.00 |
| 14/5 |
| 14/5 |
| 14/5 |
| 14/5 |
Celestial / Light | 1.10 |
| 14/5 |
| 14/5 |
| 14/5 |
| 14/5 |
Technique / Combat training | 1.50 |
| 14/5 |
| 14/5 |
| 14/5 |
| 14/5 |
| 14/5 |
| 14/5 |
Steamtech / Physics | 1.40 |
| 14/5 |
| 14/5 |
| 14/5 |
| 14/5 |
Wild-gift / Harmony | 2.20 |
| 14/5 |
| 14/5 |
| 14/5 |
| 14/5 |
Spell / Stone alchemy | 1.00 |
| 14/5 |
| 14/5 |
| 14/5 |
| 14/5 |
Steamtech / Chemistry | 1.40 |
| 14/5 |
| 14/5 |
| 14/5 |
| 14/5 |
Steamtech / Engineering | 1.40 |
| 14/5 |
| 14/5 |
| 14/5 |
| 14/5 |
Technique / Conditioning | 1.00 |
| 14/5 |
| 14/5 |
| 14/5 |
| 14/5 |
Steamtech / Blacksmith | 1.10 |
| 14/5 |
| 14/5 |
| 14/5 |
| 14/5 |
Spell / Staff combat | 1.20 |
| 14/5 |
| 14/5 |
| 14/5 |
| 14/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Daunting Presence |
talent | Agile Gunner |
talent | Range Amplification Device |
talent | Automated Cloak Tessellation |
talent | Elemental Harmony |
talent | Exploit Weakness |
talent | Evasive Shots |
talent | Embedded Restoration Systems |
beneficial effect | All stats increased by 207. Pain Enhancement System |
beneficial effect | The target is so fast it may blink throught obstacles if moving in the same direction for over two turns. Fast As Lightning |
beneficial effect | Countering melee attacks: Has a 94% chance to get an automatic counter attack when avoiding a melee attack. (4.0 counters remaining) Counter Attacking |
beneficial effect | The target is recovering 5119 life each turn. Recovery |
beneficial effect | The target's combat attack and crit chance are improved by 65 and 32%, respectively. Perfect control |
beneficial effect | All damage reduced by 482. Subcutaneous Metallisation |
detrimental effect | The target is infected by a disease, reducing its dexterity, strength, and constitution by 30. Illness |
beneficial effect | Immune to physical effects. Spine of the World |
detrimental effect | The target is off balance and is 249% more likely to be crit by the target that set it up. In addition all its saves are reduced by 249. Set Up |
beneficial effect | Increases global speed by 145%. Elemental Harmony |
beneficial effect | The target filled with the spirit of the bunnies! This looks very very cute! Also whenever you deal damage you have 5% chances to turn into a vorpal bunny, increasing your critical chance by %10. Bunnyficated! |
beneficial effect | The target's defense is increased by 237. Defensive Maneuver |
detrimental effect | Zone-wide effect: +10% critical chance, +20% critical damage, -20% nature and blight resistance. Sinister Aura |
beneficial effect | The target filled with the spirit of the vorpal bunny! Granting +10% critical chance! Vorpal Bunny! |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
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 have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lone alchemist (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Magic by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Dreadfell. Escort: lone alchemist (level 4 of Dreadfell)As a reward you gained talent category Spell / Stone alchemy (at mastery 0.80). | done |
You successfully escorted the lone alchemist to the recall portal on level 8 of Dreadfell. Escort: lone alchemist (level 8 of Dreadfell)As a reward you improved Dexterity by +1. | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost anorithil (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Cunning by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Dreadfell. Escort: lost warrior (level 1 of Dreadfell)As a reward you improved Strength by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you gained talent category Technique / Conditioning (at mastery 0.80). | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: temporal explorer (level 1 of Ruins of Kor'Pul)As a reward you gained talent category Chronomancy / Chronomancy (at mastery 0.80). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Daikara. Escort: temporal explorer (level 2 of Daikara)As a reward you improved Willpower by +1. | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Old Forest. Escort: temporal explorer (level 3 of Old Forest)As a reward you improved Magic by +2. | 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 |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | 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 Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded the transmogrification chest to automatically transmute metallic items into gems before transmogrifying them. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 471. | 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. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | 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 AlchemistsYou have aided Stire of Derth in creating an elixir of precision. Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * You've found the needed vial of elder vampire blood. * You've found the needed black mamba head. * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. 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 bear paw. * You've found the needed ritch stinger. * You've found the needed chunk of ghoul flesh. | active |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have sided with Ukllmswwik and killed Slasul. | 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 |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * You have destroyed Vor. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * Find a Resonating Diamond. | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
Equipment
On feet | Lustreviper (27 def, 34 armour) Lustreviper (27 def, 34 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Physical power: +4 (+0 eff.) Armour: +34 Defense: +27 (+3 eff.) Fatigue: +4% Effects on melee hit: * 46% chance to disease * 15% chance to blind Changes stats: +15 Str / +16 Mag / +16 Wil / +7 Cun / +24 Con Changes resistances: +3% blight / +15% fire / +9% light / +13% cold Changes resistances penetration: +13% physical Changes damage: +27% blight / +9% light / +9% darkness Talent granted: +5 Rocket Boots Physical save: +46 (+3 eff.) Spell save: +20 (+1 eff.) Mental save: +51 (+3 eff.) Silence immunity: +50% Confusion immunity: +50% Stun/Freeze immunity: +50% Stamina each turn: +1.30 Maximum stamina: +40.00 Light radius: +4 Infravision radius: +6 It can be used to blink to a nearby random location (rad 94), putting all charms on cooldown for 9 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | pouch of voratun shots 'Noontaint' (17/19, 83-99.6 power, 18 apr) pouch of voratun shots 'Noontaint' (17/19, 83-99.6 power, 18 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Base power: 83.0 - 99.6 Uses stats: 30% Wil, 70% Dex, 50% Mag, 50% Cun Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Accuracy: +50 Armour Penetration: +18 Physical crit. chance: +44.0% Capacity: 19 Turns elapse between self-loadings: 6 On weapon hit: * 20% chance to blind * 33% chance to cause random gloom * 65% chance to corrode armour * Random elemental explosion * 10% chance to knock the target back * 25% chance to put talents on cooldown * 20% chance to curse the target On weapon crit: * splashes the target with acid * wounds the target * cripple the target Travel speed: +200% Damage (Ranged): +67 darkness / +40 acid / +47 physical / +40 blight / +20 bleed / +24 mind / +24 light Burst (radius 1) on hit: +16 light Burst (radius 2) on crit: +8 acid / +12 light Damage against: +19% Living When wielded/worn: Talent granted: +5 Explosive Shell Shots are used with slings to pummel your foes to death. |
Light source | dwarven lantern 'Lightningbrace' dwarven lantern 'Lightningbrace'Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +12.0% Physical power: +19 (+1 eff.) Defense: +20 (+2 eff.) Effects on melee hit: * 15% chance to daze Changes stats: +11 Mag / +18 Wil / +11 Cun / +8 Con Changes resistances: +15% blight Changes resistances penetration: +5% lightning / +15% all Changes damage: +6% lightning / +3% mind / +20% light Critical mult.: +38.00% Physical save: +26 (+1 eff.) Spell save: +27 (+1 eff.) Mental save: +136 (+8 eff.) Blindness immunity: +140% Confusion immunity: +84% Life regen: +5.00 Maximum life: +80.00 Maximum hate: +4.00 Spellpower: +17 (+2 eff.) Mindpower: +2 (+0 eff.) Light radius: +40 See stealth: +157 See invisible: +145 It can be used to activate talent Track, placing all other charms into a 14 cooldown : Effective talent level: 2.0 Power cost: 14 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 84 for 5 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | Isamira (0 def, 7 armour) Isamira (0 def, 7 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Physical power: +4 (+0 eff.) Armour: +7 Fatigue: +5% Effects on melee hit: * 45% chance to corrode armour Changes stats: +15 Str / +20 Dex / +15 Wil / +15 Cun / +9 Con / +11 Lck Changes resistances: +30% acid / +9% cold / +7% nature / +13% darkness Changes damage: +6% acid / +3% arcane Grants telepathy: Demon/Minor Demon/Major Allows you to breathe in: water Spell save: +7 (+0 eff.) Mental save: +9 (+1 eff.) Silence immunity: +0% Psi when hit: +0.08 Maximum life: +53.00 Spell crit. chance: +4% Mindpower: +18 (+2 eff.) Mental crit. chance: +4% Light radius: +6 Infravision radius: +15 Sight radius: +3 See stealth: +25 See invisible: +34 Healing mod.: +14% Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | Sulfuroblivion the voratun gauntlets (0 def, 12 armour) Sulfuroblivion the voratun gauntlets (0 def, 12 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +25 (+3 eff.) Physical crit. chance: +37.0% Physical power: +34 (+2 eff.) Armour: +12 Damage (Melee): 10 acid / 10 cold / 19 arcane / 8 fire / 13 mind / 8 lightning Changes stats: +27 Str / +13 Dex / +34 Mag / +25 Wil / +27 Cun Changes resistances: +9% light / +10% mind / +12% nature / +10% arcane / +23% darkness Changes resistances penetration: +5% nature / +20% blight Changes damage: +11% arcane / +11% mind Talent cooldown: Double Strike (-2 turns) Talent granted: +1 Hand Cannon Critical mult.: +27.00% Physical save: +51 (+3 eff.) Spell save: +26 (+1 eff.) Mental save: +27 (+2 eff.) Disarm immunity: +50% Mana when firing critical spell: +3.00 Maximum life: +80.00 Spell crit. chance: +40% Mental crit. chance: +40% Infravision radius: +6 When used to modify unarmed attacks: Base power: 74.0 - 103.6 Uses stats: 50% Mag, 40% Cun, 30% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +60 Armour Penetration: +15 Physical crit. chance: +77.0% Attack speed: 83% When this weapon hits: Perfect Control (10% chance level 5). When this weapon hits: Set Up (20% chance level 5). When this weapon hits: Psychic Lobotomy (20% chance level 5). When this weapon hits: Battle Shout (10% chance level 5). When this weapon hits: Manathrust (10% chance level 3). When this weapon crits: Cripple (40% chance level 5). When this weapon crits: Dominate (10% chance level 5). On weapon hit: * 60% chance to disease Damage Shield penetration (this weapon only): +20% Damage (Melee): +18 ice / +22 darkness / +27 acid / +12 blight / +29 fire / +36 arcane / +24 lightning Burst (radius 2) on crit: +15 arcane / +44 light / +37 darkness / +13 mind It can be used to activate talent Disperse Magic, placing all other charms into a 7 cooldown : Effective talent level: 3.0 Power cost: 7 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | voratun pickaxe 'Hettuyon' (dig speed 1 turns) voratun pickaxe 'Hettuyon' (dig speed 1 turns)Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +46 Physical crit. chance: +25.0% Physical power: +20 (+1 eff.) Armour: +14 Defense: +11 (+1 eff.) Changes stats: +46 Str / +8 Mag / +27 Wil Changes resistances: +3% lightning / +9% physical / +35% darkness / +16% fire / +5% arcane Changes resistances penetration: +25% physical Changes damage: +30% mind / +29% fire Damage affinity(heal): +15% darkness Critical mult.: +55.00% Reduces incoming crit damage: 10.00% Spell save: +4 (+0 eff.) Mental save: +46 (+3 eff.) Disease immunity: +5% Vim when firing critical spell: +1.00 Spellpower on spell critical (stacks up to 3 times): +2 Maximum mana: +100.00 Spell crit. chance: +12% Lowers spell cool-downs by: 10% Mental crit. chance: +30% Infravision radius: +12 Healing mod.: +5% Damage Shield penetration: +20% When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +57 accuracy and allowing you to attack creatures you cannot see without penalty for the next 3 turns. Allows you to dig a wall, remove a tree, create ways. |
On fingers | Taintbraze TaintbrazePowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +32 (+3 eff.) Armour penetration: +17 Physical power: +42 (+3 eff.) Defense: +18 (+2 eff.) Fatigue: -18% Effects on melee hit: * 20% chance to cause random gloom * 31% chance to blind Damage (Melee): 16 bleed Effects on ranged hit: * 20% chance to cause random gloom * 35% chance to blind Damage (Ranged): 22 bleed Changes stats: +14 Str / +10 Dex / +20 Mag / +58 Cun / +30 Con Changes resistances: +3% temporal / +3% nature / +40% fire Changes resistances penetration: +20% arcane Changes damage: +8% all / +20% fire Maximum encumbrance: +76 Spell save: +51 (+3 eff.) Mental save: +80 (+5 eff.) Poison immunity: +10% Disease immunity: +5% Confusion immunity: +100% Mana each turn: +0.08 Hate when firing a critical mind attack: +3.00 Only die when reaching: -40.00 life Maximum stamina: +71.00 Maximum hate: +14.00 Spellpower: +64 (+6 eff.) Spell crit. chance: +1% Mindpower: +27 (+2 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 7 cooldown : Effective talent level: 4.0 Power cost: 7 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 44%. Rings can have magical properties. |
On fingers | Beliregotar the voratun ring Beliregotar the voratun ringPowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +4 (+0 eff.) Defense: +24 (+3 eff.) Damage when hit (Melee): 12 physical Changes stats: +12 Mag / +37 Wil / +40 Cun Changes damage: +12% arcane Reduces incoming crit damage: 15.00% Blindness immunity: +43% Silence immunity: +50% Disarm immunity: +50% Pinning immunity: +46% Knockback immunity: +50% Life regen: +2.00 Mana each turn: +0.38 Maximum life: +149.00 Spellpower: +18 (+2 eff.) Spell crit. chance: +3% Mindpower: +41 (+3 eff.) Infravision radius: +6 See stealth: +18 See invisible: +25 Healing mod.: +25% Rings can have magical properties. |
Around neck | Gunuldir the Flashwilder Gunuldir the FlashwilderInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Accuracy: +14 (+2 eff.) Armour penetration: +5 Physical crit. chance: +4.0% Physical power: +6 (+0 eff.) Armour: +6 Defense: +18 (+2 eff.) Damage when hit (Melee): 4 blight / 12 fire Changes stats: +4 Str / +3 Mag / +6 Wil / +4 Cun / +9 Con / +9 Lck Changes resistances: +13% cold / +14% fire Changes resistances cap: +3% all Changes resistances penetration: +10% blight Changes damage: +12% blight / +6% physical Talent masteries: +0.16 Cunning / Tactical +0.16 Steamtech / Avoidance Critical mult.: +12.00% Physical save: +23 (+1 eff.) Blindness immunity: +15% Cut immunity: +50% Life regen: +1.00 Maximum life: +40.00 Infravision radius: +3 Sight radius: +2 See invisible: +16 Combat speed: +10% Healing mod.: +14% Reduce all damage from unseen attackers: 12% It can be used to activate talent Heal, placing all other charms into a 12 cooldown : Effective talent level: 2.0 Power cost: 12 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 1017 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
In main hand | voratun steamgun 'Airfoe' voratun steamgun 'Airfoe'Requires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Powered by arcane forces Crafted by a master Infused by psionic forces Powered by steamtech 4.00 Encumbrance. [Random Unique] Type: weapon / steamgun ; tier 5 Base power: 0.0 - 0.0 Uses stats: 30% Wil, 50% Mag Damage type: Physical Mastery: Steamgun Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +28 Attack speed: 111% Firing range: +10 When this weapon hits: Arcane Vortex (30% chance level 9). On weapon hit: * 40% chance to cause random gloom Travel speed: +800% Damage (Ranged): +46 lightning / +25 draining blight / +19 cold / +18 fire / +20 mind Burst (radius 1) on hit: +6 lightning Attacks use: 2.0 Steam When wielded/worn: Accuracy: +40 (+4 eff.) Physical crit. chance: +43.0% Changes stats: +2 Str / +31 Mag / +10 Wil / +11 Cun / +6 Con Changes resistances: +3% mind Changes resistances penetration: +23% physical Changes damage: +42% lightning / +22% physical / +22% mind / +22% blight / +22% fire / +41% arcane / +19% cold Talents cooldown: Trick Shot (-2 turns) Strafe (-2 turns) Double Shots (-2 turns) Spellpower: +42 (+4 eff.) Mindpower: +15 (+1 eff.) Infravision radius: +4 Damage Shield penetration: +54% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Around waist | Ebonyscar EbonyscarPowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +15.0% Physical power: +19 (+1 eff.) Defense: +14 (+2 eff.) Fatigue: -6% Effects on melee hit: * 30% chance to daze Damage when hit (Melee): 8 darkness Changes stats: +10 Str / +10 Dex / +3 Mag / +7 Wil / +10 Cun / +8 Con Changes resistances: +12% lightning / +3% temporal / +15% darkness / +14% fire / +14% cold Changes resistances penetration: +25% darkness Changes damage: +15% darkness Reduced damage from: +42% Summoned Critical mult.: +14.00% Maximum encumbrance: +28 Physical save: +43 (+2 eff.) Spell save: +26 (+1 eff.) Mental save: +35 (+2 eff.) Mana each turn: +0.20 Maximum life: +54.00 Maximum mana: +28.00 Mindpower: +13 (+1 eff.) Mental crit. chance: +7% Size category: +2 Slows Projectiles: +25% A belt that goes around your waist. |
In off hand | voratun steamgun 'Thunderpall' voratun steamgun 'Thunderpall'Requires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Powered by arcane forces Crafted by a master Infused by psionic forces Powered by steamtech 4.00 Encumbrance. [Random Unique] Type: weapon / steamgun ; tier 5 Base power: 0.0 - 0.0 Uses stats: 30% Wil, 50% Mag Damage type: Acid Mastery: Steamgun Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +28 Attack speed: 125% Firing range: +10 When this weapon hits: Arcane Vortex (20% chance level 6). When this weapon hits: Shoot (10% chance level 1). On weapon hit: * 20% chance to inflict damage reduction * 59% chance to corrode armour Travel speed: +1000% Damage (Ranged): +34 cold / +20 mind Burst (radius 1) on hit: +8 lightning / +2 acid Burst (radius 2) on crit: +2 darkness / +6 lightning Damage conversion: 50% temporal Attacks use: 2.0 Steam When wielded/worn: Accuracy: +15 (+2 eff.) Physical crit. chance: +15.0% Changes stats: +18 Mag / +10 Wil / +10 Cun Changes resistances: +12% acid / +9% lightning Changes resistances penetration: +87% physical / +5% fire Changes damage: +64% physical / +3% darkness / +44% cold / +22% mind / +25% arcane Spellpower: +27 (+3 eff.) Mindpower: +15 (+1 eff.) Damage Shield penetration: +60% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Cloak | Arthusta (18 def, 0 armour) Arthusta (18 def, 0 armour)Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +25 (+3 eff.) Armour penetration: +17 Physical crit. chance: +2.0% Physical power: +2 (+0 eff.) Defense: +18 (+2 eff.) Fatigue: -7% Changes stats: +16 Str / +6 Dex / +6 Mag / +14 Wil / +14 Cun / +8 Con Changes resistances: +41% darkness / +27% temporal / +38% light / +38% fire Changes resistances penetration: +8% darkness Changes damage: +9% darkness / +12% blight Critical mult.: +19.00% Stealth bonus: +23 Physical save: +10 (+0 eff.) Spell save: +36 (+2 eff.) Mana when firing critical spell: +3.00 Only die when reaching: -40.00 life Maximum life: +20.00 Maximum mana: +47.00 Spellpower: +6 (+1 eff.) Mental crit. chance: +10% Defense after a teleport: +28 Resist all after a teleport: +22% New effects duration reduction after a teleport: +28% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature, putting all charms on cooldown for 4 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Undeathrigor the dwarven-steel plate armour (22 def, 54 armour) Undeathrigor the dwarven-steel plate armour (22 def, 54 armour)Requires: - Strength 35 - Talent Armour Training (level 3) Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +54 Defense: +22 (+2 eff.) Fatigue: +16% Effects on melee hit: * 15% chance to daze * Slows global speed by 60% * 30% chance to inflict damage reduction Damage (Melee): 34 acid / 34 fire Damage when hit (Melee): 26 acid / 24 fire / 24 nature / 20 lightning Changes stats: +27 Str / +10 Wil / +14 Cun / +7 Con Changes resistances: +65% acid / +18% physical / +51% darkness / +16% light / +43% fire / +3% nature / +46% lightning Changes resistances penetration: +20% lightning / +15% darkness Changes damage: +6% nature Physical save: +12 (+0 eff.) Mental save: +51 (+3 eff.) Poison immunity: +70% Disease immunity: +70% Cut immunity: +70% Life regen: +12.80 Maximum life: +142.00 Light radius: +3 Healing mod.: +22% It can be used to activate talent Track, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 84 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
Inventory
Barkspitter BarkspitterPowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +31 (+3 eff.) Armour penetration: +12 Physical crit. chance: +3.0% Physical power: +21 (+1 eff.) Armour: +16 Defense: +9 (+1 eff.) Fatigue: -2% Changes stats: +20 Str / +15 Dex / +9 Mag / +10 Wil / +19 Cun / +13 Con Changes resistances: +9% temporal / +33% nature / +6% light Changes damage: +12% nature / +5% all Reduces incoming crit damage: 5.00% Spell save: +12 (+1 eff.) Mental save: +30 (+2 eff.) Disarm immunity: +23% Confusion immunity: +5% Pinning immunity: +26% Stun/Freeze immunity: +50% Knockback immunity: +26% Life regen: +3.00 Maximum life: +25.00 Maximum stamina: +16.00 Spellpower: +22 (+2 eff.) Mindpower: +15 (+1 eff.) It can be used to activate talent Disengage, placing all other charms into a 4 cooldown : Effective talent level: 2.0 Power cost: 4 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
Telos's Staff (Top Half) (35-42 power, 0 apr, arcane element) Telos's Staff (Top Half) (35-42 power, 0 apr, arcane element)Requires: - Magic 35 Powered by arcane forces 2.50 Encumbrance. [Unique] Type: weapon / staff ; tier 5 Base power: 35.0 - 42.0 Uses stats: 150% Mag, 30% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +0 Physical crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes stats: +5 Wil Changes damage: +35% arcane Talent granted: +1 Command Staff Mental save: +8 (+1 eff.) Spellpower: +30 (+3 eff.) Spell crit. chance: +15% The top part of Telos' broken staff. |
This item will automatically be transmogrified when you leave the level. blighted dragonbone vilestaff of channeling (30-36 power, 6 apr, darkness element)blighted dragonbone vilestaff of channeling (30-36 power, 6 apr, darkness element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stats: 130% Mag, 30% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Effects on melee hit: * 20% chance to disease Changes damage: +30% darkness Talent granted: +1 Command Staff Mana each turn: +0.40 Vim when firing critical spell: +6.00 Maximum vim: +40.00 Spellpower: +33 (+3 eff.) Spell crit. chance: +5% It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 10 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. thunderous voratun battleaxe of crippling (58.5-87.75 power, 4 apr)thunderous voratun battleaxe of crippling (58.5-87.75 power, 4 apr) Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 58.5 - 87.8 Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 100% On weapon hit: * 47% chance to daze On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +21.0% Changes stats: +6 Str / +6 Dex / +6 Mag / +6 Wil / +6 Cun / +6 Con Changes resistances penetration: +10% lightning Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. Lisydhetha the Shadewrither (66-105.6 power, 3 apr)Lisydhetha the Shadewrither (66-105.6 power, 3 apr) Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 66.0 - 105.6 Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * 45% chance to inflict damage reduction * 60% chance to corrode armour * Random elemental explosion * 25% chance for lightning to arc to a second target * 20% chance to curse the target On weapon crit: * wounds the target reducing their healing * cripple the target Damage (Melee): +21 lightning / +68 cold When wielded/worn: Accuracy: +38 (+4 eff.) Armour penetration: +73 Physical crit. chance: +74.0% Physical power: +17 (+1 eff.) Defense: +19 (+2 eff.) Effects on melee hit: * 30% chance to corrode armour * 30% chance to inflict damage reduction Damage when hit (Melee): 12 darkness Changes stats: +9 Str / +9 Mag / +9 Wil Changes resistances: +18% acid Changes resistances penetration: +21% acid / +36% physical / +21% cold / +21% lightning / +21% fire Changes damage: +6% blight / +57% physical Critical mult.: +46.00% Mental save: +41 (+3 eff.) Disarm immunity: +60% Stamina when hit: +3.00 Equilibrium when hit: +0.04 Spellpower: +19 (+2 eff.) Mental crit. chance: +1% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. projecting living mindstar of flames (16.5-18.15 power, 40 apr, mind damage)projecting living mindstar of flames (16.5-18.15 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This mindstar projects psionic energy if enough is absorbed. This natural fire should be returned to the wyrm. Base power: 16.5 - 18.2 Uses stats: 80% Wil, 50% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 19 fire Changes resistances: +17% fire Changes resistances penetration: +20% fire Changes damage: +25% lightning / +37% fire / +25% cold Talent masteries: +0.20 Psionic / Focus +0.20 Psionic / Projection Mindpower: +10 (+1 eff.) Mental crit. chance: +5% Global speed: +6% 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. reinforced leather armour of delving (4 def, 7 armour)reinforced leather armour of delving (4 def, 7 armour) Requires: - Strength 18 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +4 (+1 eff.) Fatigue: +8% Changes stats: +9 Str Changes resistances: +18% darkness / +13% physical Light radius: +2 It can be used to activate talent Track, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 84 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
shadow elven-silk cloak of fog (13 def, 0 armour) shadow elven-silk cloak of fog (13 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +13 (+2 eff.) Changes resistances: +25% fire / +25% light / +23% darkness Changes resistances penetration: +17% darkness Changes damage: +24% darkness Stealth bonus: +35 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. eldritch elven-silk wizard hat of the Brotherhood (3 def, 0 armour)eldritch elven-silk wizard hat of the Brotherhood (3 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +9 Con / +10 Mag Changes damage: +20% arcane Mana each turn: +3.00 Mana when hit: +3.00 Maximum mana: +110.00 Spellpower: +9 (+1 eff.) It can be used to activate talent Manaflow, placing all other charms into a 14 cooldown : Effective talent level: 2.0 Power cost: 14 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 35 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
2 agate 2 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 When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
8 spinel 8 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 ametrine 4 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% When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 citrine 7 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 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon 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 When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 aquamarine 6 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 When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 topaz 8 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+1 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 amethyst 4 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% When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
6 onyx 6 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5 lapis lazuli 5 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+0 eff.) Spell save: +6 (+0 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+0 eff.) Spell save: +6 (+0 eff.) Mental save: +6 (+1 eff.) When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 emerald 7 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 garnet 8 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
7 quartz 7 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 sapphire 2 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+1 eff.) Physical save: +8 (+0 eff.) Spell save: +8 (+0 eff.) Mental save: +8 (+1 eff.) When used to imbue an object: Defense: +8 (+1 eff.) Physical save: +8 (+0 eff.) Spell save: +8 (+0 eff.) Mental save: +8 (+1 eff.) When used as an alchemist bomb: Additional 30 ice damage Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 jade 5 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all When used as an alchemist bomb: Slows by 17% Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 turquoise 2 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 When used as an alchemist bomb: Additional 30 acid damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 amber 3 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used as an alchemist bomb: 10% chance to stun for 2 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 bloodstone 2 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% When used as an alchemist bomb: Life regen 10% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 fire opal 3 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used as an alchemist bomb: Additional 40 fire damage Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 diamond 2 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used as an alchemist bomb: Bomb damage +25% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 pearl 3 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all When used as an alchemist bomb: Lights terrain (power 100) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
509 alchemist agate 509 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Blood-Runed Athame Blood-Runed Athame1.00 Encumbrance. [Plot Item] Type: misc / misc An athame, covered in blood runes. It radiates power. |
amazing healing salve [power 693] amazing healing salve [power 693]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 164% efficiency and 97% cooldown modifier. It can be used to heal 693, putting Talent Medical Injector on cooldown for 5 turns. Medical salve. |
iron pickaxe of Reknor (dig speed 20 turns) iron pickaxe of Reknor (dig speed 20 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +5% darkness / +6% fire When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 4 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
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 (5/5) Rod of Recall (5/5)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 67 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. |
The Cog The CogPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: cog / mechanical ; tier 3 When wielded/worn: Changes stats: +5 Cun / +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
Automated Portable Extractor Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 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. |
Achievements
By Mystearica the Superhuman Gunslinger level 115
76th Haze 122nd year of Ascendancy at 14:41 see stats
By Mystearica the Superhuman Gunslinger level 144
6th Allure 124th year of Ascendancy at 15:58 see stats
By Mystearica the Superhuman Gunslinger level 113
49th Haze 122nd year of Ascendancy at 03:44 see stats
By Mystearica the Superhuman Gunslinger level 141
65th Haze 123rd year of Ascendancy at 03:08 see stats
By Mystearica the Superhuman Gunslinger level 143
6th Allure 124th year of Ascendancy at 11:07 see stats
By Mystearica the Superhuman Gunslinger level 141
64th Haze 123rd year of Ascendancy at 04:00 see stats
By Mystearica the Superhuman Gunslinger level 41
25th Dusk 122nd year of Ascendancy at 19:50 see stats
By Mystearica the Superhuman Gunslinger level 27
11st Dusk 122nd year of Ascendancy at 03:28 see stats
By Mystearica the Superhuman Gunslinger level 142
4th Allure 124th year of Ascendancy at 17:57 see stats
By Mystearica the Superhuman Gunslinger level 140
60th Dusk 123rd year of Ascendancy at 08:04 see stats
By Mystearica the Superhuman Gunslinger level 9
74th Pyre 122nd year of Ascendancy at 23:27 see stats
By Mystearica the Superhuman Gunslinger level 96
48th Haze 122nd year of Ascendancy at 22:56 see stats
By Mystearica the Superhuman Gunslinger level 26
1st Mirth 122nd year of Ascendancy at 13:36 see stats
By Mystearica the Superhuman Gunslinger level 42
25th Dusk 122nd year of Ascendancy at 20:22 see stats
By Mystearica the Superhuman Gunslinger level 139
60th Dusk 123rd year of Ascendancy at 07:39 see stats
By Mystearica the Superhuman Gunslinger level 60
42nd Dusk 122nd year of Ascendancy at 07:22 see stats
By Mystearica the Superhuman Gunslinger level 10
74th Pyre 122nd year of Ascendancy at 23:38 see stats
By Mystearica the Superhuman Gunslinger level 20
1st Mirth 122nd year of Ascendancy at 10:10 see stats
By Mystearica the Superhuman Gunslinger level 30
14th Dusk 122nd year of Ascendancy at 05:48 see stats
By Mystearica the Superhuman Gunslinger level 40
25th Dusk 122nd year of Ascendancy at 18:53 see stats
By Mystearica the Superhuman Gunslinger level 50
42nd Dusk 122nd year of Ascendancy at 04:11 see stats
By Mystearica the Superhuman Gunslinger level 139
74th Pyre 123rd year of Ascendancy at 04:45 see stats
By Mystearica the Superhuman Gunslinger level 137
14th Pyre 123rd year of Ascendancy at 04:32 see stats
By Mystearica the Superhuman Gunslinger level 71
17th Haze 122nd year of Ascendancy at 18:36 see stats
By Mystearica the Superhuman Gunslinger level 146
32nd Regrowth 124th year of Ascendancy at 10:24 see stats
By Mystearica the Superhuman Gunslinger level 134
11st Pyre 123rd year of Ascendancy at 09:08 see stats
By Mystearica the Superhuman Gunslinger level 36
25th Dusk 122nd year of Ascendancy at 17:56 see stats
By Mystearica the Superhuman Gunslinger level 29
14th Dusk 122nd year of Ascendancy at 05:46 see stats
By Mystearica the Superhuman Gunslinger level 140
60th Dusk 123rd year of Ascendancy at 08:07 see stats
By Mystearica the Superhuman Gunslinger level 115
65th Haze 122nd year of Ascendancy at 00:43 see stats
By Mystearica the Superhuman Gunslinger level 128
4th Pyre 123rd year of Ascendancy at 09:22 see stats
By Mystearica the Superhuman Gunslinger level 65
47th Dusk 122nd year of Ascendancy at 08:11 see stats
By Mystearica the Superhuman Gunslinger level 18
1st Mirth 122nd year of Ascendancy at 06:16 see stats
By Mystearica the Superhuman Gunslinger level 128
4th Pyre 123rd year of Ascendancy at 09:15 see stats
By Mystearica the Superhuman Gunslinger level 4
74th Pyre 122nd year of Ascendancy at 13:00 see stats
By Mystearica the Superhuman Gunslinger level 2
74th Pyre 122nd year of Ascendancy at 12:00 see stats
By Mystearica the Superhuman Gunslinger level 112
49th Haze 122nd year of Ascendancy at 02:22 see stats
Log
Doomed Shade of Mystearica performs a melee critical strike against Mystearica!
Doomed Shade of Mystearica is not intimidated!
Mystearica shrugs off the effect 'Armor Corroded'!
Mystearica resists the mind attack!
Mystearica resists the mind attack!
Doomed Shade of Mystearica performs a melee critical strike against Mystearica!
Doomed Shade of Mystearica is not intimidated!
Mystearica resists the mind attack!
Mystearica shrugs off the effect 'Cripple'!
Mystearica resists the mind attack!
Doomed Shade of Mystearica misses Mystearica.
Evasive Shots fires a retaliatory shot at Doomed Shade of Mystearica!
Doomed Shade of Mystearica deflects the projectile from Mystearica to the west!
Doomed Shade of Mystearica deflects the projectile from Mystearica but fumbles!
Mystearica counters the attack!
Mystearica performs a melee critical strike against Doomed Shade of Mystearica!
Doomed Shade of Mystearica shrugs off the critical damage!
Mystearica shrugs off the effect 'Intimidated'!
Doomed Shade of Mystearica resists!
Doomed Shade of Mystearica shrugs off the effect 'Armor Corroded'!
Doomed Shade of Mystearica shrugs off the effect 'Numbing Darkness'!
Doomed Shade of Mystearica resists the mind attack!
Mystearica uses Cripple.
Mystearica misses Doomed Shade of Mystearica.
Evasive Shots fires a retaliatory shot at Mystearica!
Mystearica deflects the projectile from Doomed Shade of Mystearica to the east!
Mystearica deflects the projectile from Doomed Shade of Mystearica to the west!
Doomed Shade of Mystearica counters the attack!
Doomed Shade of Mystearica performs a melee critical strike against Mystearica!
Saving game...