









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | rq: No Escorts, Alchemists, Wayist, Wyrm Bile 1.5.10Turns off escort quests and alchemists quests. Disables Yeek Wayist bonuses. Removes Wyrm Bile stat changes. --- Escort died again for no fault of your own? Alchemists finished a recipe behind your back? Subject Z dodged your stun and now Wayist is dead? Or maybe your main stats were scrambled by the Wyrm Bile? Feeling frustrated? Annoyed? Worried that your toons are now irrevocably gimped and that it's no fun to play them anymore? Thinking to yourself: what if those obnoxious, punishing, luck-based elements of the game were just gone? Well there's the addon for you. Just disable all those pesky bugs and never look back. And when you win, say proudly that you did it with an addon that, in essence, makes the game HARDER. Mex's Start in Last Hope 1.5.0Changes your starting zone to Last Hope. Improved player targetting 1.2.0Player's targetting improvements. Bonuses at Level 10 1.5.10Characters are given +2 Class Talents, +2 Generic Talents, +10 Stat Points, and +1 Prodigy Points upon reaching level 10. This is meant to compensate for the removal of Alchemist Quests, Escorts, Yeek Wayist's Buff, and Wyrm Bile's Stat Changes which are tedious but provide very nice rewards. The idea is to restore some of the power which is lost by removing these rewards without changing the overall strength of the character. Getting the Light Category via escort, for instance, is easily as good as most Prodigies. You can download the mod that removes these things here, made by Regalion: Possessor Bonus Class 1.5.4Donators/Buyers bonus! 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:
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. QuickTome: Orb of Communication 1.3.1 Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.5.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. EquipDoll - Clean Item Names 1.5.5Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Always center your character 1.4.4Always center your character Items Vault 1.5.0Donators/Buyers bonus! Convenient Digging 1.5.5 Marson's Character Recycler 1.2.3v1.0.0 You can choose to regenerate the current character at the beginning, or to go back to the character generation screen and create a new one. QuickTome: Creature Changes 1.3.1 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. Auto Use Tweaks 1.2.1Tweaks the auto use options for talents.
It has 106 options currently, to cover most situations. Bind multiple to left click [don't forget alt+shift+o for this] Talents requiring an enemy will not auto-use if under 50%mana or 25%vim or 25%stam. Changelog (cause comment system's busted): 2/5/2018 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: Better Item Description 1.5.5This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game QuickTome: Arena Skip 1.3.1 Forbidden Cults 1.5.9Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Cornac |
Class | Berserker |
Level / Exp | 50 / 1758% |
Size | big |
Lifes / Deaths | Killed by ghast at level 31 on the 38th Dusk 123rd year of Ascendancy at 16:03 0 / 9Killed by Zubemira the elven blood mage at level 35 on the 70th Dusk 123rd year of Ascendancy at 10:01 Killed by Emomima the patchwork troll at level 36 on the 39th Haze 123rd year of Ascendancy at 22:46 Killed by Globeth the patchwork troll at level 37 on the 41st Haze 123rd year of Ascendancy at 02:47 Killed by Gidhelle the corrupted plasmic disruptor at level 48 on the 29th Dusk 124th year of Ascendancy at 12:59 Killed by corrupted acidic digestor at level 49 on the 30th Dusk 124th year of Ascendancy at 12:48 Killed by radiant horror at level 50 on the 10th Decay 124th year of Ascendancy at 02:13 Killed by Elandar at level 50 on the 51st Regrowth 125th year of Ascendancy at 03:31 Killed by Elandar at level 50 on the 51st Regrowth 125th year of Ascendancy at 03:57 |
Primary Stats
Strength | 154 (base 60) |
Dexterity | 15 (base 12) |
Constitution | 94 (base 60) |
Magic | 74 (base 60) |
Willpower | 21 (base 10) |
Cunning | 58 (base 40) |
Resources
Life | -377/2461 |
Positive | 227/227 |
Stamina | 162/378 |
Healing Factor | 2.2172727272727 |
Regeneration | 41.661596930979 |
Speed
Mental | +10% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 5 |
See Stealth | 35.84903874937 |
See Invisible | 35.84903874937 |
ESP Range | 10 |
ESP Kinds | animal/canine, dragon |
Offense: Mainhand
Damage | 385 |
Accuracy | 60 |
Crit Chance | 54% |
APR | 27 |
Speed | 0.91 |
Offense: Spell
Spellpower | 44 |
Crit Chance | 15% |
Speed | 1 |
Offense: Mind
Mindpower | 41 |
Crit Chance | 23% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +36% |
Light | +18% |
Physical | +88% |
Darkness | +55% |
Arcane | +21% |
Fire | +21% |
All | +3% |
Offense: Damage Penetration
Darkness | +20% |
Nature | +15% |
Blight | +20% |
Fire | +10% |
Mind | +20% |
All | 0% |
Defense: Base
Armour (hardiness) | 79.723073231957 (100%) |
Defense | 30 |
Ranged Defense | 30 |
Fatigue | 0 |
Physical Save | 78 |
Spell Save | 42 |
Mental Save | 32 |
Defense: Resistances
Acid | + 67%( 70%) |
Blight | + 35%( 70%) |
Arcane | + 22%( 70%) |
Cold | + 65%( 70%) |
All | + 18%( 70%) |
Lightning | + 50%( 70%) |
Temporal | + 26%( 70%) |
Physical | + 70%( 70%) |
Fire | + 70%( 70%) |
Darkness | + 70%( 70%) |
Defense: Immunities
Stun Resistance | 40% |
Pinning Resistance | 38% |
Confusion Resistance | 100% |
Fear Resistance | 100% |
Disarm Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 100% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1147% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 416 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 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 25% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1036% 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 Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 20 for 11 turns. While Heroism is active, you will only die when reaching -954 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. |
Class Talents
Technique / Berserker's strength | 1.30 |
| 3/5 |
| 3/5 |
| 3/5 |
| 3/5 |
Technique / Bloodthirst | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Two-handed assault | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 3/5 |
Technique / Combat techniques | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 5/5 |
Cunning / Dirty fighting | 1.00 |
| 2/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Warcries | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Celestial / Light | 0.90 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
Effects
detrimental effect | The target is on fire, taking 125.86 fire damage per turn. Burning |
detrimental effect | The target is cursed, taking 91.66 darkness damage per turn and preventing natural life regeneration. Curse of Death |
detrimental effect | The more you use infusions, the longer they will take to recharge (+3 cooldowns). Infusion Saturation |
beneficial effect | The thrill of combat improves the target's maximum life by 12%, life regeneration by 11.14, and stamina regeneration by 2.23. Bloodbath |
beneficial effect | The target has been affected by space or time manipulations and is becoming more resistant to them (+47). Continuum Destabilization |
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 |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | active |
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 Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
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 |
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 unlocked the training room. * You have unlocked the hall of reflections. * 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: 2515. | 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. | active |
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 |
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 have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | 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 failed to protect her when escorting her out of the crypt. | failed |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
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. * You have found the Resonating Diamond. | done |
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 |
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 | ![]() 3.0 T5 feet armor [Unique] Master While equipped: Stats +20 Str -6 Dex +10 Con dps ---------- Phys.pwr +10 (+2 eff.) Dmg.mod +15% physical ----- def ----- Armour +20 Hardiness +20% Defense +8 (+4 eff.) Fatigue +12% Resists +15% acid +15% physical Knockbk- +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
Light source | ![]() 1.0 T5 lite [Random Unique] Arcane While equipped: Stats +1 Con dps ---------- Crit.mult +3.00% Phys.pwr +8 (+1 eff.) Dmg.mod +15% light Acc +6 (+2 eff.) Apr +2 Melee Ret 27 fire ----- def ----- Resists +10% temporal +10% cold +15% darkness +9% fire Affinity +5% light Phys.save +9 (+2 eff.) Max.HP +30.00 Def/telep +17 Res/telep +20% Dur/telep +30% ---------- misc Light +7 Sun Flare: Puts all charms on 18 cooldown Level 3.0 Pwr.cost 18 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 39.77 light damage within radius 3. The damage done will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() 2.0 T5 head armor [Random Unique] Nature/Psionic While equipped: dps ---------- Mind.crit +8% Mind.pwr +19 (+6 eff.) Dmg.mod +6% lightning +56% physical +40% darkness Res.pen +10% darkness Melee Ret 4 darkness On Hit (Melee): * 31% chance to inflict 15% damage reduction ----- def ----- Defense +3 (+1 eff.) Resists +42% darkness +51% physical ---------- misc Max.hate +20.00 A pointy cloth hat, very wizardly... This object's appearance was changed to Malslek the Accursed's Hat (Nightmares). |
Tool | ![]() 2.0 T3 torque charm [Rare] Psionic While equipped: Stats +5 Con dps ---------- Crit.mult +10.00% Res.pen +20% mind ----- def ----- Fatigue -2% Heal/summ +20 ---------- misc Hate/m.crit +2.00 Telepathy Dragon Teleport randomly (rad 40) Puts all charms on 18 cooldown Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T5 ring jewelry [Random Unique] Arcane/Nature/Psionic While equipped: Stats +8 Cun dps ---------- Melee+ 16 bleed Ranged+ 14 bleed Dmg.mod +18% arcane +9% fire Res.pen +5% fire Melee Ret 4 arcane 4 fire On Hit (Melee): * 20% chance to cause random gloom On Hit (Ranged): * 15% chance to cause random gloom ----- def ----- Resists +30% acid +30% lightning +24% fire +5% arcane +27% cold Max.HP +97.00 HP.reg +1.50 Heal.mod +29% ---------- misc Hate/m.crit +3.00 Max.hate +13.00 Bleeding Edge: Puts all charms on 12 cooldown Level 4.0 Pwr.cost 12 out of 20/20. Range melee/personal Travel.spd 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 67%. Rings can have magical properties. |
On fingers | ![]() 0.1 T4 ring jewelry [Random Unique] Arcane/Master While equipped: dps ---------- Melee+ 36 light Ranged+ 24 light Dmg.mod +9% lightning Res.pen +5% blight Melee Ret 4 lightning On Hit (Melee): * 15% chance to daze at end of turn * 25% chance to blind On Hit (Ranged): * 30% chance to blind ----- def ----- Resists +6% blight Max.HP +44.00 HP.reg +3.00 Disarm- +39% Pinning- +38% Stun/Frz- +40% Knockbk- +44% Rings can have magical properties. |
Around waist | ![]() 1.0 T5 belt armor [Random Unique] Arcane/Nature/Psionic While equipped: Stats +2 Str +3 Dex +5 Wil dps ---------- Dmg.mod +6% physical Melee Ret 12 light ----- def ----- Mind.save +12 (+6 eff.) Anom.red +13 Max.HP +212.00 HP.reg +2.90 Heal.mod +45% ---------- misc Max.mana +58.00 Max.stam +71.00 Max.hate +14.00 Max.psi +37.00 Max.vim +35.00 Max.P.En +30.00 Max.N.En +40.00 A belt that goes around your waist. |
In main hand | ![]() 3.0 T5 greatsword 2H weapon [Unique] Arcane/Master Power 182% Range: 1.6x Uses 60% Mag, 130% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +18 Crit +20.0% Atk.spd 100% HP.leech +5% On Hit: * Increases all damage dealt, and reduces all damage taken, by 1%, stacking up to 10 times. Resets after 10 turns without attacking. While equipped: Stats +10 Str +8 Mag +5 Con dps ---------- Dmg.mod +3% all ----- def ----- Resists +3% all ---------- misc Cooldown Draining Assault -1 Abduction -1 Detonating Charge -1 Masteries +0.10 Corruption/Torture +0.20 Corruption/Brutality +0.20 Corruption/Wrath Grushgore the Destroyer was as famous for his incredible brutality as he was for his childlike intelligence. He wasn't known for his subtlety of naming, but there's no denying the power of his massive sword. |
On hands | ![]() 1.5 T5 hands armor [Random Unique] Master/Psionic While equipped: Stats +5 Con dps ---------- Mind.pwr +8 (+3 eff.) Melee+ 29 mind 40 darkness Dmg.mod +18% lightning Res.pen +15% nature Acc +9 (+3 eff.) On Hit (Melee): * 25% chance to cause random gloom * Slows global speed by 30% ----- def ----- Armour +3 Resists +9% lightning Phys.save +40 (+8 eff.) Spell.save +9 (+3 eff.) Mind.save +5 (+2 eff.) Disarm- +77% Ruined Earth: Puts all charms on 12 cooldown Level 3.0 Pwr.cost 12 out of 20/20. Range 5 Travel.spd instantaneous Is a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | ![]() 17.0 T5 massive armor [Unique] Arcane While equipped: Stats +6 Wil +4 Cun +3 Con dps ---------- Phys.pwr +10 (+2 eff.) ----- def ----- Armour +35 Defense +25 (+11 eff.) Fatigue +15% Resists +15% acid +20% darkness +15% blight +25% fire +20% cold Phys.save +15 (+3 eff.) Spell.save +25 (+8 eff.) Confus- +100% Fear- +100% ---------- misc Light -2 Infravis +3 Masteries +0.20 Corruption/Doom covenant +0.20 Corruption/Oppression +0.20 Corruption/Wrath +0.20 Corruption/Infernal combat ShadowPwr +10 Grants physical power equal to your Shadow Power. Link of Pain: (Instant) Level 3.6 Pwr.cost 9 out of 15/15. Range 7 Travel.spd instantaneous Is a spell Description: Using demonic forces you create a link of pain from a source creature to a victim for 6 turns. Each time the source creature takes damage the victim takes 73% of the damage. If the victim dies from the effect you gain a burst of energy, reducing all remaining cooldowns by 1. "Wreckage all about you. Is there anything left inside?" |
Cloak | ![]() 2.0 T5 cloak armor [Random Unique] Nature/Master While equipped: Stats +6 Str +5 Con dps ---------- Dmg.mod +12% darkness +9% fire Res.pen +10% darkness +5% fire Acc +35 (+9 eff.) ----- def ----- Defense +3 (+1 eff.) Fatigue -7% Resists +12% fire Phys.save +13 (+3 eff.) Max.HP +251.00 ---------- misc Max.stam +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T3 amulet jewelry [Rare] Master While equipped: dps ---------- Phys.crit +4.0% Crit.mult +15.00% Phys.pwr +8 (+1 eff.) Phys.spd +10% Dmg.mod +8% physical Res.pen +15% blight Melee Ret 12 physical ----- def ----- Armour +4 Resists +2% physical Phys.save +30 (+6 eff.) Amulets can have magical properties. |
Inventory
![]() 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 76 and cleanse 1 wound and 1 poison effect. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
![]() 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 71 and cleanse 1 wound and 1 poison effect. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
![]() 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 169 and cleanse 1 wound and 1 poison effect. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
![]() 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 309 and cleanse 1 wound and 1 poison effect. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
![]() 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 260 and cleanse 1 wound and 1 poison effect. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
![]() 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 406 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
![]() 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 390 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
![]() 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Standard (91% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 111 life over 5 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (91% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 326 life over 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Standard (91% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 380 life over 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (91% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 391 life over 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (91% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 248 life over 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (91% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 536 life over 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (91% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 401 life over 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Standard (91% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 355 life over 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Standard (91% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 609 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Standard (91% of a turn) Is a nature gift Description: Activate the infusion to brighten the area in a radius of 10 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 28). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 57) for 4 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 28% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
![]() 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 24% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
![]() 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 21% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
![]() 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 27% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
![]() 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 32% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
![]() 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 23% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
![]() 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 32% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
![]() 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 43% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
![]() 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 30% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
![]() 0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 733% 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 Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
![]() 0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 886% 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 Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
![]() 0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 604% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
![]() 0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 23 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 850% 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 Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
![]() 0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 601% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
![]() 0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 586% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
![]() 0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 664% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
![]() 0.1 T3 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 26 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase three of your primary stats by 8 for 13 turns. While Heroism is active, you will only die when reaching -242 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
![]() 0.1 T3 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 26 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase three of your primary stats by 9 for 9 turns. While Heroism is active, you will only die when reaching -227 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
![]() 0.1 T3 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 31 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase three of your primary stats by 18 for 10 turns. While Heroism is active, you will only die when reaching -929 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
![]() 0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 607 damage for 6 turns. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 779 damage for 4 turns. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 661 damage for 6 turns. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T4 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport in a range of 10. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T4 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport in a range of 9. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +6% physical Heal.mod +12% Cut- +50% ---------- misc Stam/turn +0.20 Heal: Puts all charms on 21 cooldown Level 2.0 Pwr.cost 21 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 238 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
![]() 0.1 T2 amulet jewelry [Rare] Master While equipped: dps ---------- Mind.crit +4% Res.pen +10% mind +10% fire ----- def ----- Resists +15% fire Mind.save +30 (+12 eff.) ---------- misc Equi/ret +0.12 Masteries +0.22 Technique/Archery training Amulets can have magical properties. |
![]() 0.1 T3 amulet jewelry [Ego] Arcane While equipped: Stats +6 Mag Amulets can have magical properties. |
![]() 0.1 T5 amulet jewelry [Unique] Master Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +10 Str +6 Con ----- def ----- Phys.save +18 (+4 eff.) Mind.save +18 (+8 eff.) Pinning- +100% ---------- misc Masteries +0.10 Technique/Berserker's strength +0.10 Technique/Bloodthirst +0.10 Technique/Warcries +0.10 Technique/Two-handed assault Shattering Shout: Level 5.2 Pwr.cost 6 out of 48/48. Range melee/personal Travel.spd instantaneous Description: Release a powerful shout, doing 622.32 physical damage in a radius 8 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. |
![]() 0.1 T5 amulet jewelry [Rare] Nature While equipped: Stats +2 Wil dps ---------- Crit.mult +20.00% Mind.pwr +8 (+3 eff.) ----- def ----- Fatigue -6% Resists +12% lightning +15% physical Mind.save +30 (+12 eff.) ---------- misc Stam/turn +1.10 Psi/ret +0.12 Hate/m.crit +3.00 Light +2 Telepathy Dragon Demon/Major Demon/Minor Amulets can have magical properties. |
![]() 0.1 T5 amulet jewelry [Normal] Amulets can have magical properties. |
![]() 0.1 T5 amulet jewelry [Normal] Amulets can have magical properties. |
![]() 0.1 T5 amulet jewelry [Normal] Amulets can have magical properties. |
![]() 0.1 T5 amulet jewelry [Random Unique] Nature While equipped: Stats +5 Dex +1 Wil +6 Cun +3 Con dps ---------- Spell.crit +1% Crit.mult +5.00% ----- def ----- Phys.save +15 (+3 eff.) Max.HP +75.00 HP.reg +1.80 ---------- misc Mana/turn +0.12 Mana/s.crit +4.00 Amulets can have magical properties. |
![]() 1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 6 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() 0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +2 Mag ----- def ----- Spell.save +4 (+1 eff.) Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +5 Dex +4 Cun +2 Con dps ---------- Acc +6 (+2 eff.) On Hit (Melee): * Slows global speed by 15% ----- def ----- Resists +6% acid Mind.save +5 (+2 eff.) Max.HP +20.00 Disarm- +20% Confus- +23% Pinning- +25% Knockbk- +20% Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Rare] Master While equipped: Stats +7 Str +4 Cun +4 Con dps ---------- Phys.pwr +8 (+1 eff.) Res.pen +15% physical ----- def ----- Defense +14 (+7 eff.) Rng.Def +6 (+3 eff.) Resists +6% darkness Heal.mod +30% ---------- misc Max.stam +15.00 Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +7 Cun +5 Dex dps ---------- Dmg.mod +3% temporal +11% mind +6% fire Acc +15 (+4 eff.) Apr +9 ----- def ----- Defense +9 (+4 eff.) Resists +11% mind Def/telep +15 Res/telep +15% Dur/telep +15% Disengage: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +4 Cun dps ---------- Phys.pwr +7 (+1 eff.) Spell.pwr +6 (+2 eff.) Mind.pwr +7 (+2 eff.) ----- def ----- Defense +8 (+4 eff.) Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +5% ----- def ----- Spell.save +7 (+2 eff.) ---------- misc Masteries +0.20 Corruption/Fearfire ShadowPwr +5 On Spell Hit: 10% Darkfire 3 Grants spell-crit equal to half of your Shadow Power. "An innocuous bauble. Until you look through the hole." |
![]() 0.1 T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con ----- def ----- Phys.save -30 (-8 eff.) Spell.save -30 (-14 eff.) Mind.save -30 (-18 eff.) When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
![]() 0.1 T4 ring jewelry [Random Unique] Nature/Master While equipped: Stats +7 Str +8 Con dps ---------- Phys.pwr +9 (+1 eff.) Dmg.mod +12% cold ----- def ----- Resists +24% cold +6% temporal HP.reg +2.40 Stun/Frz- +41% Def/telep +10 Res/telep +10% Dur/telep +10% Rings can have magical properties. |
![]() 0.1 T4 ring jewelry [Random Unique] Master While equipped: Stats +8 Dex +3 Mag +9 Cun +5 Con dps ---------- Mind.crit +2% Crit.mult +5.00% Dmg.mod +9% mind Acc +10 (+3 eff.) ----- def ----- Phys.save +13 (+3 eff.) Spell.save +29 (+10 eff.) Mind.save +9 (+4 eff.) ---------- misc Hate/m.crit +3.00 Max.stam +34.00 Rings can have magical properties. |
![]() 0.1 T5 ring jewelry [Unique] Psionic While equipped: Stats +8 Wil dps ---------- Mind.pwr +12 (+4 eff.) ----- def ----- Resists +25% mind Mind.save +20 (+9 eff.) Confus- +40% ---------- misc Psi/turn +0.50 Masteries +0.20 Psionic/Mentalism On Mind Hit: 10% Mental Refresh 1 When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Mental Shielding: (Instant) Level 2.0 Pwr.cost 18 out of 30/30. Range melee/personal Travel.spd instantaneous Is a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 2 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
![]() 0.1 T5 ring jewelry [Unique] Master While equipped: Stats +3 Str +3 Dex +3 Con dps ---------- Phys.crit +5.0% Phys.pwr +10 (+2 eff.) Apr +15 ---------- misc Masteries +0.30 Technique/Unarmed discipline +0.30 Technique/Warcries +0.30 Technique/Dual techniques +0.30 Technique/Combat training +0.30 Technique/Combat veteran +0.30 Technique/Finishing moves +0.30 Technique/Archery training +0.30 Technique/Archery - slings +0.30 Technique/Shield defense +0.30 Technique/Thuggery +0.30 Technique/Shield offense +0.30 Technique/Two-handed weapons +0.30 Technique/Archery prowess +0.30 Technique/Pugilism +0.30 Technique/Superiority +0.30 Technique/Two-handed assault +0.30 Technique/Berserker's strength +0.30 Technique/Archery - bows +0.30 Technique/Two-handed maiming +0.30 Technique/Combat techniques +0.30 Technique/Archery excellence +0.30 Technique/Unarmed training +0.30 Technique/Grappling +0.30 Technique/Dual weapons A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
![]() 0.1 T5 ring jewelry [Normal] Rings can have magical properties. |
![]() 0.1 T5 ring jewelry [Rare] Arcane While equipped: Stats +3 Str +8 Mag +5 Wil +11 Cun dps ---------- Spell.pwr +11 (+4 eff.) Dmg.mod +6% mind +12% fire ---------- misc Telepathy All Rings can have magical properties. |
![]() 5.0 T3 staff 2H weapon [Unique] Arcane Power 176% Range: 1.2x Uses 190% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +10 Atk.spd 100% Melee+ +10% confusion While equipped: dps ---------- Spell.crit +18% Spell.pwr +12 (+4 eff.) Dmg.mod +20% physical Acc +7 (+2 eff.) ---------- misc Masteries +0.20 Spell/Staff combat Channel Staff: Level 2.0 Pwr.cost 6 out of 20/20. Range 8 Travel.spd 2000% of base Is a spell Description: Channel raw mana through your staff, projecting a bolt of your staff's damage type, doing 84% staff damage. The bolt will only hurt hostile targets, and pass safely through friendly ones. This attack always has a 100% chance to hit, and ignores the target's Armour. When projecting a bolt with your staff its damage modifier is increased by 20%. A thick staff with a heavy knob on the end. It was said to be used by the grand alchemist Bolbum in the Age of Allure. Much renowned is the fear of his students for their master, and the high rate of cranial injuries amongst them. Bolbum died with seven daggers in his back and his much-cursed staff went missing after. |
![]() 5.0 T5 staff 2H weapon [Random Unique] Nature/Master Power 137% Range: 1.2x Uses 130% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% On Hit: * 40% chance to gain 10% of a turn (3/turn limit) While equipped: Stats +10 Con dps ---------- Phys.crit +11.0% Spell.crit +5% Crit.mult +15.00% Spell.pwr +29 (+10 eff.) Dmg.mod +6% acid +42% temporal ----- def ----- HP.reg +4.00 Heal.mod +37% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 1H weapon [Random Unique] Arcane/Master Power 137% Range: 1.2x Uses 130% Mag Dmg Physical Mastery Staff Mastery Acc+ +1.3% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% On Crit.r2 +8 blight On Hit: * 20% chance to disease While equipped: dps ---------- Phys.crit +9.0% Spell.crit +8% Crit.mult +10.00% Phys.pwr +13 (+2 eff.) Spell.pwr +21 (+7 eff.) Dmg.mod +30% lightning +6% blight Acc +15 (+4 eff.) Melee Ret 4 blight On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Resists +15% lightning ---------- misc Mana/turn +0.23 Max.mana +100.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Rare] Master Power 137% Range: 1.2x Uses 130% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +12 temporal While equipped: dps ---------- Phys.crit +14.0% Spell.crit +5% Crit.mult +19.00% Spell.pwr +15 (+5 eff.) Dmg.mod +12% arcane +30% light Res.pen +10% lightning On Hit (Melee): * 40% chance to daze at end of turn ----- def ----- Resists +9% lightning +9% temporal +21% light +6% arcane ---------- misc Light +4 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T4 battleaxe 2H weapon [Random Unique] Nature/Master/Psionic Power 175% Range: 1.5x Uses 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +3 Crit +7.5% Atk.spd 100% Melee+ +13 darkness Against +14% Living On Crit.r2 +10 fire While equipped: dps ---------- All.spd +4% Res.pen +13% fire ----- def ----- Defense +3 (+1 eff.) Rng.Def +3 (+1 eff.) Phys.save +6 (+1 eff.) Spell.save +10 (+3 eff.) Disarm- +10% Confus- +10% Massive two-handed battleaxes. |
![]() 3.0 T5 battleaxe 2H weapon [Unique] Arcane Power 182% Range: 1.5x Uses 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +8 Crit +8.0% Atk.spd 100% Melee+ +50 fire Dmg.conv 20% fire While equipped: dps ---------- Dmg.mod +20% fire Res.pen +25% fire ----- def ----- Resists +20% fire The wearer is treated as a demon. Infernal Breath: Level 3.0 Pwr.cost 21 out of 35/35. Range melee/personal Travel.spd instantaneous Is a spell Description: Exhale a wave of dark fire with radius 6. Any non demon caught in the area will take 280.07 fire damage, and flames will be left dealing a further 65.56 each turn. Demons will be healed for the same amount. The damage will increase with your Strength Stat. Blackened with soot and covered in spikes, this battleaxe roars with the flames of the Fearscape. Given by Urh'Rok himself to his general, this powerful weapon can burn even the most resilient of foes. |
![]() 3.0 T5 battleaxe 2H weapon [Random Unique] Arcane Power 167% Range: 1.5x Uses 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +4 Crit +8.0% Atk.spd 100% Melee+ +46 acid +28 lightning On Hit: * 25% chance for lightning to arc to a second target On Crit: * splashes the target with acid While equipped: dps ---------- Res.pen +10% nature On Hit (Melee): * Slows global speed by 30% ----- def ----- Resists +3% acid +3% nature Massive two-handed battleaxes. |
![]() 5.0 T3 greatmaul 2H weapon [Random Unique] Nature/Psionic Power 154% Range: 1.5x Uses 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +2 Crit +1.5% Atk.spd 100% Melee+ +8 acid +14 temporal +4 blight +10 nature +21 mind On Crit.r2 +9 ice On Hit: * 17% chance to cause random gloom While equipped: Stats +3 Cun +2 Wil dps ---------- Res.pen +12% cold On Hit (Melee): * 20% chance to disease ----- def ----- Armour +10 Massive two-handed mauls. |
![]() 5.0 T3 greatmaul 2H weapon [Unique] Master Power 160% Range: 1.5x Uses 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +10 Crit +0.0% Atk.spd 100% Crushing Blows: Damage dealt by this weapon is increased by half your critical multiplier, if doing so would kill the target. While equipped: Stats +5 Str +5 Con dps ---------- Crit.mult +10.00% This massive hammer strikes with deadly force. Bones crunch, splinter and grind to dust under its impact. |
![]() 12.0 T5 greatmaul 2H weapon [Unique] Arcane Power 205% Range: 1.5x Uses 50% Mag, 140% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +22 Crit +10.0% Atk.spd 83% Dmg.conv 20% blight On Hit: * 50% chance to disease * Blasts creatures in a radius 1 shockwave around your target for 421.12 to 1263.36 physical damage (based on Strength). While equipped: dps ---------- Crit.mult +40.00% Dmg.mod +12% physical ----- def ----- Knockbk- +30% Knock away other craatures within radius 4), dealing 1103.56 to 2207.12 physical damage (based on Strength) to each. Uses 30 power out of 50/50 The massive stone limb of the Rotting Titan, a mass of stone and rotting flesh. You think you can lift it, but it is very heavy. |
![]() 5.0 T5 greatmaul 2H weapon [Random Unique] Master Power 183% Range: 1.5x Uses 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +4 Crit +3.0% Atk.spd 111% On Crit: * cripple the target While equipped: Stats +9 Dex dps ---------- Phys.crit +19.0% Dmg.mod +19% physical Res.pen +19% physical Acc +19 (+5 eff.) Apr +16 ----- def ----- Armour +4 Resists +6% darkness Blind- +10% Silence- +15% ---------- misc Light +1 See.Invis +9 Massive two-handed mauls. |
![]() 5.0 T5 greatmaul 2H weapon [Unique] Arcane Power 182% Range: 1.5x Uses 50% Mag, 130% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +15 Crit +2.0% Atk.spd 100% On Hit: 10% Obliterating Smash 3 While equipped: dps ---------- Phys.pwr +12 (+2 eff.) Dmg.mod +10% all Acc +20 (+5 eff.) ---------- misc Masteries +0.20 Technique/Two-handed assault +0.20 Corruption/Brutality ShadowPwr +10 Increases all damage by 1% for each point of your Shadow Power. Reckless Strike: Level 3.6 Pwr.cost 15 out of 25/25. Range melee/personal Travel.spd instantaneous Is a spell Description: Hits the target doing 270% weapon damage. This attack cannot miss, and ignores all armor and resistances on the target. However, you take damage equal to 25% of the damage dealt, or 30% of your current HP, whichever is lower. "A fitting weapon for the Champion." |
![]() 5.0 T5 greatmaul 2H weapon [Random Unique] Arcane/Master Power 181% Range: 1.5x Uses 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +4 Crit +3.0% Atk.spd 100% On Hit: * Random elemental explosion While equipped: Stats +3 Cun +1 Wil dps ---------- Dmg.mod +17% physical Res.pen +16% acid +16% physical +17% cold +24% fire +14% lightning Acc +17 (+5 eff.) Apr +16 Melee Ret 12 blight ----- def ----- Defense +21 (+10 eff.) Resists +6% blight Disarm- +60% ---------- misc Telepathy Humanoid/Orc Massive two-handed mauls. |
![]() 5.0 T5 greatmaul 2H weapon [Random Unique] Arcane/Master Power 175% Range: 1.5x Uses 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +4 Crit +3.0% Atk.spd 100% Melee+ +12 darkness +4 arcane On Hit.r1 +21 fire On Crit.r2 +4 darkness On Hit: * 20% chance to gain 10% of a turn (3/turn limit) While equipped: dps ---------- Phys.crit +20.0% Crit.mult +28.00% Dmg.mod +6% darkness Res.pen +10% darkness Acc +19 (+5 eff.) Apr +20 On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Defense +19 (+9 eff.) Resists +3% temporal Disarm- +66% Massive two-handed mauls. |
![]() 3.0 T1 greatsword 2H weapon [Ego+] Arcane/Psionic Power 118% Range: 1.6x Uses 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +1 Crit +2.5% Atk.spd 100% Melee+ +10 acid On Hit: * 20% chance to torment the target On Crit: * splashes the target with acid While equipped: dps ---------- Res.pen +10% mind +10% darkness Massive two-handed swords. |
![]() 3.0 T2 greatsword 2H weapon [Ego+] Nature Power 124% Range: 1.6x Uses 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.0% Atk.spd 100% On Crit.r2 +21 ice While equipped: dps ---------- Res.pen +13% cold ----- def ----- Armour +13 Massive two-handed swords. |
![]() 3.0 T4 greatsword 2H weapon [Unique] Master Power 172% Range: 1.6x Uses 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +19 Crit +10.0% Atk.spd 100% Against +20% Living On Hit: * 10% chance to send the wielder into a killing frenzy While equipped: Stats +15 Str +5 Dex +15 Con ----- def ----- D.Red.from +20% Living ---------- misc Masteries +0.30 Technique/Berserker's strength +0.20 Technique/Two-handed assault +0.20 Technique/Two-handed maiming +0.20 Technique/Two-handed weapons A blood-etched greatsword, it has seen many foes. From the inside. |
![]() 3.0 T5 greatsword 2H weapon [Unique] Master Power 172% Range: 1.6x Uses 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +22 Crit +10.0% Atk.spd 100% On Hit: * 25% chance to strike the target again. While equipped: Stats +10 Str +5 Dex +15 Con ---------- misc Masteries +0.20 Technique/Two-handed assault This impressive looking sword features two massive blades aligned in parallel. They seem weighted remarkably well. |
![]() 3.0 T5 greatsword 2H weapon [Random Unique] Arcane/Master Power 178% Range: 1.6x Uses 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +4 Crit +5.0% Atk.spd 111% Melee+ +21 acid On Hit.r1 +12 lightning +19 fire On Crit.r2 +4 acid On Hit: * 20% chance to daze at end of turn On Crit: * splashes the target with acid While equipped: Stats +7 Dex dps ---------- Dmg.mod +3% lightning Res.pen +10% acid Acc +16 (+4 eff.) Massive two-handed swords. |
![]() 3.0 T5 greatsword 2H weapon [Normal] Power 174% Range: 1.6x Uses 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +4 Crit +5.0% Atk.spd 100% Massive two-handed swords. |
![]() 3.0 T5 greatsword 2H weapon [Random Unique] Arcane/Psionic Power 174% Range: 1.6x Uses 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +4 Crit +5.0% Atk.spd 100% Melee+ +24 blight +17 darkness Against +28% Living On Hit.r1 +26 fire On Hit: 10% Epidemic 5 On Hit: * 20% chance to inflict 15% damage reduction * 19% chance to disease While equipped: Stats +1 Wil dps ---------- Melee Ret 4 darkness On Hit (Melee): * 32% chance to inflict 15% damage reduction ----- def ----- Fatigue -6% Disease- +49% ---------- misc Light +3 Massive two-handed swords. |
![]() 3.0 T5 greatsword 2H weapon [Random Unique] Arcane/Master Power 172% Range: 1.6x Uses 50% Mag, 120% Str Dmg Lightning Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +4 Crit +5.0% Atk.spd 100% Melee+ +16 acid +8 temporal +4 darkness On Hit.r1 +4 lightning On Hit: * Random elemental explosion On Crit: * splashes the target with acid While equipped: dps ---------- Res.pen +21% acid +24% fire +21% cold +28% lightning Acc +20 (+5 eff.) Melee Ret 20 darkness ----- def ----- Defense +19 (+9 eff.) Resists +9% lightning Disarm- +53% Massive two-handed swords. |
![]() 3.0 T5 longsword 1H weapon [Random Unique] Master/Psionic Power 152% Range: 1.4x Uses 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +11 darkness Against +16% Living On Crit: * cripple the target While equipped: Stats +1 Mag +1 Wil dps ---------- Phys.crit +27.0% Spell.crit +2% Crit.mult +35.00% Mind.pwr +6 (+2 eff.) S.pwr/crit +2 Dmg.mod +9% blight Apr +10 ----- def ----- Spell.save +3 (+1 eff.) ---------- misc Mana/turn +0.08 Sharp, long, and deadly. |
![]() 1.0 T2 dagger 1H weapon Reqs Dex 17 [Unique] Arcane Power 121% Range: 1.3x Uses 45% Str, 50% Mag, 45% Dex Dmg Physical Acc+ +0.5% APR / acc Apr +10 Crit +12.0% Atk.spd 100% HP.leech +6% Melee+ +10 blight +10 fire burn On Crit.r2 +20 infective blight +20 fire While equipped: Stats +5 Mag ----- def ----- Resists +10% blight +10% fire This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
![]() 1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego+] Nature Power 117% Range: 1.3x Uses 45% Str, 50% Mag, 45% Dex Dmg Physical Acc+ +0.5% APR / acc Apr +7 Crit +6.0% Atk.spd 100% On Crit.r2 +16 ice While equipped: dps ---------- Res.pen +9% cold ----- def ----- Armour +8 Sharp, short and deadly. |
![]() 1.0 T5 dagger 1H weapon Reqs Dex 48 [Ego+] Arcane Power 147% Range: 1.3x Uses 45% Str, 50% Mag, 45% Dex Dmg Physical Acc+ +0.5% APR / acc Apr +9 Crit +10.0% Atk.spd 100% Melee+ +12 blight On Hit: 10% Epidemic 5 On Hit: * 16% chance to disease While equipped: ----- def ----- Disease- +26% Sharp, short and deadly. |
![]() 7.0 T5 shield armor [Rare] Nature While equipped: Stats +5 Wil dps ---------- Spell.pwr +8 (+3 eff.) Melee+ 9 fire Dmg.mod +18% arcane +21% fire Melee Ret 18 fire ----- def ----- Armour +3 Defense +12 (+6 eff.) Rng.Def +12 (+6 eff.) Fatigue -6% Crit.dmg- 15.00% ---------- misc Vim/s.crit +3.00 Max.vim +40.00 Light +3 Telepathy Dragon Talents +5 Block Handheld deflection devices. |
![]() 7.0 T5 shield armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +12 (+4 eff.) ----- def ----- Armour +4 Defense +8 (+4 eff.) Rng.Def +10 (+5 eff.) Fatigue +0% Resists +30% temporal Dmg.red +20 all Spell.save +20 (+7 eff.) Proj.slow +50% ---------- misc Talents +5 Block Some mad Chronomancer appears to have affixed a handle to this hole in spacetime. It looks highly effective, in its own strange way. |
![]() 2.0 T2 cloth armor [Rare] Psionic While equipped: Stats +9 Wil +8 Mag ----- def ----- Armour +8 Resists +15% darkness +9% nature Phys.save +10 (+2 eff.) Stun/Frz- +5% ---------- misc Mana/turn +0.18 Psi/turn +0.16 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Ego] Nature While equipped: dps ---------- Dmg.mod +18% cold ----- def ----- Defense +5 (+2 eff.) Resists +27% cold A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 T4 light armor [Random Unique] Arcane/Nature/Master While equipped: Stats +6 Str +4 Dex +7 Mag +7 Wil +4 Cun dps ---------- Phys.spd +15% Spell.spd +15% Mind.spd +15% Melee+ 15 acid 15 fire Dmg.mod +15% arcane +6% fire Melee Ret 11 acid 12 fire ----- def ----- Armour +7 Defense +4 (+2 eff.) Fatigue +8% Resists +26% acid +18% fire +5% arcane Max.HP +54.00 A suit of armour made of leather. |
![]() 14.0 T4 heavy armor [Random Unique] Nature/Master While equipped: Stats +6 Str +5 Wil +6 Con dps ---------- Spell.pwr +6 (+2 eff.) Dmg.mod +15% mind Melee Ret 12 light ----- def ----- Armour +8 Defense +4 (+2 eff.) Fatigue +16% Resists +26% blight +26% darkness +18% mind Max.HP +116.00 ---------- misc Mana/turn +0.16 Max.vim +30.00 Light +1 A suit of armour made of mail. |
![]() 14.0 T5 heavy armor [Random Unique] Nature/Psionic While equipped: Stats +7 Cun +14 Wil dps ---------- Melee Ret 13 light ----- def ----- Armour +14 Defense +5 (+2 eff.) Fatigue +16% Resists +20% blight +3% mind +23% darkness +3% lightning Mind.save +20 (+9 eff.) Max.HP +95.00 HP.reg +4.00 Heal.mod +30% Cut- +10% Pinning- +10% Stun/Frz- +5% ---------- misc Light +2 Telepathy Humanoid/Orc A suit of armour made of mail. |
![]() 14.0 T5 heavy armor [Unique] Nature While equipped: Stats +6 Str +6 Wil +4 Cun +10 Lck ----- def ----- Armour +14 Defense +10 (+5 eff.) Fatigue +16% Resists +20% lightning +20% physical +20% fire +20% acid +20% cold Blind- +50% Stun/Frz- +25% Knockbk- +50% ---------- misc Telepathy Dragon Cooldown Ice Breath -3 Lightning Breath -3 Sand Breath -3 Corrosive Breath -3 Fire Breath -3 This dragon scale harness shines with multiple colors, quickly shifting through them in a seemingly chaotic manner. |
![]() 14.0 T5 heavy armor [Random Unique] Nature/Master While equipped: Stats +15 Str +6 Con dps ---------- Dmg.mod +6% blight +9% fire Res.pen +10% mind +5% fire On Hit (Melee): * 10% chance to disease ----- def ----- Armour +10 Defense +5 (+2 eff.) Fatigue +16% Resists +13% physical +19% darkness +9% mind Max.HP +128.00 ---------- misc Light +2 Track: Puts all charms on 18 cooldown Level 2.0 Pwr.cost 18 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 29 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
![]() 14.0 T5 heavy armor [Normal] While equipped: ----- def ----- Armour +10 Defense +5 (+2 eff.) Fatigue +16% A suit of armour made of mail. |
![]() 14.0 T5 heavy armor [Random Unique] Nature/Master While equipped: Stats +1 Mag dps ---------- Crit.mult +20.00% Dmg.mod +3% darkness ----- def ----- Armour +19 Defense +5 (+2 eff.) Fatigue +8% Resists +22% acid Phys.save +11 (+2 eff.) Max.HP +91.00 HP.reg +3.00 Heal.mod +22% A suit of armour made of mail. |
![]() 17.0 T3 massive armor [Unique] Master While equipped: Stats +5 Con ----- def ----- Armour +20 Defense +10 (+5 eff.) Fatigue +24% Resists -15% acid +15% physical Crit.chn- 20% Phys.save +15 (+3 eff.) Max.HP +50.00 HP.reg +2.00 Knockbk- +30% Inch-thick stralite plates lock together with voratun joints. The whole suit looks impenetrable, but has clearly been subjected to terrible treatment - great dents and misshaping warps, and caustic fissures bored across the surface. Though clearly a powerful piece, it must once have been much greater. |
![]() 17.0 T3 massive armor [Random Unique] Nature/Master While equipped: Stats +6 Str +3 Wil dps ---------- Melee Ret 6 light On Hit (Melee): * 15% chance to inflict 15% damage reduction ----- def ----- Armour +11 Defense +5 (+2 eff.) Fatigue +24% Resists +15% blight +12% physical +28% darkness +6% temporal Phys.save +11 (+2 eff.) ---------- misc Light +3 Track: Puts all charms on 18 cooldown Level 2.0 Pwr.cost 18 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 29 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
![]() 17.0 T4 massive armor [Rare] Nature While equipped: dps ---------- Dmg.mod +12% acid +9% nature +12% blight Melee Ret 20 nature On Hit (Melee): * Slows global speed by 30% ----- def ----- Armour +13 Defense +7 (+3 eff.) Fatigue +26% Resists +6% acid +20% blight Max.HP +67.00 HP.reg +3.40 Heal.mod +26% A suit of armour made of metal plates. |
![]() 17.0 T4 massive armor [Rare] Nature While equipped: Stats +1 Cun +1 Wil dps ---------- Mind.crit +4% Dmg.mod +15% light ----- def ----- Armour +13 Defense +7 (+3 eff.) Fatigue +26% Mind.save +30 (+12 eff.) Max.HP +83.00 HP.reg +3.40 Heal.mod +25% ---------- misc Hate/m.crit +4.00 Telepathy All A suit of armour made of metal plates. This object's appearance was changed to Black Robe (Misfortune). |
![]() 17.0 T4 massive armor [Random Unique] Nature/Master While equipped: Stats +4 Wil dps ---------- Dmg.mod +3% mind Res.pen +5% temporal Melee Ret 11 light 8 temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +20 Defense +7 (+3 eff.) Fatigue +21% Resists +20% blight +19% darkness +9% mind Phys.save +9 (+2 eff.) Max.HP +41.00 Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Light +2 A suit of armour made of metal plates. |
![]() 17.0 T5 massive armor [Unique] Arcane A part of set. While equipped: Stats +8 Mag +8 Con +12 Lck ----- def ----- Armour +32 Defense +19 (+9 eff.) Fatigue +26% Resists +35% arcane +15% physical Phys.save +25 (+5 eff.) Spell.save +35 (+12 eff.) Poison- +60% Disease- +60% Recover the Crystal Heart (destroys this armour). Uses 1 power out of 1/1 A suit of armour made of metal plates. Transformed with the power of the Spellblaze. |
![]() 17.0 T5 massive armor [Unique] Arcane While equipped: Stats +10 Str +10 Con dps ---------- Phys.pwr +10 (+2 eff.) Melee Ret 30 physical ----- def ----- Armour +30 Fatigue +25% Resists +20% physical Phys.save +15 (+3 eff.) HP.reg +0.00 Blood Charges: 0 Drain blood from all creatures within range 5, causing them to bleed for 631.68 physical damage over 4 turns (based on your Physicalpower). For each creature drained (up to 10), the armor gains strength, which fades over 10 turns if it is not fed. Uses 15 power out of 25/25 Worn by a villain long forgotten, this armor was powered by the blood of thousands of innocents. Decrepit and old, the dark lord died in solitude, his dominion crumbled, his subjects gone. Only this cuirass remained, dying to finally taste fresh blood again. |
![]() 17.0 T5 massive armor [Random Unique] Master/Psionic While equipped: Stats +10 Str +6 Wil +9 Cun dps ---------- Melee Ret 18 physical On Hit (Melee): * 10 arcane resource burn ----- def ----- Armour +16 Defense +9 (+4 eff.) Fatigue +26% Resists +6% lightning +11% physical +9% light +19% darkness +3% nature +3% temporal Spell.save +10 (+3 eff.) Mind.save +20 (+9 eff.) ---------- misc Light +1 Track: Puts all charms on 18 cooldown Level 2.0 Pwr.cost 18 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 29 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
![]() 17.0 T5 massive armor Reqs Con 150 [Unique] Arcane While equipped: Stats +15 Str +25 Mag dps ---------- Spell.pwr +25 (+9 eff.) ----- def ----- Armour +50 Defense +40 (+16 eff.) Fatigue +70% Resists +10% all Phys.save +35 (+7 eff.) Spell.save +35 (+12 eff.) Max.HP +270.00 HP.reg +10.00 15% chance when hit to shatter reality around you creating rifts to help you (free cast of a Reality Fracture talent, level 4). This effect has a 30 turns cooldown. If your constitution drops below requirement while using it, it is so heavy you will automatically unequip it. Beware. This 'armour' seems to mostly consist of chunks of a rune etched stone somehow fused with a highly flexible black mesh. The titanic pieces of stone would undoubtedly deflect any blow thrown at you, but you would need obscene strength just to move while wearing this. The glyphs and runes carved into the chunks sometimes light up of their own accord, letting out small bursts of magic. |
![]() 17.0 T5 massive armor [Unique] Psionic While equipped: Stats +6 Wil +4 Cun +3 Con dps ---------- Mind.pwr +10 (+3 eff.) Melee Ret Eff: * 20% chance to cause random gloom ----- def ----- Armour +40 Defense +15 (+7 eff.) Fatigue +17% Resists +15% acid +15% light +20% blight +25% mind +20% darkness Phys.save +15 (+3 eff.) Mind.save +25 (+11 eff.) Confus- +100% Fear- +100% ---------- misc Light -2 Infravis +4 Masteries +0.20 Cursed/Gloom Dominate: Level 2.0 Pwr.cost 9 out of 25/25. Range 2 Travel.spd instantaneous Description: Turn your attention to a nearby foe, and dominate them with your overwhelming presence. If the target fails to save versus your Mindpower, it will be unable to move for 4 turns and vulnerable to attacks. They will lose 4 Armour, 6 Defense and your attacks will gain 26% resistance penetration. If the target is adjacent to you, your domination will include a melee attack. Effects will improve with your Willpower. This deep black armor absorbs all light that touches it. A dark power sleeps within, primal, yet aware. When you touch the plate, you feel dark thoughts creeping into your mind. |
![]() 17.0 T5 massive armor [Random Unique] Arcane/Master While equipped: Stats +8 Str +6 Con dps ---------- Crit.mult +3.00% Phys.pwr +2 (+0 eff.) Melee+ 43 acid 37 fire Dmg.mod +6% physical Melee Ret 29 acid 29 fire ----- def ----- Armour +22 Defense +9 (+4 eff.) Fatigue +26% Resists +60% acid +59% fire +9% temporal Max.HP +99.00 A suit of armour made of metal plates. |
![]() 1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +30% A belt rumoured to have been worn by the Conclave healers. |
![]() 2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Res.pen +10% lightning On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Defense +1 (+0 eff.) Resists +6% darkness +6% lightning Max.HP +33.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +3 Str +3 Dex +2 Wil dps ---------- Dmg.mod +9% darkness On Hit (Melee): * 15% chance to inflict 15% damage reduction ----- def ----- Armour +6 Defense +1 (+0 eff.) Resists +12% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Random Unique] Arcane/Nature While equipped: dps ---------- Res.pen +10% lightning Melee Ret 16 acid ----- def ----- Defense +9 (+4 eff.) Resists +9% acid +18% temporal +14% darkness +13% fire +18% light +12% lightning Stealth +9 Max.HP +37.00 Def/telep +22 Res/telep +13% Dur/telep +21% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 6 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Unique] Arcane While equipped: dps ---------- Melee Ret 30 fire ----- def ----- Defense +14 (+7 eff.) Resists +10% fire +10% darkness +10% cold ---------- misc Masteries +0.20 Corruption/Fearfire All nearby enemies take 20 fire damage each turn and healing you for 10% of the damage dealt. Black fires born of a blackened heart. |
![]() 2.0 T3 cloak armor [Random Unique] Arcane/Master While equipped: Stats +3 Dex +7 Mag +7 Wil dps ---------- Spell.crit +6% Crit.mult +22.00% Dmg.mod +6% arcane +3% physical Res.pen +10% physical Acc +10 (+3 eff.) Apr +15 ----- def ----- Defense +2 (+1 eff.) Stealth +6 ---------- misc Max.stam +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Rare] Master While equipped: Stats +4 Str +3 Dex +4 Wil +3 Cun dps ---------- Dmg.mod +12% temporal On Hit (Melee): * 30% chance to gain 10% of a turn (3/turn limit) ----- def ----- Defense +2 (+1 eff.) Crit.dmg- 15.00% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Light +3 Telepathy Humanoid/Orc A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T5 cloak armor [Unique] Psionic While equipped: Stats +4 Dex +8 Wil +6 Cun dps ---------- Phys.crit +4.0% Mind.crit +4% Mind.pwr +8 (+3 eff.) Dmg.mod +4% all Melee Ret 30 mind ----- def ----- Defense +14 (+7 eff.) Resists +10% darkness +10% mind Mind.save +10 (+5 eff.) Stealth +12 ---------- misc Hate/kill +5.00 Masteries +0.20 Cursed/Gloom +0.20 Cursed/Darkness Creeping Darkness: Level 4.0 Pwr.cost 11 out of 18/18. Range 5 Travel.spd instantaneous Is a mind power Description: Creeping dark slowly spreads from 5 spots in a radius of 3 around the targeted location. The dark deals 39.07 darkness damage each turn to anything in its area, and blocks the sight of any who do not possess Dark Vision or some other magical means of seeing. The damage will increase with your Mindpower. You do +15% damage to anything that has entered your creeping dark. Forget the moons, the starry sky, The warm and greeting sheen of sun, The rays of light will never reach inside, The heart which wishes that it be unseen. |
![]() 2.0 T5 cloak armor [Random Unique] Nature/Master While equipped: Stats +4 Cun +4 Dex ----- def ----- Defense +3 (+1 eff.) Resists +9% acid +22% lightning +10% fire +21% nature +10% cold Phys.save +15 (+3 eff.) Spell.save +12 (+4 eff.) Mind.save +15 (+7 eff.) Die.at -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T5 cloak armor [Random Unique] Master While equipped: Stats +3 Str +4 Dex +1 Cun +2 Con dps ---------- Dmg.mod +6% light Res.pen +15% mind Acc +7 (+2 eff.) Apr +7 ----- def ----- Defense +14 (+7 eff.) Resists +3% nature +6% blight Phys.save +11 (+2 eff.) Spell.save +20 (+7 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T5 cloak armor [Random Unique] Nature/Master/Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Phys.crit +6.0% Mind.crit +6% Phys.pwr +2 (+0 eff.) Res.pen +10% physical ----- def ----- Armour +4 Defense +3 (+1 eff.) Fatigue -4% Phys.save +17 (+4 eff.) Mind.save +9 (+4 eff.) Die.at -50.00 life Max.HP +40.00 Heal.mod +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 feet armor [Rare] Nature While equipped: Stats +10 Cun +3 Dex ----- def ----- Armour +1 Fatigue +1% Resists +5% lightning +6% temporal ---------- misc Light +2 Infravis +2 A pair of boots made of leather. |
![]() 2.0 T4 feet armor [Unique] Arcane While equipped: Stats +8 Cun +8 Mag dps ---------- Spell.pwr +5 (+2 eff.) ----- def ----- Defense +6 (+3 eff.) Fatigue +1% Resists +12% arcane Res.Cap +5% arcane Phase door up to range 6, within radius 2 of the target location. Uses 15 power out of 24/24 A wispy purple aura surrounds these translucent black boots. |
![]() 2.0 T4 feet armor [Unique] Unknown While equipped: Stats +8 Wil +8 Mag dps ---------- Spell.pwr +5 (+2 eff.) ----- def ----- Armour +0 Defense +0 (+0 eff.) Fatigue +3% Knockbk- +100% Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. Combine it with the Shoes of Moving Quickly. Fast does not always win. Rumoured to be able to combine with the Shoes of Moving Quickly. |
![]() 2.0 T5 feet armor [Random Unique] Master While equipped: Stats +7 Dex +2 Mag +15 Lck dps ---------- On Hit (Melee): * Slows global speed by 30% ----- def ----- Armour +12 Defense +19 (+9 eff.) Fatigue +5% Resists +3% blight +6% nature +5% arcane Stealth +11 ---------- misc Infravis +2 See.Invis +3 Evasion: (Instant) Puts all charms on 18 cooldown Level 3.0 Pwr.cost 18 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 22% chance to evade melee and ranged attacks and 9 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
![]() 2.0 T5 feet armor [Random Unique] Arcane/Master While equipped: Stats +7 Dex +5 Mag +5 Wil +8 Lck dps ---------- Spell.crit +7% Mind.crit +3% Mind.pwr +6 (+2 eff.) ----- def ----- Armour +12 Fatigue +5% Resists +10% acid +11% fire +13% cold +11% lightning Spell.save +31 (+10 eff.) Stealth +15 ---------- misc Mana/turn +0.62 Max.mana +60.00 Max.hate +4.00 A pair of boots made of leather. |
![]() 3.0 T1 feet armor [Rare] Master While equipped: dps ---------- On Hit (Melee): * Slows global speed by 30% ----- def ----- Armour +3 Fatigue +2% Resists +3% acid +6% fire +6% cold Spell.save +9 (+3 eff.) Silence- +15% Disarm- +15% Confus- +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T3 feet armor [Random Unique] Nature/Master While equipped: Stats +6 Str +8 Con dps ---------- Dmg.mod +7% physical +18% temporal ----- def ----- Armour +4 Fatigue +3% Resists +3% temporal HP.reg +2.70 Heal.mod +10% Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Size +1 Rush: Puts all charms on 15 cooldown Level 2.6 Pwr.cost 15 out of 25/25. Range 7 Travel.spd instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T3 feet armor [Rare] Arcane While equipped: Stats +8 Mag dps ---------- Spell.pwr +5 (+2 eff.) Dmg.mod +8% acid +30% mind +6% blight Res.pen +25% lightning +10% mind ----- def ----- Armour +4 Fatigue +3% Resists +6% mind Disease- +38% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T3 feet armor [Rare] Arcane While equipped: Stats +2 Wil +3 Mag dps ---------- Dmg.mod +24% darkness Melee Ret 16 darkness ----- def ----- Armour +4 Fatigue +3% Resists +15% mind +9% darkness Blink to a nearby random location (rad 11) Puts all charms on 15 cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T5 feet armor [Random Unique] Nature/Master/Psionic While equipped: Stats +2 Mag +2 Wil +3 Cun dps ---------- Dmg.mod +12% fire ----- def ----- Armour +13 Fatigue +4% Resists +13% acid +13% temporal +15% cold +25% lightning +11% fire Crit.dmg- 5.00% Phys.save +15 (+3 eff.) Spell.save +15 (+5 eff.) Mind.save +14 (+7 eff.) ---------- misc Infravis +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T5 feet armor [Random Unique] Master While equipped: Stats +1 Wil dps ---------- Phys.crit +4.0% Phys.pwr +5 (+1 eff.) Dmg.mod +3% mind Apr +10 ----- def ----- Armour +12 Fatigue -4% Resists +9% acid Phys.save +11 (+2 eff.) Die.at -40.00 life Heal/summ +30 ---------- misc Max.enc +42 Infravis +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T5 feet armor [Rare] Master While equipped: dps ---------- Res.pen +20% lightning ----- def ----- Armour +13 Fatigue +4% Resists +15% fire +4% physical +15% cold Phys.save +30 (+6 eff.) Spell.save +40 (+13 eff.) Disease- +25% Silence- +20% Disarm- +15% Confus- +20% Pinning- +15% Stun/Frz- +35% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T1 hands armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +4 (+1 eff.) Melee+ 11 mind 13 darkness Dmg.mod +9% arcane Melee Ret 4 arcane On Hit (Melee): * 11% chance to cause random gloom ----- def ----- Armour +1 Resists +12% fire Mind.save -14 (-7 eff.) Ruined Earth: Puts all charms on 12 cooldown Level 3.0 Pwr.cost 12 out of 20/20. Range 5 Travel.spd instantaneous Is a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T1 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 6 fire Dmg.mod +4% fire ----- def ----- Armour +1 Resists +5% fire +3% nature +6% temporal Spell.save +10 (+3 eff.) Heal/summ +30 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T3 hands armor [Unique] Disrupt/Master While equipped: dps ---------- Mind.crit +3% Mind.pwr +8 (+3 eff.) ----- def ----- Armour +4 Defense +3 (+1 eff.) Spell.save +8 (+3 eff.) Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These voratun gauntlets appear to have suffered considerable damage. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
![]() 1.5 T4 hands armor [Unique] Psionic While equipped: dps ---------- Melee+ 15 darkness 15 cold Dmg.mod +20% darkness +20% cold ----- def ----- Armour +5 Die.at -100.00 life Heal.mod -10% ---------- misc Max.hate +20.00 Frost Grab: Level 4.0 Pwr.cost 12 out of 30/30. Range 10 Travel.spd instantaneous Is a spell Description: Grab a target and pull it next to you, covering it with frost while reducing its movement speed by 50% for 7 turns. The ice will also deal 71.70 cold damage. The damage and chance to slow will increase with your Spellpower. Crafted for a warlord who wanted to keep his subjects under a stralite grip. Dark thoughts went into the making of these gauntlets, literally. |
![]() 1.5 T5 hands armor [Unique] Arcane/Master While equipped: Stats +6 Str +6 Mag dps ---------- Phys.crit +10.0% Spell.crit +10% Crit.mult +50.00% Dmg.mod +10% physical ----- def ----- Armour +6 Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
![]() 1.5 T5 hands armor [Unique] Arcane/Master While equipped: Stats +5 Str +5 Mag dps ---------- Dmg.mod +15% all Res.pen +10% all ----- def ----- Armour +15 ---------- misc Masteries +0.10 Corruption/Wrath +0.10 Corruption/Brutality Your Obliterating Smash can destroy walls. Obliterating Smash: Level 4.2 Pwr.cost 15 out of 25/25. Range 3 Travel.spd instantaneous Is a spell Description: Swing your weapon with incredible force, striking all enemies in a radius 3 semicircle, dealing 167% weapon damage to all targets. Starting from talent level 5, all targets hit will have their armour and saves reduced by 19. This attack can not miss. These massive gauntlets once belonged to a very powerful demon named Ul'Gruth. The behemoth was said to be able to level entire buildings with a single swing of his hands. |
![]() 1.5 T5 hands armor [Rare] Arcane While equipped: Stats +3 Str +6 Mag dps ---------- Crit.mult +9.00% Phys.pwr +10 (+2 eff.) Dmg.mod +11% arcane Acc +10 (+3 eff.) Apr +5 ----- def ----- Armour +3 Defense +9 (+4 eff.) Rng.Def +9 (+4 eff.) Phys.save +6 (+1 eff.) Die.at -60.00 life Heal.mod +20% Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T5 head armor [Normal] While equipped: ----- def ----- Defense +3 (+1 eff.) A pointy cloth hat, very wizardly... |
![]() 2.0 T1 head armor [Rare] Master While equipped: Stats +3 Dex +2 Wil +7 Cun dps ---------- Apr +5 ----- def ----- Armour +1 Fatigue +1% Resists +3% acid Phys.save +9 (+2 eff.) Blind- +10% Disarm- +5% ---------- misc Hate/m.crit +2.00 A cap made of leather. |
![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +4 Str +7 Dex +4 Wil dps ---------- Melee Ret 8 mind ----- def ----- Armour +3 Fatigue +3% Resists +8% blight +6% mind Mind.save +8 (+4 eff.) A cap made of leather. |
![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +5 Dex dps ---------- Dmg.mod +9% temporal Res.pen +10% temporal Melee Ret 16 fire On Hit (Melee): * 40% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +3 Fatigue +3% Resists +9% temporal Def/telep +15 Res/telep +15% Dur/telep +15% A cap made of leather. |
![]() 2.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +1 Mag +2 Wil +8 Cun dps ---------- Dmg.mod +3% fire Acc +11 (+3 eff.) Melee Ret Eff: * 19% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +13 Defense +20 (+10 eff.) Fatigue -1% Resists +14% lightning +15% temporal +9% light +9% mind +7% all Phys.save +15 (+3 eff.) Mind.save +10 (+5 eff.) Stun/Frz- +10% A cap made of leather. |
![]() 3.0 T1 head armor [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 10 arcane resource burn * Slows global speed by 30% ----- def ----- Armour +3 Fatigue +5% Resists +6% acid +19% darkness +11% light +9% lightning A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T1 head armor [Ego] Nature While equipped: ----- def ----- Armour +3 Fatigue +5% Resists +6% cold ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T2 head armor [Unique] Master While equipped: Stats +4 Mag +3 Wil dps ---------- Dmg.mod +8% light ----- def ----- Armour +6 Fatigue +4% Blind- +30% Confus- +30% ---------- misc Light +1 Sun Flare: Level 3.0 Pwr.cost 18 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 39.77 light damage within radius 3. The damage done will increase with your Spellpower. A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
![]() 3.0 T3 head armor [Rare] Master While equipped: Stats +7 Str +2 Dex dps ---------- Apr +2 ----- def ----- Armour +8 Fatigue +4% Phys.save +30 (+6 eff.) Heal.mod +40% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T5 head armor [Ego++] Nature While equipped: Stats +9 Lck dps ---------- Phys.crit +7.0% Spell.crit +5% Mind.crit +8% ----- def ----- Armour +5 Fatigue +5% Resists +14% nature Spell.save +7 (+2 eff.) Max.HP +47.00 Heal.mod +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() 0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 1.0 T4 white gem [Unique] Arcane While equipped: Resists +50% light +50% fire Affinity +20% light +20% fire Blind- +100% See.Invis +20 While carried: Light +2 Item imbue powers: Resists +50% light +50% fire Affinity +20% light +20% fire Blind- +100% Light +4 See.Invis +20 Latent Damage Type: Light This is all that's left of the Searing Horror. Even after its death, the object in your hand glows just as brightly as it did before. |
![]() 2.0 T1 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +9% light +3% physical ----- def ----- Armour +2 Resists +6% light Max.HP +43.00 Heal.mod +5% ---------- misc Stam/turn +1.00 Light +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. |
![]() 2.0 T1 lite [Rare] Nature While equipped: Stats +7 Dex +1 Mag dps ---------- Dmg.mod +6% darkness ----- def ----- Phys.save +6 (+1 eff.) Heal.mod +11% ---------- misc Light +2 See.Invis +6 Telepathy Demon/Minor Demon/Major 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. |
![]() 2.0 T1 lite [Random Unique] Arcane/Master While equipped: Stats +3 Str dps ---------- Spell.pwr +6 (+2 eff.) Melee Ret Eff: * 22% chance to inflict 15% damage reduction * 23% chance to disease ----- def ----- Defense +9 (+4 eff.) Rng.Def +9 (+4 eff.) Resists +12% temporal +12% cold Phys.save +6 (+1 eff.) Def/telep +24 Res/telep +22% Dur/telep +25% ---------- misc Light +5 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. |
![]() 1.0 T5 lite [Random Unique] Nature/Master While equipped: Stats +7 Wil dps ---------- Phys.crit +6.0% Crit.mult +16.00% Phys.pwr +8 (+1 eff.) Res.pen +10% mind Melee Ret 20 fire On Hit (Melee): * Slows global speed by 31% ----- def ----- Resists +9% fire Phys.save +13 (+3 eff.) Heal.mod +30% ---------- misc Light +9 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +4% blight Apr +5 Melee Ret 15 blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +2 Cun +1 Con dps ---------- Crit.mult +3.00% Dmg.mod +3% physical Acc +3 (+1 eff.) ----- def ----- Armour +6 Max.HP +40.00 Heal.mod +10% ---------- misc Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T5 digger tool [Unique] Master While equipped: Stats +3 Str +3 Con dps ---------- Res.pen +10% physical ----- def ----- Phys.save +7 (+2 eff.) Spell.save +7 (+2 eff.) Mind.save +7 (+3 eff.) Max.HP +50.00 While carried: ---------- misc Talents +1 Dig Pulverizing Auger: Level 4.0 Pwr.cost 18 out of 30/30. Range 6 Travel.spd instantaneous Is a spell Description: Fire a powerful beam of stone-shaterring force, digging out any walls in its path up to 4. The beam also affect any creatures in its path, dealing 355.47 physical damage to all. The damage will increase with your Spellpower. This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft is covered in runes that recount the stories of the dwarven people. |
![]() 3.0 T5 digger tool [Rare] Master While equipped: Stats +5 Cun +3 Str dps ---------- Mind.crit +4% Dmg.mod +12% acid Melee Ret 20 acid ----- def ----- Mind.save +24 (+10 eff.) Max.HP +38.00 ---------- misc Equi/ret +0.24 Psi/ret +0.32 Max.stam +30.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
![]() 0.0 orb [Plot Item] Unknown Speak with someone. Uses 1 power out of 1/1 This orb can be used to speak with someone far away. It is even capable of teleporting small objects back and forth. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 0.0 rod charm [Unique] Unknown Asphyxiate an unsuspecting target. Uses 1 power out of 24/24 Activation is instant. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 122 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. |
![]() 2.0 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 12, dealing 510.88 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 15 power out of 75/75 This rod carved out of a giant spider fang continuously drips venom. |
![]() 2.0 T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all physical, nature, temporal and acid damage by 23 for 7 turns Puts all charms on 12 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T5 torque charm [Random Unique] Psionic While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+2 eff.) Dmg.mod +9% temporal ----- def ----- Resists +6% temporal Spell.save +30 (+10 eff.) ---------- misc Max.mana +20.00 Wards +2 physical +4 mind +4 darkness Talents +3 Telekinetic Blast +1 Ward Teleport randomly (rad 49) Puts all charms on 18 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T5 torque charm [Ego] Psionic Teleport randomly (rad 86) Puts all charms on 23 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 totem charm [Rare] Nature While equipped: dps ---------- Phys.pwr +4 (+1 eff.) Dmg.mod +9% physical Acc +10 (+3 eff.) Apr +2 ----- def ----- Armour +4 Phys.save +26 (+5 eff.) Heal.mod +30% Remove up to 2 poisons or diseases from a target within range 6 (based on Willpower) Puts all charms on 6 cooldown 100% to regenerate 6 equilibrium. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T4 totem charm [Unique] Nature While equipped: Stats +6 Con +7 Wil dps ---------- Mind.pwr +7 (+2 eff.) Dmg.mod +20% nature ----- def ----- Resists +20% blight +20% nature Heal.mod +25% ---------- misc Masteries +0.10 Wild-gift/Call of the wild +0.10 Wild-gift/Harmony Heals all nearby living creatures by 5 points each turn. Take root increasing health by 300, armor by 20, and armor hardiness by 20% but rooting you in place for 4 turns. Uses 6 power out of 15/15 Activation is instant. This small tree-shaped totem is imbued with powerful healing energies. |
![]() 2.0 T1 wand charm [Rare] Arcane While equipped: dps ---------- S.pwr/crit +6 Dmg.mod +6% blight Phasing +50% ---------- misc Mana/turn +0.20 Mana/s.crit +5.00 Talents +2 Void Blast Fire a bolt of a random element with (base) damage 52 to 103 Puts all charms on 6 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Thorvaldsson the Cornac Berserker level 35
10th Haze 123rd year of Ascendancy at 15:15 see stats
By Thorvaldsson the Cornac Berserker level 50
48th Haze 124th year of Ascendancy at 23:28 see stats
By Thorvaldsson the Cornac Berserker level 35
68th Dusk 123rd year of Ascendancy at 09:05 see stats
By Thorvaldsson the Cornac Berserker level 41
32nd Regrowth 124th year of Ascendancy at 18:15 see stats
By Thorvaldsson the Cornac Berserker level 50
41st Haze 124th year of Ascendancy at 03:20 see stats
By Thorvaldsson the Cornac Berserker level 39
1st Regrowth 124th year of Ascendancy at 16:21 see stats
By Thorvaldsson the Cornac Berserker level 16
7th Haze 122nd year of Ascendancy at 08:09 see stats
By Thorvaldsson the Cornac Berserker level 38
7th Allure 124th year of Ascendancy at 15:49 see stats
By Thorvaldsson the Cornac Berserker level 33
63rd Dusk 123rd year of Ascendancy at 19:25 see stats
By Thorvaldsson the Cornac Berserker level 25
27th Pyre 123rd year of Ascendancy at 10:25 see stats
By Thorvaldsson the Cornac Berserker level 46
2nd Summertide 124th year of Ascendancy at 12:38 see stats
By Thorvaldsson the Cornac Berserker level 50
40th Regrowth 125th year of Ascendancy at 06:17 see stats
By Thorvaldsson the Cornac Berserker level 36
26th Haze 123rd year of Ascendancy at 16:31 see stats
By Thorvaldsson the Cornac Berserker level 10
52nd Dusk 122nd year of Ascendancy at 06:05 see stats
By Thorvaldsson the Cornac Berserker level 20
80th Haze 122nd year of Ascendancy at 01:06 see stats
By Thorvaldsson the Cornac Berserker level 30
3rd Summertide 123rd year of Ascendancy at 21:06 see stats
By Thorvaldsson the Cornac Berserker level 40
29th Regrowth 124th year of Ascendancy at 05:40 see stats
By Thorvaldsson the Cornac Berserker level 50
73rd Dusk 124th year of Ascendancy at 13:44 see stats
By Thorvaldsson the Cornac Berserker level 50
37th Regrowth 125th year of Ascendancy at 21:15 see stats
By Thorvaldsson the Cornac Berserker level 50
50th Haze 124th year of Ascendancy at 08:58 see stats
By Thorvaldsson the Cornac Berserker level 21
17th Regrowth 123rd year of Ascendancy at 08:34 see stats
By Thorvaldsson the Cornac Berserker level 50
3rd Allure 125th year of Ascendancy at 18:19 see stats
By Thorvaldsson the Cornac Berserker level 39
8th Allure 124th year of Ascendancy at 04:40 see stats
By Thorvaldsson the Cornac Berserker level 21
27th Regrowth 123rd year of Ascendancy at 01:39 see stats
By Thorvaldsson the Cornac Berserker level 38
7th Allure 124th year of Ascendancy at 19:12 see stats
By Thorvaldsson the Cornac Berserker level 29
3rd Summertide 123rd year of Ascendancy at 21:03 see stats
By Thorvaldsson the Cornac Berserker level 50
38th Regrowth 125th year of Ascendancy at 12:02 see stats
By Thorvaldsson the Cornac Berserker level 21
27th Regrowth 123rd year of Ascendancy at 08:11 see stats
By Thorvaldsson the Cornac Berserker level 41
61st Regrowth 124th year of Ascendancy at 15:11 see stats
By Thorvaldsson the Cornac Berserker level 19
70th Haze 122nd year of Ascendancy at 15:42 see stats
By Thorvaldsson the Cornac Berserker level 43
2nd Pyre 124th year of Ascendancy at 06:30 see stats
By Thorvaldsson the Cornac Berserker level 21
26th Regrowth 123rd year of Ascendancy at 13:14 see stats
By Thorvaldsson the Cornac Berserker level 15
70th Dusk 122nd year of Ascendancy at 02:35 see stats
By Thorvaldsson the Cornac Berserker level 50
51st Regrowth 125th year of Ascendancy at 03:31 see stats
By Thorvaldsson the Cornac Berserker level 34
67th Dusk 123rd year of Ascendancy at 14:29 see stats
Log
Elandar casts Starfall.
Thorvaldsson resists the darkness!
Thorvaldsson is unstoppable!
Elandar hits Thorvaldsson for (20 refused), 67 darkness (67 total damage).
Elandar casts Haste.
Elandar speeds up.
Rush is still on cooldown for 5 turns.
Elandar casts Manathrust.
Thorvaldsson is unstoppable!
Elandar hits Thorvaldsson for (530 refused), 0 arcane (0 total damage).
Thorvaldsson is unstoppable!
Thorvaldsson receives 1079 healing from Unstoppable.
Curse of Death from Argoniel hits Thorvaldsson for (29 refused), 0 darkness (0 total damage).
Elandar casts Lightning.
Elandar hits Thorvaldsson for 421 lightning damage.
Elandar casts Flame.
Elandar's spell attains critical power!
Thorvaldsson is on fire!
Elandar hits Thorvaldsson for 345 fire damage.
Elandar uses Throwing Knives.
Thorvaldsson casts Bathe in Light.
Thorvaldsson's spell attains critical power!
Thorvaldsson is no longer out of phase.
Thorvaldsson is moving less freely.
Burning from Elandar hits Thorvaldsson for 115 fire damage.
Curse of Death from Argoniel hits Thorvaldsson for 29 darkness damage.
Elandar casts Freeze.
Saving game...