Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
Addons | Opt-in Adventurers Parties 1.1.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! 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. Marson's UI Modifications 1.3.0v3.7.0 *** FOR ToME v1.3.0+ ONLY *** An attempt to make 1920x1080 easier on my decaying eyesight, plus a few personal preferences. This is a revamp for the Minimalist UI. It may work for Classic, but hasn't been tested for it. Most settings can be found on the UI tab on the Game Options screen. • Adds a 'Fonts' tab to 'Game Options'. Choose separate font styles and sizes for six categories: * menus & dialogs * HUD elements * tooltips & character sheet * chat & combat log * flying text * lore • Expanded font size range to 8 - 36 points. (Stock range is 10 - 18) • Ability to add your own fonts with a fontpack addon. http://te4.org/games/addons/tome/font_example • Scales most dialog boxes to account for larger fonts. • Hotkey bar revamp: * Frame colors: green = activated talent, blue = sustained talent, yellow = equipped item, orange = unequipped item. Colors on talent screen and buff bar changed to match. * Frame colors do not change when on cooldown. * All talents/items on cooldown will have a red overlay. * Z-layer of key text (C8, etc) moved under color overlay to better differentiate from cooldown text. * Unequipped items get pale yellow color overlay similar to cooldown overlay. * Right-clicking on an item no longer clears the item; it brings up the hotkey assignment menu. (You may clear it from there, as with talents.) • 'Use Talent' screen now also lists all usable items, allowing you to associate a hotkey using the dropdown menu. Objects are separated based on whether they are worn or not and display their current cooldowns. • When assigning a hotkey, the list will show available hotkeys as 1 through 0,-,= with C,S,A,AS, modifiers (example: "Hotkey C7") instead of "Hotkey 1" through "Hotkey 60", so as to match the labels on the hotkey bar. • Enabled and modified 'Creature List' code that was in stock ToME but not used. Lists NPCs in player's sight along with their remaining energy and distance. Mousing over an NPC in the Creature List will center the screen on that creature. Toggle the list on/off with Ctrl-Tab. • 'Limit Terrain Height' option will rescale trees and mushrooms to prevent them from overlapping the grid above them. (Will not affect current level until you leave and return.) • Adds viewport options: 'Original' is the stock behavior from v1.1.5 ToME. The game will use Scroll Distance, but won't show a black border around the map. With a high Scroll Distance, you will remain centered until you get to the edge of the map, at which point the map stops moving and your character moves off-center. 'No Hiding' is now the stock behavior of v1.2.x ToME. It is a bit of a hybrid. The map will scroll similar to 1.1.5, but will show enough of a black border so that your avatar will not hide under UI elements such as the mini-map and hotkey bar. 'Centered' will force the viewport to strictly follow the Scroll Distance setting. If you have it a high number, you will be centered 100% of the time. • Adds option to enable right-click dragging of the viewport. This will coexist with mouse gestures but may not mix with them in a visually pleasing manner. • Separate adjustable background transparencies for dialogs, tooltips, combat log, chat, and hotkeys. • Adjustable tooltip width. • Ability to change tooltip location: each of the four corners / at mouse cursor / opposite corner from mouse. • Tooltip will get out of the way of target location via keyboard as well as mouse cursor. • Ability to disable ambient background noises (dogs barking, water dripping, etc.) on the UI tab in Game Options. Defaults to 'enabled' (no change from stock). • Shields (damage, temporal, etc.) will play a sound when they expire on a character you are controlling. (I've missed that my antimagic shield went down one too many times.) I've included a couple versions of the sound, including silence. (shield_off.ogg created by reg7783 and licensed under the Creative Commons 0 License.) • Adds a choice of tooltip style for the Inventory screen. 'Original' is the same as stock. 'Small Screen' moves the tooltip to either side of the screen so that it obscures less and doesn't bounce around. 'Big Screen' uses a dedicated location between the rag doll and the item list. • If your character knows the talent 'Extract Gems', a tab will appear on the inventory screen listing all items that may be converted to gems based on your current talent level, including items in the Transmogrification Chest. • Adds a 'Usable Items' tab to the Inventory screen. • Adds a 'Preview Talents' button to the character creation screen. This will allow you to view the stats and talents of the current race/class combo without needing to generate a new game. • Character creation screen will remind you if you are in dev/cheat mode. • Ability to ESC from character creation screen. • Alchemist quest shows details about the various rewards you are working towards: "Agrimley the hermit needs your help making an Elixir of Explosive Force, which permanently increase your chance to critically strike with spells by 4%." This will only apply to characters who take the quest after enabling this addon. (Also available as separate addon.) • ToME Bugfix: 'Tactical Overlay' dropdown menu. + ToME v1.3.0 compatible. + Integrated 0player's NPC List speed performance fix. + Added frame highlights when mousing over or dragging a hotkey. Infinite500 v2.5c: Revised high level play for ToME 1.3.1Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. Glutton 1.2.3Gluttons are cursed with insatiable Hunger, which they use as a resource. It increases over time, and gives benefits and penalties depending on the current amount they have. They can Devour creatures, which they can then Digest to gain bonuses, sometimes permanent, including stat points and even talents. Since Gluttons can gain stat points from Devouring creatures, they gain no stat points per level. Since they can gain talents as well, they start with few categories. This is the basic class concept, and I hope you have fun with it. Disclaimer: the Glutton is very unbalanced right now (hence the alpha status). I welcome and encourage any feedback. Thanks to all of #tome for their help. Special thanks to FlarePusher and Draknodred for helping me flesh out the class concept and for developing talent ideas, and to natev for a lot of help but especially for letting me build off his resource code. Ashes of Urh'Rok 1.2.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Bazaar 1.2.5- This addon introduces a new variant of vault, the bazaar, where you don't fight for items, but rather buy (or steal) them. - A central aspect of this addon is a new questline (consisting of 3 follow-up-quests), which introduces the player to the bazaar-system. The questline starts in the Village of Elvala (look out for a special npc - he will lookout for you as well). - I took the idea to this addon from starsapphire (Idea : Markets in dungeons! - http://forums.te4.org/viewtopic.php?f=39&t=42553) ------ Details: ------ (1) Bazaars can appear in most dungeons and outdoor zones, which happen to also generate vaults; chances for regular vault-generation aren't being limited. Bazaars won't appear in the East however - tradesmen haven't made it there yet. (2) Each bazaar contains a shopkeeper and a limited amount of items, which can't be pickuped by normal means (they are chained to the ground). Instead, you either have to pay to be able to pick up such an item - or you try to unchain it (success chances scale with cunning, dexterity and talent points in Heightened Senses and Stealth). Failure to unchain it will trigger a trap which teleports the player (and his party) to a parallel zone ("Mirrorscape"). --> To escape from the Mirrorscape, a special guardian needs to be killed. Alternatively, there are two hidden exit points. The Power of the Guardian scales extremely with the Base-Level of the Zone (Break-Points: Level 20, 30, 50, 70) and the item-quality the trap is based on (unique items are protected by stronger guardians). Killing the guardian allows the player to pick up the item in question. --> Killing the shopkeeper unchains all item in his shop. Shopkeepers are extremely strong, however. (3) Additionally, each shopkeeper has a rare ingredient for sale, and some of them also sell maps, which point to special treasure areas in a variety of zones. To find out about these special goods, chat with the vendor. (Again, treasuremaps point only to zones in the West.) (4)In Elvala starts a questline, which leads to the discovery of a new zone, The Bazaar. Follow-up quests then introduce more in depth to the bazaar system. (5) Most bazaar-vaults will also be generated inside the Infinite Dungeon - most Treasuremaps also work here. (6) From time to time, a caravan will spawn on the overworld map. Encountering a caravan is similar to an "Ambush", however without meeting hostile npcs - instead, two shopkeepers will offer their items. So, How to start? --> Go to Elvala, talk with a nice dwarf! Notable modifications to the core game: - added a new Faction ("Free Traders") Feedback about bugs, improvements, compatibility issues very welcome. Fixed: 24.11. 27.11 1.12 12.12 20.12. - removed an empty event file from the bazaar main zone, as it would trigger an error with the latest ashes update 01.02. A warning: you are trapped inside the mirrorscape until you defeat its guardian or find the exit Everything is Unique! Fork 1.3.1A fork of Everything is Unique. Its broken. Use Randboss Rando instead. https://te4.org/games/addons/tome/randboss_rando Extra Dungeons 1.3.0In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Plenum Tooltip: Enhanced actor tooltip display for TOME v2.4 1.3.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. NPC Forgiveness 2.4 1.3.0This addon adjusts the way friendly NPC's react to hostile actions by the player. In most cases, the personal reaction of an NPC to the player (friendly/neutral/hostile) will slowly recover (by 10% each turn, minimum 1 point) back to it's default value over time. If the player doesn't further aggravate the NPC, it will eventually become neutral/friendly again. (Though it will still probably have the player targeted, depending on its ai settings which are not addressed in this addon.) The exception is if the player kills another friendly NPC within LOS, which will result in the NPC becoming permanently hostile to the player in most cases. Putting a detrimental status effect on the NPC will create a -25 (negative) reaction to the player (in addition to the penalties from any damage caused). Files affected: Doctornull's Class Pack 1.2.5This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Arcanum Class Pack 1.3.1Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Items Vault 1.3.0Donators/Buyers bonus! More Tales 1.2.5More Tales of Maj'Eyal - New quests and zones. New start zone for Shaloren, cos the Scintillating Caves is a bit mean. New zone for Thaloren, extending the Madness of the Ages quest. Glove Stats 1.0.6Shows glove combat stats with all classes. Unlimited Respec 1.3.1Removes the restriction on how many talents you can respec. Archery Fix 1.3.0Addon which fixes ranged weapon/ammo on hit, on crit, on kill effects. New Gem Types 1.2.5Adds several new gem types and attempts to fill in some gaps in Tiered gem colors; also adds the Crystal race. This is a continuation of jayseesee's original addon. It's my hope that the gems in this release are balanced, consistent across tiers, and useful to a variety of different characters. Also hopefully all the Crystal's balance issues have been worked out: it should be an interesting tactical challenge to make best use of its unique mobility, find the right time to exploit its Runic Saturation status clear Stasis talent, and optimal self-imbued gemstone for each dungeon. As always, please let me know if you find any issues in terms of bugs, game mechanics, or interface! Elemental Woes 1.2.5This addon changes the Elemental Surge and Endless Woes prodigies to have effects for all damage types. Effects for Elemental Surge are: Effects for Endless Woes are: Go to Landmark 1.1.0Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Verbose Enemies 1.3.1Makes the monsters of Eyal somewhat more talkative...and prone to insulting you. Featuring taunts from Gaslamp Games' roguelike Dungeons of Dredmor! Also now featuring the EXTENSIVE taunt collection from the iconic Dredmor mod, Death By A Thousand Taunts. This mod was created by Deeborm, and is only included with their approval. Three cheers for Deeborm! Relive your dredmor adventures in the world of Eyal. You can also add your own taunts! To do this create a file named verbose_user_defined_taunts.cfg and place it in your settings folder where it can be friends with all the other .cfg files. Inside this file put: All taunts (base Dredmor taunts, Deeborm's extended dredmor taunts, and custom taunts) can be toggled from the in-game settings, in the Misc tab. Inventory Sort Order 1.3.0Improves the default sort order of items in the player's inventory. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Improved Auto-explore and Rest 1.3.1Quality 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. 'Purists' Breeding Pits Restoration Project 1.2.3Restores the orc breeding pits cut content to the game. This is the original completely unaltered orc breeding pits, just as objectionable as it was in version 1.1.3, before any changes were made. You have been WARNED. Do not complain about the potentially objectionable content. Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. Enhanced Object Compare 1.3.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Female |
Race | Ogre |
Class | Glutton |
Level / Exp | 65 / 93% |
Size | huge |
Lifes / Deaths | Killed by Ivomira the wolf at level 10 on the 9th Mirth 122nd year of Ascendancy at 06:47 4 / 3Killed by Ivomira the wolf at level 10 on the 9th Mirth 122nd year of Ascendancy at 08:06 Killed by Mrs Fat Arse the 3rd at level 47 on the 48th Haze 122nd year of Ascendancy at 23:35 |
Primary Stats
Strength | 142 (base 73) |
Dexterity | 56 (base 10) |
Constitution | 161 (base 75) |
Magic | 70 (base 20) |
Willpower | 190 (base 74) |
Cunning | 131 (base 70) |
Resources
Hate | 39/109 |
Mana | 1508/1508 |
Psi | 260/260 |
Vim | 226/226 |
Life | 3476/3476 |
Positive | 0/192 |
Stamina | 702/702 |
Equilibrium | 0 |
Healing Factor | 0.81568207057186 |
Regeneration | 2.0148366745702 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +223.55304767712% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 13 |
Infravision | 16 |
See Stealth | 25.733137300215 |
See Invisible | 62.215008664179 |
ESP Range | 10 |
ESP Kinds | dragon |
Offense: Mainhand
Damage | 344 |
Accuracy | 83 |
Crit Chance | 133% |
APR | 75 |
Speed | 1.00 |
Offense: Offhand
Damage | 76 |
Accuracy | 83 |
Crit Chance | 145% |
APR | 81 |
Speed | 1.00 |
Offense: Spell
Spellpower | 110.720005 |
Crit Chance | 73% |
Speed | 1 |
Offense: Mind
Mindpower | 117.435005 |
Crit Chance | 46% |
Speed | 1 |
Offense: Damage Bonus
All | +25% |
Offense: Damage Penetration
All | +6% |
Defense: Base
Armour (hardiness) | 35 (30%) |
Defense | 64.786440277752 |
Ranged Defense | 66.286440277752 |
Fatigue | 3 |
Physical Save | 89.580522152267 |
Spell Save | 90.997680212361 |
Mental Save | 124.04285714286 |
Defense: Resistances
All | + 49%( 70%) |
Defense: Immunities
Pinning Resistance | 100% |
Confusion Resistance | 68% |
Fear Resistance | 55% |
Poison Resistance | 20% |
Blind Resistance | 26% |
Silence Resistance | 15% |
Disarm Resistance | 100% |
Stun Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 100% |
Inscriptions (6/6)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 992 life over 5 turns. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 892 damage for 5 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 22 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 44 for 10 turns. While Heroism is active, you will only die when reaching -1482 life. However, when below 0 you cannot see how much life you have left. 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. |
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random magical or mental effect and reduce all damage taken by 10% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 265 with a minimum range of 15. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical or physical effect and reduce all damage taken by 30% for 8 turns. Also removes cross-tier effects of the affected types for free. |
Class Talents
Gluttony / Pica | 1.30 |
| 6/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Cursed / Predator | 1.00 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Cursed / Endless hunt | 1.00 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Gluttony / Feast | 1.30 |
| 1/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Gluttony / Famine | 1.30 |
| 6/5 |
| 1/5 |
| 6/5 |
| 6/5 |
Gluttony / Digestion | 1.50 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Generic Talents
Cursed / Cursed aura | 1.00 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Cursed / Cursed form | 1.00 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Technique / Combat training | 1.16 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
| 0/5 |
Gluttony / Gourmand | 1.50 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 6/5 |
| 6/5 |
| 5/5 |
Effects
talent | Righteous Strength |
talent | Stalk |
talent | Chant of Fortitude |
talent | Predation |
talent | Surge |
talent | Thought-Form: Warrior |
talent | Bone Shield |
talent | Dark Ritual |
talent | Kinetic Shield |
talent | Weapon of Light |
talent | Blood Fury |
talent | Berserker |
talent | Gloom |
talent | Keen Senses |
talent | Beyond the Flesh |
beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 3.0)Penalty : Fractured Sanity: -8% Mind Resistance, -11% Confusion Immunity Power 1+: Unleashed: +9% critical damage, +14% off-hand weapon damage Power 2+: -1 Luck, +5 Dexterity Power 3+: Conspirator: When you are confused, any foe that hits you or that you hit in melee becomes confused. Power 4+: Mania: Any time you lose more than 18.7% of your life over a single turn, the remaining cooldown of one of your talents is reduced by 1. |
beneficial effect | The target is hunting creatures of type / sub-type: humanoid / human with 100% effectiveness. Kills: 25 / 9 kills, Damage: +16% / +37%, Attack: +7 / +18, Stun: -- / 7.6%, Outmaneuver: 9.8% / 24.1% Predator |
detrimental effect | The target is using a two handed weapon in a single hand, reducing physical power, spellpower and mindpower by 15% (based on size); also all damage procs from your offhand are reduced by 50%. Hit Penalty |
beneficial effect | The target is mimicking a previous victim. (+7 Strength, +5 Dexterity, +0 Magic, +5 Willpower, +5 Cunning, +3 Constitution) Mimic |
beneficial effect | Increase light and physical damage by 15%. Righteous Strength |
beneficial effect | The target is enveloped in a shroud that seems to not only obscure it but also to fade its form (+25% resist all). Shroud of Passing |
beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 4.0): 0%Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 19% when tested. Power 1+: Removed from Reality: +5 Physical Resistance, +4 Maximum Physical Resistance Power 2+: -1 Luck, +7 Willpower Power 3+: Suffocate: Your touch instills a horror that suffocates any weak, non-elite foe that hits you or that you hit in melee. At 3 levels below yours they lose 14 air and an additional 6 air for each level below that. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 5 nightmare (slow effects, hateful whispers, and summoned Terrors) for 8 turns. This chance grows each time you are struck but fades over time. |
beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 6.0)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 14%) for 4 turns. Power 1+: Nightwalker: +24 Darkness Resistance, +13% Max Darkness Resistance, +14 See Invisible Power 2+: -1 Luck, +11 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 25% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 25% for 3 turns. |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You feel drawn to the Echoing Cliffs, where strange lights are seen and people go missing. Echoes of the SpellblazeYou have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. There are also rumours of a regenade Shaloren camp to the west. * You must explore the echoing cliffs. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | active |
Escort the lost anorithil to the recall portal on level 1 of Old Forest. Escort: lost anorithil (level 1 of Old Forest) | active |
You successfully escorted the lost anorithil to the recall portal on level 3 of Trollmire. Escort: lost anorithil (level 3 of Trollmire)As a reward you gained talent category Celestial / Light (at mastery 0.80). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Scintillating Caves. Escort: lost sun paladin (level 3 of Scintillating Caves)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Scintillating Caves. Escort: temporal explorer (level 2 of Scintillating Caves)As a reward you gained talent category Chronomancy / Chronomancy (at mastery 0.80). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
You promised Mayor Dambascus to search the Rhaloren Camp for a hidden section, where they keep a man called Pidro Vales hostage, and rescure him. One Man Rescue Team* Enter the Rhaloren Camp and use the map Mayor Dambascus gave you. * Enter the hidden section, find out where the Rhaloren keep Pidro Vales and rescue him. * Return to the Bazaar and visit Pidro Vales at his home in the southern end of town. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox, which can be used to permanently increase your dexterity and cunning by three. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' Marus of Elvala needs your help making an elixir of mysticism, which can be used to permanently increase your magic and willpower by three. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * 'Needed: one honey tree root. Keep a firm grip on it. These things will dig themselves right back into the ground if you drop them.' * You've found the needed skeleton mage skull. Agrimley the hermit needs your help making an elixir of focus, which can be used to grant you two additional class talent points. He has given you some notes on the ingredients: * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * 'Needed: one snow giant kidney. I suggest not killing the snow giant by impaling it through the kidneys. You'll just have to find another.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' Ungrol of Last Hope needs your help making an elixir of foundations, which can be used to grant you two additional generic talent points. He has given you some notes on the ingredients: * You've found the needed bear paw. * You've found the needed sandworm tooth. * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within21 lumberjacks have died. | done |
In Elvala, you met a dwarven veteran called Raimundus, who asked you to escort him on his journey through the Hedge Maze. Through the Hedge MazeYou succesfully found and entered the Hedge Maze. You escorted Raimundus safely through the Hedge Maze and entered the Bazaar at his side. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
Psionic focus | hematite hematite0.00 Encumbrance. Type: gem / black ; tier 2 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Gems can be sold for money or used in arcane rituals. |
Around waist | Splendoursnake the hardened leather belt (Nightmares) Splendoursnake the hardened leather belt (Nightmares)Powered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical power: +7 (+1 eff.) Damage when hit (Melee): 8 light / 4 arcane Changes stats: +5 Str / +4 Dex / +3 Mag / +5 Wil / +4 Cun Changes resistances: +10% lightning / +11% temporal / +5% arcane / +11% fire / +6% mind / +10% cold Changes resistances penetration: +10% arcane / +7% physical Changes damage: +17% physical / +3% arcane / +9% light Physical save: +15 (+3 eff.) Spell save: +24 (+5 eff.) Mental save: +15 (+2 eff.) Mana each turn: +0.31 Maximum mana: +32.00 Size category: +1 Curse of Nightmares A belt that goes around your waist. Press to compare |
On feet | pair of voratun boots 'Glorina' (Nightmares) (25 def, 25 armour) pair of voratun boots 'Glorina' (Nightmares) (25 def, 25 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +25 Defense: +25 (+6 eff.) Fatigue: +4% Damage when hit (Melee): 12 acid / 16 blight Changes stats: +4 Mag / +10 Wil / +6 Con Changes resistances: +18% blight / +3% acid Changes resistances penetration: +15% blight / +10% physical Changes damage: +3% blight Physical save: +13 (+3 eff.) Spell save: +15 (+3 eff.) Mental save: +15 (+2 eff.) Mindpower: +7 (+1 eff.) Infravision radius: +6 Curse of Nightmares It can be used to blink to a nearby random location (rad 15), putting all charms on cooldown for 25 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. Press to compare |
Light source | Ulirand UlirandInfused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Armour penetration: +7 Physical crit. chance: +16.0% Physical power: +24 (+3 eff.) Changes stats: +17 Wil Changes resistances: +6% mind Changes resistances penetration: +6% all Grants telepathy: Dragon Critical mult.: +48.00% Physical save: +7 (+1 eff.) Mental save: +18 (+3 eff.) Maximum hate: +2.00 Mindpower: +4 (+1 eff.) Light radius: +4 Healing mod.: +12% 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. Press to compare |
On head | Eilinerianor (Shrouds) (8 def, 16 armour) Eilinerianor (Shrouds) (8 def, 16 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +16 Defense: +8 (+2 eff.) Fatigue: +5% Changes stats: +11 Str / +3 Dex / +11 Mag / +13 Wil / +11 Con Changes resistances: +6% all Changes resistances penetration: +15% arcane Changes damage: +28% blight / +30% arcane Physical save: +12 (+2 eff.) Spell crit. chance: +9% Light radius: +3 Infravision radius: +4 Curse of Shrouds A cap made of leather. Press to compare |
On hands | Duathelsmash the iron gauntlets (Shrouds) (0 def, 1 armour) Duathelsmash the iron gauntlets (Shrouds) (0 def, 1 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +18 (+4 eff.) Armour: +1 Damage (Melee): 6 nature Changes stats: +9 Str / +6 Dex / +6 Wil / +3 Cun / +6 Con Changes resistances: +6% nature Changes damage: +4% nature / +3% lightning Talent mastery: +0.40 Technique / Grappling Talent cooldown: Double Strike (-1 turn) Physical save: +13 (+3 eff.) Mental save: +6 (+1 eff.) Disarm immunity: +75% When used to modify unarmed attacks: Base power: 12.0 - 16.8 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +16 Armour Penetration: +3 Physical crit. chance: +14.0% Attack speed: 83% When this weapon hits: Disarm (20% chance level 1). When this weapon hits: Poison Breath (10% chance level 1). When this weapon hits: Perfect Control (10% chance level 1). When this weapon hits: Set Up (10% chance level 1). On weapon hit: * 40% chance to inflict damage reduction * 20% chance to daze Damage (Melee): +8 arcane / +8 darkness Burst (radius 1) on hit: +4 lightning Burst (radius 2) on crit: +6 nature Curse of Shrouds Attackspeed is 100% for non-Brawlers! Metal gloves protecting the hands up to the middle of the lower arm. Press to compare |
Tool | Arablek the iron pickaxe (dig speed 12 turns) Arablek the iron pickaxe (dig speed 12 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour: +3 Defense: +5 (+1 eff.) Changes stats: +5 Str / +4 Con Changes resistances: +3% blight / +5% physical / +11% nature / +5% arcane Changes resistances penetration: +10% blight / +5% arcane Changes damage: +15% blight / +6% nature / +6% arcane Physical save: +7 (+1 eff.) Spell save: +7 (+1 eff.) Mental save: +7 (+1 eff.) Maximum life: +45.00 Light radius: +2 Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. Press to compare |
On fingers | Fulomas (Shrouds) Fulomas (Shrouds)Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +7 (+1 eff.) Effects on melee hit: * 11% chance to cause random gloom Damage (Melee): 9 bleed Effects on ranged hit: * 12% chance to cause random gloom Damage (Ranged): 9 bleed Changes stats: +5 Str / +1 Dex / +6 Wil / +8 Cun / +14 Con Changes resistances: +3% temporal Physical save: +6 (+1 eff.) Mental save: +7 (+1 eff.) Confusion immunity: +24% Stun/Freeze immunity: +25% Life regen: +1.40 Hate when firing a critical mind attack: +2.00 Maximum hate: +7.00 Mindpower: +7 (+1 eff.) Light radius: +3 Curse of Shrouds It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 29%. Rings can have magical properties. Press to compare |
On fingers | Zubethra the copper ring (Nightmares) Zubethra the copper ring (Nightmares)Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +7 (+1 eff.) Physical power: +7 (+1 eff.) Changes stats: +6 Str / +6 Dex / +10 Wil / +16 Cun / +6 Con Changes resistances: +6% blight / +3% temporal / +3% nature / +6% acid Changes resistances penetration: +15% temporal Blindness immunity: +26% Poison immunity: +20% Silence immunity: +15% Disarm immunity: +26% Pinning immunity: +26% Knockback immunity: +26% Maximum life: +26.00 Mindpower: +14 (+2 eff.) Infravision radius: +4 See stealth: +8 See invisible: +7 Curse of Nightmares Rings can have magical properties. Press to compare |
Around neck | Morningspawn the copper amulet Morningspawn the copper amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Accuracy: +12 (+2 eff.) Armour penetration: +10 Physical crit. chance: +8.0% Fatigue: -6% Damage when hit (Melee): 8 temporal Changes stats: +9 Dex / +4 Cun / +5 Con Changes resistances: +6% fire / +12% temporal Changes resistances penetration: +10% temporal / +5% light / +10% fire Changes damage: +3% temporal Talent mastery: +0.16 Technique / Combat training Critical mult.: +24.00% Pinning immunity: +24% Knockback immunity: +26% Life regen: +0.60 Stamina each turn: +0.50 Light radius: +3 Movement speed: +10% Amulets can have magical properties. Press to compare |
Main armor | silk robe 'Sewerstreaker' (Shrouds) (9 def, 0 armour) silk robe 'Sewerstreaker' (Shrouds) (9 def, 0 armour)Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Accuracy: +6 (+1 eff.) Armour penetration: +2 Defense: +9 (+2 eff.) Ranged Defense: +6 (+2 eff.) Changes stats: +15 Mag / +8 Wil / +2 Con Changes resistances: +18% acid / +18% physical / +6% light / +16% temporal / +17% fire / +25% nature / +18% cold Changes resistances penetration: +13% temporal / +5% nature / +12% physical Changes damage: +13% acid / +29% physical / +30% temporal / +12% fire / +13% cold / +17% nature / +17% all Talent cooldown: Refit Golem (-6 turns) Spell save: +6 (+1 eff.) Life regen: +0.20 Mana each turn: +0.34 Psi each turn: +0.29 Spellpower: +16 (+2 eff.) Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% Reduces paradox anomalies(equivalent to willpower): +15 Curse of Shrouds A cloth vestment. It offers no intrinsic protection but can be enchanted. Press to compare |
Swallowed Gems | amber amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Gems can be sold for money or used in arcane rituals. |
In off hand | Icy Kill (Madness) (35-45.5 power, 10 apr) Icy Kill (Madness) (35-45.5 power, 10 apr)Requires: - Dexterity 42 Infused by nature Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 4 Base power: 35.0 - 45.5 Uses stats: 45% Cun, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Physical crit. chance: +15.0% Attack speed: 100% On weapon crit: * freezes the target On weapon kill: * explodes a frozen creature (damage scales with willpower) Damage (Melee): +30 cold When wielded/worn: Changes stats: +6 Cun / +6 Wil Changes damage: +25% cold Hate per kill: +4.00 Ice block penetration: +50% Curse of Madness As any scryer knows, the link between the murderer and the murdered is the murder weapon, and a scryer can follow that link from the murdered to the weapon to the murderer. One rather cold blooded killer thought of a way around this. By carving blades out of ice, they could kill as they wished and the link would just melt away. Their killing spree ended when one of the victims got lucky and managed to stab the murderer in the heart with the icey blade. After being united with the cold heart that created it, the final ice blade has never melted. Press to compare |
Cloak | Hathoneg the cashmere cloak (Madness) (13 def, 0 armour) Hathoneg the cashmere cloak (Madness) (13 def, 0 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +13 (+3 eff.) Changes stats: +7 Mag / +17 Wil / +5 Cun Changes resistances penetration: +11% arcane Changes damage: +11% arcane Critical mult.: +22.00% Physical save: +11 (+2 eff.) Spell save: +31 (+6 eff.) Mental save: +11 (+2 eff.) Mana when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +11 Maximum mana: +132.00 Spellpower: +11 (+2 eff.) Spell crit. chance: +5% Mental crit. chance: +7% Curse of Madness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. Press to compare |
In main hand | Sootreeve (Shrouds) (71-106.5 power, 4 apr) Sootreeve (Shrouds) (71-106.5 power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 71.0 - 106.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 41% chance to inflict damage reduction On weapon crit: * cripple the target Damage (Melee): +21 temporal / +28 nature Burst (radius 1) on hit: +12 darkness Burst (radius 2) on crit: +4 mind When wielded/worn: Accuracy: +21 (+4 eff.) Armour penetration: +52 Physical crit. chance: +53.0% Defense: +20 (+5 eff.) Changes stats: +2 Wil Changes resistances penetration: +20% physical Changes damage: +3% mind / +21% physical Critical mult.: +54.00% Disarm immunity: +69% Maximum psi: +10.00 Heals friendly targets nearby when you use a nature summon: +30 Curse of Shrouds Massive two-handed mauls. Press to compare |
Inventory
sun infusion of the duelist (rad 7; power 60; turns 4; dispells darkness) sun infusion of the duelist (rad 7; power 60; turns 4; dispells darkness)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 7 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 30). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 60) for 4 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
phase door rune of the titan (range 23; power 68; dur 4) phase door rune of the titan (range 23; power 68; dur 4)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 23. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 68%, your defense is increased by 68 and all your resistances by 68%. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the sneak (absorb 617 for 4 turns) shielding rune of the sneak (absorb 617 for 4 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 617 damage for 4 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. Press to compare |
shielding rune of the warrior (absorb 665 for 3 turns) shielding rune of the warrior (absorb 665 for 3 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 665 damage for 3 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. Press to compare |
shielding rune of the wizard (absorb 415 for 4 turns) shielding rune of the wizard (absorb 415 for 4 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 415 damage for 4 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. Press to compare |
teleportation rune of the psychic (range 343) teleportation rune of the psychic (range 343)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 343 with a minimum range of 15. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. Press to compare |
Angolwen Academy Training Token Angolwen Academy Training TokenPowered by arcane forces 0.10 Encumbrance. [Plot Item] Type: scroll / tome Entitles the weilder to one free course at the Angolwen Academy. (Surrender token before commencing study. No refunds for failing courses. Academy not responsible for applicant death, dismemberment, or crippling lifelong injury. Conditions apply.) |
cleansing copper amulet of constitution (+3) cleansing copper amulet of constitution (+3)Infused by nature Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Con Changes resistances: +11% nature / +10% blight Poison immunity: +22% Disease immunity: +21% Amulets can have magical properties. Press to compare |
copper amulet of willpower (+2) copper amulet of willpower (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Wil Amulets can have magical properties. Press to compare |
warrior's copper amulet of constitution (+3) warrior's copper amulet of constitution (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Con Changes resistances: +6% physical Stamina each turn: +0.20 Amulets can have magical properties. Press to compare |
Feathersteel Amulet Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -20% Maximum encumbrance: +20 Movement speed: +20% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. Press to compare |
steel amulet 'Torchwaker' steel amulet 'Torchwaker'Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +11 (+2 eff.) Defense: +11 (+3 eff.) Fatigue: -6% Damage when hit (Melee): 4 mind Changes stats: +12 Dex / +3 Wil / +6 Cun / +10 Con / +9 Lck Changes resistances: +3% fire / +9% physical Changes resistances penetration: +20% fire Changes damage: +3% darkness Critical mult.: +5.00% Physical save: +26 (+5 eff.) Spell save: +16 (+3 eff.) Mental save: +15 (+2 eff.) Life regen: +1.90 Stamina each turn: +1.40 Maximum life: +46.00 Mental crit. chance: +2% Movement speed: +10% Heals friendly targets nearby when you use a nature summon: +20 Reduce all damage from unseen attackers: 14% Amulets can have magical properties. Press to compare |
Zanydir the copper ring (Shrouds) Zanydir the copper ring (Shrouds)Powered by arcane forces Infused by nature Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 23% chance to cause random gloom * 14% chance to blind Damage (Melee): 15 bleed Effects on ranged hit: * 24% chance to cause random gloom * 14% chance to blind Damage (Ranged): 16 bleed Changes stats: +9 Cun Changes resistances: +24% acid / +24% nature / +9% blight Changes resistances penetration: +15% blight Changes damage: +12% acid / +12% nature Mental save: +20 (+3 eff.) Life regen: +0.70 Hate when firing a critical mind attack: +4.00 Maximum life: +50.00 Maximum hate: +17.00 Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Healing mod.: +14% Curse of Shrouds It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 38%. Rings can have magical properties. Press to compare |
copper ring of tenacity (Madness) copper ring of tenacity (Madness)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Disarm immunity: +22% Pinning immunity: +22% Knockback immunity: +20% Maximum life: +21.00 Curse of Madness Rings can have magical properties. Press to compare |
rogue's copper ring of clarity (Misfortune) rogue's copper ring of clarity (Misfortune)Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+2 eff.) Changes stats: +3 Cun Mental save: +6 (+1 eff.) Confusion immunity: +20% Curse of Misfortune Rings can have magical properties. Press to compare |
savior's copper ring (Corpses) savior's copper ring (Corpses)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical save: +8 (+2 eff.) Spell save: +6 (+1 eff.) Mental save: +7 (+1 eff.) Curse of Corpses Rings can have magical properties. Press to compare |
wizard's copper ring (Nightmares) wizard's copper ring (Nightmares)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Mag Spell save: +6 (+1 eff.) Curse of Nightmares Rings can have magical properties. Press to compare |
treant's steel ring of frost (+9%) (Shrouds) treant's steel ring of frost (+9%) (Shrouds)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +9% blight / +26% cold / +9% nature Changes damage: +13% cold Poison immunity: +18% Disease immunity: +17% Curse of Shrouds Rings can have magical properties. Press to compare |
Duskwrecker (Nightmares) Duskwrecker (Nightmares)Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +10 (+1 eff.) Damage when hit (Melee): 4 darkness Changes stats: +12 Cun / +15 Wil Changes resistances: +14% blight Changes damage: +14% blight Critical mult.: +15.00% Psi when hit: +0.08 Spellpower: +10 (+1 eff.) Mindpower: +37 (+5 eff.) Curse of Nightmares Rings can have magical properties. Press to compare |
rogue's stralite ring of pilfering (Misfortune) rogue's stralite ring of pilfering (Misfortune)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +12 Defense: +20 (+5 eff.) Changes stats: +4 Cun Curse of Misfortune It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. Press to compare |
stralite ring (Madness) stralite ring (Madness)0.10 Encumbrance. Type: jewelry / ring ; tier 4 Curse of Madness Rings can have magical properties. Press to compare |
Tirakai's Maul (Nightmares) (32-41.6 power, 6 apr) Tirakai's Maul (Nightmares) (32-41.6 power, 6 apr)Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 32.0 - 41.6 Uses stats: 10% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +8.0% Attack speed: 100% Damage conversion: 25% lightning / 25% cold / 25% arcane / 25% fire When wielded/worn: Armour: +8 Changes stats: +4 Dex / +4 Mag / +4 Cun Changes resistances: +2% all Changes resistances penetration: +4% all Changes damage: +4% all Zircon: Unique Curse of Nightmares It can be used to imbue the hammer with a gem of your choice, costing 10 power out of 10/10. This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it. Press to compare |
stralite greatmaul 'Duatheljeer' (Nightmares) (57-85.5 power, 3 apr) stralite greatmaul 'Duatheljeer' (Nightmares) (57-85.5 power, 3 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 57.0 - 85.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +2.5% Attack speed: 111% On weapon hit: * 20% chance to inflict damage reduction * 24% chance to disease * 20% chance to torment the target * 25% chance for lightning to arc to a second target On weapon crit: * cripple the target Damage (Melee): +24 lightning / +33 blight Burst (radius 1) on hit: +4 darkness Burst (radius 2) on crit: +8 physical When wielded/worn: Accuracy: +19 (+4 eff.) Physical crit. chance: +19.0% Physical power: +2 (+0 eff.) Changes stats: +7 Dex Changes resistances penetration: +31% mind / +38% darkness Life regen: +0.20 Healing mod.: +20% Curse of Nightmares Massive two-handed mauls. Press to compare |
arcing iron greatsword of massacre (Corpses) (26-41.6 power, 1 apr) arcing iron greatsword of massacre (Corpses) (26-41.6 power, 1 apr)Requires: - Strength 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 26.0 - 41.6 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Physical crit. chance: +2.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +7 lightning Curse of Corpses Massive two-handed swords. Press to compare |
elemental steel greatsword of projection (Nightmares) (27-43.2 power, 2 apr) elemental steel greatsword of projection (Nightmares) (27-43.2 power, 2 apr)Requires: - Strength 16 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 27.0 - 43.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * Random elemental explosion Damage (Melee): +13 mind When wielded/worn: Changes resistances penetration: +16% acid / +16% fire / +13% lightning / +16% cold Curse of Nightmares It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 6 turns. Massive two-handed swords. Press to compare |
hateful iron mace of erosion (Shrouds) (13-18.2 power, 2 apr) hateful iron mace of erosion (Shrouds) (13-18.2 power, 2 apr)Requires: - Strength 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 13.0 - 18.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +0.5% Attack speed: 100% Damage (Melee): +7 temporal / +7 nature / +7 darkness Damage against: +6% Living Curse of Shrouds Blunt and deadly. Press to compare |
acidic dwarven-steel dagger of paradox (Shrouds) (15-19.5 power, 7 apr) acidic dwarven-steel dagger of paradox (Shrouds) (15-19.5 power, 7 apr)Requires: - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 15.0 - 19.5 Uses stats: 45% Cun, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +6 acid / +8 temporal When wielded/worn: Damage when hit (Melee): 5 temporal Changes resistances: +4% temporal Curse of Shrouds Sharp, short and deadly. Press to compare |
stralite dagger 'Helljeer' (Nightmares) (26-33.8 power, 9 apr) stralite dagger 'Helljeer' (Nightmares) (26-33.8 power, 9 apr)Requires: - Dexterity 35 Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 4 Base power: 26.0 - 33.8 Uses stats: 45% Cun, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 100% On weapon hit: * Random elemental explosion On weapon crit: * cripple the target Damage (Melee): +12 blight / +8 fire / +14 mind Burst (radius 1) on hit: +4 fire When wielded/worn: Armour penetration: +19 Physical crit. chance: +21.0% Damage when hit (Melee): 8 blight / 12 fire Changes resistances: +6% fire Changes resistances penetration: +21% acid / +10% physical / +24% cold / +24% lightning / +24% fire Changes damage: +21% blight / +11% physical Critical mult.: +15.00% Curse of Nightmares It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 6 turns. Sharp, short and deadly. Press to compare |
Ebonyworm (Corpses) (17-18.7 power, 40 apr, mind damage) Ebonyworm (Corpses) (17-18.7 power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This psionic mindstar has an epiphany about dreams. This psionic mindstar is wrathful to the hated. Base power: 17.0 - 18.7 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to inflict damage reduction On weapon crit: * wounds the target Damage (Melee): +6 bleed / +8 temporal Burst (radius 1) on hit: +8 darkness When wielded/worn: Physical crit. chance: +13.0% Damage when hit (Melee): 15 mind / 22 darkness Changes resistances: +12% temporal / +21% light / +22% mind Changes resistances penetration: +10% temporal Changes damage: +3% temporal / +13% physical / +37% mind / +17% darkness Hate when firing a critical mind attack: +5.00 Psi when firing a critical mind attack: +5.00 Mindpower: +15 (+2 eff.) Mental crit. chance: +35% Infravision radius: +4 See stealth: +16 See invisible: +19 Curse of Corpses Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. Press to compare |
Mardozilador the iron ritual blade (Nightmares) (9.5-12.35 power, 5 apr) Mardozilador the iron ritual blade (Nightmares) (9.5-12.35 power, 5 apr)Requires: - Magic 10 - Dexterity 10 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / ritual blade ; tier 1 Base power: 9.5 - 12.4 Uses stats: 45% Mag, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +2.0% Attack speed: 100% On weapon crit: * infects the target causing blight damage equal to half your spellpower per turn and reducing their healing factor and disease resistance by half your spellpower, for 4 turns * freezes the target in an iceblock with life equal to your spellpower for 4 turns * confuses the target with your spellpower as confusion strength for 4 turns When wielded/worn: Armour penetration: +5 Physical crit. chance: +6.0% Changes resistances: +5% arcane / +9% acid Changes resistances penetration: +5% acid / +10% blight / +10% cold / +10% mind / +15% arcane Changes damage: +6% arcane Critical mult.: +10.00% Mana each turn: +0.13 Maximum mana: +35.00 Spellpower: +6 (+1 eff.) Spell crit. chance: +2% Ice block penetration: +10% Talent on hit(spell): Soul Rot (30% chance level 6). Curse of Nightmares Sharp, short and deadly. Press to compare |
Turiroddarin (Corpses) (8-10.4 power, 5 apr) Turiroddarin (Corpses) (8-10.4 power, 5 apr)Requires: - Magic 10 - Dexterity 10 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / ritual blade ; tier 1 Base power: 8.0 - 10.4 Uses stats: 45% Mag, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +2.0% Attack speed: 111% On weapon crit: * martyrs the target causing them to take your spellpower percent of any damage they do, for 4 turns * confuses the target with your spellpower as confusion strength for 4 turns Damage conversion: 12% fire When wielded/worn: Defense: +6 (+2 eff.) Changes stats: +3 Dex Changes resistances: +3% blight / +12% nature / +3% acid Changes resistances penetration: +10% mind / +10% temporal Changes damage: +3% mind / +10% fire Spell save: +20 (+4 eff.) Silence immunity: +15% Teleport immunity: +10% Mana each turn: +0.13 Spellpower on spell critical (stacks up to 3 times): +4 Hate when firing a critical mind attack: +3.00 Spellpower: +8 (+1 eff.) Spell crit. chance: +6% Talent on hit(spell): Mind Sear (20% chance level 4). Curse of Corpses It can be used to channel mana (increasing mana regen by 500% for ten turns), putting all charms on cooldown for 30 turns. Sharp, short and deadly. Press to compare |
Isumina the elm longbow (Corpses) Isumina the elm longbow (Corpses)Requires: - Dexterity 11 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 1 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 143% Firing range: +6 Travel speed: +200% When wielded/worn: Armour: +8 Defense: +2 (+0 eff.) Ammo reloads per turn: +2 Changes stats: +7 Dex / +2 Mag Changes resistances: +3% blight / +1% physical / +3% mind Changes resistances penetration: +13% temporal / +48% physical Changes damage: +15% temporal / +18% physical Talent mastery: +0.10 Chronomancy / Bow Threading Talent cooldown: Arrow Stitching (-1 turn) Damage Shield penetration: +19% Resist all after a teleport: +4% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. Curse of Corpses Longbows are used to shoot arrows at your foes. Press to compare |
Layarawen the hardened leather sling (Misfortune) Layarawen the hardened leather sling (Misfortune)Requires: - Dexterity 24 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 3 Accuracy bonus: +0.1% dam / acc Attack speed: 167% Firing range: +9 Travel speed: +400% Damage (Ranged): +23 fire When wielded/worn: Accuracy: +11 (+2 eff.) Physical crit. chance: +11.0% Changes stats: +2 Str Changes resistances penetration: +37% physical / +11% fire Changes damage: +34% physical Talents cooldown: Multishot (-2 turns) Steady Shot (-1 turn) Pinning Shot (-1 turn) Critical mult.: +10.00% Maximum encumbrance: +20 Physical save: +6 (+1 eff.) Stamina each turn: +0.20 Maximum life: +10.00 Maximum stamina: +10.00 Global speed: +4% Healing mod.: +5% Curse of Misfortune Slings are used to hurl stones or metal shots at your foes. Press to compare |
Dourbrace (21/130, 69.5-97.3 power, 39 apr) Dourbrace (21/130, 69.5-97.3 power, 39 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Base power: 69.5 - 97.3 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +25 Armour Penetration: +39 Physical crit. chance: +14.0% Capacity: 130 Turns elapse between self-loadings: 2 When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 20% chance to inflict damage reduction * 20% chance to disease Travel speed: +200% Damage (Ranged): +16 darkness / +22 blight / +16 arcane Burst (radius 1) on hit: +23 fire Burst (radius 2) on crit: +12 darkness When wielded/worn: Ammo reloads per turn: +5 Arrows are used with bows to pierce your foes to death. |
Rootstun (22/49, 75-90 power, 25 apr) Rootstun (22/49, 75-90 power, 25 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 5 Base power: 75.0 - 90.0 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +25 Physical crit. chance: +28.0% Capacity: 49 Turns elapse between self-loadings: 0 On weapon hit: * Slows global speed by 20% On weapon crit: * cripple the target Travel speed: +200% Damage (Ranged): +20 nature / +16 cold / +16 darkness Burst (radius 1) on hit: +28 mind Burst (radius 2) on crit: +4 nature Damage against: +14% Living Shots are used with slings to pummel your foes to death. |
stralite shield 'Prismwinter' (Corpses) (20 def, 20 armour, 49.5-59.4 power, 301.5 block) stralite shield 'Prismwinter' (Corpses) (20 def, 20 armour, 49.5-59.4 power, 301.5 block)Requires: - Strength 35 - Talent Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 49.5 - 59.4 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +4.5% Block value: +302 On weapon hit: * 40% chance to blind Damage (Melee): +34 light Burst (radius 1) on hit: +12 mind Burst (radius 2) on crit: +33 light / +34 darkness When wielded/worn: Armour: +20 Defense: +20 (+5 eff.) Ranged Defense: +10 (+2 eff.) Fatigue: +14% Effects on melee hit: * Slows global speed by 30% Effects when hit in melee: * 55% chance to blind Changes stats: +10 Mag / +20 Con Changes resistances: +13% darkness / +9% mind / +44% light Changes damage: +3% light Talent granted: +4 Block Physical save: +13 (+3 eff.) Deflect projectiles away: +16% Special effect on block: Unleash the fury of the cosmos, dealing light and darkness damage to your attackers Curse of Corpses Handheld deflection devices. Press to compare |
Strikeonslaught (Nightmares) (10 def, 7 armour) Strikeonslaught (Nightmares) (10 def, 7 armour)Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Armour: +7 Defense: +10 (+2 eff.) Damage when hit (Melee): 8 lightning Changes stats: +8 Mag / +9 Cun / +18 Con Changes resistances: +9% lightning / +13% light / +34% blight / +16% mind / +13% darkness Changes resistances penetration: +5% lightning / +5% mind Changes damage: +34% blight / +9% mind / +17% light / +32% nature Critical mult.: +18.00% Poison immunity: +76% Disease immunity: +71% Hate when firing a critical mind attack: +5.00 Psi when firing a critical mind attack: +5.00 Maximum life: +62.00 Light radius: +4 Curse of Nightmares A cloth vestment. It offers no intrinsic protection but can be enchanted. Press to compare |
elven-silk robe 'Dawnwalker' (Madness) (5 def, 0 armour) elven-silk robe 'Dawnwalker' (Madness) (5 def, 0 armour)Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Fatigue: -4% Changes stats: +1 Dex / +8 Mag / +10 Cun / +10 Con Changes resistances: +30% lightning / +58% cold / +4% physical Changes resistances penetration: +19% physical / +18% mind / +14% temporal Changes damage: +20% lightning / +32% physical / +20% temporal / +39% cold / +17% mind / +20% nature Critical mult.: +20.00% Reduces incoming crit damage: 5.00% Poison immunity: +46% Disease immunity: +47% Life regen: +0.20 Psi each turn: +1.00 Hate when firing a critical mind attack: +5.00 Psi when firing a critical mind attack: +5.00 Maximum psi: +30.00 Mindpower: +9 (+1 eff.) Mental crit. chance: +5% Light radius: +2 Reduces paradox anomalies(equivalent to willpower): +15 Curse of Madness A cloth vestment. It offers no intrinsic protection but can be enchanted. Press to compare |
Dairidar the drakeskin leather armour (Corpses) (36 def, 11 armour) Dairidar the drakeskin leather armour (Corpses) (36 def, 11 armour)Requires: - Strength 20 Infused by nature Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour penetration: +14 Physical crit. chance: +12.0% Physical power: +8 (+1 eff.) Armour: +11 Defense: +36 (+9 eff.) Ranged Defense: +13 (+3 eff.) Fatigue: +8% Changes stats: +2 Str / +5 Dex / +1 Mag / +7 Wil / +9 Cun Changes resistances: +14% acid / +15% cold / +3% blight / +60% fire Allows you to breathe in: water Mental save: +25 (+4 eff.) Stamina each turn: +1.40 Maximum stamina: +10.00 Light radius: +2 Infravision radius: +2 See invisible: +3 Movement speed: +20% Healing mod.: +10% Chance to avoid any damage: +12% Curse of Corpses It can be used to activate talent Second Wind, placing all other charms into a 35 cooldown : Effective talent level: 3.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 44% of your stamina. A suit of armour made of leather. Press to compare |
Mighty Girdle (Madness) Mighty Girdle (Madness)Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Maximum encumbrance: +70 Knockback immunity: +40% Curse of Madness This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. Press to compare |
linen cloak of the Shaloren (Shrouds) (1 def, 0 armour) linen cloak of the Shaloren (Shrouds) (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Mag / +2 Wil Curse of Shrouds A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. Press to compare |
scholar's pair of rough leather boots (Shrouds) (0 def, 1 armour) scholar's pair of rough leather boots (Shrouds) (0 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Spellpower: +4 (+1 eff.) Curse of Shrouds A pair of boots made of leather. Press to compare |
Eden's Guile (Shrouds) (2 def, 1 armour) Eden's Guile (Shrouds) (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+0 eff.) Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival Curse of Shrouds It can be used to boost speed by 70% (based on Cunning), costing 50 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. Press to compare |
rough leather gloves of strength (+2) (Corpses) (0 def, 1 armour) rough leather gloves of strength (+2) (Corpses) (0 def, 1 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 (+1 eff.) Armour: +1 Changes stats: +2 Str When used to modify unarmed attacks: Base power: 11.5 - 12.7 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Physical crit. chance: +1.0% Attack speed: 100% Curse of Corpses Attackspeed is 100% for non-Brawlers! Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. Press to compare |
iron gauntlets 'Isitira' (Madness) (0 def, 1 armour) iron gauntlets 'Isitira' (Madness) (0 def, 1 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 (+1 eff.) Physical crit. chance: +8.0% Armour: +1 Damage (Melee): 7 arcane Damage when hit (Melee): 4 blight Changes stats: +3 Str / +3 Dex / +11 Mag / +5 Wil / +3 Cun Changes resistances: +4% arcane / +3% physical Changes damage: +19% arcane Talent cooldown: Double Strike (-1 turn) Critical mult.: +6.00% Physical save: +13 (+3 eff.) Mental save: +6 (+1 eff.) Disarm immunity: +23% Stamina each turn: +0.20 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +6 (+1 eff.) Spell crit. chance: +7% Mental crit. chance: +8% When used to modify unarmed attacks: Base power: 16.5 - 23.1 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +11 Armour Penetration: +3 Physical crit. chance: +13.0% Attack speed: 83% When this weapon hits: Perfect Control (10% chance level 1). When this weapon hits: Manathrust (10% chance level 3). When this weapon hits: Set Up (10% chance level 1). When this weapon crits: Cripple (20% chance level 1). Damage (Melee): +19 arcane Burst (radius 2) on crit: +14 arcane / +8 physical Curse of Madness It can be used to activate talent Disperse Magic, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Attackspeed is 100% for non-Brawlers! Metal gloves protecting the hands up to the middle of the lower arm. Press to compare |
dwarven-steel gauntlets of dexterity (+3) (Nightmares) (0 def, 2 armour) dwarven-steel gauntlets of dexterity (+3) (Nightmares) (0 def, 2 armour)Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +10 (+2 eff.) Armour: +2 Changes stats: +3 Dex When used to modify unarmed attacks: Base power: 17.5 - 24.5 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +7 Armour Penetration: +9 Physical crit. chance: +15.0% Attack speed: 83% Curse of Nightmares Attackspeed is 100% for non-Brawlers! Metal gloves protecting the hands up to the middle of the lower arm. Press to compare |
elven-silk wizard hat 'Hanetovor' (Misfortune) (3 def, 5 armour) elven-silk wizard hat 'Hanetovor' (Misfortune) (3 def, 5 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Defense: +3 (+1 eff.) Damage when hit (Melee): 4 mind Changes stats: +17 Mag / +14 Wil / +20 Cun / +3 Con Changes resistances penetration: +10% blight Changes damage: +3% mind Spell save: +14 (+3 eff.) Mental save: +15 (+2 eff.) Life regen: +6.00 Hate when firing a critical mind attack: +1.00 Maximum hate: +4.00 Spellpower: +6 (+1 eff.) Mindpower: +12 (+2 eff.) Damage Shield Power: +15% Curse of Misfortune It can be used to activate talent Stone Wall, placing all other charms into a 80 cooldown : Effective talent level: 1.0 Power cost: 80 out of 80/80. Range: 7 Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 9 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 345.09 physical damage. Duration and damage will improve with your Spellpower. A pointy cloth hat, very wizardly... Press to compare |
Eilinerianor (Shrouds) (8 def, 16 armour) Eilinerianor (Shrouds) (8 def, 16 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +16 Defense: +8 (+2 eff.) Fatigue: +5% Changes stats: +11 Str / +3 Dex / +11 Mag / +13 Wil / +11 Con Changes resistances: +6% all Changes resistances penetration: +15% arcane Changes damage: +28% blight / +30% arcane Physical save: +12 (+2 eff.) Spell crit. chance: +9% Light radius: +3 Infravision radius: +4 Curse of Shrouds A cap made of leather. Press to compare |
miner's iron helm of the depths (Corpses) (0 def, 5 armour) miner's iron helm of the depths (Corpses) (0 def, 5 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +5 Fatigue: +5% Changes resistances: +6% cold Allows you to breathe in: water Infravision radius: +2 Curse of Corpses A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. Press to compare |
Lisolelle the voratun helm (Misfortune) (10 def, 5 armour) Lisolelle the voratun helm (Misfortune) (10 def, 5 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +12 (+2 eff.) Physical crit. chance: +2.0% Physical power: +12 (+1 eff.) Armour: +5 Defense: +10 (+2 eff.) Fatigue: +5% Effects when hit in melee: * 20% chance to gain 10% of a turn Damage when hit (Melee): 12 mind Changes stats: +17 Str / +13 Dex / +13 Wil / +12 Cun / +8 Con Changes resistances: +14% blight / +15% physical / -33% light / +9% mind Maximum encumbrance: +20 Physical save: +28 (+6 eff.) Mental save: +22 (+3 eff.) Life regen: +7.20 Healing mod.: +10% Curse of Misfortune It can be used to activate talent Battle Cry, placing all other charms into a 28 cooldown : Effective talent level: 2.0 Power cost: 28 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. Press to compare |
9 nuummite 9 nuummite0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Stun/Freeze immunity: +20% When used to imbue an object: Stun/Freeze immunity: +20% Gems can be sold for money or used in arcane rituals. |
7 agate 7 agate0.00 Encumbrance. Type: gem / blue ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Gems can be sold for money or used in arcane rituals. |
6 verdite 6 verdite0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) Gems can be sold for money or used in arcane rituals. |
7 spinel 7 spinel0.00 Encumbrance. Type: gem / red ; tier 1 When wielded/worn: Combat speed: +2% Casting speed: +2% Mental speed: +2% When used to imbue an object: Combat speed: +2% Casting speed: +2% Mental speed: +2% Gems can be sold for money or used in arcane rituals. |
4 tiny geode 4 tiny geode0.00 Encumbrance. Type: gem / stone ; tier 1 When wielded/worn: Life regen: +0.50 Stamina each turn: +0.20 Mana each turn: +0.20 Psi each turn: +0.20 Healing mod.: +10% When used to imbue an object: Life regen: +0.50 Stamina each turn: +0.20 Mana each turn: +0.20 Psi each turn: +0.20 Healing mod.: +10% Gems can be sold for money or used in arcane rituals. |
8 ametrine 8 ametrine0.00 Encumbrance. Type: gem / violet ; tier 1 When wielded/worn: Changes resistances penetration: +2% all Critical mult.: +2.00% When used to imbue an object: Changes resistances penetration: +2% all Critical mult.: +2.00% Gems can be sold for money or used in arcane rituals. |
13 quartz 13 quartz0.00 Encumbrance. Type: gem / white ; tier 1 When wielded/worn: Armour: +5 Changes resistances: +1% all When used to imbue an object: Armour: +5 Changes resistances: +1% all Gems can be sold for money or used in arcane rituals. |
8 citrine 8 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Gems can be sold for money or used in arcane rituals. |
2 aquamarine 2 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Gems can be sold for money or used in arcane rituals. |
malachite malachite0.00 Encumbrance. Type: gem / green ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Gems can be sold for money or used in arcane rituals. |
carnelian carnelian0.00 Encumbrance. Type: gem / red ; tier 2 When wielded/worn: Combat speed: +4% Casting speed: +4% Mental speed: +4% When used to imbue an object: Combat speed: +4% Casting speed: +4% Mental speed: +4% Gems can be sold for money or used in arcane rituals. |
2 amethyst 2 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Changes resistances penetration: +4% all Critical mult.: +4.00% When used to imbue an object: Changes resistances penetration: +4% all Critical mult.: +4.00% Gems can be sold for money or used in arcane rituals. |
zircon zircon0.00 Encumbrance. Type: gem / white ; tier 2 When wielded/worn: Armour: +8 Changes resistances: +2% all When used to imbue an object: Armour: +8 Changes resistances: +2% all Gems can be sold for money or used in arcane rituals. |
topaz topaz0.00 Encumbrance. Type: gem / yellow ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Gems can be sold for money or used in arcane rituals. |
pearl pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +22 Changes resistances: +5% all When used to imbue an object: Armour: +22 Changes resistances: +5% all Gems can be sold for money or used in arcane rituals. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 It is part of a set of items. When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) It can be used to combine with a weapon (makes a non enchanted into an artifact) , costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
770 alchemist agate 770 alchemist agate0.00 Encumbrance. Type: alchemist-gem / blue ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
brass lantern of health brass lantern of healthInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +40.00 Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. Press to compare |
scorching brass lantern of clarity scorching brass lantern of clarityPowered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 10 fire Changes resistances: +5% fire Mental save: +5 (+1 eff.) Light radius: +2 See stealth: +6 See invisible: +6 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. Press to compare |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (205 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. Press to compare |
Mummified Egg-sac of Ungolë Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders, costing 80 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
Map: Rhaloren Hidden Section Map: Rhaloren Hidden Section0.00 Encumbrance. [Unique] Type: misc / misc ; tier 1 It can be used to read the map. This map leads you to a hidden section inside the Rhaloren Camp. (*USE* it while being inside the Rhaloren Camp). |
iron pickaxe (dig speed 36 turns) iron pickaxe (dig speed 36 turns)3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. Press to compare |
iron pickaxe of endurance (dig speed 37 turns) iron pickaxe of endurance (dig speed 37 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +3 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. Press to compare |
miner's iron pickaxe (dig speed 27 turns) miner's iron pickaxe (dig speed 27 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. Press to compare |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Asphyxiation (24/24) Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (0/1) Rod of Recall (0/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 160/400. 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. |
Achievements
By Mrs Fat Arse the 3rd the Ogre Glutton level 20
49th Dusk 122nd year of Ascendancy at 03:49 see stats
By Mrs Fat Arse the 3rd the Ogre Glutton level 15
9th Flare 122nd year of Ascendancy at 00:27 see stats
By Mrs Fat Arse the 3rd the Ogre Glutton level 10
9th Mirth 122nd year of Ascendancy at 05:45 see stats
By Mrs Fat Arse the 3rd the Ogre Glutton level 17
19th Dusk 122nd year of Ascendancy at 14:43 see stats
By Mrs Fat Arse the 3rd the Ogre Glutton level 30
15th Haze 122nd year of Ascendancy at 11:39 see stats
By Mrs Fat Arse the 3rd the Ogre Glutton level 35
15th Haze 122nd year of Ascendancy at 22:34 see stats
By Mrs Fat Arse the 3rd the Ogre Glutton level 50
78th Haze 122nd year of Ascendancy at 23:31 see stats
By Mrs Fat Arse the 3rd the Ogre Glutton level 60
9th Decay 122nd year of Ascendancy at 04:36 see stats
By Mrs Fat Arse the 3rd the Ogre Glutton level 26
13rd Haze 122nd year of Ascendancy at 00:13 see stats
By Mrs Fat Arse the 3rd the Ogre Glutton level 47
18th Haze 122nd year of Ascendancy at 19:14 see stats
By Mrs Fat Arse the 3rd the Ogre Glutton level 47
55th Haze 122nd year of Ascendancy at 22:00 see stats
By Mrs Fat Arse the 3rd the Ogre Glutton level 22
11st Haze 122nd year of Ascendancy at 22:17 see stats
By Mrs Fat Arse the 3rd the Ogre Glutton level 47
58th Haze 122nd year of Ascendancy at 00:41 see stats
By Mrs Fat Arse the 3rd the Ogre Glutton level 15
1st Dusk 122nd year of Ascendancy at 12:16 see stats
By Mrs Fat Arse the 3rd the Ogre Glutton level 63
10th Decay 122nd year of Ascendancy at 00:03 see stats
By Mrs Fat Arse the 3rd the Ogre Glutton level 47
57th Haze 122nd year of Ascendancy at 13:50 see stats
Log
Copperhead snake is no longer being stalked by Mrs Fat Arse the 3rd.
Copperhead snake moves reluctantly!
Talent Devour is ready to use.
Mrs Fat Arse the 3rd uses Devour.
Copperhead snake burns with light!
Mrs Fat Arse the 3rd performs a melee critical strike against Copperhead snake!
Copperhead snake starts to bleed.
Copperhead snake is dazed!
Mrs Fat Arse the 3rd performs a melee critical strike against Copperhead snake!
Copperhead snake is not dazed anymore.
Mrs Fat Arse the 3rd hits Copperhead snake for 3312 physical, 20 temporal, 26 nature, , 16 light, , 2 physical, 5 nature, 9 darkness, 3 mind, 752 physical, 29 cold, 16 light, (4190 total damage).
Thought-forged warrior deactivates Berserker.
Mrs Fat Arse the 3rd deactivates Berserker.
Mrs Fat Arse the 3rd deactivates Stalk.
Mrs Fat Arse the 3rd stops shining.
Mrs Fat Arse the 3rd deactivates Keen Senses.
Mrs Fat Arse the 3rd deactivates Predation.
Mrs Fat Arse the 3rd deactivates Bone Shield.
Mrs Fat Arse the 3rd deactivates Thought-Form: Warrior.
Mrs Fat Arse the 3rd deactivates Blood Fury.
Mrs Fat Arse the 3rd deactivates Beyond the Flesh.
Mrs Fat Arse the 3rd deactivates Dark Ritual.
Mrs Fat Arse the 3rd deactivates Chant of Fortitude.
Mrs Fat Arse the 3rd deactivates Gloom.
Mrs Fat Arse the 3rd deactivates Surge.
Mrs Fat Arse the 3rd deactivates Kinetic Shield.
Mrs Fat Arse the 3rd deactivates Righteous Strength.
Mrs Fat Arse the 3rd deactivates Weapon of Light.