Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Cornac |
Class | Oozemancer |
Level / Exp | 34 / 98% |
Size | medium |
Lifes / Deaths | Killed by armoured skeleton warrior at level 34 on the 55th Dusk 123rd year of Ascendancy at 02:53 / 1 |
Antimagic | Follower |
Primary Stats
Strength | 16 (base 10) |
Dexterity | 18 (base 10) |
Constitution | 53 (base 41) |
Magic | 10 (base 10) |
Willpower | 91 (base 60) |
Cunning | 59 (base 43) |
Resources
Life | -151/1213 |
Equilibrium | 78 |
Healing Factor | 1.92457841929 |
Regeneration | 59.165884726568 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 6 |
See Stealth | 67.111980720648 |
See Invisible | 67.111980720648 |
Offense: Mainhand
Damage | 56 |
Accuracy | 50 |
Crit Chance | 51% |
APR | 21 |
Speed | 1.00 |
Offense: Offhand
Damage | 67 |
Accuracy | 50 |
Crit Chance | 49% |
APR | 37 |
Speed | 1.00 |
Offense: Spell
Spellpower | 5 |
Crit Chance | 40% |
Speed | 1 |
Offense: Mind
Mindpower | 55 |
Crit Chance | 45% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +15% |
Acid | +24% |
Nature | +43% |
Physical | +14% |
Cold | +24% |
All | 0% |
Offense: Damage Penetration
Nature | +15% |
Darkness | +10% |
Mind | +5% |
All | 0% |
Defense: Base
Armour (hardiness) | 10 (30%) |
Defense | 33 |
Ranged Defense | 33 |
Fatigue | 0 |
Physical Save | 27 |
Spell Save | 45 |
Mental Save | 42 |
Defense: Resistances
Acid | + 43%( 70%) |
Blight | + 30%( 70%) |
Arcane | + 43%( 70%) |
Mind | + 34%( 70%) |
All | + 25%( 70%) |
Darkness | + 43%( 70%) |
Temporal | + 29%( 70%) |
Cold | + 52%( 70%) |
Fire | + 27%( 70%) |
Nature | + 47%( 70%) |
Defense: Immunities
Silence Resistance | 20% |
Bleed Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 60% |
Poison Resistance | 100% |
Blind Resistance | 100% |
Inscriptions (3/3)
Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 300 life over 5 turns. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 35% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 2.5 Infusion: HealingUse 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 instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
Wild-gift / Corrosive blades | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Wild-gift / Moss | 1.40 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Slime | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Ooze | 1.30 |
| 5/5 |
| 4/5 |
| 4/5 |
| 5/5 |
Wild-gift / Mucus | 1.30 |
| 4/5 |
| 2/5 |
| 4/5 |
| 4/5 |
Wild-gift / Eyal's fury | 1.30 |
| 2/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Wild-gift / Fungus | 1.40 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Wild-gift / Mindstar mastery | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Wild-gift / Harmony | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.40 |
| 5/5 |
| 1/5 |
| 5/5 |
| 2/5 |
Prodigies
| 1/1 |
Effects
Quests
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. * You have killed the necromancers and saved all of the Krogs, well done Ziguranth! | done |
You successfully escorted the injured seer to the recall portal on level 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Old Forest. Escort: lost defiler (level 1 of Old Forest)As a reward you improved talent Conversion (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved Willpower by +5. | done |
You failed to protect the lost warrior from death by Xanuna the large white snake. Escort: lost warrior (level 3 of Norgos Lair) | failed |
You failed to protect the worried loremaster from death by Yvydhebeth the skeleton magus. Escort: worried loremaster (level 1 of Dreadfell) | failed |
You successfully escorted the worried loremaster to the recall portal on level 4 of Old Forest. Escort: worried loremaster (level 4 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 6 of Dreadfell. Escort: worried loremaster (level 6 of Dreadfell)As a reward you improved Cunning by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 346. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed green worm. * You've found the needed bloated horror heart. * You've found the needed wretchling eyeball. Marus of Elvala has completed an elixir of the savior without your aid. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed sandworm tooth. * You've found the needed chunk of ghoul flesh. You have aided Agrimley the hermit in creating an elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed vial of fire wyrm saliva. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed ice wyrm tooth. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | 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 failed to protect her when escorting her out of the crypt. | failed |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Coalsorrow (0 def, 3 armour) Coalsorrow (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +11 Lck +5 Dex dps ---------- Dmg.mod +24% acid +9% cold +15% darkness ----- def ----- Armour +3 Resists +12% darkness +6% cold Stealth +10 A pair of boots made of leather. |
Light source | Zeroyaregogas the alchemist's lamp Zeroyaregogas the alchemist's lamp1.0 T3 lite [Random Unique] Nature/Disrupt While equipped: Stats +3 Dex +5 Wil +2 Con dps ---------- Phys.crit +5.0% Crit.mult +28.00% Phys.pwr +7 (+4 eff.) Dmg.mod +6% physical Apr +2 ----- def ----- Resists +3% all Spell.save +8 (+3 eff.) Max.HP +50.00 ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Eye of the Forest (8 def, 0 armour) Eye of the Forest (8 def, 0 armour)2.0 T3 head armor [Unique] Nature While equipped: Stats +6 Cun +8 Wil dps ---------- Dmg.mod +20% nature Res.pen +15% nature ----- def ----- Defense +8 (+4 eff.) Mind.save +12 (+4 eff.) Blind- +100% ---------- misc Infravis +2 See.Stealth +15 See.Invis +15 Masteries +0.10 Wild-gift/Moss Earth's Eyes: Level 4.5 Pwr.cost 26 out of 26/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 12. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 5. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
On hands | Plaguemire the drakeskin leather gloves (0 def, 3 armour) Plaguemire the drakeskin leather gloves (0 def, 3 armour)1.0 T4 hands armor [Rare] Master While equipped: Stats +2 Str dps ---------- Phys.crit +18.0% Spell.crit +20% Mind.crit +19% Crit.mult +15.00% Apr +2 On Hit (Melee): * 20% chance to slow global speed by 61% ----- def ----- Armour +3 Resists +12% mind +6% cold HP.reg +4.00 Silence- +20% Knockbk- +20% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | Alodraneg [power 107] (9/15 cooldown) Alodraneg [power 107] (9/15 cooldown)2.0 T4 torque charm [Random Unique] Psionic While equipped: dps ---------- Res.pen +5% mind On Hit (Melee): * 20% chance to slow global speed by 61% ----- def ----- Resists +6% temporal +3% fire Heal.mod +15% Poison- +20% Setup a psionic shield, reducing all damage taken by 107 for 5 turns Puts all charms on 15 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. 100% to gain a 26% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | Ring of Growth Ring of Growth0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+4 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
On fingers | Vargh Redemption Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 3 tidal wave that expands slowly over 7 turns, dealing 23.76 cold and 21.84 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 44 power out of 24/60 This azure ring seems to be always moist to the touch. |
Around neck | restful steel amulet of healing restful steel amulet of healing0.1 T2 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Fatigue -6% HP.reg +2.00 Heal.mod +16% Cut- +50% Heal: Puts all charms on 26 cooldown Level 4.5 Pwr.cost 26 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 407 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
In main hand | Serpent's Glare (7-7 power, 15 apr, nature damage) Serpent's Glare (7-7 power, 15 apr, nature damage)3.0 T1 mindstar 1H weapon [Unique] Nature Power 7.0 - 7.7 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +15 Crit +7.0% Atk.spd 100% Dmg.conv 30% poison While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Dmg.mod +10% nature ----- def ----- Resists +10% nature Poison- +50% Spit Poison: Level 3.5 Pwr.cost 6 out of 8/8. Range 10 Travel.spd instantaneous Is a nature gift Description: Spit poison at your target, doing 161.99 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
Around waist | Mighty Girdle Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 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. |
In off hand | Zerundil the Deepsraptor (14-15 power, 31 apr, nature damage) Zerundil the Deepsraptor (14-15 power, 31 apr, nature damage)3.0 T4 mindstar 1H weapon [Rare] Nature Power 14.0 - 15.4 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +31 Crit +4.5% Atk.spd 100% On Crit.r2 +20 physical On Hit: * 20% chance to slow global speed by 61% While equipped: dps ---------- Phys.crit +2.0% Mind.crit +4% Mind.pwr +15 (+5 eff.) Apr +2 ----- def ----- Resists +12% darkness Die.at -80.00 life ---------- misc Talents +1 Attune Mindstar 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. |
Cloak | Dimtrail (26 def, 0 armour) Dimtrail (26 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Res.pen +10% darkness ----- def ----- Defense +26 (+11 eff.) Crit.chn- 15.00% Die.at -20.00 life Max.HP +34.00 Poison- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | verdant cashmere robe of life (0 def, 0 armour) verdant cashmere robe of life (0 def, 0 armour)2.0 T3 cloth armor [Ego++] Nature While equipped: Stats +4 Con dps ---------- Dmg.mod +5% nature ----- def ----- Resists +7% blight +11% all Max.HP +72.00 HP.reg +3.30 Heal.mod +12% Poison- +30% Disease- +23% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
heroism infusion (die at -324; dur 5; cd 35) heroism infusion (die at -324; dur 5; cd 35)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 35 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 5 turns. While Heroism is active, you will only die when reaching -324 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 648 life, 10 duration) If your life is below 0 when this effect wears off it will be set to 1. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion (speed 679%; cd 12) movement infusion (speed 679%; cd 12)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 679% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion (heal 219; 12 cd) regeneration infusion (heal 219; 12 cd)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 2.5 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 219 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion (heal 136; 15 cd) regeneration infusion (heal 136; 15 cd)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 2.5 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 136 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion (heal 393; 12 cd) regeneration infusion (heal 393; 12 cd)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 2.5 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 393 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 19%; physical; dur 3; cd 13) wild infusion (res 19%; physical; dur 3; cd 13)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 19% for 3 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 15%; mental; dur 3; cd 11) wild infusion (res 15%; mental; dur 3; cd 11)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 15% for 3 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Blood of Undeath Blood of Undeath0.4 potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
Rune of the Rift (514.00 temporal damage, removed from time 4 turns) Rune of the Rift (514.00 temporal damage, removed from time 4 turns)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 514.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
biting gale rune (damage 88; dur 4; cd 23) biting gale rune (damage 88; dur 4; cd 23)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 23 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 88.04 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune (range 3; phase 15; cd 13) blink rune (range 3; phase 15; cd 13)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 3 Cooldown 13 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 3 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
manasurge rune (regen 723% over 10 turns; mana 36; cd 14) manasurge rune (regen 723% over 10 turns; mana 36; cd 14)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 723% for 10 turns (0 total) and instantly restoring 36 mana. Also when resting your mana will regenerate at 0.5 per turn. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the warrior (absorb 68; cd 19) shatter afflictions rune of the warrior (absorb 68; cd 19)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 68 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune of the wizard (threshold 17; blocks 4; dur 4; cd 15) stormshield rune of the wizard (threshold 17; blocks 4; dur 4; cd 15)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 17 up to 4 times. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune of the psychic (range 160; cd 14) teleportation rune of the psychic (range 160; cd 14)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 160 with a minimum range of 15. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
solipsist's gold ring solipsist's gold ring0.1 T3 ring jewelry [Ego+] Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Mind.pwr +11 (+4 eff.) Rings make your fingers look great! |
truestriking dwarven-steel battleaxe (32-48 power, 2 apr) truestriking dwarven-steel battleaxe (32-48 power, 2 apr)3.0 T3 battleaxe 2H weapon Reqs Str 24 [Ego+] Master Power 32.5 - 48.8 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% While equipped: dps ---------- Res.pen +13% physical Acc +14 (+7 eff.) Apr +12 Massive two-handed battleaxes. |
elemental dwarven-steel dagger (15-20 power, 7 apr) elemental dwarven-steel dagger (15-20 power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego+] Arcane Power 15.5 - 20.2 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Hit: * Create an explosion dealing 15 fire damage (1/turn) While equipped: dps ---------- Dmg.mod +17% fire Res.pen +11% fire Sharp, short and deadly. |
steel dagger of crippling (12-15 power, 6 apr) steel dagger of crippling (12-15 power, 6 apr)1.0 T2 dagger 1H weapon [Ego+] Master Power 12.0 - 15.6 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +7.0% Sharp, short and deadly. |
Deepsbrawn (43-65 power, 2 apr) Deepsbrawn (43-65 power, 2 apr)5.0 T3 greatmaul 2H weapon Reqs Str 24 [Rare] Arcane Power 43.5 - 65.2 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% Melee+ +20 blight +4 darkness On Hit: * 28% chance to reduce strength, dexterity, and constitution by 5 While equipped: Stats +3 Str dps ---------- Phys.crit +4.0% Melee Ret 10 darkness ----- def ----- Resists +3% physical Phys.save +18 (+9 eff.) Massive two-handed mauls. |
dwarven-steel greatmaul of enduring (39-59 power, 2 apr) dwarven-steel greatmaul of enduring (39-59 power, 2 apr)5.0 T3 greatmaul 2H weapon Reqs Str 24 [Ego+] Nature Power 39.5 - 59.2 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% While equipped: Stats +10 Con +16 Wil ----- def ----- Max.HP +86.00 Massive two-handed mauls. |
dwarven-steel greatmaul of evisceration (44-66 power, 2 apr) dwarven-steel greatmaul of evisceration (44-66 power, 2 apr)5.0 T3 greatmaul 2H weapon Reqs Str 24 [Ego+] Master Power 44.0 - 66.0 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% On Crit: * Wound the target dealing 145 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +10.0% Phys.pwr +10 (+5 eff.) Massive two-handed mauls. |
hateful dwarven-steel greatsword of shearing (35-56 power, 2 apr) hateful dwarven-steel greatsword of shearing (35-56 power, 2 apr)3.0 T3 greatsword 2H weapon Reqs Str 24 [Ego+] Master/Psionic Power 35.0 - 56.0 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +9 darkness Against +12% Living While equipped: dps ---------- Res.pen +13% all Acc +16 (+8 eff.) Apr +12 Massive two-handed swords. |
chilling stralite longsword of massacre (42-59 power, 5 apr) chilling stralite longsword of massacre (42-59 power, 5 apr)3.0 T4 longsword 1H weapon Reqs Str 35 [Ego] Arcane/Master Power 42.5 - 59.5 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% Melee+ +17 cold Sharp, long, and deadly. |
plaguebringer's steel longsword of evisceration (17-24 power, 3 apr) plaguebringer's steel longsword of evisceration (17-24 power, 3 apr)3.0 T2 longsword 1H weapon [Ego++] Arcane/Master Power 17.5 - 24.5 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +5 blight On Hit: 20% Epidemic 2 On Hit: * 10% chance to reduce strength, dexterity, and constitution by 5 On Crit: * Wound the target dealing 145 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +7.0% Phys.pwr +7 (+4 eff.) ----- def ----- Disease- +14% Sharp, long, and deadly. |
Bloomsoul (8-8 power, 13 apr, nature damage) Bloomsoul (8-8 power, 13 apr, nature damage)3.0 T2 mindstar 1H weapon [Unique] Nature Power 8.0 - 8.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +13 Crit +7.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) ----- def ----- HP.reg +2.00 Heal.mod +20% ---------- misc Masteries +0.30 Wild-gift/Fungus Bloom Heal: (Instant) Level 2.5 Pwr.cost 29 out of 28/40. Range melee/personal Travel.spd instantaneous Description: Call upon the power of nature to regenerate your body for 52 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body. |
Eye of Summer (8-8 power, 18 apr, fire damage) Eye of Summer (8-8 power, 18 apr, fire damage)3.0 T2 mindstar 1H weapon [Unique] Nature Nature requires balance in these matters. Power 8.0 - 8.8 Fire Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) All.spd +5% Dmg.mod +10% fire Res.pen +10% fire ----- def ----- Resists -10% cold On Mind Hit: 10% Flame Fury 2 This mindstar glows with a bright warm light, but seems somehow incomplete. |
thorny mindstar 'Snowdeath' (8-8 power, 24 apr, mind damage) thorny mindstar 'Snowdeath' (8-8 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Rare] Nature/Psionic Power 8.0 - 8.8 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: Stats +4 Dex +6 Wil +2 Cun dps ---------- Phys.crit +5.0% Mind.crit +3% Phys.pwr +20 (+8 eff.) Mind.pwr +6 (+2 eff.) Melee Ret 10 cold ----- def ----- Spell.save +7 (+3 eff.) Die.at -80.00 life ---------- misc Psi/ret +0.12 Talents +1 Attune Mindstar 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. |
caustic reinforced leather sling of cunning (+5) caustic reinforced leather sling of cunning (+5)4.0 T4 sling 1H weapon Reqs Dex 35 Shoot [Ego+] Nature/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +9 On Crit.r2 +17 acid +8 nature While equipped: Stats +5 Cun dps ---------- Res.pen +9% acid +6% physical +14% nature Apr +8 Slings are used to hurl stones or metal shots at your foes. |
ranger's hardened leather sling ranger's hardened leather sling4.0 T3 sling 1H weapon Reqs Dex 24 Shoot [Ego] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +9 While equipped: Stats +3 Dex Slings are used to hurl stones or metal shots at your foes. |
Plague-Fire Sceptre (24-28 power, 4 apr, physical element) Plague-Fire Sceptre (24-28 power, 4 apr, physical element)5.0 T3 staff 1H weapon Reqs Mag 24 [Unique] Arcane Power 24.0 - 28.8 Fire Uses 125% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Spell.pwr +27 (+9 eff.) Dmg.mod +20% blight +20% fire Plaguefire detonates when its victim dies, spreading to other enemies up to two times. Fire a bolt of plaguefire, dealing damage over time based on your magic stat. Uses 11 power out of 15/15 The flames of Mal'Rok can be more stubborn than most. When they run out of fuel they have been known go out of their way to find more. |
cruel yew starstaff of channeling (20-24 power, 4 apr, physical element) cruel yew starstaff of channeling (20-24 power, 4 apr, physical element)5.0 T3 staff 2H weapon Reqs Mag 24 [Ego+] Arcane/Master Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +10% Crit.mult +16.00% Spell.pwr +23 (+8 eff.) Dmg.mod +20% physical ---------- misc Mana/turn +0.12 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 22 cooldown Staves designed for wielders of magic, by the greats of the art. |
lifebinding elven-wood magestaff of illumination (25-30 power, 5 apr, lightning element) lifebinding elven-wood magestaff of illumination (25-30 power, 5 apr, lightning element)5.0 T4 staff 2H weapon Reqs Mag 35 [Ego+] Nature Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +4 Con dps ---------- Spell.crit +4% Spell.pwr +19 (+7 eff.) Dmg.mod +25% lightning ----- def ----- Defense +8 (+4 eff.) HP.reg +0.90 Heal.mod +17% ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 5 cooldown Level 2.5 Pwr.cost 5 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 46.21 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
yew starstaff (20-24 power, 4 apr, darkness element) yew starstaff (20-24 power, 4 apr, darkness element)5.0 T3 staff 2H weapon Reqs Mag 24 [Normal] Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+4 eff.) Dmg.mod +20% darkness ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
steel waraxe (12-17 power, 3 apr) steel waraxe (12-17 power, 3 apr)3.0 T2 waraxe 1H weapon [Normal] Power 12.5 - 17.5 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% One-handed war axes. |
steel waraxe 'Islaretira' (22-30 power, 3 apr) steel waraxe 'Islaretira' (22-30 power, 3 apr)3.0 T2 waraxe 1H weapon [Rare] Master Power 22.0 - 30.8 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Hit: * 10% chance to slow global speed by 61% While equipped: ----- def ----- Armour +4 Resists +6% lightning +15% blight Phys.save +3 (+1 eff.) Die.at -40.00 life Cut- +20% Disarm- +10% One-handed war axes. |
Emblem of Evasion Emblem of Evasion1.0 T4 belt armor [Unique] Master While equipped: Stats +12 Dex +10 Cun +8 Lck ----- def ----- Rng.Def +20 (+9 eff.) Proj.evade +15% Proj.slow +30% Evasion: (Instant) Level 5.5 Pwr.cost 22 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 26% chance to evade melee and ranged attacks and 16 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
cashmere cloak of the Shaloren (2 def, 0 armour) cashmere cloak of the Shaloren (2 def, 0 armour)2.0 T3 cloak armor [Ego] Arcane While equipped: Stats +3 Mag +2 Wil ----- def ----- Defense +2 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
restorative cashmere cloak of the hunter (2 def, 0 armour) restorative cashmere cloak of the hunter (2 def, 0 armour)2.0 T3 cloak armor [Ego++] Nature While equipped: dps ---------- Acc +21 (+11 eff.) ----- def ----- Defense +2 (+1 eff.) Fatigue -6% Resists +14% nature +12% blight Max.HP +67.00 HP.reg +4.00 Heal.mod +16% ---------- misc Max.stam +21.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
shadow cashmere cloak (2 def, 0 armour) shadow cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Ego+] Master While equipped: dps ---------- Dmg.mod +8% darkness Res.pen +11% darkness ----- def ----- Defense +2 (+1 eff.) Resists +19% darkness Stealth +13 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
spellcowled cashmere cloak of backstabbing (2 def, 0 armour) spellcowled cashmere cloak of backstabbing (2 def, 0 armour)2.0 T3 cloak armor [Ego++] Arcane/Master While equipped: Stats +3 Mag +3 Wil dps ---------- Crit.mult +17.00% Acc +11 (+6 eff.) Apr +8 ----- def ----- Defense +2 (+1 eff.) Spell.save +8 (+3 eff.) Stealth +7 ---------- misc Max.mana +42.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Firewalker (15 def, 2 armour) Firewalker (15 def, 2 armour)2.0 T3 cloth armor [Unique] Arcane While equipped: Stats +6 Cun +10 Mag dps ---------- Spell.pwr +12 (+5 eff.) Dmg.mod +20% fire Res.pen +20% fire Melee Ret 18 fire ----- def ----- Armour +2 Defense +15 (+7 eff.) Resists +50% fire -10% cold +11% all Damage all enemies in range 4 for 40 fire damage and yourself for 5 fire damage every turn. This fiery robe was worn by the mad pyromancer Halchot, who terrorised many towns in the late Age of Dusk, burning and looting villages as they tried to recover from the Spellblaze. Eventually he was tracked down by the Ziguranth, who cut out his tongue, chopped off his head, and rent his body to shreds. The head was encased in a block of ice and paraded through the streets of nearby towns amidst the cheers of the locals. Only this robe remains of the flames of Halchot. |
Rags of the Sanctuary of life (0 def, 0 armour) Rags of the Sanctuary of life (0 def, 0 armour)2.0 T1 cloth armor [Cosmetic Item] Nature While equipped: ----- def ----- Resists +6% blight +7% all Max.HP +42.00 HP.reg +2.00 Heal.mod +13% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Robe of the Archmage (10 def, 10 armour) Robe of the Archmage (10 def, 10 armour)2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +6 Mag +6 Wil +6 Cun dps ---------- Spell.pwr +15 (+6 eff.) Dmg.mod +12% all Melee Ret 15 arcane ----- def ----- Armour +10 Defense +10 (+5 eff.) Resists +10% lightning +10% cold +10% fire +10% arcane +13% all Spell.save +20 (+7 eff.) Mind.save +15 (+5 eff.) Silence- +50% ---------- misc Mana/turn +2.00 Light +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
stealthy pair of hardened leather boots of massiveness (0 def, 3 armour) stealthy pair of hardened leather boots of massiveness (0 def, 3 armour)2.0 T3 feet armor [Ego+] Master While equipped: Stats +5 Str +5 Dex +5 Con +8 Lck dps ---------- Dmg.mod +6% physical ----- def ----- Armour +3 Stealth +7 ---------- misc Size +1 A pair of boots made of leather. |
wanderer's pair of dwarven-steel boots of tirelessness (0 def, 4 armour) wanderer's pair of dwarven-steel boots of tirelessness (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +3 Cun +3 Con ----- def ----- Armour +4 Fatigue +3% Phys.save +15 (+7 eff.) Mind.save +13 (+4 eff.) ---------- misc Stam/turn +0.60 Max.stam +17.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
wanderer's pair of hardened leather boots of speed (0 def, 3 armour) wanderer's pair of hardened leather boots of speed (0 def, 3 armour)2.0 T3 feet armor [Ego+] Arcane/Master While equipped: Stats +3 Cun +2 Con dps ---------- Mov.spd +25% ----- def ----- Armour +3 Phys.save +16 (+8 eff.) Mind.save +14 (+5 eff.) A pair of boots made of leather. |
Pyreblood the hardened leather gloves (5 def, 6 armour) Pyreblood the hardened leather gloves (5 def, 6 armour)1.0 T2 hands armor [Rare] Arcane While equipped: Stats +5 Con dps ---------- Crit.mult +20.00% Melee+ 9 darkness Dmg.mod +6% fire +8% darkness +6% physical ----- def ----- Armour +6 Defense +5 (+2 eff.) Resists +10% darkness +5% physical Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
alchemist's drakeskin leather gloves (0 def, 3 armour) alchemist's drakeskin leather gloves (0 def, 3 armour)1.0 T4 hands armor [Ego+] Arcane While equipped: Stats +4 Mag +4 Wil dps ---------- Melee+ 5 acid 5 fire 6 cold 4 lightning ----- def ----- Armour +3 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
brawler's drakeskin leather gloves of war-making (0 def, 3 armour) brawler's drakeskin leather gloves of war-making (0 def, 3 armour)1.0 T4 hands armor [Ego++] Master While equipped: Stats +3 Str +3 Dex +4 Cun dps ---------- Phys.crit +19.0% Spell.crit +12% Mind.crit +13% Crit.mult +9.00% ----- def ----- Armour +3 Phys.save +9 (+4 eff.) ---------- misc Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
steady drakeskin leather gloves of the verdant (0 def, 3 armour) steady drakeskin leather gloves of the verdant (0 def, 3 armour)1.0 T4 hands armor [Ego+] Disrupt/Psionic While equipped: dps ---------- Acc +7 (+4 eff.) ----- def ----- Armour +3 Resists +9% blight +12% darkness +15% arcane Affinity +10% nature Phys.save +5 (+2 eff.) Spell.save +12 (+4 eff.) Mind.save +7 (+2 eff.) Disarm- +31% ---------- misc Masteries +0.20 Wild-gift/Antimagic Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Crown of Burning Pain (8 def, 0 armour) Crown of Burning Pain (8 def, 0 armour)4.0 T3 head armor [Unique] Arcane While equipped: Stats +3 Cun +3 Wil dps ---------- Dmg.mod +20% fire ----- def ----- Defense +8 (+4 eff.) Fatigue +4% Resists +20% fire Meteor Rain: Level 3.5 Pwr.cost 28 out of 50/50. Range 5 Travel.spd instantaneous Is a spell Description: Use arcane forces to summon 4 meteors that fall to the ground within range 2 of the target. Each meteor smashes everything within radius 2, dealing 21.43 fire and 24.43 physical damage to creatures other than yourself, while liquefying some of the terrain into lava for 8 turns. The damage increases with your Spellpower. This crown of pure flames possesses a myriad of small molten rocks floating wildly above it. Each can be removed to throw as a true meteor. |
Hat of Arcane Understanding (2 def, 0 armour) Hat of Arcane Understanding (2 def, 0 armour)2.0 T3 head armor [Unique] Arcane Only supremacy of the arcane can release its full power. While equipped: ----- def ----- Defense +2 (+1 eff.) Resists +20% arcane ---------- misc Mana/turn +2.00 Cooldown Disruption Shield -10 Masteries +0.20 Spell/Meta A traditional pointed wizard's hat, made of fine purple elven-silk and decorated with bright silver runes. You sense it has been passed from ancient times, and has been born on the heads of great mages. Touching the cloth you feel a sense of knowledge and power from bygone ages, yet it is partly sealed away, waiting for a trigger to release it. |
cashmere wizard hat (2 def, 0 armour) cashmere wizard hat (2 def, 0 armour)2.0 T3 head armor [Normal] While equipped: ----- def ----- Defense +2 (+1 eff.) A pointy cloth hat, very wizardly... |
defender's dwarven-steel helm of strength (+5) (5 def, 11 armour) defender's dwarven-steel helm of strength (+5) (5 def, 11 armour)3.0 T3 head armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +5 Str ----- def ----- Armour +11 Defense +5 (+2 eff.) Fatigue +4% Resists +5% all Phys.save +8 (+4 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
eldritch cashmere wizard hat (2 def, 0 armour) eldritch cashmere wizard hat (2 def, 0 armour)2.0 T3 head armor [Ego+] Arcane While equipped: dps ---------- Spell.pwr +8 (+4 eff.) ----- def ----- Defense +2 (+1 eff.) ---------- misc Mana/turn +0.70 Mana/ret +1.50 Max.mana +48.00 Manaflow: Puts all charms on 29 cooldown Level 2.5 Pwr.cost 29 out of 40/40. Range melee/personal Travel.spd instantaneous Is a spell Description: Engulf yourself in a surge of mana, quickly restoring 7 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
miner's dwarven-steel helm of knowledge (0 def, 7 armour) miner's dwarven-steel helm of knowledge (0 def, 7 armour)3.0 T3 head armor Reqs Heavy armour training [Ego+] Master/Psionic While equipped: Stats +4 Cun +2 Wil dps ---------- Mind.pwr +4 (+2 eff.) ----- def ----- Armour +7 Fatigue +4% ---------- misc Infravis +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Iron Mail of Bloodletting (2 def, 4 armour) Iron Mail of Bloodletting (2 def, 4 armour)14.0 T2 heavy armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +2 Str +2 Con ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Resists +10% acid +10% fire +10% darkness +10% blight HP.reg +3.00 Heal.mod +30% ---------- misc Masteries +0.10 Technique/Bloodthirst Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. |
dwarven-steel mail armour of implacability (3 def, 12 armour) dwarven-steel mail armour of implacability (3 def, 12 armour)14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Ego+] Master While equipped: ----- def ----- Armour +12 Defense +3 (+1 eff.) Fatigue +6% Phys.save +7 (+3 eff.) A suit of armour made of mail. |
radiant stralite plate armour of acid resistance (0 def, 13 armour) radiant stralite plate armour of acid resistance (0 def, 13 armour)17.0 T4 massive armor Reqs Massive armour training Str 48 [Ego+] Nature/Master While equipped: Stats +3 Wil ----- def ----- Armour +13 Fatigue +22% Resists +18% blight +11% darkness +22% acid ---------- misc Light +2 A suit of armour made of metal plates. |
rejuvenating stralite plate armour of Eyal (0 def, 13 armour) rejuvenating stralite plate armour of Eyal (0 def, 13 armour)17.0 T4 massive armor Reqs Massive armour training Str 48 [Ego+] Nature While equipped: ----- def ----- Armour +13 Fatigue +22% Max.HP +57.00 HP.reg +8.60 Heal.mod +14% ---------- misc Stam/turn +1.60 A suit of armour made of metal plates. |
psychokinetic quiver of elven-wood arrows of accuracy (19/19, 42-59 power, 14 apr) psychokinetic quiver of elven-wood arrows of accuracy (19/19, 42-59 power, 14 apr)3.0 T4 arrow ammo Reqs Dex 35 [Ego+] Master/Psionic Power 42.5 - 59.5 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Acc +18 Apr +14 Crit +2.5% Capacity 19 Ranged+ +33 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 218 physical damage Arrows are used with bows to pierce your foes to death. |
quiver of yew arrows 'Delaromiran' (16/19, 43-60 power, 18 apr) quiver of yew arrows 'Delaromiran' (16/19, 43-60 power, 18 apr)3.0 T3 arrow ammo Reqs Dex 24 [Random Unique] Arcane/Master Power 43.5 - 60.9 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Acc +11 Apr +18 Crit +8.0% Capacity 19 Proj.spd +200% Ranged+ +20 acid +4 mind On Crit.r2 +20 mind On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Arrows are used with bows to pierce your foes to death. |
11 agate 11 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
243 alchemist agate 243 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
3 onyx 3 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
11 aquamarine 11 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 lapis lazuli 3 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
16 opal 16 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 sapphire 3 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+4 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+4 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
11 topaz 11 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Muckveil (dig speed 24 turns) Muckveil (dig speed 24 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str dps ---------- Dmg.mod +9% acid +12% fire Res.pen +20% acid On Hit (Melee): * 20% chance to slow global speed by 61% ----- def ----- Resists +12% nature ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's iron pickaxe (dig speed 35 turns) woodsman's iron pickaxe (dig speed 35 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Forbidden Tome: "A View From The Gallery" Forbidden Tome: "A View From The Gallery"2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
emerald emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 jade 2 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
9 spinel 9 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 turquoise 2 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+5 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+5 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Planar Beacon Planar Beacon1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 3.5 Pwr.cost 19 out of 25/25. Range 6 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 47.42 demonfire damage to everyone within 4 spaces and leaving flames which will deal an additional 47.42 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
brass lantern 'Lightningwoe' brass lantern 'Lightningwoe'2.0 T1 lite [Rare] Nature While equipped: dps ---------- Res.pen +15% lightning Melee Ret 4 lightning ----- def ----- Max.HP +41.00 ---------- misc Light +3 See.Invis +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. |
Imp Claw Imp Claw2.0 T1 misc tool [Unique] Arcane While equipped: ---------- misc Light +1 See.Stealth +10 Flame: Level 3.5 Pwr.cost 7 out of 9/9. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 69.91 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
Crystal Focus Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
4 garnet 4 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 ruby 3 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2) Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 146 power out of 295/400 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. |
Transmogrification Chest Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
deadly pouch of dwarven-steel shots of grasping (22/22, 40-48 power, 3 apr) deadly pouch of dwarven-steel shots of grasping (22/22, 40-48 power, 3 apr)3.0 T3 shot ammo Reqs Dex 24 [Ego+] Nature/Master Power 40.5 - 48.6 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 22 On Hit: * 20% chance to create vines that bind the target to the ground dealing 218 nature damage and pinning them for 3 turns Shots are used with slings to pummel your foes to death. |
steel torque of mindblast [power 150] (9/11 cooldown) steel torque of mindblast [power 150] (9/11 cooldown)2.0 T2 torque charm [Ego] Psionic Blast the opponent's mind dealing 150 mind damage and silencing them for 4 turns Puts all charms on 11 cooldown Torques are made by powerful psionics to store psionic powers. |
Persistent Will Persistent Will2.0 T2 totem charm [Unique] Disrupt/Psionic While equipped: Stats +8 Wil dps ---------- Mind.pwr +10 (+4 eff.) Dmg.mod +12% mind Convince all non arcane users in radius 10 to turn on their spellcasting friends for 6 turns (chance increases with your Mindpower). Uses 19 power out of 25/25 During the Age of Dusk a rash of anti-magic activities took place in the Nargol Kingdom immediately after the Spellblaze. Citizens would turn on those with magical powers, burning them alive on stakes of wood. When the authorities found the perpetrators they executed them and planted their heads on stakes throughout their capital city. Despite this however, the citizenry continued to burn alive the enemies of nature. Unbeknownst to the authorities, the heads of the dead perpetrators continued to spread their message long after their deaths. This stake of wood appears to one of those used to prop up one of the executed heads. It has seemingly absorbed the will of the head it propped up, and holding it you can hear the Ziguranth's message echo through your mind. |
7 amethyst 7 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Sunshine the yew wand of conjuration [power 230] (9/11 cooldown) Sunshine the yew wand of conjuration [power 230] (9/11 cooldown)2.0 T3 wand charm [Rare] Arcane While equipped: Stats +3 Wil dps ---------- Mind.crit +2% Mind.pwr +10 (+4 eff.) Dmg.mod +18% acid +12% light Melee Ret 6 acid 8 light ----- def ----- Resists +12% light Fire a magical bolt dealing 285 cold damage Puts all charms on 11 cooldown 100% to reduce 3 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
7 quartz 7 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 amber 5 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 ametrine 8 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
11 citrine 11 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
14 zircon 14 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Orynon the Cornac Oozemancer level 24
53rd Haze 122nd year of Ascendancy at 03:59 see stats
By Orynon the Cornac Oozemancer level 24
80th Haze 122nd year of Ascendancy at 09:51 see stats
By Orynon the Cornac Oozemancer level 30
17th Pyre 123rd year of Ascendancy at 20:13 see stats
By Orynon the Cornac Oozemancer level 12
5th Dusk 122nd year of Ascendancy at 00:38 see stats
By Orynon the Cornac Oozemancer level 19
78th Dusk 122nd year of Ascendancy at 02:49 see stats
By Orynon the Cornac Oozemancer level 31
20th Dusk 123rd year of Ascendancy at 23:17 see stats
By Orynon the Cornac Oozemancer level 24
53rd Haze 122nd year of Ascendancy at 03:23 see stats
By Orynon the Cornac Oozemancer level 10
8th Mirth 122nd year of Ascendancy at 00:38 see stats
By Orynon the Cornac Oozemancer level 20
78th Dusk 122nd year of Ascendancy at 04:41 see stats
By Orynon the Cornac Oozemancer level 30
12nd Pyre 123rd year of Ascendancy at 10:16 see stats
By Orynon the Cornac Oozemancer level 31
32nd Dusk 123rd year of Ascendancy at 00:43 see stats
By Orynon the Cornac Oozemancer level 31
32nd Dusk 123rd year of Ascendancy at 00:43 see stats
By Orynon the Cornac Oozemancer level 22
1st Haze 122nd year of Ascendancy at 23:18 see stats
By Orynon the Cornac Oozemancer level 30
17th Pyre 123rd year of Ascendancy at 19:07 see stats
By Orynon the Cornac Oozemancer level 24
53rd Haze 122nd year of Ascendancy at 03:59 see stats
By Orynon the Cornac Oozemancer level 10
8th Mirth 122nd year of Ascendancy at 00:40 see stats
By Orynon the Cornac Oozemancer level 21
1st Time of Equilibrium 122nd year of Ascendancy at 08:56 see stats
By Orynon the Cornac Oozemancer level 27
6th Regrowth 123rd year of Ascendancy at 01:20 see stats
By Orynon the Cornac Oozemancer level 22
48th Haze 122nd year of Ascendancy at 16:25 see stats
By Orynon the Cornac Oozemancer level 25
5th Allure 123rd year of Ascendancy at 09:35 see stats
By Orynon the Cornac Oozemancer level 17
47th Dusk 122nd year of Ascendancy at 18:52 see stats
Log
Orynon's Eyal's Wrath hits Blood lich for (26 absorbed), 0 nature (0 total damage).
Orynon's Eyal's Wrath hits Ghoulking for 65 nature damage.
Orynon's Eyal's Wrath hits Shadow for 0 nature damage.
Orynon's Eyal's Wrath hits Armoured skeleton warrior for (103 absorbed), 0 nature (0 total damage).
Shadow receives 80 healing from Ghoul's purging blight area effect.
Shadow receives 80 healing from Ghoul's purging blight area effect.
Ghast receives 89 healing from Ghoul's purging blight area effect.
Shadow receives 80 healing from Ghoul's purging blight area effect.
Armoured skeleton warrior receives 67 healing from Ghoul's purging blight area effect.
Shadow receives 80 healing from Ghoul's purging blight area effect.
Ghoul receives 44 healing from Ghoul's purging blight area effect.
Armoured skeleton warrior receives 71 healing from Ghoul's purging blight area effect.
Armoured skeleton warrior receives 70 healing from Ghoul's purging blight area effect.
Armoured skeleton warrior receives 67 healing from Ghoul's purging blight area effect.
Ghoul's purging blight area effect hits Bloated ooze for 27 blight damage.
Ghoul receives 93 healing from Ghoul's purging blight area effect.
Ghast receives 89 healing from Ghoul's purging blight area effect.
Ghoul receives 89 healing from Ghoul's purging blight area effect.
Ghoulking receives 94 healing from Ghoul's purging blight area effect.
Ghoul's purging blight area effect hits Orynon for (19 antimagic), 0 blight (0 total damage).
Ghoul receives 90 healing from Ghoul's purging blight area effect.
Orynon uses Acidfire.
Ghoul hits Bloated ooze for 19 physical damage.
Ghoul slows down.
Ghoul killed Bloated ooze!
Ghast uses Summon.
Ghast summons Ghoul!
Orynon shares damage with his oozes!
Armoured skeleton warrior hits Orynon for 71 physical damage.
Orynon the level 34 cornac oozemancer was decapitated to death by an armoured skeleton warrior on level 7 of Dreadfell.