











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Opt-in Adventurers Parties 1.7.0Presents 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 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/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.
Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 Merchant on the Map 1.7.0Places 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. Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. 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:
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Talent Point Planner 1.7.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game 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:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit |
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Drem |
Class | Writhing One |
Level / Exp | 50 / 55% |
Size | medium |
Lifes / Deaths | Killed by skeleton mage at level 19 on the 22nd Wealth 122nd year of Ascendancy at 03:51 0 / 9Killed by Bethumitha the large white snake at level 20 on the 6th Dearth 122nd year of Ascendancy at 10:25 Killed by Dozing Aeroyabeth at level 36 on the 34th Stralite 123rd year of Ascendancy at 03:22 Killed by Islaramira the giant acid ant at level 37 on the 11st Voratun 123rd year of Ascendancy at 20:26 Killed by Xerigavea the patchwork troll at level 37 on the 12nd Voratun 123rd year of Ascendancy at 09:06 Killed by Massok the Dragonslayer at level 46 on the 28th Wealth 123rd year of Ascendancy at 17:45 Killed by Sleeping Lisunne at level 47 on the 17th Dearth 123rd year of Ascendancy at 04:12 Killed by Rak'shor, Grand Necromancer of the Pride at level 49 on the 11st Loss 123rd year of Ascendancy at 10:01 Killed by Cyrywen the orc grand summoner at level 50 on the 22nd Loss 123rd year of Ascendancy at 21:22 |
Primary Stats
Strength | 21 (base 14) |
Dexterity | 38 (base 31) |
Constitution | 70 (base 60) |
Magic | 73 (base 60) |
Willpower | 24 (base 15) |
Cunning | 77 (base 60) |
Resources
Mana | 514/514 |
Life | -26/1903 |
Steam | 100/100 |
Paradox | 300 |
Insanity | 100/100 |
Healing Factor | 1.2072792565121 |
Regeneration | 23.723037390463 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +66.31788189224% |
Spell | +15% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 13 |
See Stealth | 44.894288500862 |
See Invisible | 84.894288500862 |
Offense: Mainhand
Damage | 143 |
Accuracy | 63 |
Crit Chance | 54% |
APR | 25 |
Speed | 1.00 |
Offense: Spell
Spellpower | 81 |
Crit Chance | 53% |
Speed | 0.8695652173913 |
Offense: Mind
Mindpower | 40 |
Crit Chance | 29% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +37% |
Darkness | +84% |
Temporal | +30% |
Blight | +24% |
Cold | +27% |
Fire | +13% |
All | +6% |
Offense: Damage Penetration
Cold | +20% |
Lightning | +10% |
Darkness | +22% |
Temporal | +12% |
Blight | +20% |
Physical | +13% |
Mind | +20% |
All | 0% |
Defense: Base
Armour (hardiness) | 16 (35.65183292883%) |
Defense | 62 |
Ranged Defense | 62 |
Fatigue | 0 |
Physical Save | 30 |
Spell Save | 44 |
Mental Save | 38 |
Defense: Resistances
Acid | + 34%( 70%) |
Blight | + 40%( 70%) |
Cold | + 35%( 70%) |
All | + 27%( 70%) |
Darkness | + 59%( 70%) |
Light | + 38%( 70%) |
Temporal | + 53%( 70%) |
Lightning | + 67%( 70%) |
Fire | + 66%( 70%) |
Nature | + 42%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Silence Resistance | 100% |
Bleed Resistance | 70% |
Confusion Resistance | 100% |
Stun Resistance | 100% |
Disarm Resistance | 100% |
Poison Resistance | 70% |
Blind Resistance | 50% |
Inscriptions (5/5)
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 152% efficiency and cooldown mod of 65%. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: 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 181 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 Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 634% 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. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (87% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Runes | Effective talent level: 1.0 Rune: StormshieldUse 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 summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 26 up to 6 times. Its effects scale with your Magic stat. |
Class Talents
Demented / Tentacles | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Demented / Path of horror | 1.30 |
| 4/5 |
| 2/5 |
| 5/5 |
| 5/5 |
Demented / Disfigured face | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 2/5 |
Demented / Friend of the worm | 1.30 |
| 5/5 |
| 2/5 |
| 2/5 |
| 4/5 |
Demented / Horrific body | 1.30 |
| 4/5 |
| 4/5 |
| 4/5 |
| 2/5 |
Demented / Controlled horrors | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Spell / Staff combat | 1.20 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Race / Drem | 1.00 |
| 1/5 |
| 3/5 |
| 5/5 |
| 1/5 |
Steamtech / Chemistry | 1.00 |
| 3/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 4/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Demented / Beyond sanity | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 2/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the lone alchemist from death by Cultist. Escort: lone alchemist (level 1 of Daikara) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost sun paladin (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire)As a reward you gained knowledge of tinker technology. | done |
You failed to protect the lost warrior from death by Silythra the snow giant boulder thrower. Escort: lost warrior (level 2 of Daikara) | failed |
You failed to protect the lost warrior from death by ravaging entropic rip. Escort: lost warrior (level 7 of Dreadfell) | failed |
You successfully escorted the temporal explorer to the recall portal on level 4 of Old Forest. Escort: temporal explorer (level 4 of Old Forest)As a reward you improved talent Precognition (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 8 of Dreadfell. Escort: temporal explorer (level 8 of Dreadfell)As a reward you improved talent Foresight (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | active |
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 Minotaur. * 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 |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Agrimley the hermit is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of avoidance without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of precision. Marus of Elvala has completed an elixir of the savior without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mastery. You have aided Agrimley the hermit in creating an elixir of explosive force. You have aided Agrimley the hermit in creating an elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of brawn. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
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 |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 2.0 T5 feet armor [Random Unique] Arcane/Psionic While equipped: Stats +4 Str +4 Wil +4 Con dps ---------- Mind.pwr +6 (+2 eff.) Mov.spd +25% Res.pen +10% mind +13% physical +17% darkness +12% temporal ----- def ----- Armour +9 Defense +15 (+4 eff.) Resists +21% darkness +17% temporal Stealth +6 Def/telep +17 Res/telep +10% Dur/telep +18% ---------- misc Talents +3 Moss Tread Blindside: Puts all charms on 17 cooldown Level 3.0 Pwr.cost 17 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 49% (at 0 Hate) to 163% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 11 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
Light source | ![]() 2.0 T1 lite [Rare] Nature While equipped: Stats +3 Cun +1 Mag dps ---------- Dmg.mod +25% darkness Res.pen +5% darkness On Hit (Melee): * 10% chance to slow global speed by 53% ----- def ----- Resists +3% darkness Max.HP +42.00 ---------- misc Light -2 Infravis +13 See.Invis +10 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() 2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Spell.crit +4% Crit.mult +15.00% Spell.pwr +25 (+5 eff.) S.pwr/crit +10 Dmg.mod +16% lightning +18% cold Res.pen +15% cold Acc +25 (+7 eff.) Melee Ret 8 cold ----- def ----- Defense +2 (+1 eff.) Resists +24% lightning ---------- misc Light +7 A pointy cloth hat, very wizardly... |
Tool | ![]() 2.0 T2 torque charm [Rare] Psionic While equipped: dps ---------- Res.pen +5% cold ----- def ----- Defense +20 (+5 eff.) Resists +6% blight Max.HP +80.00 HP.reg +4.00 Confus- +20% Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 175 physical damage Puts all charms on 10 cooldown Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T3 ring jewelry [Random Unique] Arcane/Master While equipped: dps ---------- Phys.pwr +6 (+2 eff.) Spell.pwr +7 (+1 eff.) Mind.pwr +7 (+2 eff.) Dmg.mod +15% temporal +10% darkness +6% all Melee Ret 4 darkness On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +20% darkness +6% temporal HP.reg +3.00 Stun/Frz- +23% Def/telep +10 Res/telep +10% Dur/telep +10% Rings make your fingers look great! |
On fingers | ![]() 0.1 T2 ring jewelry [Rare] Psionic While equipped: Stats +3 Cun dps ---------- Spell.pwr +10 (+2 eff.) Melee+ 12 physical Ranged+ 14 physical Res.pen +20% blight On Hit (Melee): * 13% chance to reduce all saves and defense by 26 On Hit (Ranged): * 12% chance to reduce all saves and defense by 26 ----- def ----- Armour +4 Resists +6% temporal Spell.save +15 (+5 eff.) Max.HP +80.00 Stun/Frz- +20% ---------- misc Hate/m.crit +2.00 Max.hate +8.00 Max.vim +30.00 Bleeding Edge: Puts all charms on 13 cooldown Level 3.0 Pwr.cost 13 out of 20/20. Range melee/personal Travel.spd 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 56%. Rings make your fingers look great! |
Around waist | ![]() 1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Res.pen +10% mind ----- def ----- Defense +28 (+7 eff.) Resists +6% temporal +15% light +23% fire +6% nature +11% cold Proj.slow +20% Confus- +20% A belt that goes around your waist. |
In main hand | ![]() 5.0 T4 staff 1H weapon [Random Unique] Nature/Master Power 25.0 - 30.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +25 Crit +24.5% Atk.spd 100% On Hit: 20% Netherblast 4 While equipped: Stats +5 Con dps ---------- Spell.crit +13% Crit.mult +16.00% Spell.pwr +18 (+4 eff.) Dmg.mod +25% darkness +3% cold On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +3% nature +21% fire HP.reg +1.40 Heal.mod +18% ---------- misc Talents +1 Command Staff On Spell Hit: 20% Netherblast 4 Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.5 T4 hands armor Reqs Heavy armour training [Random Unique] Arcane/Nature/Psionic While equipped: dps ---------- Spell.crit +5% Spell.pwr +14 (+3 eff.) Melee+ 15 fire Dmg.mod +15% lightning +7% fire +9% temporal Res.pen +10% lightning Acc +9 (+3 eff.) Melee Ret 6 temporal ----- def ----- Armour +3 Fatigue +5% Resists +9% fire Phys.save +8 (+4 eff.) Mind.save +9 (+4 eff.) Disarm- +143% Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Mana/turn +0.34 Talents +5 Iron Grip Unarmed combat: Power 31.5 - 44.1 Physical Uses 40% Dex, 40% Cun, 50% Mag 40% Str Acc+ +0.2% base dam (max 20%) Acc +10 Apr +15 Crit +10.0% Atk.spd 83% Melee+ +19 arcane On Crit.r2 +9 fire On Hit: 10% Perfect Control 5 On Hit: 10% Elemental Bolt 5 On Hit: 10% Fire Breath 5 Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | ![]() 2.0 T5 cloth armor [Unique] Arcane While equipped: Stats +5 Mag +4 Wil +3 Cun dps ---------- Phys.pwr +10 (+2 eff.) Spell.pwr +30 (+6 eff.) ----- def ----- Defense +6 (+2 eff.) Resists +15% all Spell.save +25 (+9 eff.) HP.reg +10.00 Blind- +50% Poison- +70% Disease- +70% Cut- +70% ---------- misc See.Invis +10 On Spell Hit: 5% Blood Grasp 3 On Spell Hit: 5% Soul Rot 3 A silk robe, darker than the darkest night sky, it radiates power. |
Cloak | ![]() 2.0 T3 cloak armor [Random Unique] Nature/Psionic While equipped: Stats +3 Cun +2 Wil dps ---------- Mind.crit +6% Acc +17 (+5 eff.) Melee Ret 4 nature On Hit (Melee): * 20% chance to reduce armor by 45% ----- def ----- Defense +2 (+1 eff.) Fatigue -6% Resists +12% blight +30% lightning +12% nature +9% acid Max.HP +65.00 HP.reg +3.00 Heal.mod +15% Stun/Frz- +50% ---------- misc Max.stam +12.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T5 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +4% Spell.pwr +9 (+2 eff.) Spell.spd +15% ----- def ----- Silence- +100% ---------- misc Max.mana +50.00 Max.vim +50.00 See.Invis +20 No force can hope to silence the wearer of this amulet. |
Inventory
![]() 0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 148% efficiency and cooldown mod of 59%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 167% efficiency and cooldown mod of 91%. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 209% efficiency and cooldown mod of 50%. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T3 infusion scroll [Plot Item] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Causes thick vines to spring from the ground and entangle all targets within 5 squares for 10 turns, pinning them in place for 5 turns and dealing 54.41 physical damage and 108.83 nature damage. The vines also grow all around you, increasing your armour by 50 and armour hardiness by 30. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 12% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 211 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] 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 7 turns. While Heroism is active, you will only die when reaching -804 life. The duration and life will increase by 1% for every 1% life you have lost (currently 1618 life, 14 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] 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 557% 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. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 421 life over 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 552 life over 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to 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 84 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 Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 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 117 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 Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 422 damage for 5 turns. 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. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 292 damage for 3 turns. 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. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 tome scroll [Plot Item] Magical scrolls can have wildly different effects! |
![]() 0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+7 eff.) Spell.save +15 (+5 eff.) Mind.save -7 (-3 eff.) Max.HP +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
![]() 0.1 T4 amulet jewelry [Rare] Nature While equipped: dps ---------- Spell.crit +7% Phasing +31% ----- def ----- Armour +4 Resists +26% lightning +5% arcane +16% mind Mind.save +12 (+5 eff.) Stun/Frz- +44% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Max.hate +8.00 Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +6% light +6% mind Res.pen +25% acid Melee Ret 4 acid ----- def ----- Resists +11% mind Confus- +22% ---------- misc Light +1 Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +4 Dex +6 Cun +4 Con +8 Lck dps ---------- Res.pen +10% light Acc +7 (+2 eff.) On Hit (Melee): * 10% chance to reduce damage dealt by 21% ----- def ----- Defense +5 (+1 eff.) Resists +9% darkness Unseen.red 14% ---------- misc Light +3 Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Ego++] Master/Psionic While equipped: Stats +2 Wil dps ---------- Crit.mult +10.00% Mind.pwr +6 (+2 eff.) Acc +6 (+2 eff.) Apr +11 ----- def ----- Mind.save +6 (+3 eff.) Confus- +10% Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Ego++] Nature While equipped: Stats +4 Con ----- def ----- Phys.save +12 (+6 eff.) Max.HP +36.00 HP.reg +6.00 Blind- +23% ---------- misc Infravis +6 Sight +2 See.Invis +14 Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Rare] Nature While equipped: ----- def ----- Resists +26% mind +12% cold +6% nature +6% darkness Spell.save +18 (+6 eff.) Confus- +32% ---------- misc Light +3 Amulets make your neck look great! |
![]() 1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 7 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() 0.1 T3 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +12% mind Res.pen +10% mind +10% acid On Hit (Melee): * 20% chance to reduce armor by 45% ----- def ----- Resists +6% fire Max.HP +61.00 HP.reg +8.00 Heal.mod +13% Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Rare] Arcane While equipped: Stats +7 Str +4 Dex +8 Wil +3 Cun dps ---------- Mind.crit +2% Crit.mult +20.69% Dmg.mod +18% darkness Melee Ret 4 mind ----- def ----- Resists +45% darkness Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego++] Master While equipped: dps ---------- Phys.pwr +7 (+2 eff.) Spell.pwr +7 (+1 eff.) Mind.pwr +5 (+1 eff.) Dmg.mod +5% all Acc +7 (+2 eff.) Apr +9 ----- def ----- Defense +8 (+2 eff.) Disengage: Puts all charms on 7 cooldown Level 2.0 Pwr.cost 7 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) HP.reg +2.00 Stun/Frz- +20% Rings make your fingers look great! |
![]() 3.0 T5 battleaxe 2H weapon Reqs Str 48 [Rare] Master Power 58.5 - 87.8 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% Melee+ +21 blight +21 arcane While equipped: Stats +3 Wil dps ---------- Spell.pwr +31 (+6 eff.) S.pwr/crit +4 Res.pen +21% all Acc +33 (+9 eff.) Apr +21 Melee Ret 6 mind ---------- misc Mana/s.crit +2.07 Light +3 Massive two-handed battleaxes. |
![]() 3.0 T5 battleaxe 2H weapon Reqs Str 48 [Ego+] Nature Power 58.5 - 87.8 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% Melee+ +13 nature On Crit.r2 +54 lightning +35 cold While equipped: dps ---------- Mov.spd +56% Res.pen +13% lightning +27% cold Massive two-handed battleaxes. |
![]() 3.0 T5 battleaxe 2H weapon Reqs Str 48 [Random Unique] Arcane/Master Power 58.5 - 87.8 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% Melee+ +26 temporal On Hit.r1 +12 mind On Crit.r2 +8 cold On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +2 Cun +1 Wil dps ---------- Phys.crit +20.0% Crit.mult +15.00% Res.pen +14% physical Acc +28 (+7 eff.) Apr +20 ----- def ----- Resists +27% temporal ---------- misc Equi/ret +0.04 Max.hate +6.00 Massive two-handed battleaxes. |
![]() 1.0 T5 dagger 1H weapon Reqs Wil 42 [Unique] Psionic Power 38.0 - 49.4 Physical Uses 30% Wil, 40% Dex, 50% Mag 30% Str Acc+ +0.2% crit chance (max 25%) Apr +40 Crit +10.0% Atk.spd 100% While equipped: dps ---------- Phys.pwr +15 (+3 eff.) Res.pen +30% physical Acc +8 (+2 eff.) ---------- misc Masteries +0.20 Psionic/Augmented striking Fire a bolt of kinetic force (range 8), dealing 150% (physical) weapon damage. Uses 7 power out of 10/10 A simple, rudely crafted stone hilt, this object manifests a blade of wavering, nearly invisible force, like a heat haze, as you grasp it. Despite its simple appearance, it is capable of shearing through solid granite, in the hands of those with the necessary mental fortitude to use it properly. |
![]() 1.0 T5 dagger 1H weapon Reqs Dex 48 [Ego+] Arcane/Master Power 39.0 - 50.7 Physical Uses 50% Dex, 50% Mag, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Crit: * Splash the target with acid dealing 213 damage over 5 turns and reducing armor and accuracy by 27 While equipped: Stats +1 Str dps ---------- Dmg.mod +11% physical Acc +22 (+6 eff.) Sharp, short and deadly. |
![]() 1.0 T4 dagger 1H weapon [Ego+] Master/Psionic Power 28.5 - 37.1 Physical Uses 50% Dex, 50% Mag, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Hit: * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: dps ---------- Acc +9 (+3 eff.) ----- def ----- Defense +10 (+3 eff.) Disarm- +35% Sharp, short and deadly. |
![]() 1.0 T5 dagger 1H weapon Reqs Dex 48 [Ego+] Nature Power 37.5 - 48.8 Physical Uses 50% Dex, 50% Mag, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Crit.r2 +55 fire While equipped: dps ---------- All.spd +7% Res.pen +10% fire Sharp, short and deadly. |
![]() 1.0 T5 dagger 1H weapon Reqs Dex 48 [Ego+] Nature/Master Power 49.0 - 63.7 Physical Uses 50% Dex, 50% Mag, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Crit.r2 +55 fire While equipped: dps ---------- All.spd +9% Res.pen +16% fire Sharp, short and deadly. |
![]() 1.0 T4 dagger 1H weapon [Ego++] Nature/Master Power 27.0 - 35.1 Physical Uses 50% Dex, 50% Mag, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Crit.r2 +37 lightning +37 cold While equipped: Stats +9 Str dps ---------- Mov.spd +29% Dmg.mod +10% physical Res.pen +21% lightning +15% cold Acc +15 (+4 eff.) Sharp, short and deadly. |
![]() 1.0 T4 dagger 1H weapon [Rare] Master Power 30.5 - 39.6 Physical Uses 50% Str, 50% Mag, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Hit.r1 +21 cold While equipped: Stats +7 Wil +3 Con dps ---------- Phys.crit +13.0% Crit.mult +30.00% Mind.pwr +30 (+10 eff.) Dmg.mod +12% cold Res.pen +26% mind Apr +13 ----- def ----- Resists +9% nature +9% cold Sharp, short and deadly. |
![]() 1.0 T5 dagger 1H weapon Reqs Dex 48 [Ego++] Master/Psionic Power 37.0 - 48.1 Physical Uses 50% Dex, 50% Mag, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: Stats +4 Con dps ---------- Phys.pwr +11 (+3 eff.) Res.pen +14% physical ----- def ----- Disarm- +19% Sharp, short and deadly. |
![]() 5.0 T5 greatmaul 2H weapon Reqs Str 48 [Random Unique] Arcane/Master/Psionic Power 67.5 - 101.2 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +5.0% Atk.spd 100% Melee+ +16 light Against +33% Undead On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) While equipped: Stats +4 Str dps ---------- Phys.pwr +10 (+2 eff.) Res.pen +20% physical Acc +21 (+6 eff.) Apr +19 ----- def ----- Armour +10 Resists +6% acid +2% physical Massive two-handed mauls. |
![]() 5.0 T5 greatmaul 2H weapon Reqs Str 48 [Ego] Arcane/Master Power 80.5 - 120.8 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% On Hit.r1 +19 fire Massive two-handed mauls. |
![]() 5.0 T5 greatmaul 2H weapon Reqs Str 48 [Ego+] Arcane Power 64.0 - 96.0 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% Melee+ +20 blight On Hit: 20% Epidemic 5 On Hit: * 20% chance to reduce strength, dexterity, and constitution by 35 While equipped: ----- def ----- Disease- +38% Massive two-handed mauls. |
![]() 3.0 T5 greatsword 2H weapon Reqs Str 48 [Ego] Arcane Power 63.5 - 101.6 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +23 Crit +5.0% Atk.spd 100% Phasing +21% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 128 damage Massive two-handed swords. |
![]() 3.0 T5 greatsword 2H weapon Reqs Str 48 [Ego++] Nature/Psionic Power 59.0 - 94.4 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% On Crit.r2 +42 acid +40 nature On Hit: * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: dps ---------- Res.pen +30% acid +23% nature Apr +16 Massive two-handed swords. |
![]() 3.0 T2 greatsword 2H weapon [Ego] Arcane Power 23.5 - 37.6 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +12 light +16 cold Against +10% Undead Massive two-handed swords. |
![]() 4.0 T1 longbow 2H weapon Reqs Shoot [Unique] Master Power 0.0 - 0.0 Physical Uses 50% Mag Acc+ +0.2% crit chance (max 25%) Atk.spd 105% Range +9 While equipped: Stats +3 Dex dps ---------- Phys.crit +5.0% Dmg.mod +5% physical Acc +12 (+3 eff.) This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. |
![]() 3.0 T4 longsword 1H weapon Reqs Str 35 [Rare] Arcane Power 31.5 - 44.1 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% Melee+ +21 acid On Hit.r1 +12 fire On Crit.r2 +21 acid While equipped: dps ---------- Dmg.mod +12% blight Res.pen +26% acid Melee Ret 10 arcane On Hit (Melee): * 21% chance to reduce strength, dexterity, and constitution by 35 ----- def ----- Resists +5% arcane Sharp, long, and deadly. |
![]() 3.0 T4 longsword 1H weapon Reqs Str 35 [Ego+] Master/Psionic Power 37.0 - 51.8 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% Melee+ +13 darkness Against +13% Living On Crit: * Wound the target dealing 334 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +11.0% Phys.pwr +12 (+3 eff.) Sharp, long, and deadly. |
![]() 3.0 T5 mace 1H weapon Reqs Str 48 [Rare] Master Power 45.5 - 63.7 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% While equipped: Stats +7 Str dps ---------- Dmg.mod +21% temporal +11% physical Res.pen +26% acid +25% temporal Acc +25 (+7 eff.) Melee Ret 10 temporal On Hit (Melee): * 21% chance to reduce armor by 45% ----- def ----- Resists +21% light ---------- misc Light +3 Blunt and deadly. |
![]() 3.0 T5 mace 1H weapon Reqs Str 48 [Ego+] Master Power 46.0 - 64.4 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% While equipped: Stats +3 Dex dps ---------- Phys.spd +10% Acc +7 (+2 eff.) Blunt and deadly. |
![]() 3.0 T5 mace 1H weapon Reqs Str 48 [Ego++] Nature/Psionic Power 43.5 - 60.9 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% On Crit.r2 +42 lightning +21 cold On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) While equipped: dps ---------- Mov.spd +46% Res.pen +10% lightning +14% cold Blunt and deadly. |
![]() 3.0 T4 mindstar 1H weapon Reqs Wil 45 [Unique] Nature Power 16.0 - 17.6 Physical Uses 50% Wil, 20% Str, 50% Mag 10% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +2.5% Atk.spd 100% Dmg.conv 20% acid 20% physical 20% fire 20% cold 20% lightning While equipped: dps ---------- Phys.crit +5.0% Mind.crit +5% Phys.pwr +10 (+2 eff.) Mind.pwr +10 (+3 eff.) Dmg.mod +12% lightning +12% physical +12% cold +12% fire +12% acid ----- def ----- Resists +10% acid +10% physical +10% cold +10% fire +10% lightning ---------- misc Masteries +0.30 Wild-gift/Venom drake aspect +0.30 Wild-gift/Cold drake aspect +0.30 Wild-gift/Fire drake aspect +0.30 Wild-gift/Storm drake aspect +0.30 Wild-gift/Sand drake aspect The breath attack has a chance to shift randomly between Fire, Ice, Lightning, Acid, and Sand each turn. Corrosive Breath: Level 4.0 Pwr.cost 20 out of 30/30. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: You breathe acid in a frontal cone of radius 8. Any target caught in the area will take 123.93 acid damage. Enemies caught in the acid are disarmed for 3 turns. The damage will increase with your Strength, the critical chance is based on your Mental crit rate, and the Disarm apply power is based on your Mindpower. Each point in acid drake talents also increases your acid resistance by 1%. A black iris cuts through the core of this mindstar, which shifts with myriad colours. It darts around, as if searching for something. |
![]() 3.0 T4 mindstar 1H weapon Reqs Wil 35 [Ego+] Nature/Psionic Power 13.0 - 14.3 Mind Uses 50% Wil, 50% Mag, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +8% Mind.pwr +11 (+3 eff.) Dmg.mod +18% mind ---------- misc Psi/m.crit +3.00 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. |
![]() 4.0 T5 sling 1H weapon Reqs Dex 48 Shoot [Normal] Power 0.0 - 0.0 Physical Uses 50% Mag Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 Slings are used to hurl stones or metal shots at your foes. |
![]() 5.0 T5 staff 2H weapon [Random Unique] Arcane Power 38.0 - 45.6 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +12.0% Spell.crit +9% Crit.mult +25.00% Spell.pwr +41 (+8 eff.) Melee+ 40 arcane 26 fire Dmg.mod +9% blight +38% cold +6% darkness Res.pen +15% arcane ---------- misc Max.mana +110.00 See.Invis +18 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Random Unique] Arcane Power 30.0 - 36.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.crit +5% Spell.pwr +35 (+7 eff.) Dmg.mod +30% light +15% darkness Res.pen +5% darkness +5% lightning Phasing +22% On Hit (Melee): * 20% chance to reduce damage dealt by 21% ----- def ----- Armour +10 Defense +31 (+8 eff.) Shield.pwr +16% ---------- misc Max.mana +108.00 Max.P.En +10.00 Max.N.En +10.00 Wards +3 light Talents +4 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Rare] Arcane Power 30.0 - 36.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +5 Cun dps ---------- Spell.crit +12% Mind.crit +3% Spell.pwr +27 (+5 eff.) S.pwr/crit +12 Dmg.mod +18% blight +30% fire Melee Ret 10 mind ----- def ----- Die.at -82.75 life Confus- +21% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Ego+] Arcane Power 30.0 - 36.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +13% Spell.pwr +24 (+5 eff.) Dmg.mod +30% darkness ---------- misc Vim/s.crit +4.00 Max.vim +29.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 1H weapon [Rare] Master Power 30.0 - 36.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +15 (+3 eff.) Dmg.mod +31% acid +30% fire +9% darkness Res.pen +10% darkness +41% fire ----- def ----- Resists +21% darkness +24% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Ego+] Arcane Power 30.0 - 36.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +15 (+3 eff.) Dmg.mod +30% acid ----- def ----- Armour +10 Defense +10 (+3 eff.) ---------- misc Wards +3 acid Talents +3 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T2 staff 2H weapon [Ego+] Arcane Power 15.0 - 18.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Crit.mult +21.00% Spell.pwr +11 (+2 eff.) Melee+ 19 fire Dmg.mod +15% physical ---------- misc See.Invis +9 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Ego+] Arcane Power 30.0 - 36.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +16% Crit.mult +26.00% Spell.pwr +22 (+4 eff.) Melee+ 27 fire Dmg.mod +30% fire ---------- misc See.Invis +14 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Ego+] Arcane Power 30.0 - 36.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Crit.mult +39.00% Spell.pwr +22 (+4 eff.) Melee+ 29 fire Dmg.mod +30% fire ---------- misc See.Invis +15 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 4.0 T5 steamgun 1H weapon Reqs Dex 48 Shoot [Ego+] Master/Steamtech Power 0.0 - 0.0 Physical Uses 50% Mag Acc+ +0.2% base dam (max 20%) Apr +15 Atk.spd 100% Range +10 Proj.spd +600% Uses 2.0 Steam While equipped: dps ---------- Phys.crit +5.0% Res.pen +8% all Acc +18 (+5 eff.) Apr +14 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 3.0 T5 steamsaw 2H weapon Reqs Str 30 [Unique] Steamtech Power 40.0 - 60.0 Phys.bleed Uses 50% Mag, 100% Str Acc+ +0.2% crit chance (max 25%) Apr +24 Crit +5.0% Atk.spd 100% Block +180 Uses 1.0 Steam While equipped: ----- def ----- Armour +19 Defense +14 (+4 eff.) ---------- misc Talents +5 Block Moving builds up a stacking movement speed (caps at 25%) and damage bonus (caps at double). Hitting removes the bonus. "So we were thinking. You know what's better than saws? Really BIG saws. Unfortunately, no one could lift them. So we came up with an innovative new solution: Mount them on a motorized platform, allowing easy transportation and unparalleled cutting power!" |
![]() 3.0 T4 steamsaw 1H weapon Reqs Str 35 [Rare] Master/Steamtech Power 32.5 - 48.8 Phys.bleed Uses 50% Mag, 100% Str Acc+ +0.2% crit chance (max 25%) Crit +4.0% Atk.spd 100% Block +65 Melee+ +20 fire Uses 1.0 Steam While equipped: Stats +3 Cun dps ---------- On Hit (Melee): * 20 arcane resource burn * 21% chance to slow global speed by 53% ----- def ----- Armour +5 Defense +8 (+2 eff.) Fatigue +10% Resists +9% lightning +18% physical +18% cold +12% temporal +6% fire ---------- misc Psi/ret +0.16 Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T4 steamsaw 1H weapon Reqs Str 35 [Ego+] Master/Psionic/Steamtech Power 31.5 - 47.2 Phys.bleed Uses 50% Mag, 100% Str Acc+ +0.2% crit chance (max 25%) Crit +4.0% Atk.spd 100% Block +72 Melee+ +13 darkness Against +12% Living Uses 1.0 Steam While equipped: dps ---------- Res.pen +13% all Acc +14 (+4 eff.) Apr +9 ----- def ----- Armour +5 Defense +8 (+2 eff.) Fatigue +10% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T4 steamsaw 1H weapon Reqs Str 35 [Ego++] Nature/Steamtech Power 32.0 - 48.0 Phys.bleed Uses 50% Mag, 100% Str Acc+ +0.2% crit chance (max 25%) Crit +4.0% Atk.spd 100% Block +74 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +5 Defense +8 (+2 eff.) Fatigue +10% Resists +8% acid +7% cold +15% blight +9% fire +15% nature +8% lightning Max.HP +60.00 ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T5 waraxe 1H weapon Reqs Str 48 [Ego+] Disrupt/Master Power 40.5 - 56.7 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% On Hit: * 10 arcane resource burn While equipped: dps ---------- Res.pen +12% all Acc +14 (+4 eff.) Apr +12 One-handed war axes. |
![]() 3.0 T5 waraxe 1H weapon Reqs Str 48 [Ego] Arcane Power 38.0 - 53.2 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Melee+ +14 light Against +24% Undead One-handed war axes. |
![]() 1.0 T5 belt armor [Ego] Nature/Disrupt While equipped: ----- def ----- Resists +8% acid +9% blight HP.reg +1.70 Heal.mod +22% A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Ego++] Arcane/Master While equipped: Stats +7 Mag +6 Wil dps ---------- Spell.crit +5% ----- def ----- Armour +15 Defense +11 (+3 eff.) Phys.save +24 (+11 eff.) A belt that goes around your waist. |
![]() 2.0 T5 cloak armor [Rare] Master While equipped: Stats +3 Cun dps ---------- Mind.crit +5% Mind.pwr +31 (+10 eff.) On Hit (Melee): * 21% chance to slow global speed by 53% ----- def ----- Armour +13 Defense +3 (+1 eff.) Resists +21% blight +30% cold +12% nature A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T5 cloak armor [Random Unique] Nature/Psionic While equipped: Stats +5 Cun +3 Wil dps ---------- Mind.crit +7% Crit.mult +15.00% Dmg.mod +9% blight +9% cold +12% arcane ----- def ----- Defense +11 (+3 eff.) Resists +25% light +18% fire Stealth +12 Max.HP +60.00 ---------- misc Max.mana +60.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T5 cloak armor [Ego] Arcane/Master While equipped: ----- def ----- Armour +10 Defense +3 (+1 eff.) Resists +22% cold Spell.save +11 (+4 eff.) Mind.save +10 (+4 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T5 cloth armor [Random Unique] Arcane/Psionic While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.pwr +20 (+4 eff.) S.pwr/crit +6 Dmg.mod +3% blight +6% temporal +26% darkness Res.pen +20% blight ----- def ----- Resists +12% temporal +59% darkness +6% blight +15% mind +15% all Phys.save +19 (+9 eff.) Spell.save +19 (+7 eff.) Mind.save +40 (+14 eff.) Silence- +42% The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 cloth armor [Random Unique] Arcane While equipped: Stats +1 Dex +4 Mag +4 Wil +3 Cun +1 Con dps ---------- Spell.crit +11% Crit.mult +20.00% Spell.pwr +9 (+2 eff.) Dmg.mod +19% arcane +13% temporal +37% darkness +12% light Res.pen +5% acid +10% physical ----- def ----- Resists +30% darkness +11% all ---------- misc Max.mana +44.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 cloth armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.crit +4% Mind.pwr +4 (+1 eff.) Dmg.mod +12% cold ----- def ----- Resists +11% all +18% cold Mind.save +18 (+7 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Ego++] Arcane While equipped: Stats +4 Cun dps ---------- Spell.crit +8% Spell.pwr +22 (+4 eff.) Dmg.mod +12% darkness +17% light +10% all ----- def ----- Resists +15% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Ego++] Arcane While equipped: Stats +13 Mag +2 Wil dps ---------- Spell.pwr +17 (+3 eff.) S.pwr/crit +5 Dmg.mod +20% light ----- def ----- Armour +6 Defense +6 (+2 eff.) Resists +6% darkness +8% light +15% all Max.HP +55.00 Silence- +20% ---------- misc Light +2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T4 cloth armor [Ego+] Psionic While equipped: Stats +9 Cun dps ---------- Crit.mult +15.00% ----- def ----- Resists +13% all ---------- misc Hate/m.crit +4.00 Psi/m.crit +4.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T2 feet armor [Unique] Master While equipped: Stats +3 Cun ----- def ----- Armour +1 Defense +2 (+1 eff.) Fatigue +2% ---------- misc Masteries +0.20 Cunning/Survival Boost speed by 58% (based on Cunning). Uses 33 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. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Rare] Master While equipped: ----- def ----- Armour +15 Defense +12 (+3 eff.) Fatigue +4% Resists +15% lightning +5% arcane Phys.save +12 (+6 eff.) Max.HP +100.00 Evasion: (Instant) Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 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 18 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.5 T5 hands armor Reqs Heavy armour training [Unique] Arcane/Master While equipped: Stats +6 Str +6 Mag dps ---------- Phys.crit +10.0% Spell.crit +10% Crit.mult +50.00% Dmg.mod +10% physical ----- def ----- Armour +6 Unarmed combat: Power 36.0 - 50.4 Physical Uses 40% Str, 40% Dex, 50% Mag 40% Cun Acc+ +0.2% base dam (max 20%) Apr +10 Crit +10.0% Atk.spd 83% Melee+ +20 arcane On Hit: 10% Displacement Shield 3 On Hit: 15% Wave of Power 1 Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Arcane While equipped: Stats +6 Mag +4 Wil dps ---------- Spell.pwr +6 (+1 eff.) Melee+ 11 darkness 7 arcane Dmg.mod +5% darkness +10% arcane ----- def ----- Armour +2 Fatigue +3% Resists +6% darkness +8% arcane +3% light ---------- misc Light +1 Unarmed combat: Power 20.5 - 28.7 Physical Uses 40% Cun, 40% Str, 50% Mag 40% Dex Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% Melee+ +15 arcane On Crit.r2 +6 arcane On Hit: 20% Moonlight Ray 3 On Hit: 10% Manathrust 3 On Hit: * 5% chance to reduce damage dealt by 21% Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Ego++] Master/Psionic While equipped: Stats +3 Cun dps ---------- Acc +7 (+2 eff.) ----- def ----- Armour +6 Fatigue +3% Resists +8% darkness Mind.save +8 (+3 eff.) Max.HP +48.00 ---------- misc Infravis +2 Unarmed combat: Power 25.0 - 35.0 Physical Uses 40% Dex, 40% Cun, 50% Mag 40% Str Acc+ +0.2% base dam (max 20%) Acc +13 Apr +9 Crit +14.0% Atk.spd 83% Melee+ +9 darkness On Hit: 10% Battle Shout 3 On Crit: 10% Dominate 3 Track: Puts all charms on 10 cooldown Level 2.6 Pwr.cost 10 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 23 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T4 hands armor Reqs Heavy armour training [Ego++] Disrupt/Master While equipped: Stats +6 Cun +5 Dex dps ---------- Acc +7 (+2 eff.) Apr +13 On Melee Ret: * 24 arcane resource burn ----- def ----- Armour +3 Fatigue +5% Spell.save +20 (+7 eff.) Unarmed combat: Power 27.5 - 38.5 Physical Uses 40% Str, 40% Dex, 50% Mag 40% Cun Acc+ +0.2% base dam (max 20%) Acc +9 Apr +23 Crit +10.0% Atk.spd 83% On Hit: 15% Perfect Strike 5 On Hit: * 25 arcane resource burn Steady Shot: Puts all charms on 13 cooldown Level 3.0 Pwr.cost 13 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T4 hands armor Reqs Heavy armour training [Ego+] Psionic While equipped: dps ---------- Mind.pwr +7 (+2 eff.) Melee+ 38 mind 30 darkness Acc +8 (+2 eff.) On Hit (Melee): * 24% chance to reduce all saves and defense by 26 ----- def ----- Armour +3 Fatigue +5% Phys.save +8 (+4 eff.) Mind.save -2 (-1 eff.) Disarm- +42% Unarmed combat: Power 28.5 - 39.9 Physical Uses 40% Str, 40% Dex, 50% Mag 40% Cun Acc+ +0.2% base dam (max 20%) Acc +9 Apr +15 Crit +10.0% Atk.spd 83% On Hit: 10% Reproach 5 On Hit: 10% Perfect Control 5 Ruined Earth: Puts all charms on 13 cooldown Level 3.0 Pwr.cost 13 out of 20/20. Range 5 Travel.spd instantaneous Is a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T4 hands armor Reqs Heavy armour training [Random Unique] Master/Psionic While equipped: Stats +4 Str +4 Dex +4 Cun ----- def ----- Armour +3 Fatigue +5% Resists +2% physical +3% nature +6% mind Phys.save +8 (+4 eff.) Spell.save +3 (+1 eff.) Max.HP +20.00 HP.reg +10.00 ---------- misc Stam/turn +3.30 Max.stam +52.00 Cooldown Double Strike -1 Unarmed combat: Power 32.5 - 45.5 Physical Uses 40% Dex, 40% Cun, 50% Mag 40% Str Acc+ +0.2% base dam (max 20%) Acc +9 Apr +15 Crit +20.0% Atk.spd 83% On Hit: 20% Nightmare 5 On Hit: 10% Set Up 5 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T5 head armor [Rare] Nature While equipped: Stats +9 Str +9 Dex +9 Cun +9 Con dps ---------- Spell.pwr +15 (+3 eff.) S.pwr/crit +10 Dmg.mod +30% mind Res.pen +25% light ----- def ----- Armour +5 Fatigue +5% Resists +9% light ---------- misc Equi/ret +0.20 Max.psi +40.00 A cap made of leather. |
![]() 2.0 T4 head armor [Unique] Master While equipped: Stats +20 Cun dps ---------- Steam.crit +5% Steampwr +5 (+2 eff.) Acc +20 (+5 eff.) Apr +15 ----- def ----- Defense +10 (+3 eff.) Resists +20% fire Blind- +100% ---------- misc Infravis +3 Sight +1 Masteries +0.20 Steamtech/Physics +0.20 Steamtech/Chemistry No self respecting craftsman would be caught without them! |
![]() 3.0 T5 head armor Reqs Heavy armour training [Ego++] Master/Psionic While equipped: Stats +8 Str +4 Wil +4 Cun dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Armour +5 Fatigue +5% Skullcracker: Puts all charms on 13 cooldown Level 3.0 Pwr.cost 13 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 83.3 Physical damage. If the attack hits, the target is confused (36% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T5 head armor [Random Unique] Nature/Master/Psionic While equipped: Stats +5 Str +9 Wil +5 Cun dps ---------- Mind.pwr +6 (+2 eff.) Dmg.mod +6% lightning Res.pen +10% lightning Melee Ret 4 acid On Hit (Melee): * 21 arcane resource burn ----- def ----- Armour +5 Fatigue +5% Resists +12% acid +3% temporal +3% light Mind.save +12 (+5 eff.) ---------- misc Stam/ret +2.70 Equi/ret +3.00 Light +2 A hat made of leather. Very stylish. |
![]() 2.0 T5 head armor [Ego+] Arcane While equipped: Stats +6 Mag +8 Con dps ---------- Dmg.mod +14% arcane ----- def ----- Defense +3 (+1 eff.) Arcane Eye: (Instant) Puts all charms on 7 cooldown Level 5.0 Pwr.cost 7 out of 10/10. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
![]() 2.0 T1 head armor [Ego+] Nature/Psionic While equipped: Stats +2 Cun +2 Wil dps ---------- Mind.crit +5% ----- def ----- Defense +1 (+0 eff.) Resists +7% fire +7% cold Mind.save +13 (+5 eff.) Hateful Whisper: Puts all charms on 10 cooldown Level 3.0 Pwr.cost 10 out of 15/15. Range 5 Travel.spd instantaneous Is a mind power Description: Infect a target's mind with a virulent whisper that deals 122 Mind damage and spreads amongst your foes, dealing damage and feeding you 3.4 Hate for each new victim. Each turn for 3 turns, the initial victim will spread the whisper to a new target within 3 tiles if one is available; beyond this, all affected targets have a 26% chance of spreading the effect each turn for 4 turns. Targets damaged by this ability have a 25% chance of suffering Brainlock. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Wil dps ---------- Mind.pwr +5 (+1 eff.) Res.pen +25% darkness +10% temporal On Hit (Melee): * 20% chance to reduce damage dealt by 21% ----- def ----- Armour +3 Fatigue +5% Resists +6% blight Mind.save +7 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T5 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +4 Cun +3 Wil ----- def ----- Armour +5 Fatigue +5% Resists +38% light +20% darkness Mind.save +19 (+7 eff.) Max.HP +60.00 Def/telep +16 Res/telep +16% Dur/telep +16% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T5 head armor [Ego+] Nature While equipped: Stats +6 Str +6 Wil dps ---------- Phys.pwr +9 (+2 eff.) ----- def ----- Armour +5 Fatigue +5% Resists +13% physical Phys.save +13 (+6 eff.) A hat made of leather. Very stylish. |
![]() 14.0 T2 heavy armor Reqs Heavy armour training [Ego++] Master/Psionic While equipped: Stats +5 Cun +5 Wil ----- def ----- Armour +12 Defense +2 (+1 eff.) Fatigue +6% Phys.save +8 (+4 eff.) Mind.save +14 (+5 eff.) A suit of armour made of mail. |
![]() 14.0 T4 heavy armor Reqs Heavy armour training Str 38 [Ego++] Nature/Master While equipped: ----- def ----- Armour +21 Defense +4 (+1 eff.) Fatigue +12% Resists +20% acid +9% physical +19% cold +9% lightning +11% fire ---------- misc Breathe water A suit of armour made of mail. |
![]() 14.0 T5 heavy armor Reqs Heavy armour training Str 48 [Ego+] Master While equipped: ----- def ----- Armour +18 Defense +5 (+1 eff.) Fatigue +12% Resists +10% acid +10% physical +34% fire +8% lightning +10% cold A suit of armour made of mail. |
![]() 14.0 T5 heavy armor Reqs Heavy armour training Str 48 [Ego++] Nature While equipped: Stats +4 Wil ----- def ----- Armour +14 Defense +5 (+1 eff.) Fatigue +12% Resists +9% acid +8% cold +23% darkness +24% blight ---------- misc Light +1 Breathe water A suit of armour made of mail. |
![]() 14.0 T4 heavy armor Reqs Heavy armour training Str 38 [Ego+] Arcane While equipped: dps ---------- Melee+ 16 acid 12 fire Melee Ret 12 acid 13 fire ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +12% Resists +14% acid +23% fire A suit of armour made of mail. |
![]() 9.0 T5 light armor [Rare] Master While equipped: Stats +3 Cun +5 Dex dps ---------- Dmg.mod +9% nature Melee Ret 10 light 10 lightning ----- def ----- Armour +8 Defense +20 (+5 eff.) Fatigue +8% Resists +26% fire +9% light +15% nature Crit.chn- 15.52% ---------- misc Light +3 Infravis +3 A suit of armour made of leather. |
![]() 9.0 T4 light armor [Rare] Master While equipped: dps ---------- Res.pen +26% lightning +26% mind +26% acid On Hit (Melee): * 21% chance to reduce armor by 45% * 21% chance to reduce all saves and defense by 26 ----- def ----- Armour +7 Defense +12 (+3 eff.) Fatigue +8% Resists +27% acid +9% mind A suit of armour made of leather. |
![]() 9.0 T3 light armor [Unique] Arcane While equipped: Stats +8 Cun dps ---------- Apr +10 ----- def ----- Armour +12 Defense +14 (+4 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
![]() 9.0 T5 light armor [Ego+] Master While equipped: Stats +10 Cun +8 Dex ----- def ----- Armour +14 Defense +24 (+6 eff.) Fatigue +8% Resists +21% acid A suit of armour made of leather. |
![]() 9.0 T5 light armor [Ego++] Disrupt/Psionic While equipped: Stats +4 Cun +6 Wil ----- def ----- Armour +8 Defense +20 (+5 eff.) Fatigue +8% Resists +16% nature +14% blight D.Red.from +11% Unnatural Mind.save +17 (+6 eff.) A suit of armour made of leather. |
![]() 9.0 T5 light armor [Ego++] Nature/Psionic While equipped: Stats +9 Cun +7 Wil ----- def ----- Armour +12 Defense +20 (+5 eff.) Fatigue +8% Resists +12% acid +7% cold Mind.save +23 (+8 eff.) ---------- misc Breathe water A suit of armour made of leather. |
![]() 9.0 T5 light armor [Ego] Arcane/Master While equipped: ----- def ----- Armour +8 Defense +20 (+5 eff.) Fatigue +8% Resists +24% cold +16% light +17% darkness A suit of armour made of leather. |
![]() 9.0 T5 light armor [Ego+] Nature/Master While equipped: Stats +5 Wil ----- def ----- Armour +8 Defense +20 (+5 eff.) Fatigue +8% Resists +15% blight +30% cold +20% darkness ---------- misc Light +2 A suit of armour made of leather. |
![]() 17.0 T4 massive armor Reqs Massive armour training Str 48 [Rare] Nature While equipped: Stats +7 Cun +2 Wil dps ---------- Crit.mult +20.69% Res.pen +26% temporal ----- def ----- Armour +13 Fatigue +22% Resists +24% cold Max.HP +47.00 ---------- misc Psi/ret +0.12 Hate/m.crit +3.00 A suit of armour made of metal plates. |
![]() 17.0 T5 massive armor Reqs Massive armour training Str 60 [Ego++] Nature/Disrupt While equipped: Stats +3 Wil ----- def ----- Armour +16 Fatigue +22% Resists +32% blight +18% nature +22% darkness D.Red.from +10% Unnatural ---------- misc Light +2 A suit of armour made of metal plates. |
![]() 7.0 T5 shield armor Reqs Shield usage training Str 40 [Unique] Arcane Glows brightly in the light of dawn. Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +20 Defense +16 (+4 eff.) Rng.Def +17 (+4 eff.) Fatigue +14% Resists +30% blight +30% darkness Spell.save +19 (+7 eff.) ---------- misc Light +2 Talents +1 Block When Elmio Panason, captain of the Vanguard, first sought shelter for his shipwrecked crew, he reflected the last rays of the setting sun off his shield. Where the beam hit they rested and built the settlement that would become the Sunwall. In the dark days that followed the shield became a symbol of hope for a better future. |
![]() 7.0 T5 shield armor Reqs Shield usage training Str 48 [Ego] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Melee+ 6 fire Melee Ret 9 fire ----- def ----- Armour +10 Fatigue +8% Resists +25% cold ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T5 shield armor Reqs Shield usage training Str 48 [Ego+] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +4 Wil dps ---------- On shield block: * Deals 139 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) ----- def ----- Armour +10 Fatigue +8% Resists +16% cold ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T4 shield armor Reqs Shield usage training Str 35 [Ego++] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +9 Cun +5 Mag dps ---------- Dmg.mod +18% light +15% darkness On shield block: * Deals 192 light and fire damage to each enemy blocked ----- def ----- Armour +8 Fatigue +8% Resists +10% fire +25% light +14% darkness ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T5 shield armor Reqs Shield usage training Str 48 [Ego++] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +7 Cun +7 Mag dps ---------- Dmg.mod +12% light +15% darkness On shield block: * Deals 192 light and fire damage to each enemy blocked ----- def ----- Armour +10 Fatigue +8% Resists +11% fire +26% light +14% darkness ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 3.0 animal misc [Unique] Nature Invoke your inner bearness. Uses 65 power out of 100/100 The very essence of bearness! |
![]() 3.0 T5 arrow ammo Reqs Dex 48 [Rare] Arcane Power 55.0 - 77.0 Physical Uses 50% Str, 50% Mag, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +18 Crit +3.0% Capacity 23 Ranged+ +21 cold On Hit.r1 +21 darkness +21 mind On Crit.r2 +21 cold On Hit: * 21% chance to reduce damage dealt by 21% * 21% chance to reduce all saves and defense by 26 On Crit: * Splash the target with acid dealing 213 damage over 5 turns and reducing armor and accuracy by 27 Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T4 arrow ammo [Ego++] Arcane/Psionic Power 44.0 - 61.6 Physical Uses 70% Dex, 50% Mag, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +14 Crit +2.5% Capacity 22 Ranged+ +26 physical On Hit: 20% Curse of Impotence 4 On Hit: * 20% chance to knock the target back 3 spaces and deal 162 physical damage Arrows are used with bows to pierce your foes to death. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 0.0 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. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 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. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.1 T5 demonic gem [Unique] Arcane While carried: Melee Ret 34 healing Mind.save -18 (-9 eff.) HP.reg -2.00 Heal.mod -50% Light -2 Item imbue powers: Phys.pwr +12 (+3 eff.) Spell.pwr +16 (+3 eff.) Dmg.mod +9% all Melee Ret 34 darkness Heal.mod +50% Infravis +3 See.Invis +14 Telepathy Demon/Major Demon/Minor Latent Damage Type: Shadowflame A small rock that seems from beyond this world, vibrating with a fierce energy. It feels warped and terrible and evil... and yet oh so powerful. |
![]() 3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str +2 Wil ----- def ----- Armour +4 Defense +6 (+2 eff.) Resists +27% lightning +7% physical +12% nature ---------- misc Psi/ret +0.12 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 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. |
![]() 2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T5 injector tool [Unique] Arcane/Nature/Master/Psionic/Unknown/Steamtech While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Gain a random beneficial effect. Uses 20 power out of 30/30 Activation is instant. A hypospray full of ...something. There is no telling what you're injecting yourself with. |
![]() 2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 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. |
![]() 0.0 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. |
![]() 1.0 orb [Plot Item] Unknown Activate a portal. Uses 7 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() 0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 131 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
amazing frost salve [power 32] amazing frost salve [power 32]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 152% efficiency and 65% cooldown modifier. Remove 3 physical effects and grants a frost aura (32% cold, darkness and nature affinity) Puts Talent Medical Injector on 17 cooldown Activation is instant. Medical salve. |
amazing healing salve [power 457] amazing healing salve [power 457]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 152% efficiency and 65% cooldown modifier. Heal 457 Puts Talent Medical Injector on 10 cooldown Medical salve. |
great frost salve [power 28] great frost salve [power 28]1.0 T4 salve misc [Normal] Nature/Steamtech Using medical injector with 152% efficiency and 65% cooldown modifier. Remove 2 physical effects and grants a frost aura (28% cold, darkness and nature affinity) Puts Talent Medical Injector on 17 cooldown Activation is instant. Medical salve. |
powerful healing salve [power 330] powerful healing salve [power 330]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 152% efficiency and 65% cooldown modifier. Heal 330 Puts Talent Medical Injector on 10 cooldown Medical salve. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 3.0 T5 shot ammo Reqs Dex 48 [Ego+] Arcane/Psionic Power 54.0 - 64.8 Physical Uses 70% Dex, 50% Mag, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +6 Crit +7.0% Capacity 22 Rld cld 3 On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Shots are used with slings to pummel your foes to death. |
![]() 0.0 T3 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ----- def ----- Disarm- +80% ---------- misc Talents +3 Iron Grip Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T3 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: ----- def ----- Resists +18% lightning Stun/Frz- +30% Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T3 steamtech tinker [Normal] Steamtech Attachable to head When attached: Stats +6 Cun ----- def ----- Mind.save +9 (+4 eff.) Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T4 steamtech tinker [Normal] Steamtech Attachable to head When attached: ----- def ----- Silence- +40% Returns 4 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T4 steamtech tinker [Normal] Steamtech Attachable to lite When attached: dps ---------- Dmg.mod +20% darkness ---------- misc Light -4 Infravis +8 See.Invis +8 Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T3 steamtech tinker [Normal] Steamtech Attachable to body When attached: ----- def ----- HP.reg +6.00 Poison- +50% Disease- +50% Cut- +50% Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T5 steamtech tinker [Normal] Steamtech Attachable to head When attached: Stats +10 Cun ----- def ----- Mind.save +15 (+6 eff.) Tinkers can be attached to normal items to improve them with steam power! |
![]() 2.0 T2 torque charm [Rare] Psionic While equipped: Stats +3 Dex dps ---------- Apr +1 On Hit (Melee): * 20% chance to reduce all saves and defense by 26 ----- def ----- Defense +25 (+6 eff.) Blast the opponent's mind dealing 180 mind damage and silencing them for 4 turns Puts all charms on 10 cooldown 100% to reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 totem charm [Random Unique] Nature While equipped: dps ---------- Crit.mult +5.00% Mind.pwr +5 (+1 eff.) Heal yourself and all friendly characters within 10 spaces for 200 Puts all charms on 10 cooldown 100% to reduce fatigue by 20% for 2 turns. 100% to cleanse 1 total effects of type disease, wound, or poison. 100% to gain a 11% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T5 totem charm [Random Unique] Nature While equipped: Stats +2 Cun +1 Wil dps ---------- Spell.crit +1% Mind.crit +2% Mind.pwr +20 (+6 eff.) Dmg.mod +6% mind Res.pen +20% mind ----- def ----- Mind.save +3 (+2 eff.) Sting an enemy dealing 530 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 10 cooldown 100% to cleanse 3 total effects of type disease, wound, or poison. 100% to reduce fatigue by 60% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 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. |
![]() 2.0 T5 wand charm [Ego+] Arcane Create a shield absorbing up to 500 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 13 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. |
![]() 2.0 T5 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 127 lightning damage and will be dazed for 1 turn (635 total damage) Puts all charms on 10 cooldown 100% to increase all damage penetration by 21% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 20 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Phys.save +10 (+5 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+4 eff.) Item imbue powers: Defense +10 (+3 eff.) Phys.save +10 (+5 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+4 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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 Chojak the Drem Writhing One level 47
12nd Dearth 123rd year of Ascendancy at 16:29 see stats
By Chojak the Drem Writhing One level 37
38th Stralite 123rd year of Ascendancy at 00:34 see stats
By Chojak the Drem Writhing One level 37
36th Stralite 123rd year of Ascendancy at 04:43 see stats
By Chojak the Drem Writhing One level 42
29th Voratun 123rd year of Ascendancy at 22:57 see stats
By Chojak the Drem Writhing One level 48
2nd Loss 123rd year of Ascendancy at 12:46 see stats
By Chojak the Drem Writhing One level 40
22nd Voratun 123rd year of Ascendancy at 11:44 see stats
By Chojak the Drem Writhing One level 34
16th Stralite 123rd year of Ascendancy at 07:43 see stats
By Chojak the Drem Writhing One level 28
22nd Loss 122nd year of Ascendancy at 23:03 see stats
By Chojak the Drem Writhing One level 11
13rd Profit 122nd year of Ascendancy at 08:17 see stats
By Chojak the Drem Writhing One level 39
17th Voratun 123rd year of Ascendancy at 23:04 see stats
By Chojak the Drem Writhing One level 35
29th Stralite 123rd year of Ascendancy at 17:09 see stats
By Chojak the Drem Writhing One level 22
9th Dearth 122nd year of Ascendancy at 19:06 see stats
By Chojak the Drem Writhing One level 34
17th Stralite 123rd year of Ascendancy at 05:16 see stats
By Chojak the Drem Writhing One level 29
24th Iron 123rd year of Ascendancy at 18:28 see stats
By Chojak the Drem Writhing One level 31
11st Steel 123rd year of Ascendancy at 11:08 see stats
By Chojak the Drem Writhing One level 10
24th Voratun 122nd year of Ascendancy at 15:37 see stats
By Chojak the Drem Writhing One level 20
23rd Wealth 122nd year of Ascendancy at 13:19 see stats
By Chojak the Drem Writhing One level 30
26th Iron 123rd year of Ascendancy at 17:53 see stats
By Chojak the Drem Writhing One level 40
17th Voratun 123rd year of Ascendancy at 23:04 see stats
By Chojak the Drem Writhing One level 50
21st Loss 123rd year of Ascendancy at 10:05 see stats
By Chojak the Drem Writhing One level 26
37th Dearth 122nd year of Ascendancy at 10:08 see stats
By Chojak the Drem Writhing One level 30
29th Iron 123rd year of Ascendancy at 00:39 see stats
By Chojak the Drem Writhing One level 18
11st Wealth 122nd year of Ascendancy at 10:26 see stats
By Chojak the Drem Writhing One level 40
18th Voratun 123rd year of Ascendancy at 02:21 see stats
By Chojak the Drem Writhing One level 46
28th Wealth 123rd year of Ascendancy at 17:45 see stats
By Chojak the Drem Writhing One level 10
25th Voratun 122nd year of Ascendancy at 07:46 see stats
By Chojak the Drem Writhing One level 29
16th Shortage 122nd year of Ascendancy at 01:44 see stats
By Chojak the Drem Writhing One level 42
28th Voratun 123rd year of Ascendancy at 15:14 see stats
By Chojak the Drem Writhing One level 10
27th Voratun 122nd year of Ascendancy at 16:52 see stats
By Chojak the Drem Writhing One level 44
27th Profit 123rd year of Ascendancy at 20:49 see stats
By Chojak the Drem Writhing One level 28
21st Loss 122nd year of Ascendancy at 07:37 see stats
By Chojak the Drem Writhing One level 16
2nd Wealth 122nd year of Ascendancy at 11:35 see stats
By Chojak the Drem Writhing One level 49
11st Loss 123rd year of Ascendancy at 10:01 see stats
By Chojak the Drem Writhing One level 36
35th Stralite 123rd year of Ascendancy at 11:41 see stats
Log
Chojak's defiled blood area effect performs a melee critical strike against Lashing Tentacle!
Chojak's defiled blood area effect misses Stone golem.
Chojak's defiled blood area effect misses Minotaur.
Chojak's defiled blood area effect misses Minotaur.
Cyrywen the orc grand summoner cleverly deflects the attack with his shield!
Cyrywen the orc grand summoner repels an attack from Chojak's defiled blood area effect.
Minotaur is covered in black blood!
Chojak's defiled blood area effect misses Stone golem.
Chojak's defiled blood area effect hits Stone golem for 5 fire damage.
Chojak's defiled blood area effect hits Lashing Tentacle for 20 darkness, 24 physical, 6 arcane, 0 arcane, 4 fire, 3 physical, 2 fire, 109 darkness (167 total damage).
Chojak's defiled blood area effect hits Cyrywen the orc grand summoner for 16 darkness, 40 darkness, 0 arcane, 6 fire, 3 physical, 0 arcane, 9 fire, 2 physical, 4 fire (80 total damage).
Chojak's defiled blood area effect hits Yvadakira the orc grand summoner for 27 darkness, 0 arcane, 9 fire, 7 physical, 247 darkness, 0 arcane, 7 fire, 7 physical, 5 fire (308 total damage).
Chojak's defiled blood area effect hits Minotaur for 252 darkness, 0 arcane, 10 fire, 5 physical, 7 fire, 20 darkness, 0 arcane, 13 fire, 8 physical (314 total damage).
Stone golem is clear from the black blood.
Stone golem stops bleeding black blood.
Stone golem starts to bleed black blood.
Minotaur uses Sunder Armour.
Chojak's armour is damaged!
Chojak's defiled blood area effect killed Lashing Tentacle!
Stone golem hits Chojak for 94 physical damage.
Minotaur hits Chojak for 212 physical, 5 mind (218 total damage).
Melee retaliation hits Stone golem for 5 temporal, 4 darkness, 3 cold, 2 nature (13 total damage).
Melee retaliation hits Minotaur for 3 temporal, 5 darkness, 41 healing, 3 cold, 3 nature (14 total damage) [41 healing].
Yvadakira the orc grand summoner speeds up.
Cyrywen the orc grand summoner uses Swift Shot.
Cyrywen the orc grand summoner's Swift Shot performs a ranged critical strike against Chojak!
Poison bursts out of Chojak's corpse!
Cyrywen the orc grand summoner roars triumphantly.
Cyrywen the orc grand summoner's Swift Shot hits Chojak for 319 physical damage.
Chojak the level 50 drem writhing one was decapitated to death by Cyrywen the orc grand summoner on level 1 of Gorbat Pride.