












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.5 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Exponential Leveling 1.7.4Exponential Leveling is an addon that changes the amount of points (stats, class, ..) and optionally resources (hp/stamina/mana/regen..) you gain upon EACH level up. Being fully configurable, it can also be used to make the game easier as you wish to. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. How to use this addon: - Download and install, of course. Check if the addon is ACTIVATED. If you have another addon that superload/overload player.lua, it might conflict. - Start a New Game. - Under Options > Gameplay, you can enable or disable the addon. This will work from the next levelup. It cannot be used retroactively. - You can also change mode of operating (Default is balanced) and optional modes of operation (Also increase resources, life, etc on levelup) or be left as is. Operating Modes: - Balanced -> Gives extra points in a fair way depending on your difficulty (Nightmare, Insane and Madness) - Extra Points -> Gives many more points than vanilla in any difficulty - Cheatish -> Gives way more points than you'll ever need - Only Life -> Does NOT change how many points you gain on levelup, but provide some extra MAX HP on levelup. How much per level can be configured under the options. Optional Modes (These work alongside Operating Modes): - None -> Nothing else than what chosen under Operating Modes - All Resources -> Increase stamina, mana, hate, vim, etc (MAX and regen) upon levelup. How much per level can be configured under the options. - MAX HP -> Increase only MAX HP and not all resources upon levelup. How much per level can be configured under the options. Stacks with Only Life if you want to. POINTS COMPARISON (Example: Cornac Rogue at lv50): STATS | TALENTS | GENERIC | CATEGORY | PRODIGIES | MAX HP | STAMINA VANILLA | 160 | 70 | 49 | 4 | 2 | 958 | 247 BALANCED NIGHTMARE | 181 | 127 | 101 | 9 | 5 | 958 | 247 BALANCED INSANE | 217 | 145 | 119 | 12 | 8 | 958 | 247 BALANCED MADNESS | 269 | 166 | 140 | 20 | 17 | 958 | 247 EXTRA POINTS | 212 | 171 | 150 | 14 | 17 | 958 | 247 CHEATISH | 1140 | 560 | 539 | 102 | 202 | 958 | 247 ONLY LIFE | 160 | 70 | 49 | 4 | 2 | 1252+ | 247 + ALL RESOURCES | - | - | - | - | - | 1252+ | 396+ All resources ALSO gives, by a small amount, resources regeneration like: mana, stamina, vim, positive/negative, hate (per kill, not passively generated), psi and reduces equilibrium (by a small amount) every turn even in combat. Update v4.0.3
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. Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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. 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. 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.
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Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Female |
Race | Thalore |
Class | Skirmisher |
Level / Exp | 38 / 53% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 24 (base 10) |
Dexterity | 92 (base 60) |
Constitution | 72 (base 60) |
Magic | 22 (base 10) |
Willpower | 27 (base 14) |
Cunning | 77 (base 60) |
Resources
Life | 1281/1281 |
Mana | 561/561 |
Stamina | 350/350 |
Healing Factor | 1.3862906294958 |
Regeneration | 41.130006263847 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +40% |
Spell | 0% |
Global | +96.353718395664% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 11 |
See Stealth | 91.340797347197 |
See Invisible | 97.340797347197 |
Offense: Mainhand
Damage | 162 |
Accuracy | 81 |
Crit Chance | 48% |
APR | 12 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 49 |
Crit Chance | 26% |
Speed | 1 |
Offense: Mind
Mindpower | 59 |
Crit Chance | 34% |
Speed | 1 |
Offense: Damage Bonus
Nature | +9% |
Mind | +6% |
Fire | +15% |
All | 0% |
Offense: Damage Penetration
Nature | +10% |
Defense: Base
Armour (hardiness) | 58.333955552641 (100%) |
Defense | 89 |
Ranged Defense | 95 |
Fatigue | 0 |
Physical Save | 37 |
Spell Save | 24 |
Mental Save | 39 |
Defense: Resistances
Blight | + 36%( 74%) |
Physical | + 38%( 74%) |
Cold | + 40%( 74%) |
All | + 28%( 74%) |
Darkness | + 46%( 74%) |
Light | + 44%( 74%) |
Temporal | + 38%( 74%) |
Mind | + 37%( 74%) |
Fire | + 32%( 74%) |
Lightning | + 44%( 74%) |
Defense: Immunities
Disarm Resistance | 40% |
Bleed Resistance | 10% |
Confusion Resistance | 10% |
Stun Resistance | 30% |
Silence Resistance | 20% |
Instadeath Resistance | 100% |
Knockback Resistance | 30% |
Inscriptions (5/5)
Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 34% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 195 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 911% 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 Dexterity stat. |
Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 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 98 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. |
Class Talents
Technique / Tireless Combatant | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Buckler Training | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Poisons | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Called Shots | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Skirmisher - Slings | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Cunning / Survival | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 1.50 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Divination | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Thalore | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Mobility | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Scoundrel | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Stoning Poison |
talent | Pace Yourself |
talent | Trained Reactions |
talent | Apply Poison |
talent | Counter Shot |
talent | Bombardment |
talent | Crippling Poison |
beneficial effect | The target is in a whistling vortex, granting +29 ranged defense, -29 ranged accuracy and incoming projectiles are 30% slower. Whistling Vortex |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You failed to protect the injured seer from death by Sneaky Snake. Escort: injured seer (level 1 of Heart of the Gloom) | failed |
You successfully escorted the injured seer to the recall portal on level 7 of Dreadfell. Escort: injured seer (level 7 of Dreadfell)As a reward you gained talent category Spell / Divination (at mastery 1.00). | done |
You failed to protect the lost defiler from death by Sneaky Snake. Escort: lost defiler (level 4 of Old Forest) | failed |
You failed to protect the lost defiler from death by decaying devourer. Escort: lost defiler (level 5 of Dreadfell) | failed |
You failed to protect the lost sun paladin from death by Sneaky Snake. Escort: lost sun paladin (level 1 of Dreadfell) | failed |
You failed to protect the repented thief from death by Sneaky Snake. Escort: repented thief (level 1 of Daikara) | failed |
You failed to protect the worried loremaster from death by Sneaky Snake. Escort: worried loremaster (level 1 of Old Forest) | failed |
You failed to protect the worried loremaster from death by Sneaky Snake. Escort: worried loremaster (level 2 of Dreadfell) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | active |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 26. | 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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * You've found the needed pouch of faeros ash. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' Stire of Derth has completed an elixir of precision without your aid. You have aided Marus of Elvala in creating an elixir of mysticism. You have aided Marus of Elvala in creating an elixir of the savior. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed snow giant kidney. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed vial of greater demon bile. You have aided Agrimley the hermit in creating an elixir of serendipity. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed pouch of luminous horror dust. * You've found the needed naga tongue. * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' Ungrol of Last Hope has completed an elixir of stoneskin without your aid. Ungrol of Last Hope has completed an elixir of foundations without your aid. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
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 within1 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 2.0 Encumbrance T3 feet armor [Ego++] Arcane/Master While equipped: Stats +2 Mag +2 Wil offense ------ Physical Crit +4.0% Physical Power +4 (+1 eff.) Ignore Armor +5 defense ------ Armor +3 Blink to a nearby random location (rad 10) Puts all charms on 12 turn cooldown A pair of boots made of leather. |
Quiver | ![]() 3.0 Encumbrance T4 shot ammo [Random Unique] Nature/Master/Psionic Weapon Damage 43.5 - 52.2 Physical Uses 70% Dex, 50% Cun Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Accuracy +8 Ignore Armor +5 Critical Rate +5.5% Capacity 22 On-ranged-hit +20 physical +17 nature On-Hit, radius 1 +8 mind On-crit, radius 2 +20 mind On Hit: * 20% chance to reduce all saves and defense by 35 * 20% chance to knock the target back 3 spaces and deal 231 physical damage Shots are used with slings to pummel your foes to death. |
Light source | ![]() 1.0 Encumbrance lite [Unique] Arcane While equipped: other ------- Light +3 Fearscape Shift: Effective talent level: 3.5 Power cost 12 out of 25/25. Range 6 Cooldown: 12 Travel.spd instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 156.74 demonfire damage to everyone within 4 spaces and leaving flames which will deal an additional 156.74 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
On head | ![]() 2.0 Encumbrance T3 head armor [Rare] Nature While equipped: defense ------ Armor +4 Defense +2 (+1 eff.) Resistance +20% lightning +14% temporal Life Regen +4.00 other ------- Infravision +2 See Invisibility +6 A pointy cloth hat, very wizardly... |
On hands | ![]() 1.0 Encumbrance T3 hands armor [Unique] Master While equipped: Stats +4 Con defense ------ Armor +8 Disarm Resist +40% Stun Resist +30% Knockbk Resist +30% other ------- Cooldown Clinch -2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
Tool | ![]() 2.0 Encumbrance T1 torque charm [Ego+] Psionic Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 12 turn cooldown 100% to heal for 30. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 Encumbrance T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con other ------- Talents +1 Vital Shot You have set the ring to grant you Vital Shot! A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
On fingers | ![]() 0.1 Encumbrance T3 ring jewelry [Rare] Master While equipped: Stats +8 Dex +4 Mag +8 Cun offense ------ Damage +15% fire Accuracy +8 (+1 eff.) When Hit 4 physical defense ------ Armor +4 Resistance +3% fire Crit Resistance 15.00% other ------- Stamina/turn +3.00 Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T2 amulet jewelry [Rare] Master While equipped: offense ------ Physical Power +20 (+5 eff.) Ignore Armor +2 defense ------ Armor +5 Defense +35 (+7 eff.) Max Resistance +4% all Physical save +8 (+4 eff.) Spell save +6 (+3 eff.) Cut Resist +10% Silence Resist +20% Amulets make your neck look great! |
In main hand | ![]() 4.0 Encumbrance T3 sling 1H weapon [Unique] Nature Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +10 While equipped: Stats +10 Lck offense ------ Physical Crit +5.0% Move Speed +20% defense ------ Defense +10 (+2 eff.) other ------- Masteries +0.20 Cunning/Survival Inertial Shot: Effective talent level: 4.5 Power cost 4 out of 8/8. Range 10 Cooldown: 8 Travel.spd instantaneous Description: You fire a mighty shot at your target, doing 147% damage and knocking it back. The knockback chance increases with your Accuracy. This well-tended sling is made from the leather and sinews of a large hare. It feels smooth to the touch, yet very durable. Some say that the skin of a hare brings luck and fortune. Hard to tell if that really helped its former owner, but it's clear that the skin is at least also strong and reliable. |
Around waist | ![]() 1.0 Encumbrance T3 belt armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +4 Cun +4 Dex offense ------ Physical Crit +9.0% Mind Crit +8% Mindpower +4 (+1 eff.) Damage +6% mind defense ------ Resistance +12% mind Physical save +7 (+3 eff.) Anomaly Control +12 Life +60.00 other ------- Max mana +50.00 Max stamina +28.00 Max hate +11.00 Max psi +23.00 Max vim +25.00 Max positive +26.00 Max negative +29.00 A belt that goes around your waist. |
In off hand | ![]() 7.0 Encumbrance T4 shield armor [Random Unique] Master When used to Attack: Weapon Damage 46.0 - 55.2 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +4.5% Block +139 On Hit: * 10 arcane resource burn * 10% chance to slow global speed by 63% While equipped: Stats +5 Str +5 Dex offense ------ Damage +9% nature Ignore resists +10% nature Accuracy +11 (+2 eff.) On shield block: * Cause enemies within radius 6 to bleed for 254 physical damage over 5 turns (1/turn) When Hit: * 31% chance to reduce strength, dexterity, and constitution by 25 * 30% chance to reduce damage dealt by 28% defense ------ Armor +8 Fatigue +8% Resistance +3% lightning +3% fire +14% physical other ------- Talents +1 Block Handheld deflection devices. |
Cloak | ![]() 2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +4 Dex +2 Wil +2 Con defense ------ Armor +6 Defense +2 (+1 eff.) Resistance +17% cold other ------- Light +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 9.0 Encumbrance T2 light armor [Random Unique] Arcane/Master While equipped: Stats +2 Str +3 Dex offense ------ Move Speed +20% Accuracy +10 (+2 eff.) defense ------ Armor +4 Defense +31 (+7 eff.) Fatigue +7% Resistance +22% light +25% darkness other ------- EQ when Hit +0.04 A suit of armour made of leather. |
Inventory
![]() 0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 540% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 34% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.4 Encumbrance potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
![]() 0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 24 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Range 10 Cooldown: 20 Usage Speed: Spell (100% 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 955% for 10 turns (119 total) and instantly restoring 48 mana. Also when resting your mana will regenerate at 0.5 per turn. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 17 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 70 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 22 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 99 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 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 13 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 109 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 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 21 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 71 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 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 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 19 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 57 with a minimum range of 15. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance T2 amulet jewelry [Unique] Arcane While equipped: defense ------ Resistance +15% darkness Unlife -100.00 life Blind Resist +100% other ------- Infravision +6 Masteries +0.20 Corruption/Black-magic Shadow Power +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
![]() 0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Con defense ------ Resistance +12% mind Confus Resist +25% Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Rare] Psionic While equipped: Stats +4 Cun offense ------ On-Hit 16 physical On-Ranged-Hit 16 physical On-Hit (Melee): * 13% chance to reduce all saves and defense by 35 On-Hit (Ranged): * 13% chance to reduce all saves and defense by 35 defense ------ Armor +8 Resistance +6% temporal +3% darkness +5% physical Physical save +6 (+3 eff.) Mind save +3 (+1 eff.) Unlife -40.00 life other ------- Hate-on-crit +2.00 Max hate +7.00 Bleeding Edge: Puts all charms on 10 turn cooldown Effective talent level: 3.5 Power cost 10 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 159% weapon damage. If the attack hits, the target will bleed for 300% weapon damage over 7 turns, and all healing will be reduced by 60%. Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: Stats +1 Dex offense ------ Damage +11% lightning Ignore resists +15% physical Ignore Armor +2 defense ------ Resistance +22% lightning other ------- Stamina/turn +2.00 Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Unique] Arcane While equipped: Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
![]() 1.0 Encumbrance T3 dagger 1H weapon [Unique] Nature Weapon Damage 15.0 - 19.5 Physical Uses 100% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +10.0% Attack Speed 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex defense ------ Slow Projectiles +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
![]() 1.0 Encumbrance T3 dagger 1H weapon [Unique] Arcane The star shines alone in a moonless sky. Weapon Damage 10.0 - 13.0 Light Uses 20% Str, 20% Dex Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 125% On Hit: * Deal 70 Light damage. While equipped: other ------- Light +1 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
![]() 1.0 Encumbrance T3 dagger 1H weapon [Unique] Master Weapon Damage 25.0 - 32.5 Physical Uses 50% Cun, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +15.0% Attack Speed 111% On Critical: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex defense ------ Hardiness +20% Defense +15 (+3 eff.) Physical save +15 (+6 eff.) Disarm Resist +50% other ------- Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
![]() 1.0 Encumbrance T4 dagger 1H weapon [Random Unique] Nature/Master Weapon Damage 34.5 - 44.9 Physical Uses 50% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% On-hit +8 blight While equipped: Stats +10 Str +8 Dex +7 Mag +5 Wil +11 Cun +3 Con offense ------ Physical Crit +10.0% Critical power +22.00% Spellpower +10 (+3 eff.) Damage +15% lightning +6% blight Ignore Armor +8 defense ------ Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% Sharp, short and deadly. |
![]() 0.1 Encumbrance T2 greatsword 2H weapon [Unique] Arcane/Master Weapon Damage 26.0 - 41.6 Physical Uses 10% Mag, 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +25 Critical Rate +3.0% Attack Speed 111% On-hit +15 arcane On-crit, radius 2 +30 arcane silence While equipped: offense ------ Spellpower +5 (+2 eff.) other ------- Mana/turn +0.50 See Invisibility +10 Blind-Fight: No penalty when attacking invisible/stealthed This sword appears weightless, and nearly invisible. |
![]() 4.0 Encumbrance T3 longbow 2H weapon [Unique] Arcane Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +9 Projectile Speed +400% On Hit: 100% Arcane Eye level 4 While equipped: offense ------ On-Ranged-Hit 25 arcane other ------- Light +2 This bow is said to have been the tool of an infamous dwarven spy. Rumours say it allowed him to "steal" the eyes of his enemies. Adversaries struck were left alive, only to unknowingly divulge their secrets to his unwavering sight. |
![]() 3.0 Encumbrance T3 mace 1H weapon [Rare] Master Weapon Damage 38.5 - 53.9 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +1.5% Attack Speed 100% While equipped: Stats +5 Cun offense ------ Mindpower +20 (+5 eff.) Damage +6% mind Ignore resists +15% nature When Hit 10 cold other ------- Hate-on-crit +5.00 Max psi +40.00 Blunt and deadly. |
![]() 3.0 Encumbrance T4 mindstar 1H weapon Reqs Wil 35 [Ego++] Nature Weapon Damage 13.0 - 14.3 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +32 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Mind Crit +4% Mindpower +8 (+2 eff.) Damage +8% lightning +8% cold +2% nature +4% physical Ignore resists +6% nature defense ------ Defense +16 (+4 eff.) Resistance +6% nature Pinning Resist +25% other ------- Talents +1 Attune Mindstar Masteries +0.20 Wild-gift/Harmony 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. |
![]() 3.0 Encumbrance T1 mindstar 1H weapon [Ego++] Nature/Psionic Weapon Damage 3.0 - 3.3 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Mind Crit +1% Mindpower +2 (+1 eff.) On-Hit 5 acid Damage +6% acid +7% fire +8% cold +7% lightning Ignore resists +4% acid defense ------ Resistance +6% acid Life Regen +2.00 other ------- Talents +1 Attune Mindstar Masteries +0.20 Psionic/Focus +0.10 Psionic/Projection 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 Encumbrance T3 sling 1H weapon [Rare] Master Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +8 On-crit, radius 2 +8 nature +16 acid On Hit: * 20% chance to reduce armor by 35% While equipped: Stats +4 Str offense ------ Physical Power +7 (+1 eff.) Damage +15% acid Ignore resists +10% nature defense ------ Resistance +6% nature Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 Encumbrance T2 sling 1H weapon [Ego] Arcane/Master Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +8 On-ranged-hit +7 acid While equipped: Stats +2 Dex offense ------ Damage +9% acid Slings are used to hurl stones or metal shots at your foes. |
![]() 5.0 Encumbrance T3 staff 2H weapon Reqs Mag 24 [Unique] Arcane Weapon Damage 20.0 - 24.0 Darkness Uses 150% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Attack Speed 100% While equipped: offense ------ Spell Crit +15% Spellpower +20 (+7 eff.) Damage +20% acid +20% cold +20% darkness +20% blight other ------- Talents +1 Command Staff Masteries +0.10 Corruption/Bone +0.10 Spell/Nightfall +0.10 Spell/Master of flesh +0.10 Spell/Necrosis +0.10 Spell/Master necromancer +0.10 Spell/Master of bones It seems willing and able to talk to you (use Command Staff). A staff made out of the bones of fallen foes. Disgustingly powerful. |
![]() 5.0 Encumbrance T3 staff 2H weapon Reqs Mag 24 [Normal] Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +3% Spellpower +9 (+3 eff.) Damage +20% lightning other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 4.0 Encumbrance T3 steamgun 1H weapon Reqs Steam Pool [Ego++] Nature/Master/Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Attack Speed 100% Range +8 Projectile Speed +600% Uses 2.0 Steam While equipped: Stats +6 Str +7 Dex +3 Mag +8 Wil +9 Cun +4 Con offense ------ Ignore resists +8% all Accuracy +13 (+2 eff.) Ignore Armor +10 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 4.0 Encumbrance T5 steamgun 1H weapon Reqs Steam Pool [Ego++] Arcane/Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Attack Speed 100% Range +10 Projectile Speed +600% On Hit: 10% Shoot level 1 Uses 2.0 Steam While equipped: offense ------ Ignore resists +14% physical Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 1.0 Encumbrance T3 belt armor [Ego] Disrupt/Psionic While equipped: offense ------ Mindpower +4 (+1 eff.) defense ------ Resistance +8% acid +7% blight Physical save +8 (+4 eff.) A belt that goes around your waist. |
![]() 1.0 Encumbrance T3 belt armor [Ego+] Arcane While equipped: defense ------ Anomaly Control +15 Life +55.00 other ------- Max mana +51.00 Max stamina +36.00 Max hate +13.00 Max psi +21.00 Max vim +23.00 Max positive +29.00 Max negative +23.00 A belt that goes around your waist. |
![]() 1.0 Encumbrance T3 belt armor [Ego] Arcane/Master While equipped: offense ------ Physical Power +5 (+1 eff.) defense ------ Resistance +8% light +9% darkness Spell save +10 (+5 eff.) other ------- Size +1 A belt that goes around your waist. |
![]() 2.0 Encumbrance T3 cloak armor [Ego+] Master While equipped: Stats +3 Str +2 Dex +2 Cun +3 Con defense ------ Defense +2 (+1 eff.) Physical save +9 (+4 eff.) Life +82.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T3 cloth armor [Unique] Arcane While equipped: Stats +6 Cun +10 Mag offense ------ Spellpower +12 (+4 eff.) Damage +20% fire Ignore resists +20% fire When Hit 18 fire defense ------ Armor +2 Defense +15 (+3 eff.) Resistance +50% fire -10% cold +11% all Damage all enemies in range 4 for 40 fire damage and yourself for 5 fire damage every turn. This fiery robe was worn by the mad pyromancer Halchot, who terrorised many towns in the late Age of Dusk, burning and looting villages as they tried to recover from the Spellblaze. Eventually he was tracked down by the Ziguranth, who cut out his tongue, chopped off his head, and rent his body to shreds. The head was encased in a block of ice and paraded through the streets of nearby towns amidst the cheers of the locals. Only this robe remains of the flames of Halchot. |
![]() 2.0 Encumbrance T1 feet armor [Rare] Nature While equipped: Stats +1 Str offense ------ On-Hit (Melee): * 10 arcane resource burn defense ------ Armor +1 Resistance +3% light Spell save +15 (+8 eff.) Life Regen +1.00 Healmod +11% A pair of boots made of leather. |
![]() 3.0 Encumbrance T3 feet armor Reqs - Heavy armour training [Ego++] Nature/Master While equipped: Stats +2 Str +3 Con offense ------ Move Speed +10% defense ------ Armor +4 Fatigue -3% Life +35.00 other ------- Stamina/turn +0.50 Rush: Puts all charms on 12 turn cooldown Effective talent level: 3.5 Power cost 12 out of 25/25. Range 8 Cooldown: 23 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.5 Encumbrance T2 hands armor Reqs - Heavy armour training [Unique] Disrupt/Master While equipped: Stats +4 Cun +4 Wil offense ------ Mind Crit +6% Mindpower +6 (+2 eff.) Damage +10% nature Ignore resists +10% nature defense ------ Armor +3 Defense +2 (+1 eff.) Spell save +6 (+3 eff.) Life +40.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets appear heavily decayed. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
![]() 1.5 Encumbrance T3 hands armor Reqs - Heavy armour training [Unique] Arcane While equipped: Stats +6 Mag offense ------ Spell Crit +5% Critical power +20.00% Spellpower +12 (+4 eff.) Damage +15% lightning defense ------ Armor +5 Resistance +15% lightning Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. On Spell Hit: 10% Lightning level 1 Talent level: +1 to all lightning damage spells. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
![]() 2.0 Encumbrance T1 head armor [Rare] Master While equipped: offense ------ On-Hit (Melee): * 20% chance to slow global speed by 63% defense ------ Armor +3 Fatigue +1% Resistance +3% lightning +3% cold other ------- Infravision +2 A cap made of leather. |
![]() 2.0 Encumbrance T3 head armor [Ego+] Arcane While equipped: defense ------ Defense +2 (+1 eff.) Shield Power +6% Life Regen +2.30 A pointy cloth hat, very wizardly... |
![]() 3.0 Encumbrance T3 head armor Reqs - Heavy armour training [Ego+] Disrupt/Master While equipped: Stats +7 Str +5 Dex defense ------ Armor +4 Fatigue +4% Resistance +8% nature +6% blight Skullcracker: Puts all charms on 10 turn cooldown Effective talent level: 4.5 Power cost 10 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 72.1 Physical damage. If the attack hits, the target is confused (44% effect) for 6 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 Encumbrance T3 head armor [Ego++] Master/Psionic While equipped: Stats +4 Cun +3 Wil offense ------ Mindpower +5 (+2 eff.) defense ------ Armor +9 Defense +6 (+2 eff.) Fatigue +3% Resistance +4% all Physical save +8 (+4 eff.) A cap made of leather. |
![]() 2.0 Encumbrance T3 head armor [Ego] Master While equipped: Stats +4 Wil defense ------ Defense +2 (+1 eff.) Physical save +5 (+3 eff.) A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T3 head armor [Ego] Arcane/Master While equipped: Stats +4 Wil offense ------ Damage +13% light defense ------ Defense +2 (+1 eff.) Resistance +19% light Physical save +7 (+3 eff.) A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T3 head armor [Ego++] Nature/Master While equipped: Stats +8 Lck +5 Wil offense ------ Physical Crit +4.0% Spell Crit +3% Mind Crit +3% defense ------ Armor +3 Fatigue +3% Resistance +7% blight Mind save +9 (+3 eff.) A cap made of leather. |
![]() 14.0 Encumbrance T3 heavy armor Reqs - Heavy armour training ,Str 28 [Ego+] Master/Psionic While equipped: Stats +4 Cun +5 Wil defense ------ Armor +8 Defense +3 (+1 eff.) Fatigue +12% Resistance +19% lightning Mind save +17 (+6 eff.) A suit of armour made of mail. |
![]() 9.0 Encumbrance T3 light armor [Ego+] Master/Psionic While equipped: Stats +5 Cun +5 Wil defense ------ Armor +6 Defense +9 (+2 eff.) Fatigue +8% Resistance +7% physical Physical save +10 (+4 eff.) Mind save +10 (+3 eff.) A suit of armour made of leather. |
![]() 9.0 Encumbrance T4 light armor [Ego++] Master/Psionic While equipped: Stats +5 Cun +4 Wil offense ------ Combat Speed +15% Spell Speed +15% Mind Speed +15% defense ------ Armor +7 Defense +12 (+3 eff.) Fatigue +8% Mind save +17 (+6 eff.) A suit of armour made of leather. |
![]() 9.0 Encumbrance T5 light armor [Ego++] Nature While equipped: offense ------ On-Hit 7 fire On-Ranged-Hit 7 fire defense ------ Armor +23 Defense +20 (+4 eff.) Fatigue +8% Resistance +22% fire +10% physical Life +56.00 Life Regen +3.00 Healmod +16% A suit of armour made of leather. |
![]() 17.0 Encumbrance T3 massive armor Reqs - Massive armour training ,Str 35 [Ego+] Master While equipped: Stats +2 Str +4 Con defense ------ Armor +11 Fatigue +22% Resistance +19% acid Life +50.00 A suit of armour made of metal plates. |
![]() 7.0 Encumbrance T1 shield armor [Unique] Nature When used to Attack: Weapon Damage 18.0 - 25.2 Physical Uses 140% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +2.0% Block +48 On-hit +10 cold While equipped: offense ------ On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. defense ------ Armor +8 Defense +8 (+2 eff.) Fatigue +12% Resistance +15% cold +10% fire other ------- Max air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
![]() 7.0 Encumbrance T4 shield armor [Unique] Nature/Master When used to Attack: Weapon Damage 58.0 - 69.6 Fire Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +4.5% Block +220 While equipped: offense ------ On shield block: * 30% chance that you'll breathe fire in a cone at the attacker (if within range 6). This can only occur up to 4 times per turn. When Hit 17 fire defense ------ Armor +9 Defense +16 (+4 eff.) Ranged Defense +15 (+3 eff.) Fatigue +20% Resistance +35% fire Affinity +15% fire other ------- Talents +1 Block On block: 30% chance that you'll breathe fire in a cone at the attacker (if within range 6). This can only occur up to 4 times per turn. This large shield was made using scales of many fire drakes from the lost land of Tar'Eyal. |
![]() 0.0 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance 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 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Physical save +8 (+4 eff.) Spell save +8 (+4 eff.) Mind save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 eff.) Physical save +8 (+4 eff.) Spell save +8 (+4 eff.) Mind save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 3.0 Encumbrance T1 digger tool [Rare] Nature While equipped: Stats +1 Str offense ------ Damage +6% nature +3% mind Ignore resists +20% fire defense ------ Resistance +6% fire +10% nature +3% mind While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T3 digger tool [Normal] While equipped: Stats +2 Str While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T3 digger tool [Ego+] Master While equipped: Stats +2 Str defense ------ Life +21.00 other ------- Max stamina +20.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +1 Str other ------- Infravision +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T3 digger tool [Ego+] Master While equipped: Stats +2 Str defense ------ Armor +3 Defense +5 (+1 eff.) Resistance +7% physical While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 Encumbrance egg misc [Unique] Nature While carried: other ------- Light -2 Summon up to 2 spiders. Uses 38 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical 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 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+2 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance T3 gross misc [Unique] Unknown While equipped: offense ------ When Hit 25 darkness defense ------ Disarm Resist +100% The arm can sometimes reach out to a foe in radius 5 and grab it to you with a tentacle pull. This action is not your own choice, it has a mind of its own. The arm appears desiccated, but you swear that you see something wriggling underneath its ashen skin. |
![]() 0.0 Encumbrance heart corpse [Plot Item] Arcane Consume the heart. The heart of the Sandworm Queen, ripped from her dead body and corrupted in the mark of the spellblaze altar. You could ... consume it, should you feel mad enough. |
![]() 2.0 Encumbrance T2 lite [Unique] Arcane While equipped: other ------- Light +2 Infravision +7 Cleanse your mind of up to 3 (based on Magic) detrimental mental effects. Uses 19 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
![]() 1.0 Encumbrance T3 lite [Rare] Arcane While equipped: offense ------ Damage +9% acid +18% temporal +6% mind When Hit 19 fire defense ------ Resistance +7% fire +12% mind +9% temporal other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +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. |
![]() 0.0 Encumbrance T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam level 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 0.0 Encumbrance T5 multi-hued gem [Unique] Arcane A part of set. While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resistance +30% mind Confus Resist +30% Fear Resist +30% Light +2 While carried: Light +2 Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resistance +30% mind Confus Resist +30% Fear Resist +30% Light +2 Latent Damage Type: Blight Combine with a staff. Uses 1 power out of 1/1 A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance 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 Encumbrance T2 rod charm [Unique] Unknown While carried: other ------- Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 72% of the healing done. This effect scales with your Magic stat.. Uses 36 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 95 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 Encumbrance 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 Encumbrance T3 shot ammo [Rare] Psionic Weapon Damage 32.5 - 39.0 Physical Uses 70% Dex, 50% Cun Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +5.0% Capacity 19 On-ranged-hit +8 lightning +15 physical +20 mind On-Hit, radius 1 +20 lightning On-crit, radius 2 +20 lightning On Hit: * 20% chance to knock the target back 3 spaces and deal 231 physical damage Shots are used with slings to pummel your foes to death. |
![]() 3.0 Encumbrance T1 shot ammo [Ego] Arcane Weapon Damage 13.5 - 16.2 Physical Uses 50% Cun, 70% Dex Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 Critical Rate +4.0% Capacity 17 On-ranged-hit +6 temporal On Hit: * 7% chance to gain 10% of a turn (3/turn limit) * 25% chance for lightning to strike from the target to a second target dealing 84 damage Shots are used with slings to pummel your foes to death. |
![]() 3.0 Encumbrance T5 shot ammo [Ego+] Arcane/Master Weapon Damage 59.0 - 70.8 Physical Uses 50% Cun, 70% Dex Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +8 Critical Rate +17.0% Capacity 21 Projectile Speed +200% On-Hit, radius 1 +9 fire Shots are used with slings to pummel your foes to death. |
![]() 3.0 Encumbrance T1 shot ammo [Normal] Weapon Damage 13.0 - 15.6 Physical Uses 50% Cun, 70% Dex Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 Critical Rate +4.0% Capacity 16 Shots are used with slings to pummel your foes to death. |
![]() 3.0 Encumbrance T2 shot ammo [Ego] Arcane Weapon Damage 21.0 - 25.2 Physical Uses 50% Cun, 70% Dex Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +4.5% Capacity 21 Auto Reload 5 On-ranged-hit +7 blight On Hit: * 7% chance to reduce strength, dexterity, and constitution by 25 Shots are used with slings to pummel your foes to death. |
![]() 0.0 Encumbrance T3 tentacle weird [Legendary] Unknown While equipped: Stats +3 Str +3 Dex +3 Mag -3 Wil +3 Con Fully Charged! Reduce the duration of all detrimental effects. Uses 5 power out of 10/10 Activation is instant. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
![]() 2.0 Encumbrance T2 tool misc [Unique] While equipped: Stats +8 Cun offense ------ Damage +15% lightning defense ------ Resistance +15% lightning Physical save +18 (+7 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
![]() 2.0 Encumbrance T2 torque charm [Unique] Psionic While equipped: Stats +5 Wil offense ------ Physical Power +3 (+0 eff.) Mindpower +3 (+1 eff.) Damage +6% physical defense ------ Resistance +5% physical Physical save +12 (+5 eff.) Psionic Pull: Effective talent level: 4.5 Power cost 9 out of 35/35. Range melee/personal Cooldown: 6 Travel.spd instantaneous Description: Pull all foes toward you in radius 5 while dealing 90 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
![]() 2.0 Encumbrance T1 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 100 physical damage Puts all charms on 8 turn cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance T5 wand charm [Random Unique] Arcane While equipped: offense ------ Ignore resists +10% light When Hit 8 light On-Hit (Melee): * 20% chance to reduce damage dealt by 28% When Hit: * 43% chance to reduce strength, dexterity, and constitution by 25 * 34% chance to reduce damage dealt by 28% defense ------ Resistance +3% darkness +3% light other ------- Wards +5 blight +5 cold +5 arcane +5 lightning Talents +1 Ward Fire a magical bolt dealing 440 lightning damage Puts all charms on 8 turn cooldown 100% to reduce 2 talent cooldowns by 2. 100% to heal for 89. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Sneaky Snake the Thalore Skirmisher level 38
5th Mirth 123rd year of Ascendancy at 21:54 see stats
By Sneaky Snake the Thalore Skirmisher level 35
68th Regrowth 123rd year of Ascendancy at 18:40 see stats
By Sneaky Snake the Thalore Skirmisher level 29
58th Regrowth 123rd year of Ascendancy at 01:30 see stats
By Sneaky Snake the Thalore Skirmisher level 22
50th Haze 122nd year of Ascendancy at 21:04 see stats
By Sneaky Snake the Thalore Skirmisher level 33
64th Regrowth 123rd year of Ascendancy at 22:01 see stats
By Sneaky Snake the Thalore Skirmisher level 19
36th Haze 122nd year of Ascendancy at 12:35 see stats
By Sneaky Snake the Thalore Skirmisher level 24
71st Haze 122nd year of Ascendancy at 10:12 see stats
By Sneaky Snake the Thalore Skirmisher level 28
16th Regrowth 123rd year of Ascendancy at 09:31 see stats
By Sneaky Snake the Thalore Skirmisher level 36
78th Regrowth 123rd year of Ascendancy at 02:41 see stats
By Sneaky Snake the Thalore Skirmisher level 35
70th Regrowth 123rd year of Ascendancy at 00:52 see stats
By Sneaky Snake the Thalore Skirmisher level 10
7th Mirth 122nd year of Ascendancy at 08:29 see stats
By Sneaky Snake the Thalore Skirmisher level 20
37th Haze 122nd year of Ascendancy at 16:30 see stats
By Sneaky Snake the Thalore Skirmisher level 30
58th Regrowth 123rd year of Ascendancy at 04:29 see stats
By Sneaky Snake the Thalore Skirmisher level 24
5th Decay 122nd year of Ascendancy at 02:49 see stats
By Sneaky Snake the Thalore Skirmisher level 37
1st Time of Balance 123rd year of Ascendancy at 01:49 see stats
By Sneaky Snake the Thalore Skirmisher level 27
14th Regrowth 123rd year of Ascendancy at 11:56 see stats
By Sneaky Snake the Thalore Skirmisher level 18
34th Haze 122nd year of Ascendancy at 08:33 see stats
By Sneaky Snake the Thalore Skirmisher level 8
3rd Mirth 122nd year of Ascendancy at 15:14 see stats
By Sneaky Snake the Thalore Skirmisher level 25
5th Allure 123rd year of Ascendancy at 10:47 see stats
By Sneaky Snake the Thalore Skirmisher level 11
1st Summertide 122nd year of Ascendancy at 12:38 see stats
By Sneaky Snake the Thalore Skirmisher level 24
4th Allure 123rd year of Ascendancy at 20:38 see stats
By Sneaky Snake the Thalore Skirmisher level 24
70th Haze 122nd year of Ascendancy at 22:10 see stats
By Sneaky Snake the Thalore Skirmisher level 15
23rd Haze 122nd year of Ascendancy at 01:42 see stats
By Sneaky Snake the Thalore Skirmisher level 34
67th Regrowth 123rd year of Ascendancy at 20:22 see stats
Log
The One That Hunts resists the vile poison!
The One That Hunts's Tendrils Eruption is disrupted by his wounds!
Sneaky Snake's Shoot performs a ranged critical strike against The One That Hunts!
The One That Hunts is knocked back!
Sneaky Snake's Shoot hits Orc soldier for 8 mind damage.
Sneaky Snake's Shoot hits The One That Hunts for 0 physical, 0 physical, 0 nature, 0 mind, 0 physical (0 total damage).
Sneaky Snake's Shoot hits Orc soldier for 8 mind, 21 mind (30 total damage).
Sneaky Snake's Shoot hits The One That Hunts for 0 physical, 0 physical, 0 nature, 0 mind, 0 mind (0 total damage).
Sneaky Snake's Shoot hits Orc soldier for 8 mind damage.
Sneaky Snake's Shoot hits The One That Hunts for 0 physical, 0 physical, 0 nature, 0 mind, 0 physical (0 total damage).
Orc soldier hits The One That Hunts for 0 physical, 0 cold (0 total damage).
Talent Swift Shot is ready to use.
Orc soldier uses Pride of the Orcs.
Orc soldier receives 176 healing from Pride of the Orcs.
Sneaky Snake shoots!
You collect a new ingredient: orc heart (1).
Sneaky Snake's Shoot hits Orc soldier for 153 physical, 20 physical, 19 nature (191 total damage).
Sneaky Snake's Shoot killed Orc soldier!
Sneaky Snake is less impervious to physical effects.
Talent Kneecapper is ready to use.
Talent Kill Shot is ready to use.
Talent Block is ready to use.
Lore found: Iron Throne Profits History: Age of Allure
You can read all your collected lore in the game menu, by pressing Escape.
Ran for 2 turns (stop reason: learnt lore).