Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
Addons | Player AI 1.5.10Adds a keybind to activate the new player AI. Set to Alt+F1 by default. This description seems to vanish when I put too much text in it, so view the feature list and changelog on the steam version here: http://steamcommunity.com/sharedfiles/filedetails/?id=523638132. Note for Developers: This addon superwrites Player:act(), so if your addon also touches Player:act() change the load order so that the Player AI addon loads last. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Allow Respec Anywhere 1.2.3Fungal Regeneration 1.3.0Modifies the Fungal Growth talent so that its triggered regeneration effect does not block other regeneration effects. NOTE: This addon is officially deprecated as of game version 1.6.0, due to incompatible changes in the Wild-Gift/Fungus tree that render our modifications superfluous.] Infinite500 v3.0b: Revised high level play for ToME 1.5.0Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. Ashes of Urh'Rok 1.6.7Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Longer Character Names 1.3.0Increase the enforced maximum character name length from 25 to 50 characters. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Die in Obscurity 1.3.0Adds an option to the Online tab that can disable the broadcasting of death messages. Additionally, can suppress death messages for characters under a specific level. Embers of Rage 1.6.7Official 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:
ZOmnibus Addon Pack 1.6.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Showing Items Tier in Inventory 1.6.0This 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 Items Vault 1.6.0Donators/Buyers bonus! 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. Post Effects fixes 1.6.0The addon improves gamefield view during different post effects Here is details about what been changed: Streamlined Early Game 1.5.3Removes the tedium of early-game world map navigation. Choose your Alchemist Elixir quest rewards at character creation, and configure your Rod of Recall to take you directly between pre-Dreadfell points of interest. This add-on does not affect game balance or difficulty. All races and classes with required starting zones must still complete those before they can take advantage of the new Rod of Recall functionality. Interact with the Worm 1.3.0Adds new talent Interact with the Worm, allowing Writhing Ones from the Forbidden Cults DLC using the Demented/Friend of the Worm talent tree to manipulate their worm that walks' equipment and talents (and name) in a more convenient manner similar to Alchemists' Interact with the Golem talent. Improved Auto-explore and Rest 1.4.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Possessor Bonus Class 1.6.6Donators/Buyers bonus! Merchant on the Map 1.6.0Places 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. Demon Seed Details 1.4.6This addon is for all you Demonologists out there. Further modifies demon seed names in your inventory to include details about each seed's mods and stats. No more manually tagging hundreds of seeds! I don't do this LUA/addon stuff too often so please forgive any bugs. Currently, switching invenotry tabs for example will remove the details from the seed names. To fix it just close your inventory and open it again. No more creaky door 1.2.5Got rid of the most anoying door creaks. 'Purists' Breeding Pits Restoration Project 1.2.3Restores the orc breeding pits cut content to the game. This is the original completely unaltered orc breeding pits, just as objectionable as it was in version 1.1.3, before any changes were made. You have been WARNED. Do not complain about the potentially objectionable content. Better Item Description 1.6.6This 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 Plenum Tooltip: Enhanced tooltips v 2.7 for ToME 1.5.0 1.5.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. Forbidden Cults 1.6.7Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Infinite |
Mode | Nightmare Roguelike |
Sex | Female |
Race | Cornac |
Class | Wyrmic |
Level / Exp | 15 / 10% |
Size | big |
Lifes / Deaths | Killed by Animated shimmering yew starstaff of protection at level 15 on the 4th Flare 122nd year of Ascendancy at 21:01 / 1 |
Primary Stats
Strength | 37 (base 35) |
Dexterity | 12 (base 10) |
Constitution | 11 (base 11) |
Magic | 10 (base 10) |
Willpower | 46 (base 41) |
Cunning | 12 (base 10) |
Resources
Life | -31/578 |
Stamina | 231/232 |
Equilibrium | 77 |
Healing Factor | 1.2282872928177 |
Regeneration | 13.472598103299 |
Speed
Mental | +13.25253833397% |
Attack | +13.25253833397% |
Movement | +714.5264818501% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Offense: Mainhand
Damage | 73 |
Accuracy | 50 |
Crit Chance | 12% |
APR | 2 |
Speed | 0.88 |
Offense: Spell
Spellpower | 10 |
Crit Chance | 2% |
Speed | 1 |
Offense: Mind
Mindpower | 30 |
Crit Chance | 10% |
Speed | 0.8829824167394 |
Offense: Damage Bonus
Physical | +6% |
Acid | +17% |
Nature | +15% |
All | 0% |
Offense: Damage Penetration
Nature | +20% |
Defense: Base
Armour (hardiness) | 25.034491056999 (73.452380952381%) |
Defense | 5 |
Ranged Defense | 5 |
Fatigue | 8 |
Physical Save | 39 |
Spell Save | 26 |
Mental Save | 25 |
Defense: Resistances
Acid | + 22%( 70%) |
Arcane | + 5%( 70%) |
Cold | + 30%( 70%) |
All | 0%( 70%) |
Lightning | +100%(170%) |
Temporal | + 3%( 70%) |
Physical | + 36%( 70%) |
Fire | + 4%( 70%) |
Nature | + 34%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Disarm Resistance | 24% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
Infusions | Effective talent level: 1.0 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: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
Technique / Two-handed assault | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Fire drake aspect | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Wild-gift / Storm drake aspect | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Sand drake aspect | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Shield offense | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Higher draconic abilities | 1.50 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Wild-gift / Cold drake aspect | 1.30 |
| 1/5 |
| 2/5 |
| 2/5 |
| 1/5 |
Wild-gift / Venom drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 0/5 |
| 1/5 |
| 0/5 |
Wild-gift / Harmony | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Fungus | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 4/5 |
| 3/5 |
| 0/5 |
Effects
talent | Icy Skin |
beneficial effect | Turn into pure lightning, moving 682% faster. It also increases your lightning resistance by 100% and your physical resistance by 30%. Lightning Speed |
detrimental effect | The target has a 10% chance to fail any spell it casts and a chance each turn to lose spell sustains. Spell Disruption |
Quests
You successfully escorted the injured seer to the recall portal on level 4 of Infinite Dungeon. Escort: injured seer (level 4 of Infinite Dungeon)As a reward you improved talent Earth's Eyes (+1 level(s)). | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 3): ExterminatorYou completed the challenge and received: Random Artifact: Thunderbutcher (2.5-2.75 power, 12 apr, mind damage) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 5): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 6): Mirror MatchYou completed the challenge and received: Random Artifact: Plaguehunger | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 7): Near SightedYou completed the challenge and received: Random Artifact: Umbragasher (15-18 power, 3 apr, lightning element) | done |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 8): Mirror MatchYou completed the challenge and received: +1 Category Point | done |
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
Equipment
Light source | Plaguehunger Plaguehunger2.0 T1 lite [Rare] Nature While equipped: dps ---------- Res.pen +5% nature Melee Ret 2 nature On Hit (Melee): * 20% chance to slow global speed by 46% ----- def ----- Resists +5% arcane +9% nature Phys.save +12 (+4 eff.) Heal.mod +22% ---------- 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. |
On head | Duvegas (1 def, 0 armour) Duvegas (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +11% nature +3% acid Acc +20 (+7 eff.) ----- def ----- Defense +1 (+1 eff.) Resists +16% nature Phys.save +9 (+3 eff.) A pointy cloth hat, very wizardly... |
Tool | Telekinetic Core Telekinetic Core2.0 T2 torque charm [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Phys.pwr +3 (+1 eff.) Mind.pwr +3 (+1 eff.) Dmg.mod +6% physical ----- def ----- Resists +5% physical Phys.save +12 (+4 eff.) Psionic Pull: Level 3.0 Pwr.cost 18 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Pull all foes toward you in radius 5 while dealing 49 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
On fingers | warrior's steel ring of corrosion (+22%) warrior's steel ring of corrosion (+22%)0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Str dps ---------- Dmg.mod +11% acid ----- def ----- Armour +4 Resists +22% acid Rings can have magical properties. |
Around waist | rough leather belt of the giants rough leather belt of the giants1.0 T1 belt armor [Ego] Master While equipped: dps ---------- Phys.pwr +3 (+1 eff.) ----- def ----- Spell.save +6 (+3 eff.) ---------- misc Size +1 A belt that goes around your waist. |
In main hand | Ulfedundil the Bloomwreath (36.5-58.4 power, 2 apr) Ulfedundil the Bloomwreath (36.5-58.4 power, 2 apr)3.0 T3 greatsword 2H weapon [Rare] Nature Power 36.5 - 58.4 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +10 nature While equipped: Stats +2 Dex dps ---------- On Hit (Melee): * 10% chance to slow global speed by 46% ----- def ----- Resists +6% nature +9% cold Crit.dmg- 5.00% ---------- misc Light +3 Massive two-handed swords. |
On hands | Offalpunish the hardened leather gloves (0 def, 2 armour) Offalpunish the hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Rare] Psionic While equipped: dps ---------- Dmg.mod +3% acid Res.pen +15% nature Acc +6 (+2 eff.) On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +2 Resists +3% temporal Phys.save +7 (+2 eff.) Mind.save +5 (+2 eff.) Disarm- +24% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | rejuvenating iron mail armour of cold resistance (2 def, 4 armour) rejuvenating iron mail armour of cold resistance (2 def, 4 armour)14.0 T1 heavy armor [Ego] Nature/Master While equipped: ----- def ----- Armour +4 Defense +2 (+2 eff.) Fatigue +12% Resists +15% cold HP.reg +2.10 ---------- misc Stam/turn +0.60 A suit of armour made of mail. |
Cloak | resilient linen cloak of protection (1 def, 0 armour) resilient linen cloak of protection (1 def, 0 armour)2.0 T1 cloak armor [Ego] Arcane/Nature While equipped: ----- def ----- Defense +1 (+1 eff.) Spell.save +7 (+3 eff.) Mind.save +5 (+2 eff.) Max.HP +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | restful copper amulet of cunning (+2) restful copper amulet of cunning (+2)0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: Stats +2 Cun ----- def ----- Fatigue -4% HP.reg +1.00 Amulets can have magical properties. |
Inventory
schematic: Armour Reinforcement schematic: Armour Reinforcement0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Back Support schematic: Back Support0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Explosive Shell schematic: Explosive Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Healing Salve schematic: Healing Salve0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Iron Grip schematic: Iron Grip0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw Shell schematic: Saw Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
steel ring steel ring0.1 T2 ring jewelry [Normal] Rings can have magical properties. |
Kor's Fall (10-12 power, 0 apr, darkness element) Kor's Fall (10-12 power, 0 apr, darkness element)5.0 T1 staff 2H weapon Reqs Mag 25 [Unique] Arcane Power 10.0 - 12.0 Physical Uses 110% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +0 Crit +1.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +7 (+7 eff.) Dmg.mod +10% acid +10% fire +10% darkness +10% blight ---------- misc See.Invis +2 Talents +1 Command Staff Masteries +0.10 Corruption/Bone Bone Spear: Level 3.0 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a spell Description: Conjures up a spear of bones, doing 61.76 physical damage to all targets in a line. Each target takes an additional 20% damage for each magical debuff they are afflicted with up to a max of 100% (124). The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
Umbragasher (15-18 power, 3 apr, lightning element) Umbragasher (15-18 power, 3 apr, lightning element)5.0 T2 staff 2H weapon Reqs Mag 16 [Rare] Arcane/Master Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +1 Cun dps ---------- Phys.crit +8.0% Spell.crit +8% Crit.mult +11.00% Spell.pwr +12 (+11 eff.) Mind.pwr +10 (+5 eff.) Melee+ 22 arcane Dmg.mod +15% lightning +6% darkness Res.pen +5% darkness +5% mind ----- def ----- Armour +7 Defense +7 (+7 eff.) ---------- misc Psi/ret +0.04 Hate/m.crit +3.00 Max.mana +26.00 Max.P.En +5.00 Max.N.En +5.00 Wards +3 lightning Talents +2 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
greater ash magestaff of power (15-18 power, 3 apr, fire element) greater ash magestaff of power (15-18 power, 3 apr, fire element)5.0 T2 staff 2H weapon Reqs Mag 16 [Ego+] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +19 (+14 eff.) Dmg.mod +15% lightning +15% cold +15% arcane +15% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
infernal ash magestaff of might (15-18 power, 3 apr, arcane element) infernal ash magestaff of might (15-18 power, 3 apr, arcane element)5.0 T2 staff 2H weapon Reqs Mag 16 [Ego+] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +9% Crit.mult +15.00% Spell.pwr +11 (+10 eff.) Melee+ 20 fire Dmg.mod +15% arcane ---------- misc See.Invis +8 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
iron battleaxe (13.5-20.25 power, 1 apr) iron battleaxe (13.5-20.25 power, 1 apr)3.0 T1 battleaxe 2H weapon [Normal] Power 13.5 - 20.3 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% Massive two-handed battleaxes. |
Skygrit (19-28.5 power, 2 apr) Skygrit (19-28.5 power, 2 apr)3.0 T2 battleaxe 2H weapon [Random Unique] Arcane/Master/Psionic Power 19.0 - 28.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% On Hit.r1 +8 lightning On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 While equipped: dps ---------- Acc +9 (+3 eff.) Melee Ret 4 lightning 6 mind ----- def ----- Defense +12 (+12 eff.) Disarm- +31% Massive two-handed battleaxes. |
plaguebringer's steel battleaxe of daylight (22-33 power, 2 apr) plaguebringer's steel battleaxe of daylight (22-33 power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego+] Arcane Power 22.0 - 33.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Melee+ +10 blight +10 light Against +12% Undead On Hit: 20% Epidemic 2 On Hit: * 12% chance to reduce strength, dexterity, and constitution by 6 While equipped: ----- def ----- Disease- +28% Massive two-handed battleaxes. |
steel battleaxe (19.5-29.25 power, 2 apr) steel battleaxe (19.5-29.25 power, 2 apr)3.0 T2 battleaxe 2H weapon [Normal] Power 19.5 - 29.3 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Massive two-handed battleaxes. |
slime-covered iron greatmaul of persecution (16.5-24.75 power, 1 apr) slime-covered iron greatmaul of persecution (16.5-24.75 power, 1 apr)5.0 T1 greatmaul 2H weapon [Ego] Disrupt Power 16.5 - 24.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +1 Crit +0.5% Atk.spd 100% Against +12% Unnatural On Hit: * 7% chance to slow global speed by 46% While equipped: Stats +2 Wil Massive two-handed mauls. |
elemental steel greatmaul of massacre (35.5-53.25 power, 2 apr) elemental steel greatmaul of massacre (35.5-53.25 power, 2 apr)5.0 T2 greatmaul 2H weapon [Ego+] Arcane/Master Power 35.5 - 53.3 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% On Hit: * Create an explosion dealing 15 fire damage (1/turn) While equipped: dps ---------- Dmg.mod +13% fire Res.pen +9% fire Massive two-handed mauls. |
steel greatmaul (30.5-45.75 power, 2 apr) steel greatmaul (30.5-45.75 power, 2 apr)5.0 T2 greatmaul 2H weapon [Normal] Power 30.5 - 45.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Massive two-handed mauls. |
slime-covered steel greatsword (25.5-40.8 power, 2 apr) slime-covered steel greatsword (25.5-40.8 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego] Disrupt Power 25.5 - 40.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% On Hit: * 9% chance to slow global speed by 46% Massive two-handed swords. |
steel greatsword (25.5-40.8 power, 2 apr) steel greatsword (25.5-40.8 power, 2 apr)3.0 T2 greatsword 2H weapon [Normal] Power 25.5 - 40.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Massive two-handed swords. |
warbringer's dwarven-steel greatsword (34.5-55.2 power, 2 apr) warbringer's dwarven-steel greatsword (34.5-55.2 power, 2 apr)3.0 T3 greatsword 2H weapon [Ego+] Master Power 34.5 - 55.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% While equipped: Stats +5 Con dps ---------- Phys.pwr +9 (+3 eff.) Res.pen +9% physical ----- def ----- Disarm- +14% Massive two-handed swords. |
thought-forged blue-steel trident of massacre (29-46.4 power, 8 apr) thought-forged blue-steel trident of massacre (29-46.4 power, 8 apr)3.0 T2 trident 2H weapon [Ego] Master/Psionic Power 29.0 - 46.4 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +8 Crit +2.0% Atk.spd 100% Melee+ +9 mind On Hit: * 23% chance to reduce all saves and defense by 20 While equipped: Stats +2 Cun +3 Wil A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
acidic steel longsword (15.5-21.7 power, 3 apr) acidic steel longsword (15.5-21.7 power, 3 apr)3.0 T2 longsword 1H weapon [Ego] Arcane Power 15.5 - 21.7 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Sharp, long, and deadly. |
truestriking steel longsword of amnesia (17.5-24.5 power, 3 apr) truestriking steel longsword of amnesia (17.5-24.5 power, 3 apr)3.0 T2 longsword 1H weapon [Ego++] Master/Psionic Power 17.5 - 24.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) While equipped: dps ---------- Res.pen +7% physical Acc +7 (+2 eff.) Apr +8 Sharp, long, and deadly. |
enhanced dwarven-steel longsword (23.5-32.9 power, 4 apr) enhanced dwarven-steel longsword (23.5-32.9 power, 4 apr)3.0 T3 longsword 1H weapon [Ego+] Nature Power 23.5 - 32.9 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +5 Str +6 Dex +5 Mag +5 Wil +7 Cun +6 Con Sharp, long, and deadly. |
balanced dwarven-steel waraxe of vileness (20-28 power, 4 apr) balanced dwarven-steel waraxe of vileness (20-28 power, 4 apr)3.0 T3 waraxe 1H weapon [Ego] Arcane/Master Power 20.0 - 28.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +8 blight On Hit: * 6% chance to reduce strength, dexterity, and constitution by 6 While equipped: dps ---------- Acc +5 (+2 eff.) ----- def ----- Defense +5 (+5 eff.) Disarm- +24% One-handed war axes. |
warbringer's dwarven-steel waraxe of evisceration (23-32.2 power, 4 apr) warbringer's dwarven-steel waraxe of evisceration (23-32.2 power, 4 apr)3.0 T3 waraxe 1H weapon [Ego++] Master Power 23.0 - 32.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Crit: * Wound the target dealing 181 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +2 Con dps ---------- Phys.crit +8.0% Phys.pwr +13 (+4 eff.) Res.pen +8% physical ----- def ----- Disarm- +13% One-handed war axes. |
balanced steel dagger of erosion (12-15.6 power, 6 apr) balanced steel dagger of erosion (12-15.6 power, 6 apr)1.0 T2 dagger 1H weapon Reqs Dex 16 [Ego] Nature/Master Power 12.0 - 15.6 Physical Uses 45% Str, 45% Dex Acc+ +0.3% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +5 nature While equipped: dps ---------- Acc +7 (+2 eff.) ----- def ----- Defense +6 (+6 eff.) Disarm- +22% Sharp, short and deadly. |
dwarven-steel steamsaw of projection (22-33 power, 0 apr) dwarven-steel steamsaw of projection (22-33 power, 0 apr)3.0 T3 steamsaw 1H weapon Reqs Steam Pool [Ego+] Psionic/Steamtech Power 22.0 - 33.0 Phys.bleed Uses 100% Str Acc+ +0.3% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +48 On Hit: * Projects up to 1 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Uses 1.0 Steam While equipped: ----- def ----- Armour +4 Defense +6 (+6 eff.) Fatigue +8% ---------- 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! |
steady yew longbow of acid steady yew longbow of acid4.0 T3 longbow 2H weapon Reqs Dex 24 Shoot [Ego] Arcane/Master Acc+ +0.3% crit chance (max 25%) Atk.spd 100% Range +8 Ranged+ +8 acid While equipped: dps ---------- Phys.crit +6.0% Dmg.mod +15% acid Acc +12 (+4 eff.) Longbows are used to shoot arrows at your foes. |
mighty hardened leather sling of lightning mighty hardened leather sling of lightning4.0 T3 sling 1H weapon Reqs Dex 24 Shoot [Ego] Arcane/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 Ranged+ +13 lightning While equipped: Stats +2 Str dps ---------- Phys.pwr +8 (+2 eff.) Dmg.mod +10% lightning Slings are used to hurl stones or metal shots at your foes. |
Poltergeist's Talosis' Counterpoint Poltergeist's Talosis' Counterpoint4.0 T2 steamgun 1H weapon Reqs Dex 24 Shoot Steam Pool [Unique] Steamtech Acc+ +0.2% base dam (max 20%) Apr +10 Atk.spd 100% Range +8 Proj.spd +600% Ranged+ +15 physical Uses 2.0 Steam While equipped: Stats +2 Con dps ---------- Phys.crit +4.0% Acc +5 (+2 eff.) ----- def ----- Defense +4 (+4 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) ---------- misc Talents +3 Ceasefire It's said that Talosis never lost an argument. Now you know why. |
Talosis' Counterpoint Talosis' Counterpoint4.0 T2 steamgun 1H weapon Reqs Dex 24 Shoot Steam Pool [Unique] Steamtech Acc+ +0.2% base dam (max 20%) Apr +10 Atk.spd 100% Range +8 Proj.spd +600% Ranged+ +15 physical Uses 2.0 Steam While equipped: Stats +2 Con dps ---------- Phys.crit +4.0% Acc +5 (+2 eff.) ---------- misc Talents +3 Ceasefire It's said that Talosis never lost an argument. Now you know why. |
penetrating dwarven-steel steamgun penetrating dwarven-steel steamgun4.0 T3 steamgun 1H weapon Reqs Dex 24 Shoot Steam Pool [Ego+] Arcane/Steamtech Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +8 Proj.spd +600% Uses 2.0 Steam While equipped: dps ---------- Res.pen +5% physical Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
dwarven-steel shield of resistance (0 def, 6 armour, 31-37.2 power, 79.5 block) dwarven-steel shield of resistance (0 def, 6 armour, 31-37.2 power, 79.5 block)7.0 T3 shield armor [Ego+] Nature When used to Attack: Power 31.0 - 37.2 Physical Uses 100% Str Acc+ +2.5% proc dam (max 250%) Crit +3.5% Block +80 While equipped: ----- def ----- Armour +6 Fatigue +8% Resists +5% acid +7% fire +7% lightning +7% cold ---------- misc Talents +1 Block Handheld deflection devices. |
mummy wrappings (5 def, 2 armour) mummy wrappings (5 def, 2 armour)6.0 T4 mummy armor [Normal] While equipped: Stats +3 Mag dps ---------- Spell.pwr +7 (+7 eff.) Dmg.mod +15% cold +15% arcane +15% darkness ----- def ----- Armour +2 Defense +5 (+5 eff.) Fatigue +2% Resists -25% fire Decaying mummy wrappings. |
Firewalker (15 def, 2 armour) Firewalker (15 def, 2 armour)2.0 T3 cloth armor [Unique] Arcane While equipped: Stats +6 Cun +10 Mag dps ---------- Spell.pwr +12 (+11 eff.) Dmg.mod +20% fire Res.pen +20% fire Melee Ret 18 fire ----- def ----- Armour +2 Defense +15 (+15 eff.) Resists +50% fire -10% cold +11% all Damage all enemies in range 4 for 40 fire damage and yourself for 5 fire damage every turn. This fiery robe was worn by the mad pyromancer Halchot, who terrorised many towns in the late Age of Dusk, burning and looting villages as they tried to recover from the Spellblaze. Eventually he was tracked down by the Ziguranth, who cut out his tongue, chopped off his head, and rent his body to shreds. The head was encased in a block of ice and paraded through the streets of nearby towns amidst the cheers of the locals. Only this robe remains of the flames of Halchot. |
iron mail armour (2 def, 4 armour) iron mail armour (2 def, 4 armour)14.0 T1 heavy armor [Normal] While equipped: ----- def ----- Armour +4 Defense +2 (+2 eff.) Fatigue +12% A suit of armour made of mail. |
rough leather belt of carrying rough leather belt of carrying1.0 T1 belt armor [Ego] Arcane While equipped: ----- def ----- Fatigue -4% ---------- misc Max.enc +23 A belt that goes around your waist. |
linen cloak (1 def, 0 armour) linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Normal] While equipped: ----- def ----- Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Xanyrikira' (1 def, 0 armour) linen cloak 'Xanyrikira' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +1 Mag +1 Wil dps ---------- Phys.crit +3.0% ----- def ----- Defense +1 (+1 eff.) Resists +5% arcane Phys.save +3 (+1 eff.) Spell.save +6 (+3 eff.) Cut- +10% ---------- misc Max.mana +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
wanderer's pair of rough leather boots (0 def, 1 armour) wanderer's pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Ego+] Master While equipped: Stats +2 Cun +1 Con ----- def ----- Armour +1 Phys.save +11 (+4 eff.) Mind.save +10 (+5 eff.) A pair of boots made of leather. |
corrosive iron gauntlets of strength (+2) (0 def, 1 armour) corrosive iron gauntlets of strength (+2) (0 def, 1 armour)1.5 T1 hands armor [Ego] Nature/Master While equipped: Stats +2 Str dps ---------- Phys.pwr +7 (+2 eff.) Melee+ 5 acid Dmg.mod +3% acid ----- def ----- Armour +1 Fatigue +1% Resists +6% acid Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
linen wizard hat 'Frigidknave' (1 def, 0 armour) linen wizard hat 'Frigidknave' (1 def, 0 armour)2.0 T1 head armor [Rare] Arcane While equipped: Stats +3 Mag ----- def ----- Defense +1 (+1 eff.) Resists +3% mind +3% cold Spell.save +6 (+3 eff.) ---------- misc Light +3 A pointy cloth hat, very wizardly... |
miner's dwarven-steel helm of dexterity (+2) (0 def, 5 armour) miner's dwarven-steel helm of dexterity (+2) (0 def, 5 armour)3.0 T3 head armor [Ego] Master While equipped: Stats +2 Dex ----- def ----- Armour +5 Fatigue +4% ---------- misc Infravis +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
6 agate 6 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 spinel 2 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 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. |
ametrine ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 citrine 3 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon 3 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
aquamarine aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz 2 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+4 eff.) Phys.save +4 (+1 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. |
2 amethyst 2 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
brass lantern brass lantern2.0 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. |
bright brass lantern bright brass lantern2.0 T1 lite [Ego] Master While equipped: ---------- misc Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
bright brass lantern of health bright brass lantern of health2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +41.00 ---------- misc Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
iron pickaxe (dig speed 37 turns) iron pickaxe (dig speed 37 turns)3.0 T1 digger tool [Normal] While equipped: Stats +1 Str While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe (dig speed 38 turns) iron pickaxe (dig speed 38 turns)3.0 T1 digger tool [Normal] While equipped: Stats +1 Str While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
ash totem of thorny skin [power 28] (20 cooldown) ash totem of thorny skin [power 28] (20 cooldown)2.0 T2 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 28 and armour hardiness by 40% Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
supercharged ash wand of lightning storm [power 242] (19 cooldown) supercharged ash wand of lightning storm [power 242] (19 cooldown)2.0 T2 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 48 lightning damage and will be dazed for 1 turn (242 total damage) Puts all charms on 19 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By DRRRRRRREK the Cornac Wyrmic level 10
7th Mirth 122nd year of Ascendancy at 12:25 see stats
Log
Melee retaliation hits Animated nature's vined mindstar of disruption for (0 to psi shield), 0 nature, (2 to psi shield), 3 cold, (0 to psi shield), 0 nature, (2 to psi shield), 3 cold (7 total damage).
Animated nature's vined mindstar of disruption hits DRRRRRRREK for 38 mind, 12 physical, 36 mind, 12 physical (98 total damage).
You fail to use Lightning Speed due to your equilibrium!
DRRRRRRREK stops regenerating health quickly.
DRRRRRRREK is not stunned anymore.
Talent Prismatic Slash is ready to use.
Animated nature's vined mindstar of disruption uses Telekinetic Smash.
DRRRRRRREK's magic has been disrupted.
DRRRRRRREK shrugs off the effect 'Spell Disruption'!
Melee retaliation hits Animated nature's vined mindstar of disruption for (1 to psi shield), 1 nature, (6 to psi shield), 9 cold, (1 to psi shield), 1 nature, (5 to psi shield), 7 cold, (1 to psi shield), 1 nature, (5 to psi shield), 7 cold (26 total damage).
Animated nature's vined mindstar of disruption hits DRRRRRRREK for 48 mind, 12 physical, 52 mind, 12 physical, 50 physical, 12 physical (186 total damage).
Poltergeist Silodana the steel waraxe has finished recovering.
DRRRRRRREK is no longer weakened.
DRRRRRRREK uses Lightning Speed.
DRRRRRRREK turns into pure lightning!.
Talent Venomous Breath is ready to use.
Talent Ice Claw is ready to use.
Animated shimmering yew starstaff of protection casts Manathrust.
DRRRRRRREK is no longer being stalked by Something.
Animated shimmering yew starstaff of protection hits DRRRRRRREK for 198 arcane damage.
DRRRRRRREK the level 15 cornac wyrmic was energised to death by a Animated shimmering yew starstaff of protection on level 8 of Infinite Dungeon.
DRRRRRRREK is back to normal.
DRRRRRRREK deactivates Icy Skin.
DRRRRRRREK's is no longer disrupted.