











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Grey Out Unusable Items 1.7.2This addon shows inventory items in dark grey if they have a power source incompatible with your character. Arcane items are greyed out for antimagic characters, and arcane disrupting items are greyed out for characters with arcane abilities. Never accidentally break your spells again! Mannendake's Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. This is a fork of a fork of Marson's auto-explore and rest tweaks, forked by Dracos and then again by mannendake. This version fixes opening doors taking a turn and returns the fixedart icons to their respective lore entries. v3.5.1 *** FOR ToME v1.7.2 *** 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. This mod provides several options to control it. These may be found by opening the Game Menu->Game Options->Gameplay menu. Feel free to customize to preference with the defaults meant to be free of questionable behavior. 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. No AutoTalent on Movement 1.5.10Disable auto-use of talents when player is under some effects so that these effects won't be accidentally broken. Currently these effects include: if you want some other effects included please let me know by responding to the forum post. 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. QuickTome QoL Changes 1.7.4Changes to make ToME faster to play without providing gameplay advantages. You may freely modify and redistribute this addon and its contents, except where otherwise indicated in the Credits section below. Weight: 216890 Full list of effects- After generating the world map, using zone exits or recalling allows you to teleport to most reachable zones, instead of having to walk through the world map. Recalling can still drag doomelves/doombringers/demonologists to the Anteroom of Agony, and the teleportation won't let you bypass Crypt of Kryl'Feijan, Godfeaster, or the Dreadfell ambush. - Maj'Eyal characters start with the Orb of Communication, which can be used to contact the alchemists, Elder of Last Hope, Protector Myssil, and Zemekkys when appropriate. - Achievement pop-ups and announcing your own achievements in chat can be disabled in the game UI and Online options, respectively. - Added an easily toggleable "digging mode" that automatically uses your Dig talent when you move into a diggable wall with no hostiles in sight. CreditsThe icon used for Toggle Digging Mode is licensed under CC-BY 3.0: https://game-icons.net/1x1/delapouite/war-pick.html Changelog1.1.0- This version is not compatible with savegames from previous versions! 1.0.16- Fixed Drem being able to teleport to Dwarf starting zones 1.0.15- Updated for qt-zone-overhaul version 1.0.32 1.0.14- Updated for qt-zone-overhaul version 1.0.27 1.0.13- Updated for qt-zone-overhaul version 1.0.22 1.0.12- Updated for qt-zone-overhaul version 1.0.18 1.0.11- Updated for ToME4 version 1.4.8 1.0.10- Greatly improve worldmap position handling: zone entrance positions are now auto-detected instead of enumerated, multiple onLevelLoads are no longer added 1.0.9- Fix Murgol Lair exit position 1.0.8- Fix regression in tier 1 zone teleports for non-Zone Overhaul games 1.0.7- Don't try to teleport when exiting damp/intimidating caves, Rat Lich crypt, etc. via the stairs 1.0.6- Allowed teleporting via zone exits, not just the Rod 1.0.5- Updated for qt-zone-overhaul 1.0.13 1.0.4- Fix typo that caused Briagh's Lair to be accessible when it shouldn't 1.0.3- Updated for qt-zone-overhaul 1.0.11 1.0.2- Fixed serialization bug that could leave player with nil wilderness position (requiring save editing to continue) if they teleported with the rod of recall, then saved and reloaded the game, then visited the worldmap without teleporting anywhere else. 1.0.1- Updated for qt-zone-overhaul 1.0.4 1.0.0- Initial release 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:
Select First Escort 1.7.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it Bugfix Pack 1.7.3An addon compiling various fixes to bugs in ToME4. ===== Bugs fixed by this addon ===== = Band of Protection = = Quake hitting multiple times = = Proc bonuses/penalties with nested attacks = = Real-time Anomaly Meteors = = Wild Speed, Step Up, etc. resource leak = = Snapshotting for many talents = Unfortunately, this is not all of the snapshottable talents in the game, but it's a start. ===== Compatibility ===== It should otherwise not be destructive. ===== Changelog ===== 1.2.1: 1.2.0: 1.1.9: 1.1.8: 1.1.7: 1.1.6: 1.1.5: 1.1.4: 1.1.3: 1.1.2: 1.1.1: 1.1.0: 1.0.6: 1.0.5: 1.0.4: 1.0.3: 1.0.2: 1.0.1: 1.0.0: Weight: 61428967 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:
ZOmnibus Addon Pack 1.7.4Combines 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: Plenum Tooltip Custom Edit 1.7.4Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 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. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.7.6Donators/Buyers bonus! Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Improved Combat Text v2 Custom Edit 1.7.5This is a custom edit of the "Improved Combat Text v2" mod. All credit for the original work goes to to the original mod by Codefly
DescriptionThis addon replaces ToME's floating combat text:
Custom Edit
The original addon is great, but I was always frustrated with the excessive amount of floating talent text and other garbage that just wasn't relevant to combat.
Installation:
* For Steam users: subscribe to this mod Remove: or make it easy in game:
Note for LeoMaven or CodeFly
If either of you want to just steal my code and put it in your addons that is completely fine with me. Tinker Tinkering 1.7.0A collection of small quality-of life tweaks for tinker-using characters in the Embers of Rage DLC. Notable changes:
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. Autosell Schematics 1.7.4Allows schematics to be transmogrified again. Inventory Filter 1.3.0This addon allows to filter inventory by some text from the description of items. Right click on a tab in the inventory and type a text in the popup dialog. For example, filter "Rings and Amulets" with "lightning" to find any jewelry Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Cornac |
Class | Reaver |
Level / Exp | 50 / 181% |
Size | medium |
Lifes / Deaths | Killed by Aeroth the snow giant at level 46 on the 39th Pyre 123rd year of Ascendancy at 07:32 / 1 |
Primary Stats
Strength | 60 (base 60) |
Dexterity | 104 (base 62) |
Constitution | 10 (base 10) |
Magic | 72 (base 60) |
Willpower | 28 (base 15) |
Cunning | 76 (base 32) |
Resources
Vim | 183/183 |
Life | 1374/1374 |
Steam | 100/100 |
Paradox | 370 |
Stamina | 292/292 |
Healing Factor | 1.3600003099961 |
Regeneration | 28.900006587417 |
Speed
Mental | +10% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 13 |
Lite | 16 |
Infravision | 9 |
See Stealth | 88.174866052011 |
See Invisible | 82.174866052011 |
Offense: Mainhand
Damage | 101 |
Accuracy | 94 |
Crit Chance | 81% |
APR | 81 |
Speed | 0.91 |
Offense: Offhand
Damage | 77 |
Accuracy | 94 |
Crit Chance | 85% |
APR | 81 |
Speed | 0.91 |
Offense: Spell
Spellpower | 58 |
Crit Chance | 36% |
Speed | 1 |
Offense: Mind
Mindpower | 38 |
Crit Chance | 30% |
Speed | 1 |
Offense: Damage Bonus
Acid | +3% |
Arcane | +43% |
Cold | +64% |
All | 0% |
Lightning | +52% |
Light | +26% |
Temporal | +43% |
Fire | +117% |
Physical | +47% |
Offense: Damage Penetration
Acid | +57% |
Physical | +102% |
Lightning | +52% |
Arcane | +57% |
Fire | +92% |
All | +42% |
Defense: Base
Armour (hardiness) | 44 (78.914983985962%) |
Defense | 97 |
Ranged Defense | 97 |
Fatigue | 0 |
Physical Save | 40 |
Spell Save | 34 |
Mental Save | 43 |
Defense: Resistances
Acid | + 56%( 70%) |
Blight | + 56%( 70%) |
Arcane | + 41%( 70%) |
Cold | + 51%( 70%) |
All | + 30%( 70%) |
Physical | + 37%( 70%) |
Lightning | + 51%( 70%) |
Light | + 34%( 70%) |
Temporal | + 51%( 70%) |
Mind | + 41%( 70%) |
Darkness | + 45%( 70%) |
Fire | + 34%( 70%) |
Nature | + 32%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 41% |
Poison Resistance | 0% |
Blind Resistance | 100% |
Silence Resistance | 10% |
Bleed Resistance | 0% |
Teleport Resistance | 100% |
Disarm Resistance | 100% |
Pinning Resistance | 55% |
Instadeath Resistance | 100% |
Knockback Resistance | 25% |
Inscriptions (5/5)
Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 61 up to 6 times. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 160 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. |
Infusions | Effective talent level: 1.0 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 208 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 620% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 55 up to 5 times. Its effects scale with your Strength stat. |
Class Talents
Corruption / Scourge | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Corruption / Bone | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Corruption / Reaving combat | 1.30 |
| 5/5 |
| 4/5 |
| 5/5 |
| 3/5 |
Corruption / Rot | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Corruption / Vim | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Corruption / Sanguisuge | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Plague | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 3/5 |
| 4/5 |
| 0/5 |
Corruption / Vile life | 1.00 |
| 1/5 |
| 4/5 |
| 1/5 |
| 5/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 2/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Corruption / Torment | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Elemental Discord |
talent | Ruin |
talent | Blood Vengeance |
talent | Infestation |
talent | Overkill |
talent | Chant of Fortress |
talent | Bone Shield |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. | active |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you gained talent category Spell / Stone alchemy (at mastery 1.00). | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Dreadfell. Escort: lone alchemist (level 4 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Dreadfell. Escort: lost sun paladin (level 2 of Dreadfell)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 5 of Dreadfell. Escort: lost sun paladin (level 5 of Dreadfell)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Trollmire. Escort: lost tinker (level 3 of Trollmire)As a reward you gained knowledge of tinker technology. | done |
You failed to protect the temporal explorer from death by poison ooze. Escort: temporal explorer (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the temporal explorer to the recall portal on level 6 of Dreadfell. Escort: temporal explorer (level 6 of Dreadfell)As a reward you improved talent Precognition (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 8 of Dreadfell. Escort: temporal explorer (level 8 of Dreadfell)As a reward you improved talent Foresight (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: worried loremaster (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Disarm (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
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 Horned Horror. * 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. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 472. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
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 precision. He has given you some notes on the ingredients: * You've found the needed ice wyrm tooth. * You've found the needed honey tree root. * You've found the needed pouch of faeros ash. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed giant spider spinneret. * You've found the needed naga tongue. * You've found the needed bloated horror heart. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed vial of fire wyrm saliva. * You've found the needed orc heart. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed vial of elder vampire blood. * You've found the needed pouch of luminous horror dust. * You've found the needed length of troll intestine. | active |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle* You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close. * You have closed two books of binding, the castle is now stable and you should probably be able to access the last chapter. * You have killed the Glass Golem and claimed the castle treasures for yourself! | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
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 within3 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 3.0 Encumbrance T4 feet armor [Unique] Psionic While equipped: offense ------ Physical Power +12 (+4 eff.) Ignore Armor +15 defense ------ Armor +12 Defense +2 (+1 eff.) Fatigue +8% Physical save +15 (+5 eff.) Spell save +10 (+5 eff.) Mind save +10 (+3 eff.) Life +80.00 Pinning Resist +25% Stun Resist +40% Knockbk Resist +25% Teleport Resist +100% other ------- Masteries +0.20 Cunning/Trapping +0.20 Cursed/Endless hunt +0.20 Cursed/Predator Boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action). Uses 23 power out of 32/32 Activation is instant. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
Light source | ![]() 1.0 Encumbrance T3 lite [Random Unique] Nature/Master While equipped: offense ------ Damage +20% light Ignore resists +8% all Ignore Armor +8 defense ------ Resistance +5% arcane Spell save +3 (+1 eff.) Unlife -40.00 life Life +62.00 Healmod +20% Blind Resist +58% Confus Resist +19% Pinning Resist +10% other ------- Light +15 See Stealth +23 See Invisibility +17 Track: Puts all charms on 28 turn cooldown Effective talent level: 4.0 Power cost 28 out of 40/40. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 27 for 7 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 2.0 Encumbrance T5 head armor [Unique] Master While equipped: Stats +12 Cun +18 Dex offense ------ Physical Crit +10.0% Steam Crit +15% Damage +10% physical Ignore resists +15% physical Accuracy +40 (+8 eff.) Ignore Armor +15 defense ------ Defense +15 (+3 eff.) Blind Resist +100% other ------- Infravision +9 Sight +3 See Stealth +25 See Invisibility +25 Masteries +0.20 Steamtech/Gunslinging +0.20 Steamtech/Bullets mastery Blind-Fight: No penalty when attacking invisible/stealthed This hat was made from materials from a forest whose name is long since lost, far in the east. It is said to have belonged to one of the first gunslingers. |
On hands | ![]() 1.0 Encumbrance T2 hands armor [Rare] Master While equipped: offense ------ Damage +6% lightning On-Hit (Melee): * 20 arcane resource burn defense ------ Armor +8 Defense +30 (+6 eff.) Resistance +2% physical +6% fire Mind save +11 (+3 eff.) Life +144.00 Silence Resist +10% Disarm Resist +100% Pinning Resist +20% other ------- Talents +5 Iron Grip Unarmed combat: Weapon Damage 24.5 - 27.0 Physical Uses 40% Dex, 40% Str, 40% Cun Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +9 Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On Hit: 10% Battle Shout level 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() 2.0 Encumbrance T4 totem charm [Rare] Nature While equipped: offense ------ Physical Crit +6.0% Ignore resists +25% physical When Hit 4 acid 6 physical On-Hit (Melee): * 20% chance to reduce armor by 38% defense ------ Resistance +9% acid Unlife -80.00 life Sting an enemy dealing 434 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 11 turn cooldown 100% to reduce fatigue by 38% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 Encumbrance T4 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +8 Dex +6 Wil +13 Cun offense ------ Mindpower +7 (+3 eff.) Damage +12% fire Ignore resists +10% fire Accuracy +10 (+2 eff.) defense ------ Mind save +12 (+4 eff.) Life Regen +5.00 Stun Resist +39% other ------- EQ when Hit +0.16 Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T4 ring jewelry [Random Unique] Nature/Master While equipped: Stats +8 Cun +8 Dex offense ------ Damage +9% lightning +15% cold +9% fire Ignore resists +10% lightning +5% arcane Accuracy +9 (+2 eff.) When Hit 4 arcane defense ------ Resistance +5% arcane +30% cold Life +75.00 Life Regen +16.00 Healmod +16% Stun Resist +30% Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T2 amulet jewelry [Rare] Nature While equipped: offense ------ Damage +24% fire +6% light +12% cold When Hit 4 light defense ------ Resistance +16% mind +6% light Confus Resist +22% Amulets make your neck look great! |
In main hand | ![]() 3.0 Encumbrance T4 mace 1H weapon [Random Unique] Arcane/Master Weapon Damage 35.0 - 49.0 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +25 Critical Rate +22.5% Attack Speed 100% On Hit: * Create an explosion dealing 98 fire damage (1/turn) While equipped: Stats +3 Dex offense ------ Combat Speed +10% Damage +6% temporal +18% fire Ignore resists +16% fire +9% all Accuracy +27 (+6 eff.) Ignore Armor +9 When Hit 8 temporal On-Hit (Melee): * 10% chance to slow global speed by 51% defense ------ Resistance +3% nature Blunt and deadly. |
Around waist | ![]() 1.0 Encumbrance T3 belt armor [Random Unique] Master While equipped: Stats +4 Cun +5 Dex offense ------ Physical Crit +12.0% Mind Crit +9% Critical power +10.00% Physical Power +5 (+2 eff.) Accuracy +5 (+1 eff.) When Hit 8 physical defense ------ Armor +8 Defense +24 (+5 eff.) Resistance +5% arcane Slow Projectiles +25% Stealth +9 A belt that goes around your waist. |
In off hand | ![]() 3.0 Encumbrance T4 waraxe 1H weapon [Random Unique] Arcane/Master Weapon Damage 30.0 - 42.0 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +25 Critical Rate +26.5% Attack Speed 100% On-hit +12 blight +21 cold On-Hit, radius 1 +4 blight On Hit: * Create an explosion dealing 98 fire damage (1/turn) On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +6.0% Damage +6% arcane +17% fire Ignore resists +10% arcane +24% fire defense ------ Resistance +9% blight One-handed war axes. |
Cloak | ![]() 2.0 Encumbrance T5 cloak armor [Random Unique] Arcane/Master While equipped: offense ------ Physical Crit +5.0% Critical power +22.00% Physical Power +3 (+1 eff.) Damage +3% acid Ignore resists +15% acid +20% physical Accuracy +35 (+7 eff.) Ignore Armor +9 defense ------ Defense +3 (+1 eff.) Fatigue -3% Resistance +30% lightning +30% temporal +22% darkness Stealth +8 Stun Resist +50% Out-of-Phase Defense +30 Out-of-Phase Resistance +14% Out-of-Phase Resilience +26% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 7 turn cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.0 Encumbrance T5 cloth armor [Unique] Arcane While equipped: Stats +7 Mag +7 Wil +7 Cun offense ------ Spell Crit +12% Spellpower +35 (+9 eff.) Damage +37% lightning +37% temporal +37% cold +37% fire +37% arcane +37% physical defense ------ Armor +8 Resistance +15% all Crit Resistance 28.00% other ------- Mana/turn +2.00 Max mana +77.00 Masteries +0.10 Spell/Occult technomancy +0.10 Spell/Galvanic technomancy +0.10 Spell/Terrene technomancy 20% chance when casting a technomancy spell (or 10% chance when casting a normal spell) to power-up the internal defense circuits of the robe. The circuit will do one of: if more than one foe is in melee range: teleport away all foes if below 50% life: increase all resistances by 20% for 5 turns if below 20 steam: supercharge the arcane dynamo to produce 4 more steam per 10 mana spent for 5 turns otherwise: reset the cooldown of the spell with the highest remaining cooldown This robe was worn by the Technomancer Galen, infused with technomancy enchantments it is said to react to techno-spells! |
Inventory
![]() 0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 170% efficiency and cooldown mod of 63%. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 295 then cleanse 1 wound, poison, and disease effect. 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. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 220 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 27 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 9 turns. While Heroism is active, you will only die when reaching -595 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 595 life, 9 duration) If your life is below 0 when this effect wears off it will be set to 1. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 34 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -909 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 909 life, 7 duration) If your life is below 0 when this effect wears off it will be set to 1. 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. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 8 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 681% 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 Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 9 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 839% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 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 41% 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. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 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 38% 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. |
![]() 0.1 Encumbrance T1 rune scroll [Normal] Arcane When inscribed on your body: Range 5 Cooldown: 12 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 16%, your defense is increased by 16 and all your resistances by 16%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 9 Cooldown: 12 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 9 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 27%, your defense is increased by 27 and all your resistances by 27%. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 460 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
![]() 0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Range 6 Cooldown: 14 Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 374.66 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 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 [Ego] Arcane When inscribed on your body: Range melee/personal Cooldown: 17 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 347.93 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 429 damage for 5 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Old cloak not keeping you as dry as it used to? A waterproof coating it just what you need! Requires talents: - Chemistry (1) Requires ingredients: - stack of herbs (viperweed) (2) Example Item: crude waterproof coating 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: defense ------ Resistance +5% nature +5% cold Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +1 Wil +4 Con defense ------ Resistance +3% cold other ------- Light +3 See Invisibility +3 Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+2 eff.) On-Hit 5 mind On-Ranged-Hit 5 mind other ------- See Stealth +10 See Invisibility +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
![]() 0.1 Encumbrance T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +5 Dex +3 Cun +4 Con offense ------ Move Speed +10% Ignore resists +15% light +5% blight defense ------ Fatigue -5% Resistance +15% lightning +3% light +3% blight Life Regen +1.00 Healmod +13% Cut Resist +40% Stun Resist +21% other ------- Stamina/turn +0.50 Heal: Puts all charms on 25 turn cooldown Effective talent level: 3.0 Power cost 25 out of 35/35. Range melee/personal Cooldown: 16 Travel.spd instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 263 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Unique] Arcane While equipped: offense ------ Physical Power +5 (+2 eff.) Spellpower +5 (+1 eff.) defense ------ Blind Resist +100% other ------- See Invisibility +10 Summon an elder vampire with Taunt to your side for 15 turns. Uses 42 power out of 60/60 The evilness of undeath radiates from this amulet. |
![]() 0.1 Encumbrance T5 amulet jewelry [Unique] Arcane While equipped: offense ------ Spell Crit +4% Spellpower +9 (+2 eff.) Spell Speed +15% defense ------ Silence Resist +100% other ------- Max mana +50.00 Max vim +50.00 See Invisibility +20 No force can hope to silence the wearer of this amulet. |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: defense ------ Silence Resist +21% other ------- Mana/turn +0.10 Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Rare] Arcane While equipped: Stats +4 Str offense ------ Physical Crit +4.0% Critical power +5.00% Physical Power +10 (+4 eff.) Damage +13% darkness +3% fire Ignore resists +20% fire Accuracy +20 (+4 eff.) Ignore Armor +2 defense ------ Resistance +26% darkness +3% physical Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: Stats +5 Str offense ------ Damage +15% blight +15% fire +6% temporal When Hit 8 blight defense ------ Armor +10 Resistance +9% blight +12% temporal Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Psionic While equipped: defense ------ Mind save +6 (+2 eff.) Confus Resist +24% Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag offense ------ Damage +25% lightning +25% fire +25% arcane +25% cold Ignore resists +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
![]() 0.1 Encumbrance T3 ring jewelry [Rare] Master While equipped: Stats +7 Str +3 Wil offense ------ Mind Crit +6% Mindpower +30 (+11 eff.) When Hit 6 darkness On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 28 defense ------ Armor +14 other ------- Psi when Hit +0.16 Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +5 Cun +4 Wil offense ------ Damage +13% nature Ignore resists +20% physical Ignore Armor +3 defense ------ Defense +10 (+2 eff.) Resistance +26% nature Physical save +12 (+4 eff.) Mind save +8 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +5 Str +6 Mag +7 Wil offense ------ Spellpower +9 (+2 eff.) Damage +3% mind +3% blight Ignore resists +20% mind When Hit 4 mind On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 28 defense ------ Armor +10 Resistance +9% mind Life +31.00 Disarm Resist +32% Pinning Resist +34% Stun Resist +30% Knockbk Resist +27% Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego++] Nature/Master While equipped: offense ------ Accuracy +9 (+2 eff.) Ignore Armor +10 defense ------ Defense +10 (+2 eff.) Resistance +9% nature +8% blight Poison Resist +17% Disease Resist +10% Stun Resist +30% Disengage: Puts all charms on 7 turn cooldown Effective talent level: 2.0 Power cost 7 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego] Nature/Master While equipped: offense ------ Damage +15% nature defense ------ Fatigue -6% Resistance +30% nature other ------- Encumbrance +26 Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Random Unique] Arcane/Nature While equipped: Stats +1 Dex +9 Con offense ------ Critical power +5.00% Ignore resists +15% blight defense ------ Resistance +16% acid +1% physical +18% lightning +13% blight +19% fire +8% nature +22% cold Physical save +27 (+9 eff.) Poison Resist +17% Disease Resist +20% other ------- Stamina/turn +3.00 Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Unique] Arcane It desires to be surrounded by undeath. While equipped: offense ------ Spellpower +8 (+2 eff.) Damage +10% darkness +10% cold defense ------ Resistance +10% darkness +10% cold Spell save +8 (+4 eff.) Poison Resist +25% Cut Resist +25% other ------- Max souls +3.00 This ring is filled with an overwhelming, yet restrained, power. It lashes, grasps from its metal prison, searching for life to snuff out. You alone are unharmed. Perhaps it feels all the death you will bring to others in the near future. |
![]() 0.1 Encumbrance T4 ring jewelry [Ego+] Master While equipped: Stats +7 Str +6 Con offense ------ Physical Power +9 (+3 eff.) defense ------ Stun Resist +30% Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Ego+] Nature While equipped: defense ------ Resistance +9% nature +11% blight Poison Resist +25% Disease Resist +16% Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Unique] Psionic While equipped: Stats +8 Wil offense ------ Mindpower +12 (+5 eff.) defense ------ Resistance +25% mind Mind save +20 (+6 eff.) Confus Resist +40% other ------- Psi/turn +0.50 Masteries +0.20 Psionic/Mentalism On Mind Hit: 10% Mental Refresh level 1 When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Mental Shielding: (Instant) Effective talent level: 2.0 Power cost 21 out of 30/30. Range melee/personal Cooldown: 16 Travel.spd instantaneous Is: a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 2 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
![]() 0.1 Encumbrance T5 ring jewelry [Ego+] Nature While equipped: defense ------ Resistance +12% nature +11% blight Poison Resist +23% Disease Resist +27% Stun Resist +60% Rings make your fingers look great! |
![]() 5.0 Encumbrance T5 staff 1H weapon [Random Unique] Master Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Physical Crit +9.0% Spell Crit +23% Critical power +19.00% Physical Power +13 (+4 eff.) Spellpower +23 (+6 eff.) Damage +30% light Accuracy +10 (+2 eff.) On-Hit (Melee): * 20 arcane resource burn defense ------ Armor +2 Resistance +2% physical Life Regen +2.00 Disease Resist +20% Teleport Resist +10% other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 Encumbrance T4 battleaxe 2H weapon [Ego++] Nature/Master Weapon Damage 42.5 - 63.8 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +7.5% Attack Speed 100% On-crit, radius 2 +45 lightning +52 cold While equipped: Stats +12 Str offense ------ Move Speed +45% Damage +12% physical Ignore resists +24% lightning +21% cold Accuracy +24 (+5 eff.) Massive two-handed battleaxes. |
![]() 3.0 Encumbrance T1 longsword 1H weapon [Ego++] Arcane/Master Weapon Damage 10.5 - 14.7 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% On Hit: * Create an explosion dealing 98 cold damage (1/turn) On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +6.0% Damage +8% cold Ignore resists +6% cold Sharp, long, and deadly. |
![]() 3.0 Encumbrance T4 longsword 1H weapon [Unique] Arcane/Unknown Weapon Damage 50.0 - 70.0 Physical Uses 60% Mag, 60% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +12 Critical Rate +7.0% Attack Speed 100% On Hit: * deal 51.48 arcane and 36.00 darkness damage (based on Magic) in a radius 1 around the target On Kill: * swallows the victim's soul, gaining a new power While equipped: offense ------ Spell Crit +12% Spellpower +24 (+6 eff.) other ------- Talents +1 Soul Purge This heavy, ridged blade emanates magical power, yet as you grasp the handle an icy chill runs its course through your spine. You feel the disembodied presence of all those slain by it. In unison, they demand company. |
![]() 3.0 Encumbrance T2 mace 1H weapon [Rare] Nature Weapon Damage 14.5 - 20.3 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +1.0% Attack Speed 100% On-hit +11 nature While equipped: Stats +4 Str +3 Dex offense ------ Physical Crit +6.0% Critical power +20.78% Spellpower/crit +6 Ignore resists +26% physical Accuracy +25 (+5 eff.) defense ------ Defense +15 (+3 eff.) Resistance +9% acid Spell save +12 (+6 eff.) Blunt and deadly. |
![]() 3.0 Encumbrance T3 mace 1H weapon [Random Unique] Arcane/Master Weapon Damage 29.5 - 41.3 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +1.5% Attack Speed 100% On-hit +12 cold On-Hit, radius 1 +9 fire While equipped: Stats +1 Dex offense ------ Combat Speed +10% Damage +6% lightning Ignore resists +20% fire Accuracy +12 (+3 eff.) When Hit 4 lightning defense ------ Resistance +3% lightning Blunt and deadly. |
![]() 3.0 Encumbrance T4 mace 1H weapon [Random Unique] Master Weapon Damage 52.0 - 72.8 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +2.5% Attack Speed 100% On Critical: * Wound the target dealing 221 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +1 Wil +2 Mag offense ------ Physical Crit +24.0% Critical power +30.00% Physical Power +13 (+4 eff.) Mindpower +10 (+4 eff.) Ignore Armor +9 When Hit 6 arcane defense ------ Mind save +12 (+4 eff.) other ------- EQ when Hit +0.08 Blunt and deadly. |
![]() 3.0 Encumbrance T1 waraxe 1H weapon [Ego+] Arcane/Master Weapon Damage 17.5 - 24.5 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On Hit: * Create an explosion dealing 98 fire damage (1/turn) While equipped: offense ------ Damage +7% fire Ignore resists +10% fire One-handed war axes. |
![]() 3.0 Encumbrance T3 waraxe 1H weapon [Rare] Master Weapon Damage 41.5 - 58.1 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% On-hit +20 light On-Hit, radius 1 +20 physical On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +5 Dex offense ------ Physical Crit +11.0% defense ------ Defense +30 (+6 eff.) Unlife -60.00 life One-handed war axes. |
![]() 3.0 Encumbrance T3 waraxe 1H weapon [Rare] Psionic Weapon Damage 20.0 - 28.0 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% On Hit: * Projects up to 1 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: Stats +9 Cun +4 Str offense ------ Damage +6% fire defense ------ Spell save +15 (+7 eff.) One-handed war axes. |
![]() 3.0 Encumbrance T3 waraxe 1H weapon [Rare] Master Weapon Damage 19.5 - 27.3 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% While equipped: Stats +8 Cun +18 Con offense ------ Physical Power +11 (+4 eff.) Damage +9% blight Ignore resists +10% physical defense ------ Spell save +12 (+6 eff.) Disarm Resist +25% other ------- Mana-on-crit +2.00 Infravision +3 One-handed war axes. |
![]() 3.0 Encumbrance T4 waraxe 1H weapon [Rare] Nature Weapon Damage 32.0 - 44.8 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +6.5% Attack Speed 100% On-hit +17 nature +12 lightning While equipped: offense ------ Damage +9% lightning Ignore resists +29% darkness +29% mind On-Hit (Melee): * 23% chance to reduce damage dealt by 20% * 20% chance to reduce all saves and defense by 25 defense ------ Resistance +17% mind One-handed war axes. |
![]() 3.0 Encumbrance T4 waraxe 1H weapon [Ego++] Nature/Master Weapon Damage 32.5 - 45.5 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +6.5% Attack Speed 100% On Critical: * Wound the target dealing 221 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +9 Str +7 Dex +7 Mag +8 Wil +7 Cun +10 Con offense ------ Physical Crit +13.0% Physical Power +9 (+3 eff.) One-handed war axes. |
![]() 3.0 Encumbrance T4 waraxe 1H weapon [Ego+] Nature Weapon Damage 31.5 - 44.1 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +6.5% Attack Speed 100% On-crit, radius 2 +37 lightning +27 cold While equipped: offense ------ Move Speed +43% Ignore resists +17% lightning +13% cold One-handed war axes. |
![]() 3.0 Encumbrance T4 waraxe 1H weapon [Rare] Psionic Weapon Damage 34.5 - 48.3 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +6.5% Attack Speed 100% On-hit +17 darkness Damage Against +17% Living On-Hit, radius 1 +16 fire While equipped: offense ------ Damage +35% light +21% fire +24% darkness +12% cold Ignore resists +20% darkness On-Hit (Melee): * 23% chance to reduce damage dealt by 20% defense ------ Resistance +9% darkness One-handed war axes. |
![]() 3.0 Encumbrance T4 waraxe 1H weapon [Rare] Master Weapon Damage 37.5 - 52.5 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +12 Critical Rate +6.5% Attack Speed 100% On Hit: * 20% chance to reduce strength, dexterity, and constitution by 28 On Critical: * Wound the target dealing 221 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +16.0% Physical Power +12 (+4 eff.) Damage +6% blight +12% temporal +6% physical One-handed war axes. |
![]() 3.0 Encumbrance T5 waraxe 1H weapon [Random Unique] Arcane/Master Weapon Damage 38.0 - 53.2 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +31 Critical Rate +7.0% Attack Speed 100% Ignore Shields +20% On-hit +4 nature On-crit, radius 2 +12 nature While equipped: Stats +5 Str offense ------ Damage +12% physical Ignore resists +9% physical Accuracy +44 (+8 eff.) Ignore Armor +12 defense ------ Resistance +9% darkness +9% fire other ------- Light +3 One-handed war axes. |
![]() 3.0 Encumbrance T5 waraxe 1H weapon [Ego] Arcane/Master Weapon Damage 50.5 - 70.7 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% On Critical: * Splash the target with acid dealing 163 damage over 5 turns and reducing armor and accuracy by 21 One-handed war axes. |
![]() 3.0 Encumbrance T5 waraxe 1H weapon [Ego+] Arcane/Master Weapon Damage 41.0 - 57.4 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% On-hit +29 cold While equipped: offense ------ Physical Crit +12.0% Critical power +28.00% Ignore Armor +15 One-handed war axes. |
![]() 3.0 Encumbrance T5 waraxe 1H weapon [Ego+] Psionic Weapon Damage 40.5 - 56.7 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% On Hit: * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) One-handed war axes. |
![]() 1.0 Encumbrance T1 dagger 1H weapon [Rare] Psionic Weapon Damage 10.5 - 13.7 Physical Uses 50% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% On-hit +6 mind On Hit: * 10 arcane resource burn * 10% chance to reduce all saves and defense by 25 While equipped: Stats +2 Cun +2 Wil defense ------ Resistance +3% mind +6% temporal Cut Resist +10% Sharp, short and deadly. |
![]() 1.0 Encumbrance T3 dagger 1H weapon [Rare] Arcane Weapon Damage 20.5 - 26.7 Physical Uses 50% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On Hit: * Create an explosion dealing 98 fire damage (1/turn) While equipped: offense ------ Damage +27% acid +13% fire +12% arcane Ignore resists +20% mind +10% fire On-Hit (Melee): * 20% chance to reduce all saves and defense by 25 defense ------ Resistance +9% acid Sharp, short and deadly. |
![]() 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 [Random Unique] Arcane/Master Weapon Damage 20.0 - 26.0 Physical Uses 50% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On-hit +4 arcane On Hit: * Create an explosion dealing 98 acid damage (1/turn) * 25% chance for lightning to strike from the target to a second target dealing 98 damage On Critical: * Wound the target dealing 221 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +3 Mag offense ------ Physical Crit +5.0% Physical Power +8 (+3 eff.) Damage +8% acid +6% arcane Ignore resists +13% acid +15% light other ------- Mana-on-crit +2.00 Sharp, short and deadly. |
![]() 1.0 Encumbrance T4 dagger 1H weapon [Ego++] Arcane/Master Weapon Damage 27.5 - 35.8 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% On Hit: * Create an explosion dealing 98 acid damage (1/turn) On Critical: * Wound the target dealing 221 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +10.0% Physical Power +6 (+2 eff.) Damage +18% acid Ignore resists +17% acid Sharp, short and deadly. |
![]() 1.0 Encumbrance T5 dagger 1H weapon [Ego+] Arcane/Master Weapon Damage 37.0 - 48.1 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% On-Hit, radius 1 +14 fire On Critical: * Wound the target dealing 221 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +12.0% Physical Power +10 (+4 eff.) Sharp, short and deadly. |
![]() 1.0 Encumbrance T5 dagger 1H weapon [Ego+] Master Weapon Damage 36.5 - 47.5 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% While equipped: Stats +5 Con offense ------ Physical Power +14 (+5 eff.) Ignore resists +15% physical defense ------ Disarm Resist +33% Sharp, short and deadly. |
![]() 3.0 Encumbrance T5 mindstar 1H weapon Reqs Wil 48 [Rare] Nature/Psionic Weapon Damage 16.0 - 17.6 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% On-Hit, radius 1 +20 darkness On Hit: * 20% chance to reduce damage dealt by 20% While equipped: Stats +3 Str +4 Cun +9 Con offense ------ Mind Crit +5% Mindpower +35 (+12 eff.) Damage +9% mind defense ------ Mind save +10 (+3 eff.) other ------- Max psi +32.00 Infravision +3 See Invisibility +15 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 Encumbrance T4 steamsaw 1H weapon [Unique] Steamtech Weapon Damage 28.0 - 42.0 Phys.bleed Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +19 Critical Rate +9.0% Attack Speed 100% Block +50 On Hit: * If bleed damage per turn is greater than 5% of max life, attacks cleave. Uses 1.0 Steam While equipped: defense ------ Armor +10 Defense +8 (+2 eff.) Fatigue +9% other ------- Talents +2 Block All damage dealt by or to you (that is over 1% of max life) bleeds for an additional 20% of the damage as physical damage (ignores most status resistances). While you are bleeding, Heartrend's damage increases and it gains lifesteal. There is an attached note. 'I've spilt the heartsblood of my work, feeling it pound, like a heart, in my palms. Some people just can't let go until they've bled dry.' |
![]() 3.0 Encumbrance T4 steamsaw 1H weapon [Rare] Psionic/Steamtech Weapon Damage 32.5 - 48.8 Phys.bleed Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +4.0% Attack Speed 100% Block +78 On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) Uses 1.0 Steam While equipped: Stats +8 Mag +6 Wil +5 Con offense ------ Critical power +15.00% Spellpower/crit +6 Ignore resists +15% arcane +29% cold defense ------ Armor +5 Defense +8 (+2 eff.) Fatigue +10% other ------- Max mana +115.33 Infravision +3 Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 Encumbrance T5 steamsaw 1H weapon [Ego++] Nature/Master/Steamtech Weapon Damage 40.0 - 60.0 Phys.bleed Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +5.0% Attack Speed 100% Block +104 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +6 Con defense ------ Armor +16 Defense +10 (+2 eff.) Fatigue +12% Resistance +10% acid +12% fire +10% lightning +11% cold Physical save +11 (+3 eff.) other ------- Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 Encumbrance T5 steamsaw 1H weapon [Ego+] Nature/Master/Steamtech Weapon Damage 39.5 - 59.2 Phys.bleed Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +5.0% Attack Speed 100% Block +92 On-hit +20 nature Uses 1.0 Steam While equipped: Stats +6 Dex offense ------ Combat Speed +10% Accuracy +16 (+4 eff.) defense ------ Armor +6 Defense +10 (+2 eff.) Fatigue +12% other ------- Talents +3 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! |
![]() 4.0 Encumbrance T4 longbow 2H weapon Reqs Shoot [Rare] Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +9 On-ranged-hit +23 darkness While equipped: Stats +4 Wil offense ------ Physical Crit +9.0% Ignore resists +29% mind Accuracy +18 (+4 eff.) defense ------ Resistance +9% acid Crit Resistance 17.30% Life +100.00 Life Regen +4.61 other ------- Hate-on-crit +5.77 Max hate +11.53 Longbows are used to shoot arrows at your foes. |
![]() 4.0 Encumbrance T5 longbow 2H weapon Reqs Shoot [Unique] Nature Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +12 Attack Speed 118% Range +10 While equipped: Stats +10 Dex +20 Wil offense ------ Physical Crit +15.0% Mind Crit +15% Damage +30% nature +30% physical Ignore resists +20% nature +20% physical In the aftermath of the Spellblaze, the Thaloren had to defend their forests against foes and fires alike. Many of the trees died despite the efforts of the Elves to save them. Their wood was fashioned into a bow to be wielded against the darkness. |
![]() 4.0 Encumbrance T5 longbow 2H weapon Reqs Shoot [Ego+] Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +10 While equipped: offense ------ Physical Crit +9.0% Ignore resists +14% all Accuracy +47 (+9 eff.) Ignore Armor +12 Longbows are used to shoot arrows at your foes. |
![]() 4.0 Encumbrance T4 sling 1H weapon Reqs Shoot [Ego+] Arcane/Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +9 Projectile Speed +200% On-ranged-hit +12 fire While equipped: Stats +5 Cun offense ------ Combat Speed +10% Damage +16% fire Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 Encumbrance T5 sling 1H weapon Reqs Shoot [Random Unique] Disrupt/Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +10 On-ranged-hit +21 nature On Critical: * silences the target While equipped: Stats +7 Str offense ------ Physical Power +14 (+5 eff.) Damage +21% physical Ignore resists +15% nature defense ------ Resistance +9% darkness +3% temporal +9% nature +6% light Silence Resist +10% Knockbk Resist +10% other ------- Cooldown Fragmentation Shot -2 Pin Down -1 Slings are used to hurl stones or metal shots at your foes. |
![]() 3.0 Encumbrance T2 arrow ammo [Ego+] Arcane/Nature Weapon Damage 18.5 - 25.9 Physical Uses 50% Str, 70% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +1.5% Capacity 18 On-ranged-hit +21 cold On Hit: * 20% chance to create vines that bind the target to the ground dealing 154 nature damage and pinning them for 3 turns Arrows are used with bows to pierce your foes to death. |
![]() 7.0 Encumbrance T4 shield armor Reqs - Shield usage training [Ego++] Arcane/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +4 Dex offense ------ Physical Crit +15.0% Physical Power +13 (+4 eff.) When Hit 25 lightning defense ------ Armor +8 Fatigue +8% Resistance +14% lightning other ------- Talents +1 Block Handheld deflection devices. |
![]() 7.0 Encumbrance T4 shield armor Reqs - Shield usage training [Ego+] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +6 Con defense ------ Armor +19 Fatigue +8% Physical save +13 (+4 eff.) other ------- Talents +1 Block Handheld deflection devices. |
![]() 6.0 Encumbrance T4 mummy armor [Normal] While equipped: Stats +6 Mag offense ------ Spellpower +8 (+2 eff.) Damage +15% cold +15% arcane +15% darkness defense ------ Armor +2 Defense +5 (+1 eff.) Fatigue +2% Resistance -25% fire Decaying mummy wrappings. |
![]() 6.0 Encumbrance T4 mummy armor [Normal] While equipped: Stats +9 Mag offense ------ Spellpower +13 (+3 eff.) Damage +15% cold +15% arcane +15% darkness defense ------ Armor +2 Defense +5 (+1 eff.) Fatigue +2% Resistance -25% fire Decaying mummy wrappings. |
![]() 6.0 Encumbrance T4 mummy armor [Normal] While equipped: Stats +5 Mag offense ------ Spellpower +13 (+3 eff.) Damage +15% cold +15% arcane +15% darkness defense ------ Armor +2 Defense +5 (+1 eff.) Fatigue +2% Resistance -25% fire Decaying mummy wrappings. |
![]() 6.0 Encumbrance T4 mummy armor [Ego] Arcane While equipped: Stats +7 Mag offense ------ Spellpower +10 (+3 eff.) Damage +26% blight +15% cold +15% arcane +15% darkness defense ------ Armor +2 Defense +5 (+1 eff.) Fatigue +2% Resistance +26% blight -25% fire Decaying mummy wrappings. |
![]() 6.0 Encumbrance T4 mummy armor [Ego] Arcane While equipped: Stats +6 Mag offense ------ Spellpower +12 (+3 eff.) Damage +15% cold +15% arcane +40% darkness defense ------ Armor +2 Defense +5 (+1 eff.) Fatigue +2% Resistance +37% darkness -25% fire Decaying mummy wrappings. |
![]() 6.0 Encumbrance T4 mummy armor [Ego] Nature While equipped: Stats +7 Mag offense ------ Spellpower +11 (+3 eff.) Damage +35% cold +15% arcane +15% darkness defense ------ Armor +2 Defense +5 (+1 eff.) Fatigue +2% Resistance +30% cold -25% fire Decaying mummy wrappings. |
![]() 6.0 Encumbrance T4 mummy armor [Ego] Arcane While equipped: Stats +8 Mag offense ------ Spell Crit +5% Spellpower +16 (+4 eff.) Damage +15% arcane +15% cold +15% darkness +19% light defense ------ Armor +2 Defense +5 (+1 eff.) Fatigue +2% Resistance +28% light -25% fire Spell save +24 (+10 eff.) Decaying mummy wrappings. |
![]() 2.0 Encumbrance T3 cloth armor [Rare] Nature While equipped: Stats +8 Con offense ------ Physical Crit +3.0% Damage +20% fire Ignore resists +25% physical defense ------ Defense +30 (+6 eff.) Resistance +30% fire +11% all Unlife -80.00 life other ------- Max stamina +30.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T4 cloth armor [Unique] Arcane Oddly it never produces a hat. While equipped: Stats +5 Mag +3 Wil offense ------ Spellpower +23 (+6 eff.) Damage +20% temporal +20% physical Ignore resists +20% temporal +20% physical When Hit 20 physical 10 temporal defense ------ Armor +3 Defense +9 (+2 eff.) Resistance +10% temporal +10% physical +13% all Temporal Reprieve: Effective talent level: 1.0 Power cost 35 out of 50/50. Range melee/personal Fixed Cooldown: 40 Travel.spd instantaneous Is: a spell Description: Transport yourself to a safe place for 2 turns. Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers. |
![]() 2.0 Encumbrance T4 cloth armor [Unique] Arcane While equipped: Stats +15 Mag offense ------ Spell Crit +8% Spellpower +15 (+4 eff.) Move Speed +32% Damage +22% blight When Hit 0 physical defense ------ Resistance +13% all Damage Reduction +22 all Carrion Feet: Effective talent level: 3.0 Power cost 11 out of 20/20. Range 7 Cooldown: 15 Travel.spd instantaneous Is: a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 26%. You can also activate this talent to instantly destroy more worms, letting you jump in range 7 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
![]() 2.0 Encumbrance T4 cloth armor [Ego++] Arcane While equipped: Stats +2 Mag offense ------ Damage +19% acid +13% temporal +10% fire +13% cold +25% physical Ignore resists +9% temporal +9% physical defense ------ Resistance +13% acid +14% physical +14% fire +14% cold +13% all Anomaly Control +10 other ------- Cooldown Refit Golem -4 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T4 cloth armor [Random Unique] Nature/Psionic While equipped: Stats +9 Cun offense ------ Critical power +16.00% Damage +25% acid defense ------ Resistance +15% blight +37% acid +9% darkness +13% all Physical save +3 (+1 eff.) Life +48.00 Life Regen +3.70 Healmod +21% Blind Resist +20% Cut Resist +10% Teleport Resist +20% other ------- Hate-on-crit +5.00 Psi-on-crit +4.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T4 cloth armor [Ego++] Nature While equipped: Stats +5 Con offense ------ Damage +12% nature defense ------ Resistance +7% blight +13% all Life +69.00 Life Regen +2.70 Healmod +14% Poison Resist +25% Disease Resist +28% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T5 cloth armor [Ego+] Arcane While equipped: offense ------ Damage +22% acid +17% physical +14% fire +25% cold defense ------ Resistance +18% acid +20% physical +15% fire +17% cold +15% all other ------- Cooldown Refit Golem -4 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 Encumbrance T3 light armor [Unique] Master While equipped: Stats +5 Wil +4 Con defense ------ Armor +7 Defense +6 (+1 eff.) Fatigue +7% Resistance +35% nature Crit Resistance 30.00% Transfers a bleed, poison, or wound to its source or a nearby enemy every 4 turns. No rogue blades shall incapacitate the wearer of this armour. |
![]() 9.0 Encumbrance T3 light armor [Ego+] Arcane While equipped: offense ------ On-Hit 8 darkness On-Ranged-Hit 8 darkness defense ------ Armor +6 Defense +9 (+2 eff.) Fatigue +8% Resistance +22% darkness +19% temporal Out-of-Phase Defense +18 Out-of-Phase Resistance +19% Out-of-Phase Resilience +19% Blink to a nearby random location (rad 10) Puts all charms on 18 turn cooldown A suit of armour made of leather. |
![]() 9.0 Encumbrance T4 light armor [Random Unique] Nature/Master While equipped: Stats +1 Str +3 Dex offense ------ Physical Crit +6.0% Critical power +18.00% Physical Power +24 (+7 eff.) Ignore Armor +2 defense ------ Armor +16 Defense +37 (+7 eff.) Fatigue +8% Resistance +13% acid +13% cold +23% fire other ------- Max stamina +10.00 Breathe water A suit of armour made of leather. |
![]() 14.0 Encumbrance T3 heavy armor [Ego++] Nature/Master While equipped: Stats +4 Str +5 Con defense ------ Armor +8 Defense +3 (+1 eff.) Fatigue +12% Life +106.00 Life Regen +6.00 Healmod +14% A suit of armour made of mail. |
![]() 14.0 Encumbrance T5 heavy armor [Ego++] Master/Psionic While equipped: Stats +6 Cun +7 Wil defense ------ Armor +18 Defense +5 (+1 eff.) Fatigue +2% Physical save +13 (+4 eff.) Mind save +25 (+8 eff.) A suit of armour made of mail. |
![]() 14.0 Encumbrance T5 heavy armor [Ego+] Master While equipped: Stats +5 Str +6 Con defense ------ Armor +10 Defense +5 (+1 eff.) Fatigue +12% Resistance +24% acid Life +67.00 A suit of armour made of mail. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Arcane While equipped: Stats +2 Dex +5 Wil +4 Con offense ------ Damage +3% darkness defense ------ Fatigue -5% Resistance +3% darkness other ------- Encumbrance +22 A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Ego+] Arcane/Master While equipped: defense ------ Defense +9 (+2 eff.) Resistance +6% blight Stealth +7 The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Arcane While equipped: offense ------ Spellpower +3 (+1 eff.) Damage +9% cold defense ------ Resistance +3% blight +3% nature Mind save +6 (+2 eff.) Life +40.00 Blind Resist +20% A belt that goes around your waist. |
![]() 1.0 Encumbrance T3 belt armor [Rare] Arcane While equipped: offense ------ Physical Crit +3.0% Spell Crit +3% Spellpower +30 (+8 eff.) Damage +15% physical Ignore Armor +3 When Hit 6 arcane defense ------ Armor +8 Resistance +5% arcane Physical save +9 (+3 eff.) other ------- Mana-on-crit +2.00 Create a temporary shield that absorbs 275 damage Puts all charms on 21 turn cooldown A belt that goes around your waist. |
![]() 1.0 Encumbrance T3 belt armor [Ego+] Nature/Master While equipped: Stats +5 Cun +3 Wil offense ------ Against +21% Summoned defense ------ Resist Against +22% Summoned Life Regen +0.80 Healmod +13% A belt that goes around your waist. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +5 Con offense ------ Physical Crit +2.0% Damage +9% acid +6% mind When Hit 2 physical defense ------ Defense +7 (+2 eff.) Resistance +0% lightning Physical save +6 (+2 eff.) other ------- Max stamina +20.00 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 T1 cloak armor [Rare] Master While equipped: Stats +3 Cun +2 Dex offense ------ Spellpower +10 (+3 eff.) defense ------ Defense +1 (+0 eff.) other ------- Vim-on-crit +2.00 Max mana +40.00 Max vim +10.00 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 T1 cloak armor [Rare] Nature While equipped: offense ------ Ignore resists +20% fire defense ------ Defense +6 (+1 eff.) Resistance +3% nature +3% cold Crit Resistance 10.00% Life +32.00 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 T5 cloak armor [Random Unique] Nature/Master While equipped: Stats +4 Str +4 Dex +5 Con offense ------ Physical Crit +3.0% Ignore resists +10% light Ignore Armor +4 defense ------ Defense +10 (+2 eff.) Resistance +8% acid +7% fire +9% lightning +8% cold Physical save +14 (+4 eff.) Spell save +14 (+6 eff.) other ------- Stamina/turn +3.10 Max stamina +20.00 Masteries +0.30 Technique/Combat training 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 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun offense ------ Move Speed +20% Damage +15% cold defense ------ Armor +4 Defense +1 (+0 eff.) Fatigue +7% Resistance +10% nature +20% cold other ------- Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
![]() 2.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +8 Str +4 Mag +3 Wil +16 Con offense ------ Damage +8% physical defense ------ Armor +3 Resistance +20% blight other ------- See Invisibility +6 Size +1 A pair of boots made of leather. |
![]() 2.0 Encumbrance T5 feet armor [Random Unique] Master/Psionic While equipped: Stats +4 Str +6 Wil +6 Cun +4 Con defense ------ Armor +5 Resistance +9% lightning +3% temporal +3% darkness +6% blight +18% fire +3% nature +24% cold Physical save +15 (+5 eff.) Spell save +24 (+10 eff.) Mind save +12 (+4 eff.) Rush: Puts all charms on 18 turn cooldown Effective talent level: 2.0 Power cost 18 out of 25/25. Range 7 Cooldown: 30 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. A pair of boots made of leather. |
![]() 2.0 Encumbrance T5 feet armor [Random Unique] Arcane/Master While equipped: Stats +1 Str +3 Dex +5 Mag offense ------ Physical Crit +5.0% Physical Power +5 (+2 eff.) Damage +6% arcane +3% physical Ignore resists +15% lightning +12% physical Accuracy +10 (+2 eff.) defense ------ Armor +5 Defense +10 (+2 eff.) Resistance +9% lightning other ------- Stamina/turn +1.10 Max stamina +67.94 Spell cooldown 10% A pair of boots made of leather. |
![]() 3.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +3 Str offense ------ Physical Crit +6.0% Ignore resists +25% physical defense ------ Armor +4 Defense +29 (+5 eff.) Fatigue +3% Resistance +21% acid Unlife -60.00 life other ------- Max stamina +30.00 Evasion: (Instant) Puts all charms on 21 turn cooldown Effective talent level: 2.0 Power cost 21 out of 30/30. Range melee/personal Cooldown: 25 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 35% chance to evade melee and ranged attacks and 28 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 Encumbrance T3 feet armor [Rare] Nature While equipped: offense ------ Physical Crit +8.0% Accuracy +20 (+4 eff.) Ignore Armor +3 defense ------ Armor +4 Fatigue +3% Resistance +8% lightning +8% temporal Unlife -80.00 life Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 Encumbrance T5 feet armor [Unique] Steamtech The more steam the better! While equipped: Stats +8 Str +10 Dex offense ------ Damage +10% fire defense ------ Armor +15 Defense +8 (+2 eff.) Fatigue +8% Pinning Resist +50% Generate 3 steam each time you walk. Boots. But with steam power! |
![]() 1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil offense ------ Mindpower +2 (+1 eff.) Damage +5% nature defense ------ Resistance +10% nature Poison Resist +20% other ------- Masteries +0.20 Wild-gift/Slime Unarmed combat: Weapon Damage 7.0 - 7.7 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +4.0% Attack Speed 100% On Hit: 35% Slime Spit level 1 These gloves are coated with a thick, green liquid. |
![]() 1.5 Encumbrance T2 hands armor [Rare] Nature While equipped: Stats +3 Str +3 Wil +3 Con offense ------ Critical power +10.00% On-Hit 8 nature Damage +5% nature Ignore resists +5% physical Ignore Armor +1 defense ------ Armor +8 Fatigue +3% Resistance +7% nature Unarmed combat: Weapon Damage 22.5 - 31.5 Physical Uses 40% Dex, 40% Str, 40% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 83% On-crit, radius 2 +8 nature On Hit: 10% Venomous Breath level 3 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 Encumbrance T2 hands armor [Rare] Master While equipped: Stats +2 Str +4 Wil +4 Con offense ------ Spell Crit +4% Damage +15% blight defense ------ Armor +2 Fatigue +3% Resistance +5% arcane Physical save +12 (+4 eff.) Disarm Resist +22% other ------- Mana-on-crit +2.00 Masteries +0.20 Technique/Grappling Unarmed combat: Weapon Damage 22.0 - 30.8 Physical Uses 40% Dex, 40% Str, 40% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 83% On Hit: 10% Disarm level 3 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +2 Dex +3 Wil offense ------ On-Hit (Melee): * 10 arcane resource burn defense ------ Armor +2 Defense +16 (+3 eff.) Resistance +5% arcane Physical save +6 (+2 eff.) Stun Resist +20% A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +10 Str +8 Dex defense ------ Armor +3 Fatigue +3% Resistance +21% acid Life +100.00 Healmod +15% Disarm Resist +20% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Skullcracker: Puts all charms on 14 turn cooldown Effective talent level: 3.0 Power cost 14 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 411.4 Physical damage. If the attack hits, the target is confused (45% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A hat made of leather. Very stylish. |
![]() 2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +6 Con offense ------ Damage +12% darkness +12% cold Ignore resists +25% cold +25% darkness +20% nature When Hit 4 nature defense ------ Armor +3 Fatigue +3% Resistance +6% nature A cap made of leather. |
![]() 2.0 Encumbrance T3 head armor [Rare] Nature While equipped: Stats +6 Str +6 Wil offense ------ Physical Power +9 (+3 eff.) Damage +6% cold Accuracy +20 (+4 eff.) defense ------ Armor +3 Defense +15 (+3 eff.) Fatigue +3% Resistance +9% blight +11% physical +15% cold +15% temporal Physical save +9 (+3 eff.) Unlife -80.00 life A hat made of leather. Very stylish. |
![]() 2.0 Encumbrance T4 head armor [Unique] Arcane You need to find something to bind its powers. While equipped: defense ------ Armor +3 Fatigue +3% Damage Reduction +10 all This crown looks useless, yet you can feel it is woven with fell magics of undeath. Maybe it has a use. |
![]() 2.0 Encumbrance T5 head armor [Random Unique] Master While equipped: Stats +17 Str offense ------ Physical Crit +4.0% Ignore resists +5% physical defense ------ Armor +12 Fatigue +5% Resistance +6% light Unlife -40.00 life other ------- Infravision +2 A cap made of leather. |
![]() 2.0 Encumbrance T5 head armor [Random Unique] Nature/Psionic While equipped: Stats +9 Cun +14 Wil offense ------ Spell Crit +2% Mind Crit +7% Damage +15% nature +6% cold Ignore resists +10% blight defense ------ Defense +3 (+1 eff.) Resistance +22% nature Mind save +20 (+6 eff.) other ------- Mana/turn +0.12 EQ when Hit +1.00 Psi when Hit +1.70 Hate when Hit +2.20 Hateful Whisper: Puts all charms on 11 turn cooldown Effective talent level: 4.0 Power cost 11 out of 15/15. Range 5 Cooldown: 10 Travel.spd instantaneous Is: a mind power Description: Infect a target's mind with a virulent whisper that deals 124 Mind damage and spreads amongst your foes, dealing damage and feeding you 4.2 Hate for each new victim. Each turn for 3 turns, the initial victim will spread the whisper to a new target within 3 tiles if one is available; beyond this, all affected targets have a 30% chance of spreading the effect each turn for 4 turns. Targets damaged by this ability have a 25% chance of suffering Brainlock. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T5 head armor [Random Unique] Nature/Master While equipped: Stats +13 Lck +2 Wil offense ------ Physical Crit +7.0% Spell Crit +6% Mind Crit +4% Critical power +5.00% Spellpower/crit +10 Damage +9% arcane Ignore resists +15% lightning defense ------ Armor +10 Fatigue +5% Physical save +19 (+6 eff.) other ------- Infravision +4 A cap made of leather. |
![]() 3.0 Encumbrance T3 head armor [Random Unique] Nature/Master While equipped: Stats +7 Str +4 Dex +2 Mag +4 Cun +4 Con offense ------ Physical Power +4 (+2 eff.) Damage +9% blight defense ------ Armor +4 Fatigue +4% Resistance +9% lightning +10% temporal Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Mana-on-crit +2.00 Max vim +20.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 Encumbrance T3 head armor [Unique] Arcane/Psionic While equipped: Stats +10 Cun +10 Wil defense ------ Armor +12 Fatigue +8% Resistance +15% light +15% mind +10% arcane Life Regen +2.00 It can be used without being worn. Sense the presence of unique objects. Uses 14 power out of 20/20 A large crown, part metallic part glass that radiates with psionic powers. |
![]() 3.0 Encumbrance T5 head armor [Unique] Steamtech The more steam the better! While equipped: Stats +5 Str +5 Con defense ------ Armor +12 Defense +3 (+1 eff.) Fatigue +10% Resistance +10% all Blind Resist +50% A Helmet. But with steam power! |
![]() 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 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+0 eff.) Spell save +2 (+1 eff.) Mind save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+0 eff.) Spell save +2 (+1 eff.) Mind save +2 (+0 eff.) Latent Damage Type: Nature 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. |
![]() 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 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 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+1 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. |
![]() 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. |
![]() 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 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Physical save +6 (+2 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Physical save +6 (+2 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 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 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 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 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Physical save +8 (+2 eff.) Spell save +8 (+4 eff.) Mind save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Physical save +8 (+2 eff.) Spell save +8 (+4 eff.) Mind save +8 (+2 eff.) Latent Damage Type: Lightning 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 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. |
![]() 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 T5 red gem [Normal] While equipped: Stun Resist +60% Item imbue powers: Stun Resist +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 red gem [Normal] While equipped: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Item imbue powers: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Physical save +10 (+3 eff.) Spell save +10 (+5 eff.) Mind save +10 (+3 eff.) Item imbue powers: Defense +10 (+2 eff.) Physical save +10 (+3 eff.) Spell save +10 (+5 eff.) Mind save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 white gem [Normal] While equipped: Armor +5 Resistance +5% all Item imbue powers: Armor +5 Resistance +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 3.0 Encumbrance T5 red gem [Unique] Arcane While carried: Spellpower +7 (+2 eff.) When Hit 25 fire Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
![]() 0.0 Encumbrance T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Move Speed +20% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Move Speed +15% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 21 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 0.0 Encumbrance T5 red gem [Plot Item] While equipped: Damage +12% fire Item imbue powers: Damage +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() 0.0 Encumbrance T5 white gem [Plot Item] Gems can be sold for money or used in arcane rituals. |
![]() 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 T5 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con Resistance +20% arcane +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane Combine with a suit of body armor (makes a non enchanted armour into an artifact). Uses 1 power out of 1/1 This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
![]() 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 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. |
![]() 1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(81 power, based on Willpower). Uses 7 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 2.0 Encumbrance T1 lite [Rare] Psionic While equipped: Stats +2 Dex +4 Con offense ------ Mind Crit +5% Critical power +15.00% Mindpower +5 (+2 eff.) Damage +0% light Accuracy +20 (+4 eff.) When Hit 8 physical defense ------ Mind save +6 (+2 eff.) other ------- Stamina/turn +2.00 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. |
![]() 1.0 Encumbrance T3 lite [Rare] Nature While equipped: Stats +4 Dex +2 Mag defense ------ Crit Resistance 5.00% Life +61.00 Healmod +15% Disease Resist +20% other ------- Light +4 Infravision +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 0.0 Encumbrance power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 0.0 Encumbrance T5 steamtech tinker [Normal] Steamtech Attachable to head When attached: defense ------ Silence Resist +50% Returns 5 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
![]() 1.0 Encumbrance misc [Plot Item] An athame, covered in blood runes. It radiates power. |
![]() 3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +3 Str offense ------ Damage +3% mind Ignore resists +5% cold Ignore Armor +6 defense ------ Armor +6 Resistance +9% cold Life +20.00 Stun Resist +20% While carried: other ------- Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 18 turn cooldown Effective talent level: 2.0 Power cost 18 out of 26/26. Range melee/personal Cooldown: 25 Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +57 accuracy and allowing you to attack creatures you cannot see without penalty for the next 4 turns. Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T3 digger tool [Random Unique] Master/Psionic While equipped: Stats +2 Str offense ------ Damage +8% mind +10% fire Ignore resists +16% physical On-Hit (Melee): * 20 arcane resource burn defense ------ Resistance +3% acid +7% darkness +3% blight +7% fire +6% nature Mind save +5 (+1 eff.) While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T3 digger tool [Rare] Master While equipped: Stats +6 Str +2 Mag +6 Con offense ------ Critical power +15.00% Physical Power +8 (+3 eff.) Ignore Armor +6 On-Hit (Melee): * 20% chance to reduce all saves and defense by 25 defense ------ Resistance +18% blight While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+1 eff.) other ------- Disarm Traps +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Orb of Communication Orb of Communication0.0 Encumbrance orb [Plot Item] Unknown Speak with someone. Uses 1 power out of 128/128 Activation is instant. This orb can be used to speak with someone far away. It is even capable of teleporting small objects back and forth. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown Activate a portal. Uses 7 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 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. |
![]() 2.0 Encumbrance T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 21 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 140 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 T1 torque charm [Rare] Psionic While equipped: Stats +1 Cun +4 Str offense ------ Damage +9% arcane +3% blight Ignore resists +15% light When Hit 2 blight other ------- Light +1 Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 154 physical damage Puts all charms on 11 turn cooldown 100% to reduce fatigue by 20% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T3 torque charm [Random Unique] Psionic While equipped: offense ------ Damage +6% darkness +3% fire defense ------ Resistance +6% darkness +9% fire Project a gust of wind in a cone knocking all creatures back 9 spaces and dealing 353 physical damage Puts all charms on 11 turn cooldown 100% to gain a 21% chance to evade weapon attacks for 2 turns. 100% to increase all damage penetration by 15% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T5 torque charm [Ego+] Psionic Setup a psionic shield, reducing all damage taken by 129 for 5 turns Puts all charms on 12 turn cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: Stats +5 Con offense ------ Critical power +10.00% Damage +3% light When Hit 6 light defense ------ Mind save +9 (+3 eff.) Sting an enemy dealing 122 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 11 turn cooldown 100% to gain a 14% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T2 totem charm [Rare] Nature While equipped: defense ------ Defense +25 (+5 eff.) Resistance +6% mind Physical save +3 (+1 eff.) Poison Resist +20% Teleport Resist +20% Heal yourself and all friendly characters within 10 spaces for 200 Puts all charms on 11 turn cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T1 wand charm [Rare] Arcane While equipped: offense ------ Damage +3% blight On-Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 28 defense ------ Armor +6 Resistance +3% temporal Unlife -60.00 life Reveal the area around you, dispelling darkness (radius 9, power 73 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 11 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 Encumbrance T3 wand charm [Rare] Arcane While equipped: offense ------ Damage +24% light When Hit 10 light defense ------ Resistance +9% light Pinning Resist +20% Teleport Resist +20% other ------- Infravision +3 Reveal the area around you, dispelling darkness (radius 12, power 76 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 11 turn cooldown 100% to increase all damage by 19% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 Encumbrance T5 wand charm [Unique] Arcane While equipped: Stats +8 Mag offense ------ Spellpower +10 (+3 eff.) Damage +12% darkness +12% temporal When Hit 16 void defense ------ Resistance +10% darkness +10% temporal Release a radius 2 burst of void energy at up to range 5, dealing 245.96 temporal and 172.00 darkness damage (based on Magic). Uses 14 power out of 40/40 This jagged shape looks like a hole in space, yet it is solid, though light in weight. |
Achievements
By Deediean the Cornac Reaver level 32
56th Haze 122nd year of Ascendancy at 17:54 see stats
By Deediean the Cornac Reaver level 41
21st Pyre 123rd year of Ascendancy at 04:54 see stats
By Deediean the Cornac Reaver level 41
5th Pyre 123rd year of Ascendancy at 21:18 see stats
By Deediean the Cornac Reaver level 46
39th Pyre 123rd year of Ascendancy at 14:56 see stats
By Deediean the Cornac Reaver level 45
38th Pyre 123rd year of Ascendancy at 02:16 see stats
By Deediean the Cornac Reaver level 34
5th Decay 122nd year of Ascendancy at 20:00 see stats
By Deediean the Cornac Reaver level 44
36th Pyre 123rd year of Ascendancy at 02:35 see stats
By Deediean the Cornac Reaver level 42
22nd Pyre 123rd year of Ascendancy at 05:19 see stats
By Deediean the Cornac Reaver level 36
48th Regrowth 123rd year of Ascendancy at 07:43 see stats
By Deediean the Cornac Reaver level 23
34th Dusk 122nd year of Ascendancy at 15:12 see stats
By Deediean the Cornac Reaver level 32
46th Haze 122nd year of Ascendancy at 08:31 see stats
By Deediean the Cornac Reaver level 35
47th Regrowth 123rd year of Ascendancy at 17:22 see stats
By Deediean the Cornac Reaver level 47
40th Pyre 123rd year of Ascendancy at 00:29 see stats
By Deediean the Cornac Reaver level 10
7th Mirth 122nd year of Ascendancy at 04:21 see stats
By Deediean the Cornac Reaver level 20
28th Dusk 122nd year of Ascendancy at 04:52 see stats
By Deediean the Cornac Reaver level 30
51st Dusk 122nd year of Ascendancy at 16:01 see stats
By Deediean the Cornac Reaver level 40
2nd Pyre 123rd year of Ascendancy at 12:28 see stats
By Deediean the Cornac Reaver level 50
50th Pyre 123rd year of Ascendancy at 23:01 see stats
By Deediean the Cornac Reaver level 32
29th Haze 122nd year of Ascendancy at 05:49 see stats
By Deediean the Cornac Reaver level 43
34th Pyre 123rd year of Ascendancy at 07:27 see stats
By Deediean the Cornac Reaver level 31
68th Dusk 122nd year of Ascendancy at 02:43 see stats
By Deediean the Cornac Reaver level 44
36th Pyre 123rd year of Ascendancy at 06:06 see stats
By Deediean the Cornac Reaver level 10
6th Dusk 122nd year of Ascendancy at 15:45 see stats
By Deediean the Cornac Reaver level 34
10th Allure 123rd year of Ascendancy at 02:14 see stats
By Deediean the Cornac Reaver level 7
2nd Mirth 122nd year of Ascendancy at 16:05 see stats
By Deediean the Cornac Reaver level 48
41st Pyre 123rd year of Ascendancy at 21:54 see stats
By Deediean the Cornac Reaver level 27
40th Dusk 122nd year of Ascendancy at 20:43 see stats
By Deediean the Cornac Reaver level 17
19th Dusk 122nd year of Ascendancy at 09:43 see stats
By Deediean the Cornac Reaver level 46
39th Pyre 123rd year of Ascendancy at 07:32 see stats
By Deediean the Cornac Reaver level 41
5th Pyre 123rd year of Ascendancy at 13:44 see stats
By Deediean the Cornac Reaver level 35
47th Regrowth 123rd year of Ascendancy at 19:29 see stats
Log
Deediean performs a melee critical strike against Mayitira the armoured skeleton warrior!
The powerful blow energizes Mayitira the armoured skeleton warrior reducing their cooldowns!
Deediean's spell attains critical power!
The powerful blow energizes Mayitira the armoured skeleton warrior reducing their cooldowns!
Deediean performs a melee critical strike against Mayitira the armoured skeleton warrior!
Melee retaliation hits Deediean for 13 fire, 13 fire, 13 fire (39 total damage).
Ruin hits Deediean for 10 healing, 10 healing (0 total damage) [21 healing].
Deediean hits Mayitira the armoured skeleton warrior for 171 physical, 162 physical, 29 arcane, 19 blight, 29 arcane, 19 blight, 414 fire (843 total damage).
Blood Splash hits Deediean for 14 healing, 14 healing (0 total damage) [27 healing].
Deediean killed Mayitira the armoured skeleton warrior!
Mayitira the armoured skeleton warrior's fire area effect hits Deediean for 44 fire damage.
Talent Virulent Disease is ready to use.
Deediean picks up ( .): stralite steamsaw 'Rimeworm' (32-49 power, 0 apr).
Talent Virulent Strike is ready to use.
Talent Pestilent Blight is ready to use.
Deediean picks up ( .): pearl.
Deediean picks up ( .): mummy wrappings of frost (+30%) (5 def, 2 armour).
Resting starts...
Talent Corrupting Strike is ready to use.
Rested for 3 turns (stop reason: all resources and life at maximum).
There is a previous level here (press '' or right click to use).
There is a previous level here (press '' or right click to use).
There is a next level here (press '' or right click to use).
Ran for 51 turns (stop reason: at exit).
Galen's Flowing Robe activates and resets Deediean's Ruin cooldown!