










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. This mod is not meant for new players. 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 | Rogue |
| Level / Exp | 33 / 5% |
| Size | medium |
| Lifes / Deaths | Killed by armoured skeleton warrior at level 27 on the 72nd Dusk 122nd year of Ascendancy at 15:44 / 1 |
Primary Stats
| Strength | 18 (base 18) |
| Dexterity | 77 (base 60) |
| Constitution | 19 (base 10) |
| Magic | 12 (base 10) |
| Willpower | 19 (base 10) |
| Cunning | 68 (base 60) |
Resources
| Life | 731/731 |
| Stamina | 168/168 |
| Steam | 100/100 |
| Healing Factor | 1.0791723257556 |
| Regeneration | 24.597360984265 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | -1001 |
| Infravision | 11 |
| See Stealth | 42.724250866975 |
| See Invisible | 50.724250866975 |
| Stealth | 37 |
Offense: Mainhand
| Damage | 88 |
| Accuracy | 66 |
| Crit Chance | 76% |
| APR | 73 |
| Speed | 0.90 |
Offense: Offhand
| Damage | 48 |
| Accuracy | 66 |
| Crit Chance | 47% |
| APR | 40 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 12 |
| Crit Chance | 28% |
| Speed | 1 |
Offense: Mind
| Mindpower | 35 |
| Crit Chance | 31% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +30% |
| Lightning | +15% |
| Darkness | +20% |
| Mind | +15% |
| Blight | +15% |
| Acid | +30% |
| Fire | +15% |
| All | 0% |
Offense: Damage Penetration
| Physical | +38% |
| Lightning | +25% |
| Mind | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 43 (99.007671158813%) |
| Defense | 72 |
| Ranged Defense | 72 |
| Fatigue | 0 |
| Physical Save | 43 |
| Spell Save | 29 |
| Mental Save | 31 |
Defense: Resistances
| Acid | + 20%( 70%) |
| Blight | + 20%( 70%) |
| Physical | + 25%( 70%) |
| Cold | + 20%( 70%) |
| All | + 15%( 70%) |
| Lightning | + 41%( 70%) |
| Temporal | + 20%( 70%) |
| Mind | + 25%( 70%) |
| Darkness | + 20%( 70%) |
| Nature | + 40%( 70%) |
Defense: Immunities
| Stun Resistance | 72% |
| Poison Resistance | 60% |
| Disarm Resistance | 73% |
| Bleed Resistance | 60% |
| Teleport Resistance | 100% |
| Silence Resistance | 30% |
| Pinning Resistance | 51% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 47% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 748% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 110 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 230 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Won't Break Stealth: 100% Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 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 60 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. |
Class Talents
| Cunning / Stealth | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Technique / Duelist | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Throwing knives | 1.30 |
| 5/5 |
| 3/5 |
| 4/5 |
| 4/5 |
| Cunning / Poisons | 2.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 1/5 |
| Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Trapping | 2.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| 4/5 |
| Steamtech / Physics | 1.00 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 2/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 2/5 |
| 1/5 |
| 4/5 |
| 4/5 |
| Cunning / Lethality | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Quickdraw |
| talent | Apply Poison |
| talent | Trained Reactions |
| talent | Stealth |
| talent | Leeching Poison |
| talent | Volatile Poison |
| beneficial effect | The target is wreathed in shadows, increasing life regeneration by 4.5 and stamina regeneration by 1.2. Soothing Darkness |
| beneficial effect | Has 10 throwing knives prepared: 10 KnivesRange: 7 Net Damage: 116 - 163 Accuracy: 82 (knife) APR: 45 Crit Chance: +63% Crit mult: 217% Uses Stats: 50% Cun, 70% Dex |
| beneficial effect | Improves senses, allowing the detection of unseen things. Sensing |
| beneficial effect | Parrying melee and ranged attacks: Has a 38% chance to deflect up to 18 damage from the next 2.7 attack(s). Parried attacks cannot crit. Parrying |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You failed to protect the lone alchemist from death by rogue. Escort: lone alchemist (level 1 of Ruins of Kor'Pul) | failed |
You successfully escorted the lone alchemist to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lone alchemist (level 2 of Ruins of Kor'Pul)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you improved talent Vitality (+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 Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * 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: 72. | 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. | active |
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 skeleton mage skull. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * 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 giant spider spinneret. * You've found the needed warg claw. * '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 sandworm tooth. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed orc heart. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Samydrador the pair of rough leather boots (25 def, 1 armour) 2.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Physical Crit +1.0% Physical Power +15 (+5 eff.) Ignore resists +5% physical defense ------ Armor +1 Defense +25 (+6 eff.) Fatigue -5% Resistance +3% temporal Physical save +18 (+6 eff.) Pinning Resist +20% Knockbk Resist +20% Teleport Resist +100% other ------- Encumbrance +20 EQ when Hit +0.04 A pair of boots made of leather. |
| Light source | brass lantern 'Elessra' 2.0 Encumbrance T1 lite [Rare] Nature While equipped: Stats +3 Wil offense ------ Damage +20% darkness Accuracy +5 (+1 eff.) Ignore Armor +1 defense ------ Armor +2 Defense +5 (+1 eff.) Life +44.00 other ------- Stamina/turn +2.00 Light -1 Infravision +8 See Invisibility +8 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Unlightfoe the iron helm (0 def, 3 armour) 3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +4 Con offense ------ On-Hit (Melee): * 20% chance to reduce damage dealt by 19% defense ------ Armor +3 Fatigue +5% Crit Resistance 10.00% Physical save +15 (+5 eff.) Mind save +12 (+6 eff.) Life +80.00 Life Regen +4.00 Silence Resist +30% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | hardened leather gloves 'Chargefurnace' (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Rare] Master While equipped: offense ------ Physical Crit +11.0% Spell Crit +10% Mind Crit +8% Critical power +11.00% Damage +9% lightning Ignore resists +10% mind +25% lightning defense ------ Armor +2 Resistance +6% cold +3% temporal +6% mind +6% darkness Spell save +12 (+6 eff.) Unarmed combat: Weapon Damage 22.5 - 24.8 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +13.0% Attack Speed 100% On Crit: 20% Cripple level 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Cracklerune the steel torque of gale force [power 180] (13 cooldown)2.0 Encumbrance T2 torque charm [Rare] Psionic While equipped: Stats +4 Dex offense ------ Ignore Armor +3 defense ------ Defense +20 (+5 eff.) Resistance +21% lightning +2% physical Unlife -80.00 life Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 180 physical damage Puts all charms on 13 turn cooldown 100% to gain a 12% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | steel ring of perseverance0.1 Encumbrance T2 ring jewelry [Ego] Master While equipped: defense ------ Life Regen +2.00 Stun Resist +26% Rings make your fingers look great! |
| On fingers | Emelunn0.1 Encumbrance T3 ring jewelry [Rare] Master While equipped: offense ------ Physical Power +25 (+8 eff.) Ignore resists +5% physical Accuracy +5 (+1 eff.) On-Hit (Melee): * 20% chance to reduce armor by 17% defense ------ Resistance +4% physical Life +29.00 Disarm Resist +23% Pinning Resist +31% Knockbk Resist +27% other ------- Stamina/turn +3.00 Rings make your fingers look great! |
| Around neck | steel amulet 'Blazesorrow'0.1 Encumbrance T2 amulet jewelry [Random Unique] Nature/Master While equipped: offense ------ Critical power +12.00% Damage +6% lightning Accuracy +6 (+2 eff.) Ignore Armor +12 defense ------ Resistance +10% lightning +6% physical +6% blight Stun Resist +26% other ------- Stamina/turn +0.30 Amulets make your neck look great! |
| In main hand | Swordbreaker (25-32 power, 40 apr) 1.0 Encumbrance T3 dagger 1H weapon [Unique] Master Weapon Damage 25.0 - 32.5 Physical Uses 50% Dex, 50% Cun Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +40 Critical Rate +35.0% Attack Speed 111% On Critical: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex defense ------ Hardiness +20% Defense +15 (+3 eff.) Physical save +15 (+5 eff.) Disarm Resist +50% other ------- Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
| Around waist | Mondil |
| In off hand | Mandur the dwarven-steel dagger (18-24 power, 7 apr) 1.0 Encumbrance T3 dagger 1H weapon [Random Unique] Nature/Master Weapon Damage 18.5 - 24.1 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On-hit +4 physical +9 nature On Hit: * 10% chance to reduce all saves and defense by 23 * chills your foe dealing 25 damage and slowing them by one tenth of a turn While equipped: offense ------ Physical Crit +8.0% Critical power +14.00% Ignore resists +28% physical Accuracy +24 (+6 eff.) Ignore Armor +17 When Hit 4 mind Sharp, short and deadly. |
| Cloak | Growwitch the linen cloak (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Arcane While equipped: Stats +2 Mag +2 Wil offense ------ On-Hit (Melee): * 20% chance to slow global speed by 50% defense ------ Defense +1 (+0 eff.) Resistance +6% mind Spell save +6 (+3 eff.) Life Regen +4.00 Stun Resist +20% other ------- Max mana +44.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Spider-Silk Robe of Spydrë (10 def, 15 armour) 2.0 Encumbrance T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil offense ------ Mind Crit +5% Mindpower +10 (+5 eff.) Damage +15% acid +15% nature +15% mind When Hit 20 nature slow 20 poison defense ------ Armor +15 Hardiness +30% Defense +10 (+2 eff.) Resistance +30% nature +11% all Physical save +10 (+3 eff.) Spell save +10 (+5 eff.) Life Regen +8.00 Poison Resist +60% Disease Resist +60% Cut Resist +60% This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Inventory
healing infusion of the psychic (heal 82; cd 13)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 82 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower 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 |
regeneration infusion of the psychic (heal 125; 13 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 125 life over 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 18%; mental, magical; dur 4; cd 10)0.1 Encumbrance infusion scroll [Normal] 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 and magical effect and reduce all damage taken by 18% for 4 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Rune of Reflection (--)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 160 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. |
acid wave rune (damage 199; dur 4; cd 17)0.1 Encumbrance rune scroll [Normal] 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 198.90 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
biting gale rune (damage 78; dur 4; cd 15)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Range melee/personal Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 78.00 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
biting gale rune of the warrior (damage 140; dur 4; cd 15)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Range melee/personal Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 139.60 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the wizard (absorb 32; cd 14)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 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 32 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shielding rune of the titan (absorb 288; dur 5; cd 17)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 17 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 288 damage for 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Armour Reinforcement0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Want more defense? Wear more armour! Requires talents: - Smith (1) Requires ingredients: - lump of iron (4) Example Item: iron armour reinforcement 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to body When attached: defense ------ Armor +1 Hardiness +20% Fatigue +5% 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. |
2 schematic: Lightning Coil0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Lightning coils can be attached to melee weapons to generate a short range beam of electricity on melee crits. Requires talents: - Electricity (3) Requires ingredients: - lump of iron (3) Example Item: crude lightning coil 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to weapon On critical strikes generates a 3 tiles lightning beam. 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. |
schematic: Thunder Grenade0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Small radius, but stuns quite well. Requires talents: - Explosives (3) Requires ingredients: - stack of herbs (viperweed) (1) - lump of iron (2) Example Item: crude thunder grenade 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to belt When attached: other ------- Talents +1 Thunder Grenade Effective talent level: 1.0 Use mode: Activated Steam cost: 5 Range: 6 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Throw a grenade at your foes, dealing 69.97 physical damage in radius 1. Creatures hit will also be stunned for 1 turns. The stun effect is applied with your Steampower. 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. |
Withering Orbs0.1 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... |
clarifying copper amulet0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +14% mind Confus Resist +21% Amulets make your neck look great! |
Arcquencher0.1 Encumbrance T2 amulet jewelry [Rare] Master While equipped: Stats +6 Str +6 Dex +5 Wil offense ------ Mindpower +30 (+11 eff.) Damage +6% mind defense ------ Resistance +6% lightning Mind save +6 (+3 eff.) other ------- Max psi +50.00 Light +3 Amulets make your neck look great! |
Lisoldama the Skygasher0.1 Encumbrance T2 amulet jewelry [Rare] Master While equipped: Stats +6 Dex +6 Cun +5 Con offense ------ Move Speed +10% Damage +12% lightning Ignore resists +15% lightning defense ------ Fatigue -7% Resistance +12% blight +6% nature +6% lightning Crit Resistance 15.00% Unlife -40.00 life Life Regen +3.00 other ------- Stamina/turn +0.70 Amulets make your neck look great! |
archmage's gold amulet of magic (+5)0.1 Encumbrance T3 amulet jewelry [Ego+] Arcane While equipped: Stats +5 Mag offense ------ Spell Crit +4% Spellpower +5 (+5 eff.) Damage +4% acid +5% fire +5% cold +5% lightning Amulets make your neck look great! |
serendipitous gold amulet of vision0.1 Encumbrance T3 amulet jewelry [Ego++] Nature While equipped: Stats +7 Lck offense ------ Accuracy +5 (+1 eff.) defense ------ Defense +13 (+3 eff.) Resist unseen 13% Blind Resist +10% other ------- Infravision +4 Sight +2 See Invisibility +7 Amulets make your neck look great! |
vitalizing gold amulet0.1 Encumbrance T3 amulet jewelry [Ego+] Nature While equipped: Stats +3 Con defense ------ Physical save +5 (+2 eff.) Life +32.00 Life Regen +3.00 Amulets make your neck look great! |
wanderer's gold amulet of healing0.1 Encumbrance T3 amulet jewelry [Ego+] Nature/Master While equipped: Stats +3 Dex +3 Cun +5 Con offense ------ Move Speed +10% defense ------ Fatigue -6% Life Regen +2.00 Healmod +15% Cut Resist +50% other ------- Stamina/turn +0.50 Heal: Puts all charms on 29 turn cooldown Effective talent level: 2.0 Power cost 29 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 214 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Brightravager the copper ring0.1 Encumbrance T1 ring jewelry [Rare] Psionic While equipped: offense ------ Ignore resists +5% light On-Hit (Melee): * 10 arcane resource burn defense ------ Resistance +9% temporal Mind save +6 (+3 eff.) Confus Resist +22% other ------- Light +1 Rings make your fingers look great! |
titan's copper ring of nature (+24%)0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con offense ------ Damage +12% nature defense ------ Resistance +24% nature Physical save +6 (+2 eff.) Rings make your fingers look great! |
wizard's copper ring of perseverance0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Mag defense ------ Spell save +4 (+2 eff.) Life Regen +1.00 Stun Resist +23% Rings make your fingers look great! |
Elylrawyn the steel ring0.1 Encumbrance T2 ring jewelry [Random Unique] Arcane/Nature/Psionic While equipped: Stats +4 Mag +2 Wil +2 Cun offense ------ Spell Crit +3% Spellpower +5 (+5 eff.) Damage +11% acid defense ------ Resistance +22% acid Mind save +6 (+3 eff.) Confus Resist +23% other ------- Max mana +40.00 Rings make your fingers look great! |
Ivyba the steel ring0.1 Encumbrance T2 ring jewelry [Random Unique] Nature/Master While equipped: offense ------ Spellpower +10 (+9 eff.) Damage +10% nature defense ------ Resistance +20% nature Physical save +7 (+2 eff.) Spell save +9 (+4 eff.) Mind save +10 (+5 eff.) Life +25.00 Disarm Resist +22% Pinning Resist +28% Knockbk Resist +21% other ------- Mana-on-crit +2.00 Max mana +40.00 Max vim +30.00 Rings make your fingers look great! |
Vargh Redemption0.1 Encumbrance T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con offense ------ Damage +15% cold defense ------ Resistance +10% nature +25% cold other ------- Max mana +20.00 Max stamina +20.00 Max psi +20.00 Max air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 9.69 cold and 9.69 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 50 power out of 60/60 This azure ring seems to be always moist to the touch. |
conjurer's gold ring of pilfering0.1 Encumbrance T3 ring jewelry [Ego++] Arcane/Master While equipped: Stats +4 Mag +5 Wil offense ------ Spellpower +7 (+7 eff.) Accuracy +9 (+2 eff.) Ignore Armor +10 defense ------ Defense +9 (+2 eff.) Disengage: Puts all charms on 9 turn cooldown Effective talent level: 2.6 Power cost 9 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 5 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 159% 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! |
psionicist's gold ring of blight (+11%)0.1 Encumbrance T3 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +2 Wil offense ------ Damage +11% blight defense ------ Resistance +11% blight Mind save +4 (+2 eff.) Rings make your fingers look great! |
savage's gold ring0.1 Encumbrance T3 ring jewelry [Ego+] Master While equipped: Stats +3 Con defense ------ Spell save +12 (+6 eff.) other ------- Max stamina +13.00 Rings make your fingers look great! |
yew starstaff 'Nelakor' (20-24 power, 4 apr, darkness element)5.0 Encumbrance T3 staff 2H weapon Reqs Mag 24 [Rare] Master Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +14% Critical power +15.00% Spellpower +9 (+8 eff.) Damage +20% darkness Ignore resists +25% acid defense ------ Resistance +9% acid +9% blight +6% fire +12% mind +12% nature other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
dwarven-steel battleaxe of enduring (30-44 power, 2 apr)3.0 Encumbrance T3 battleaxe 2H weapon Reqs Str 24 [Ego+] Nature Weapon Damage 29.5 - 44.2 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +6.5% Attack Speed 100% While equipped: Stats +10 Con +12 Wil defense ------ Life +14.00 Massive two-handed battleaxes. |
thought-forged stralite greatsword of massacre (60-97 power, 3 apr)3.0 Encumbrance T4 greatsword 2H weapon Reqs Str 35 [Ego] Master/Psionic Weapon Damage 60.5 - 96.8 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +4.5% Attack Speed 100% On-hit +12 mind On Hit: * 24% chance to reduce all saves and defense by 23 While equipped: Stats +5 Cun +5 Wil Massive two-handed swords. |
Corpathus (40-56 power, 12 apr)3.0 Encumbrance T4 longsword 1H weapon Reqs Str 40 [Unique] Master/Unknown Weapon Damage 40.0 - 56.0 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +12 Critical Rate +5.0% Attack Speed 100% On-hit +18 draining blight On Critical: * grows in power On Kill: * grows dramatically in power While equipped: offense ------ Critical power +2.00% Damage +5% blight defense ------ Cut Resist -25% other ------- Max vim +20.00 Thick straps encircle this blade. Jagged edges like teeth travel down the blade, bisecting it. It fights to overcome the straps, but lacks the strength. |
Glaresting (28-40 power, 4 apr)3.0 Encumbrance T3 mace 1H weapon Reqs Str 24 [Rare] Arcane Weapon Damage 28.5 - 39.9 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +1.5% Attack Speed 100% On-hit +19 cold While equipped: Stats +1 Wil offense ------ Critical power +20.00% Mindpower +15 (+6 eff.) Damage +6% mind defense ------ Resistance +6% light Mind save +6 (+3 eff.) other ------- Max hate +10.00 Blunt and deadly. |
elemental iron waraxe of crippling (11-15 power, 2 apr)3.0 Encumbrance T1 waraxe 1H weapon [Ego++] Arcane/Master Weapon Damage 11.0 - 15.4 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On Hit: * Create an explosion dealing 15 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% fire Ignore resists +7% fire One-handed war axes. |
steel waraxe 'Blazesaw' (12-16 power, 3 apr)3.0 Encumbrance T2 waraxe 1H weapon [Rare] Master Weapon Damage 11.5 - 16.1 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On Hit: * 10% chance to slow global speed by 50% While equipped: offense ------ Damage +12% mind Accuracy +8 (+2 eff.) When Hit 6 mind 4 light On-Hit (Melee): * 20% chance to slow global speed by 50% defense ------ Defense +6 (+1 eff.) Resistance +6% light Disarm Resist +28% other ------- Light +3 One-handed war axes. |
enhanced stralite waraxe (32-46 power, 5 apr)3.0 Encumbrance T4 waraxe 1H weapon Reqs Str 35 [Ego+] Nature Weapon Damage 32.5 - 45.5 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +6.5% Attack Speed 100% While equipped: Stats +7 Str +7 Dex +4 Mag +5 Wil +6 Cun +6 Con One-handed war axes. |
stralite waraxe 'Tundrapunish' (30-43 power, 5 apr)3.0 Encumbrance T4 waraxe 1H weapon Reqs Str 35 [Random Unique] Nature/Master Weapon Damage 30.5 - 42.7 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +6.5% Attack Speed 100% On Critical: * Wound the target dealing 196 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +5 Str +13 Wil +10 Con offense ------ Physical Crit +9.0% Physical Power +9 (+3 eff.) Damage +3% acid +9% physical +6% cold Ignore resists +10% cold Accuracy +12 (+3 eff.) When Hit 2 cold defense ------ Resistance +12% acid Life +34.00 One-handed war axes. |
Spellblaze Shard (20-26 power, 10 apr)1.0 Encumbrance T2 dagger 1H weapon [Unique] Arcane Weapon Damage 20.0 - 26.0 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +12.0% Attack Speed 100% Lifesteal +6% On-hit +20 blight +20 fire While equipped: Stats +5 Mag defense ------ Resistance +10% blight +10% fire other ------- Talents +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
Umbral Razor (25-32 power, 10 apr)1.0 Encumbrance T2 dagger 1H weapon [Unique] Arcane Weapon Damage 25.0 - 32.5 Physical Uses 50% Cun, 50% Dex, 15% Mag Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +9.0% Attack Speed 100% Damage Conversion 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag offense ------ Damage +5% darkness Ignore resists +10% darkness defense ------ Resistance +10% darkness Stealth +10 Invoke Darkness: Effective talent level: 3.0 Power cost 17 out of 20/20. Range 10 Cooldown: 3 Travel.spd 2000% of base Is: necromancy and a spell Description: Conjures up a beam of darkness, doing 59.28 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
warbringer's steel dagger of massacre (17-22 power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Ego+] Master Weapon Damage 17.0 - 22.1 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +3 Con offense ------ Physical Power +8 (+3 eff.) Ignore resists +6% physical defense ------ Disarm Resist +11% Sharp, short and deadly. |
Gleambiter (21-27 power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon [Rare] Master Weapon Damage 21.0 - 27.3 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On Critical: * Wound the target dealing 196 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +2 Cun +2 Wil offense ------ Physical Crit +8.0% Mind Crit +1% Physical Power +9 (+3 eff.) Ignore resists +20% light defense ------ Resistance +6% light Mind save +9 (+4 eff.) other ------- EQ when Hit +0.04 Sharp, short and deadly. |
enhanced stralite dagger of torment (28-36 power, 9 apr)1.0 Encumbrance T4 dagger 1H weapon [Ego++] Nature/Psionic Weapon Damage 28.0 - 36.4 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: Stats +6 Str +5 Dex +7 Mag +3 Wil +3 Cun +7 Con Sharp, short and deadly. |
warbringer's stralite dagger of massacre (35-46 power, 9 apr)1.0 Encumbrance T4 dagger 1H weapon [Ego+] Master Weapon Damage 35.0 - 45.5 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% While equipped: Stats +1 Con offense ------ Physical Power +11 (+4 eff.) Ignore resists +9% physical defense ------ Disarm Resist +19% Sharp, short and deadly. |
Brightrot (8-9 power, 24 apr, nature damage)3.0 Encumbrance T3 mindstar 1H weapon Reqs Wil 24 [Rare] Nature/Psionic Weapon Damage 8.5 - 9.4 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +5 Cun offense ------ Mind Crit +3% Critical power +7.00% Spellpower +15 (+11 eff.) Mindpower +6 (+3 eff.) Damage +6% arcane +15% fire Ignore Shields +20% When Hit 10 temporal other ------- 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. |
thorny mindstar (8-9 power, 24 apr, nature damage)3.0 Encumbrance T3 mindstar 1H weapon Reqs Wil 24 [Normal] Nature Weapon Damage 8.0 - 8.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Mind Crit +3% Mindpower +6 (+3 eff.) other ------- 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. |
dreamer's pulsing mindstar of gales (12-14 power, 32 apr, nature damage)3.0 Encumbrance T4 mindstar 1H weapon Reqs Wil 35 [Ego++] Nature/Psionic Weapon Damage 12.5 - 13.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +32 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Mind Crit +4% Mindpower +8 (+4 eff.) Damage +8% lightning +12% cold +6% physical defense ------ Defense +23 (+5 eff.) Resistance +13% mind Mind save +4 (+2 eff.) Pinning Resist +27% other ------- Psi/turn +0.60 Max psi +19.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Cyruralle the dwarven-steel steamgun4.0 Encumbrance T3 steamgun 1H weapon Reqs Shoot [Rare] Arcane/Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Critical Rate +4.0% Attack Speed 100% Range +8 Projectile Speed +800% On-ranged-hit +10 fire On-Hit, radius 1 +16 mind Uses 2.0 Steam While equipped: Stats +2 Str +2 Dex +3 Con offense ------ Damage +13% fire Ignore resists +25% physical When Hit 8 physical other ------- Reload +2 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
dwarven-steel steamgun 'Zubossra'4.0 Encumbrance T3 steamgun 1H weapon Reqs Shoot [Rare] Master/Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Critical Rate +2.0% Attack Speed 100% Range +8 Projectile Speed +1000% Uses 2.0 Steam While equipped: Stats +4 Cun +2 Dex offense ------ Combat Speed +10% Damage +12% arcane Ignore resists +15% physical Ignore Armor +6 defense ------ Defense +20 (+5 eff.) Resistance +6% temporal Unlife -40.00 life Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
penetrating stralite steamgun4.0 Encumbrance T4 steamgun 1H weapon Reqs Shoot [Ego+] Arcane/Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +12 Attack Speed 100% Range +9 Projectile Speed +600% Uses 2.0 Steam While equipped: offense ------ Ignore resists +13% physical Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Eclipsecrypt the pouch of steel shots (16/16, 18-22 power, 10 apr)3.0 Encumbrance T2 shot ammo [Rare] Nature Weapon Damage 18.5 - 22.2 Physical Uses 70% Dex, 50% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +10 Critical Rate +4.5% Capacity 16 On-ranged-hit +12 darkness +9 nature On Hit: * 20% chance to reduce damage dealt by 19% While equipped: other ------- Reload +4 Shots are used with slings to pummel your foes to death. |
barbed pouch of stralite shots of crippling (20/20, 54-64 power, 5 apr)3.0 Encumbrance T4 shot ammo [Ego++] Master Weapon Damage 53.5 - 64.2 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +22.5% Capacity 20 On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 196 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
living stralite shield of earthen fury (0 def, 13 armour, 146 block)7.0 Encumbrance T4 shield armor Reqs - Shield usage training ,Str 35 [Ego++] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: defense ------ Armor +13 Fatigue +8% Resistance +11% nature +17% blight Life +64.00 other ------- Talents +1 Block Handheld deflection devices. |
Gona the woollen robe (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Rare] Psionic While equipped: Stats +5 Mag +5 Wil offense ------ Physical Power +10 (+3 eff.) Ignore Armor +3 defense ------ Resistance +6% mind +6% light +9% all Unlife -80.00 life Teleport Resist +20% other ------- Mana/turn +0.41 Psi/turn +0.20 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe 'Layytira' (10 def, 16 armour)2.0 Encumbrance T2 cloth armor [Rare] Psionic While equipped: Stats +3 Cun offense ------ Critical power +13.00% Accuracy +10 (+3 eff.) Ignore Armor +2 defense ------ Armor +16 Defense +10 (+2 eff.) Resistance +5% arcane +9% all other ------- Stamina/turn +3.00 Hate-on-crit +3.00 Psi-on-crit +2.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Glitterire the reinforced leather armour (23 def, 7 armour)9.0 Encumbrance T4 light armor [Random Unique] Master/Psionic While equipped: Stats +6 Dex +8 Wil +5 Cun +4 Con offense ------ Physical Crit +7.0% Damage +12% light Ignore Armor +9 defense ------ Armor +7 Defense +23 (+5 eff.) Fatigue +8% Resistance +8% mind +3% light Mind save +34 (+14 eff.) other ------- Stamina/turn +1.00 Second Wind: (Instant) Puts all charms on 29 turn cooldown Effective talent level: 3.0 Power cost 29 out of 35/35. Range melee/personal Cooldown: 50 Travel.spd instantaneous Description: Take a deep breath to recover 44 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
multi-hued reinforced leather armour of Toknor (12 def, 7 armour)9.0 Encumbrance T4 light armor [Ego++] Nature/Master While equipped: offense ------ Physical Crit +4.0% Critical power +13.00% Physical Power +8 (+3 eff.) Mindpower +9 (+4 eff.) defense ------ Armor +7 Defense +12 (+3 eff.) Fatigue +8% Resistance +12% acid +9% physical +9% cold +6% lightning +5% fire A suit of armour made of leather. |
searing stralite mail armour of clarity (4 def, 8 armour)14.0 Encumbrance T4 heavy armor Reqs - Heavy armour training Str 38 [Ego+] Arcane/Psionic While equipped: offense ------ On-Hit 14 acid 13 fire When Hit 13 acid 12 fire defense ------ Armor +8 Defense +4 (+1 eff.) Fatigue +12% Resistance +25% acid +14% fire +7% mind Mind save +17 (+8 eff.) A suit of armour made of mail. |
searing stralite mail armour of lightning resistance (4 def, 8 armour)14.0 Encumbrance T4 heavy armor Reqs - Heavy armour training Str 38 [Ego+] Arcane/Master While equipped: offense ------ On-Hit 14 acid 10 fire When Hit 11 acid 12 fire defense ------ Armor +8 Defense +4 (+1 eff.) Fatigue +12% Resistance +19% acid +16% fire +22% lightning A suit of armour made of mail. |
stralite mail armour 'Woekin' (4 def, 12 armour)14.0 Encumbrance T4 heavy armor Reqs - Heavy armour training Str 38 [Random Unique] Nature/Disrupt/Master While equipped: Stats +4 Con offense ------ Physical Crit +4.0% Ignore resists +10% darkness defense ------ Armor +12 Defense +4 (+1 eff.) Fatigue +12% Resistance +15% blight +7% physical +13% nature Physical save +21 (+7 eff.) Life +44.00 Life Regen +6.00 Healmod +14% A suit of armour made of mail. |
stralite mail armour of Eyal (4 def, 8 armour)14.0 Encumbrance T4 heavy armor Reqs - Heavy armour training Str 38 [Ego+] Nature While equipped: defense ------ Armor +8 Defense +4 (+1 eff.) Fatigue +12% Life +28.00 Life Regen +1.00 Healmod +13% A suit of armour made of mail. |
dwarven-steel plate armour 'Polelaith' (0 def, 11 armour)17.0 Encumbrance T3 massive armor Reqs - Massive armour training ,Str 35 [Rare] Arcane While equipped: Stats +2 Cun offense ------ Mind Crit +2% Critical power +20.00% Ignore resists +10% mind +15% temporal On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +11 Fatigue +22% Resistance +8% arcane Spell save +15 (+7 eff.) Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- EQ when Hit +0.24 A suit of armour made of metal plates. |
Galeborn the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Arcane While equipped: offense ------ Damage +12% light Ignore resists +5% blight +10% light When Hit 2 lightning defense ------ Resistance +5% blight +6% lightning The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Iviwen the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +4 Cun +1 Mag offense ------ Ignore resists +10% acid defense ------ Resistance +6% lightning +7% temporal Crit Resistance 5.00% other ------- Infravision +3 A belt that goes around your waist. |
Myntir the Torchglamour1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +1 Str +4 Dex +5 Wil offense ------ Damage +3% light Ignore resists +15% fire defense ------ Defense +10 (+2 eff.) Stealth +6 A belt that goes around your waist. |
Baramantir the Dimtide1.0 Encumbrance T3 belt armor [Rare] Arcane While equipped: offense ------ Damage +6% arcane +30% darkness Ignore resists +15% lightning defense ------ Resistance +5% arcane +9% darkness Anomaly Control +13 Life +76.00 other ------- Max mana +37.00 Max stamina +48.00 Max hate +14.00 Max psi +31.00 Max vim +30.00 Max positive +23.00 Max negative +29.00 A belt that goes around your waist. |
Cyrurawen1.0 Encumbrance T3 belt armor [Rare] Arcane While equipped: Stats +1 Str +6 Mag +5 Wil offense ------ Spell Crit +4% Critical power +20.00% Damage +0% acid +9% physical +0% blight +0% fire +0% nature Ignore resists +10% mind When Hit 2 mind other ------- Stamina/turn +3.00 A belt that goes around your waist. |
Torchrace1.0 Encumbrance T3 belt armor [Random Unique] Arcane/Master While equipped: Stats +5 Cun +5 Wil offense ------ Physical Power +4 (+1 eff.) Against +17% Summoned On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Fatigue -6% Resistance +6% temporal +3% fire Resist Against +27% Summoned Spell save +5 (+2 eff.) Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Encumbrance +30 Size +1 A belt that goes around your waist. |
Cyrakira the linen cloak (16 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Psionic While equipped: Stats +2 Wil offense ------ Ignore resists +10% mind defense ------ Defense +16 (+4 eff.) Physical save +3 (+1 eff.) Mind save +6 (+3 eff.) Poison Resist +10% Disarm Resist +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak of Iron Throne (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego] Master While equipped: Stats +2 Str +1 Con defense ------ Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
spellcowled linen cloak of the Shaloren (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego+] Arcane While equipped: Stats +4 Mag +3 Wil defense ------ Defense +1 (+0 eff.) Spell save +6 (+3 eff.) other ------- Max mana +42.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Dagymas (2 def, 9 armour)2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +7 Dex +3 Con defense ------ Armor +9 Defense +2 (+0 eff.) Resistance +13% cold Crit Resistance 15.00% Mind save +15 (+7 eff.) other ------- Max psi +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Porymina' (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Random Unique] Arcane/Psionic While equipped: Stats +6 Mag +7 Wil offense ------ When Hit 4 blight defense ------ Defense +2 (+0 eff.) Spell save +17 (+8 eff.) Mind save +8 (+4 eff.) Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Vim-on-crit +2.00 Max mana +73.00 Max vim +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
enveloping cashmere cloak of the voidstalker (10 def, 0 armour)2.0 Encumbrance T3 cloak armor [Ego+] Arcane/Master While equipped: defense ------ Defense +10 (+2 eff.) Resistance +10% darkness +12% temporal Physical save +7 (+2 eff.) Out-of-Phase Defense +10 Out-of-Phase Resistance +12% Out-of-Phase Resilience +18% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 9 turn cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
shadow cashmere cloak (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Ego+] Master While equipped: offense ------ Damage +14% darkness Ignore resists +5% darkness defense ------ Defense +2 (+0 eff.) Resistance +14% darkness Stealth +9 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Maruirach (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +5 Str +4 Cun +4 Con defense ------ Armor +1 Rush: Puts all charms on 21 turn cooldown Effective talent level: 3.9 Power cost 21 out of 25/25. Range 9 Cooldown: 22 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. |
Shadowcutter the pair of rough leather boots (0 def, 4 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +3 Dex +7 Mag offense ------ Damage +21% darkness defense ------ Armor +4 Resistance +9% darkness other ------- Light +2 Infravision +2 See Invisibility +6 A pair of boots made of leather. |
Wanderer's Rest (4 def, 0 armour)0.0 Encumbrance T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex offense ------ Move Speed +10% defense ------ Defense +4 (+1 eff.) Fatigue -10% Resistance +5% physical Pinning Resist +100% other ------- Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Effective talent level: 3.0 Power cost 17 out of 20/20. Range 5 Cooldown: 15 Travel.spd instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 5 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
Scaldstrider the hardened leather gloves (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +3 Dex +4 Mag +3 Wil offense ------ Spellpower +5 (+5 eff.) On-Hit 7 arcane Damage +5% arcane Ignore resists +20% fire Accuracy +12 (+3 eff.) defense ------ Armor +2 Resistance +5% arcane +12% fire Life Regen +3.00 other ------- Stamina/turn +0.50 Max stamina +12.00 Unarmed combat: Weapon Damage 18.5 - 20.4 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +7 Ignore Armor +3 Critical Rate +8.0% Attack Speed 100% On-hit +7 arcane On Hit: 10% Nightmare level 3 On Hit: 10% Manathrust level 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
drakeskin leather gloves of archery (0 def, 3 armour)1.0 Encumbrance T4 hands armor [Ego+] Master While equipped: Stats +3 Cun +3 Dex offense ------ Accuracy +7 (+2 eff.) Ignore Armor +8 defense ------ Armor +3 Unarmed combat: Weapon Damage 25.0 - 27.5 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +8 Ignore Armor +10 Critical Rate +5.0% Attack Speed 100% On Hit: 15% Perfect Strike level 5 Steady Shot: Puts all charms on 17 turn cooldown Effective talent level: 3.0 Power cost 17 out of 20/20. Range melee/personal Cooldown: 3 Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Spellhunt Remnants (1 def, 2 armour)1.5 Encumbrance T1 hands armor [Unique] Disrupt/Master While equipped: Stats +2 Cun +2 Wil offense ------ Mind Crit +3% Mindpower +4 (+2 eff.) Damage +5% nature Ignore resists +5% nature defense ------ Armor +2 Defense +1 (+0 eff.) Spell save +4 (+2 eff.) Life +20.00 Unarmed combat: Weapon Damage 13.0 - 18.2 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +3.0% Attack Speed 83% On-hit +10 silence Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
Urynarineg (15 def, 3 armour)1.5 Encumbrance T1 hands armor [Rare] Master While equipped: Stats +3 Str +4 Con offense ------ Physical Crit +1.0% Physical Power +5 (+2 eff.) Damage +3% physical defense ------ Armor +3 Defense +15 (+3 eff.) Fatigue +1% other ------- Max stamina +10.00 Unarmed combat: Weapon Damage 14.0 - 19.6 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +2.0% Attack Speed 83% Metal gloves protecting the hands up to the middle of the lower arm. |
iron gauntlets 'Eremygrim' (0 def, 5 armour)1.5 Encumbrance T1 hands armor [Rare] Nature While equipped: offense ------ Physical Crit +2.0% On-Hit 6 cold Damage +4% cold defense ------ Armor +5 Fatigue +1% Resistance +3% mind +6% cold Unlife -60.00 life other ------- Stamina/turn +3.00 Max stamina +30.00 Unarmed combat: Weapon Damage 11.5 - 16.1 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +2.0% Attack Speed 83% On-crit, radius 2 +6 ice On Hit: 10% Ice Breath level 1 Metal gloves protecting the hands up to the middle of the lower arm. |
heroic dwarven-steel gauntlets of dexterity (+3) (0 def, 6 armour)1.5 Encumbrance T2 hands armor [Ego+] Master While equipped: Stats +3 Dex offense ------ Accuracy +12 (+3 eff.) defense ------ Armor +6 Fatigue +3% Mind save +7 (+3 eff.) Life +40.00 Unarmed combat: Weapon Damage 25.0 - 35.0 Physical Uses 40% Dex, 40% Str, 40% Cun Accuracy Bonus +0.2% base damage (max 20%) Accuracy +13 Ignore Armor +9 Critical Rate +13.0% Attack Speed 83% On Hit: 10% Battle Shout level 3 Metal gloves protecting the hands up to the middle of the lower arm. |
linen wizard hat of arcana (1 def, 0 armour)2.0 Encumbrance T1 head armor [Ego+] Arcane While equipped: Stats +4 Mag +3 Wil +0 Cun offense ------ Spellpower +4 (+4 eff.) defense ------ Defense +1 (+0 eff.) A pointy cloth hat, very wizardly... |
augmenting cashmere wizard hat of arcana (2 def, 0 armour)2.0 Encumbrance T3 head armor [Ego++] Arcane While equipped: Stats +5 Mag +5 Wil offense ------ Spellpower +4 (+4 eff.) Damage +6% acid +3% lightning +4% cold +7% arcane +7% fire defense ------ Defense +2 (+0 eff.) A pointy cloth hat, very wizardly... |
Elikira the Brandvortex (17 def, 0 armour)2.0 Encumbrance T3 head armor [Rare] Psionic While equipped: Stats +3 Cun +2 Mag defense ------ Defense +17 (+4 eff.) Resistance +9% fire +1% physical Physical save +12 (+4 eff.) Mind save +8 (+4 eff.) Poison Resist +10% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% A pointy cloth hat, very wizardly... |
Bokalthogrim the dwarven-steel helm (0 def, 4 armour)3.0 Encumbrance T3 head armor [Rare] Psionic While equipped: Stats +3 Wil +4 Cun +5 Con offense ------ Physical Power +30 (+10 eff.) Mindpower +4 (+2 eff.) Damage +3% acid Ignore resists +10% physical defense ------ Armor +4 Fatigue +4% Resistance +3% acid Physical save +9 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dwarven-steel helm 'Cystream' (0 def, 4 armour)3.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +4 Str offense ------ Ignore resists +25% blight +10% nature defense ------ Armor +4 Fatigue +4% Resistance +6% blight +9% fire +12% nature +10% cold other ------- Light +1 Infravision +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dwarven-steel helm 'Zerehir' (5 def, 4 armour)3.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +5 Con offense ------ Damage +3% physical Accuracy +30 (+8 eff.) Ignore Armor +1 defense ------ Armor +4 Defense +5 (+1 eff.) Fatigue +4% Resistance +15% mind A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
miner's dwarven-steel helm of strength (+2) (0 def, 6 armour)3.0 Encumbrance T3 head armor [Ego] Master While equipped: Stats +2 Str defense ------ Armor +6 Fatigue +4% other ------- Infravision +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
5 agate0.0 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. |
4 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 ametrine0.0 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. |
3 zircon0.0 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. |
4 aquamarine0.0 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. |
opal0.0 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. |
4 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 amethyst0.0 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. |
4 onyx0.0 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. |
3 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Physical save +6 (+2 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+1 eff.) Physical save +6 (+2 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 emerald0.0 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. |
2 garnet0.0 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. |
turquoise0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+3 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Crystal Focus0.0 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. |
Prothotipe's Prismatic Eye0.0 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. |
575 alchemist agate0.0 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. |
Cinderburst2.0 Encumbrance T1 lite [Rare] Psionic While equipped: Stats +4 Str +4 Cun +5 Con offense ------ Damage +15% temporal Ignore resists +10% fire defense ------ Defense +7 (+1 eff.) Crit Resistance 15.00% Physical save +11 (+4 eff.) Spell save +12 (+6 eff.) Mind save +11 (+5 eff.) other ------- Light +3 Infravision +2 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. |
Summertide Phial1.0 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.(68 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Venomwyrd2.0 Encumbrance T1 lite [Rare] Nature While equipped: offense ------ When Hit 4 nature 4 light defense ------ Resistance +6% nature Life +42.00 other ------- 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. |
brass lantern 'Lightningstinger'2.0 Encumbrance T1 lite [Rare] Master While equipped: Stats +6 Str +1 Wil +2 Con offense ------ Damage +6% lightning +0% darkness defense ------ Crit Resistance 10.00% other ------- Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Automated Portable Extractor0.0 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. |
mastercraft acid groove0.0 Encumbrance T4 steamtech tinker [Normal] Steamtech Attachable to weapon Deals acid damage that also reduces armour. Tinkers can be attached to normal items to improve them with steam power! |
Tooth of the Mouth (dig speed 12 turns)3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Gunidas the Kindleravager (dig speed 24 turns)3.0 Encumbrance T3 digger tool [Rare] Master While equipped: Stats +5 Str offense ------ Damage +9% temporal Ignore Armor +9 When Hit 2 temporal On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 7 defense ------ Resistance +12% temporal +21% fire While carried: other ------- Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 22 turn cooldown Effective talent level: 5.2 Power cost 22 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 +103 accuracy and allowing you to attack creatures you cannot see without penalty for the next 6 turns. Allows you to dig a wall, remove a tree, create ways. |
Lisyriarin the dwarven-steel pickaxe (dig speed 24 turns)3.0 Encumbrance T3 digger tool [Rare] Master While equipped: Stats +5 Str +2 Dex offense ------ Ignore Armor +10 defense ------ Defense +25 (+6 eff.) Resistance +3% physical other ------- Stamina/turn +2.00 Max stamina +30.00 While carried: other ------- Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 22 turn cooldown Effective talent level: 3.9 Power cost 22 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 +85 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe 'Woekin' (dig speed 15 turns)3.0 Encumbrance T3 digger tool [Rare] Master While equipped: Stats +2 Str +5 Wil offense ------ Spell Crit +4% Critical power +10.00% Spellpower/crit +6 Damage +12% arcane +12% darkness Ignore resists +16% physical When Hit 6 blight defense ------ Resistance +6% darkness other ------- Mana-on-crit +2.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's dwarven-steel pickaxe (dig speed 30 turns)3.0 Encumbrance T3 digger tool [Ego] Nature While equipped: Stats +2 Str offense ------ Damage +6% nature defense ------ Resistance +12% nature While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 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. |
Rod of Annulment (1/1)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 25 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (2/2)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 166 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. |
Gevena the steel torque of gale force [power 190] (13 cooldown)2.0 Encumbrance T2 torque charm [Rare] Psionic While equipped: Stats +2 Str +3 Wil offense ------ Physical Crit +5.0% Mind Crit +2% Critical power +10.00% Physical Power +30 (+10 eff.) Accuracy +10 (+3 eff.) other ------- Light +3 Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 190 physical damage Puts all charms on 13 turn cooldown 100% to gain a 17% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
dwarven-steel torque of mindblast 'Corpsespitter' [power 230] (13 cooldown)2.0 Encumbrance T3 torque charm [Rare] Psionic While equipped: Stats +2 Cun +5 Con offense ------ When Hit 4 lightning On-Hit (Melee): * 20% chance to slow global speed by 50% defense ------ Resistance +9% nature +18% lightning Crit Resistance 15.00% other ------- Infravision +3 Blast the opponent's mind dealing 264 mind damage and silencing them for 4 turns Puts all charms on 13 turn cooldown 100% to heal for 66. Torques are made by powerful psionics to store psionic powers. |
yew totem of healing [power 242] (13 cooldown)2.0 Encumbrance T3 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 242 Puts all charms on 13 turn cooldown Natural totems are made by powerful wilders to store nature power. |
Venomjustice the elm wand of shielding [power 128] (17 cooldown)2.0 Encumbrance T1 wand charm [Rare] Arcane While equipped: Stats +4 Str +4 Mag offense ------ Damage +9% nature Ignore resists +10% nature other ------- Light +3 Create a shield absorbing up to 128 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
elm wand of lightning storm [power 116] (13 cooldown)2.0 Encumbrance T1 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 26 lightning damage and will be dazed for 1 turn (133 total damage) Puts all charms on 13 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Nightrot [power 11] (13 cooldown)2.0 Encumbrance T3 wand charm [Random Unique] Arcane While equipped: offense ------ Damage +15% nature On-Hit (Melee): * 20% chance to reduce damage dealt by 19% defense ------ Resistance +6% darkness Reveal the area around you, dispelling darkness (radius 11, power 38 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 13 turn cooldown 100% to increase all damage penetration by 15% for 2 turns. 100% to gain a 25% chance to evade weapon attacks for 2 turns. 100% to reduce fatigue by 29% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Forbidden Tome: "The Illusory Castle"2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
Achievements
Bringer of Doom (Insane (Roguelike) difficulty)
Killed a Bringer of Doom.By Cathica the Cornac Rogue level 25
67th Dusk 122nd year of Ascendancy at 14:47 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Cathica the Cornac Rogue level 18
25th Dusk 122nd year of Ascendancy at 10:41 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Cathica the Cornac Rogue level 24
62nd Dusk 122nd year of Ascendancy at 07:23 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Cathica the Cornac Rogue level 28
73rd Dusk 122nd year of Ascendancy at 18:41 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Cathica the Cornac Rogue level 10
4th Mirth 122nd year of Ascendancy at 01:11 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Cathica the Cornac Rogue level 20
42nd Dusk 122nd year of Ascendancy at 14:10 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Cathica the Cornac Rogue level 30
12nd Haze 122nd year of Ascendancy at 04:19 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Cathica the Cornac Rogue level 30
30th Haze 122nd year of Ascendancy at 03:24 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Cathica the Cornac Rogue level 26
71st Dusk 122nd year of Ascendancy at 01:10 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Cathica the Cornac Rogue level 10
5th Mirth 122nd year of Ascendancy at 03:32 see stats
The Right thing to do (Insane (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Cathica the Cornac Rogue level 32
61st Regrowth 123rd year of Ascendancy at 21:15 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Cathica the Cornac Rogue level 12
5th Dusk 122nd year of Ascendancy at 09:39 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Cathica the Cornac Rogue level 25
63rd Dusk 122nd year of Ascendancy at 11:47 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Cathica the Cornac Rogue level 17
17th Dusk 122nd year of Ascendancy at 22:26 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By Cathica the Cornac Rogue level 27
72nd Dusk 122nd year of Ascendancy at 15:44 see stats
Log
Cathica's Throwing Knife hits Isluvea the ghoulking for 196 physical damage.
Cathica uses Throwing Knives.
Cathica's Throwing Knife performs a melee critical strike against Isluvea the ghoulking!
Cathica's Throwing Knife hits Isluvea the ghoulking for 175 physical damage.
Poison bursts out of Isluvea the ghoulking's corpse!
You collect a new ingredient: chunk of ghoul flesh (1).
Deadly Poison from Cathica hits Isluvea the ghoulking for 148 nature damage.
Cathica receives 80 healing from Deadly Poison from Cathica.
Deadly Poison from Cathica killed Isluvea the ghoulking!
Cathica uses Throwing Knives.
The shield around Cathica crumbles.
Resting starts...
Talent Venomous Throw is ready to use.
Talent Venomous Strike is ready to use.
Talent Rune: Shatter Afflictions is ready to use.
Talent Track is ready to use.
Rested for 13 turns (stop reason: all resources and life at maximum).
You pickup 2.55 gold pieces.
You pickup 0.95 gold pieces.
Cathica picks up ( .): Baramantir the Dimtide.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Cathica uses Track.
















































































































































