











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Allow Respec Anywhere 1.2.3Forbidden 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.
Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. 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: 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:
Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Plenum Tooltip: Enhanced tooltips v 2.7 for ToME 1.5.0 1.5.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit |
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Female |
Race | Drem |
Class | Writhing One |
Level / Exp | 47 / 56% |
Size | medium |
Lifes / Deaths | Killed by Zubeldawen the copperhead snake at level 14 on the 10th Loss 122nd year of Ascendancy at 22:53 0 / 8Killed by Islothra the grizzly bear at level 15 on the 12nd Loss 122nd year of Ascendancy at 08:17 Killed by Zubyyavena the sick great wolf at level 16 on the 23rd Loss 122nd year of Ascendancy at 20:38 Killed by Yvothra the giant fire ant at level 20 on the 20th Shortage 122nd year of Ascendancy at 12:51 Killed by Adyrama the elven cultist at level 27 on the 6th Stralite 123rd year of Ascendancy at 03:33 Killed by Llka at level 32 on the 5th Voratun 123rd year of Ascendancy at 16:50 Killed by worm that walks (servant of Llka) at level 43 on the 8th Steel 124th year of Ascendancy at 15:23 Killed by Nerelaith the dredgling at level 47 on the 24th Steel 124th year of Ascendancy at 19:36 |
Primary Stats
Strength | 59 (base 13) |
Dexterity | 33 (base 14) |
Constitution | 53 (base 46) |
Magic | 91 (base 60) |
Willpower | 41 (base 20) |
Cunning | 92 (base 60) |
Resources
Mana | 10/581 |
Equilibrium | 299 |
Vim | 162/284 |
Life | -710/1576 |
Insanity | 18/100 |
Healing Factor | 1.42457841929 |
Regeneration | 10.328193539852 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +44.68782803602% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 8 |
Infravision | 5 |
See Stealth | 48.121379661325 |
See Invisible | 55.121379661325 |
Offense: Mainhand
Damage | 177 |
Accuracy | 64 |
Crit Chance | 39% |
APR | 15 |
Speed | 1.00 |
Offense: Spell
Spellpower | 77 |
Crit Chance | 41% |
Speed | 1 |
Cooldown Reduction | 20 |
Offense: Mind
Mindpower | 42 |
Crit Chance | 26% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +80% |
Light | +20% |
Blight | +52% |
Physical | +22% |
All | +14% |
Offense: Damage Penetration
Blight | +59% |
Darkness | +69% |
Temporal | +59% |
All | +34% |
Defense: Base
Armour (hardiness) | 22.000000000002 (44.574340358689%) |
Defense | 71 |
Ranged Defense | 71 |
Fatigue | 0 |
Physical Save | 29 |
Spell Save | 46 |
Mental Save | 52 |
Defense: Resistances
Acid | + 45%( 70%) |
Blight | + 35%( 70%) |
Arcane | + 36%( 70%) |
Cold | + 65%( 70%) |
All | + 29%( 70%) |
Lightning | + 45%( 70%) |
Temporal | + 33%( 70%) |
Physical | + 29%( 70%) |
Darkness | + 43%( 70%) |
Fire | + 58%( 70%) |
Nature | + 38%( 70%) |
Defense: Immunities
Stun Resistance | 54% |
Confusion Resistance | 52% |
Disarm Resistance | 40% |
Instadeath Resistance | 100% |
Silence Resistance | 50% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
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 197 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1079% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -786 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 1573 life, 14 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. |
Class Talents
Demented / Tentacles | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Demented / Path of horror | 1.56 |
| 2/5 |
| 1/5 |
| 4/5 |
| 5/5 |
Demented / Disfigured face | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 2/5 |
Demented / Friend of the worm | 1.30 |
| 5/5 |
| 2/5 |
| 4/5 |
| 4/5 |
Demented / Horrific body | 1.30 |
| 5/5 |
| 2/5 |
| 4/5 |
| 3/5 |
Demented / Controlled horrors | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 3/5 |
| 1/5 |
| 2/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Wild-gift / Harmony | 1.00 |
| 1/5 |
| 5/5 |
| 2/5 |
| 1/5 |
Race / Drem | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Spell / Staff combat | 1.46 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Demented / Beyond sanity | 1.30 |
| 5/5 |
| 2/5 |
| 2/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 8 of Dreadfell. Escort: lone alchemist (level 8 of Dreadfell)As a reward you improved talent Stone Touch (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Dreadfell. Escort: lost defiler (level 3 of Dreadfell)As a reward you improved talent Curse of Death (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 6 of Dreadfell. Escort: lost defiler (level 6 of Dreadfell)As a reward you improved talent Curse of Death (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Dreadfell. Escort: lost sun paladin (level 1 of Dreadfell)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You failed to protect the lost tinker from death by fire drake. Escort: lost tinker (level 2 of Old Forest) | failed |
You failed to protect the lost warrior from death by armoured skeleton warrior. Escort: lost warrior (level 5 of Dreadfell) | failed |
You successfully escorted the repented thief to the recall portal on level 7 of Dreadfell. Escort: repented thief (level 7 of Dreadfell)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Daikara. Escort: temporal explorer (level 1 of Daikara)As a reward you improved talent Foresight (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
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 Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 957. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed naga tongue. * You've found the needed pouch of bone giant dust. * You've found the needed vial of greater demon bile. Stire of Derth has completed an elixir of precision without your aid. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * You've found the needed hummerhorn wing. * You've found the needed ritch stinger. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed vampire lord fang. * You've found the needed minotaur nose. * '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 have aided Agrimley the hermit in creating an elixir of focus. 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 xorn fragment. * You've found the needed vial of fire wyrm saliva. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within6 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. In the aftermath you turned against the Grand Corruptor and dispatched him. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* Find a Blood-Runed Athame. * Find a Resonating Diamond. | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 2.0 Encumbrance T3 feet armor [Random Unique] Arcane/Nature/Master While equipped: Stats +11 Str +6 Mag +1 Wil -11 Con offense ------ Critical power +5.00% defense ------ Armor +3 Resistance +9% acid +5% fire +10% cold Spell save +6 (+2 eff.) Life Regen +7.00 Healmod +13% other ------- Spell cooldown 10% A pair of boots made of leather. |
Light source | ![]() 1.0 Encumbrance T3 lite [Ego++] Arcane/Master While equipped: offense ------ Spell Crit +4% Spellpower +5 (+1 eff.) Ignore resists +9% all Ignore Armor +9 defense ------ Resistance +8% blight +8% darkness other ------- Light +5 Infravision +4 See Invisibility +7 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 25 turn cooldown Effective talent level: 2.0 Power cost 25 out of 30/30. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 42 blight damage or heals 41 life. Creatures standing in the retch also have 17% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 3.0 Encumbrance T5 head armor [Random Unique] Nature/Master While equipped: Stats +7 Str +9 Dex offense ------ Ignore resists +10% temporal On-Hit (Melee): * 20% chance to slow global speed by 54% * 10% chance to gain 10% of a turn (3/turn limit) When Hit: * 29% chance to reduce strength, dexterity, and constitution by 33 * 41% chance to reduce damage dealt by 22% defense ------ Armor +5 Fatigue +5% Resistance +13% acid +6% temporal +25% cold +26% fire +13% lightning Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Skullcracker: Puts all charms on 17 turn cooldown Effective talent level: 3.0 Power cost 17 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 427.2 Physical damage. If the attack hits, the target is confused (35% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() 3.0 Encumbrance T3 digger tool [Ego+] Arcane While equipped: Stats +2 Str other ------- Spell cooldown 10% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 Encumbrance T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con defense ------ Resistance +8% all other ------- Talents +1 Ethereal Form You have set the ring to grant you Ethereal Form! A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
On fingers | ![]() 0.1 Encumbrance T4 ring jewelry [Random Unique] Master While equipped: Stats +12 Str +4 Dex +4 Mag +4 Wil +11 Cun +12 Con offense ------ Physical Power +12 (+2 eff.) Move Speed +18% Damage +6% light Accuracy +9 (+2 eff.) When Hit 2 acid On-Hit (Melee): * 20% chance to slow global speed by 54% * 20% chance to reduce armor by 44% defense ------ Defense +25 (+7 eff.) Resistance +6% cold Spell save +6 (+2 eff.) other ------- Light +2 Blinding Speed: Puts all charms on 33 turn cooldown Effective talent level: 4.0 Power cost 33 out of 40/40. Range melee/personal Cooldown: 55 Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 35% for 5 turns. Rings make your fingers look great! |
Around waist | ![]() 1.0 Encumbrance T3 belt armor [Rare] Nature While equipped: offense ------ Spell Crit +3% Spellpower +30 (+6 eff.) Spellpower/crit +10 Damage +9% blight Ignore resists +15% temporal On-Hit (Melee): * 20% chance to slow global speed by 54% defense ------ Resistance +12% nature Life +54.00 A belt that goes around your waist. |
In main hand | ![]() 5.0 Encumbrance T5 staff 1H weapon [Ego++] Arcane/Master Weapon Damage 137% Range: 1.0x-1.2x Uses 130% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +3 Mag +3 Wil offense ------ Physical Crit +6.0% Spell Crit +8% Physical Power +9 (+2 eff.) Spellpower +28 (+6 eff.) Damage +30% darkness Accuracy +10 (+2 eff.) other ------- Max mana +50.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.5 Encumbrance T3 hands armor [Unique] Master/Psionic While equipped: Stats +3 Str +3 Wil +3 Cun offense ------ Mindpower +3 (+1 eff.) Damage +8% physical defense ------ Armor +4 Defense +8 (+2 eff.) Disarm Resist +40% other ------- Masteries +0.20 Technique/Grappling Unarmed combat: Weapon Damage 129% Range: 1.0x-1.4x Uses 40% Cun, 40% Str, 50% Mag 40% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +10 Critical Rate +10.0% Attack Speed 87% On Hit: 20% Poisonous Bite level 3 On Hit: 10% Quick as Thought level 3 On Hit: 5% Implode level 1 Mindhook: Effective talent level: 4.0 Power cost 14 out of 24/24. Range 6 Cooldown: 9 Travel.spd instantaneous Is: a mind power Description: Briefly extend your telekinetic reach to grab an enemy, haul them towards you and daze them for 1 turn. Works on enemies up to 6 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. |
Main armor | ![]() 2.0 Encumbrance T4 cloth armor [Unique] Arcane While equipped: Stats +6 Mag +6 Wil +6 Cun offense ------ Spellpower +15 (+3 eff.) Damage +12% all When Hit 15 arcane defense ------ Armor +10 Defense +10 (+3 eff.) Resistance +10% lightning +10% cold +10% fire +10% arcane +13% all Spell save +20 (+6 eff.) Mind save +15 (+5 eff.) Silence Resist +50% other ------- Mana/turn +2.00 Light +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
Cloak | ![]() 2.0 Encumbrance T3 cloak armor [Ego++] Nature/Master While equipped: offense ------ Damage +7% darkness Ignore resists +10% darkness Accuracy +23 (+6 eff.) defense ------ Defense +2 (+1 eff.) Fatigue -5% Resistance +12% darkness Stealth +11 Life +58.00 other ------- Max stamina +18.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 Encumbrance T3 amulet jewelry [Rare] Master While equipped: Stats +7 Cun +3 Str offense ------ Damage +9% blight +9% darkness Ignore resists +25% darkness +25% blight When Hit 10 darkness other ------- Masteries +0.26 Spell/Staff combat +0.26 Demented/Path of horror Amulets make your neck look great! |
Inventory
![]() 0.1 Encumbrance infusion scroll [Unique] Nature When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 14% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 26 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -421 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 841 life, 14 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 27 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 5 turns. While Heroism is active, you will only die when reaching -493 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 985 life, 10 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 18% for 2 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. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 27% for 3 turns. Also removes cross-tier effects of the affected types for free. 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. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and mental effect and reduce all damage taken by 27% for 3 turns. Also removes cross-tier effects of the affected types for free. 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. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 34% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 8 Cooldown: 8 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 8 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 31%, your defense is increased by 31 and all your resistances by 31%. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Range 6 Cooldown: 12 Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 357.96 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 acid, 3 physical, 4 darkness, 3 cold, 4 lightning, 4 fire Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: 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 87 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 121 damage for 5 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 541 damage for 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 31 up to 4 times. 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 |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 46 up to 5 times. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 44 up to 5 times. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 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 summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 25 up to 6 times. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 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 summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 56 up to 6 times. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 34 up to 6 times. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 57 up to 5 times. 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. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 Encumbrance T2 amulet jewelry [Rare] Nature While equipped: Stats +6 Con offense ------ Damage +9% nature +24% temporal Ignore resists +15% temporal On-Hit (Melee): * 20% chance to slow global speed by 54% defense ------ Resistance +15% temporal Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Amulets make your neck look great! |
![]() 2.0 Encumbrance T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con defense ------ Armor +10 Fatigue +2% Resistance +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
![]() 0.1 Encumbrance T2 amulet jewelry [Rare] Master While equipped: offense ------ Damage +6% blight Ignore resists +20% blight +5% cold defense ------ Armor +4 Resistance +3% lightning +3% acid Poison Resist +10% Silence Resist +20% Disarm Resist +10% other ------- Masteries +0.16 Demented/Controlled horrors +0.16 Demented/Slow death Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Unique] Arcane While equipped: defense ------ Resistance +15% darkness Unlife -100.00 life Blind Resist +100% other ------- Infravision +6 Masteries +0.20 Corruption/Black-magic Shadow Power +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
![]() 0.1 Encumbrance T2 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +2 Mag offense ------ Spell Crit +3% Spellpower +4 (+1 eff.) Damage +5% acid +5% fire +6% cold +5% lightning other ------- Masteries +0.16 Demented/Tentacles +0.16 Spell/Staff combat Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Rare] Arcane While equipped: Stats +7 Str +4 Mag +9 Wil offense ------ Spell Crit +5% Spellpower +5 (+1 eff.) Damage +6% acid +6% fire +6% cold +6% lightning defense ------ Resistance +6% cold Crit Resistance 15.00% Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Rare] Nature While equipped: Stats +5 Mag offense ------ Damage +24% arcane +9% temporal Ignore resists +25% blight defense ------ Armor +12 Resistance +22% light +22% darkness Blind Resist +38% other ------- Stamina/turn +3.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Rare] Nature While equipped: Stats +7 Str offense ------ Physical Crit +3.0% Damage +15% arcane Accuracy +25 (+6 eff.) Ignore Armor +4 When Hit 8 physical defense ------ Defense +30 (+8 eff.) Resistance +9% mind Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Rare] Nature While equipped: offense ------ Physical Crit +3.0% Damage +9% acid Ignore resists +25% acid Accuracy +15 (+4 eff.) Ignore Armor +2 When Hit 8 temporal On-Hit (Melee): * 20% chance to reduce armor by 44% defense ------ Defense +20 (+5 eff.) Healmod +18% Cut Resist +70% 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 242 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Unique] Arcane While equipped: offense ------ Damage +12% light When Hit: * 30% chance to blind defense ------ Resistance +25% light other ------- Light +1 Create a reflective shield (50% reflection rate, 332 strength, based on Magic) for 5 turns. Uses 20 power out of 24/24 Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
![]() 0.1 Encumbrance T3 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +8 (+3 eff.) On-Hit 5% confusion Damage +25% mind Ignore resists +20% mind When Hit 5% confusion defense ------ Resistance -10% mind Mind save +35 (+10 eff.) Confus Resist -100% On Mind Hit: 8% Sunder Mind level 1 A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. |
![]() 0.1 Encumbrance T3 amulet jewelry [Rare] Nature While equipped: Stats +6 Dex +3 Wil +3 Con offense ------ Critical power +20.00% Damage +15% lightning +12% physical Ignore Armor +2 defense ------ Unlife -40.00 life other ------- Stamina/turn +2.00 See Invisibility +12 Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con defense ------ Teleport Resist +100% Teleport: Effective talent level: 4.0 Power cost 30 out of 36/36. Range 10 Cooldown: 24 Travel.spd instantaneous Is: a spell Description: Teleports you randomly within a large range (177). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
![]() 0.1 Encumbrance T3 amulet jewelry [Rare] Master While equipped: offense ------ Damage +6% darkness Ignore resists +15% darkness defense ------ Resistance +12% darkness +5% arcane Physical save +13 (+7 eff.) Spell save +14 (+4 eff.) Mind save +14 (+4 eff.) Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Rare] Nature While equipped: Stats +10 Wil offense ------ Ignore resists +15% mind defense ------ Resistance +12% light +18% cold Mind save +18 (+6 eff.) Teleport Resist +20% other ------- Max psi +30.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Rare] Nature While equipped: Stats +7 Str offense ------ Damage +15% acid +24% temporal Ignore resists +15% temporal On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +18% lightning +9% temporal Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Rare] Master While equipped: Stats +4 Dex +5 Cun +2 Con offense ------ When Hit 6 arcane defense ------ Crit Resistance 10.00% other ------- Infravision +2 See Invisibility +6 Masteries +0.28 Demented/Beyond sanity Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Rare] Nature While equipped: offense ------ Damage +15% arcane +9% cold When Hit 10 blight defense ------ Resistance +22% lightning Spell save +6 (+2 eff.) Stun Resist +32% other ------- Mana/turn +0.20 Max mana +60.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Ego+] Arcane While equipped: offense ------ On-Hit 8 light 6 darkness Damage +7% light +7% darkness When Hit: * 5% chance to reduce damage dealt by 22% * 8% chance to blind Amulets make your neck look great! |
![]() 0.1 Encumbrance T4 amulet jewelry [Random Unique] Nature While equipped: Stats +5 Dex +6 Wil offense ------ Mind Crit +2% defense ------ Resistance +18% lightning +9% cold +26% mind Confus Resist +33% Stun Resist +38% Amulets make your neck look great! |
![]() 0.1 Encumbrance T4 amulet jewelry [Rare] Nature While equipped: Stats +2 Dex offense ------ Ignore resists +15% darkness defense ------ Defense +20 (+5 eff.) Resistance +15% nature +26% fire +6% light +20% cold Life +80.00 other ------- Infravision +2 Amulets make your neck look great! |
![]() 0.1 Encumbrance T4 amulet jewelry [Ego+] Arcane/Master While equipped: Stats +3 Mag offense ------ Spell Crit +3% Spellpower +4 (+1 eff.) Damage +6% light +7% temporal +4% darkness +6% physical other ------- Masteries +0.18 Demented/Controlled horrors Amulets make your neck look great! |
![]() 0.1 Encumbrance T4 amulet jewelry [Ego+] Master While equipped: Stats +5 Dex +6 Cun +8 Con offense ------ Move Speed +10% defense ------ Fatigue -5% Life Regen +3.00 other ------- Stamina/turn +0.70 Amulets make your neck look great! |
![]() 0.1 Encumbrance T4 amulet jewelry [Ego++] Master While equipped: Stats +5 Dex +5 Cun +4 Con offense ------ Critical power +18.00% Move Speed +10% Accuracy +7 (+2 eff.) Ignore Armor +12 defense ------ Fatigue -7% Life Regen +3.00 other ------- Stamina/turn +0.70 Amulets make your neck look great! |
![]() 0.1 Encumbrance T5 amulet jewelry [Rare] Nature While equipped: Stats +9 Wil offense ------ Damage +6% mind Ignore resists +10% mind When Hit 6 mind defense ------ Resistance +30% cold Spell save +18 (+6 eff.) Amulets make your neck look great! |
![]() 0.1 Encumbrance T5 amulet jewelry [Ego+] Arcane/Nature While equipped: Stats +6 Mag offense ------ Spellpower/crit +4 defense ------ Resistance +25% light +21% darkness Blind Resist +42% other ------- Mana/turn +0.38 Max mana +41.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T5 amulet jewelry [Rare] Nature While equipped: Stats +4 Str +12 Wil defense ------ Resistance +6% acid +12% fire +15% temporal Mind save +9 (+3 eff.) Poison Resist +20% Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: offense ------ Damage +11% nature Ignore resists +5% darkness When Hit 2 darkness On-Hit (Melee): * 20% chance to reduce damage dealt by 22% defense ------ Resistance +34% nature Unlife -20.00 life Healmod +10% Disarm Resist +20% Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego+] Master While equipped: offense ------ Move Speed +12% Accuracy +6 (+1 eff.) defense ------ Defense +6 (+2 eff.) Blinding Speed: Puts all charms on 33 turn cooldown Effective talent level: 4.0 Power cost 33 out of 40/40. Range melee/personal Cooldown: 55 Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 35% for 5 turns. Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Rare] Psionic While equipped: Stats +3 Wil offense ------ Spellpower/crit +8 Damage +14% mind +15% blight Ignore resists +10% nature On-Hit (Melee): * 20% chance to slow global speed by 54% defense ------ Resistance +15% temporal +14% mind +6% cold Confus Resist +20% Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Rare] Nature While equipped: offense ------ Damage +13% nature +30% lightning Ignore resists +25% lightning +20% acid defense ------ Resistance +26% nature +6% lightning Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun offense ------ Damage +10% darkness defense ------ Defense +6 (+2 eff.) Fatigue -7% Mind save +13 (+4 eff.) other ------- Max stamina +25.00 Cooldown Shadowstep -1 Shadowstep: Effective talent level: 2.0 Power cost 41 out of 50/50. Range 7 Cooldown: 5 Travel.spd instantaneous Is: a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
![]() 0.1 Encumbrance T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil offense ------ Damage +8% nature +8% physical defense ------ Resistance +10% nature Physical save +8 (+4 eff.) Life Regen +3.00 Healmod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
![]() 0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: Stats +4 Cun defense ------ Armor +4 Defense +8 (+2 eff.) Resistance +18% blight +12% fire +6% temporal Crit Resistance 10.00% Physical save +12 (+6 eff.) Spell save +18 (+6 eff.) Pinning Resist +20% Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego+] Arcane While equipped: Stats +2 Str +2 Dex +4 Mag +2 Wil +2 Cun +2 Con offense ------ On-Hit 16 light On-Ranged-Hit 15 light Damage +12% light Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Normal] Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Normal] Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Rare] Nature While equipped: offense ------ Damage +22% nature +30% acid Ignore resists +10% nature When Hit 10 darkness On-Hit (Melee): * 20% chance to slow global speed by 54% defense ------ Resistance +26% nature +20% darkness Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Rare] Psionic While equipped: Stats +4 Cun offense ------ Critical power +15.00% Damage +13% mind +12% blight defense ------ Resistance +13% mind +30% acid Mind save +15 (+5 eff.) other ------- Psi when Hit +0.08 Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego+] Master While equipped: offense ------ Accuracy +9 (+2 eff.) Ignore Armor +9 defense ------ Defense +9 (+3 eff.) Disengage: Puts all charms on 9 turn cooldown Effective talent level: 2.0 Power cost 9 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Random Unique] Master While equipped: Stats +3 Con offense ------ Physical Power +7 (+2 eff.) Spellpower +9 (+2 eff.) Mindpower +11 (+4 eff.) Damage +4% all Accuracy +9 (+2 eff.) Ignore Armor +10 On-Hit (Melee): * 10 arcane resource burn defense ------ Defense +10 (+3 eff.) Resistance +6% blight +6% darkness +5% arcane Spell save +14 (+4 eff.) other ------- Max stamina +15.00 Disengage: Puts all charms on 9 turn cooldown Effective talent level: 2.0 Power cost 9 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Rare] Psionic While equipped: Stats +6 Str +5 Wil +4 Cun +4 Con offense ------ Damage +15% mind On-Hit (Melee): * 20% chance to reduce all saves and defense by 27 defense ------ Mind save +11 (+3 eff.) Confus Resist +38% Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil offense ------ Damage +5% physical defense ------ Armor +5 Resistance +5% physical Physical save +12 (+6 eff.) Knockbk Resist +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
![]() 0.1 Encumbrance T3 ring jewelry [Unique] Arcane While equipped: defense ------ Spell save +7 (+2 eff.) other ------- Masteries +0.20 Corruption/Fearfire Shadow Power +5 On Spell Hit: 10% Darkfire level 3 Grants spell-crit equal to half of your Shadow Power. "An innocuous bauble. Until you look through the hole." |
![]() 0.1 Encumbrance T3 ring jewelry [Rare] Nature While equipped: Stats +3 Dex +13 Mag offense ------ Damage +9% physical +16% cold Accuracy +30 (+7 eff.) defense ------ Resistance +32% cold other ------- See Invisibility +12 Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Rare] Psionic While equipped: Stats +6 Cun +5 Wil offense ------ Mindpower +11 (+4 eff.) Damage +9% lightning +21% arcane +6% darkness Ignore resists +25% darkness When Hit 10 darkness defense ------ Resistance +15% lightning Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Rare] Nature While equipped: Stats +3 Cun +3 Str offense ------ Spellpower +30 (+6 eff.) Damage +9% acid +16% physical +12% arcane defense ------ Resistance +21% acid +16% physical other ------- Light +3 Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Rare] Nature While equipped: offense ------ Critical power +20.00% On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +15% mind +9% temporal Mind save +6 (+2 eff.) Life +66.00 Life Regen +14.00 Healmod +15% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Psi when Hit +0.20 Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Rare] Psionic While equipped: offense ------ Mind Crit +2% Mindpower +20 (+7 eff.) Damage +6% darkness +6% mind When Hit 10 darkness defense ------ Spell save +15 (+5 eff.) Mind save +10 (+3 eff.) Confus Resist +38% Teleport Resist +20% Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego+] Master While equipped: Stats +3 Con defense ------ Spell save +12 (+4 eff.) other ------- Max stamina +15.00 Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Rare] Psionic While equipped: offense ------ Ignore resists +10% light +10% fire defense ------ Resistance +12% temporal +12% darkness +12% cold +12% fire +9% nature +15% light Mind save +13 (+4 eff.) Confus Resist +36% Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Random Unique] Nature/Psionic While equipped: Stats +6 Cun +6 Wil offense ------ Mindpower +9 (+3 eff.) Damage +26% acid When Hit 8 arcane defense ------ Resistance +28% acid +5% arcane +11% nature +10% blight Poison Resist +17% Disease Resist +14% Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Unique] Arcane While equipped: Stats +9 Dex +3 Mag +8 Cun offense ------ Physical Power +13 (+3 eff.) Spellpower +12 (+3 eff.) Mindpower +10 (+4 eff.) Ignore resists +5% fire Accuracy +23 (+6 eff.) Ignore Armor +12 When Hit 10 fire defense ------ Defense +13 (+4 eff.) other ------- See Invisibility +9 Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Puts all charms on 1 turn cooldown "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
![]() 0.1 Encumbrance T4 ring jewelry [Normal] Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Ego+] Nature While equipped: defense ------ Life +68.00 Life Regen +11.00 Healmod +14% Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +3 Mag +7 Wil +21 Cun +3 Con offense ------ Mindpower +13 (+5 eff.) On-Hit 19 physical On-Ranged-Hit 29 physical Ignore resists +10% mind On-Hit (Melee): * 20% chance to reduce all saves and defense by 27 On-Hit (Ranged): * 18% chance to reduce all saves and defense by 27 defense ------ Physical save +14 (+7 eff.) Spell save +15 (+5 eff.) Mind save +14 (+4 eff.) other ------- Hate-on-crit +1.00 Max hate +15.00 Infravision +3 Bleeding Edge: Puts all charms on 17 turn cooldown Effective talent level: 3.0 Power cost 17 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: offense ------ Physical Power +19 (+4 eff.) Spellpower +14 (+3 eff.) Mindpower +19 (+7 eff.) Damage +7% all Ignore resists +25% arcane defense ------ Resistance +3% fire +6% darkness +5% arcane Mind save +11 (+3 eff.) Silence Resist +34% Confus Resist +49% other ------- Mana/turn +0.29 Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Random Unique] Arcane/Master While equipped: offense ------ Mind Crit +3% Physical Power +12 (+2 eff.) Spellpower +12 (+3 eff.) Mindpower +12 (+4 eff.) Damage +6% fire Ignore resists +20% mind defense ------ Life +37.00 Blind Resist +50% Disarm Resist +40% Pinning Resist +39% Knockbk Resist +50% other ------- Max hate +6.00 Max psi +30.00 Infravision +5 See Stealth +18 See Invisibility +24 Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Ego+] Master While equipped: Stats +5 Mag +5 Con offense ------ Damage +10% lightning +10% fire +10% cold Accuracy +13 (+3 eff.) Ignore Armor +11 defense ------ Defense +11 (+3 eff.) other ------- Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam level 2 Disengage: Puts all charms on 9 turn cooldown Effective talent level: 2.0 Power cost 9 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Ego+] Master While equipped: Stats +11 Str +5 Dex +5 Mag +5 Wil +5 Cun +13 Con offense ------ Physical Power +10 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Ego+] Master While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +9 Con defense ------ Spell save +17 (+5 eff.) other ------- Max stamina +40.00 Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Ego+] Master While equipped: offense ------ Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Physical Power +12 (+2 eff.) Spellpower +16 (+4 eff.) Mindpower +20 (+7 eff.) Damage +14% all Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Ego+] Arcane While equipped: Stats +6 Mag +7 Wil offense ------ Spellpower +12 (+3 eff.) defense ------ Defense +10 (+3 eff.) Physical save +10 (+5 eff.) Spell save +10 (+3 eff.) Mind save +10 (+3 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Ego+] Arcane While equipped: Stats +7 Mag +6 Wil offense ------ Spellpower +12 (+3 eff.) defense ------ Defense +10 (+3 eff.) Physical save +10 (+5 eff.) Spell save +10 (+3 eff.) Mind save +10 (+3 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Ego+] Master While equipped: offense ------ Physical Power +20 (+4 eff.) Spellpower +16 (+4 eff.) Mindpower +13 (+5 eff.) Damage +7% all defense ------ Armor +5 Resistance +5% all Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Random Unique] Nature/Master While equipped: Stats +5 Str +8 Dex +10 Cun +17 Con offense ------ Physical Power +15 (+3 eff.) Accuracy +12 (+3 eff.) When Hit 2 temporal defense ------ Armor +4 Physical save +16 (+8 eff.) Life +60.00 Life Regen +2.00 Silence Resist +20% Confus Resist +10% Rings make your fingers look great! |
![]() 3.0 Encumbrance T4 battleaxe 2H weapon [Rare] Arcane Weapon Damage 151% Range: 1.0x-1.5x Uses 50% Mag, 120% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +7.5% Attack Speed 100% On-hit +44 blight On-Hit, radius 1 +12 fire On Hit: * 35% chance to reduce strength, dexterity, and constitution by 33 While equipped: Stats +5 Wil +7 Mag offense ------ Spellpower +15 (+3 eff.) Damage +18% nature defense ------ Spell save +9 (+3 eff.) Massive two-handed battleaxes. |
![]() 3.0 Encumbrance T5 battleaxe 2H weapon [Ego+] Master Weapon Damage 170% Range: 1.0x-1.5x Uses 50% Mag, 120% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +8.0% Attack Speed 100% While equipped: offense ------ Physical Crit +14.0% Critical power +21.00% Ignore Armor +13 Massive two-handed battleaxes. |
![]() 3.0 Encumbrance T4 mace 1H weapon [Rare] Psionic Weapon Damage 142% Range: 1.0x-1.4x Uses 50% Mag, 100% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +2.5% Attack Speed 100% On Hit: * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: Stats +7 Cun +8 Wil offense ------ Critical power +20.00% Ignore resists +25% lightning other ------- Light +3 Blunt and deadly. |
![]() 1.0 Encumbrance T2 dagger 1H weapon [Unique] Arcane Weapon Damage 129% Range: 1.0x-1.3x Uses 50% Dex, 65% Mag, 50% Str Damage Physical 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 ------ Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +5% darkness +4% all 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 282.41 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. |
![]() 1.0 Encumbrance T3 dagger 1H weapon [Unique] Nature Weapon Damage 111% Range: 1.0x-1.3x Uses 50% Mag, 100% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +10.0% Attack Speed 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex defense ------ Slow Projectiles +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
![]() 3.0 Encumbrance T3 mindstar 1H weapon [Ego+] Nature Weapon Damage 95% Range: 1.0x-1.1x Uses 50% Wil, 50% Mag, 30% Cun Damage Mind 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 +3 Str +4 Dex +3 Mag +3 Wil +3 Cun +4 Con offense ------ Mind Crit +3% Mindpower +6 (+2 eff.) On-Hit 6 lightning Damage +13% lightning Ignore resists +9% lightning defense ------ Resistance +9% lightning 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. |
![]() 3.0 Encumbrance T4 mindstar 1H weapon [Unique] Nature/Psionic/Unknown Weapon Damage 115% Range: 1.0x-1.1x Uses 40% Wil, 80% Mag Damage Darkness Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +27 Critical Rate +5.0% Attack Speed 100% On Hit: * 15% chance to cast Tendrils Eruption level 3 on your target While equipped: Stats +6 Wil +6 Mag offense ------ Spell Crit +12% Mind Crit +12% Spellpower +12 (+3 eff.) Mindpower +12 (+4 eff.) Damage +10% blight +10% mind +10% darkness This writhing mass of tentacles appears to have infested a mindstar, creating some bizarre fusion between natural and unnatural. The once clear gem now seems more like a shard of black obsidian with tentacles striking out from it like whips. You do not want to think of the implications of this horror being able to fuse with Nature itself. |
![]() 3.0 Encumbrance T5 mindstar 1H weapon Reqs Wil 48 [Ego] Nature/Psionic Weapon Damage 115% Range: 1.0x-1.1x Uses 50% Wil, 50% Mag, 30% Cun Damage Nature Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Mind Crit +5% Mindpower +10 (+4 eff.) defense ------ Mind save +4 (+1 eff.) Healmod +24% Heal-on-summon +15 other ------- Max psi +27.00 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. |
![]() 3.0 Encumbrance T5 mindstar 1H weapon Reqs Wil 48 [Ego+] Nature Weapon Damage 117% Range: 1.0x-1.1x Uses 50% Wil, 50% Mag, 30% Cun Damage Nature Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Mind Crit +5% Mindpower +17 (+6 eff.) On-Hit 14 physical Damage +12% physical Ignore resists +12% physical defense ------ Resistance +16% physical 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. |
![]() 4.0 Encumbrance T5 longbow 2H weapon Reqs Dex 48 [Ego+] Arcane Weapon Damage 66% Range: 1.0x-1.1x Uses 50% Mag Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +10 On-ranged-hit +18 fire On Hit: 10% Arcane Vortex level 5 While equipped: Stats +5 Mag offense ------ Spellpower +12 (+3 eff.) Damage +15% arcane +24% fire Longbows are used to shoot arrows at your foes. |
![]() 4.0 Encumbrance T5 steamgun 1H weapon Reqs Dex 48 Steam Pool [Ego+] Arcane/Steamtech Weapon Damage 66% Range: 1.0x-1.1x Uses 50% Mag Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Attack Speed 100% Range +10 Projectile Speed +600% On-ranged-hit +18 draining blight Uses 2.0 Steam While equipped: offense ------ Ignore resists +18% physical Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 3.0 Encumbrance T3 arrow ammo [Ego++] Arcane/Psionic Weapon Damage 139% Range: 1.0x-1.4x Uses 70% Dex, 50% Mag, 50% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +2.0% Capacity 17 On-ranged-hit +35 physical On Hit: 20% Curse of Defenselessness level 3 On Hit: * 20% chance to knock the target back 3 spaces and deal 170 physical damage Arrows are used with bows to pierce your foes to death. |
![]() 3.0 Encumbrance T5 arrow ammo Reqs Dex 48 [Ego+] Psionic Weapon Damage 168% Range: 1.0x-1.4x Uses 70% Dex, 50% Mag, 50% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +18 Critical Rate +3.0% Capacity 21 On-ranged-hit +36 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 170 physical damage Arrows are used with bows to pierce your foes to death. |
![]() 3.0 Encumbrance T3 shot ammo [Rare] Master Weapon Damage 139% Range: 1.0x-1.2x Uses 50% Cun, 50% Mag, 70% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Accuracy +17 Ignore Armor +3 Critical Rate +5.0% Capacity 19 On-ranged-hit +20 cold +20 nature On-Hit, radius 1 +20 temporal +16 nature +8 fire On Hit: * 20% chance to gain 10% of a turn (3/turn limit) Shots are used with slings to pummel your foes to death. |
![]() 3.0 Encumbrance T5 shot ammo Reqs Dex 48 [Random Unique] Nature/Disrupt Weapon Damage 167% Range: 1.0x-1.2x Uses 50% Cun, 50% Mag, 70% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +7.0% Capacity 20 On-ranged-hit +16 cold +20 mind +20 fire On-crit, radius 2 +14 cold +16 mind +9 fire On Hit: * 20 arcane resource burn On Critical: * Deals 73 Manaburn damage and puts 1 random spell talent on cooldown for 4 turns (checks Confusion immunity) Shots are used with slings to pummel your foes to death. |
![]() 3.0 Encumbrance T5 shot ammo Reqs Dex 48 [Ego+] Nature/Psionic Weapon Damage 166% Range: 1.0x-1.2x Uses 70% Dex, 50% Mag, 50% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +7.0% Capacity 21 On-ranged-hit +30 lightning On-crit, radius 2 +12 lightning On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Shots are used with slings to pummel your foes to death. |
![]() 7.0 Encumbrance T3 shield armor Reqs - Shield usage training [Rare] Master When used to Attack: Weapon Damage 134% Range: 1.0x-1.2x Uses 50% Mag, 100% Str Damage Physical Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +9.5% Block +139 On-hit +20 cold +8 physical On-Hit, radius 1 +12 physical While equipped: defense ------ Armor +13 Fatigue +8% Resistance +9% cold +6% temporal Physical save +15 (+8 eff.) other ------- Stamina/turn +3.00 Talents +1 Block Handheld deflection devices. |
![]() 7.0 Encumbrance T4 shield armor Reqs - Shield usage training [Rare] Arcane When used to Attack: Weapon Damage 160% Range: 1.0x-1.2x Uses 50% Mag, 100% Str Damage Physical Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Block +136 On-hit +18 light +18 darkness On Hit: * 20% chance to slow global speed by 54% While equipped: Stats +6 Mag +9 Cun +3 Con offense ------ Physical Power +10 (+2 eff.) Damage +18% light +18% darkness On-Hit (Melee): * 20% chance to slow global speed by 54% defense ------ Armor +8 Fatigue +8% Resistance +4% physical +18% light +13% darkness Unlife -40.00 life Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Talents +1 Block Handheld deflection devices. |
![]() 7.0 Encumbrance T5 shield armor Reqs - Shield usage training [Ego+] Master/Psionic When used to Attack: Weapon Damage 179% Range: 1.0x-1.2x Uses 50% Mag, 100% Str Damage Physical Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +5.0% Block +209 On-hit +19 physical While equipped: Stats +4 Wil defense ------ Armor +10 Fatigue +8% Resistance +29% physical Windwall +18 Slow Projectiles +30% other ------- Talents +1 Block Handheld deflection devices. |
![]() 2.0 Encumbrance T4 cloth armor [Unique] Arcane Oddly it never produces a hat. While equipped: Stats +5 Mag +3 Wil offense ------ Spellpower +23 (+5 eff.) Damage +20% temporal +20% physical Ignore resists +20% temporal +20% physical When Hit 20 physical 10 temporal defense ------ Armor +3 Defense +9 (+3 eff.) Resistance +10% temporal +10% physical +13% all Temporal Reprieve: Effective talent level: 1.0 Power cost 41 out of 50/50. Range melee/personal Fixed Cooldown: 40 Travel.spd instantaneous Is: a spell Description: Transport yourself to a safe place for 1 turns. Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers. |
![]() 2.0 Encumbrance T4 cloth armor [Rare] Arcane While equipped: offense ------ Damage +15% nature +24% blight defense ------ Defense +15 (+4 eff.) Resistance +11% lightning +9% darkness +11% cold +10% blight +10% fire +20% light +13% all Physical save +18 (+9 eff.) Spell save +45 (+14 eff.) Mind save +18 (+6 eff.) other ------- Light +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T4 cloth armor [Ego+] Arcane/Psionic While equipped: Stats +6 Mag +6 Wil offense ------ Spellpower +15 (+3 eff.) Damage +10% all defense ------ Resistance +13% all other ------- Mana/turn +0.21 Psi/turn +0.24 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 Encumbrance T5 light armor [Ego+] Master While equipped: offense ------ Combat Speed +15% Spell Speed +15% Mind Speed +15% defense ------ Armor +8 Defense +20 (+5 eff.) Fatigue +8% A suit of armour made of leather. |
![]() 14.0 Encumbrance T4 heavy armor [Rare] Nature While equipped: Stats +2 Cun +7 Wil offense ------ Damage +9% mind Ignore resists +10% darkness +15% mind When Hit 6 light defense ------ Armor +8 Defense +4 (+1 eff.) Fatigue +12% Resistance +26% blight +44% darkness +15% light other ------- EQ when Hit +0.12 Light +2 A suit of armour made of mail. |
![]() 14.0 Encumbrance T4 heavy armor [Rare] Master While equipped: Stats +12 Str offense ------ Ignore resists +25% temporal +25% physical Ignore Armor +6 When Hit 6 cold defense ------ Armor +8 Defense +4 (+1 eff.) Fatigue +12% Resistance +18% darkness +13% physical other ------- Stamina/turn +3.00 Max stamina +30.00 Light +2 Track: Puts all charms on 25 turn cooldown Effective talent level: 2.6 Power cost 25 out of 30/30. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 24 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
![]() 14.0 Encumbrance T4 heavy armor [Ego+] Master While equipped: Stats +8 Str defense ------ Armor +18 Defense +4 (+1 eff.) Fatigue +12% Resistance +14% darkness +12% physical other ------- Light +1 Track: Puts all charms on 25 turn cooldown Effective talent level: 2.6 Power cost 25 out of 30/30. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 24 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
![]() 14.0 Encumbrance T4 heavy armor [Rare] Arcane While equipped: offense ------ Damage +6% darkness +18% mind Ignore resists +25% light When Hit 10 mind 4 darkness defense ------ Armor +8 Defense +4 (+1 eff.) Fatigue +12% Resistance +8% arcane +12% light Spell save +16 (+5 eff.) other ------- Light +3 A suit of armour made of mail. |
![]() 14.0 Encumbrance T5 heavy armor [Ego] Disrupt/Master While equipped: defense ------ Armor +10 Defense +5 (+2 eff.) Fatigue +12% Resistance +16% blight +24% cold +15% nature A suit of armour made of mail. |
![]() 14.0 Encumbrance T5 heavy armor [Ego+] Arcane/Master While equipped: offense ------ On-Hit 16 acid 15 fire When Hit 11 acid 11 fire defense ------ Armor +10 Defense +5 (+2 eff.) Fatigue +12% Resistance +47% acid +22% fire A suit of armour made of mail. |
![]() 17.0 Encumbrance T4 massive armor Reqs - Massive armour training [Random Unique] Nature/Master While equipped: offense ------ On-Hit (Melee): * 20% chance to reduce damage dealt by 22% defense ------ Armor +13 Fatigue +22% Resistance +23% acid +6% cold +12% darkness Life +90.00 Life Regen +10.00 Healmod +30% A suit of armour made of metal plates. |
![]() 1.0 Encumbrance T3 belt armor [Unique] Arcane While equipped: Stats +2 Cun +5 Wil defense ------ Confus Resist +30% Stun Resist +30% other ------- Mana-on-crit +3.00 Surround yourself with a magical shield (strength 327, based on Magic) for 10 turns. Uses 17 power out of 20/20 Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. |
![]() 1.0 Encumbrance T3 belt armor [Rare] Nature While equipped: offense ------ Damage +18% darkness On-Hit (Melee): * 20 arcane resource burn defense ------ Resistance +3% temporal +5% arcane +6% darkness Life +47.00 A belt that goes around your waist. |
![]() 1.0 Encumbrance T3 belt armor [Ego++] Arcane/Master While equipped: Stats +5 Cun +5 Wil offense ------ Against +15% Summoned defense ------ Resistance +5% blight Resist Against +23% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() 1.0 Encumbrance T4 belt armor [Unique] Master While equipped: Stats +12 Dex +10 Cun +8 Lck defense ------ Ranged Defense +20 (+5 eff.) Deflect Projectile +15% Slow Projectiles +30% Evasion: (Instant) Effective talent level: 4.0 Power cost 25 out of 30/30. Range melee/personal Cooldown: 19 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 27% chance to evade melee and ranged attacks and 20 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
![]() 2.0 Encumbrance T3 cloak armor [Unique] Nature While equipped: Stats +6 Cun offense ------ Mindpower +6 (+2 eff.) Damage +15% acid Ignore resists +10% acid defense ------ Defense +10 (+3 eff.) other ------- Masteries +0.20 Wild-gift/Venom drake aspect On Nature Hit: 10% Acidic Spray level 2 Dissolve: Effective talent level: 2.0 Power cost 17 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Is: a mind power and a nature gift Description: You strike the enemy with a rain of fast, acidic blows. You strike four times for pure acid damage. Every blow does 42% damage. Every two talent levels, one of your strikes becomes blinding acid instead of normal acid, blinding the target 25% of the time if it hits. Each point in acid drake talents also increases your acid resistance by 1%. This talent will also attack with your shield, if you have one equipped. This cloak is made from the scales of an infamous Venom Drake that terrorized the country side towards the end of the Age of Dusk. It was slain by a party led by Kestin Highfin, who had this cloak fashioned personally. |
![]() 2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: offense ------ Damage +9% darkness Ignore resists +25% darkness defense ------ Armor +8 Defense +12 (+3 eff.) Resistance +18% acid +20% light Physical save +19 (+10 eff.) Spell save +37 (+12 eff.) Mind save +19 (+6 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T3 cloak armor [Rare] Psionic While equipped: Stats +5 Cun +9 Wil offense ------ Mind Crit +7% Critical power +20.00% Ignore Shields +30% When Hit 6 light 10 fire defense ------ Defense +2 (+1 eff.) Resistance +12% light Spell save +18 (+6 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T3 cloak armor [Ego++] Nature/Master While equipped: offense ------ Damage +12% darkness Ignore resists +7% darkness defense ------ Defense +2 (+1 eff.) Resistance +13% darkness Physical save +8 (+4 eff.) Mind save +7 (+2 eff.) Stealth +9 Unlife -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T2 feet armor [Unique] Master While equipped: Stats +3 Cun defense ------ Armor +1 Defense +2 (+1 eff.) Fatigue +2% other ------- Masteries +0.20 Cunning/Survival Boost speed by 66% (based on Cunning). Uses 41 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
![]() 2.0 Encumbrance T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun offense ------ Move Speed +20% Damage +15% cold defense ------ Armor +4 Defense +1 (+1 eff.) Fatigue +7% Resistance +10% nature +20% cold other ------- Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
![]() 2.0 Encumbrance T3 feet armor [Rare] Master While equipped: offense ------ Physical Crit +3.0% Physical Power +5 (+1 eff.) Damage +30% darkness Ignore resists +15% acid +9% physical When Hit 10 acid On-Hit (Melee): * 20% chance to reduce armor by 44% * 20% chance to reduce damage dealt by 22% defense ------ Armor +3 Resistance +9% acid +9% darkness A pair of boots made of leather. |
![]() 2.0 Encumbrance T3 feet armor [Rare] Psionic While equipped: Stats +4 Con +5 Wil offense ------ Mindpower +6 (+2 eff.) Damage +6% acid Ignore resists +8% physical When Hit 4 acid defense ------ Armor +3 Resistance +12% light Crit Resistance 15.00% Life +80.00 Silence Resist +20% Stun Resist +10% Teleport Resist +20% Blindside: Puts all charms on 21 turn cooldown Effective talent level: 2.0 Power cost 21 out of 25/25. Range 6 Cooldown: 11 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 17 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
![]() 2.0 Encumbrance T4 feet armor [Unique] Unknown While equipped: Stats +8 Mag +8 Wil offense ------ Spellpower +5 (+1 eff.) defense ------ Fatigue +3% Knockbk Resist +100% Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. Combine it with the Shoes of Moving Quickly. Fast does not always win. Rumoured to be able to combine with the Shoes of Moving Quickly. |
![]() 3.0 Encumbrance T3 feet armor [Rare] Nature While equipped: offense ------ Spellpower +30 (+6 eff.) Damage +6% blight Ignore Shields +30% defense ------ Armor +4 Fatigue +3% Resistance +6% acid Life Regen +6.00 Healmod +13% other ------- Mana/turn +0.20 Max vim +50.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 Encumbrance T3 feet armor [Rare] Arcane While equipped: offense ------ Physical Crit +4.0% Physical Power +30 (+5 eff.) When Hit 6 temporal defense ------ Armor +4 Defense +30 (+8 eff.) Fatigue +3% Physical save +12 (+6 eff.) Unlife -80.00 life Silence Resist +38% Confus Resist +37% Stun Resist +38% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 Encumbrance T5 feet armor [Random Unique] Arcane/Master While equipped: Stats +5 Cun +4 Con offense ------ Spellpower +10 (+2 eff.) Spellpower/crit +10 Damage +18% blight defense ------ Armor +5 Fatigue +4% Resistance +15% fire +12% cold Physical save +24 (+12 eff.) Mind save +19 (+6 eff.) Silence Resist +36% Confus Resist +50% Stun Resist +49% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 Encumbrance T4 hands armor [Random Unique] Arcane/Master While equipped: Stats +4 Str +17 Mag +14 Wil +3 Con offense ------ Critical power +5.00% Spellpower +23 (+5 eff.) On-Hit 34 arcane Damage +14% arcane +6% physical When Hit: * 36% chance to reduce strength, dexterity, and constitution by 33 * 31% chance to reduce damage dealt by 22% defense ------ Armor +3 Resistance +17% arcane +9% blight Unlife -20.00 life Disarm Resist +41% other ------- Masteries +0.20 Technique/Grappling Unarmed combat: Weapon Damage 133% Range: 1.0x-1.1x Uses 40% Dex, 40% Cun, 50% Mag 40% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +5.0% Attack Speed 100% On-hit +23 arcane On Hit: 10% Disarm level 5 On Hit: 20% Manathrust level 6 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 Encumbrance T4 hands armor [Rare] Arcane While equipped: Stats +6 Str +2 Dex offense ------ On-Hit 20 temporal On-Ranged-Hit 20 temporal Damage +27% light +10% temporal Ignore resists +25% light defense ------ Armor +3 Resistance +6% lightning +14% temporal other ------- Light +2 Unarmed combat: Weapon Damage 131% Range: 1.0x-1.1x Uses 40% Cun, 40% Str, 50% Mag 40% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +5.0% Attack Speed 100% On Hit: * 15% chance to gain 10% of a turn (3/turn limit) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 Encumbrance T4 hands armor [Ego+] Nature/Master While equipped: Stats +3 Con offense ------ On-Hit 7 fire Damage +7% fire defense ------ Armor +3 Resistance +7% fire Physical save +12 (+6 eff.) Spell save +7 (+2 eff.) Mind save +6 (+2 eff.) Disarm Resist +39% Unarmed combat: Weapon Damage 133% Range: 1.0x-1.1x Uses 40% Cun, 40% Str, 50% Mag 40% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +5.0% Attack Speed 100% On-hit +5 physical On-crit, radius 2 +9 fire On Hit: 10% Juggernaut level 1 On Hit: 10% Fire Breath level 5 Juggernaut: (Instant) Puts all charms on 25 turn cooldown Effective talent level: 3.0 Power cost 25 out of 30/30. Range melee/personal Cooldown: 40 Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 27% and provides a 15% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 Encumbrance T4 hands armor [Normal] While equipped: defense ------ Armor +3 Unarmed combat: Weapon Damage 134% Range: 1.0x-1.1x Uses 40% Dex, 40% Cun, 50% Mag 40% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +5.0% Attack Speed 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 Encumbrance T4 hands armor [Ego+] Nature/Master While equipped: Stats +3 Str +3 Wil +2 Con offense ------ On-Hit 10 physical Damage +7% physical defense ------ Armor +10 Disarm Resist +48% other ------- Masteries +0.20 Technique/Grappling Unarmed combat: Weapon Damage 128% Range: 1.0x-1.1x Uses 40% Cun, 40% Str, 50% Mag 40% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +5.0% Attack Speed 100% On-Hit, radius 1 +5 physical On-crit, radius 2 +7 physical On Hit: 10% Disarm level 5 On Hit: 10% Sand Breath level 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 Encumbrance T3 hands armor [Unique] Arcane While equipped: Stats +6 Mag offense ------ Spell Crit +5% Critical power +20.00% Spellpower +12 (+3 eff.) Damage +15% lightning defense ------ Armor +5 Resistance +15% lightning Unarmed combat: Weapon Damage 126% Range: 1.0x-1.4x Uses 40% Cun, 40% Str, 50% Mag 40% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +10 Critical Rate +4.0% Attack Speed 83% On-hit +20 lightning On Hit: 20% Chain Lightning level 2 On Hit: 15% Nova level 1 On Spell Hit: 10% Lightning level 1 Talent level: +1 to all lightning damage spells. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
![]() 1.5 Encumbrance T4 hands armor [Ego++] Master While equipped: offense ------ Physical Crit +16.0% Spell Crit +14% Mind Crit +20% Critical power +8.00% defense ------ Armor +6 Fatigue +5% Mind save +11 (+3 eff.) Life +66.00 Unarmed combat: Weapon Damage 155% Range: 1.0x-1.4x Uses 40% Str, 40% Dex, 50% Mag 40% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Accuracy +9 Ignore Armor +15 Critical Rate +18.0% Attack Speed 83% On Hit: 10% Battle Shout level 5 On Crit: 20% Cripple level 5 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 Encumbrance T4 hands armor [Ego+] Psionic While equipped: Stats +2 Cun offense ------ Accuracy +17 (+4 eff.) defense ------ Armor +3 Fatigue +5% Resistance +13% darkness Physical save +7 (+4 eff.) Mind save +8 (+2 eff.) Disarm Resist +32% other ------- Infravision +3 Unarmed combat: Weapon Damage 136% Range: 1.0x-1.4x Uses 40% Dex, 40% Cun, 50% Mag 40% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Accuracy +15 Ignore Armor +15 Critical Rate +18.0% Attack Speed 83% On-hit +7 darkness On Hit: 10% Perfect Control level 5 On Crit: 10% Dominate level 5 Track: Puts all charms on 13 turn cooldown Effective talent level: 2.6 Power cost 13 out of 15/15. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 24 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 Encumbrance T3 head armor [Unique] Arcane Only supremacy of the arcane can release its full power. While equipped: defense ------ Defense +2 (+1 eff.) Resistance +20% arcane other ------- Mana/turn +2.00 Cooldown Disruption Shield -10 Masteries +0.20 Spell/Meta A traditional pointed wizard's hat, made of fine purple elven-silk and decorated with bright silver runes. You sense it has been passed from ancient times, and has been born on the heads of great mages. Touching the cloth you feel a sense of knowledge and power from bygone ages, yet it is partly sealed away, waiting for a trigger to release it. |
![]() 2.0 Encumbrance T3 head armor [Unique] Unknown While equipped: Stats +6 Cun +8 Wil offense ------ Mindpower +16 (+6 eff.) defense ------ Defense +8 (+2 eff.) Fear Resist +60% other ------- Masteries +0.20 Cursed/Fears Instill Fear: Effective talent level: 2.0 Power cost 15 out of 45/45. Range 8 Cooldown: 8 Travel.spd instantaneous Is: a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 14.82 mind and 23.45 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 15% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 15. Terrified: Deals 3.42 mind and 5.41 darkness damage per turn and increases cooldowns by 24%. Haunted: Causes the target to suffer 5.92 mind and 9.37 darkness damage for each detrimental mental effect every turn. This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and its hollow eye sockets seem to stare back into you. |
![]() 3.0 Encumbrance T2 head armor [Unique] Master While equipped: Stats +3 Wil +4 Mag offense ------ Damage +10% light defense ------ Armor +6 Fatigue +4% Resistance +10% darkness Blind Resist +30% Confus Resist +30% other ------- Light +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
![]() 3.0 Encumbrance T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con offense ------ Damage +10% physical defense ------ Armor +6 Fatigue +8% Physical save +12 (+6 eff.) Spell save +12 (+4 eff.) Mind save +12 (+4 eff.) other ------- Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
![]() 3.0 Encumbrance T4 head armor [Unique] Arcane While equipped: Stats +8 Mag +4 Wil +8 Cun offense ------ Damage +20% blight Ignore resists +10% blight Accuracy +10 (+2 eff.) defense ------ Armor +8 Defense +4 (+1 eff.) Fatigue +6% Resistance +20% blight Disease Resist +50% other ------- See Stealth +12 See Invisibility +12 Masteries +0.30 Corruption/Vim On Spell Hit: 10% Vimsense level 3 This helmet radiates a dark power. Its visor seems to twist and corrupt the vision of its wearer. You feel worried that if you were to lower it for long, the visions may affect your mind. |
![]() 3.0 Encumbrance T5 head armor [Random Unique] Master While equipped: Stats +19 Str +18 Dex offense ------ Physical Power +10 (+2 eff.) Ignore resists +5% temporal Accuracy +10 (+2 eff.) defense ------ Armor +11 Fatigue +5% Resistance +6% temporal Unlife -20.00 life other ------- Infravision +4 Skullcracker: Puts all charms on 17 turn cooldown Effective talent level: 3.0 Power cost 17 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 427.2 Physical damage. If the attack hits, the target is confused (35% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+0 eff.) Mind save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+0 eff.) Mind save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Physical save +8 (+4 eff.) Spell save +8 (+2 eff.) Mind save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Physical save +8 (+4 eff.) Spell save +8 (+2 eff.) Mind save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+2 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 25 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 0.0 Encumbrance T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Move Speed +20% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Move Speed +15% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 1.0 Encumbrance T3 lite [Ego++] Arcane/Nature While equipped: Stats +5 Wil offense ------ Physical Crit +3.0% Critical power +13.00% Physical Power +7 (+2 eff.) Damage +7% darkness defense ------ Resistance +10% light Affinity +5% darkness other ------- Light +4 Infravision +4 Moonlight Ray: Puts all charms on 7 turn cooldown Effective talent level: 4.0 Power cost 7 out of 8/8. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 367.79 damage. The damage dealt will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 Encumbrance lite [Unique] Arcane While equipped: other ------- Light +3 Fearscape Shift: Effective talent level: 2.0 Power cost 21 out of 25/25. Range 5 Cooldown: 10 Travel.spd instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 172.08 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 172.08 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
![]() 3.0 Encumbrance animal misc [Unique] Nature Invoke your inner bearness. Uses 82 power out of 100/100 The very essence of bearness! |
![]() 2.0 Encumbrance T3 gross misc [Unique] Unknown While equipped: offense ------ When Hit 25 darkness defense ------ Disarm Resist +100% The arm can sometimes reach out to a foe in radius 5 and grab it to you with a tentacle pull. This action is not your own choice, it has a mind of its own. The arm appears desiccated, but you swear that you see something wriggling underneath its ashen skin. |
![]() 5.0 Encumbrance land misc [Unique] Nature While carried: offense ------ Damage +2% all Natural balance. Uses 82 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
![]() 3.0 Encumbrance T3 digger tool [Rare] Master While equipped: Stats +5 Str +4 Dex +3 Mag +3 Wil +3 Con offense ------ Physical Power +8 (+2 eff.) Move Speed +10% Damage +30% darkness defense ------ Resistance +15% mind While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T5 digger tool [Unique] Arcane/Master While equipped: Stats +5 Str +5 Con offense ------ Damage +0% physical Ignore resists +10% physical defense ------ Physical save +10 (+5 eff.) Spell save +10 (+3 eff.) Mind save +10 (+3 eff.) Life +50.00 other ------- Masteries +0.00(-) Race/Dwarf While carried: other ------- Talents +1 Dig Earthquake: Effective talent level: 4.0 Power cost 25 out of 30/30. Range 10 Cooldown: 24 Travel.spd instantaneous Is: a spell Description: Causes a violent earthquake that deals 83.12 physical damage in a radius of 4 each turn for 7 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft is covered in runes that recount the stories of the dwarven people. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown Activate a portal. Uses 9 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 Encumbrance T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 25 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 2.0 Encumbrance T2 rod charm [Unique] Unknown While carried: other ------- Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 141% of the healing done. This effect scales with your Magic stat.. Uses 62 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 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. |
![]() 2.0 Encumbrance T2 torque charm [Unique] Psionic While equipped: Stats +4 Cun offense ------ Damage +10% mind +10% lightning Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to brainlock the target. Upon taking lightning damage >10% of your max life, your mind fires back, dealing 30% of the original damage as mind and trying to brainlock the target. Upon taking mind damage >10% of your max life, you reflexively trigger the jolt, sending an arc of dazing lightning toward the target (damage based on mindpower). This item can have up to 2 charges, with each charge having 4 turn cooldown. This torque feels tingly to the touch, but seems to enhance your thinking. |
![]() 2.0 Encumbrance T3 torque charm [Rare] Psionic While equipped: Stats +2 Dex +10 Wil offense ------ Damage +15% acid defense ------ Resistance +6% light +6% acid Confus Resist +20% Setup a psionic shield, reducing all damage taken by 85 for 5 turns Puts all charms on 21 turn cooldown 100% to increase all damage penetration by 22% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T4 torque charm [Rare] Psionic While equipped: offense ------ Ignore resists +15% acid defense ------ Resistance +15% light +3% physical +5% arcane +15% mind Mind save +9 (+3 eff.) Healmod +15% Blast the opponent's mind dealing 416 mind damage and silencing them for 4 turns Puts all charms on 13 turn cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T5 torque charm [Random Unique] Psionic While equipped: offense ------ On-Hit (Melee): * 20% chance to slow global speed by 54% defense ------ Resistance +3% light +6% blight Spell save +9 (+3 eff.) Project a gust of wind in a cone knocking all creatures back 12 spaces and dealing 482 physical damage Puts all charms on 13 turn cooldown 100% to heal for 54. 100% to reduce fatigue by 36% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T4 totem charm [Rare] Nature While equipped: Stats +3 Str +3 Con offense ------ Physical Crit +7.0% defense ------ Armor +16 Defense +30 (+8 eff.) Heal yourself and all friendly characters within 10 spaces for 434 Puts all charms on 13 turn cooldown 100% to cleanse 3 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T5 totem charm [Random Unique] Nature While equipped: offense ------ On-Hit (Melee): * 10% chance to reduce armor by 44% defense ------ Resistance +3% blight +3% cold +9% light +6% darkness Harden the skin for 7 turns increasing armour by 62 and armour hardiness by 70% Puts all charms on 17 turn cooldown 100% to cleanse 3 total effects of type disease, wound, or poison. 100% to reduce fatigue by 30% for 2 turns. 100% to increase the duration of 2 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
![]() 2.0 Encumbrance T4 forbidden tome [Unique] Unknown Read the book. A gross tome of lost knowledge. Even touching it makes you feel sick. |
![]() 2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Achievements
By Llka the Drem Writhing One level 42
10th Shortage 123rd year of Ascendancy at 06:28 see stats
By Llka the Drem Writhing One level 42
8th Shortage 123rd year of Ascendancy at 13:14 see stats
By Llka the Drem Writhing One level 34
19th Wealth 123rd year of Ascendancy at 09:34 see stats
By Llka the Drem Writhing One level 46
21st Steel 124th year of Ascendancy at 19:01 see stats
By Llka the Drem Writhing One level 27
31st Stralite 123rd year of Ascendancy at 19:21 see stats
By Llka the Drem Writhing One level 33
17th Profit 123rd year of Ascendancy at 23:01 see stats
By Llka the Drem Writhing One level 11
6th Wealth 122nd year of Ascendancy at 14:41 see stats
By Llka the Drem Writhing One level 45
17th Steel 124th year of Ascendancy at 20:17 see stats
By Llka the Drem Writhing One level 33
37th Profit 123rd year of Ascendancy at 06:39 see stats
By Llka the Drem Writhing One level 43
15th Steel 124th year of Ascendancy at 00:08 see stats
By Llka the Drem Writhing One level 22
19th Iron 123rd year of Ascendancy at 15:06 see stats
By Llka the Drem Writhing One level 34
5th Wealth 123rd year of Ascendancy at 04:28 see stats
By Llka the Drem Writhing One level 32
6th Voratun 123rd year of Ascendancy at 01:01 see stats
By Llka the Drem Writhing One level 37
4th Dearth 123rd year of Ascendancy at 08:40 see stats
By Llka the Drem Writhing One level 32
6th Voratun 123rd year of Ascendancy at 13:10 see stats
By Llka the Drem Writhing One level 10
37th Profit 122nd year of Ascendancy at 07:55 see stats
By Llka the Drem Writhing One level 20
18th Shortage 122nd year of Ascendancy at 18:12 see stats
By Llka the Drem Writhing One level 30
43rd Stralite 123rd year of Ascendancy at 14:13 see stats
By Llka the Drem Writhing One level 40
1st Shortage 123rd year of Ascendancy at 10:57 see stats
By Llka the Drem Writhing One level 22
19th Iron 123rd year of Ascendancy at 23:03 see stats
By Llka the Drem Writhing One level 37
7th Dearth 123rd year of Ascendancy at 23:57 see stats
By Llka the Drem Writhing One level 29
43rd Stralite 123rd year of Ascendancy at 12:49 see stats
By Llka the Drem Writhing One level 18
12nd Shortage 122nd year of Ascendancy at 15:22 see stats
By Llka the Drem Writhing One level 45
17th Steel 124th year of Ascendancy at 22:22 see stats
By Llka the Drem Writhing One level 27
6th Stralite 123rd year of Ascendancy at 03:33 see stats
By Llka the Drem Writhing One level 8
33rd Profit 122nd year of Ascendancy at 08:12 see stats
By Llka the Drem Writhing One level 23
11st Steel 123rd year of Ascendancy at 19:29 see stats
By Llka the Drem Writhing One level 42
7th Steel 124th year of Ascendancy at 19:27 see stats
By Llka the Drem Writhing One level 8
31st Profit 122nd year of Ascendancy at 12:35 see stats
By Llka the Drem Writhing One level 30
44th Stralite 123rd year of Ascendancy at 14:21 see stats
By Llka the Drem Writhing One level 20
19th Shortage 122nd year of Ascendancy at 20:48 see stats
By Llka the Drem Writhing One level 41
7th Shortage 123rd year of Ascendancy at 20:43 see stats
Log
Worm that walks (servant of Llka) starts to bleed.
Worm that walks (servant of Llka) is on fire!
Nerelaith the dredgling is covered in acid!
Tempest of Metal performs a melee critical strike against worm that walks (servant of Llka)!
Melee retaliation hits Nerelaith the dredgling for (5 to time), 0 acid, (5 to time), 0 acid (0 total damage).
Tempest of Metal hits Mirror Image for 34 physical, 74 fire, 20 physical, 74 fire (201 total damage).
Tempest of Metal hits Carrion worm mass for 49 physical, 70 fire, 13 physical, 70 fire (202 total damage).
Tempest of Metal hits worm that walks (servant of Llka) for 48 physical, 74 fire, 20 physical, 74 fire (215 total damage).
Nerelaith the dredgling hits Mirror Image for 228 physical, 74 fire, 75 physical, 74 fire (450 total damage).
Talent Cyst Burst is ready to use.
Burning from Nerelaith the dredgling hits worm that walks (servant of Llka) for 49 fire damage.
Bleeding from Nerelaith the dredgling hits worm that walks (servant of Llka) for 7 physical damage.
Burning from Nerelaith the dredgling hits Carrion worm mass for 46 fire damage.
Nerelaith the dredgling is fully armored again.
Curse of Death from Worm that walks (servant of Llka) hits Nerelaith the dredgling for (21 to time), 0 darkness (0 total damage).
Rotting Disease from Worm that walks (servant of Llka) hits Nerelaith the dredgling for 0 blight damage.
Acid Splash from Worm that walks (servant of Llka) hits Nerelaith the dredgling for 0 acid damage.
A carrion worm mass bursts forth from your wounds, softening the blow and reducing damage taken by 146.
LOW HEALTH WARNING!
Nerelaith the dredgling hits worm that walks (servant of Llka) for 574 fire damage.
Nerelaith the dredgling hits Carrion worm mass for 485 fire damage.
Character control switched to Llka.
The fabric of time around Nerelaith the dredgling stabilizes to normal.
The powerful time-altering energies generate a restoration field on Nerelaith the dredgling.
Nerelaith the dredgling killed Carrion worm mass!
Melee retaliation hits Nerelaith the dredgling for 0 acid, (3 to time), 1 acid (1 total damage).
Nerelaith the dredgling hits Worm that walks (servant of Llka) for 138 physical, 74 fire (211 total damage).
Llka the level 47 drem writhing one was combusted to death by Nerelaith the dredgling on level 2 of Ardhungol.