















Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: 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:
Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. 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:
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 Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Yeek |
Class | Psyshot |
Level / Exp | 44 / 22% |
Size | small |
Lifes / Deaths | Killed by Forest Troll Hedge-Wizard at level 11 on the 1st Flare 122nd year of Ascendancy at 16:12 0 / 9Killed by corrupted thief at level 15 on the 11st Dusk 122nd year of Ascendancy at 13:34 Killed by snow giant boulder thrower at level 16 on the 68th Dusk 122nd year of Ascendancy at 22:07 Killed by Urkis, the High Tempest at level 24 on the 42nd Haze 122nd year of Ascendancy at 00:09 Killed by Vorodatta the elven warrior at level 26 on the 56th Haze 122nd year of Ascendancy at 08:58 Killed by elven cultist at level 27 on the 57th Haze 122nd year of Ascendancy at 23:03 Killed by Lisarenn the Blightborn at level 39 on the 6th Dusk 123rd year of Ascendancy at 07:07 Killed by Silebeth the orc cryomancer at level 44 on the 36th Haze 123rd year of Ascendancy at 23:47 Killed by Silebeth the orc cryomancer at level 44 on the 37th Haze 123rd year of Ascendancy at 02:26 |
Primary Stats
Strength | 24 (base 10) |
Dexterity | 98 (base 60) |
Constitution | 19 (base 11) |
Magic | 23 (base 10) |
Willpower | 81 (base 60) |
Cunning | 84 (base 50) |
Resources
Life | -106/624 |
Psi | 102/171 |
Steam | 100/100 |
Healing Factor | 1.3742548374896 |
Regeneration | 14.777019241336 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +2.2204460492503E-14% |
Spell | 0% |
Global | +104% |
Vision
Sight | 10 |
Lite | 11 |
Infravision | 2 |
See Stealth | 15 |
See Invisible | 15 |
Offense: Mainhand
Damage | 67 |
Accuracy | 63 |
Crit Chance | 32% |
APR | 21 |
Speed | 1.00 |
Offense: Offhand
Damage | 35 |
Accuracy | 58 |
Crit Chance | 27% |
APR | 46 |
Speed | 1.00 |
Offense: Spell
Spellpower | 21 |
Crit Chance | 31% |
Speed | 1 |
Offense: Mind
Mindpower | 53 |
Crit Chance | 28% |
Speed | 1 |
Offense: Damage Bonus
Acid | +40% |
Blight | +25% |
Arcane | +22% |
Mind | +27% |
All | 0% |
Darkness | +5% |
Physical | +8% |
Cold | +26% |
Fire | +146% |
Nature | +37% |
Offense: Damage Penetration
Lightning | +25% |
Acid | +25% |
Cold | +5% |
Arcane | +45% |
Mind | +10% |
Fire | +22% |
Defense: Base
Armour (hardiness) | 49 (76.987013568881%) |
Defense | 63 |
Ranged Defense | 63 |
Fatigue | 0 |
Physical Save | 34 |
Spell Save | 31 |
Mental Save | 46 |
Defense: Resistances
Acid | + 30%( 70%) |
Blight | + 28%( 70%) |
Arcane | + 28%( 70%) |
Cold | + 70%( 70%) |
All | + 20%( 70%) |
Lightning | + 27%( 70%) |
Light | + 28%( 70%) |
Physical | + 46%( 70%) |
Mind | + 24%( 70%) |
Darkness | + 32%( 70%) |
Fire | + 70%( 70%) |
Nature | + 70%( 70%) |
Defense: Immunities
Pinning Resistance | 98% |
Teleport Resistance | 100% |
Confusion Resistance | 75% |
Disarm Resistance | 35% |
Knockback Resistance | 100% |
Instadeath Resistance | 100% |
Blind Resistance | 30% |
Inscriptions (4/4)
Implants | Effective talent level: 2.5 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 12.7 steam per turn. Can be activated for an instant burst of 63 steam. Its effects scale with your Dexterity stat. |
Implants | Effective talent level: 2.5 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 140% efficiency and cooldown mod of 80%. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 2.5 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 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. |
Implants | Effective talent level: 2.5 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 12.2 steam per turn. Can be activated for an instant burst of 61 steam. Its effects scale with your Strength stat. |
Class Talents
Steamtech / Psytech gunnery | 1.30 |
| 3/5 |
| 5/5 |
| 2/5 |
| 1/5 |
Psionic / Psionic fog | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 2/5 |
Steamtech / Avoidance | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Psionic / Action at a distance | 1.30 |
| 5/5 |
| 3/5 |
| 4/5 |
| 3/5 |
Steamtech / Mechstar | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Psionic / Gestalt | 1.30 |
| 4/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Steamtech / Thoughts of iron | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Generic Talents
Technique / Combat training | 1.30 |
| 1/5 |
| 0/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.20 |
| 4/5 |
| 3/5 |
| 3/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 3/5 |
| 3/5 |
| 3/5 |
| 5/5 |
Steamtech / Engineering | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Steamtech / Blacksmith | 1.10 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Race / Yeek | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 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 |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the repented thief to the recall portal on level 2 of Daikara. Escort: repented thief (level 2 of Daikara)As a reward you improved Dexterity by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you improved Dexterity by +5. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Dreadfell. Escort: repented thief (level 3 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved Dexterity by +5. | done |
You successfully escorted the repented thief to the recall portal on level 4 of Dreadfell. Escort: repented thief (level 4 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the repented thief to the recall portal on level 6 of Dreadfell. Escort: repented thief (level 6 of Dreadfell)As a reward you improved Dexterity by +5. | done |
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 Cunning by +5. | done |
You have been tasked to remove at least one of the threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished Murgol. * You have explored the ritch tunnels and vanquished their queen. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the 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 |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girl | active |
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. | 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed snow giant kidney. * You've found the needed faerlhing fang. * You've found the needed naga tongue. 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 green worm. * You've found the needed ice ant stinger. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' | active |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle* You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close. * You have closed two books of binding, the castle is now stable and you should probably be able to access the last chapter. * You have killed the Glass Golem and claimed the castle treasures for yourself! | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have sided with Ukllmswwik and killed Slasul. | 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 |
Equipment
On feet | ![]() 2.0 T3 feet armor [Rare] Master While equipped: dps ---------- Spell.crit +8% Dmg.mod +12% mind Res.pen +10% mind Phasing +30% ----- def ----- Armour +4 Resists +8% fire +10% cold Phys.save +17 (+7 eff.) Pinning- +25% Knockbk- +25% Teleport- +100% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Mana/turn +0.08 A pair of boots made of leather. |
Quiver | ![]() 3.0 T4 shot ammo [Unique] Psionic Power 38.0 - 45.6 Physical Uses 10% Wil, 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Capacity 20 Ranged+ +25 mind +30 mind slow On Hit: * 50% chance to reload 1 ammo While equipped: ---------- misc Talents +2 Hook Shell You find yourself constantly fighting an urge to handle this strange pouch of shot. |
Light source | ![]() 1.0 T3 lite [Rare] Master While equipped: Stats +6 Cun +8 Mag dps ---------- Dmg.mod +9% arcane Res.pen +20% arcane ----- def ----- Resists +5% arcane Crit.chn- 15.00% Blind- +30% Confus- +17% ---------- misc Light +12 See.Stealth +15 See.Invis +15 Track: Puts all charms on 40 cooldown Level 5.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 31 for 7 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 2.0 T3 head armor [Rare] Nature While equipped: Stats +10 Cun dps ---------- Dmg.mod +30% fire +15% cold Res.pen +25% lightning +10% fire Melee Ret 6 lightning 4 fire ----- def ----- Defense +2 (+0 eff.) Resists +9% lightning +22% cold Mind.save +15 (+5 eff.) A pointy cloth hat, very wizardly... |
On hands | ![]() 1.0 T2 hands armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Dmg.mod +10% fire ----- def ----- Armour +4 Resists +18% fire +10% darkness +10% nature ---------- misc Talents +4 Toxic Cannister Launcher Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fire Breath: Level 3.5 Pwr.cost 24 out of 24/24. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: You breathe fire in a frontal cone of radius 7. Any target caught in the area will take 351.03 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
Tool | ![]() 3.0 T3 digger tool [Rare] Master While equipped: Stats +3 Str +5 Mag +10 Wil dps ---------- Crit.mult +16.00% Phys.pwr +8 (+3 eff.) Dmg.mod +12% mind +9% fire Apr +6 ----- def ----- Resists +6% mind ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T3 ring jewelry [Random Unique] Nature/Psionic While equipped: dps ---------- Dmg.mod +12% nature +12% fire ----- def ----- Resists +24% fire +24% nature +6% darkness Spell.save +6 (+3 eff.) Mind.save +8 (+3 eff.) Disarm- +10% Confus- +23% Knockbk- +20% Rings make your fingers look great! |
On fingers | ![]() 0.1 T2 ring jewelry [Rare] Master While equipped: dps ---------- Res.pen +25% acid Melee Ret 6 acid ----- def ----- Armour +16 Resists +21% fire Max.HP +26.00 Disarm- +25% Pinning- +32% Knockbk- +22% Def/telep +15 Res/telep +15% Dur/telep +15% Rings make your fingers look great! |
Around neck | ![]() 0.1 T2 amulet jewelry [Random Unique] Nature While equipped: Stats +3 Cun +3 Con dps ---------- Dmg.mod +6% fire Melee Ret 10 cold ----- def ----- Resists +3% fire +7% physical ---------- misc Stam/turn +0.50 Amulets make your neck look great! |
In main hand | ![]() 4.0 T3 steamgun 1H weapon [Random Unique] Arcane/Master/Steamtech Mastery Psyshot Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +8 Proj.spd +600% Ranged+ +20 fire On Hit.r1 +90 20% chance of physical repulsion On Crit.r2 +8 arcane Uses 2.0 Steam While equipped: Stats +4 Str dps ---------- Phys.pwr +8 (+3 eff.) Dmg.mod +27% fire Res.pen +25% arcane +5% cold Melee Ret 4 cold ----- def ----- Resists +5% arcane Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Around waist | ![]() |
In off hand | ![]() 3.0 T5 mindstar 1H weapon [Ego+] Nature/Psionic Power 16.5 - 18.2 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% On Hit: * injects a simple virus dealing 117 blight damage on hit and lowering the victims highest stat While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) All.spd +4% Melee+ 11 fire 9 mind 9 darkness Dmg.mod +12% fire +3% mind +5% darkness Res.pen +12% fire ----- def ----- Resists +9% fire ---------- misc 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. |
Cloak | ![]() 2.0 T5 cloak armor [Ego++] Nature While equipped: ----- def ----- Defense +10 (+2 eff.) Resists +10% light +10% blight +18% fire +35% nature +25% cold Stealth +7 HP.reg +4.00 Heal.mod +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.0 T3 cloth armor [Ego+] Arcane While equipped: dps ---------- Dmg.mod +15% acid +8% physical +15% fire +13% arcane +11% cold Melee Ret 50 physical ----- def ----- Armour +20 Fatigue +1% Resists +13% acid +12% physical +12% fire +11% cold +11% all ---------- misc Max.mana +32.00 Cooldown Refit Golem -4 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 28 Travel.spd 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 -141 life. The duration and life will increase by 1% for every 1% life you have lost (currently 306 life, 15 duration) If your life is below 0 when this effect wears off it will be set to 1. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 474.00 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 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 5 Cooldown 11 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 22%, your defense is increased by 22 and all your resistances by 22%. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 tome scroll [Plot Item] Magical scrolls can have wildly different effects! |
![]() 0.1 T4 amulet jewelry [Rare] Nature While equipped: Stats +2 Cun dps ---------- Crit.mult +10.00% ----- def ----- Resists +9% blight +3% physical +22% light +22% darkness Mind.save +6 (+2 eff.) HP.reg +4.00 Blind- +33% ---------- misc Max.hate +8.00 Amulets make your neck look great! |
![]() 0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Dmg.mod +25% lightning +25% fire +25% arcane +25% cold Res.pen +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
![]() 0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+4 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
![]() 0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 22.90 cold and 19.63 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
![]() 0.1 T3 ring jewelry [Ego] Arcane/Nature While equipped: Stats +3 Mag dps ---------- Dmg.mod +12% fire ----- def ----- Resists +24% fire Spell.save +6 (+3 eff.) Rings make your fingers look great! |
![]() 1.0 T5 dagger 1H weapon [Ego++] Nature/Master Power 37.0 - 48.1 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Crit.r2 +69 fire While equipped: dps ---------- Phys.crit +14.0% Crit.mult +22.00% All.spd +7% Res.pen +14% fire Apr +7 Sharp, short and deadly. |
![]() 3.0 T4 greatsword 2H weapon Reqs Str 35 [Ego+] Arcane/Master Power 48.5 - 77.6 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% On Hit.r1 +13 fire While equipped: dps ---------- Res.pen +14% all Acc +17 (+4 eff.) Apr +13 Massive two-handed swords. |
![]() 3.0 T4 greatsword 2H weapon Reqs Str 35 [Ego+] Arcane/Master Power 50.5 - 80.8 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +30 Crit +4.5% Atk.spd 100% Phasing +20% While equipped: dps ---------- Res.pen +10% physical Acc +19 (+5 eff.) Apr +16 Massive two-handed swords. |
![]() 3.0 T5 mindstar 1H weapon [Rare] Nature/Psionic Power 16.5 - 18.2 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% On Hit.r1 +20 light While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Dmg.mod +30% temporal Res.pen +25% light +25% temporal ----- def ----- Resists +15% lightning Mind.save +10 (+4 eff.) ---------- misc Max.psi +50.00 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 T5 mindstar 1H weapon [Ego+] Nature Power 16.5 - 18.2 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +18 (+6 eff.) Dmg.mod +9% lightning +15% cold +10% physical ----- def ----- Defense +16 (+4 eff.) Pinning- +18% ---------- misc 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 T4 mindstar 1H weapon [Ego+] Nature Power 13.5 - 14.9 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: Stats +3 Str +1 Dex +2 Mag +3 Wil +3 Cun +4 Con dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) Melee+ 15 lightning Dmg.mod +8% lightning Res.pen +8% lightning ----- def ----- Resists +8% lightning ---------- misc 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 T5 sling 1H weapon [Ego+] Nature Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 While equipped: Stats +5 Str +10 Dex +7 Mag +10 Wil +12 Cun +6 Con Slings are used to hurl stones or metal shots at your foes. |
![]() 5.0 T5 staff 2H weapon Reqs Mag 48 [Rare] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +6 Dex +5 Mag dps ---------- Spell.crit +5% Spell.pwr +15 (+8 eff.) Dmg.mod +15% acid +30% cold Res.pen +10% lightning +15% acid ----- def ----- Resists +6% lightning Crit.chn- 15.00% ---------- misc Talents +1 Command Staff On Spell Hit: 10% Arcane Vortex 5 Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 1H weapon Reqs Mag 48 [Ego++] Arcane/Master Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +7.0% Spell.crit +9% Phys.pwr +8 (+3 eff.) Spell.pwr +30 (+15 eff.) S.pwr/crit +8 Dmg.mod +30% cold Acc +11 (+3 eff.) ---------- misc Talents +1 Command Staff Conjure elemental energy in a radius 10 cone, dealing 22.16 to 26.59 cold damage Puts all charms on 8 cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 4.0 T1 steamgun 1H weapon [Unique] Steamtech Mastery Psyshot Acc+ +0.2% base dam (max 20%) Apr +5 Atk.spd 100% Dmg.mult 130% Range +5 Proj.spd +600% Uses 2.0 Steam While equipped: dps ---------- Ranged+ 10 fire burn "Have you ever looked at some guys and thought 'you know, I really wish they were on fire right now', but you didn't feel like walking all the way over there? Well, there's now a better way!" |
![]() 4.0 T5 steamgun 1H weapon [Ego+] Nature/Master/Steamtech Mastery Psyshot Acc+ +0.2% base dam (max 20%) Apr +15 Atk.spd 100% Range +10 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +4 Dex +8 Wil +13 Con ----- def ----- Max.HP +63.00 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 4.0 T3 steamgun 1H weapon [Ego+] Arcane/Nature/Steamtech Mastery Psyshot Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +8 Proj.spd +600% Ranged+ +10 fire On Crit.r2 +12 lightning +14 cold Uses 2.0 Steam While equipped: dps ---------- Mov.spd +25% Dmg.mod +11% fire Res.pen +8% lightning +12% cold Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 3.0 T5 steamsaw 1H weapon Reqs Str 48 [Ego] Arcane/Master/Steamtech Power 41.0 - 61.5 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +104 Melee+ +22 cold Uses 1.0 Steam While equipped: ----- def ----- Armour +6 Defense +10 (+2 eff.) Fatigue +12% Resists +22% acid ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T4 steamsaw 1H weapon Reqs Str 35 [Ego+] Arcane/Steamtech Power 30.0 - 45.0 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +4.0% Atk.spd 100% Block +74 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +4 Cun +6 Mag dps ---------- Dmg.mod +14% light +14% darkness ----- def ----- Armour +5 Defense +8 (+2 eff.) Fatigue +10% Resists +14% light +14% darkness ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T5 waraxe 1H weapon Reqs Str 48 [Ego+] Arcane/Master Power 42.0 - 58.8 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Melee+ +10 light Against +17% Undead While equipped: Stats +4 Dex dps ---------- Phys.spd +10% Acc +14 (+3 eff.) One-handed war axes. |
![]() 3.0 T3 waraxe 1H weapon [Ego++] Nature/Psionic Power 18.5 - 25.9 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Crit.r2 +17 lightning +20 cold On Hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) While equipped: dps ---------- Mov.spd +28% Res.pen +8% lightning +5% cold One-handed war axes. |
![]() 3.0 T5 waraxe 1H weapon Reqs Str 48 [Ego+] Psionic Power 40.0 - 56.0 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) One-handed war axes. |
![]() 3.0 T5 waraxe 1H weapon Reqs Str 48 [Ego+] Arcane Power 41.0 - 57.4 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% On Hit: 20% Curse of Vulnerability 5 One-handed war axes. |
![]() 3.0 T5 waraxe 1H weapon Reqs Str 48 [Ego+] Master Power 40.0 - 56.0 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +9.0% One-handed war axes. |
![]() 1.0 T5 belt armor [Random Unique] Nature/Master/Psionic While equipped: Stats +5 Dex +3 Wil +5 Cun dps ---------- Phys.crit +15.0% Mind.crit +12% Mind.pwr +10 (+3 eff.) Dmg.mod +6% nature On Hit (Melee): * 20% chance to slow global speed by 60% ----- def ----- Crit.chn- 10.00% Phys.save +13 (+6 eff.) HP.reg +3.50 Heal.mod +18% ---------- misc Infravis +2 A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +1 Mag +2 Wil dps ---------- Mind.crit +1% Mind.pwr +5 (+2 eff.) Res.pen +5% mind ----- def ----- Defense +1 (+0 eff.) ---------- misc Max.psi +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Ego++] Nature/Master While equipped: Stats +3 Cun +3 Dex dps ---------- Acc +23 (+6 eff.) Apr +5 ----- def ----- Defense +2 (+0 eff.) Fatigue -6% Max.HP +65.00 ---------- misc Max.stam +25.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +10 Mag +8 Wil +6 Cun dps ---------- Spell.pwr +20 (+10 eff.) Mov.spd +10% Dmg.mod +25% lightning Res.pen +15% lightning ----- def ----- Defense +15 (+3 eff.) Resists +20% lightning +13% all Proj.slow +15% Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze. This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary. |
![]() 2.0 T5 cloth armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +4 (+1 eff.) Dmg.mod +25% acid ----- def ----- Resists +37% acid +15% all Mind.save +25 (+9 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T1 cloth armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +2 (+1 eff.) Dmg.mod +11% fire ----- def ----- Resists +7% all +16% fire Mind.save +15 (+5 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Ego++] Arcane/Psionic While equipped: Stats +7 Cun dps ---------- Crit.mult +14.00% Dmg.mod +25% acid +15% physical +17% fire +9% cold ----- def ----- Resists +12% acid +16% physical +14% fire +16% cold +15% all ---------- misc Hate/m.crit +3.00 Psi/m.crit +3.00 Cooldown Refit Golem -4 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc 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. |
![]() 1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
![]() 1.5 T4 hands armor Reqs Heavy armour training [Ego+] Nature While equipped: ----- def ----- Armour +3 Fatigue +5% HP.reg +4.20 ---------- misc Stam/turn +0.70 Psi/turn +0.16 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T4 hands armor Reqs Heavy armour training [Ego+] Psionic While equipped: Stats +2 Cun dps ---------- Acc +11 (+3 eff.) ----- def ----- Armour +3 Fatigue +5% Resists +11% darkness ---------- misc Infravis +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Track: Puts all charms on 15 cooldown Level 3.1 Pwr.cost 15 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 25 for 6 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% lightning +10% cold ----- def ----- Resists +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Level 2.5 Pwr.cost 15 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 63.99 to 191.97 lightning damage (127.98 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
![]() 2.0 T3 head armor [Unique] Unknown While equipped: Stats +6 Cun +8 Wil dps ---------- Mind.pwr +16 (+5 eff.) ----- def ----- Defense +8 (+2 eff.) Fear- +60% ---------- misc Masteries +0.20 Cursed/Fears Instill Fear: Level 3.5 Pwr.cost 18 out of 45/45. Range 8 Travel.spd instantaneous Is a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 26.67 mind and 22.05 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 23% 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 23. Terrified: Deals 6.35 mind and 5.25 darkness damage per turn and increases cooldowns by 36%. Haunted: Causes the target to suffer 10.36 mind and 8.57 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. |
![]() 2.0 T5 head armor [Ego] Nature/Master While equipped: Stats +6 Str ----- def ----- Armour +5 Fatigue +5% Resists +12% lightning +8% temporal A hat made of leather. Very stylish. |
![]() 14.0 T5 heavy armor Reqs Heavy armour training Str 48 [Ego+] Disrupt/Master While equipped: ----- def ----- Armour +18 Defense +5 (+1 eff.) Fatigue +6% Resists +13% nature +14% blight Phys.save +11 (+5 eff.) A suit of armour made of mail. |
![]() 14.0 T5 heavy armor Reqs Heavy armour training Str 48 [Ego+] Master/Psionic While equipped: Stats +6 Cun +5 Wil ----- def ----- Armour +10 Defense +5 (+1 eff.) Fatigue +12% Resists +25% acid Mind.save +17 (+6 eff.) A suit of armour made of mail. |
![]() 14.0 T5 heavy armor Reqs Heavy armour training Str 48 [Ego+] Master While equipped: Stats +5 Str +4 Con ----- def ----- Armour +10 Defense +5 (+1 eff.) Fatigue +12% Resists +27% fire Max.HP +56.00 A suit of armour made of mail. |
![]() 14.0 T5 heavy armor Reqs Heavy armour training Str 48 [Ego+] Master While equipped: ----- def ----- Armour +30 Defense +5 (+1 eff.) Fatigue +6% Phys.save +10 (+5 eff.) A suit of armour made of mail. |
![]() 7.0 T5 shield armor Reqs Shield usage training Str 48 [Ego++] Arcane/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +3 Dex dps ---------- On shield block: * Cause enemies within radius 6 to bleed for 174 physical damage over 5 turns (1/turn) Melee Ret 8 lightning ----- def ----- Armour +10 Fatigue +8% Resists +14% lightning ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T5 shield armor Reqs Shield usage training Str 48 [Ego+] Arcane/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +3 Cun +3 Mag dps ---------- Dmg.mod +10% light +16% darkness ----- def ----- Armour +12 Fatigue +8% Resists +14% light +14% darkness ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 3.0 T5 arrow ammo [Ego] Arcane Power 53.0 - 74.2 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +18 Crit +3.0% Capacity 23 Ranged+ +14 blight On Hit: * 27% chance to reduce strength, dexterity, and constitution by 13 On Crit: * Splash the target with acid dealing 52 damage over 5 turns and reducing armor and accuracy by 7 Arrows are used with bows to pierce your foes to death. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T1 digger tool [Rare] Arcane While equipped: Stats +1 Str +5 Mag dps ---------- Spell.crit +5% Spell.pwr +5 (+3 eff.) Res.pen +5% arcane ---------- misc Mana/turn +0.04 Mana/s.crit +2.00 Max.mana +82.00 Max.vim +20.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 80 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
![]() 2.0 T1 lite [Rare] Arcane While equipped: dps ---------- Dmg.mod +12% mind Res.pen +10% acid Melee Ret 2 mind 10 fire ----- def ----- Resists +6% fire ---------- misc Light +3 Infravis +1 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 0.0 lite [Unique] Arcane While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con -5 Lck dps ---------- Phys.pwr +12 (+4 eff.) Spell.pwr +12 (+6 eff.) ---------- misc Light +6 Breathe water Tidal Wave: Level 5.5 Pwr.cost 80 out of 150/150. Range melee/personal Travel.spd instantaneous Is a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 16.62 cold damage and 14.25 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 4 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
![]() 1.0 T5 lite [Ego] Arcane/Psionic While equipped: dps ---------- Melee Ret 27 fire ----- def ----- Resists +7% fire Mind.save +11 (+4 eff.) ---------- misc Light +5 See.Stealth +15 See.Invis +13 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 1.0 orb [Plot Item] Unknown Activate a portal. Uses 10 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. |
![]() 0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 0.0 T4 red gem [Unique] Nature While equipped: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.chn- 23.00% Item imbue powers: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.chn- 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 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. |
powerful fiery salve [power 24] powerful fiery salve [power 24]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 140% efficiency and 80% cooldown modifier. Remove 2 magical effects and grants a fiery aura (24% fire, light and lightning affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
powerful frost salve [power 24] powerful frost salve [power 24]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 140% efficiency and 80% cooldown modifier. Remove 2 physical effects and grants a frost aura (24% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
powerful healing salve [power 335] powerful healing salve [power 335]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 140% efficiency and 80% cooldown modifier. Heal 335 Puts Talent Medical Injector on 15 cooldown Medical salve. |
powerful pain suppressor salve [power 290] powerful pain suppressor salve [power 290]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 140% efficiency and 80% cooldown modifier. Let you fight up to -290 life and reduces all damage by 20% for 6 turns (takes no time to activate) Puts Talent Medical Injector on 10 cooldown Activation is instant. Medical salve. |
powerful water salve [power 24] powerful water salve [power 24]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 140% efficiency and 80% cooldown modifier. Remove 2 mental effects and grants a water aura (24% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 3.0 T5 shot ammo [Ego+] Master Power 66.5 - 79.8 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +6 Crit +17.0% Capacity 18 On Crit: * Wound the target dealing 174 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
![]() 3.0 T5 shot ammo [Ego+] Nature/Master Power 61.5 - 73.8 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +6 Crit +16.0% Capacity 21 Proj.spd +200% On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 124 physical damage On Crit: * Wound the target dealing 174 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
![]() 3.0 T3 shot ammo [Rare] Arcane Power 36.5 - 43.8 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 18 Ranged+ +20 mind On Hit.r1 +20 mind On Crit.r2 +20 mind On Hit: * 25% chance for lightning to strike from the target to a second target dealing 31 damage While equipped: Shots are used with slings to pummel your foes to death. |
![]() 3.0 T4 shot ammo [Ego+] Master Power 48.0 - 57.6 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +11 Crit +11.5% Capacity 22 Proj.spd +200% Shots are used with slings to pummel your foes to death. |
![]() 0.0 T3 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: ----- def ----- Resists +18% lightning Stun/Frz- +30% Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T4 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: ---------- misc Talents +4 Explosive Shell Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T3 steamtech tinker [Normal] Steamtech Attachable to head When attached: ----- def ----- Silence- +30% Returns 3 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T4 steamtech tinker [Normal] Steamtech Attachable to belt When attached: ----- def ----- Defense +8 (+2 eff.) Proj.slow +20% Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T3 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: ----- def ----- Resists +15% light +15% fire Tinkers can be attached to normal items to improve them with steam power! |
![]() 2.0 T2 tool misc [Unique] While equipped: Stats +8 Cun dps ---------- Dmg.mod +15% lightning ----- def ----- Resists +15% lightning Phys.save +18 (+8 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
![]() 2.0 T4 torque charm [Ego+] Psionic Project a gust of wind in a cone knocking all creatures back 12 spaces and dealing 378 physical damage Puts all charms on 15 cooldown 100% to increase all damage penetration by 18% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T5 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 368 Puts all charms on 15 cooldown 100% to increase all damage penetration by 16% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 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 T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Phys.save +10 (+5 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+4 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+5 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+4 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Ahhhhh the Yeek Psyshot level 38
2nd Summertide 123rd year of Ascendancy at 08:06 see stats
By Ahhhhh the Yeek Psyshot level 37
69th Regrowth 123rd year of Ascendancy at 19:10 see stats
By Ahhhhh the Yeek Psyshot level 42
42nd Dusk 123rd year of Ascendancy at 20:02 see stats
By Ahhhhh the Yeek Psyshot level 41
38th Dusk 123rd year of Ascendancy at 20:28 see stats
By Ahhhhh the Yeek Psyshot level 21
29th Haze 122nd year of Ascendancy at 11:53 see stats
By Ahhhhh the Yeek Psyshot level 43
25th Haze 123rd year of Ascendancy at 00:14 see stats
By Ahhhhh the Yeek Psyshot level 39
6th Dusk 123rd year of Ascendancy at 15:44 see stats
By Ahhhhh the Yeek Psyshot level 36
68th Regrowth 123rd year of Ascendancy at 23:13 see stats
By Ahhhhh the Yeek Psyshot level 41
42nd Dusk 123rd year of Ascendancy at 09:31 see stats
By Ahhhhh the Yeek Psyshot level 16
68th Dusk 122nd year of Ascendancy at 17:10 see stats
By Ahhhhh the Yeek Psyshot level 21
30th Haze 122nd year of Ascendancy at 08:51 see stats
By Ahhhhh the Yeek Psyshot level 30
39th Regrowth 123rd year of Ascendancy at 20:33 see stats
By Ahhhhh the Yeek Psyshot level 37
75th Regrowth 123rd year of Ascendancy at 04:49 see stats
By Ahhhhh the Yeek Psyshot level 35
65th Regrowth 123rd year of Ascendancy at 01:01 see stats
By Ahhhhh the Yeek Psyshot level 31
46th Regrowth 123rd year of Ascendancy at 19:29 see stats
By Ahhhhh the Yeek Psyshot level 10
3rd Summertide 122nd year of Ascendancy at 13:33 see stats
By Ahhhhh the Yeek Psyshot level 20
73rd Dusk 122nd year of Ascendancy at 10:16 see stats
By Ahhhhh the Yeek Psyshot level 30
79th Haze 122nd year of Ascendancy at 23:58 see stats
By Ahhhhh the Yeek Psyshot level 40
6th Dusk 123rd year of Ascendancy at 15:44 see stats
By Ahhhhh the Yeek Psyshot level 27
58th Haze 122nd year of Ascendancy at 07:48 see stats
By Ahhhhh the Yeek Psyshot level 32
60th Regrowth 123rd year of Ascendancy at 12:35 see stats
By Ahhhhh the Yeek Psyshot level 21
29th Haze 122nd year of Ascendancy at 20:01 see stats
By Ahhhhh the Yeek Psyshot level 41
28th Dusk 123rd year of Ascendancy at 08:41 see stats
By Ahhhhh the Yeek Psyshot level 16
12nd Dusk 122nd year of Ascendancy at 00:49 see stats
By Ahhhhh the Yeek Psyshot level 30
1st Regrowth 123rd year of Ascendancy at 01:09 see stats
By Ahhhhh the Yeek Psyshot level 21
30th Haze 122nd year of Ascendancy at 04:06 see stats
By Ahhhhh the Yeek Psyshot level 44
36th Haze 123rd year of Ascendancy at 23:47 see stats
By Ahhhhh the Yeek Psyshot level 36
69th Regrowth 123rd year of Ascendancy at 01:30 see stats
By Ahhhhh the Yeek Psyshot level 35
67th Regrowth 123rd year of Ascendancy at 05:50 see stats
Log
Ahhhhh hits Something for 866 fire damage.
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Talent Improved Gestalt is ready to use.
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Talent Condensate is ready to use.
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Ahhhhh is no longer out of phase.
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Your summoned toxic cannister disappears.
Something hits Ahhhhh for (35 flat reduction), 263 lightning (263 total damage).
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Ahhhhh casts Rune: Dissipation.
Silebeth the orc cryomancer deactivates Spellcraft.
Silebeth the orc cryomancer deactivates Essence of Speed.
Silebeth the orc cryomancer deactivates Feather Wind.
Silebeth the orc cryomancer deactivates Thunderstorm.
The furious lightning storm around Silebeth the orc cryomancer calms down and disappears.
Silebeth the orc cryomancer deactivates Shielding.
Silebeth the orc cryomancer casts Lightning.
Silebeth the orc cryomancer's spell attains critical power!
Silebeth the orc cryomancer roars triumphantly.
Silebeth the orc cryomancer hits Ahhhhh for (35 flat reduction), 467 lightning (467 total damage).
Ahhhhh the level 44 yeek psyshot was zapped to death by Silebeth the orc cryomancer on level 1 of Vor Pride.
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Ahhhhh deactivates his cloak's restoration systems.