Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | ZOmnibus Lite 1.7.4A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons:
Frequently Asked Questions: 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:
Items Vault 1.7.6Donators/Buyers bonus! 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. 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:
Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 Roguelike |
Sex | Female |
Race | Krog |
Class | Psyshot |
Level / Exp | 50 / 1752% |
Size | big |
Lifes / Deaths | Killed by Verdalil at level 50 on the 2nd Summertide 124th year of Ascendancy at 06:09 / 1 |
Antimagic | Follower |
Primary Stats
Strength | 52 (base 33) |
Dexterity | 73 (base 60) |
Constitution | 14 (base 7) |
Magic | 22 (base 13) |
Willpower | 94 (base 60) |
Cunning | 108 (base 60) |
Resources
Life | -12/1135 |
Steam | 100/100 |
Equilibrium | 50 |
Psi | 175/184 |
Healing Factor | 1.0372895330004 |
Regeneration | 0.25932238325011 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -66.666666666667% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 0 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 60 |
Accuracy | 64 |
Crit Chance | 57% |
APR | 67 |
Speed | 1.00 |
Offense: Offhand
Damage | 59 |
Accuracy | 64 |
Crit Chance | 57% |
APR | 67 |
Speed | 1.00 |
Offense: Spell
Spellpower | 57 |
Crit Chance | 33% |
Speed | 1 |
Offense: Mind
Mindpower | 85 |
Crit Chance | 50% |
Speed | 1 |
Offense: Damage Bonus
Mind | +39% |
Physical | +19% |
Fire | +19% |
All | +9% |
Offense: Damage Penetration
Physical | +35% |
Mind | +55% |
All | +25% |
Defense: Base
Armour (hardiness) | 0 (30%) |
Defense | 60 |
Ranged Defense | 60 |
Fatigue | 0 |
Physical Save | 36 |
Spell Save | 31 |
Mental Save | 44 |
Defense: Resistances
Arcane | + 11%( 70%) |
Cold | + 11%( 70%) |
All | + 11%( 70%) |
Lightning | + 11%( 70%) |
Physical | + 33%( 70%) |
Temporal | + 11%( 70%) |
Mind | + 33%( 70%) |
Darkness | + 11%( 70%) |
Fire | + 24%( 70%) |
Nature | + 11%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Silence Resistance | 0% |
Instadeath Resistance | 100% |
Confusion Resistance | 30% |
Inscriptions (4/4)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 13.6 steam per turn. Can be activated for an instant burst of 68 steam. Its effects scale with your Cunning stat. |
Implants | Effective talent level: 1.0 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 156% efficiency and cooldown mod of 53%. Its effects scale with your Cunning stat. |
Implants | Effective talent level: 1.0 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 190% efficiency and cooldown mod of 50%. Its effects scale with your Dexterity stat. |
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 12.6 steam per turn. Can be activated for an instant burst of 63 steam. Its effects scale with your Cunning stat. |
Class Talents
Steamtech / Psytech gunnery | 1.30 |
| 5/5 |
| 2/5 |
| 2/5 |
| 2/5 |
Psionic / Psionic fog | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Steamtech / Dread | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Psionic / Action at a distance | 1.30 |
| 2/5 |
| 2/5 |
| 3/5 |
| 5/5 |
Steamtech / Mechstar | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Psionic / Nightmare | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Psionic / Gestalt | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 4/5 |
Steamtech / Thoughts of iron | 1.30 |
| 5/5 |
| 3/5 |
| 3/5 |
| 3/5 |
Generic Talents
Steamtech / Engineering | 1.20 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.20 |
| 2/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Wild-gift / Harmony | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 5/5 |
Steamtech / Chemistry | 1.20 |
| 4/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Wild-gift / Antimagic | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Race / Krog | 1.00 |
| 1/5 |
| 3/5 |
| 4/5 |
| 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 |
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 created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. * You have killed the necromancers and saved all of the Krogs, well done Ziguranth! | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: injured seer (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Cunning by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved Willpower by +5. | done |
You failed to protect the lone alchemist from death by cold drake. Escort: lone alchemist (level 8 of Dreadfell) | failed |
You failed to protect the lost defiler from death by orc grand master assassin. Escort: lost defiler (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost warrior to the recall portal on level 6 of Dreadfell. Escort: lost warrior (level 6 of Dreadfell)As a reward you improved Strength by +5. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Ruins of Kor'Pul. Escort: repented thief (level 1 of Ruins of Kor'Pul)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Old Forest. Escort: temporal explorer (level 1 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Trollmire. Escort: temporal explorer (level 2 of Trollmire)As a reward you improved talent Dream Walk (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Daikara. Escort: worried loremaster (level 1 of Daikara)As a reward you improved Cunning by +5. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | 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 |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * The fortress shadow has asked that you come back as soon as possible. * 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: 792. | 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. You have been shown a secret entrance to his stronghold. * 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 |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Agrimley the hermit. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Stire of Derth has completed an elixir of precision without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mastery. Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | completed |
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 have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | 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 failed to protect her when escorting her out of the crypt. | failed |
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 killed both Ukllmswwik and Slasul, betraying them both. | 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 within9 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
In off hand | Nexus of the Way (124% power, 60 apr, mind damage) Nexus of the Way (124% power, 60 apr, mind damage) 3.0 Encumbrance T5 mindstar 1H weapon [Unique] Nature/Psionic Weapon Damage 124% Range: 1.0x-1.1x Uses 60% Wil, 20% Cun Damage Mind Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +60 Critical Rate +25.0% Attack Speed 100% While equipped: Stats +3 Cun +6 Wil offense ------ Mind Crit +9% Mindpower +18 (+4 eff.) Damage +20% mind Ignore resists +20% mind defense ------ Resistance +20% mind Confus Resist +30% Wayist: (Instant) Effective talent level: 1.0 Power cost 60 out of 12/60. Range 4 Cooldown: 46 Travel.spd instantaneous Is: a mind power Description: Reach through the collective psionic gestalt of the yeeks, the Way, to call for immediate help. Summons up to 3 yeek mindslayers to your side for 6 turns. All their primary stats will be set to 54 (based on your Willpower and Talent Level). Your increased damage, damage penetration, and many other stats will be inherited. The vast psionic force of the Way reverberates through this gemstone. With a single touch, you can sense overwhelming power, and hear countless thoughts. |
Quiver | Chamidur the Rainnigh (21/21, 181% power, 6 apr) Chamidur the Rainnigh (21/21, 181% power, 6 apr) 3.0 Encumbrance T5 shot ammo [Random Unique] Master/Psionic Weapon Damage 182% Range: 1.0x-1.2x Uses 70% Dex, 50% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Accuracy +17 Ignore Armor +6 Critical Rate +7.0% Capacity 21 On-ranged-hit +8 lightning +26 physical +28 darkness +12 cold Damage Against +17% Living On-crit, radius 2 +12 lightning +20 cold On Hit: * 10 arcane resource burn * 24% chance to slow global speed by 74% * 20% chance to knock the target back 3 spaces and deal 310 physical damage While equipped: other ------- Talents +5 Saw Shell Shots are used with slings to pummel your foes to death. |
In main hand | Core of the Forge (127% power, 60 apr, dreamforge damage) Core of the Forge (127% power, 60 apr, dreamforge damage) 3.0 Encumbrance T5 mindstar 1H weapon [Unique] Nature/Psionic Weapon Damage 127% Range: 1.0x-1.1x Uses 60% Wil, 20% Cun Damage Dreamforge Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +60 Critical Rate +25.0% Attack Speed 100% While equipped: Stats +4 Cun +6 Wil offense ------ Mind Crit +8% Physical Power +10 (+3 eff.) Mindpower +16 (+3 eff.) On-Hit 30 dreamforge Damage +10% physical +10% mind +10% fire Ignore resists +10% mind +10% physical Accuracy +10 (+3 eff.) defense ------ Resistance +5% physical +5% mind +15% fire other ------- Masteries +0.20 Psionic/Dream Forge +0.20 Psionic/Dream Smith Forge Bellows: Effective talent level: 3.6 Power cost 24 out of 14/30. Range melee/personal Cooldown: 24 Travel.spd instantaneous Is: a mind power Description: Release the bellows of the forge upon your surroundings, inflicting 61.61 mind damage, 52.74 burning damage, and knocking back your enemies in a radius 4 cone. Empty terrain may be changed (50% chance) for 3 turns into forge walls, which block movement and inflict 5.53 mind and 4.73 fire damage on nearby enemies. The damage and knockback chance will scale with your Mindpower. This blazing hot mindstar beats rhythmically, releasing a burst of heat with each strike. |
Inventory
Blood of Undeath Blood of Undeath0.4 Encumbrance potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
medical injector implant of the psychic (efficiency 147% / cooldown 89%) medical injector implant of the psychic (efficiency 147% / cooldown 89%)0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 147% efficiency and cooldown mod of 89%. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
steam generator implant of the duelist (steam 8) steam generator implant of the duelist (steam 8)0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 31 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 8.4 steam per turn. Can be activated for an instant burst of 42 steam. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
steam generator implant of the sneak (steam 12) steam generator implant of the sneak (steam 12)0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 24 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 12.3 steam per turn. Can be activated for an instant burst of 61 steam. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
heroism infusion of the sneak (die at -999; dur 7; cd 25) heroism infusion of the sneak (die at -999; dur 7; cd 25)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 25 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 -999 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 1997 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the titan (speed 628%; cd 10) movement infusion of the titan (speed 628%; cd 10)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 628% 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 Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Rune of the Rift (526.00 temporal damage, removed from time 4 turns) Rune of the Rift (526.00 temporal damage, removed from time 4 turns)0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Range 6 Cooldown: 14 Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 573.34 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. |
2 schematic: Air Recycler 2 schematic: Air Recycler0.1 Encumbrance 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. |
3 schematic: Alchemist's Helper 3 schematic: Alchemist's Helper0.1 Encumbrance 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. |
3 schematic: Antimagic Shell 3 schematic: Antimagic Shell0.1 Encumbrance 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. |
3 schematic: Armour Reinforcement 3 schematic: Armour Reinforcement0.1 Encumbrance 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. |
schematic: Back Support schematic: Back Support0.1 Encumbrance 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. |
2 schematic: Deflection Field 2 schematic: Deflection Field0.1 Encumbrance 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. |
2 schematic: Fiery Salve 2 schematic: Fiery Salve0.1 Encumbrance 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. |
schematic: Flash Powder schematic: Flash Powder0.1 Encumbrance 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. |
2 schematic: Focus Lens 2 schematic: Focus Lens0.1 Encumbrance 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. |
2 schematic: Frost Salve 2 schematic: Frost Salve0.1 Encumbrance 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. |
schematic: Grounding Strap schematic: Grounding Strap0.1 Encumbrance 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. |
2 schematic: Hand Cannon 2 schematic: Hand Cannon0.1 Encumbrance 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. |
2 schematic: Healing Salve 2 schematic: Healing Salve0.1 Encumbrance 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. |
schematic: Iron Grip schematic: Iron Grip0.1 Encumbrance 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. |
2 schematic: Kinetic Stabiliser 2 schematic: Kinetic Stabiliser0.1 Encumbrance 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. |
schematic: Lightning Coil schematic: Lightning Coil0.1 Encumbrance 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. |
schematic: Mental Stimulator schematic: Mental Stimulator0.1 Encumbrance 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. |
schematic: Moss Tread schematic: Moss Tread0.1 Encumbrance 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. |
3 schematic: Pain Suppressor Salve 3 schematic: Pain Suppressor Salve0.1 Encumbrance 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. |
schematic: Poison Groove schematic: Poison Groove0.1 Encumbrance 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. |
schematic: Saw Shell schematic: Saw Shell0.1 Encumbrance 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. |
schematic: Shocking Edge schematic: Shocking Edge0.1 Encumbrance 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. |
schematic: Solid Shell schematic: Solid Shell0.1 Encumbrance 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. |
schematic: Spike Attachment schematic: Spike Attachment0.1 Encumbrance 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. |
2 schematic: Steamsaw 2 schematic: Steamsaw0.1 Encumbrance 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. |
2 schematic: Thunder Grenade 2 schematic: Thunder Grenade0.1 Encumbrance 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. |
schematic: Toxic Cannister Launcher schematic: Toxic Cannister Launcher0.1 Encumbrance 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. |
2 schematic: Unstoppable Force Salve 2 schematic: Unstoppable Force Salve0.1 Encumbrance 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. |
schematic: Viral Injector schematic: Viral Injector0.1 Encumbrance 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. |
3 schematic: Water Salve 3 schematic: Water Salve0.1 Encumbrance 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. |
2 schematic: Waterproof Coating 2 schematic: Waterproof Coating0.1 Encumbrance 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. |
schematic: White Light Emitter schematic: White Light Emitter0.1 Encumbrance 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. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.1 Encumbrance scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
The Far-Hand The Far-Hand0.1 Encumbrance T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con defense ------ Teleport Resist +100% Teleport: Effective talent level: 4.0 Power cost 36 out of 36/36. Range 10 Cooldown: 30 Travel.spd instantaneous Is: a spell Description: Teleports you randomly within a large range (157). 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. |
Gorebait the voratun amulet Gorebait the voratun amulet0.1 Encumbrance T5 amulet jewelry [Random Unique] Nature/Master While equipped: offense ------ Damage +12% arcane Ignore resists +15% nature When Hit 4 nature On-Hit (Melee): * 20% chance to slow global speed by 74% defense ------ Resistance +26% lightning +16% temporal +5% arcane Pinning Resist +41% Stun Resist +50% Knockbk Resist +44% other ------- Masteries +0.37 Psionic/Nightmare Amulets make your neck look great! |
Islanor the Naturesweep Islanor the Naturesweep0.1 Encumbrance T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +17 Lck offense ------ Critical power +14.00% Damage +24% lightning Ignore resists +10% nature Accuracy +23 (+6 eff.) Ignore Armor +16 defense ------ Defense +17 (+5 eff.) Resistance +3% nature +12% physical Resist unseen 18% other ------- Stamina/turn +0.90 Amulets make your neck look great! |
Limmir's Amulet of the Moon Limmir's Amulet of the Moon0.1 Encumbrance T5 amulet jewelry [Unique] While equipped: offense ------ Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all defense ------ Armor +4 Resistance +4% all Stun Resist +60% Amulets make your neck look great! |
enraging voratun amulet of cunning (+8) enraging voratun amulet of cunning (+8)0.1 Encumbrance T5 amulet jewelry [Ego+] Nature/Master While equipped: Stats +8 Cun offense ------ Physical Power +6 (+2 eff.) Combat Speed +10% Damage +10% physical Amulets make your neck look great! |
voratun amulet 'Xerewyn' voratun amulet 'Xerewyn'0.1 Encumbrance T5 amulet jewelry [Random Unique] Nature/Psionic While equipped: Stats +5 Str +3 Dex +5 Wil +2 Con offense ------ Mind Crit +2% Mindpower +14 (+3 eff.) Ignore Armor +2 defense ------ Armor +8 Resistance +29% mind Mind save +14 (+4 eff.) Blind Resist +36% Confus Resist +54% other ------- Infravision +9 Sight +2 See Invisibility +12 Amulets make your neck look great! |
voratun amulet of manastreaming voratun amulet of manastreaming0.1 Encumbrance T5 amulet jewelry [Ego+] Arcane While equipped: Stats +3 Mag offense ------ Spellpower/crit +6 other ------- Mana/turn +0.46 Max mana +37.00 Amulets make your neck look great! |
Orb of Many Ways Orb of Many Ways1.0 Encumbrance orb jewelry [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Ring of the Dead Ring of the Dead0.1 Encumbrance T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck defense ------ Physical save +10 (+5 eff.) Spell save +10 (+5 eff.) Mind save +10 (+3 eff.) Unlife -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
Writhing Ring of the Hunter Writhing Ring of the Hunter0.1 Encumbrance T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
stralite quartz ring stralite quartz ring0.1 Encumbrance T4 ring jewelry [Random Unique] Psionic While equipped: Stats +6 Cun +6 Wil offense ------ Mindpower +13 (+3 eff.) Damage +6% blight Ignore resists +10% light +25% blight On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 27 defense ------ Mind save +22 (+7 eff.) Confus Resist +70% Stun Resist +30% Rings make your fingers look great! |
Glory of the Pride Glory of the Pride0.1 Encumbrance T5 ring jewelry [Unique] Master While equipped: offense ------ Physical Power +10 (+3 eff.) Damage +8% physical Accuracy +10 (+3 eff.) defense ------ Armor +10 Hardiness +20% Defense +5 (+2 eff.) Fatigue -15% Physical save +45 (+16 eff.) Confus Resist +50% other ------- Max mana -40.00 Max stamina +40.00 Cooldown Rush -6 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
Mnemonic Mnemonic0.1 Encumbrance T5 ring jewelry [Unique] Psionic While equipped: Stats +8 Wil offense ------ Mindpower +12 (+2 eff.) defense ------ Resistance +25% mind Mind save +20 (+6 eff.) Confus Resist +40% other ------- Psi/turn +0.50 Masteries +0.20 Psionic/Mentalism On Mind Hit: 10% Mental Refresh level 1 When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Mental Shielding: (Instant) Effective talent level: 2.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 16 Travel.spd instantaneous Is: a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 2 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
Ring of the War Master Ring of the War Master0.1 Encumbrance T5 ring jewelry [Unique] Master While equipped: Stats +3 Str +3 Dex +3 Con offense ------ Physical Crit +5.0% Physical Power +10 (+3 eff.) Ignore Armor +15 defense ------ Category Bonus +0.30 Technique A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
pixie's voratun ring of pilfering pixie's voratun ring of pilfering0.1 Encumbrance T5 ring jewelry [Ego++] Arcane/Master While equipped: Stats +6 Cun +5 Mag offense ------ Spellpower +10 (+3 eff.) Accuracy +11 (+3 eff.) Ignore Armor +11 defense ------ Defense +12 (+3 eff.) Disengage: Puts all charms on 10 turn cooldown Effective talent level: 2.0 Power cost 10 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! |
psionicist's voratun ring of life psionicist's voratun ring of life0.1 Encumbrance T5 ring jewelry [Ego+] Nature/Psionic While equipped: Stats +4 Wil defense ------ Mind save +8 (+2 eff.) Life +79.00 Life Regen +18.00 Healmod +15% Rings make your fingers look great! |
savage's voratun ring of warding savage's voratun ring of warding0.1 Encumbrance T5 ring jewelry [Ego++] Arcane/Master While equipped: Stats +4 Con defense ------ Resistance +15% acid +20% fire +24% lightning +20% cold Spell save +15 (+7 eff.) other ------- Max stamina +28.00 Rings make your fingers look great! |
treant's voratun ring of life treant's voratun ring of life0.1 Encumbrance T5 ring jewelry [Ego++] Nature While equipped: defense ------ Resistance +11% nature +10% blight Life +42.00 Life Regen +17.00 Healmod +18% Poison Resist +21% Disease Resist +26% Rings make your fingers look great! |
voratun Petrified Wood ring voratun Petrified Wood ring0.1 Encumbrance T5 ring jewelry [Ego+] Arcane While equipped: Stats +25 Con defense ------ Resistance +24% acid +10% darkness +38% cold +24% fire +25% nature +22% lightning Crit Resistance 23.00% Rings make your fingers look great! |
voratun Windborne Azurite ring voratun Windborne Azurite ring0.1 Encumbrance T5 ring jewelry [Ego+] Arcane While equipped: Stats +8 Dex +9 Mag +8 Cun offense ------ Move Speed +15% On-Hit 28 light On-Ranged-Hit 24 light Damage +17% light +20% lightning defense ------ Damage Avoidance +8% Affinity +20% lightning Rings make your fingers look great! |
voratun ring 'Kindlevortex' voratun ring 'Kindlevortex'0.1 Encumbrance T5 ring jewelry [Random Unique] Nature/Master While equipped: Stats +5 Dex offense ------ Damage +17% acid Accuracy +10 (+3 eff.) When Hit 2 light defense ------ Resistance +37% acid +5% arcane +3% lightning Life +66.00 Life Regen +12.00 Healmod +17% other ------- Hate-on-crit +4.00 Light +3 Rings make your fingers look great! |
Awakened Staff of Absorption (172% power, 60 apr, lightning element) Awakened Staff of Absorption (172% power, 60 apr, lightning element)7.0 Encumbrance T5 staff 2H weapon Reqs Mag 40 [Godslayer] Unknown Weapon Damage 172% Range: 1.0x-1.2x Uses 130% Mag Damage Arcane Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Accuracy +30 Ignore Armor +60 Attack Speed 100% While equipped: Stats +10 Mag +10 Wil offense ------ Spell Crit +15% Spellpower +48 (+13 eff.) Damage +60% lightning +60% fire +60% arcane +60% cold Ignore resists +30% lightning +30% fire +30% arcane +30% cold other ------- Max mana +100.00 Max positive +50.00 Max negative +50.00 Talents +1 Command Staff May understand old Sher'Tul language. Absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns. Uses 200 power out of 200/200 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
Lisarin (118% power, 7 apr) Lisarin (118% power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon [Random Unique] Nature Weapon Damage 118% Range: 1.0x-1.3x Uses 50% Dex, 50% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On-hit +8 nature On-crit, radius 2 +13 lightning +7 cold While equipped: Stats +8 Str +3 Dex +5 Mag +7 Wil +6 Cun +9 Con offense ------ Move Speed +35% Ignore resists +7% lightning +8% cold defense ------ Resistance +6% acid +3% mind +3% darkness Sharp, short and deadly. |
Amethyst of Sanctuary (111% power, 26 apr, mind damage) Amethyst of Sanctuary (111% power, 26 apr, mind damage)3.0 Encumbrance T4 mindstar 1H weapon [Unique] Nature/Psionic Weapon Damage 111% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Mind Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +26 Critical Rate +6.0% Attack Speed 100% While equipped: Stats +8 Wil offense ------ Mind Crit +7% Mindpower +14 (+3 eff.) defense ------ Resistance +15% mind Mind save +25 (+8 eff.) other ------- Max psi +20.00 Masteries +0.30 Psionic/Focus +0.30 Psionic/Absorption Reduce damage from attackers more than 3 tiles away by 25% This bright violet gem exudes a calming, focusing force. Holding it, you feel protected against outside forces. |
pulsing mindstar 'Skyglory' (104% power, 32 apr, nature damage) pulsing mindstar 'Skyglory' (104% power, 32 apr, nature damage)3.0 Encumbrance T4 mindstar 1H weapon [Rare] Nature/Psionic Weapon Damage 105% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Nature Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +32 Critical Rate +4.5% Attack Speed 100% While equipped: Stats +6 Mag +4 Con offense ------ Mind Crit +4% Mindpower +8 (+2 eff.) On-Hit 12 mind 11 darkness Damage +6% mind +8% darkness When Hit 10 lightning defense ------ Resistance +6% fire other ------- Light +3 Infravision +2 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. |
steel steamgun 'Shinetreason' steel steamgun 'Shinetreason'4.0 Encumbrance T2 steamgun 1H weapon [Random Unique] Nature/Master/Steamtech Mastery Psyshot Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Attack Speed 100% Range +7 Projectile Speed +600% On-ranged-hit +8 temporal On Hit: 10% Overgrowth level 2 Uses 2.0 Steam While equipped: Stats +7 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con offense ------ Physical Power +5 (+1 eff.) Ignore resists +10% temporal defense ------ Life Regen +0.70 other ------- Light +3 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Emeladhevena the dwarven-steel steamgun Emeladhevena the dwarven-steel steamgun4.0 Encumbrance T3 steamgun 1H weapon [Rare] Master/Steamtech Mastery Psyshot Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +12 Attack Speed 100% Range +8 Projectile Speed +800% Uses 2.0 Steam While equipped: offense ------ Physical Crit +3.0% Physical Power +30 (+8 eff.) Damage +3% physical Accuracy +8 (+3 eff.) defense ------ Resistance +3% temporal Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Annihilator Annihilator4.0 Encumbrance T5 steamgun 2H weapon [Unique] Steamtech Mastery Psyshot Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +12 Attack Speed 67% Damage Multiplier 100% Range +8 Projectile Speed +600% On Hit: * 50% chance to reload 1 ammo Uses 1.0 Steam Fire rate increases while firing, up to 5 shots per turn. Resets after 5 turns without firing. This gun features a wheel with several barrels attached and seems to be powered by an engine. It looks... impressive. |
Arekor the Ravenwolf Arekor the Ravenwolf4.0 Encumbrance T5 steamgun 1H weapon [Random Unique] Nature/Disrupt/Master/Steamtech Mastery Psyshot Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +16 Attack Speed 100% Range +10 Projectile Speed +800% On-crit, radius 2 +43 acid +39 nature Uses 2.0 Steam While equipped: Stats +7 Cun +7 Wil offense ------ Physical Crit +2.0% Mindpower +15 (+3 eff.) Damage +28% physical Ignore resists +20% acid +20% physical +25% nature Ignore Armor +15 On-Hit (Ranged): * 23 arcane resource burn defense ------ Armor +8 Resistance +17% acid +9% darkness +16% lightning +16% cold +17% fire +9% all Spell save +15 (+7 eff.) other ------- Cooldown Fragmentation Shot -2 Pin Down -1 Masteries +0.20 Wild-gift/Antimagic Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Thoughtcaster Thoughtcaster4.0 Encumbrance T5 steamgun 1H weapon [Unique] Psionic/Steamtech Mastery Psyshot Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Attack Speed 100% Damage Multiplier 110% Range +10 Projectile Speed +600% On Hit: * deal 118.15 mind damage (based on Mindpower) in a radius 1 around the target Uses 2.0 Steam While equipped: offense ------ Steam Crit +5% Mind Crit +5% Steampower +15 (+3 eff.) Mindpower +15 (+3 eff.) other ------- Cooldown Vacuum Shot -2 Blunt Shot -3 On hitting with a mindstar, deal physical damage equal to your steampower in radius 1 around the target. From body, mind. From mind, body. |
Crimson Robe (12 def, 10 armour) Crimson Robe (12 def, 10 armour) 2.0 Encumbrance T5 cloth armor [Unique] Psionic While equipped: Stats +10 Cun +10 Wil offense ------ Mind Crit +9% Mindpower +20 (+4 eff.) On-Hit 35 mind 10% gloom effects Ignore resists +20% all When Hit 35 mind 10% gloom effects defense ------ Armor +10 Defense +12 (+3 eff.) Resistance +15% all Crit Resistance 35.00% other ------- Psi/turn +0.20 Hate-on-crit +4.00 Psi-on-crit +4.00 Hate/kill +2.00 Masteries +0.20 Psionic/Focus +0.20 Cursed/Slaughter +0.10 Psionic/Solipsism +0.20 Cursed/Punishments On Mind Hit: 8% Agony level 2 On Mind Hit: 8% Hateful Whisper level 2 Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. This robe was formerly owned by Callister the Psion, a powerful Psionic that pioneered many Psionic abilities. After his wife was murdered, Callister became obsessed with finding her killer, using his own hatred as a fuel for new and disturbing arts. After forcing the killer to torture himself to death, Callister walked the land, forcing any he found to kill themselves - his way of releasing them from the world's horrors. One day, he simply disappeared. This robe, soaked in blood, was the only thing he left behind. |
Tempesthack the elven-silk robe (0 def, 0 armour) Tempesthack the elven-silk robe (0 def, 0 armour)2.0 Encumbrance T5 cloth armor [Random Unique] Nature/Disrupt/Psionic While equipped: offense ------ Physical Crit +3.0% Mind Crit +5% Mindpower +10 (+2 eff.) Damage +29% lightning +19% mind Ignore resists +20% mind +15% lightning Ignore Armor +5 When Hit: * 18% chance to slow global speed by 74% * 19 arcane resource burn defense ------ Resistance +43% lightning +15% all Physical save +9 (+4 eff.) other ------- Psi/turn +0.85 Max psi +30.00 See Invisibility +12 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Mighty Girdle Mighty Girdle1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Dridin Dridin 1.0 Encumbrance T3 belt armor [Rare] Master While equipped: Stats +11 Cun +6 Wil offense ------ Mindpower +30 (+6 eff.) Ignore resists +25% mind Against +33% Summoned defense ------ Resist Against +33% Summoned Spell save +15 (+7 eff.) Mind save +9 (+3 eff.) other ------- EQ when Hit +0.24 A belt that goes around your waist. |
Haryrand the hardened leather belt Haryrand the hardened leather belt1.0 Encumbrance T3 belt armor [Rare] Nature While equipped: Stats +1 Cun +4 Str defense ------ Resistance +9% darkness +12% fire Spell save +6 (+3 eff.) Life +45.00 A belt that goes around your waist. |
Emblem of Evasion Emblem of Evasion1.0 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 30 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 33% chance to evade melee and ranged attacks and 37 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. |
Blindmire the drakeskin leather belt Blindmire the drakeskin leather belt1.0 Encumbrance T5 belt armor [Random Unique] Master/Psionic While equipped: Stats +7 Cun +11 Wil offense ------ Physical Power +12 (+3 eff.) Damage +21% blight +9% fire Against +45% Summoned defense ------ Resistance +12% blight +6% darkness Resist Against +40% Summoned Spell save +14 (+7 eff.) Mind save +14 (+4 eff.) Life +95.00 other ------- Size +1 A belt that goes around your waist. |
Glitta the Phoenixhash (2 def, 0 armour) Glitta the Phoenixhash (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +1 Str +3 Dex +3 Cun offense ------ Critical power +10.00% Physical Power +25 (+6 eff.) Damage +3% physical +6% fire Accuracy +5 (+2 eff.) defense ------ Defense +2 (+1 eff.) Resistance +0% lightning Unlife -60.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Duvitar the elven-silk cloak (3 def, 0 armour) Duvitar the elven-silk cloak (3 def, 0 armour) 2.0 Encumbrance T5 cloak armor [Random Unique] Master/Psionic While equipped: Stats +3 Str +10 Dex +10 Wil +13 Cun offense ------ Mind Crit +8% Accuracy +10 (+3 eff.) Ignore Armor +10 defense ------ Defense +3 (+1 eff.) Resistance +42% lightning +12% light Crit Resistance 17.75% Mind save +15 (+5 eff.) Stun Resist +50% other ------- EQ when Hit +0.08 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Jetpack (10 def, 0 armour) Jetpack (10 def, 0 armour)2.0 Encumbrance T5 cloak armor [Unique] Steamtech While equipped: Stats +6 Cun offense ------ Physical Power +5 (+1 eff.) Move Speed +10% defense ------ Defense +10 (+3 eff.) Physical save +10 (+5 eff.) other ------- Talents +1 Rocket Dash Avoid Pressure Traps Finally. |
Shoes of Moving Slowly (0 def, 0 armour) Shoes of Moving Slowly (0 def, 0 armour)2.0 Encumbrance T4 feet armor [Unique] Unknown While equipped: Stats +8 Mag +8 Wil offense ------ Spellpower +5 (+2 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. |
Boots of the Hunter (2 def, 12 armour) Boots of the Hunter (2 def, 12 armour) 3.0 Encumbrance T4 feet armor [Unique] Psionic While equipped: offense ------ Physical Power +12 (+3 eff.) Ignore Armor +15 defense ------ Armor +12 Defense +2 (+1 eff.) Fatigue +8% Physical save +15 (+6 eff.) Spell save +10 (+5 eff.) Mind save +10 (+3 eff.) Life +80.00 Pinning Resist +25% Stun Resist +40% Knockbk Resist +25% Teleport Resist +100% other ------- Masteries +0.20 Cunning/Trapping +0.20 Cursed/Endless hunt +0.20 Cursed/Predator Boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action). Uses 32 power out of 32/32 Activation is instant. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
Steam Powered Boots (8 def, 15 armour) Steam Powered Boots (8 def, 15 armour)3.0 Encumbrance T5 feet armor [Unique] Steamtech The more steam the better! While equipped: Stats +8 Str +10 Dex offense ------ Damage +10% fire defense ------ Armor +15 Defense +8 (+2 eff.) Fatigue +8% Pinning Resist +50% Generate 3 steam each time you walk. Boots. But with steam power! |
Unbreakable Greaves (8 def, 20 armour) Unbreakable Greaves (8 def, 20 armour)3.0 Encumbrance T5 feet armor [Unique] Master While equipped: Stats +20 Str -6 Dex +10 Con offense ------ Physical Power +10 (+3 eff.) Damage +15% physical defense ------ Armor +20 Hardiness +20% Defense +8 (+2 eff.) Fatigue +12% Resistance +15% acid +15% physical Knockbk Resist +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
Gloves of the Firm Hand (0 def, 8 armour) Gloves of the Firm Hand (0 def, 8 armour)1.0 Encumbrance T3 hands armor [Unique] Master While equipped: Stats +4 Con defense ------ Armor +8 Disarm Resist +40% Stun Resist +30% Knockbk Resist +30% other ------- Cooldown Clinch -2 Unarmed combat: Weapon Damage 119% Range: 1.0x-1.1x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +7.0% Attack Speed 100% On Hit: 20% Clinch level 3 On Hit: 10% Maim level 3 On Hit: 10% Take Down level 3 These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
Snow Giant Wraps (0 def, 2 armour) Snow Giant Wraps (0 def, 2 armour)1.0 Encumbrance T3 hands armor [Unique] Nature This would be great with a mighty matching belt. While equipped: Stats +4 Str defense ------ Armor +2 Resistance +10% lightning +10% cold Life +60.00 Knockbk Resist +50% Unarmed combat: Weapon Damage 115% Range: 1.0x-1.1x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +4.0% Attack Speed 100% On-hit +10 lightning +10 cold On Hit: 25% Call Lightning level 5 Throw Boulder: Effective talent level: 2.0 Power cost 6 out of 6/6. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Throw a huge boulder, dealing 149.96 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
Fists of the Desert Scorpion (8 def, 4 armour) Fists of the Desert Scorpion (8 def, 4 armour)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% Dex, 40% Str 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 16 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. |
Spellhunt Remnants (6 def, 8 armour) Spellhunt Remnants (6 def, 8 armour)1.5 Encumbrance T5 hands armor [Unique] Disrupt/Master While equipped: Stats +10 Cun +10 Wil offense ------ Mind Crit +15% Mindpower +12 (+2 eff.) Damage +25% nature Ignore resists +25% nature defense ------ Armor +8 Defense +6 (+2 eff.) Spell save +15 (+7 eff.) Life +100.00 other ------- Light +1 Unarmed combat: Weapon Damage 142% Range: 1.0x-1.4x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Ignore Armor +18 Critical Rate +12.0% Attack Speed 83% On-hit +20 silence On Hit: 15% Mana Clash level 3 On Hit: 15% Antimagic Zone level 3 On Hit: * 50 arcane resource burn Can't be worn by those with arcane powers. Attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 201.65 arcane damage and stunned). Uses 100 power out of 150/150 These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
Steam Powered Gauntlets (0 def, 12 armour) Steam Powered Gauntlets (0 def, 12 armour) 1.5 Encumbrance T5 hands armor [Unique] Steamtech The more steam the better! While equipped: Stats +6 Str +6 Dex offense ------ Physical Crit +10.0% Steam Crit +10% Critical power +30.00% Damage +8% all defense ------ Armor +12 Disarm Resist +150% other ------- Talents +5 Iron Grip Unarmed combat: Weapon Damage 145% Range: 1.0x-1.4x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +10 Critical Rate +10.0% Attack Speed 83% Gauntlets. But with steam power! |
Yvyth the Flashlore (0 def, 1 armour) Yvyth the Flashlore (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +1 Con offense ------ Ignore resists +20% fire defense ------ Armor +1 Fatigue +1% Resistance +5% arcane +5% cold other ------- Infravision +2 Breathe water A hat made of leather. Very stylish. |
hardened leather cap 'Durohir' (10 def, 3 armour) hardened leather cap 'Durohir' (10 def, 3 armour)2.0 Encumbrance T3 head armor [Rare] Psionic While equipped: Stats +6 Wil +4 Cun +7 Con offense ------ Physical Power +20 (+5 eff.) Mindpower +5 (+1 eff.) defense ------ Armor +3 Defense +10 (+3 eff.) Fatigue +3% Physical save +9 (+4 eff.) other ------- Hate-on-crit +4.00 Max hate +4.00 A cap made of leather. |
Brass Goggles (10 def, 0 armour) Brass Goggles (10 def, 0 armour) 2.0 Encumbrance T4 head armor [Unique] Master While equipped: Stats +20 Cun offense ------ Steam Crit +5% Steampower +5 (+1 eff.) Accuracy +20 (+6 eff.) Ignore Armor +15 defense ------ Defense +10 (+3 eff.) Resistance +20% fire Blind Resist +100% other ------- Infravision +12 Sight +4 See Stealth +25 See Invisibility +25 Masteries +0.20 Steamtech/Physics +0.20 Steamtech/Chemistry Blind-Fight: No penalty when attacking invisible/stealthed No self respecting craftsman would be caught without them! |
Infused Cerebrum (8 def, 0 armour) Infused Cerebrum (8 def, 0 armour)2.0 Encumbrance T4 head armor [Unique] Unknown While equipped: Stats +10 Mag +12 Wil +10 Cun offense ------ Spellpower +12 (+4 eff.) Mindpower +12 (+2 eff.) defense ------ Defense +8 (+2 eff.) Fear Resist -60% Assault the mind of a foe to utterly dominate it. Uses 100 power out of 150/150 This headwear seems made entirely out of half-rotten brain matter. Do you really want to put that over your head? |
Steamcatcher (12 def, 0 armour) Steamcatcher (12 def, 0 armour)2.0 Encumbrance T4 head armor [Unique] Steamtech While equipped: Stats +10 Cun offense ------ Steam Crit +5% Steampower +15 (+3 eff.) Damage +10% physical defense ------ Defense +12 (+3 eff.) Resistance +15% fire other ------- Steam/turn +1.00 On taking fire damage: Gain 5% of the damage as steam. There's an old saying that most of your body heat escapes through your head. It's not true of body heat, but strangely, is actually true of steam. |
Omniscience (7 def, 0 armour) Omniscience (7 def, 0 armour)1.0 Encumbrance T5 head armor [Unique] Psionic While equipped: offense ------ Mind Crit +9% Mindpower +20 (+4 eff.) Ignore resists +10% mind defense ------ Defense +7 (+2 eff.) Resistance +15% mind Max Resistance +10% mind Mind save +25 (+8 eff.) Confus Resist +40% other ------- Psi-on-crit +6.00 Max psi +50.00 Infravision +5 Reveal the surrounding area (range 20). Uses 30 power out of 30/30 This white cap is plain and dull, but as the light reflects off of its surface, you see images of faraway corners of the world in the sheen." |
X-Ray Goggles (10 def, 0 armour) X-Ray Goggles (10 def, 0 armour)2.0 Encumbrance T5 head armor [Unique] Unknown/Steamtech While equipped: Stats +10 Cun offense ------ Accuracy +20 (+6 eff.) defense ------ Defense +10 (+3 eff.) Blind Resist +100% See everything. EVERYTHING. For 5 turns, anyway. Uses 30 power out of 30/30 How do these even work? |
Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)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 (+5 eff.) Spell save +12 (+6 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. |
Steam Powered Helm (3 def, 12 armour) Steam Powered Helm (3 def, 12 armour)3.0 Encumbrance T5 head armor [Unique] Steamtech The more steam the better! While equipped: Stats +5 Str +5 Con defense ------ Armor +12 Defense +3 (+1 eff.) Fatigue +10% Resistance +10% all Blind Resist +50% A Helmet. But with steam power! |
ametrine ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
topaz topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli 2 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical 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. |
2 emerald 2 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
garnet garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 sapphire 2 sapphire0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Physical save +8 (+4 eff.) Spell save +8 (+4 eff.) Mind save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Physical save +8 (+4 eff.) Spell save +8 (+4 eff.) Mind save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 jade 6 jade0.0 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. |
5 turquoise 5 turquoise0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+3 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 ruby 7 ruby0.0 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. |
4 amber 4 amber0.0 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. |
10 bloodstone 10 bloodstone0.0 Encumbrance T5 red gem [Normal] While equipped: Stun Resist +60% Item imbue powers: Stun Resist +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
16 fire opal 16 fire opal0.0 Encumbrance T5 red gem [Normal] While equipped: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Item imbue powers: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
17 diamond 17 diamond0.0 Encumbrance T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
14 moonstone 14 moonstone0.0 Encumbrance T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Physical save +10 (+5 eff.) Spell save +10 (+5 eff.) Mind save +10 (+3 eff.) Item imbue powers: Defense +10 (+3 eff.) Physical save +10 (+5 eff.) Spell save +10 (+5 eff.) Mind save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
14 pearl 14 pearl0.0 Encumbrance T5 white gem [Normal] While equipped: Armor +5 Resistance +5% all Item imbue powers: Armor +5 Resistance +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic Eye0.0 Encumbrance T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam level 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Atamathon's Ruby Eye Atamathon's Ruby Eye0.0 Encumbrance T5 red gem [Plot Item] While equipped: Damage +20% fire When Hit 100 fire Life +60.00 Pinning Resist +50% Light +2 Item imbue powers: Damage +20% fire When Hit 100 fire Life +60.00 Pinning Resist +50% Light +2 One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed, it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Burning Star Burning Star1.0 Encumbrance 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. |
Pearl of Life and Death Pearl of Life and Death2.0 Encumbrance white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Damage +7% all Resistance +7% all Stun Resist +100% Light +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
Runed Skull Runed Skull3.0 Encumbrance T5 red gem [Unique] Arcane While carried: Spellpower +7 (+3 eff.) When Hit 25 fire Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
298 alchemist agate 298 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
69 alchemist bloodstone 69 alchemist bloodstone0.0 Encumbrance T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
Neravea Neravea1.0 Encumbrance T3 lite [Random Unique] Master/Psionic While equipped: Stats +3 Mag offense ------ Critical power +5.00% Damage +0% light Ignore resists +6% all Ignore Armor +10 defense ------ Mind save +22 (+7 eff.) other ------- Mana/turn +0.12 Vim-on-crit +2.00 Max mana +40.00 Light +5 See Stealth +19 See Invisibility +18 A normal brass lantern, enhanced by alchemy to make it brighter. |
Nice Nice 1.0 Encumbrance T5 lite [Random Unique] Master/Psionic While equipped: Stats +7 Wil offense ------ Damage +14% mind +20% light Ignore resists +29% all Ignore Armor +30 defense ------ Defense +30 (+8 eff.) Resistance +6% mind +9% nature Life Regen +2.00 Blind Resist +34% Confus Resist +30% Stun Resist +20% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Light +20 See Stealth +32 See Invisibility +24 Track: Puts all charms on 40 turn cooldown Effective talent level: 3.6 Power cost 40 out of 40/40. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 30 for 6 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Eldritch Pearl Eldritch Pearl0.0 Encumbrance lite [Unique] Arcane While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con -5 Lck offense ------ Physical Power +12 (+3 eff.) Spellpower +12 (+4 eff.) other ------- Light +6 Breathe water Tidal Wave: Effective talent level: 4.0 Power cost 80 out of 150/150. Range melee/personal Cooldown: 10 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 4, doing 30.61 cold damage and 33.41 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 6 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. |
Automated Portable Extractor Automated Portable Extractor0.0 Encumbrance power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
amazing air recycler amazing air recycler0.0 Encumbrance T5 steamtech tinker [Normal] Steamtech Attachable to head When attached: defense ------ Silence Resist +50% Returns 5 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
amazing fiery salve [power 45] amazing fiery salve [power 45]1.0 Encumbrance T5 salve misc [Normal] Nature/Steamtech Using medical injector with 190% efficiency and 50% cooldown modifier. Remove 3 magical effects and grants a fiery aura (45% fire, light and lightning affinity) Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
amazing frost salve [power 45] amazing frost salve [power 45]1.0 Encumbrance T5 salve misc [Normal] Nature/Steamtech Using medical injector with 190% efficiency and 50% cooldown modifier. Remove 3 physical effects and grants a frost aura (45% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
amazing healing salve [power 644] amazing healing salve [power 644]1.0 Encumbrance T5 salve misc [Normal] Nature/Steamtech Using medical injector with 190% efficiency and 50% cooldown modifier. Heal 644 Puts Talent Medical Injector on 15 turn cooldown Medical salve. |
amazing unstoppable force salve [power 179] amazing unstoppable force salve [power 179]1.0 Encumbrance T5 salve misc [Normal] Nature/Steamtech Using medical injector with 190% efficiency and 50% cooldown modifier. Increases all saves by 179 and healing factor by half Puts Talent Medical Injector on 18 turn cooldown Activation is instant. Medical salve. |
amazing water salve [power 45] amazing water salve [power 45]1.0 Encumbrance T5 salve misc [Normal] Nature/Steamtech Using medical injector with 190% efficiency and 50% cooldown modifier. Remove 3 mental effects and grants a water aura (45% blight, mind and acid affinity). Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
Mummified Egg-sac of Ungolë Mummified Egg-sac of Ungolë2.0 Encumbrance egg misc [Unique] Nature While carried: other ------- 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. |
Rungof's Fang Rungof's Fang1.0 Encumbrance fang misc [Unique] Nature While carried: offense ------ Ignore Armor +7 other ------- Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Heart of Poosh Heart of Poosh5.0 Encumbrance land misc [Unique] Nature While carried: offense ------ Damage +2% all Natural balance. Uses 100 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
Bizzare Contraption Bizzare Contraption2.0 Encumbrance T2 tool misc [Unique] While equipped: Stats +8 Cun offense ------ Damage +15% lightning defense ------ Resistance +15% lightning Physical save +18 (+7 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. |
shattering voratun pickaxe (dig speed 12 turns) shattering voratun pickaxe (dig speed 12 turns)3.0 Encumbrance T5 digger tool [Ego+] Master While equipped: Stats +3 Str offense ------ Ignore resists +20% physical While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Fortune's Eye Fortune's Eye2.0 Encumbrance T4 misc tool [Unique] Master While equipped: Stats +10 Lck +5 Cun offense ------ Accuracy +12 (+4 eff.) Ignore Armor +12 defense ------ Defense +12 (+3 eff.) Physical save +10 (+5 eff.) Spell save +10 (+5 eff.) Mind save +10 (+3 eff.) other ------- See Stealth +12 See Invisibility +12 Track: Effective talent level: 1.8 Power cost 18 out of 35/35. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 22 for 5 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
Demonic Orb of Many Ways Demonic Orb of Many Ways1.0 Encumbrance 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. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 Encumbrance 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. |
Rod of Spydric Poison (1/1) Rod of Spydric Poison (1/1)2.0 Encumbrance rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 313.92 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 25 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
Issugar the yew totem of summon tentacle [power 240] (25 cooldown) Issugar the yew totem of summon tentacle [power 240] (25 cooldown)2.0 Encumbrance T3 totem charm [Rare] Nature While equipped: Stats +2 Mag defense ------ Resistance +9% temporal +4% physical Crit Resistance 15.00% Unlife -40.00 life Life +80.00 Knockbk Resist +20% Summon a resilient tentacle up to 5 spaces away for 6 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 669 Base Damage: 288 Armor: 26 All Resist: 23 Puts all charms on 25 turn cooldown 100% to increase all damage by 14% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Tree of Life Tree of Life2.0 Encumbrance T4 totem charm [Unique] Nature While equipped: Stats +7 Wil +6 Con offense ------ Mindpower +7 (+1 eff.) Damage +20% nature defense ------ Resistance +20% blight +20% nature Healmod +25% other ------- Masteries +0.10 Wild-gift/Call of the wild +0.10 Wild-gift/Harmony Heals all nearby living creatures by 5 points each turn. Take root increasing health by 300, armor by 20, and armor hardiness by 20% but rooting you in place for 4 turns. Uses 10 power out of 15/15 Activation is instant. This small tree-shaped totem is imbued with powerful healing energies. |
The Guardian's Totem The Guardian's Totem2.0 Encumbrance T5 totem charm [Unique] Nature/Disrupt While equipped: Stats +10 Wil offense ------ Mindpower +8 (+2 eff.) When Hit: * 18% chance to slow global speed by 74% defense ------ Resistance +20% blight +20% arcane Spell save +20 (+9 eff.) other ------- Masteries +0.10 Wild-gift/Fungus +0.10 Wild-gift/Antimagic Call forth an immobile antimagic pillar for 10 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.). Uses 50 power out of 50/50 This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)0.0 Encumbrance mirror [Plot Item] Unknown Change your appearance. Uses 1 power out of 1/1 A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
Forbidden Tome: "The Illusory Castle" Forbidden Tome: "The Illusory Castle"2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
By Verdalil the Krog Psyshot level 18
59th Dusk 122nd year of Ascendancy at 02:20 see stats
By Verdalil the Krog Psyshot level 33
8th Pyre 123rd year of Ascendancy at 15:17 see stats
By Verdalil the Krog Psyshot level 41
7th Mirth 123rd year of Ascendancy at 21:12 see stats
By Verdalil the Krog Psyshot level 32
58th Regrowth 123rd year of Ascendancy at 17:09 see stats
By Verdalil the Krog Psyshot level 24
28th Regrowth 123rd year of Ascendancy at 01:08 see stats
By Verdalil the Krog Psyshot level 36
30th Pyre 123rd year of Ascendancy at 16:12 see stats
By Verdalil the Krog Psyshot level 37
34th Pyre 123rd year of Ascendancy at 19:23 see stats
By Verdalil the Krog Psyshot level 50
58th Pyre 124th year of Ascendancy at 03:56 see stats
By Verdalil the Krog Psyshot level 43
73rd Dusk 123rd year of Ascendancy at 05:47 see stats
By Verdalil the Krog Psyshot level 35
22nd Pyre 123rd year of Ascendancy at 10:05 see stats
By Verdalil the Krog Psyshot level 14
46th Dusk 122nd year of Ascendancy at 13:45 see stats
By Verdalil the Krog Psyshot level 50
37th Regrowth 124th year of Ascendancy at 18:33 see stats
By Verdalil the Krog Psyshot level 12
17th Dusk 122nd year of Ascendancy at 13:24 see stats
By Verdalil the Krog Psyshot level 46
24th Haze 123rd year of Ascendancy at 16:14 see stats
By Verdalil the Krog Psyshot level 34
16th Pyre 123rd year of Ascendancy at 09:41 see stats
By Verdalil the Krog Psyshot level 43
57th Dusk 123rd year of Ascendancy at 20:51 see stats
By Verdalil the Krog Psyshot level 50
66th Pyre 124th year of Ascendancy at 04:38 see stats
By Verdalil the Krog Psyshot level 50
50th Haze 123rd year of Ascendancy at 19:51 see stats
By Verdalil the Krog Psyshot level 24
31st Regrowth 123rd year of Ascendancy at 20:03 see stats
By Verdalil the Krog Psyshot level 50
41st Pyre 124th year of Ascendancy at 04:12 see stats
By Verdalil the Krog Psyshot level 18
58th Dusk 122nd year of Ascendancy at 06:03 see stats
By Verdalil the Krog Psyshot level 26
37th Regrowth 123rd year of Ascendancy at 06:36 see stats
By Verdalil the Krog Psyshot level 50
35th Pyre 124th year of Ascendancy at 03:47 see stats
By Verdalil the Krog Psyshot level 45
22nd Haze 123rd year of Ascendancy at 22:40 see stats
By Verdalil the Krog Psyshot level 50
64th Haze 123rd year of Ascendancy at 11:49 see stats
By Verdalil the Krog Psyshot level 41
7th Mirth 123rd year of Ascendancy at 18:10 see stats
By Verdalil the Krog Psyshot level 38
35th Pyre 123rd year of Ascendancy at 02:52 see stats
By Verdalil the Krog Psyshot level 50
67th Pyre 124th year of Ascendancy at 11:00 see stats
By Verdalil the Krog Psyshot level 10
9th Mirth 122nd year of Ascendancy at 15:50 see stats
By Verdalil the Krog Psyshot level 20
65th Dusk 122nd year of Ascendancy at 16:41 see stats
By Verdalil the Krog Psyshot level 30
52nd Regrowth 123rd year of Ascendancy at 06:39 see stats
By Verdalil the Krog Psyshot level 40
67th Pyre 123rd year of Ascendancy at 18:06 see stats
By Verdalil the Krog Psyshot level 50
47th Haze 123rd year of Ascendancy at 00:02 see stats
By Verdalil the Krog Psyshot level 50
64th Pyre 124th year of Ascendancy at 23:31 see stats
By Verdalil the Krog Psyshot level 41
7th Mirth 123rd year of Ascendancy at 21:12 see stats
By Verdalil the Krog Psyshot level 42
44th Dusk 123rd year of Ascendancy at 23:45 see stats
By Verdalil the Krog Psyshot level 50
78th Haze 123rd year of Ascendancy at 05:03 see stats
By Verdalil the Krog Psyshot level 47
33rd Haze 123rd year of Ascendancy at 13:34 see stats
By Verdalil the Krog Psyshot level 20
31st Haze 122nd year of Ascendancy at 21:27 see stats
By Verdalil the Krog Psyshot level 41
7th Mirth 123rd year of Ascendancy at 17:20 see stats
By Verdalil the Krog Psyshot level 26
41st Regrowth 123rd year of Ascendancy at 03:33 see stats
By Verdalil the Krog Psyshot level 35
16th Pyre 123rd year of Ascendancy at 18:55 see stats
By Verdalil the Krog Psyshot level 50
63rd Pyre 124th year of Ascendancy at 19:03 see stats
By Verdalil the Krog Psyshot level 50
62nd Pyre 124th year of Ascendancy at 15:50 see stats
By Verdalil the Krog Psyshot level 50
41st Pyre 124th year of Ascendancy at 04:11 see stats
By Verdalil the Krog Psyshot level 41
7th Mirth 123rd year of Ascendancy at 21:12 see stats
By Verdalil the Krog Psyshot level 24
12nd Regrowth 123rd year of Ascendancy at 18:00 see stats
By Verdalil the Krog Psyshot level 10
4th Flare 122nd year of Ascendancy at 12:08 see stats
By Verdalil the Krog Psyshot level 41
7th Mirth 123rd year of Ascendancy at 21:12 see stats
By Verdalil the Krog Psyshot level 20
9th Decay 122nd year of Ascendancy at 14:22 see stats
By Verdalil the Krog Psyshot level 50
41st Pyre 124th year of Ascendancy at 04:12 see stats
By Verdalil the Krog Psyshot level 50
64th Pyre 124th year of Ascendancy at 10:27 see stats
By Verdalil the Krog Psyshot level 39
54th Pyre 123rd year of Ascendancy at 09:56 see stats
By Verdalil the Krog Psyshot level 41
7th Mirth 123rd year of Ascendancy at 21:12 see stats
By Verdalil the Krog Psyshot level 26
41st Regrowth 123rd year of Ascendancy at 11:46 see stats
By Verdalil the Krog Psyshot level 18
59th Dusk 122nd year of Ascendancy at 03:58 see stats
By Verdalil the Krog Psyshot level 50
2nd Summertide 124th year of Ascendancy at 06:09 see stats
By Verdalil the Krog Psyshot level 31
57th Regrowth 123rd year of Ascendancy at 20:19 see stats
Log
Verdalil performs a melee critical strike against Verdalil!
Verdalil redirects the effect 'Burning'!
Verdalil performs a melee critical strike against Verdalil!
Verdalil hits Verdalil for 22 mind, 9 fire, 8 mind, 3 fire, 11 physical, 43 mind, 8 mind, 3 fire, 11 physical (119 total damage).
Melee retaliation hits Verdalil for 12 fire, 12 fire (23 total damage).
Burning from Verdalil hits Verdalil for 11 fire damage.
Verdalil performs a melee critical strike against Verdalil!
Verdalil performs a melee critical strike against Verdalil!
Verdalil hits Verdalil for 23 mind, 10 fire, 8 mind, 3 fire, 11 physical, 43 mind, 8 mind, 3 fire, 11 physical (121 total damage).
Melee retaliation hits Verdalil for 12 fire, 12 fire (23 total damage).
Burning from Verdalil hits Verdalil for 13 fire damage.
Verdalil misses Verdalil.
Verdalil misses Verdalil.
Burning from Verdalil hits Verdalil for 13 fire damage.
Verdalil misses Verdalil.
Verdalil performs a melee critical strike against Verdalil!
Verdalil hits Verdalil for 35 mind, 7 mind, 3 fire, 10 physical (55 total damage).
Melee retaliation hits Verdalil for 10 fire damage.
Burning from Verdalil hits Verdalil for 7 fire damage.
Verdalil performs a melee critical strike against Verdalil!
Verdalil hits Verdalil for 15 mind, 6 fire, 7 mind, 3 fire, 10 physical, 40 mind, 8 mind, 3 fire, 10 physical (104 total damage).
Melee retaliation hits Verdalil for 10 fire, 11 fire (21 total damage).
Burning from Verdalil hits Verdalil for 7 fire damage.
Verdalil performs a melee critical strike against Verdalil!
New Achievement: Utterly Destroyed (Roguelike)!