










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Tougher Escorts 1.7.4Sets escorts HP to 1000 and life regen to 100. This mod is not intended to be balanced and will make the game easier. Use at your own discretion. No Patrols 1.7.2Warning: This addon breaks Orcs campaign. All World Map Patrols have been disabled. Based on Fuck Patrols Addon. Make it work for Orcs campaign. Also eliminate friendly patrols. Why not use Opt-in Adventurers Parties? Overloaded Files: Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Female |
Race | Halfling |
Class | Berserker |
Level / Exp | 50 / 502% |
Size | small |
Lifes / Deaths | Killed by Aduba the bone giant at level 28 on the 72nd Regrowth 123rd year of Ascendancy at 08:12 4 / 4Killed by Eusdnene's Inner Demon at level 38 on the 36th Dusk 123rd year of Ascendancy at 02:17 Killed by Eusdnene at level 47 on the 35th Regrowth 124th year of Ascendancy at 12:44 Killed by Eusdnene's Inner Demon at level 50 on the 24th Dusk 124th year of Ascendancy at 20:23 |
Primary Stats
Strength | 96 (base 57) |
Dexterity | 96 (base 63) |
Constitution | 106 (base 60) |
Magic | 17 (base 9) |
Willpower | 20 (base 7) |
Cunning | 85 (base 39) |
Resources
Mana | 0/444 |
Equilibrium | 30 |
Life | -178/2334 |
Stamina | 259/259 |
Steam | 33/100 |
Healing Factor | 1.3717854420059 |
Regeneration | 457.36851611777 |
Speed
Mental | -30% |
Attack | -30% |
Movement | +10% |
Spell | -30% |
Global | +88.374221680649% |
Vision
Sight | 10 |
Lite | 13 |
Infravision | 5 |
See Stealth | 42.05339847366 |
See Invisible | 42.05339847366 |
Offense: Mainhand
Damage | 231 |
Accuracy | 84 |
Crit Chance | 144% |
APR | 27 |
Speed | 1.43 |
Offense: Spell
Spellpower | 5 |
Crit Chance | 25% |
Speed | 1.4285714285714 |
Offense: Mind
Mindpower | 23 |
Crit Chance | 28% |
Speed | 1.4285714285714 |
Offense: Damage Bonus
Physical | -2% |
Fire | -18% |
Light | -29% |
Temporal | -23% |
Cold | -8% |
Arcane | -11% |
Mind | -15% |
All | -32% |
Offense: Damage Penetration
Physical | +20% |
Lightning | +15% |
Temporal | +15% |
All | +10% |
Defense: Base
Armour (hardiness) | 9.5292199027996 (69.007671158813%) |
Defense | 69 |
Ranged Defense | 69 |
Fatigue | 0 |
Physical Save | 75 |
Spell Save | 51 |
Mental Save | 54 |
Defense: Resistances
Acid | + 49%( 70%) |
Blight | + 45%( 70%) |
Physical | + 22%( 70%) |
Cold | + 66%( 70%) |
All | + 40%( 70%) |
Lightning | + 59%( 70%) |
Light | + 49%( 70%) |
Temporal | + 56%( 70%) |
Mind | + 61%( 70%) |
Darkness | + 49%( 70%) |
Fire | + 66%( 70%) |
Nature | + 52%( 70%) |
Defense: Immunities
Silence Resistance | 31% |
Disarm Resistance | 100% |
Knockback Resistance | 0% |
Confusion Resistance | 26% |
Stun Resistance | 87% |
Pinning Resistance | 55% |
Instadeath Resistance | 100% |
Blind Resistance | 50% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 679 life over 5 turns. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 135 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 279 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 22 Travel Speed: instantaneous Usage Speed: Spell (143% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Class Talents
Technique / Bloodthirst | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 3/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Technique / Berserker's strength | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
Technique / Two-handed assault | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Wild-gift / Harmony | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 3/5 |
| 4/5 |
| 3/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Daunting Presence |
talent | Elemental Harmony |
talent | Berserker Rage |
beneficial effect | Increases physical power, physical save, spellpower, spell save, mindpower, and mental save by 10. Militant Mind |
beneficial effect | The thrill of combat improves the target's maximum life by 14%, life regeneration by 29.18, and stamina regeneration by 5.84. Bloodbath |
detrimental effect | Ethereal Form bonuses reduced by 25% Ethereal Form |
detrimental effect | Huge cut that bleeds, doing 101.31 physical damage per turn and decreasing all heals received by 50%. Deep Wound |
beneficial effect | A flow of life spins around the target, regenerating 135.80 life per turn. Regeneration |
beneficial effect | Increases critical hit chance by 37%. Berserker Rage |
detrimental effect | The target's morale is weakened, reducing its attack power, mind power, and spellpower by 29. Intimidated |
beneficial effect | The target has 120 increased life regeneration. Recovery |
detrimental effect | The more you use runes, the longer they will take to recharge (+2 cooldowns). Runic Saturation |
detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
detrimental effect | Reduces global action speed by 35%. Slow |
detrimental effect | The target is blinded, unable to see anything. Blinded |
detrimental effect | Mind and body exposed to effects and attacks, reducing all saves and defense by 10. Exposed |
beneficial effect | Increases global speed by 22%. Elemental Harmony |
detrimental effect | The target is lost in a nightmare that deals 75.89 darkness damage each turn and has a 55% chance to cause a random detrimental effect. Waking Nightmare |
detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
detrimental effect | The target's armour and saves are broken, reducing them by 31. Sunder Armour |
detrimental effect | The target has been dominated. It is unable to move and has lost 27 armor and 40 defense. Attacks from Nightmare horror gain 52% damage penetration. Dominated |
detrimental effect | The target is crippled, reducing melee, spellcasting and mind speed by 30%. Cripple |
detrimental effect | The gloom reduces damage the target inflicts by 34%. Gloom Weakness |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have 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 gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | 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 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Dreadfell. Escort: lone alchemist (level 4 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 7 of Dreadfell. Escort: lost defiler (level 7 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost tinker (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved Strength by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Dreadfell. Escort: repented thief (level 2 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 6 of Dreadfell. Escort: worried loremaster (level 6 of Dreadfell)As a reward you improved Strength by +5. | 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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | 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. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 1132. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Ungrol of Last Hope is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of the fox. Stire of Derth has completed an elixir of avoidance without your aid. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of mastery without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of stoneskin. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 3.0 T3 feet armor Reqs Heavy armour training [Random Unique] Arcane/Master While equipped: Stats +3 Cun +4 Dex dps ---------- Res.pen +10% physical Melee Ret 2 physical On Hit (Melee): * 20% chance to slow global speed by 41% ----- def ----- Armour +10 Defense +10 (+3 eff.) Fatigue -3% Phys.save +14 (+3 eff.) Silence- +31% Confus- +26% Stun/Frz- +32% ---------- misc Max.enc +30 Disengage: Puts all charms on 9 cooldown Level 1.0 Pwr.cost 9 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 2 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 100% 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 1.0 T3 lite [Random Unique] Nature/Psionic While equipped: Stats +1 Dex +2 Mag +6 Wil +4 Con dps ---------- Dmg.mod +11% mind +3% light ----- def ----- Defense +8 (+2 eff.) Resists +8% blight Phys.save +12 (+3 eff.) Spell.save +13 (+4 eff.) Mind.save +12 (+4 eff.) HP.reg +10.00 ---------- misc Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 3.0 T5 head armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +5 Str +10 Cun +5 Con ----- def ----- Armour +12 Defense +3 (+1 eff.) Fatigue +10% Resists +10% all Mind.save +15 (+5 eff.) Blind- +50% A Helmet. But with steam power! |
Tool | ![]() 2.0 T3 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +12% arcane +24% cold Melee Ret 10 arcane ----- def ----- Resists +15% temporal Def/telep +10 Res/telep +10% Dur/telep +10% Setup a psionic shield, reducing all damage taken by 91 for 5 turns Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T4 ring jewelry [Unique] Arcane While equipped: Stats +5 Str +2 Cun +7 Con dps ---------- Dmg.mod +14% fire Melee Ret 4 temporal ----- def ----- Armour +10 Resists +28% fire Crit.chn- 5.00% Max.HP +68.00 HP.reg +9.00 Heal.mod +17% ---------- misc Light +3 Can be unequipped, can't be rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
On fingers | ![]() 0.1 T4 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +6 Cun +9 Str dps ---------- Melee+ 29 physical Ranged+ 16 physical Dmg.mod +9% temporal Res.pen +5% temporal +10% all Acc +10 (+2 eff.) On Hit (Melee): * 15% chance to reduce all saves and defense by 16 On Hit (Ranged): * 18% chance to reduce all saves and defense by 16 ----- def ----- Armour +18 Resists +9% mind +12% temporal Max.HP +79.00 HP.reg +17.00 Heal.mod +18% ---------- misc Hate/m.crit +3.00 Max.hate +13.00 Bleeding Edge: Puts all charms on 12 cooldown Level 4.0 Pwr.cost 12 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
Around waist | ![]() 1.0 T3 belt armor [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 20 arcane resource burn * 10% chance to slow global speed by 41% ----- def ----- Resists +7% acid +6% light +7% fire +10% lightning +13% cold Crit.chn- 10.00% A belt that goes around your waist. |
In main hand | ![]() 3.0 T5 greatsword 2H weapon [Random Unique] Master Power 83.0 - 132.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +27 Crit +26.0% Atk.spd 100% On Hit: * 10% chance to gain 10% of a turn (3/turn limit) On Crit: * Wound the target dealing 315 physical damage across 5 turns and reducing healing by 50% * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +38.0% Crit.mult +10.00% Phys.pwr +19 (+3 eff.) ----- def ----- Die.at -40.00 life ---------- misc Stam/turn +2.00 Massive two-handed swords. |
On hands | ![]() 1.5 T4 hands armor Reqs Heavy armour training [Random Unique] Master/Psionic While equipped: Stats +4 Str +3 Mag +7 Wil +10 Con dps ---------- Mind.crit +3% Crit.mult +5.00% ----- def ----- Armour +3 Fatigue +5% Crit.chn- 10.00% Phys.save +30 (+7 eff.) Spell.save +8 (+3 eff.) Mind.save +7 (+3 eff.) HP.reg +7.00 Disarm- +182% ---------- misc Stam/turn +1.70 Max.stam +27.00 Talents +5 Iron Grip Masteries +0.20 Technique/Grappling Unarmed combat: Power 26.0 - 36.4 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Atk.spd 83% Melee+ +17 physical On Hit: 10% Disarm 5 On Hit: 10% Nightmare 5 On Hit: 10% Juggernaut 1 Juggernaut: (Instant) Puts all charms on 18 cooldown Level 3.9 Pwr.cost 18 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | ![]() 2.0 T5 cloth armor [Random Unique] Nature/Master/Psionic While equipped: dps ---------- Dmg.mod +6% mind +18% physical Res.pen +5% lightning ----- def ----- Armour +9 Hardiness +20% Defense +4 (+1 eff.) Fatigue +1% Resists +12% lightning +18% physical +15% darkness +26% mind +15% all Phys.save +44 (+10 eff.) Spell.save +17 (+6 eff.) Mind.save +34 (+10 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() 2.0 T5 cloak armor [Random Unique] Nature/Master While equipped: Stats +6 Str +3 Con dps ---------- Phys.crit +3.0% Phys.pwr +30 (+6 eff.) Dmg.mod +12% physical Acc +10 (+2 eff.) ----- def ----- Armour +2 Defense +3 (+1 eff.) Resists +8% acid +9% fire +30% cold +20% nature +9% lightning Phys.save +24 (+6 eff.) Mind.save +12 (+4 eff.) Die.at -50.00 life Max.HP +110.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T4 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +9 Dex +3 Mag +7 Cun +13 Con dps ---------- Spell.pwr +10 (+10 eff.) Mov.spd +10% Dmg.mod +9% arcane ----- def ----- Fatigue -7% Resists +9% light Phys.save +17 (+4 eff.) Spell.save +17 (+6 eff.) Mind.save +18 (+6 eff.) HP.reg +2.00 ---------- misc Stam/turn +0.80 Amulets make your neck look great! |
Inventory
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 557% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 545 life over 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 16 Travel.spd instantaneous Usage Speed Spell (143% of a turn) Is a spell Description: Inflicts 150.05 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Spell (143% of a turn) Is a spell usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1391% for 10 turns (0 total) and instantly restoring 70 mana. Also when resting your mana will regenerate at 0.5 per turn. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Spell (143% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 82 with a minimum range of 15. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 T5 amulet jewelry [Random Unique] Master While equipped: Stats +10 Str +10 Dex +10 Wil dps ---------- Crit.mult +10.00% Dmg.mod +6% temporal Res.pen +5% blight +5% arcane Phasing +20% ----- def ----- Phys.save +23 (+5 eff.) Spell.save +37 (+11 eff.) Mind.save +25 (+8 eff.) ---------- misc Mana/turn +0.08 Max.mana +20.00 Masteries +0.40 Cunning/Dirty fighting Amulets make your neck look great! |
![]() 0.1 T4 amulet jewelry [Ego+] Arcane/Nature While equipped: dps ---------- Melee+ 10 light 9 darkness Dmg.mod +9% light +13% darkness On Melee Ret: * 10% chance to blind * 9% chance to reduce damage dealt by 14% ----- def ----- Resists +19% mind Confus- +32% Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Ego] Nature While equipped: Stats +7 Con ----- def ----- Resists +12% physical ---------- misc Stam/turn +1.10 Amulets make your neck look great! |
![]() 1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 6 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. |
![]() 0.1 T5 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +8 Wil dps ---------- Dmg.mod +9% acid +12% fire Res.pen +5% blight Acc +17 (+3 eff.) Apr +17 Melee Ret 6 fire On Hit (Melee): * 23% chance to reduce armor by 10% * 23% chance to reduce strength, dexterity, and constitution by 5 ----- def ----- Defense +16 (+4 eff.) Resists +26% acid +29% fire +26% cold +30% lightning Mind.save +16 (+6 eff.) Disengage: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Rare] Nature While equipped: Stats +3 Wil +4 Cun +5 Con dps ---------- Mind.crit +5% Crit.mult +10.00% ----- def ----- Resists +12% darkness Mind.save +19 (+6 eff.) Max.HP +82.00 HP.reg +17.00 Heal.mod +15% ---------- misc Infravis +2 See.Invis +15 Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +2 Cun +3 Str dps ---------- Phys.crit +4.0% Melee+ 13 physical Ranged+ 8 physical Dmg.mod +9% physical On Hit (Melee): * 14% chance to reduce all saves and defense by 16 On Hit (Ranged): * 14% chance to reduce all saves and defense by 16 ----- def ----- Defense +10 (+3 eff.) Resists +23% acid +18% fire +26% lightning +19% cold Phys.save +15 (+4 eff.) Spell.save +15 (+5 eff.) Mind.save +14 (+5 eff.) ---------- misc Hate/m.crit +2.00 Max.hate +8.00 Bleeding Edge: Puts all charms on 12 cooldown Level 4.0 Pwr.cost 12 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +5 Cun +5 Mag dps ---------- Spell.crit +3% Phys.pwr +9 (+1 eff.) Spell.pwr +21 (+18 eff.) Mind.pwr +9 (+4 eff.) S.pwr/crit +4 Mov.spd +13% Res.pen +25% acid Acc +9 (+2 eff.) ----- def ----- Armour +3 Defense +8 (+2 eff.) Resists +3% all Spell.save +6 (+2 eff.) Blinding Speed: Puts all charms on 24 cooldown Level 3.9 Pwr.cost 24 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 35% for 5 turns. Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Rare] Arcane While equipped: dps ---------- Phys.pwr +12 (+2 eff.) Spell.pwr +13 (+13 eff.) Mind.pwr +13 (+6 eff.) Dmg.mod +15% cold Res.pen +20% arcane Phasing +30% Melee Ret 4 darkness ----- def ----- Resists +9% light +18% darkness Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Mana/turn +0.04 Max.vim +50.00 Light +3 Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +8 Str +3 Dex +10 Cun +10 Con dps ---------- Phys.pwr +13 (+2 eff.) Melee+ 30 physical Ranged+ 35 physical Res.pen +5% cold On Hit (Melee): * 20% chance to reduce all saves and defense by 16 On Hit (Ranged): * 17% chance to reduce all saves and defense by 16 ----- def ----- Armour +5 Resists +3% cold +3% fire +6% darkness +5% all Spell.save +6 (+2 eff.) HP.reg +6.00 Stun/Frz- +39% ---------- misc Hate/m.crit +3.00 Max.hate +15.00 See.Invis +9 Bleeding Edge: Puts all charms on 12 cooldown Level 2.0 Pwr.cost 12 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Rare] Psionic While equipped: Stats +2 Str +9 Cun +6 Con dps ---------- Crit.mult +20.00% Melee+ 35 physical Ranged+ 34 physical Dmg.mod +12% acid Res.pen +15% temporal Melee Ret 8 temporal On Hit (Melee): * 20% chance to reduce all saves and defense by 16 On Hit (Ranged): * 20% chance to reduce all saves and defense by 16 ----- def ----- Resists +6% temporal ---------- misc Hate/m.crit +2.00 Max.hate +15.00 Bleeding Edge: Puts all charms on 12 cooldown Level 3.0 Pwr.cost 12 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Rare] Arcane While equipped: dps ---------- Spell.pwr +30 (+22 eff.) Dmg.mod +17% darkness +15% arcane ----- def ----- Resists +34% darkness +18% blight ---------- misc Mana/turn +0.12 Vim/s.crit +2.02 Rings make your fingers look great! |
![]() 3.0 T4 battleaxe 2H weapon [Ego++] Nature/Master Power 45.5 - 68.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +7.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +7 Str +14 Dex +10 Mag +16 Wil +12 Cun +10 Con dps ---------- Phys.crit +16.0% Massive two-handed battleaxes. |
![]() 3.0 T5 battleaxe 2H weapon [Rare] Arcane Power 56.0 - 84.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% Melee+ +20 temporal +12 darkness +16 mind On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage While equipped: Stats +6 Wil ----- def ----- Mind.save +9 (+3 eff.) ---------- misc Equi/ret +0.20 Psi/ret +0.12 Hate/m.crit +4.00 Max.hate +10.00 Massive two-handed battleaxes. |
![]() 3.0 T5 battleaxe 2H weapon [Rare] Master Power 76.5 - 114.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% On Hit.r1 +20 cold While equipped: Stats +10 Wil dps ---------- Dmg.mod +21% mind Res.pen +15% mind +20% cold Melee Ret 10 fire ---------- misc Max.psi +50.99 Massive two-handed battleaxes. |
![]() 1.0 T5 dagger 1H weapon [Ego+] Arcane/Master Power 37.0 - 48.1 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage On Crit: * Wound the target dealing 315 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +13.0% Phys.pwr +12 (+2 eff.) Sharp, short and deadly. |
![]() 1.0 T5 dagger 1H weapon [Ego+] Arcane/Master Power 39.0 - 50.7 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% Melee+ +16 cold On Crit: * Wound the target dealing 315 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +13.0% Phys.pwr +11 (+2 eff.) Sharp, short and deadly. |
![]() 1.0 T5 dagger 1H weapon [Ego+] Nature/Master Power 47.5 - 61.8 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% While equipped: Stats +9 Str +11 Dex +8 Mag +9 Wil +9 Cun +8 Con Sharp, short and deadly. |
![]() 5.0 T4 greatmaul 2H weapon [Random Unique] Arcane/Master Power 53.5 - 80.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.5% Atk.spd 100% Melee+ +12 blight On Hit.r1 +8 mind On Hit: 20% Curse of Defenselessness 4 On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 While equipped: dps ---------- Res.pen +19% all Acc +19 (+4 eff.) Apr +14 Melee Ret 8 mind ----- def ----- Resists +9% blight Massive two-handed mauls. |
![]() 5.0 T5 greatmaul 2H weapon [Ego+] Arcane/Master Power 63.0 - 94.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +32 Crit +3.0% Atk.spd 100% Phasing +19% While equipped: dps ---------- Res.pen +14% physical Acc +19 (+4 eff.) Apr +20 Massive two-handed mauls. |
![]() 5.0 T5 greatmaul 2H weapon [Ego+] Arcane Power 70.5 - 105.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% On Hit: 20% Curse of Impotence 5 Massive two-handed mauls. |
![]() 3.0 T5 greatsword 2H weapon [Unique] Master Power 60.0 - 96.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +22 Crit +10.0% Atk.spd 100% On Hit: * 25% chance to strike the target again. While equipped: Stats +10 Str +5 Dex +15 Con ---------- misc Masteries +0.20 Technique/Two-handed assault This impressive looking sword features two massive blades aligned in parallel. They seem weighted remarkably well. |
![]() 3.0 T5 greatsword 2H weapon [Random Unique] Master Power 80.5 - 128.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% Melee+ +4 darkness While equipped: dps ---------- Phys.crit +21.0% Crit.mult +40.00% Dmg.mod +6% darkness Res.pen +5% lightning +17% all Acc +35 (+7 eff.) Apr +39 ----- def ----- Armour +6 Resists +6% acid Disease- +20% Knockbk- +21% Massive two-handed swords. |
![]() 3.0 T4 greatsword 2H weapon [Unique] Master Power 60.0 - 96.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +19 Crit +10.0% Atk.spd 100% Against +20% Living On Hit: * 10% chance to send the wielder into a killing frenzy While equipped: Stats +15 Str +5 Dex +15 Con ----- def ----- D.Red.from +20% Living ---------- misc Masteries +0.30 Technique/Berserker's strength +0.20 Technique/Two-handed assault +0.20 Technique/Two-handed maiming +0.20 Technique/Two-handed weapons A blood-etched greatsword, it has seen many foes. From the inside. |
![]() 3.0 T5 greatsword 2H weapon [Ego+] Nature/Master Power 80.0 - 128.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% On Crit.r2 +37 acid +28 nature While equipped: dps ---------- Res.pen +24% acid +23% nature Apr +17 Massive two-handed swords. |
![]() 4.0 T5 longbow 2H weapon Reqs Shoot [Rare] Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 On Hit.r1 +8 mind On Crit.r2 +12 lightning On Hit: * 20% chance to reduce all saves and defense by 16 While equipped: dps ---------- Phys.crit +6.0% Dmg.mod +24% mind Res.pen +10% lightning +15% mind Acc +23 (+5 eff.) On Hit (Ranged): * 20% chance to reduce all saves and defense by 16 ----- def ----- Resists +18% lightning Longbows are used to shoot arrows at your foes. |
![]() 4.0 T5 longbow 2H weapon Reqs Shoot [Ego+] Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 While equipped: dps ---------- Phys.crit +28.0% Acc +32 (+6 eff.) Longbows are used to shoot arrows at your foes. |
![]() 3.0 T4 longsword 1H weapon [Rare] Arcane Power 32.5 - 45.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% On Hit.r1 +12 acid On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 While equipped: Stats +4 Cun +3 Mag dps ---------- Dmg.mod +15% acid +9% cold +15% arcane Res.pen +25% cold ----- def ----- Resists +21% cold Sharp, long, and deadly. |
![]() 3.0 T5 longsword 1H weapon [Ego+] Master Power 45.0 - 63.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +13.0% Acc +8 (+2 eff.) ----- def ----- Defense +10 (+3 eff.) Disarm- +36% Sharp, long, and deadly. |
![]() 3.0 T5 mace 1H weapon [Random Unique] Nature/Master Power 45.5 - 63.7 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% On Crit.r2 +11 acid +45 nature While equipped: dps ---------- Res.pen +17% acid +22% nature +11% all Acc +26 (+5 eff.) Apr +25 ----- def ----- Defense +17 (+5 eff.) Resists +9% lightning +12% cold +3% mind +3% nature Die.at -40.00 life Disarm- +30% Blunt and deadly. |
![]() 3.0 T4 mindstar 1H weapon Reqs Wil 35 [Rare] Nature Power 13.5 - 14.9 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% Melee+ +12 darkness +16 blight On Crit.r2 +20 fire While equipped: Stats +6 Con dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) S.pwr/crit +10 Phasing +31% Melee Ret 10 fire ----- def ----- Crit.chn- 15.30% Phys.save +9 (+2 eff.) Spell.save +9 (+3 eff.) Mind.save +9 (+3 eff.) ---------- misc Equi/ret +2.10 Vim/s.crit +2.04 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T5 mindstar 1H weapon Reqs Wil 48 [Rare] Nature Power 17.0 - 18.7 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +8.0% Atk.spd 100% Phasing +31% On Crit.r2 +20 blight While equipped: Stats +9 Str dps ---------- Mind.crit +5% Mind.pwr +10 (+5 eff.) ----- def ----- Resists +15% light +2% physical Max.HP +43.00 HP.reg +6.08 Poison- +20% ---------- misc Stam/turn +3.06 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T5 mindstar 1H weapon Reqs Wil 48 [Ego++] Nature Power 17.5 - 19.2 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+5 eff.) All.spd +7% Melee+ 16 fire Dmg.mod +6% nature +11% fire Res.pen +7% nature +11% fire ----- def ----- Resists +6% nature +6% fire ---------- misc Talents +1 Attune Mindstar Masteries +0.10 Wild-gift/Harmony Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 4.0 T5 sling 1H weapon Reqs Shoot [Ego+] Nature Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 On Crit.r2 +26 fire While equipped: dps ---------- All.spd +6% Res.pen +19% fire Slings are used to hurl stones or metal shots at your foes. |
![]() 5.0 T5 staff 2H weapon Reqs Mag 48 [Ego+] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +13% Spell.pwr +26 (+20 eff.) Dmg.mod +30% arcane ---------- misc Vim/s.crit +5.00 Max.vim +21.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon Reqs Mag 48 [Ego] Nature/Master Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +12% Crit.mult +20.00% Spell.pwr +15 (+15 eff.) Dmg.mod +30% fire ----- def ----- Defense +11 (+3 eff.) ---------- misc Light +4 Talents +1 Command Staff Illuminate: Puts all charms on 4 cooldown Level 1.0 Pwr.cost 4 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 18.68 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon Reqs Mag 48 [Ego+] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +23 (+19 eff.) S.pwr/crit +8 Dmg.mod +30% darkness ---------- misc Talents +1 Command Staff Conjure elemental energy in a radius 10 cone, dealing 37.89 to 45.47 darkness damage Puts all charms on 5 cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon Reqs Mag 48 [Rare] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +15 (+15 eff.) Mind.pwr +30 (+15 eff.) Dmg.mod +30% blight +15% physical +15% arcane Res.pen +20% arcane +15% physical Apr +3 ----- def ----- Spell.save +12 (+4 eff.) Teleport- +20% ---------- misc Mana/turn +0.40 Max.mana +100.00 Max.hate +10.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T5 steamsaw 1H weapon [Ego+] Arcane/Steamtech Power 38.5 - 57.8 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +106 On Hit: * Create an explosion dealing 15 lightning damage (1/turn) Uses 1.0 Steam While equipped: dps ---------- Dmg.mod +20% lightning Res.pen +9% lightning ----- def ----- Armour +6 Defense +10 (+3 eff.) Fatigue +12% ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T5 waraxe 1H weapon [Random Unique] Master Power 53.5 - 74.9 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +10.0% Atk.spd 100% Melee+ +8 darkness On Crit: * Wound the target dealing 315 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +4 Con dps ---------- Phys.crit +15.0% Phys.pwr +20 (+4 eff.) Dmg.mod +6% darkness Res.pen +13% physical Apr +2 ----- def ----- Phys.save +3 (+1 eff.) Die.at -80.00 life Disarm- +35% One-handed war axes. |
![]() 2.0 T3 cloak armor [Rare] Master While equipped: Stats +2 Dex +7 Mag dps ---------- Dmg.mod +9% light Res.pen +25% light Melee Ret 10 light ----- def ----- Defense +12 (+3 eff.) Resists +12% lightning Phys.save +9 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Random Unique] Nature/Master While equipped: Stats +3 Str +3 Con dps ---------- Dmg.mod +15% temporal Acc +22 (+4 eff.) Melee Ret 2 cold ----- def ----- Defense +7 (+2 eff.) Fatigue -5% Resists +6% temporal +16% light +3% cold +15% fire Phys.save +7 (+2 eff.) Stealth +10 Max.HP +114.00 ---------- misc Max.stam +19.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Rare] Master While equipped: Stats +4 Con dps ---------- Dmg.mod +12% nature Melee Ret 2 nature ----- def ----- Armour +5 Defense +10 (+3 eff.) Resists +2% physical Phys.save +10 (+2 eff.) Spell.save +16 (+5 eff.) Mind.save +15 (+5 eff.) Die.at -40.00 life ---------- misc Stam/turn +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T5 cloth armor [Random Unique] Arcane While equipped: Stats +9 Mag dps ---------- Spell.pwr +17 (+16 eff.) Dmg.mod +21% acid +24% temporal +37% physical +24% cold +3% blight +25% fire +9% arcane +13% all Res.pen +10% blight +14% temporal +14% physical Melee Ret 8 arcane ----- def ----- Resists +16% acid +16% physical +14% cold +3% blight +17% fire +5% arcane +15% all Anom.red +10 ---------- misc Cooldown Refit Golem -4 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Random Unique] Arcane/Nature While equipped: Stats +5 Cun +7 Mag dps ---------- Spell.crit +5% Spell.pwr +8 (+8 eff.) Dmg.mod +19% lightning +20% temporal +19% darkness +28% light +20% physical Res.pen +7% temporal +25% arcane +15% physical Melee Ret 10 fire ----- def ----- Resists +28% lightning +3% fire +15% all Anom.red +14 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Ego+] Arcane While equipped: Stats +5 Cun dps ---------- Spell.crit +8% Spell.pwr +8 (+8 eff.) Dmg.mod +46% light +9% darkness ----- def ----- Resists +40% light +15% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T4 cloth armor [Ego+] Nature While equipped: Stats +5 Con dps ---------- Dmg.mod +35% nature ----- def ----- Resists +21% nature +13% all Poison- +31% Disease- +44% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 3.0 T4 feet armor Reqs Heavy armour training [Unique] Psionic While equipped: dps ---------- Phys.pwr +12 (+2 eff.) Apr +15 ----- def ----- Armour +12 Defense +2 (+1 eff.) Fatigue +8% Spell.save +10 (+3 eff.) Mind.save +10 (+4 eff.) Max.HP +80.00 Stun/Frz- +40% ---------- misc Masteries +0.20 Cursed/Endless hunt +0.20 Cunning/Trapping +0.20 Cursed/Predator Boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action). Uses 20 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. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Random Unique] Arcane/Master While equipped: Stats +2 Str +6 Dex +3 Wil +2 Con dps ---------- Dmg.mod +9% lightning ----- def ----- Armour +13 Defense +13 (+4 eff.) Fatigue +4% Silence- +27% Confus- +42% Stun/Frz- +39% ---------- misc Infravis +3 See.Invis +12 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Unique] Master While equipped: Stats +20 Str -6 Dex +10 Con dps ---------- Phys.pwr +10 (+2 eff.) Dmg.mod +15% physical ----- def ----- Armour +20 Hardiness +20% Defense +8 (+2 eff.) Fatigue +12% Resists +15% acid +15% physical Knockbk- +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Random Unique] Arcane/Master While equipped: Stats +3 Str +3 Con dps ---------- Dmg.mod +15% arcane Res.pen +12% temporal +12% darkness +15% nature Melee Ret 4 nature ----- def ----- Armour +4 Fatigue +3% Resists +18% darkness +12% temporal Def/telep +18 Res/telep +16% Dur/telep +12% ---------- misc Stam/turn +0.50 Max.stam +10.00 Rush: Puts all charms on 15 cooldown Level 1.3 Pwr.cost 15 out of 25/25. Range 6 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +3 Cun +3 Dex ----- def ----- Armour +5 Fatigue +4% Resists +10% cold +8% fire Disengage: Puts all charms on 9 cooldown Level 3.0 Pwr.cost 9 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 168% 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Random Unique] Arcane/Master While equipped: Stats +12 Mag +4 Wil dps ---------- Mind.crit +3% Spell.pwr +8 (+8 eff.) Dmg.mod +10% acid +8% blight ----- def ----- Armour +12 Fatigue +4% Resists +12% temporal Spell.save +12 (+4 eff.) Disease- +46% ---------- misc Max.psi +40.00 Infravis +3 Blink to a nearby random location (rad 12) Puts all charms on 15 cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T5 feet armor [Ego+] Master While equipped: Stats +5 Cun +5 Con ----- def ----- Armour +5 Phys.save +23 (+5 eff.) Mind.save +18 (+6 eff.) A pair of boots made of leather. |
![]() 1.5 T4 hands armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Mind.crit +6% Crit.mult +20.40% Mind.pwr +25 (+12 eff.) Melee+ 15 fire Dmg.mod +9% fire +9% arcane +18% mind Res.pen +15% arcane ----- def ----- Armour +3 Fatigue +5% Resists +9% fire ---------- misc Max.hate +10.00 Max.psi +30.00 Unarmed combat: Power 29.5 - 41.3 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Atk.spd 83% On Crit.r2 +15 fire On Hit: 10% Fire Breath 5 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T5 hands armor Reqs Heavy armour training [Unique] Arcane/Master While equipped: Stats +6 Str +6 Mag dps ---------- Phys.crit +10.0% Spell.crit +10% Crit.mult +50.00% Dmg.mod +10% physical ----- def ----- Armour +6 Unarmed combat: Power 36.0 - 50.4 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Apr +10 Crit +10.0% Atk.spd 83% Melee+ +20 arcane On Hit: 15% Wave of Power 1 On Hit: 10% Displacement Shield 3 Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
![]() 1.0 T3 hands armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +8 Disarm- +40% Stun/Frz- +30% Knockbk- +30% ---------- misc Cooldown Clinch -2 Unarmed combat: Power 19.0 - 20.9 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +7.0% Atk.spd 100% On Hit: 20% Clinch 3 On Hit: 10% Maim 3 On Hit: 10% Take Down 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. |
![]() 1.0 T4 hands armor [Random Unique] Disrupt/Psionic While equipped: Stats +5 Cun dps ---------- Phys.pwr +10 (+2 eff.) Mind.pwr +5 (+2 eff.) Acc +18 (+4 eff.) Apr +12 ----- def ----- Armour +3 Resists +11% blight Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +10 (+4 eff.) HP.reg +7.00 Disarm- +39% ---------- misc Stam/turn +1.70 Equi/ret +0.04 Hate/m.crit +1.00 Max.stam +29.00 Max.hate +10.00 Unarmed combat: Power 27.0 - 29.7 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Acc +10 Apr +15 Crit +5.0% Atk.spd 100% On Hit: 10% Nightmare 5 On Hit: 10% Perfect Control 5 On Hit: * 22% chance to slow global speed by 41% * 19% chance to reduce armor by 10% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T5 hands armor Reqs Heavy armour training [Unique] Arcane/Nature While equipped: Stats +6 Str +6 Mag dps ---------- Spell.crit +10% Spell.pwr +10 (+10 eff.) Dmg.mod +12% physical Res.pen +15% physical ----- def ----- Armour +12 Resists +10% physical ---------- misc Masteries +0.20 Spell/Stone +0.10 Wild-gift/Sand drake aspect +0.10 Spell/Earth Unarmed combat: Power 39.0 - 54.6 Physical Uses 40% Cun, 40% Str, 10% Mag 40% Dex Acc+ +0.2% base dam (max 20%) Apr +10 Crit +7.0% Atk.spd 83% On Hit.r1 +50 gravity On Crit.r2 +30 gravity pin On Hit: 15% Earthen Missiles 5 Earthquake: Level 4.0 Pwr.cost 18 out of 30/30. Range 10 Travel.spd instantaneous Is a spell Description: Causes a violent earthquake that deals 11.58 physical damage in a radius of 4 each turn for 7 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. These heavy stone gauntlets make the very ground beneath you bend and warp as they move. |
![]() 1.0 T2 hands armor [Random Unique] Nature/Psionic While equipped: dps ---------- Melee+ 7 acid 5 physical Dmg.mod +6% acid +6% physical +3% nature Melee Ret 6 nature ----- def ----- Armour +8 Resists +7% acid HP.reg +1.00 ---------- misc Stam/turn +0.70 Max.stam +19.00 Unarmed combat: Power 16.5 - 18.2 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% On Hit.r1 +7 physical On Crit.r2 +7 acid +6 physical On Hit: 10% Corrosive Breath 3 On Hit: 10% Nightmare 3 On Hit: 10% Sand Breath 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T3 hands armor [Unique] Nature This would be great with a mighty matching belt. While equipped: Stats +4 Str ----- def ----- Armour +2 Resists +10% lightning +10% cold Max.HP +60.00 Knockbk- +50% Unarmed combat: Power 17.0 - 18.7 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.0% Atk.spd 100% Melee+ +10 lightning +10 cold On Hit: 25% Call Lightning 5 Throw Boulder: Level 2.0 Pwr.cost 4 out of 6/6. Range 10 Travel.spd instantaneous Is a nature gift Description: Throw a huge boulder, dealing 138.69 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. |
![]() 7.0 T3 hands armor Reqs Heavy armour training [Unique] Arcane While equipped: dps ---------- Dmg.mod +10% acid +5% physical Res.pen +15% acid +15% physical ----- def ----- Armour +7 Fatigue +10% Resists +20% acid +10% physical Res.Cap +10% acid +5% physical ---------- misc Cooldown Clinch -2 Unarmed combat: Power 27.0 - 37.8 Physical Uses 30% Dex, 60% Str, 30% Cun Acc+ +0.2% base dam (max 20%) Apr +15 Crit +5.0% Atk.spd 83% Melee+ +10 acid On Hit: 10% Corrosive Mist 1 On Hit: 20% Earthen Missiles 3 Fashioned in ancient times by cultists of Harkor'Zun, these heavy granite gauntlets were designed to protect the wearer from the wrath of their dark master. |
![]() 1.5 T4 hands armor Reqs Heavy armour training [Ego+] Master While equipped: ----- def ----- Armour +8 Fatigue +5% Mind.save +13 (+5 eff.) Max.HP +76.00 Unarmed combat: Power 35.0 - 49.0 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% base dam (max 20%) Acc +11 Apr +15 Crit +10.0% Atk.spd 83% On Hit: 10% Battle Shout 5 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.0 T4 hands armor [Ego+] Nature/Master While equipped: dps ---------- Phys.crit +17.0% Spell.crit +14% Mind.crit +7% Crit.mult +12.00% Melee+ 11 physical Dmg.mod +10% physical ----- def ----- Armour +11 Unarmed combat: Power 32.0 - 35.2 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +15.0% Atk.spd 100% On Hit.r1 +13 physical On Crit.r2 +9 physical On Hit: 10% Sand Breath 5 On Crit: 20% Cripple 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+3 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+4 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
![]() 2.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +8 Con dps ---------- Dmg.mod +6% acid Res.pen +15% cold ----- def ----- Armour +12 Defense +7 (+2 eff.) Fatigue +5% Resists +33% acid +13% cold +12% fire +14% lightning +6% all Phys.save +12 (+3 eff.) A cap made of leather. |
![]() 2.0 T5 head armor [Ego] Nature/Master While equipped: Stats +6 Str ----- def ----- Armour +5 Fatigue +5% Resists +10% lightning +9% temporal A hat made of leather. Very stylish. |
![]() 2.0 T5 head armor [Ego+] Arcane/Psionic While equipped: Stats +9 Cun +7 Wil dps ---------- Mind.crit +6% Dmg.mod +20% arcane ----- def ----- Defense +3 (+1 eff.) Mind.save +17 (+6 eff.) ---------- misc Max.mana +69.00 Hateful Whisper: Puts all charms on 9 cooldown Level 2.0 Pwr.cost 9 out of 15/15. Range 5 Travel.spd instantaneous Is a mind power Description: Infect a target's mind with a virulent whisper that deals 39 Mind damage and spreads amongst your foes, dealing damage and feeding you 2.3 Hate for each new victim. Each turn for 2 turns, the initial victim will spread the whisper to a new target within 2 tiles if one is available; beyond this, all affected targets have a 21% chance of spreading the effect each turn for 4 turns. Targets damaged by this ability have a 25% chance of suffering Brainlock. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
![]() 2.0 T5 head armor [Ego+] Master While equipped: Stats +5 Wil ----- def ----- Armour +5 Fatigue +5% Resists +8% blight Mind.save +11 (+4 eff.) A hat made of leather. Very stylish. |
![]() 3.0 T5 head armor Reqs Heavy armour training [Ego+] Nature While equipped: Stats +8 Cun dps ---------- Acc +7 (+1 eff.) On Melee Ret: * 12% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +5 Defense +8 (+2 eff.) Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 14.0 T5 heavy armor Reqs Heavy armour training [Ego++] Psionic While equipped: Stats +12 Cun +8 Wil ----- def ----- Armour +16 Defense +20 (+5 eff.) Fatigue +12% Mind.save +32 (+10 eff.) A suit of armour made of mail. |
![]() 14.0 T5 heavy armor Reqs Heavy armour training [Ego+] Nature/Master While equipped: Stats +3 Wil ----- def ----- Armour +10 Defense +5 (+2 eff.) Fatigue +12% Resists +20% blight +25% fire +22% darkness ---------- misc Light +1 A suit of armour made of mail. |
![]() 14.0 T5 heavy armor Reqs Heavy armour training [Ego+] Arcane While equipped: dps ---------- Melee+ 19 acid 19 fire Melee Ret 13 acid 14 fire ----- def ----- Armour +10 Defense +5 (+2 eff.) Fatigue +12% Resists +21% acid +18% fire A suit of armour made of mail. |
![]() 9.0 T3 light armor [Unique] Steamtech While equipped: ----- def ----- Armour +7 Defense +6 (+2 eff.) Fatigue +7% Phys.save +15 (+4 eff.) ---------- misc Talents +1 Medical Urgency Vest This light leather armour features a special medical injector. |
![]() 9.0 T3 light armor [Unique] Arcane While equipped: Stats +8 Cun dps ---------- Apr +10 ----- def ----- Armour +12 Defense +14 (+4 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
![]() 9.0 T5 light armor [Ego++] Master/Psionic While equipped: Stats +4 Str +6 Dex +4 Cun ----- def ----- Armour +15 Defense +38 (+10 eff.) Fatigue +8% Phys.save +13 (+3 eff.) Mind.save +19 (+6 eff.) A suit of armour made of leather. |
![]() 9.0 T4 light armor [Random Unique] Master/Psionic While equipped: Stats +5 Cun +10 Str dps ---------- Phys.crit +1.0% Acc +15 (+3 eff.) ----- def ----- Armour +15 Defense +22 (+6 eff.) Fatigue +8% Resists +26% acid +12% physical +15% darkness +5% arcane Spell.save +12 (+4 eff.) Mind.save +22 (+7 eff.) ---------- misc Stam/turn +3.00 Max.stam +30.00 Light +2 Track: Puts all charms on 18 cooldown Level 2.0 Pwr.cost 18 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 21 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
![]() 9.0 T5 light armor [Ego+] Nature While equipped: ----- def ----- Armour +11 Defense +20 (+5 eff.) Fatigue +8% Resists +10% acid +9% cold HP.reg +4.50 ---------- misc Stam/turn +2.20 Breathe water A suit of armour made of leather. |
![]() 7.0 T3 shield armor Reqs Shield usage training [Unique] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +18 Hardiness +20% Defense +20 (+5 eff.) Rng.Def +10 (+3 eff.) Fatigue +30% ---------- misc Talents +1 Block This shield made of the darkest stralite is huge, heavy and very solid. |
![]() 7.0 T5 shield armor Reqs Shield usage training [Ego+] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +6 Cun +9 Mag dps ---------- Dmg.mod +19% light +16% darkness ----- def ----- Armour +10 Fatigue +8% Resists +17% light +14% darkness ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 3.0 T5 arrow ammo [Ego+] Arcane Power 54.0 - 75.6 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +18 Crit +3.0% Capacity 20 On Hit.r1 +21 fire On Hit: 20% Curse of Defenselessness 5 Arrows are used with bows to pierce your foes to death. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 demonic misc [Legendary] Arcane 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
![]() 2.0 T4 forbidden tome [Unique] Unknown Read the book. A gross tome of lost knowledge. Even touching it makes you feel sick. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 1.0 T5 lite [Rare] Master While equipped: dps ---------- Dmg.mod +15% darkness +18% acid Res.pen +15% acid +15% darkness +25% arcane Melee Ret 10 darkness On Hit (Melee): * 20% chance to reduce damage dealt by 14% ----- def ----- Resists +5% arcane +30% acid ---------- misc Light +10 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 1.0 T5 lite [Ego++] Arcane/Nature While equipped: Stats +5 Con dps ---------- Spell.crit +5% Spell.pwr +4 (+4 eff.) ----- def ----- Resists +21% blight +9% darkness HP.reg +9.00 ---------- misc Light +5 Infravis +4 See.Invis +10 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 18 cooldown Level 2.0 Pwr.cost 18 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 23 blight damage or heals 61 life. Creatures standing in the retch also have 17% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 0.0 T5 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con Resists +20% arcane +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane Combine with a suit of body armor (makes a non enchanted armour into an artifact). Uses 1 power out of 1/1 This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
![]() 0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con +5 Mag Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Con +5 Mag Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 0.0 T5 multi-hued gem [Unique] Arcane A part of set. While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resists +30% mind Confus- +30% Fear- +30% Light +2 While carried: Light +2 Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resists +30% mind Confus- +30% Fear- +30% Light +2 Latent Damage Type: Blight Combine with a staff. Uses 1 power out of 1/1 A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
![]() 1.0 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. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Plumpkin Plumpkin15.0 T3 plant misc [Plot Item] Unknown While carried: dps ---------- Dmg.mod +2% all Against +20% Immovable Become the plumpkin. Uses 60 power out of 100/100 The legendary Plumpkin is finaly yours! It lashes at immovable foes with extreme force (+20% damage against immovables). |
![]() 0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() 0.0 T4 red gem [Unique] Nature While equipped: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.chn- 23.00% Item imbue powers: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.chn- 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
![]() 0.0 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. |
![]() 0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 122 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 3.0 T5 shot ammo [Rare] Master Power 70.0 - 84.0 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +6 Crit +7.0% Capacity 20 Ranged+ +20 acid +20 arcane +12 lightning On Hit.r1 +8 light +16 arcane On Crit.r2 +20 lightning +12 arcane On Hit: * 20% chance to reduce armor by 10% Shots are used with slings to pummel your foes to death. |
![]() 0.0 T5 steamtech tinker [Normal] Steamtech Attachable to head When attached: ---------- misc Infravis +9 Sight +3 See.Stealth +25 See.Invis +25 Blind-Fight: No penalty when attacking invisible/stealthed Tinkers can be attached to normal items to improve them with steam power! |
![]() 2.0 T3 torque charm [Random Unique] Psionic While equipped: dps ---------- Dmg.mod +12% lightning +3% arcane Res.pen +25% arcane ----- def ----- Resists +5% arcane Setup a psionic shield, reducing all damage taken by 85 for 5 turns Puts all charms on 15 cooldown 100% to increase the duration of 2 beneficial effects by 2. 100% to increase all damage by 16% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T3 torque charm [Random Unique] Psionic While equipped: dps ---------- Dmg.mod +3% acid Res.pen +15% acid +5% cold Melee Ret 2 acid 2 cold On Hit (Melee): * 10% chance to reduce armor by 10% On Melee Ret: * 26% chance to reduce strength, dexterity, and constitution by 5 * 29% chance to reduce damage dealt by 14% ----- def ----- Resists +3% cold Project a gust of wind in a cone knocking all creatures back 9 spaces and dealing 166 physical damage Puts all charms on 9 cooldown 100% to heal for 50. 100% to increase the duration of 2 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T5 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 13 spaces and dealing 353 physical damage Puts all charms on 9 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T3 totem charm [Rare] Nature While equipped: Stats +5 Mag +4 Wil dps ---------- Spell.crit +4% Crit.mult +5.00% ----- def ----- Spell.save +6 (+2 eff.) ---------- misc Mana/s.crit +2.00 Light +3 Heal yourself and all friendly characters within 10 spaces for 290 Puts all charms on 9 cooldown 100% to gain a 22% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T5 totem charm [Random Unique] Nature While equipped: ----- def ----- Crit.chn- 15.00% Max.HP +40.00 Pinning- +20% Stun/Frz- +20% Heal yourself and all friendly characters within 10 spaces for 380 Puts all charms on 9 cooldown 100% to gain a 26% chance to evade weapon attacks for 2 turns. 100% to increase all damage penetration by 27% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T5 wand charm [Random Unique] Arcane While equipped: dps ---------- Dmg.mod +3% temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +27% acid +6% temporal ---------- misc Wards +4 nature +6 temporal +5 darkness +5 light Talents +1 Ward Create a radius 3 storm for 5 turns. Each turn, creatures within take 52 lightning damage and will be dazed for 1 turn (263 total damage) Puts all charms on 9 cooldown 100% to gain a 40% chance to evade weapon attacks for 2 turns. 100% to increase the duration of 1 beneficial effects by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 18 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+4 eff.) Item imbue powers: Defense +10 (+3 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+4 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Eusdnene the Halfling Berserker level 38
38th Dusk 123rd year of Ascendancy at 08:13 see stats
By Eusdnene the Halfling Berserker level 38
36th Dusk 123rd year of Ascendancy at 17:27 see stats
By Eusdnene the Halfling Berserker level 44
21st Haze 123rd year of Ascendancy at 05:54 see stats
By Eusdnene the Halfling Berserker level 45
26th Haze 123rd year of Ascendancy at 22:55 see stats
By Eusdnene the Halfling Berserker level 50
79th Pyre 124th year of Ascendancy at 00:13 see stats
By Eusdnene the Halfling Berserker level 42
17th Haze 123rd year of Ascendancy at 10:47 see stats
By Eusdnene the Halfling Berserker level 32
57th Pyre 123rd year of Ascendancy at 13:05 see stats
By Eusdnene the Halfling Berserker level 32
76th Pyre 123rd year of Ascendancy at 21:24 see stats
By Eusdnene the Halfling Berserker level 7
5th Flare 122nd year of Ascendancy at 05:21 see stats
By Eusdnene the Halfling Berserker level 41
14th Haze 123rd year of Ascendancy at 03:34 see stats
By Eusdnene the Halfling Berserker level 43
19th Haze 123rd year of Ascendancy at 23:09 see stats
By Eusdnene the Halfling Berserker level 22
16th Regrowth 123rd year of Ascendancy at 20:34 see stats
By Eusdnene the Halfling Berserker level 30
29th Pyre 123rd year of Ascendancy at 17:19 see stats
By Eusdnene the Halfling Berserker level 25
31st Regrowth 123rd year of Ascendancy at 07:14 see stats
By Eusdnene the Halfling Berserker level 47
35th Regrowth 124th year of Ascendancy at 12:44 see stats
By Eusdnene the Halfling Berserker level 40
61st Dusk 123rd year of Ascendancy at 17:33 see stats
By Eusdnene the Halfling Berserker level 32
52nd Pyre 123rd year of Ascendancy at 18:20 see stats
By Eusdnene the Halfling Berserker level 46
27th Haze 123rd year of Ascendancy at 03:55 see stats
By Eusdnene the Halfling Berserker level 10
10th Dusk 122nd year of Ascendancy at 12:33 see stats
By Eusdnene the Halfling Berserker level 20
8th Decay 122nd year of Ascendancy at 15:11 see stats
By Eusdnene the Halfling Berserker level 30
77th Regrowth 123rd year of Ascendancy at 05:17 see stats
By Eusdnene the Halfling Berserker level 40
42nd Dusk 123rd year of Ascendancy at 00:07 see stats
By Eusdnene the Halfling Berserker level 50
67th Pyre 124th year of Ascendancy at 16:19 see stats
By Eusdnene the Halfling Berserker level 18
75th Haze 122nd year of Ascendancy at 19:08 see stats
By Eusdnene the Halfling Berserker level 36
31st Dusk 123rd year of Ascendancy at 13:51 see stats
By Eusdnene the Halfling Berserker level 20
10th Regrowth 123rd year of Ascendancy at 13:20 see stats
By Eusdnene the Halfling Berserker level 42
14th Haze 123rd year of Ascendancy at 08:53 see stats
By Eusdnene the Halfling Berserker level 6
2nd Mirth 122nd year of Ascendancy at 12:37 see stats
By Eusdnene the Halfling Berserker level 23
29th Regrowth 123rd year of Ascendancy at 14:27 see stats
By Eusdnene the Halfling Berserker level 27
59th Regrowth 123rd year of Ascendancy at 08:33 see stats
By Eusdnene the Halfling Berserker level 50
24th Dusk 124th year of Ascendancy at 00:17 see stats
By Eusdnene the Halfling Berserker level 6
1st Mirth 122nd year of Ascendancy at 04:43 see stats
By Eusdnene the Halfling Berserker level 46
23rd Regrowth 124th year of Ascendancy at 17:17 see stats
By Eusdnene the Halfling Berserker level 27
59th Regrowth 123rd year of Ascendancy at 08:01 see stats
By Eusdnene the Halfling Berserker level 15
63rd Dusk 122nd year of Ascendancy at 17:31 see stats
By Eusdnene the Halfling Berserker level 37
34th Dusk 123rd year of Ascendancy at 22:42 see stats
Log
Melee retaliation hits Eusdnene's Inner Demon for 1 temporal, 1 physical, 5 arcane (7 total damage).
Eusdnene's Inner Demon hits Eusdnene for 219 physical, 21 physical, 0 arcane (240 total damage).
Eusdnene is weakened by the gloom.
Eusdnene's Inner Demon performs a melee critical strike against Eusdnene!
Eusdnene's Inner Demon misses Eusdnene.
Eusdnene resists the terror!
Eusdnene shrugs off Eusdnene's Inner Demon's 'Cripple'!
Eusdnene's Inner Demon hits Eusdnene for 266 physical, 21 physical, 0 arcane (287 total damage).
Melee retaliation hits Eusdnene's Inner Demon for (1 absorbed), 0 temporal, (1 absorbed), 0 physical, (4 absorbed), 0 arcane (0 total damage).
Eusdnene's Inner Demon activates Precise Strikes.
LIFE LOST WARNING!
Eusdnene uses Infusion: Regeneration.
Eusdnene starts regenerating health quickly.
Eusdnene loses sight!
Eusdnene succumbs to the nightmare!
Eusdnene is no longer evading attacks.
Deep Wound from Eusdnene's Inner Demon hits Eusdnene for 54 physical damage.
Waking Nightmare from Nightmare horror hits Eusdnene for 58 darkness damage.
Something performs a melee critical strike against Eusdnene!
Eusdnene resists the terror!
Eusdnene shrugs off Something's 'Deep Wound'!
Something hits Eusdnene for 291 physical, 21 physical, 0 arcane (312 total damage).
Something performs a melee critical strike against Eusdnene!
Something performs a melee critical strike against Eusdnene!
Eusdnene slows down.
Eusdnene resists the terror!
Something hits Eusdnene for 293 physical, 76 physical, 12 physical, 21 physical, 0 arcane, 21 physical, 0 arcane (423 total damage).
Something performs a melee critical strike against Eusdnene!
Something performs a melee critical strike against Eusdnene!