











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | 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.
Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Cornac |
Class | Rogue |
Level / Exp | 36 / 39% |
Size | medium |
Lifes / Deaths | Killed by Zubelralaith the skeleton warrior at level 31 on the 63rd Pyre 123rd year of Ascendancy at 02:10 / 2Killed by 3-headed hydra at level 36 on the 61st Dusk 123rd year of Ascendancy at 23:56 |
Primary Stats
Strength | 18 (base 11) |
Dexterity | 69 (base 60) |
Constitution | 48 (base 29) |
Magic | 15 (base 10) |
Willpower | 36 (base 10) |
Cunning | 87 (base 60) |
Resources
Life | -238/803 |
Stamina | 210/280 |
Healing Factor | 1.4178383355187 |
Regeneration | 40.617959157022 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 14 |
See Stealth | 74.75601229333 |
See Invisible | 76.75601229333 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 74 |
Accuracy | 55 |
Crit Chance | 37% |
APR | 20 |
Speed | 1.00 |
Offense: Offhand
Damage | 42 |
Accuracy | 55 |
Crit Chance | 38% |
APR | 21 |
Speed | 1.00 |
Offense: Spell
Spellpower | 20 |
Crit Chance | 24% |
Speed | 1 |
Offense: Mind
Mindpower | 45 |
Crit Chance | 29% |
Speed | 1 |
Offense: Damage Bonus
Acid | +18% |
Physical | +12% |
Nature | +94% |
Blight | +9% |
Arcane | +9% |
Fire | +9% |
All | 0% |
Offense: Damage Penetration
Arcane | +10% |
Darkness | +5% |
Mind | +10% |
Nature | +80% |
Defense: Base
Armour (hardiness) | 17 (48.594633868923%) |
Defense | 68 |
Ranged Defense | 68 |
Fatigue | 0 |
Physical Save | 43 |
Spell Save | 28 |
Mental Save | 46 |
Defense: Resistances
Physical | + 31%( 70%) |
Darkness | + 39%( 70%) |
Nature | + 62%( 70%) |
Fire | + 25%( 70%) |
Blight | + 35%( 70%) |
Arcane | + 27%( 70%) |
Mind | + 30%( 70%) |
All | + 23%( 70%) |
Defense: Immunities
Disarm Resistance | 42% |
Instadeath Resistance | 100% |
Silence Resistance | 0% |
Poison Resistance | 50% |
Blind Resistance | 100% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 520 life over 5 turns. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random mental effect and reduce all damage taken by 30% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity 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 238 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 702% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
Class Talents
Cunning / Artifice | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Stealth | 1.50 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Duelist | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Trapping | 2.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Technique / Throwing knives | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Technique / Dual techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Poisons | 2.80 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Technique / Combat training | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 5/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 4/5 |
Cunning / Lethality | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Scoundrel | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 2/5 |
Cunning / Survival | 1.50 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
beneficial effect | The target is wreathed in shadows, increasing life regeneration by 28.2 and stamina regeneration by 6.4. Soothing Darkness |
beneficial effect | The target's critical strike damage bonus is increased by 21%. Shadowstrike |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
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 successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved mental save by +12. | done |
You failed to protect the lone alchemist from death by warg. Escort: lone alchemist (level 1 of Daikara) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you improved spell save by +12. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved physical save by +12. | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Old Forest. Escort: worried loremaster (level 1 of Old Forest)As a reward you improved Cunning 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 |
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 Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. The fortress's current energy level is: 3. | 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * You've found the needed bloated horror heart. * You've found the needed snow giant kidney. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * You've found the needed bear paw. * You've found the needed vial of elder vampire blood. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed vial of greater demon bile. * You've found the needed wretchling eyeball. * You've found the needed sandworm tooth. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed xorn fragment. * You've found the needed pouch of bone giant dust. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within6 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 2.0 T2 feet armor [Unique] Master While equipped: Stats +3 Cun ----- def ----- Armour +1 Defense +2 (+0 eff.) Fatigue +2% ---------- misc Masteries +0.20 Cunning/Survival Boost speed by 64% (based on Cunning). Uses 40 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Light source | ![]() 1.0 T3 lite [Rare] Nature While equipped: Stats +5 Wil dps ---------- Phys.crit +5.0% Crit.mult +10.00% Phys.pwr +8 (+3 eff.) Res.pen +10% mind Acc +20 (+6 eff.) Apr +3 Melee Ret 8 mind 8 physical On Hit (Melee): * 20% chance to reduce all saves and defense by 28 ----- def ----- Resists +9% mind +9% blight Die.at -40.00 life ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 2.0 T3 head armor [Unique] Nature While equipped: Stats +6 Cun +8 Wil dps ---------- Dmg.mod +20% nature Res.pen +15% nature ----- def ----- Defense +8 (+2 eff.) Mind.save +12 (+4 eff.) Blind- +100% ---------- misc Infravis +2 See.Stealth +15 See.Invis +15 Masteries +0.10 Wild-gift/Moss Earth's Eyes: Level 2.0 Pwr.cost 28 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
On hands | ![]() 1.0 T4 hands armor [Random Unique] Arcane/Nature/Master While equipped: Stats +12 Con dps ---------- Melee+ 10 nature Dmg.mod +6% nature +9% blight Res.pen +5% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 23% ----- def ----- Armour +16 Hardiness +10% Resists +6% blight +10% physical +8% nature Phys.save +19 (+6 eff.) Spell.save +7 (+3 eff.) Mind.save +8 (+3 eff.) Disarm- +42% Unarmed combat: Power 27.5 - 30.3 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +5.0% Atk.spd 100% Melee+ +21 physical On Crit.r2 +9 nature On Hit: 10% Juggernaut 1 On Hit: 5% Stone Touch 5 On Hit: 10% Venomous Breath 5 Juggernaut: (Instant) Puts all charms on 24 cooldown Level 4.0 Pwr.cost 24 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. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() 3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str dps ---------- Phys.pwr +15 (+5 eff.) Dmg.mod +6% nature +12% physical ----- def ----- Resists +11% nature Die.at -60.00 life ---------- misc Max.stam +10.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T2 ring jewelry [Rare] Arcane While equipped: Stats +6 Str +5 Mag +2 Wil +5 Con dps ---------- Res.pen +10% arcane On Hit (Melee): * 20% chance to reduce damage dealt by 23% ----- def ----- Resists +6% darkness Blind- +30% ---------- misc Infravis +6 See.Stealth +10 See.Invis +12 Rings make your fingers look great! |
On fingers | ![]() 0.1 T1 ring jewelry [Ego++] Master/Psionic While equipped: Stats +7 Cun +5 Dex dps ---------- Melee+ 8 physical Ranged+ 7 physical Acc +6 (+2 eff.) On Hit (Melee): * 11% chance to reduce all saves and defense by 28 On Hit (Ranged): * 10% chance to reduce all saves and defense by 28 ---------- misc Hate/m.crit +2.00 Max.hate +6.00 Bleeding Edge: Puts all charms on 16 cooldown Level 3.0 Pwr.cost 16 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! |
Around neck | ![]() 0.1 T2 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+2 eff.) ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
In main hand | ![]() 1.0 T2 dagger 1H weapon [Random Unique] Nature/Psionic Power 12.5 - 16.2 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +10 mind +7 nature On Hit.r1 +4 nature On Hit: * 10% chance to slow global speed by 55% * 12% chance to reduce all saves and defense by 28 * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) While equipped: Stats +2 Cun +2 Wil dps ---------- Dmg.mod +9% arcane Res.pen +25% nature ----- def ----- Resists +5% arcane Sharp, short and deadly. |
Around waist | ![]() 1.0 T1 belt armor [Rare] Nature While equipped: Stats +2 Con dps ---------- Mind.pwr +4 (+1 eff.) Dmg.mod +9% fire On Hit (Melee): * 20% chance to slow global speed by 55% * 20% chance to reduce strength, dexterity, and constitution by 12 ----- def ----- Resists +3% fire Mind.save +5 (+2 eff.) A belt that goes around your waist. |
In off hand | ![]() 1.0 T3 dagger 1H weapon [Rare] Arcane Power 20.0 - 26.0 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +8 acid On Hit.r1 +16 acid +13 fire +16 nature On Hit: * 20% chance to reduce armor by 22% While equipped: dps ---------- Dmg.mod +18% acid +12% nature Res.pen +10% nature ----- def ----- Resists +6% nature Sharp, short and deadly. |
Cloak | ![]() 2.0 T3 cloak armor [Unique] Nature While equipped: Stats +4 Dex +4 Wil +4 Cun dps ---------- Dmg.mod +20% nature Res.pen +20% nature ----- def ----- Defense +20 (+5 eff.) Poison- +50% ---------- misc Masteries +0.20 Cunning/Stealth +0.50 Cunning/Poisons On Mind Hit: 10% Poison Strike 1 Cunning and malice seem to emanate from this cloak. |
Main armor | ![]() 2.0 T4 cloth armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.crit +5% Mind.pwr +12 (+4 eff.) Dmg.mod +30% nature Res.pen +10% nature Melee Ret 35 nature slow ----- def ----- Defense +12 (+3 eff.) Resists +25% nature +13% all Phys.save +15 (+5 eff.) HP.reg +0.20 Heal.mod +15% ---------- misc Masteries +0.30 Wild-gift/Moss This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties. |
Inventory
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Won't Break Stealth 100% Is a nature gift Description: Activate the infusion to heal yourself for 282 life over 5 turns. 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 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Won't Break Stealth 100% Is a nature gift Description: Activate the infusion to heal yourself for 589 life over 5 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Won't Break Stealth 100% Is a nature gift Description: Activate the infusion to heal yourself for 356 life over 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 34% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. 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 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 31% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 30% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 294.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd 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 78 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 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 Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 257 damage for 5 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +5 Con dps ---------- Res.pen +10% mind +25% nature ----- def ----- Resists +9% acid +6% fire +15% cold Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +4 Con ----- def ----- Resists +11% temporal Pinning- +26% Knockbk- +25% Amulets make your neck look great! |
![]() 0.1 T2 ring jewelry [Rare] Arcane While equipped: Stats +2 Str +4 Dex +7 Mag +2 Con dps ---------- Dmg.mod +12% darkness ----- def ----- Resists +24% darkness ---------- misc See.Invis +15 Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Rare] Arcane While equipped: dps ---------- Spell.crit +2% Dmg.mod +18% arcane +12% mind Res.pen +15% blight +25% mind On Hit (Melee): * 20% chance to reduce all saves and defense by 28 ----- def ----- Blind- +34% ---------- misc Vim/s.crit +2.00 Infravis +5 See.Stealth +14 See.Invis +13 Rings make your fingers look great! |
![]() 1.0 T3 dagger 1H weapon [Rare] Master Power 20.5 - 26.7 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +16 light On Crit.r2 +12 physical On Crit: * Wound the target dealing 174 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +8.0% Phys.pwr +8 (+3 eff.) Dmg.mod +6% light Apr +2 ----- def ----- Phys.save +15 (+5 eff.) Die.at -60.00 life ---------- misc Light +3 Sharp, short and deadly. |
![]() 1.0 T2 dagger 1H weapon [Ego+] Nature/Master Power 18.0 - 23.4 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +4 Str +5 Dex +4 Mag +3 Wil +4 Cun +4 Con Sharp, short and deadly. |
![]() 5.0 T5 greatmaul 2H weapon Reqs Str 48 [Random Unique] Arcane/Master Power 68.5 - 102.8 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% On Hit.r1 +4 acid On Hit: 20% Curse of Death 5 On Crit: * Wound the target dealing 174 physical damage across 5 turns and reducing healing by 50% * Splash the target with acid dealing 48 damage over 5 turns and reducing armor and accuracy by 6 While equipped: dps ---------- Phys.crit +14.0% Phys.pwr +20 (+7 eff.) Dmg.mod +9% lightning +3% acid ----- def ----- Resists +18% lightning Massive two-handed mauls. |
![]() 5.0 T3 greatmaul 2H weapon Reqs Str 24 [Rare] Nature Power 40.0 - 60.0 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% Melee+ +17 nature While equipped: Stats +3 Str dps ---------- Res.pen +10% physical Acc +30 (+8 eff.) ----- def ----- Resists +6% physical Phys.save +12 (+4 eff.) Die.at -40.00 life ---------- misc Max.stam +30.00 Massive two-handed mauls. |
![]() 3.0 T4 greatsword 2H weapon Reqs Str 35 [Random Unique] Arcane/Master/Psionic Power 45.5 - 72.8 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% Melee+ +14 blight On Hit: * 28% chance to reduce strength, dexterity, and constitution by 12 * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: Stats +7 Dex dps ---------- Phys.spd +10% Acc +24 (+7 eff.) ----- def ----- Defense +20 (+5 eff.) Resists +6% lightning +1% physical +3% fire HP.reg +4.00 Heal.mod +5% Massive two-handed swords. |
![]() 3.0 T4 greatsword 2H weapon Reqs Str 35 [Ego+] Master/Psionic Power 45.5 - 72.8 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: dps ---------- Acc +13 (+4 eff.) ----- def ----- Defense +13 (+3 eff.) Disarm- +39% Massive two-handed swords. |
![]() 3.0 T4 greatsword 2H weapon Reqs Str 35 [Ego] Nature/Psionic Power 51.0 - 81.6 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% Melee+ +21 darkness +24 nature Against +20% Living Massive two-handed swords. |
![]() 3.0 T4 greatsword 2H weapon Reqs Str 35 [Ego] Disrupt/Master Power 61.0 - 97.6 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% On Hit: * 30 arcane resource burn Massive two-handed swords. |
![]() 3.0 T4 greatsword 2H weapon Reqs Str 35 [Ego++] Master Power 47.5 - 76.0 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% While equipped: Stats +9 Str +6 Dex dps ---------- Phys.spd +10% Dmg.mod +13% physical Acc +31 (+8 eff.) Massive two-handed swords. |
![]() 3.0 T2 greatsword 2H weapon [Rare] Master Power 23.5 - 37.6 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +12 lightning On Hit: * 20% chance to reduce all saves and defense by 28 While equipped: dps ---------- Dmg.mod +9% mind Res.pen +5% mind +13% physical Acc +19 (+5 eff.) Apr +10 On Hit (Melee): * 20% chance to reduce all saves and defense by 28 ----- def ----- Resists +15% mind +6% temporal Massive two-handed swords. |
![]() 3.0 T4 greatsword 2H weapon Reqs Str 35 [Ego++] Master Power 50.0 - 80.0 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Res.pen +13% all +13% physical Acc +34 (+9 eff.) Apr +26 Massive two-handed swords. |
![]() 4.0 T3 longbow 2H weapon Reqs Shoot [Rare] Arcane Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 Ranged+ +20 acid +20 darkness On Hit: * 20% chance to reduce damage dealt by 23% While equipped: dps ---------- Dmg.mod +24% acid +3% mind +9% darkness On Hit (Ranged): * 20% chance to reduce damage dealt by 23% * 20% chance to reduce all saves and defense by 28 Longbows are used to shoot arrows at your foes. |
![]() 4.0 T1 longbow 2H weapon Reqs Shoot [Rare] Nature Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +6 On Hit.r1 +12 lightning While equipped: Stats +10 Dex +4 Mag +14 Wil +13 Con ----- def ----- Resists +6% light Max.HP +45.00 Longbows are used to shoot arrows at your foes. |
![]() 3.0 T4 longsword 1H weapon Reqs Str 35 [Ego++] Nature/Master Power 34.0 - 47.6 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +8 Str +7 Dex +6 Mag +6 Wil +6 Cun +8 Con dps ---------- Phys.crit +8.0% Sharp, long, and deadly. |
![]() 3.0 T3 mace 1H weapon Reqs Str 24 [Rare] Disrupt Power 27.5 - 38.5 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% On Hit: * 13% chance to slow global speed by 55% While equipped: Stats +5 Str dps ---------- Dmg.mod +12% acid +18% light Melee Ret 6 light ---------- misc Light +3 Blunt and deadly. |
![]() 3.0 T3 mace 1H weapon Reqs Str 24 [Rare] Psionic Power 28.5 - 39.9 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: dps ---------- Dmg.mod +12% nature +6% lightning Melee Ret 4 cold ----- def ----- Resists +18% nature Blunt and deadly. |
![]() 3.0 T4 mindstar 1H weapon [Unique] Nature/Disrupt Power 17.0 - 18.7 Nature slow Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +25 Crit +7.0% Atk.spd 100% While equipped: Stats +2 Cun +6 Wil dps ---------- Mind.crit +8% Mind.pwr +12 (+4 eff.) Dmg.mod +18% nature +15% acid ----- def ----- Resists +12% arcane +12% blight Spell.save +15 (+7 eff.) ---------- misc Masteries +0.10 Wild-gift/Slime +0.10 Wild-gift/Ooze Ooze Spit: Level 2.0 Pwr.cost 16 out of 20/20. Range 10 Travel.spd 800% of base Description: Spit slime at your target doing 185.57 nature damage and slowing it down by 30% for 3 turns. The damage will increase with the Dexterity stat This mindstar oozes a thick, caustic liquid. Magic seems to die around it. |
![]() 3.0 T1 mindstar 1H weapon [Unique] Nature Power 7.0 - 7.7 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +15 Crit +7.0% Atk.spd 100% Dmg.conv 30% poison While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) Dmg.mod +10% nature ----- def ----- Resists +10% nature Poison- +50% Spit Poison: Level 2.0 Pwr.cost 7 out of 8/8. Range 10 Travel.spd instantaneous Is a nature gift Description: Spit poison at your target, doing 230.14 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
![]() 3.0 T4 mindstar 1H weapon [Ego+] Nature Power 13.0 - 14.3 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: Stats +3 Str +4 Dex +3 Mag +3 Wil +2 Cun +4 Con dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) Melee+ 10 lightning Dmg.mod +10% lightning Res.pen +9% lightning ----- def ----- Resists +10% lightning Heal.mod +14% Heal/summ +15 ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T4 mindstar 1H weapon [Ego] Nature/Psionic Power 12.5 - 13.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: Stats +2 Cun dps ---------- Mind.crit +4% Crit.mult +8.00% Mind.pwr +8 (+3 eff.) ----- def ----- Max.HP +28.00 HP.reg +0.80 ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T4 mindstar 1H weapon [Ego++] Nature Power 13.5 - 14.9 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: Stats +3 Str +3 Dex +1 Mag +3 Wil +3 Cun +3 Con dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) Melee+ 4 lightning Dmg.mod +5% lightning +6% nature Res.pen +6% lightning +4% nature ----- def ----- Resists +12% lightning +4% nature ---------- 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. |
![]() 3.0 T4 mindstar 1H weapon [Ego+] Nature/Psionic Power 12.0 - 13.2 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) Dmg.mod +5% mind Res.pen +5% mind ----- def ----- Resists +3% mind Dmg.Resnn +7% ---------- misc Psi/ret +1.40 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 T3 mindstar 1H weapon [Rare] Nature/Psionic Power 8.0 - 8.8 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: Stats +6 Cun dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) Melee+ 9 mind 11 darkness Dmg.mod +6% mind +7% darkness ----- def ----- Disease- +20% Confus- +20% Knockbk- +20% ---------- misc Equi/ret +0.04 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. |
![]() 4.0 T2 sling 1H weapon Reqs Shoot [Rare] Nature Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 On Crit.r2 +19 acid +10 nature +8 lightning While equipped: Stats +5 Con dps ---------- Dmg.mod +6% physical Res.pen +13% acid +11% nature Acc +10 (+3 eff.) Apr +9 ----- def ----- Defense +20 (+5 eff.) Phys.save +6 (+2 eff.) ---------- misc Reload +3 Max.stam +30.00 Slings are used to hurl stones or metal shots at your foes. |
![]() 5.0 T3 staff 2H weapon Reqs Mag 24 [Random Unique] Arcane/Master Power 26.0 - 31.2 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +5 Dex +4 Mag dps ---------- Spell.crit +20% Crit.mult +27.00% Spell.pwr +12 (+6 eff.) Dmg.mod +26% temporal ---------- misc Light +2 See.Invis +6 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T2 staff 2H weapon Reqs Mag 16 [Rare] Arcane Power 21.0 - 25.2 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +5 Str +5 Con dps ---------- Spell.crit +2% Crit.mult +20.00% Spell.pwr +9 (+4 eff.) Dmg.mod +21% light Res.pen +10% darkness +10% physical Apr +2 ----- def ----- Armour +4 Defense +25 (+6 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T3 staff 2H weapon Reqs Mag 24 [Ego] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +11% Spell.pwr +12 (+6 eff.) Dmg.mod +25% darkness ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T3 staff 2H weapon Reqs Mag 24 [Rare] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +8 Dex +2 Cun +1 Con dps ---------- Spell.crit +9% Spell.pwr +9 (+4 eff.) Dmg.mod +20% darkness Res.pen +15% acid Melee Ret 8 acid On Hit (Melee): * 20% chance to reduce armor by 22% ----- def ----- Crit.chn- 10.00% Phys.save +11 (+3 eff.) Spell.save +11 (+5 eff.) Mind.save +10 (+4 eff.) ---------- misc Light +3 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T5 steamsaw 1H weapon Reqs Str 48 Steam Pool [Ego] Nature/Disrupt/Steamtech Power 39.5 - 59.2 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +110 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Melee+ 6 acid Melee Ret 12 acid ----- def ----- Armour +6 Defense +10 (+2 eff.) Fatigue +12% Resists +12% arcane ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T4 steamsaw 1H weapon Reqs Str 35 Steam Pool [Ego+] Nature/Psionic/Steamtech Power 34.0 - 51.0 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +4.0% Atk.spd 100% Block +68 Melee+ +6 nature Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +2 Wil ----- def ----- Armour +5 Defense +8 (+2 eff.) Fatigue +10% Resists +14% physical Shield.near.proj +54 Proj.slow +15% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T3 trident 2H weapon Reqs Str 24 [Ego+] Arcane/Master Power 27.0 - 43.2 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +10 Crit +2.5% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 29 damage While equipped: dps ---------- Res.pen +7% all Acc +19 (+5 eff.) Apr +7 A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() 3.0 T3 waraxe 1H weapon Reqs Str 24 [Rare] Nature Power 18.5 - 25.9 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +8 acid +20 cold +13 nature On Hit.r1 +12 fire While equipped: dps ---------- Dmg.mod +9% acid +9% fire ----- def ----- Resists +24% cold One-handed war axes. |
![]() 3.0 T3 waraxe 1H weapon Reqs Str 24 [Ego++] Master Power 19.5 - 27.3 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +8.0% Res.pen +8% physical Acc +15 (+4 eff.) Apr +8 One-handed war axes. |
![]() 1.0 T3 belt armor [Ego] Nature/Master While equipped: ----- def ----- Defense +13 (+3 eff.) Stealth +8 HP.reg +1.50 Heal.mod +15% A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Ego] Nature While equipped: ----- def ----- Resists +7% lightning +7% temporal A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +7% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() 2.0 T3 cloak armor [Rare] Psionic While equipped: Stats +4 Str +7 Wil +6 Con ----- def ----- Defense +2 (+0 eff.) Resists +12% light +9% lightning Mind.save +10 (+4 eff.) Disarm- +20% 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 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% lightning +24% nature Res.pen +25% nature ----- def ----- Defense +3 (+1 eff.) Resists +15% nature +9% fire Max.HP +55.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Ego] Master While equipped: Stats +2 Cun +2 Dex ----- def ----- Defense +10 (+2 eff.) Phys.save +9 (+3 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 T4 cloth armor [Ego+] Nature/Psionic While equipped: Stats +6 Mag +5 Wil ----- def ----- Resists +13% blight +13% all Max.HP +61.00 HP.reg +2.70 Heal.mod +14% ---------- misc Mana/turn +0.18 Psi/turn +0.16 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T4 cloth armor [Ego] Nature/Disrupt While equipped: dps ---------- Dmg.mod +17% fire On Melee Ret: * 6% chance to slow global speed by 55% * 5 arcane resource burn ----- def ----- Resists +13% all +25% fire A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T4 cloth armor [Ego+] Nature/Disrupt While equipped: dps ---------- On Melee Ret: * 6% chance to slow global speed by 55% * 5 arcane resource burn ----- def ----- Resists +14% blight +13% all Max.HP +64.00 HP.reg +1.50 Heal.mod +12% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T4 cloth armor [Ego++] Nature While equipped: Stats +5 Str +5 Mag +5 Wil dps ---------- Dmg.mod +12% lightning +18% physical +9% cold ----- def ----- Resists +16% blight +6% cold +7% lightning +13% all Max.HP +83.00 HP.reg +2.40 Heal.mod +14% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T2 cloth armor [Ego+] Arcane While equipped: dps ---------- Spell.pwr +12 (+6 eff.) Dmg.mod +8% all ----- def ----- Resists +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +5 Str +2 Dex dps ---------- Phys.crit +11.0% Phys.pwr +35 (+12 eff.) Res.pen +10% cold Acc +20 (+6 eff.) Apr +7 ----- def ----- Armour +4 Fatigue +3% Crit.chn- 10.00% Die.at -40.00 life Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T3 feet armor [Ego+] Arcane/Master While equipped: dps ---------- Res.pen +13% darkness +13% temporal ----- def ----- Armour +3 Resists +10% fire +15% temporal +13% darkness +7% cold Def/telep +15 Res/telep +12% Dur/telep +10% A pair of boots made of leather. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Ego+] Nature/Master While equipped: ----- def ----- Armour +4 Fatigue +3% HP.reg +3.00 Heal.mod +16% ---------- misc Stam/turn +0.50 Max.stam +18.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T3 feet armor [Ego+] Arcane While equipped: ----- def ----- Armour +3 Silence- +27% Confus- +27% Stun/Frz- +28% A pair of boots made of leather. |
![]() 1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Unarmed combat: Power 7.0 - 7.7 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +4.0% Atk.spd 100% On Hit: 35% Slime Spit 1 These gloves are coated with a thick, green liquid. |
![]() 1.0 T4 hands armor [Ego+] Psionic While equipped: Stats +3 Cun dps ---------- Acc +9 (+3 eff.) ----- def ----- Armour +3 Resists +10% darkness ---------- misc Infravis +2 Unarmed combat: Power 28.0 - 30.8 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Acc +5 Apr +5 Crit +14.0% Atk.spd 100% Melee+ +9 darkness On Crit: 10% Dominate 5 Track: Puts all charms on 12 cooldown Level 3.0 Pwr.cost 12 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 25 for 6 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T2 hands armor [Rare] Master While equipped: Stats +4 Str +3 Cun +2 Wil dps ---------- Crit.mult +5.00% Phys.pwr +7 (+3 eff.) ----- def ----- Armour +6 Resists +7% physical Crit.chn- 15.00% Unarmed combat: Power 21.0 - 23.1 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +5 Con dps ---------- Crit.mult +20.00% Phasing +30% ----- def ----- Armour +4 Fatigue +4% Spell.save +9 (+4 eff.) ---------- misc Vim/s.crit +2.00 Max.vim +10.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T3 head armor [Rare] Psionic While equipped: Stats +8 Mag +4 Wil +5 Cun +4 Con dps ---------- Dmg.mod +6% cold ----- def ----- Defense +2 (+0 eff.) Mind.save +7 (+3 eff.) ---------- misc See.Invis +6 A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +37% lightning +9% darkness Res.pen +10% darkness Melee Ret 4 lightning ----- def ----- Defense +2 (+0 eff.) Resists +40% lightning +6% fire A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Rare] Arcane While equipped: Stats +2 Cun dps ---------- Dmg.mod +32% temporal +6% light +9% physical +15% mind +9% darkness Res.pen +10% mind Melee Ret 8 mind 8 temporal ----- def ----- Defense +2 (+0 eff.) Resists +9% blight A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Ego] Disrupt/Master While equipped: Stats +4 Con ----- def ----- Armour +3 Fatigue +3% Resists +8% nature +8% blight A cap made of leather. |
![]() 2.0 T3 head armor [Ego++] Master While equipped: Stats +7 Str +7 Dex ----- def ----- Armour +9 Defense +5 (+1 eff.) Fatigue +3% Resists +3% all Phys.save +7 (+2 eff.) Skullcracker: Puts all charms on 16 cooldown Level 3.0 Pwr.cost 16 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 72.3 Physical damage. If the attack hits, the target is confused (42% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
![]() 2.0 T3 head armor [Ego] Nature While equipped: dps ---------- Dmg.mod +10% acid ----- def ----- Defense +2 (+0 eff.) Resists +7% lightning +7% temporal +15% acid A pointy cloth hat, very wizardly... |
![]() 14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Rare] Master While equipped: Stats +4 Dex +7 Wil dps ---------- Res.pen +15% lightning ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +7% physical Crit.chn- 5.00% Phys.save +15 (+5 eff.) ---------- misc Light +3 Infravis +3 A suit of armour made of mail. |
![]() 14.0 T2 heavy armor Reqs Heavy armour training Str 20 [Ego+] Master/Psionic While equipped: Stats +4 Cun +5 Wil ----- def ----- Armour +6 Defense +2 (+0 eff.) Fatigue +12% Resists +19% cold Mind.save +11 (+4 eff.) A suit of armour made of mail. |
![]() 14.0 T4 heavy armor Reqs Heavy armour training Str 38 [Ego+] Nature/Psionic While equipped: Stats +5 Wil ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +12% Resists +10% blight +19% darkness +6% mind Mind.save +11 (+4 eff.) ---------- misc Light +1 A suit of armour made of mail. |
![]() 14.0 T4 heavy armor Reqs Heavy armour training Str 38 [Ego+] Master While equipped: Stats +6 Str ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +12% Resists +14% darkness +11% physical ---------- misc Light +2 Track: Puts all charms on 24 cooldown Level 3.0 Pwr.cost 24 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 25 for 6 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
![]() 17.0 T2 massive armor Reqs Massive armour training Str 28 [Rare] Master While equipped: ----- def ----- Armour +9 Fatigue +22% Resists +19% lightning +15% blight +6% cold +20% nature +21% acid A suit of armour made of metal plates. |
![]() 17.0 T3 massive armor Reqs Massive armour training Str 35 [Ego+] Nature/Disrupt While equipped: ----- def ----- Armour +11 Fatigue +22% Resists +13% nature +13% blight D.Red.from +7% Unnatural HP.reg +3.80 ---------- misc Stam/turn +1.20 A suit of armour made of metal plates. |
![]() 17.0 T2 massive armor Reqs Massive armour training Str 28 [Rare] Psionic While equipped: Stats +7 Cun +3 Wil dps ---------- Mind.pwr +30 (+10 eff.) Melee Ret 4 arcane ----- def ----- Armour +14 Defense +8 (+2 eff.) Fatigue +22% Resists +5% arcane Mind.save +13 (+5 eff.) ---------- misc Max.psi +30.00 A suit of armour made of metal plates. |
![]() 3.0 T2 arrow ammo [Rare] Arcane Power 21.0 - 29.4 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.5% Capacity 19 Ranged+ +17 cold +20 arcane On Hit.r1 +8 darkness +12 acid On Crit.r2 +8 darkness +20 acid On Hit: * 20% chance to reduce damage dealt by 23% 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 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T3 digger tool [Rare] Master While equipped: Stats +6 Str +2 Con dps ---------- Phys.crit +1.0% Phys.pwr +10 (+4 eff.) Apr +6 On Hit (Melee): * 20% chance to reduce damage dealt by 23% ----- def ----- Max.HP +27.00 ---------- misc Max.stam +20.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature ----- def ----- Armour +4 Resists +3% lightning +14% nature +3% light Stun/Frz- +20% Knockbk- +10% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 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. |
![]() 2.0 T1 lite [Rare] Disrupt While equipped: dps ---------- Dmg.mod +6% lightning Melee Ret 2 cold On Hit (Melee): * 20% chance to slow global speed by 55% ----- def ----- Resists +12% blight +3% temporal +5% arcane +3% all Spell.save +10 (+5 eff.) ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(92 power, based on Willpower). Uses 8 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 1.0 T3 lite [Ego+] Nature/Psionic While equipped: Stats +10 Wil dps ---------- Phys.crit +4.0% Crit.mult +12.00% Phys.pwr +7 (+3 eff.) Dmg.mod +7% mind ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 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. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 162 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 T3 shot ammo [Ego+] Arcane/Psionic Power 31.5 - 37.8 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 19 Ranged+ +14 darkness +12 light Against +11% Living +7% Undead Shots are used with slings to pummel your foes to death. |
![]() 2.0 T2 tool misc [Unique] While equipped: Stats +8 Cun dps ---------- Dmg.mod +15% lightning ----- def ----- Resists +15% lightning Phys.save +18 (+6 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
![]() 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 T3 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +18% blight Res.pen +10% blight +15% mind On Hit (Melee): * 20% chance to reduce all saves and defense by 28 * 20% chance to reduce strength, dexterity, and constitution by 12 * 20% chance to reduce armor by 22% Create a radius 3 storm for 5 turns. Each turn, creatures within take 55 lightning damage and will be dazed for 1 turn (278 total damage) Puts all charms on 12 cooldown 100% to increase all damage penetration by 19% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 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 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 Derpy the Cornac Rogue level 32
3rd Mirth 123rd year of Ascendancy at 13:33 see stats
By Derpy the Cornac Rogue level 30
26th Regrowth 123rd year of Ascendancy at 13:00 see stats
By Derpy the Cornac Rogue level 18
15th Haze 122nd year of Ascendancy at 00:27 see stats
By Derpy the Cornac Rogue level 33
11st Dusk 123rd year of Ascendancy at 09:45 see stats
By Derpy the Cornac Rogue level 22
38th Haze 122nd year of Ascendancy at 04:27 see stats
By Derpy the Cornac Rogue level 34
35th Dusk 123rd year of Ascendancy at 06:08 see stats
By Derpy the Cornac Rogue level 35
51st Dusk 123rd year of Ascendancy at 07:42 see stats
By Derpy the Cornac Rogue level 10
2nd Mirth 122nd year of Ascendancy at 23:26 see stats
By Derpy the Cornac Rogue level 20
27th Haze 122nd year of Ascendancy at 03:55 see stats
By Derpy the Cornac Rogue level 30
26th Regrowth 123rd year of Ascendancy at 02:10 see stats
By Derpy the Cornac Rogue level 30
36th Regrowth 123rd year of Ascendancy at 11:13 see stats
By Derpy the Cornac Rogue level 34
48th Dusk 123rd year of Ascendancy at 04:46 see stats
By Derpy the Cornac Rogue level 26
6th Allure 123rd year of Ascendancy at 20:58 see stats
By Derpy the Cornac Rogue level 7
78th Pyre 122nd year of Ascendancy at 15:04 see stats
By Derpy the Cornac Rogue level 30
54th Pyre 123rd year of Ascendancy at 08:51 see stats
By Derpy the Cornac Rogue level 13
12nd Dusk 122nd year of Ascendancy at 17:57 see stats
By Derpy the Cornac Rogue level 25
54th Haze 122nd year of Ascendancy at 06:43 see stats
By Derpy the Cornac Rogue level 22
37th Haze 122nd year of Ascendancy at 17:49 see stats
By Derpy the Cornac Rogue level 17
48th Dusk 122nd year of Ascendancy at 09:57 see stats
By Derpy the Cornac Rogue level 31
63rd Pyre 123rd year of Ascendancy at 02:10 see stats
Log
Aeryssra the orc necromancer is free from the ice.
Aeryssra the orc necromancer briefly catches sight of you!
Aeryssra the orc necromancer is no longer poisoned.
Aeryssra the orc necromancer receives 453 healing from Pride of the Orcs.
Aeryssra the orc necromancer summons a 3-headed hydra!
Orc berserker uses Infusion: Heroism.
Rimebark briefly catches sight of you!
Deadly Poison from Derpy hits Orc berserker for 83 nature damage.
Aeryssra the orc necromancer hits Derpy for 82 cold damage.
Orc berserker uses Pride of the Orcs.
Orc berserker is no longer poisoned.
Orc berserker receives 240 healing from Pride of the Orcs.
3-headed hydra breathes lightning!
Derpy reacts to damage from 3-headed hydra, mitigating the blow!.
3-headed hydra hits Derpy for (114 reacted , -5 stam), 224 lightning (224 total damage).
Rimebark briefly catches sight of you!
Aeryssra the orc necromancer casts Black Ice.
Derpy reacts to damage from Aeryssra the orc necromancer, mitigating the blow!.
Aeryssra the orc necromancer hits Derpy for (111 reacted , -5 stam), 217 cold (217 total damage).
Aeryssra the orc necromancer hits Derpy for 103 cold damage.
Talent Venomous Throw is ready to use.
Talent Venomous Strike is ready to use.
Rimebark is free from the ice.
Rimebark uses Winter's Fury.
Rimebark's ice area effect hits 3-headed hydra for 200 cold damage.
Rimebark's ice area effect hits Aeryssra the orc necromancer for (121 absorbed), 61 cold (61 total damage).
3-headed hydra breathes acid!
Derpy reacts to damage from 3-headed hydra, mitigating the blow!.
3-headed hydra hits Derpy for (177 reacted , -5 stam), 346 acid (346 total damage).
Derpy the level 36 cornac rogue was corroded to death by a 3-headed hydra on level 1 of Ruined Dungeon.