Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
Addons | Race: Doomling 1.7.0This addon requires the Ashes of Urh'Rok DLC to function. Adds the race of Doomlings, demon-corrupted halflings, wielding destructive corrupted versions of the original halfling talents. Doomlings begin in the Searing Halls, and thus can get kidnapped by demons at high level. Racial Abilities
Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Juggernaut Evolution for Bulwark 1.6.7Adds a new class evolution for Bulwark, the Juggernaut. As a Juggernaut, the Bulwark gains the ability to equip shields in the off hand and main hand simultaneously and Weapons Mastery will apply to shields. While equipped with two shields: - You may use Rush while sustaining Last Stand. QuickTome QoL Changes 1.7.0Changes to make ToME faster to play without providing gameplay advantages. You may freely modify and redistribute this addon and its contents, except where otherwise indicated in the Credits section below. Weight: 216890 Full list of effects- After generating the world map, using zone exits or recalling allows you to teleport to most reachable zones, instead of having to walk through the world map. Recalling can still drag doomelves/doombringers/demonologists to the Anteroom of Agony, and the teleportation won't let you bypass Crypt of Kryl'Feijan, Godfeaster, or the Dreadfell ambush. - Maj'Eyal characters start with the Orb of Communication, which can be used to contact the alchemists, Elder of Last Hope, Protector Myssil, and Zemekkys when appropriate. - Achievement pop-ups and announcing your own achievements in chat can be disabled in the game UI and Online options, respectively. - Added an easily toggleable "digging mode" that automatically uses your Dig talent when you move into a diggable wall with no hostiles in sight. CreditsThe icon used for Toggle Digging Mode is licensed under CC-BY 3.0: https://game-icons.net/1x1/delapouite/war-pick.html Changelog1.1.0- This version is not compatible with savegames from previous versions! 1.0.16- Fixed Drem being able to teleport to Dwarf starting zones 1.0.15- Updated for qt-zone-overhaul version 1.0.32 1.0.14- Updated for qt-zone-overhaul version 1.0.27 1.0.13- Updated for qt-zone-overhaul version 1.0.22 1.0.12- Updated for qt-zone-overhaul version 1.0.18 1.0.11- Updated for ToME4 version 1.4.8 1.0.10- Greatly improve worldmap position handling: zone entrance positions are now auto-detected instead of enumerated, multiple onLevelLoads are no longer added 1.0.9- Fix Murgol Lair exit position 1.0.8- Fix regression in tier 1 zone teleports for non-Zone Overhaul games 1.0.7- Don't try to teleport when exiting damp/intimidating caves, Rat Lich crypt, etc. via the stairs 1.0.6- Allowed teleporting via zone exits, not just the Rod 1.0.5- Updated for qt-zone-overhaul 1.0.13 1.0.4- Fix typo that caused Briagh's Lair to be accessible when it shouldn't 1.0.3- Updated for qt-zone-overhaul 1.0.11 1.0.2- Fixed serialization bug that could leave player with nil wilderness position (requiring save editing to continue) if they teleported with the rod of recall, then saved and reloaded the game, then visited the worldmap without teleporting anywhere else. 1.0.1- Updated for qt-zone-overhaul 1.0.4 1.0.0- Initial release Egress Artifact Codes 1.5.10Forbidden Cults tweak that adds lore drops containing the random artifact codes that exist for the Occult Egress. This doesn't give you any more artifacts than you would normally get, but makes them easier to find. Ashes of Urh'Rok 1.7.0Official 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:
Lumberjack on the Map 1.7.0Places the Cursed Village event on the map as a lumberjack NPC rather than an undetectable encounter. A companion piece to Melinda on the Map and Merchant on the Map; they can be used together or separately. Select First Escort 1.7.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it Embers of Rage 1.7.0Official 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:
ZOmnibus Addon Pack 1.7.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Stalker Evolution for Rogue 1.6.7Adds Stalker as a new class evolution prodigy for Rogue. While wearing no heavy armor (including helms, boots and gloves) and wielding no weapons: Actually Useful Artifact Steamguns 1.3.0Increase the range of artifact steamguns to at least the range of an ordinary steamgun of the same tier. Frequently Asked Questions: Visible Cloud Caller 1.7.0Adds a display effect to Cloud Caller's storm effect, similar to the Thunderstorm spell. Items Vault 1.7.0Donators/Buyers bonus! Barbarian Evolution for Berserker 1.6.7Adds a new class evolution for Berserker, the Barbarian. As a Barbarian, the Berserker loses the ability to equip body armor, but gains the ability to wield a two-handed weapon in their off-hand. Additionally, they will unlock Technique/Duelist and Technique/Dual Weapons at 1.0 mastery. Finally, each turn the Barbian attacks a foe, they will automatically eneter a blocking stance to deflect damage with their weapons, potentially setting up deadly counter-strikes. Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Steel Monk Evolution for Brawler 1.7.0Adds a new class evolution for Brawler, the Steel Monk. As a Steel Monk, the Brawler can wield a weapon in their hands while still making unarmed attacks. While wielding a weapon, they can gain Greatest Weapon Focus, causing them to follow up their unarmed attacks with weapon attacks and parrying the attacks of their enemies. Taking this prodigy will refund any points in Weapon Mastery, then grant you Weapon Mastery based on your Unarmed Mastery. Recaiden's Undead Racepack 1.7.0This is a compilation of my undead race addons. This will always be the most up-to-date version. Mummy Wight And adds a new prodigy for any undead: Dreadmaster Chinese translation by gooder1029 Possessor Bonus Class 1.7.0Donators/Buyers bonus! Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Worm that Walks as Fast as You 1.7.0Adds a fortress action that allows you to spend some fortress energy to enhance your worm that walks to match your speed. QuickTome QoL Changes mod. Grouping 1.7.2This addon requires QuickTome QoL Changes installed. This addon group the destinations for Improved Rod of Recall to make it easier to find the destination. Grouped: Maj'Eyal Main Dungeons are Main Dungeons are sorted by tier. Other Zones are sorted by name. Also add some destinations. P.S. minmay Weight: 216891(QuickTome QoL Changes' value + 1) Overload: Zilquish Race 1.7.0Adds the Zilquish race, an artificial lifeform created by necromancers based on the accidental birth of the first skeletal ooze. They're tough, and can use natural talents. Comes with one secret unlockable feature, and one less secret unlockable feature! They will be added to the racepack on its next update, but for now here they are alone. This addon is now DEPRECATED and might cause bugs. Instead, please use the Inferno Race Pack! Automatic Talent Gambits 1.7.1Allows customization of automatic talent usage in the style of FF XII gambits. Version 1.4.0 includes the following fixes and improvements: Necro NegLife+ 1.7.2Makes a couple of tweaks to Necromancer to make it less prone to accumulating disproportionate amounts of positive life, thus helping its 0-life threshold gimmicks retain relevance: Blurred Mortality now converts half of your maximum life bonus from Constitution to negative death threshold, retroactively. This is a relatively minor change, but it will at least stop Constitution from giving a greater proportion of positive life to negative life per point at high levels. Lichform will convert half of the maximum life you gain from levelling up after transforming to negative death threshold (non-retroactively). Instead of drastically increasing the proportion of positive life to negative life to the point where the latter is practically dwarfed and never encountered outside of extreme situations, Lichform will now cause you to break perfectly even, and in most cases will in fact slow the rate at which you gain positive life. (Credit to GlassGo on the forums for suggesting this behaviour!) These tweaks will likely cause some level of disruption to Necromancer's power balancing, so any feedback given on the forums towards further polishing would be appreciated. Enjoy! Talents in Tooltips 1.7.0Optionally modifies the tooltip description of objects that grant talents when worn or carried to include descriptions of the conferred talents. Forbidden Cults 1.7.0Official 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 | Nightmare Adventure |
Sex | Male |
Race | Skeleton |
Class | Adventurer |
Level / Exp | 32 / 1% |
Size | medium |
Lifes / Deaths | Killed by Islasemina the dreaming horror at level 17 on the 39th Dusk 122nd year of Ascendancy at 07:56 0 / 7Killed by corrupted yellow ooze at level 17 on the 43rd Dusk 122nd year of Ascendancy at 23:37 Killed by corrupted yellow ooze at level 17 on the 44th Dusk 122nd year of Ascendancy at 02:06 Killed by Grand Corruptor at level 22 on the 63rd Haze 122nd year of Ascendancy at 10:19 Killed by Grand Corruptor at level 22 on the 63rd Haze 122nd year of Ascendancy at 13:13 Killed by Lord of Skulls (warrior) at level 25 on the 79th Haze 122nd year of Ascendancy at 13:03 Killed by orc high pyromancer at level 32 on the 22nd Regrowth 123rd year of Ascendancy at 07:33 |
Primary Stats
Strength | 59 (base 12) |
Dexterity | 47 (base 14) |
Constitution | 32 (base 12) |
Magic | 63 (base 58) |
Willpower | 20 (base 12) |
Cunning | 77 (base 60) |
Resources
Life | -202/828 |
Mana | 132/336 |
Stamina | 60/218 |
Vim | 178/224 |
Healing Factor | 1.2724420161895 |
Regeneration | 0.31811050404737 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Offense: Barehand
Damage | 79 |
Accuracy | 54 |
Crit Chance | 37% |
APR | 39 |
Speed | 0.80 |
Offense: Spell
Spellpower | 47 |
Crit Chance | 23% |
Speed | 1 |
Offense: Mind
Mindpower | 34 |
Crit Chance | 23% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +24% |
Light | +10% |
Cold | +10% |
Darkness | +3% |
Physical | +11% |
Fire | +10% |
All | 0% |
Offense: Damage Penetration
Physical | +11% |
Defense: Base
Armour (hardiness) | 37 (35.65183292883%) |
Defense | 46 |
Ranged Defense | 46 |
Fatigue | 0 |
Physical Save | 42 |
Spell Save | 24 |
Mental Save | 28 |
Defense: Resistances
Lightning | + 40%( 70%) |
Light | + 30%( 70%) |
Darkness | + 3%( 70%) |
Physical | + 8%( 70%) |
Cold | + 12%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Silence Resistance | 20% |
Bleed Resistance | 100% |
Knockback Resistance | 100% |
Fear Resistance | 100% |
Stun Resistance | 22% |
Poison Resistance | 100% |
Blind Resistance | 20% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 415 damage for 5 turns. Its effects scale with your Magic 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 105 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. |
Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 97 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. |
Class Talents
Cunning / Tactical | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Technique / Pugilism | 1.00 |
| 1/5 |
| 3/5 |
| 5/5 |
| 1/5 |
Technique / Magical combat | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Earth | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Spell / Stone | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
Undead / Skeleton | 1.10 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Unarmed training | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Corruption / Vile life | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Aegis | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Mobility | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 3/5 |
Corruption / Hexes | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs and left for dead. They asked about the staff and stole it from you. Go at once to Last Hope to report those events! | 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 grave | active |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | completed |
You successfully escorted the injured seer to the recall portal on level 2 of Dreadfell. Escort: injured seer (level 2 of Dreadfell)As a reward you improved talent Arcane Eye (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved talent Vision (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Dreadfell. Escort: lone alchemist (level 3 of Dreadfell)As a reward you improved talent Stone Touch (+1 level(s)). | 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 failed to protect the lone alchemist from death by skeleton warrior. Escort: lone alchemist (level 5 of Dreadfell) | failed |
You successfully escorted the lost tinker to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost tinker (level 2 of Ruins of Kor'Pul)As a reward you gained knowledge of tinker technology. | done |
You failed to protect the temporal explorer from death by devourer. Escort: temporal explorer (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You failed to protect the temporal explorer from death by Polubrenor the black bear. Escort: temporal explorer (level 7 of Dreadfell) | failed |
You failed to protect the worried loremaster from death by Zubawyn the orc warrior. Escort: worried loremaster (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
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. | 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 |
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 shadow has asked that you come back as soon as possible. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 51. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsMarus of Elvala has completed an elixir of mastery without your aid. 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 giant spider spinneret. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed warg claw. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
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 within5 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
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 Maj'Eyal for you. There and back again* Find a Blood-Runed Athame. * Find a Resonating Diamond. | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided 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 | Salyvea the Tundraobsidian (0 def, 4 armour) Salyvea the Tundraobsidian (0 def, 4 armour)3.0 Encumbrance T3 feet armor [Rare] Master While equipped: defense ------ Armor +4 Fatigue -4% Resistance +12% cold Crit Resistance 10.00% Physical save +8 (+3 eff.) Unlife -80.00 life Life +40.00 Blind Resist +20% other ------- Encumbrance +24 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
On hands | brawler's drakeskin leather gloves of archery (0 def, 3 armour) brawler's drakeskin leather gloves of archery (0 def, 3 armour)1.0 Encumbrance T4 hands armor [Ego++] Master While equipped: Stats +4 Str +7 Dex +9 Cun offense ------ Accuracy +9 (+3 eff.) Ignore Armor +12 defense ------ Armor +3 Physical save +9 (+3 eff.) other ------- Cooldown Double Strike -1 Unarmed combat: Weapon Damage 132% Range: 1.0x-1.1x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +16 Ignore Armor +13 Critical Rate +15.0% Attack Speed 125% On Hit: 10% Set Up 5 On Hit: 15% Perfect Strike 5 Set Up Effective talent level: 5.0 Use mode: Activated Stamina cost: 12 Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Combat (80% of a turn) Description: Increases Defense by 33 for 7 turns. When you avoid a melee blow, you set the target up, increasing the chance of you landing a critical strike on them by 20% and reducing their saving throws by 20. The effects will scale with your Cunning. Perfect Strike Effective talent level: 5.0 Use mode: Activated Stamina cost: 25 Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Description: You have learned to focus your blows to hit your target, granting +100 accuracy and allowing you to attack creatures you cannot see without penalty for the next 6 turns. Steady Shot: Puts all charms on 20 cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 3 Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
On head | Blackwrack the rough leather hat (0 def, 3 armour) Blackwrack the rough leather hat (0 def, 3 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Str +2 Con offense ------ Physical Power +3 (+0 eff.) Damage +3% darkness Ignore resists +5% physical Accuracy +20 (+6 eff.) Ignore Armor +4 defense ------ Armor +3 Fatigue +1% Resistance +3% darkness A hat made of leather. Very stylish. |
Tool | Prox's Lucky Halfling Foot Prox's Lucky Halfling Foot2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+1 eff.) other ------- Disarm Traps +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn (cooling down: 5 turns) A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
On fingers | gold Prothotipe's Prismatic Eye ring gold Prothotipe's Prismatic Eye ring0.1 Encumbrance T3 ring jewelry [Random Unique] Nature/Master While equipped: Stats +11 Str +5 Mag +11 Con offense ------ Physical Power +10 (+2 eff.) Damage +24% lightning +10% fire +10% cold On-Hit (Melee): * 20% chance to reduce damage dealt by 19% defense ------ Armor +10 Defense +10 (+3 eff.) Resistance +28% lightning +3% physical other ------- Equi when Hit +0.12 Psi when Hit +0.08 Max hate +4.00 Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Effective talent level: 2.4 Use mode: Activated Mana cost: 10 Range: 7 Cooldown: 3 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Your golem fires a beam from his eyes, doing 178.46 fire damage, 178.46 cold damage or 201.17 lightning damage. The beam will always be the maximun range it can be and will not harm friendly creatures. The damage will increase with your golem's Spellpower. Rings make your fingers look great! |
On fingers | Inertial Twine Inertial Twine0.1 Encumbrance T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil offense ------ Damage +5% physical defense ------ Armor +5 Resistance +5% physical Physical save +12 (+4 eff.) Knockbk Resist +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
Around neck | Hettorab Hettorab0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: defense ------ Resistance +12% lightning Crit Resistance 5.00% Physical save +6 (+2 eff.) Mind save +3 (+2 eff.) Silence Resist +20% Stun Resist +22% Amulets make your neck look great! |
Main armor | The Untouchable (14 def, 12 armour) The Untouchable (14 def, 12 armour)9.0 Encumbrance T3 light armor [Unique] Arcane While equipped: Stats +8 Cun offense ------ Ignore Armor +10 defense ------ Armor +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. |
Light source | Summertide Phial Summertide Phial1.0 Encumbrance lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- 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.(69 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Cloak | Cloak of Deception Cloak of Deception1.0 Encumbrance cloak armor [Plot Item] Arcane While equipped: offense ------ Physical Power +5 (+1 eff.) Spellpower +5 (+2 eff.) Mindpower +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Around waist | ravager's rough leather belt of resilience ravager's rough leather belt of resilience1.0 Encumbrance T1 belt armor [Ego+] Nature/Master While equipped: offense ------ Damage +6% physical Ignore resists +6% physical defense ------ Life +33.00 A belt that goes around your waist. |
Inventory
medical injector implant (efficiency 107% / cooldown 52%) medical injector implant (efficiency 107% / cooldown 52%)0.1 Encumbrance T1 implant scroll [Normal] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 107% efficiency and cooldown mod of 52%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the psychic (efficiency 94% / cooldown 53%) medical injector implant of the psychic (efficiency 94% / cooldown 53%)0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 94% efficiency and cooldown mod of 53%. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the psychic (efficiency 94% / cooldown 68%) medical injector implant of the psychic (efficiency 94% / cooldown 68%)0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 94% efficiency and cooldown mod of 68%. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
Rune of Dissipation ( ) Rune of Dissipation ( )0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Range 10 Cooldown: 20 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune (threshold 30; blocks 3; dur 4; cd 14) stormshield rune (threshold 30; blocks 3; dur 4; cd 14)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 30 up to 3 times. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune of the sneak (threshold 30; blocks 4; dur 4; cd 15) stormshield rune of the sneak (threshold 30; blocks 4; dur 4; cd 15)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 30 up to 4 times. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
2 schematic: Acid Groove 2 schematic: Acid Groove0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Air Recycler schematic: Air Recycler0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Alchemist's Helper 4 schematic: Alchemist's Helper0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Antimagic Shell schematic: Antimagic Shell0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Armour Reinforcement 4 schematic: Armour Reinforcement0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Back Support schematic: Back Support0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Black Light Emitter schematic: Black Light Emitter0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Corrosive Shell 2 schematic: Corrosive Shell0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Crystal Plating schematic: Crystal Plating0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Explosive Shell schematic: Explosive Shell0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Fatal Attractor 2 schematic: Fatal Attractor0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Fiery Salve 2 schematic: Fiery Salve0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Fireproof Coating 5 schematic: Fireproof Coating0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Flare Shell 2 schematic: Flare Shell0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Flash Powder 2 schematic: Flash Powder0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Frost Salve 2 schematic: Frost Salve0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Fungal Web 2 schematic: Fungal Web0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Hand Cannon schematic: Hand Cannon0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Headlamp schematic: Headlamp0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Healing Salve 4 schematic: Healing Salve0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Iron Grip 2 schematic: Iron Grip0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Itching Powder 2 schematic: Itching Powder0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Kinetic Stabiliser 3 schematic: Kinetic Stabiliser0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Magnetic Shell schematic: Magnetic Shell0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Mana Coil schematic: Mana Coil0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Mental Stimulator 2 schematic: Mental Stimulator0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Moss Tread schematic: Moss Tread0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Pain Suppressor Salve schematic: Pain Suppressor Salve0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Poison Groove 3 schematic: Poison Groove0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Power Distributor 2 schematic: Power Distributor0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Razor Edge 2 schematic: Razor Edge0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rustproof Coating schematic: Rustproof Coating0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Saw Projector 4 schematic: Saw Projector0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Saw Shell 2 schematic: Saw Shell0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Second Skin 3 schematic: Second Skin0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Shocking Touch 2 schematic: Shocking Touch0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Silver Filigree schematic: Silver Filigree0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Spring Grapple schematic: Spring Grapple0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Steamgun 2 schematic: Steamgun0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Steamsaw 3 schematic: Steamsaw0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Thunder Grenade schematic: Thunder Grenade0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Thunderclap Coating schematic: Thunderclap Coating0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Voltaic Sentry schematic: Voltaic Sentry0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Voltaic Shell 3 schematic: Voltaic Shell0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Waterproof Coating 5 schematic: Waterproof Coating0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: White Light Emitter schematic: White Light Emitter0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Winterchill Edge schematic: Winterchill Edge0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.1 Encumbrance scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
The Black Core The Black Core0.1 Encumbrance T2 amulet jewelry [Unique] Arcane While equipped: offense ------ Spellpower +5 (+2 eff.) defense ------ Resistance +15% darkness Unlife -100.00 life Blind Resist +100% other ------- Infravision +6 Masteries +0.20 Corruption/Black-magic Shadow Power +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
Arcspire =+8cun= Arcspire =+8cun=0.1 Encumbrance T3 amulet jewelry [Rare] Nature While equipped: Stats +8 Cun offense ------ Mind Crit +2% Damage +12% lightning +9% mind +6% darkness Ignore resists +10% lightning Amulets make your neck look great! |
clarifying gold amulet of strength (+4) clarifying gold amulet of strength (+4)0.1 Encumbrance T3 amulet jewelry [Ego] Nature While equipped: Stats +4 Str defense ------ Resistance +13% mind Confus Resist +35% Amulets make your neck look great! |
stabilizing gold amulet of constitution (+5) stabilizing gold amulet of constitution (+5)0.1 Encumbrance T3 amulet jewelry [Ego] Nature While equipped: Stats +5 Con defense ------ Resistance +10% temporal Pinning Resist +27% Knockbk Resist +31% Amulets make your neck look great! |
Layona the Sleetravage Layona the Sleetravage0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: Stats +1 Dex offense ------ Damage +6% cold +9% mind +11% fire defense ------ Resistance +22% fire other ------- Max hate +6.00 Rings make your fingers look great! |
copper ring of clarity copper ring of clarity0.1 Encumbrance T1 ring jewelry [Ego] Psionic While equipped: defense ------ Mind save +5 (+3 eff.) Confus Resist +20% Rings make your fingers look great! |
psionicist's copper ring of nature (+20%) psionicist's copper ring of nature (+20%)0.1 Encumbrance T1 ring jewelry [Ego] Nature/Psionic While equipped: Stats +2 Wil offense ------ Damage +10% nature defense ------ Resistance +20% nature Mind save +4 (+2 eff.) Rings make your fingers look great! |
rogue's copper ring of time (+11%) =+3cun= rogue's copper ring of time (+11%) =+3cun=0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Cun offense ------ Damage +11% temporal defense ------ Defense +6 (+2 eff.) Resistance +11% temporal Rings make your fingers look great! |
titan's copper ring titan's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: Stats +2 Con defense ------ Physical save +4 (+1 eff.) Rings make your fingers look great! |
Nightsong Nightsong0.1 Encumbrance T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun offense ------ Damage +10% darkness defense ------ Defense +6 (+2 eff.) Fatigue -7% Mind save +13 (+7 eff.) other ------- Max stamina +25.00 Cooldown Shadowstep -1 Shadowstep: Effective talent level: 2.0 Power cost 50 out of 50/50. Range 7 Cooldown: 6 Travel.spd instantaneous Is: a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Porumina the steel ring Porumina the steel ring0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: Stats +2 Dex offense ------ Physical Power +30 (+7 eff.) Accuracy +30 (+9 eff.) When Hit 4 mind defense ------ Physical save +10 (+3 eff.) Spell save +9 (+5 eff.) Mind save +10 (+5 eff.) Unlife -80.00 life Rings make your fingers look great! |
Emeliratha the gold ring Emeliratha the gold ring0.1 Encumbrance T3 ring jewelry [Random Unique] Nature/Master While equipped: Stats +4 Wil +3 Con offense ------ Spellpower +5 (+2 eff.) Damage +12% lightning defense ------ Resistance +8% blight +5% nature +24% lightning Spell save +16 (+8 eff.) Poison Resist +13% Disease Resist +15% Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- Mana-on-crit +2.00 Vim-on-crit +2.00 Max mana +20.00 Max stamina +15.00 Rings make your fingers look great! |
mule's gold ring of tenacity mule's gold ring of tenacity0.1 Encumbrance T3 ring jewelry [Ego] Master While equipped: defense ------ Fatigue -6% Life +26.00 Disarm Resist +30% Pinning Resist +27% Knockbk Resist +31% other ------- Encumbrance +24 Rings make your fingers look great! |
rogue's gold ring rogue's gold ring0.1 Encumbrance T3 ring jewelry [Ego] Master While equipped: Stats +3 Cun defense ------ Defense +6 (+2 eff.) Rings make your fingers look great! |
sneakthief's gold ring of the mountain (+13%) sneakthief's gold ring of the mountain (+13%)0.1 Encumbrance T3 ring jewelry [Ego+] Nature/Master While equipped: Stats +6 Cun +6 Dex offense ------ Damage +13% physical Accuracy +6 (+2 eff.) defense ------ Resistance +13% physical Rings make your fingers look great! |
Chyfang Chyfang0.1 Encumbrance T4 ring jewelry [Rare] Psionic While equipped: Stats +5 Cun offense ------ On-Hit 26 physical On-Ranged-Hit 21 physical On-Hit (Melee): * 16% chance to reduce all saves and defense by 23 On-Hit (Ranged): * 16% chance to reduce all saves and defense by 23 defense ------ Resistance +21% lightning +6% fire +6% darkness +12% temporal Mind save +15 (+8 eff.) other ------- Hate-on-crit +2.00 Max hate +12.00 Bleeding Edge: Puts all charms on 20 cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
Jetbone Jetbone0.1 Encumbrance T4 ring jewelry [Rare] Arcane While equipped: Stats +5 Dex +5 Con offense ------ Physical Power +12 (+3 eff.) Spellpower +12 (+4 eff.) Mindpower +13 (+6 eff.) Accuracy +20 (+6 eff.) When Hit 6 darkness defense ------ Defense +25 (+8 eff.) Resistance +5% arcane +6% darkness Rings make your fingers look great! |
Obsidianfury the yew starstaff (132% power, 4 apr, darkness element) Obsidianfury the yew starstaff (132% power, 4 apr, darkness element)5.0 Encumbrance T3 staff 2H weapon [Rare] Arcane Weapon Damage 132% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +3% Spellpower +13 (+5 eff.) Damage +38% darkness +6% blight Ignore resists +15% blight When Hit 8 mind On-Hit (Melee): * 20% chance to reduce all saves and defense by 23 defense ------ Resistance +15% blight +9% mind other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Staff of Bones (120% power, 4 apr, darkness element) Staff of Bones (120% power, 4 apr, darkness element)5.0 Encumbrance T3 staff 2H weapon [Unique] Arcane Weapon Damage 121% Range: 1.0x-1.2x Uses 150% Mag Damage Darkness Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +4 Attack Speed 100% While equipped: offense ------ Spell Crit +15% Spellpower +20 (+7 eff.) Damage +20% acid +20% cold +20% darkness +20% blight other ------- Talents +1 Command Staff Masteries +0.10 Corruption/Bone +0.10 Spell/Nightfall +0.10 Spell/Master of flesh +0.10 Spell/Necrosis +0.10 Spell/Master necromancer +0.10 Spell/Master of bones It seems willing and able to talk to you (use Command Staff). A staff made out of the bones of fallen foes. Disgustingly powerful. |
Chillwrither (140% power, 2 apr) Chillwrither (140% power, 2 apr)3.0 Encumbrance T3 battleaxe 2H weapon [Rare] Nature Weapon Damage 141% Range: 1.0x-1.5x Uses 120% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +6.5% Attack Speed 100% On-hit +16 cold +19 nature +16 light While equipped: offense ------ Damage +18% mind +12% cold Ignore resists +10% light +25% mind defense ------ Resistance +21% cold Massive two-handed battleaxes. |
arcing stralite greatsword of daylight (158% power, 3 apr) arcing stralite greatsword of daylight (158% power, 3 apr)3.0 Encumbrance T4 greatsword 2H weapon [Ego] Arcane Weapon Damage 158% Range: 1.0x-1.6x Uses 120% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +4.5% Attack Speed 100% On-hit +17 light Damage Against +16% Undead On Hit: * 25% chance for lightning to strike from the target to a second target dealing 81 damage Massive two-handed swords. |
Emelotha the stralite mace (146% power, 5 apr) Emelotha the stralite mace (146% power, 5 apr)3.0 Encumbrance T4 mace 1H weapon [Rare] Arcane Weapon Damage 146% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +2.5% Attack Speed 100% On-Hit, radius 1 +15 fire While equipped: Stats +11 Str +3 Con offense ------ Damage +24% arcane other ------- See Invis +24 Blunt and deadly. |
Shantiz the Stormblade (111% power, 20 apr) Shantiz the Stormblade (111% power, 20 apr)1.0 Encumbrance T3 dagger 1H weapon [Unique] Nature Weapon Damage 111% Range: 1.0x-1.3x Uses 100% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +10.0% Attack Speed 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex defense ------ Slow Projectiles +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
Swordbreaker (129% power, 20 apr) Swordbreaker (129% power, 20 apr)1.0 Encumbrance T3 dagger 1H weapon [Unique] Master Weapon Damage 129% Range: 1.0x-1.3x Uses 50% Cun, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +15.0% Attack Speed 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex defense ------ Hardiness +20% Defense +15 (+5 eff.) Physical save +15 (+5 eff.) Disarm Resist +50% other ------- Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Weapon (80% of a turn) Description: Raise your dagger into blocking position for one turn, reducing the damage of all physical melee attacks against you by 244. If you block all of an attack's damage, the attacker will be vulnerable to a deadly counterstrike (a normal attack will instead deal 200% damage) for one turn and be left disarmed for 3 turns. The blocking value will increase with your Dexterity and Cunning. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
Corpsebow Corpsebow4.0 Encumbrance T2 longbow 2H weapon Reqs Shoot [Unique] Arcane/Nature Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +7 On Hit: 25% Epidemic 1 On Hit: 25% Cyst Burst 1 While equipped: offense ------ Spellpower +10 (+4 eff.) On-Ranged-Hit 20 blight Damage +20% blight On-Hit (Ranged): * 40% chance to reduce strength, dexterity, and constitution by 24 defense ------ Disease Resist +50% Epidemic Effective talent level: 1.0 Use mode: Activated Vim cost: 20 Range: 8 Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Infects the target with a very contagious disease, doing 21.35 damage per turn for 6 turns. If any blight damage from non-diseases hits the target, the epidemic may activate and spread a random disease to nearby targets within a radius 2 ball. The chance to spread increases with the blight damage dealt and is 100% if it is at least 38% of the target's maximum life. Creatures suffering from that disease will also suffer healing reduction (47%) and diseases immunity reduction (32%). Epidemic is an extremely potent disease; as such, it fully ignores the target's diseases immunity. The damage will increase with your Spellpower, and the spread chance increases with the amount of blight damage dealt. Cyst Burst Effective talent level: 1.0 Use mode: Activated Vim cost: 18 Range: 10 Cooldown: 4 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Make your target's diseases burst, doing 35.77 blight damage for each disease it is infected with. This will also spread any diseases to any nearby foes in a radius of 1 with a minimum duration of 6. The damage will increase with your Spellpower. A lost artifact of the Age of Dusk, the Corpsebow is filled with a lingering essence of that era's terrible plagues. Those struck by arrows fired from its rotten string find themselves afflicted by echoes of ancient sickness. |
yew longbow of enduring yew longbow of enduring4.0 Encumbrance T3 longbow 2H weapon Reqs Shoot [Ego+] Nature Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +8 While equipped: Stats +11 Con +8 Wil defense ------ Life +54.00 Longbows are used to shoot arrows at your foes. |
mighty reinforced leather sling of recursion mighty reinforced leather sling of recursion4.0 Encumbrance T4 sling 1H weapon Reqs Shoot [Ego+] Arcane/Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +9 On Hit: 10% Shoot 1 While equipped: Stats +5 Str offense ------ Physical Power +11 (+2 eff.) Effective talent level: 1.0 Use mode: Activated Range: melee/personal Travel Speed: instantaneous Usage Speed: Archery (80% of a turn) Description: Shoot your bow, sling or other missile launcher! Slings are used to hurl stones or metal shots at your foes. |
Spider's Fangs (20/20, 124% power, 8 apr) Spider's Fangs (20/20, 124% power, 8 apr)3.0 Encumbrance T4 shot ammo [Unique] Nature/Steamtech Weapon Damage 124% Range: 1.0x-1.2x Uses 50% Cun, 70% Dex Damage Nature Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +8 Critical Rate +2.0% Capacity 20 On Crit: * bursts into an cloud of spydric poison, pinning those inside (with a 10 turn cooldown) Ready to trigger! A dedicated technician seems to have built pockets of spider venom into these rounds. It's not clear how happy the spiders were about this. |
pouch of stralite shots of amnesia (20/20, 158% power, 5 apr) pouch of stralite shots of amnesia (20/20, 158% power, 5 apr)3.0 Encumbrance T4 shot ammo [Ego+] Psionic Weapon Damage 158% Range: 1.0x-1.2x Uses 50% Cun, 70% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +5.5% Capacity 20 On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) Shots are used with slings to pummel your foes to death. |
acidic stralite shield of arcane resistance (+14%) (0 def, 8 armour, 156% power, 144.5 block) acidic stralite shield of arcane resistance (+14%) (0 def, 8 armour, 156% power, 144.5 block)7.0 Encumbrance T4 shield armor Reqs - Shield usage training [Ego] Nature/Disrupt When used to Attack: Weapon Damage 156% Range: 1.0x-1.2x Uses 100% Str Damage Physical Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +4.5% Block +144 On Hit: * 15% chance to reduce armor by 34% While equipped: offense ------ On-Hit 7 acid When Hit 8 acid defense ------ Armor +8 Fatigue +8% Resistance +14% arcane other ------- Talents +1 Block Handheld deflection devices. |
Dourbright the linen robe (0 def, 0 armour) =+5mag= Dourbright the linen robe (0 def, 0 armour) =+5mag=2.0 Encumbrance T1 cloth armor [Rare] Psionic While equipped: Stats +1 Str +5 Mag +5 Wil +4 Cun offense ------ When Hit 2 darkness On-Hit (Melee): * 10 arcane resource burn defense ------ Resistance +7% all other ------- Mana/turn +0.10 Psi/turn +0.12 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Ce'Nyriathra the Glowwire (0 def, 0 armour) =+10mag= Ce'Nyriathra the Glowwire (0 def, 0 armour) =+10mag=2.0 Encumbrance T2 cloth armor [Random Unique] Arcane/Psionic While equipped: Stats +10 Mag +8 Wil offense ------ Spell Crit +3% Spellpower +2 (+1 eff.) Damage +18% temporal +7% arcane +9% physical Ignore resists +7% temporal +15% light +7% physical On-Hit (Melee): * 10% chance to reduce armor by 34% defense ------ Resistance +9% acid +9% all Anomaly Control +9 other ------- Mana/turn +0.14 Psi/turn +0.12 Max mana +26.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Evermoss Robe (12 def, 0 armour) Evermoss Robe (12 def, 0 armour)2.0 Encumbrance T4 cloth armor [Unique] Nature While equipped: Stats +5 Wil offense ------ Mind Crit +5% Mindpower +12 (+6 eff.) Damage +30% nature Ignore resists +10% nature When Hit 35 nature slow defense ------ Defense +12 (+4 eff.) Resistance +25% nature +13% all Physical save +15 (+5 eff.) Life Regen +0.20 Healmod +15% other ------- 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. |
Temporal Augmentation Robe - Designed In-Style (9 def, 3 armour) Temporal Augmentation Robe - Designed In-Style (9 def, 3 armour)2.0 Encumbrance T4 cloth armor [Unique] Arcane Oddly it never produces a hat. While equipped: Stats +5 Mag +3 Wil offense ------ Spellpower +23 (+8 eff.) Damage +20% temporal +20% physical Ignore resists +20% temporal +20% physical When Hit 20 physical 10 temporal defense ------ Armor +3 Defense +9 (+3 eff.) Resistance +10% temporal +10% physical +13% all Temporal Reprieve: Effective talent level: 1.0 Power cost 50 out of 50/50. Range melee/personal Fixed Cooldown: 40 Travel.spd instantaneous Is: a spell Description: Transport yourself to a safe place for 1 turns. Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers. |
Behemoth Hide (4 def, 6 armour) Behemoth Hide (4 def, 6 armour)9.0 Encumbrance T2 light armor [Unique] Master While equipped: Stats +5 Str +3 Con defense ------ Armor +6 Defense +4 (+1 eff.) Ranged Defense +8 (+2 eff.) Fatigue +10% Life +45.00 Life Regen +2.00 Knockbk Resist +50% other ------- Encumbrance +20 Stamina/turn +1.00 Max stamina +45.00 Size +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
Sunscar the cured leather armour (6 def, 4 armour) Sunscar the cured leather armour (6 def, 4 armour)9.0 Encumbrance T2 light armor [Random Unique] Arcane/Nature/Master While equipped: Stats +5 Str +4 Dex +4 Mag +8 Wil +4 Cun offense ------ Damage +9% mind +3% fire Ignore resists +5% mind When Hit 4 fire defense ------ Armor +4 Defense +6 (+2 eff.) Fatigue +7% Resistance +25% blight +3% fire +29% darkness Life +34.00 other ------- Light +3 A suit of armour made of leather. |
duelist's cured leather armour of the hero (9 def, 7 armour) =+4str+8dex+4mag+8cun= duelist's cured leather armour of the hero (9 def, 7 armour) =+4str+8dex+4mag+8cun=9.0 Encumbrance T2 light armor [Ego++] Arcane/Nature/Master While equipped: Stats +4 Str +8 Dex +4 Mag +3 Wil +8 Cun defense ------ Armor +7 Defense +9 (+3 eff.) Fatigue +7% Life +30.00 A suit of armour made of leather. |
Fogstreak the rough leather belt Fogstreak the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Master While equipped: defense ------ Resistance +6% light +9% fire +6% darkness +6% cold Crit Resistance 5.00% Unlife -40.00 life A belt that goes around your waist. |
Neira's Memory Neira's Memory1.0 Encumbrance T3 belt armor [Unique] Arcane While equipped: Stats +2 Cun +5 Wil defense ------ Confus Resist +30% Stun Resist +30% other ------- Mana-on-crit +3.00 Surround yourself with a magical shield (strength 257, based on Magic) for 10 turns. Uses 20 power out of 20/20 Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. |
linen cloak 'Chillream' (1 def, 0 armour) =+2cun+1dex= linen cloak 'Chillream' (1 def, 0 armour) =+2cun+1dex=2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +1 Dex offense ------ Damage +9% cold Ignore resists +5% light +15% cold Accuracy +4 (+1 eff.) Ignore Armor +3 When Hit 2 darkness defense ------ Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Getygar the cashmere cloak (2 def, 0 armour) Getygar the cashmere cloak (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Arcane While equipped: defense ------ Defense +2 (+0 eff.) Resistance +6% acid +2% physical +15% temporal +9% cold Spell save +8 (+4 eff.) Mind save +7 (+4 eff.) Unlife -20.00 life Life Regen +4.00 Disarm Resist +20% Confus Resist +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Vorinn (10 def, 5 armour) Vorinn (10 def, 5 armour)2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: offense ------ On-Hit (Melee): * 10% chance to reduce armor by 34% * 20% chance to slow global speed by 49% * 20 arcane resource burn defense ------ Armor +5 Defense +10 (+3 eff.) Resistance +3% acid +6% cold +6% darkness Physical save +12 (+4 eff.) Spell save +16 (+8 eff.) Mind save +15 (+8 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Brightrigor (0 def, 3 armour) =+7dex= Brightrigor (0 def, 3 armour) =+7dex=2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +7 Dex offense ------ Damage +3% fire defense ------ Armor +3 Resistance +6% mind Blind Resist +10% other ------- Infravision +1 A pair of boots made of leather. |
Eden's Guile (2 def, 1 armour) Eden's Guile (2 def, 1 armour)2.0 Encumbrance T2 feet armor [Unique] Master While equipped: Stats +3 Cun defense ------ Armor +1 Defense +2 (+0 eff.) Fatigue +2% other ------- Masteries +0.20 Cunning/Survival Boost speed by 58% (based on Cunning). Uses 50 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. |
Shoes of Moving Quickly (10 def, 12 armour) Shoes of Moving Quickly (10 def, 12 armour)2.0 Encumbrance T4 feet armor [Unique] Steamtech While equipped: Stats +8 Cun +8 Dex offense ------ Steampower +5 (+2 eff.) defense ------ Armor +12 Defense +10 (+3 eff.) Fatigue +3% Pinning Resist +100% Knockbk Resist -100% You move 3 spaces at once. Accurately? Less so. |
pair of iron boots 'Erelineg' (0 def, 3 armour) pair of iron boots 'Erelineg' (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Master While equipped: defense ------ Armor +3 Fatigue -3% Resistance +3% blight +2% physical +3% lightning +3% fire Physical save +5 (+2 eff.) Life +80.00 Silence Resist +10% other ------- Encumbrance +23 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Sludgegrip (0 def, 0 armour) Sludgegrip (0 def, 0 armour)1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil offense ------ Mindpower +2 (+1 eff.) Damage +5% nature defense ------ Resistance +10% nature Poison Resist +20% other ------- Masteries +0.20 Wild-gift/Slime Unarmed combat: Weapon Damage 92% Range: 1.0x-1.1x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +4.0% Attack Speed 125% On Hit: 35% Slime Spit 1 Effective talent level: 1.0 Use mode: Activated Equilibrium cost: 4 Range: 10 Cooldown: 5 Travel Speed: 600% of base Usage Speed: Mind (100% of a turn) Is: a mind power and a nature gift Description: Spit slime at your target doing 73.0 nature damage and slowing it down by 30% for 3 turns. The slime can bounce from foe to foe, hitting up to a total of 1 target(s). Additional targets must be within 6 tiles of each other and the slime loses 58.4% damage per bounce. The damage will increase with your Mindpower These gloves are coated with a thick, green liquid. |
Wyrmbreath (0 def, 4 armour) Wyrmbreath (0 def, 4 armour)1.0 Encumbrance T2 hands armor [Unique] Nature While equipped: Stats +5 Wil offense ------ Damage +10% fire defense ------ Armor +4 Resistance +18% fire +10% darkness +10% nature Unarmed combat: Weapon Damage 117% Range: 1.0x-1.1x Uses 40% Str, 40% Cun, 40% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +1.0% Attack Speed 125% On-hit +10 fire Damage Conversion 50% fire On Hit: 10% Bellowing Roar 3 On Hit: 10% Fire Breath 2 Bellowing Roar Effective talent level: 3.0 Use mode: Activated Equilibrium cost: 8 Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Mind (100% of a turn) Is: a mind power and a nature gift Description: You let out a powerful roar that sends your foes in radius 5 into utter confusion (power: 38%) for 3 turns. The sound wave is so strong, your foes also take 129.84 physical damage. The damage improves with your Strength. Each point in fire drake talents also increases your fire resistance by 1%. Fire Breath Effective talent level: 2.0 Use mode: Activated Equilibrium cost: 20 Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Mind (100% of a turn) Is: a mind power and a nature gift Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 197.77 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. Fire Breath: Effective talent level: 2.0 Power cost 24 out of 24/24. Range melee/personal Cooldown: 20 Travel.spd instantaneous Is: a mind power and a nature gift Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 197.77 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
Galysus the drakeskin leather gloves (0 def, 3 armour) Galysus the drakeskin leather gloves (0 def, 3 armour)1.0 Encumbrance T4 hands armor [Rare] Arcane While equipped: Stats +6 Mag offense ------ Spellpower +30 (+10 eff.) On-Hit 16 temporal On-Ranged-Hit 16 temporal Damage +4% temporal Ignore resists +25% arcane defense ------ Armor +3 Resistance +8% temporal Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Unarmed combat: Weapon Damage 132% Range: 1.0x-1.1x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +5.0% Attack Speed 125% On Hit: * 13% chance to gain 10% of a turn (3/turn limit) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
alchemist's drakeskin leather gloves of the juggernaut (0 def, 3 armour) alchemist's drakeskin leather gloves of the juggernaut (0 def, 3 armour)1.0 Encumbrance T4 hands armor [Ego++] Arcane/Master While equipped: Stats +3 Mag +4 Wil +3 Con offense ------ On-Hit 6 acid 7 fire 8 cold 6 lightning defense ------ Armor +3 Physical save +17 (+6 eff.) Spell save +8 (+4 eff.) Mind save +5 (+3 eff.) Disarm Resist +24% Unarmed combat: Weapon Damage 131% Range: 1.0x-1.1x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +5.0% Attack Speed 125% On-hit +10 ice +4 physical +15 fire +12 lightning +20 acid On Hit: 10% Juggernaut 1 Effective talent level: 1.0 Use mode: Activated Stamina cost: 50 Range: melee/personal Cooldown: 40 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 15% and provides a 8% chance to shrug off critical damage for 20 turns. Juggernaut: (Instant) Puts all charms on 30 cooldown Effective talent level: 4.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 40 Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 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. |
dwarven-steel gauntlets (0 def, 2 armour) dwarven-steel gauntlets (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Normal] While equipped: defense ------ Armor +2 Fatigue +3% Unarmed combat: Weapon Damage 117% Range: 1.0x-1.4x Uses 40% Str, 40% Cun, 40% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% Metal gloves protecting the hands up to the middle of the lower arm. |
sand dwarven-steel gauntlets of strength (+2) (0 def, 8 armour) sand dwarven-steel gauntlets of strength (+2) (0 def, 8 armour)1.5 Encumbrance T2 hands armor [Ego] Nature/Master While equipped: Stats +2 Str offense ------ Physical Power +9 (+2 eff.) On-Hit 6 physical Damage +5% physical defense ------ Armor +8 Fatigue +3% Unarmed combat: Weapon Damage 128% Range: 1.0x-1.4x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% On-Hit, radius 1 +7 physical On-crit, radius 2 +5 physical On Hit: 10% Sand Breath 3 Effective talent level: 3.0 Use mode: Activated Equilibrium cost: 20 Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Mind (100% of a turn) Is: a mind power and a nature gift Description: You breathe sand in a frontal cone of radius 7. Any target caught in the area will take 139.50 physical damage, and will be blinded for 3 turns. The damage will increase with your Strength, the critical chance is based on your Mental crit rate, and the Blind apply power is based on your Mindpower. Each point in sand drake talents also increases your physical resistance by 0.5%. Metal gloves protecting the hands up to the middle of the lower arm. |
Emelith the rough leather hat (0 def, 1 armour) =+3dex+4mag+1con= Emelith the rough leather hat (0 def, 1 armour) =+3dex+4mag+1con=2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Dex +4 Mag +1 Con offense ------ Damage +3% blight Ignore resists +15% blight When Hit 2 blight defense ------ Armor +1 Fatigue +1% other ------- Infravision +1 A hat made of leather. Very stylish. |
rough leather hat of constitution (+3) (0 def, 1 armour) rough leather hat of constitution (+3) (0 def, 1 armour)2.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +3 Con defense ------ Armor +1 Fatigue +1% A hat made of leather. Very stylish. |
spellwoven linen wizard hat of knowledge (1 def, 0 armour) =+4cun+4wil= spellwoven linen wizard hat of knowledge (1 def, 0 armour) =+4cun+4wil=2.0 Encumbrance T1 head armor [Ego+] Arcane/Psionic While equipped: Stats +4 Cun +4 Wil offense ------ Spell Crit +3% Spellpower +2 (+1 eff.) Mindpower +3 (+2 eff.) defense ------ Defense +1 (+0 eff.) other ------- Mana/turn +0.10 A pointy cloth hat, very wizardly... |
Malirorig the cashmere wizard hat (17 def, 0 armour) =+6mag= Malirorig the cashmere wizard hat (17 def, 0 armour) =+6mag=2.0 Encumbrance T3 head armor [Rare] Arcane While equipped: Stats +6 Mag offense ------ Ignore resists +20% mind defense ------ Defense +17 (+5 eff.) Physical save +9 (+3 eff.) Spell save +8 (+4 eff.) Disarm Resist +20% Teleport Resist +10% A pointy cloth hat, very wizardly... |
shielding cashmere wizard hat of balance (2 def, 0 armour) shielding cashmere wizard hat of balance (2 def, 0 armour)2.0 Encumbrance T3 head armor [Ego] Arcane/Psionic While equipped: Stats +4 Mag defense ------ Defense +2 (+0 eff.) Spell save +8 (+4 eff.) other ------- Equi when Hit +1.90 Psi when Hit +1.30 Hate when Hit +1.60 A pointy cloth hat, very wizardly... |
Glacierstun the hardened leather cap (0 def, 3 armour) Glacierstun the hardened leather cap (0 def, 3 armour)2.0 Encumbrance T3 head armor [Rare] Master While equipped: offense ------ Ignore resists +20% cold defense ------ Armor +3 Fatigue +3% Resistance +3% physical +7% cold +7% fire +6% mind +3% nature Unlife -60.00 life Healmod +10% A cap made of leather. |
prismatic hardened leather cap of dexterity (+5) (0 def, 3 armour) prismatic hardened leather cap of dexterity (+5) (0 def, 3 armour)2.0 Encumbrance T3 head armor [Ego] Nature/Master While equipped: Stats +5 Dex defense ------ Armor +3 Fatigue +3% Resistance +13% light +13% darkness A cap made of leather. |
Helm of the Dominated (0 def, 9 armour) Helm of the Dominated (0 def, 9 armour)3.0 Encumbrance T3 head armor [Unique] Master While equipped: Stats +2 Str +4 Mag offense ------ Physical Power +10 (+2 eff.) Spellpower +10 (+4 eff.) defense ------ Armor +9 Fatigue +4% Silence Resist +30% other ------- Light -1 Masteries +0.20 Race/Doomelf Increases the range of Haste of the Doomed by 1. An experimental helmet designed to enhance the effects of the Doomelf corruption. |
Nerobremina (0 def, 4 armour) =+13mag= Nerobremina (0 def, 4 armour) =+13mag=3.0 Encumbrance T3 head armor [Rare] Arcane While equipped: Stats +4 Str +2 Dex +13 Mag +6 Wil +5 Cun offense ------ Spell Crit +3% Damage +9% blight +12% arcane On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +4 Fatigue +4% Resistance +6% temporal Crit Resistance 15.00% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
4 agate 4 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 spinel 4 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 ametrine 4 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 citrine 6 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon 4 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 aquamarine 5 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 opal 6 opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 topaz 3 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical 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. |
11 amethyst 11 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
7 onyx 7 onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
lapis lazuli lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+2 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+2 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 emerald 7 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
garnet garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
5 quartz 5 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
ruby ruby0.0 Encumbrance T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
416 alchemist agate 416 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
survivor's brass lantern of health survivor's brass lantern of health2.0 Encumbrance T1 lite [Ego] Nature While equipped: defense ------ Physical save +6 (+2 eff.) Life +41.00 Healmod +10% other ------- 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. |
bright alchemist's lamp of health bright alchemist's lamp of health1.0 Encumbrance T3 lite [Ego] Nature/Master While equipped: defense ------ Life +51.00 other ------- Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
Automated Portable Extractor Automated Portable Extractor0.0 Encumbrance power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
iron pickaxe 'Salythra' (dig speed 19 turns) iron pickaxe 'Salythra' (dig speed 19 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +1 Str defense ------ Defense +20 (+6 eff.) Resistance +3% lightning +5% fire +21% darkness +9% mind Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe of Reknor (dig speed 15 turns) dwarven-steel pickaxe of Reknor (dig speed 15 turns)3.0 Encumbrance T3 digger tool [Ego+] Master While equipped: Stats +2 Str defense ------ Resistance +7% darkness +7% fire While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Orb of Communication Orb of Communication0.0 Encumbrance orb [Plot Item] Unknown Speak with someone. Uses 1 power out of 128/128 Activation is instant. This orb can be used to speak with someone far away. It is even capable of teleporting small objects back and forth. |
Orb of Many Ways Orb of Many Ways1.0 Encumbrance orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Transmogrification Chest Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Annulment (1/1) Rod of Annulment (1/1)2.0 Encumbrance T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (1/1) Rod of Spydric Poison (1/1)2.0 Encumbrance rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 452.00 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 25 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
Lightbringer's Wand Lightbringer's Wand2.0 Encumbrance T3 wand charm [Unique] Arcane While equipped: offense ------ Damage +10% light When Hit 18 light defense ------ Resistance +12% darkness +12% light Spell save +15 (+8 eff.) other ------- Light +2 Summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 90 light damage (based on your Magic and Strength) to your foes within radius 5 each turn. Uses 35 power out of 23/35 This gold-tipped wand shines with an unnatural sheen. |
Forbidden Tome: "The Day It Came" Forbidden Tome: "The Day It Came"2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Forbidden Tome: "The Illusory Castle" Forbidden Tome: "The Illusory Castle"2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
Achievements
By fossil in 1.7 the Skeleton Adventurer level 26
80th Haze 122nd year of Ascendancy at 21:31 see stats
By fossil in 1.7 the Skeleton Adventurer level 27
7th Regrowth 123rd year of Ascendancy at 19:21 see stats
By fossil in 1.7 the Skeleton Adventurer level 30
16th Regrowth 123rd year of Ascendancy at 07:34 see stats
By fossil in 1.7 the Skeleton Adventurer level 15
36th Dusk 122nd year of Ascendancy at 05:38 see stats
By fossil in 1.7 the Skeleton Adventurer level 13
8th Dusk 122nd year of Ascendancy at 04:30 see stats
By fossil in 1.7 the Skeleton Adventurer level 29
14th Regrowth 123rd year of Ascendancy at 12:48 see stats
By fossil in 1.7 the Skeleton Adventurer level 17
45th Dusk 122nd year of Ascendancy at 15:50 see stats
By fossil in 1.7 the Skeleton Adventurer level 28
10th Regrowth 123rd year of Ascendancy at 01:47 see stats
By fossil in 1.7 the Skeleton Adventurer level 24
72nd Haze 122nd year of Ascendancy at 14:46 see stats
By fossil in 1.7 the Skeleton Adventurer level 27
7th Regrowth 123rd year of Ascendancy at 04:47 see stats
By fossil in 1.7 the Skeleton Adventurer level 10
1st Summertide 122nd year of Ascendancy at 20:51 see stats
By fossil in 1.7 the Skeleton Adventurer level 20
64th Dusk 122nd year of Ascendancy at 18:50 see stats
By fossil in 1.7 the Skeleton Adventurer level 30
14th Regrowth 123rd year of Ascendancy at 12:53 see stats
By fossil in 1.7 the Skeleton Adventurer level 21
52nd Haze 122nd year of Ascendancy at 14:32 see stats
By fossil in 1.7 the Skeleton Adventurer level 30
14th Regrowth 123rd year of Ascendancy at 14:35 see stats
By fossil in 1.7 the Skeleton Adventurer level 10
2nd Summertide 122nd year of Ascendancy at 02:38 see stats
By fossil in 1.7 the Skeleton Adventurer level 27
5th Regrowth 123rd year of Ascendancy at 10:23 see stats
By fossil in 1.7 the Skeleton Adventurer level 11
4th Flare 122nd year of Ascendancy at 14:29 see stats
By fossil in 1.7 the Skeleton Adventurer level 25
79th Haze 122nd year of Ascendancy at 00:15 see stats
By fossil in 1.7 the Skeleton Adventurer level 16
37th Dusk 122nd year of Ascendancy at 11:06 see stats
By fossil in 1.7 the Skeleton Adventurer level 25
79th Haze 122nd year of Ascendancy at 14:48 see stats
Log
Mirror Image uses Taunt.
Fossil in 1.7 slows down.
Warmaster Gnarg uses Stunning Blow.
Warmaster Gnarg goes into a killing frenzy.
Mirror Image is stunned!
Warmaster Gnarg hits Mirror Image for 122 physical, 110 physical (232 total damage).
Orc high pyromancer's cleansing fire area effect hits Mirror Image for 87 fire damage.
Burning from Orc high pyromancer hits fossil in 1.7 for (29 flat reduction), (29 absorbed), 0 fire (0 total damage).
Warmaster Gnarg uses Infusion: Regeneration.
Warmaster Gnarg starts regenerating health quickly.
Orc high pyromancer's cleansing fire area effect hits Mirror Image for 87 fire damage.
Warmaster Gnarg uses Orcish Fury.
Warmaster Gnarg enters a state of bloodlust.
The shield around fossil in 1.7 crumbles.
Burning from Orc high pyromancer hits fossil in 1.7 for (29 flat reduction), (29 absorbed), 0 fire (0 total damage).
Warmaster Gnarg performs a melee critical strike against Mirror Image!
Mirror Image uses Taunt.
Warmaster Gnarg hits Mirror Image for 290 physical damage.
Warmaster Gnarg uses Windblade.
Warmaster Gnarg misses fossil in 1.7.
Warmaster Gnarg performs a melee critical strike against Mirror Image!
Warmaster Gnarg roars triumphantly.
Warmaster Gnarg hits Mirror Image for 1215 physical damage.
Fossil in 1.7 isn't moving as defensively anymore.
Fossil in 1.7 stops burning.
fossil in 1.7 reacts to damage from Orc high pyromancer's Fireflash, mitigating the blow!.
Orc high pyromancer's Fireflash hits fossil in 1.7 for (29 flat reduction), (140 reacted , -4 stam), 440 fire (440 total damage).
Orc high pyromancer's Fireflash hits Warmaster Gnarg for 363 fire damage.
fossil in 1.7 the level 32 skeleton adventurer was boiled to death by an orc high pyromancer on level 2 of Vor Armoury.