












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.3 |
Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Possessor Bonus Class 1.7.3Donators/Buyers bonus! Ashes of Urh'Rok 1.7.3Official 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:
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. Nekarcos's Quality of Life 06: Turn Delay 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Extra Dungeons 1.6.7In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Embers of Rage 1.7.3Official 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:
1.6.6 Summmoner Fix 1.6.6 Tinker Stores in Last Hope 1.4.9Adds tinker, steamsaw, steamgun and schematic stores to Last Hope. Big thanks to Razakai's Improved Stores mod for showing me how to create shops, and to Housepet for pretty much writing this addon. Items Vault 1.7.0Donators/Buyers bonus! Streamlined Early Game 1.5.3Removes the tedium of early-game world map navigation. Choose your Alchemist Elixir quest rewards at character creation, and configure your Rod of Recall to take you directly between pre-Dreadfell points of interest. This add-on does not affect game balance or difficulty. All races and classes with required starting zones must still complete those before they can take advantage of the new Rod of Recall functionality. Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. 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. Hyperdimension Neptunia Character Icons 1.5.5Adds some very clean chibi custom tiles from the Hyperdimension Neptunia series of video games. None of the artwork is mine, I've merely cleaned up, resized and resampled them to fit into the game at a 64x64 resolution. Credits to Yurax-Mae for sending these my way, as they are freebies for personal and non-commercial use Embers Races for Maj'Eyal Campaign 1.4.4Adds Embers of Rage races for use in the Maj'Eyal Campaign. Currently they all start in the Trollmire, Allied faction, with the default Human quest. Suggestions for that stuff is welcome. DarkGod pretty much showed me how to do this, so thank you! Yeti/Whitehoof will be locked unless you've unlocked them in the Embers of Rage DLC. I'm still new at this, so let me know if there are any issues and I'll try to sort them out. V1.0.1 is up, I wasn't paying attention when I did it through TOME so I just got rid of the old version. This version should hopefully add in the random escort quests for the three races, since they weren't defined before. 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: Better Item Description 1.7.2This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Forbidden Cults 1.7.3Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Ogre |
Class | Alchemist |
Level / Exp | 34 / 77% |
Size | big |
Lifes / Deaths | Killed by Dozing Porykira at level 34 on the 9th Decay 122nd year of Ascendancy at 01:15 / 1 |
Primary Stats
Strength | 31 (base 13) |
Dexterity | 35 (base 10) |
Constitution | 70 (base 45) |
Magic | 101 (base 60) |
Willpower | 42 (base 11) |
Cunning | 70 (base 35) |
Resources
Life | -34/1868 |
Mana | 231/261 |
Steam | 100/100 |
Healing Factor | 1.697279256512 |
Regeneration | 105.6128108083 |
Speed
Mental | -30% |
Attack | -30% |
Movement | +19.185424022692% |
Spell | -30% |
Global | +100% |
Vision
Sight | 10 |
Lite | 14 |
Infravision | 5 |
See Stealth | 6 |
Offense: Mainhand
Damage | 61 |
Accuracy | 8 |
Crit Chance | 31% |
APR | 4 |
Speed | 1.43 |
Offense: Offhand
Damage | 8 |
Accuracy | 8 |
Crit Chance | 28% |
APR | 0 |
Speed | 1.43 |
Offense: Spell
Spellpower | 63 |
Crit Chance | 71% |
Speed | 1.4285714285714 |
Offense: Mind
Mindpower | 42 |
Crit Chance | 29% |
Speed | 1.4285714285714 |
Offense: Damage Bonus
Acid | +151% |
Blight | +36% |
Arcane | +36% |
Cold | +45% |
All | +16% |
Lightning | +49% |
Light | +43% |
Physical | +25% |
Mind | +35% |
Darkness | +27% |
Fire | +39% |
Nature | +52% |
Offense: Damage Penetration
Darkness | +25% |
Light | +20% |
Acid | +30% |
Arcane | +25% |
Mind | +15% |
Nature | +15% |
Defense: Base
Armour (hardiness) | 5.9713460404243 (50%) |
Defense | 22 |
Ranged Defense | 22 |
Fatigue | 0 |
Physical Save | 48 |
Spell Save | 51 |
Mental Save | 69 |
Defense: Resistances
Acid | + 38%( 70%) |
Arcane | + 29%( 70%) |
Cold | + 40%( 70%) |
All | + 24%( 70%) |
Lightning | + 49%( 70%) |
Physical | + 29%( 70%) |
Temporal | + 33%( 70%) |
Darkness | + 36%( 70%) |
Mind | + 34%( 70%) |
Fire | + 65%( 70%) |
Nature | + 45%( 70%) |
Defense: Immunities
Stun Resistance | 50% |
Confusion Resistance | 30% |
Instadeath Resistance | 100% |
Poison Resistance | 20% |
Pinning Resistance | 20% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 17 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 756 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: 16 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 195 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 619 life over 5 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 249 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. |
Class Talents
Spell / Frost alchemy | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Acid alchemy | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 5/5 |
Spell / Explosive admixtures | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Spell / Energy alchemy | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Spell / Golemancy | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Fire alchemy | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Generic Talents
Technique / Combat training | 1.00 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 3/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Spell / Stone alchemy | 1.30 |
| 4/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.28 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 2/5 |
Spell / Staff combat | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Chant of Fortitude |
talent | Living Lightning |
talent | Acid Infusion |
talent | Body of Fire |
detrimental effect | The more you use runes, the longer they will take to recharge (+2 cooldowns). Runic Saturation |
detrimental effect | The target is using a two handed weapon in a single hand, reducing accuracy, physical power, spellpower and mindpower by 20% (based on size); also all damage procs from your offhand are reduced by 50%. Hit Penalty |
beneficial effect | The target's spellpower has been increased by 6. Spellsurge |
detrimental effect | The target is crippled, reducing melee, spellcasting and mind speed by 30%. Cripple |
detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
detrimental effect | The target is poisoned and sick, doing 80.06 nature damage per turn. Each time it tries to use a talent there is 37% chance of failure. Crippling Poison |
beneficial effect | The target has 49 increased life regeneration. Recovery |
detrimental effect | The target is corroded, reducing their accuracy by 28, their armor by 28, and their defense by 28. Corrode |
beneficial effect | Do not try to resist it! Ogric Wrath |
detrimental effect | The target is maimed, unable to correctly wield a weapon. Disarmed |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffIn its remains, you found a strange staff. It radiates power and danger and you dare not use it yourself. You should bring it to the elders of Last Hope in the southeast. | active |
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 heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You failed to protect the lost sun paladin from death by Ivutira the snow giant. Escort: lost sun paladin (level 1 of Daikara) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Dreadfell. Escort: lost sun paladin (level 1 of Dreadfell)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Dreadfell. Escort: lost sun paladin (level 2 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by Xerabrenne the wolf. Escort: lost sun paladin (level 4 of Old Forest) | failed |
You failed to protect the lost sun paladin from death by Emyba the ungolmor. Escort: lost sun paladin (level 8 of Dreadfell) | failed |
You successfully escorted the lost tinker to the recall portal on level 3 of Trollmire. Escort: lost tinker (level 3 of Trollmire)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved talent Vitality (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the 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 |
Inside some of your foes you have found some intact pieces that give you new ideas. Research. Tinker. Annihilate.Keep on killing mechanical contraptions or steam-related foes... * You destroyed a mecharachnid equiped with a flamethrower. Both those things could prove very useful. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 195. | 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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed orc heart. * You've found the needed xorn fragment. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * You've found the needed pouch of faeros ash. * You've found the needed ice wyrm tooth. 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. * You've found the needed honey tree root. * You've found the needed vampire lord fang. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed snow giant kidney. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed vial of elder vampire blood. | 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 within4 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 |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: dps ---------- Spell.crit +7% Spell.pwr +14 (+2 eff.) S.pwr/crit +2 Dmg.mod +3% fire ----- def ----- Armour +3 Fatigue +2% ---------- misc Mana/turn +0.08 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | ![]() 0.0 T4 red alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +20% Gems can be sold for money or used in arcane rituals. |
Light source | ![]() 1.0 T3 lite [Rare] Master While equipped: Stats +6 Wil dps ---------- Spell.crit +5% Dmg.mod +27% light Res.pen +25% arcane +20% light ---------- misc Light +14 See.Stealth +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 2.0 T3 head armor [Random Unique] Nature/Psionic While equipped: Stats +8 Cun dps ---------- Mind.crit +5% Mind.pwr +14 (+4 eff.) Dmg.mod +12% acid +9% physical +11% darkness +6% cold +10% mind +13% nature Res.pen +10% acid Melee Ret 2 acid On Hit (Melee): * 20% chance to reduce armor by 39% ----- def ----- Defense +2 (+1 eff.) Resists +10% darkness +7% physical +10% mind +19% nature Phys.save +10 (+3 eff.) Mind.save +22 (+5 eff.) ---------- misc Max.hate +8.00 Max.psi +20.00 A pointy cloth hat, very wizardly... |
On hands | ![]() 1.5 T4 hands armor Reqs Heavy armour training [Ego++] Arcane/Master While equipped: Stats +6 Wil +9 Mag dps ---------- Spell.pwr +10 (+2 eff.) Melee+ 10 arcane Dmg.mod +5% arcane ----- def ----- Armour +7 Fatigue +5% Resists +6% arcane Mind.save +9 (+2 eff.) Max.HP +61.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() 3.0 T3 digger tool [Rare] Master While equipped: Stats +5 Str +2 Dex +2 Wil +3 Con dps ---------- Dmg.mod +9% acid ----- def ----- Fatigue -6% Resists +3% acid +12% temporal While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T3 ring jewelry [Random Unique] Arcane/Psionic While equipped: Stats +6 Cun +11 Wil dps ---------- Phys.pwr +8 (+3 eff.) Spell.pwr +10 (+2 eff.) Mind.pwr +14 (+4 eff.) Dmg.mod +3% nature +12% acid ----- def ----- Resists +9% nature Mind.save +10 (+2 eff.) Rings make your fingers look great! |
On fingers | ![]() 0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Res.pen +25% darkness ----- def ----- Resists +6% fire Max.HP +82.00 HP.reg +6.00 Heal.mod +32% Poison- +20% Rings make your fingers look great! |
Around neck | ![]() 0.1 T3 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +3 Dex +3 Cun +9 Con dps ---------- Mov.spd +10% Dmg.mod +3% mind Res.pen +15% mind On Hit (Melee): * 20% chance to reduce damage dealt by 22% ----- def ----- Fatigue -6% Resists +3% mind +6% darkness Phys.save +8 (+2 eff.) Max.HP +36.00 HP.reg +7.00 ---------- misc Stam/turn +0.80 Masteries +0.28 Wild-gift/Harmony +0.28 Steamtech/Chemistry Amulets make your neck look great! |
In main hand | ![]() 5.0 T3 staff 2H weapon [Rare] Master Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% Against +0% Undead +0% Demon +0% Horror While equipped: Stats +8 Dex dps ---------- Phys.crit +4.0% Spell.crit +12% Crit.mult +13.00% Spell.pwr +9 (+1 eff.) Dmg.mod +9% lightning +20% acid Res.pen +15% acid ----- def ----- Armour +4 ---------- misc Mana/turn +3.00 Talents +1 Command Staff On Spell Hit: 25% Lightning 3 Staves designed for wielders of magic, by the greats of the art. |
Around waist | ![]() |
In off hand | ![]() 5.0 staff 1H weapon [Unique] Arcane A part of set. Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Atk.spd 100% Against +0% Undead +0% Demon +0% Horror While equipped: Stats +4 Mag dps ---------- Spell.crit +8% Crit.mult +20.00% Dmg.mod +20% acid +20% cold ----- def ----- Mind.save +8 (+2 eff.) Confus- +20% ---------- misc Mana/turn +4.00 Max.mana +50.00 On Spell Hit: 25% Lightning 4 The bottom part of Telos' broken staff. This item has been sent to the Item's Vault. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +12% acid +3% cold Res.pen +15% nature +5% acid On Hit (Melee): * 10% chance to reduce armor by 39% ----- def ----- Defense +7 (+4 eff.) Resists +18% lightning +6% cold Phys.save +6 (+2 eff.) Stun/Frz- +30% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.0 T2 cloth armor [Unique] Arcane While equipped: Stats +8 Str +8 Dex +14 Mag +8 Wil +8 Cun +8 Con dps ---------- Phys.crit +3.0% Spell.crit +18% Mind.crit +3% Spell.pwr +15 (+3 eff.) Dmg.mod +15% arcane +6% all ----- def ----- Resists +9% all An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
Inventory
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 49 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 584% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 318 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 9 Cooldown 19 Travel.spd instantaneous Usage Speed Spell (143% of a turn) Is a spell Description: Activate the rune to teleport up to 9 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 25%, your defense is increased by 25 and all your resistances by 25%. 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. |
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 22 Travel.spd instantaneous Usage Speed Spell (143% of a turn) Is a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a cone dealing 583.04 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. 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. Press to compare to your current inscriptions |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 23 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 10% all resistance, you move 40% faster, and you are invisible (power 13). Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+8 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
![]() 0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +5 (+1 eff.) ----- def ----- Blind- +100% ---------- misc See.Invis +10 Summon an elder vampire with Taunt to your side for 15 turns. Uses 60 power out of 60/60 The evilness of undeath radiates from this amulet. |
![]() 0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+2 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
![]() 0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +6 Con +4 Wil dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 16.72 cold and 14.41 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
![]() 0.1 T2 ring jewelry [Ego] Nature/Psionic While equipped: Stats +2 Con ----- def ----- Phys.save +4 (+1 eff.) Mind.save +6 (+1 eff.) Confus- +24% Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +6% acid +13% cold On Hit (Melee): * 20% chance to reduce armor by 39% ----- def ----- Fatigue -6% Resists +6% acid +26% cold Mind.save +8 (+2 eff.) ---------- misc Max.enc +27 Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego+] Arcane While equipped: Stats +6 Wil +5 Mag dps ---------- Phys.pwr +8 (+3 eff.) Spell.pwr +16 (+3 eff.) Mind.pwr +9 (+3 eff.) Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +7 Wil +6 Mag dps ---------- Spell.pwr +7 (+1 eff.) Dmg.mod +3% lightning Acc +13 (+9 eff.) Apr +13 Melee Ret 10 lightning ----- def ----- Defense +12 (+6 eff.) Resists +3% lightning +6% temporal Max.HP +40.00 Disarm- +31% Pinning- +36% Knockbk- +40% Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 7.0 staff 2H weapon [Plot Item] Unknown Power 30.0 - 33.0 Arcane Uses 100% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 While equipped: dps ---------- Spell.crit +10% Spell.pwr +20 (+4 eff.) Acc +20 (+12 eff.) Absorb energies. Uses 1000 power out of 1000/1000 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. |
![]() 5.0 T1 greatmaul 2H weapon [Unique] Master Power 30.0 - 51.0 Physical Uses 130% Str Acc+ +0.2% base dam (max 20%) Apr +7 Crit +1.5% Atk.spd 100% While equipped: Shattering Blow: Level 2.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by a temporary damage shield there is 36% chance to shatter it. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
![]() 3.0 T3 greatsword 2H weapon [Ego] Disrupt/Master Power 32.5 - 52.0 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Acc +12 (+8 eff.) ----- def ----- Defense +10 (+5 eff.) Resists +13% acid +14% cold +14% fire +14% lightning +7% all Spell.save +13 (+4 eff.) Disarm- +28% Massive two-handed swords. |
![]() 3.0 T3 greatsword 2H weapon [Ego++] Nature/Master Power 35.5 - 56.8 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Crit.r2 +28 acid +28 nature On Crit: * Wound the target dealing 150 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +12.0% Phys.pwr +12 (+4 eff.) Res.pen +23% acid +17% nature Apr +10 Massive two-handed swords. |
![]() 1.0 T3 dagger 1H weapon [Ego+] Nature/Master Power 27.5 - 35.8 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Crit.r2 +22 lightning +19 cold While equipped: dps ---------- Mov.spd +28% Res.pen +11% lightning +14% cold Sharp, short and deadly. |
![]() 3.0 T3 steamsaw 1H weapon [Ego++] Arcane/Psionic/Steamtech Power 23.0 - 34.5 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +49 On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +3 Con dps ---------- On Melee Ret: * 12% chance to reduce armor by 39% ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +8% Resists +12% acid ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T5 steamsaw 1H weapon Reqs Str 48 [Ego+] Arcane/Steamtech Power 39.0 - 58.5 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +107 Melee+ +9 light Against +12% Undead On Hit: * Create an explosion dealing 105 cold damage (1/turn) Uses 1.0 Steam While equipped: dps ---------- Dmg.mod +14% cold Res.pen +13% cold ----- def ----- Armour +6 Defense +10 (+5 eff.) Fatigue +12% ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 4.0 T3 longbow 2H weapon Reqs Shoot [Rare] Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +9 On Hit.r1 +20 arcane While equipped: Stats +6 Dex dps ---------- On Hit (Ranged): * 20% chance to reduce armor by 39% ----- def ----- Resists +9% blight +3% cold +5% arcane +12% temporal Crit.dmg- 10.00% Spell.save +12 (+4 eff.) Die.at -40.00 life Longbows are used to shoot arrows at your foes. |
![]() 3.0 T2 arrow ammo [Ego] Master Power 21.0 - 29.4 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Acc +9 Apr +7 Crit +1.5% Capacity 24 Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T3 shot ammo [Ego+] Master Power 38.0 - 45.6 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +7 Crit +10.0% Capacity 18 Proj.spd +200% Shots are used with slings to pummel your foes to death. |
![]() 7.0 T2 shield armor Reqs Shield usage training [Unique] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +10 Defense +9 (+5 eff.) Fatigue +14% Resists +20% cold +20% darkness +20% nature ---------- misc Talents +1 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
![]() 2.0 T2 cloth armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +18% temporal Res.pen +10% physical ----- def ----- Defense +30 (+15 eff.) Resists +21% fire +18% temporal +6% nature +9% all Poison- +20% ---------- misc Stam/turn +3.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T2 cloth armor [Random Unique] Nature While equipped: dps ---------- Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +11% nature +6% arcane +4% all ----- def ----- Resists +13% blight +16% nature +3% mind +9% all Max.HP +89.00 HP.reg +4.20 Heal.mod +30% Def/telep +10 Res/telep +10% Dur/telep +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 cloth armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +30% blight +27% cold +21% light Res.pen +25% acid On Hit (Melee): * 20% chance to reduce armor by 39% ----- def ----- Resists +31% light +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 T1 light armor [Ego+] Nature While equipped: Stats +2 Wil ----- def ----- Armour +2 Defense +3 (+2 eff.) Fatigue +6% Resists +12% blight +12% darkness ---------- misc Light +1 A suit of armour made of leather. |
![]() 9.0 T4 light armor [Ego+] Arcane While equipped: dps ---------- Melee+ 6 darkness Ranged+ 9 darkness ----- def ----- Armour +7 Defense +12 (+6 eff.) Fatigue +8% Resists +15% temporal +31% darkness +15% light Def/telep +22 Res/telep +17% Dur/telep +16% Blink to a nearby random location (rad 9) Puts all charms on 25 cooldown A suit of armour made of leather. |
![]() 14.0 T2 heavy armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +12% light Melee Ret 4 light ----- def ----- Armour +14 Defense +2 (+1 eff.) Fatigue +12% Resists +19% cold +4% physical Crit.dmg- 5.00% Pinning- +20% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Stam/turn +2.00 A suit of armour made of mail. |
![]() 14.0 T2 heavy armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +5 Str +5 Dex dps ---------- Phys.crit +2.0% Dmg.mod +12% physical ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +7% arcane Spell.save +25 (+8 eff.) Die.at -80.00 life ---------- misc Mana/turn +0.08 A suit of armour made of mail. |
![]() 14.0 T2 heavy armor Reqs Heavy armour training [Ego+] Psionic While equipped: Stats +2 Cun ----- def ----- Armour +11 Defense +8 (+4 eff.) Fatigue +12% Mind.save +13 (+3 eff.) A suit of armour made of mail. |
![]() 17.0 T3 massive armor Reqs Massive armour training Str 35 [Rare] Arcane While equipped: Stats +6 Dex +4 Con dps ---------- Crit.mult +20.00% Melee+ 17 acid 14 fire Dmg.mod +6% acid +6% physical +12% blight Apr +2 Melee Ret 11 acid 13 fire ----- def ----- Armour +11 Defense +10 (+5 eff.) Fatigue +22% Resists +22% acid +16% fire A suit of armour made of metal plates. |
![]() 1.0 T1 belt armor [Rare] Master While equipped: Stats +2 Dex +5 Mag +2 Cun dps ---------- Phys.pwr +3 (+1 eff.) Res.pen +10% acid Melee Ret 4 acid ----- def ----- Spell.save +7 (+2 eff.) ---------- misc Light +2 Size +1 A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Ego+] Arcane/Master While equipped: Stats +5 Wil +6 Mag dps ---------- Spell.crit +4% Dmg.mod +0% acid +0% fire +0% nature +0% blight ----- def ----- Resists +8% cold +9% fire A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Ego+] Arcane/Master While equipped: Stats +2 Str +2 Mag +2 Wil +2 Con ----- def ----- Defense +1 (+1 eff.) Spell.save +6 (+2 eff.) ---------- misc Max.mana +43.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Ego] Arcane While equipped: Stats +3 Wil +2 Mag ----- def ----- Defense +2 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 feet armor [Ego+] Master While equipped: Stats +5 Str +5 Con dps ---------- Dmg.mod +7% physical ----- def ----- Armour +7 ---------- misc Infravis +2 Size +1 A pair of boots made of leather. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Random Unique] Master While equipped: Stats +3 Str +3 Cun +6 Con ----- def ----- Armour +4 Fatigue +3% Resists +3% acid +6% blight +6% fire +6% nature +6% cold Phys.save +19 (+6 eff.) Mind.save +16 (+4 eff.) ---------- misc Stam/turn +0.60 Max.stam +28.00 Rush: Puts all charms on 25 cooldown Level 3.0 Pwr.cost 25 out of 25/25. Range 8 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Ego++] Master/Psionic While equipped: Stats +4 Wil +3 Con dps ---------- Phys.crit +5.0% Phys.pwr +5 (+2 eff.) Mind.pwr +6 (+2 eff.) Res.pen +7% physical Apr +6 ----- def ----- Armour +4 Fatigue +3% Blindside: Puts all charms on 25 cooldown Level 3.0 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 49% (at 0 Hate) to 163% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 13 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Ego+] Master/Psionic While equipped: Stats +4 Cun +4 Wil ----- def ----- Armour +4 Fatigue +3% Phys.save +9 (+3 eff.) Spell.save +5 (+2 eff.) Mind.save +8 (+2 eff.) ---------- misc Stam/turn +0.30 Max.stam +18.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T2 hands armor [Random Unique] Arcane/Nature/Master While equipped: Stats +3 Str +3 Dex +3 Cun dps ---------- Melee+ 7 darkness 8 physical Dmg.mod +6% lightning +5% physical +6% darkness +12% acid On Hit (Melee): * 20% chance to reduce armor by 39% ----- def ----- Armour +7 Resists +5% darkness Phys.save +8 (+2 eff.) ---------- misc Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Dex dps ---------- Res.pen +20% acid Acc +13 (+9 eff.) Melee Ret 8 acid ----- def ----- Armour +2 Fatigue +3% Resists +12% acid ---------- misc Hate/m.crit +5.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Ego++] Master/Psionic While equipped: Stats +3 Cun dps ---------- Acc +7 (+5 eff.) ----- def ----- Armour +5 Fatigue +3% Resists +10% darkness Mind.save +8 (+2 eff.) Max.HP +54.00 ---------- misc Infravis +3 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Track: Puts all charms on 15 cooldown Level 2.0 Pwr.cost 15 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 20 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T4 hands armor Reqs Heavy armour training [Ego+] Arcane/Master While equipped: Stats +3 Dex +3 Mag +3 Wil dps ---------- Melee+ 8 acid 6 fire 6 lightning 4 cold Acc +19 (+11 eff.) ----- def ----- Armour +3 Fatigue +5% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T1 head armor [Rare] Nature While equipped: Stats +0 Cun dps ---------- Dmg.mod +3% nature +11% cold ----- def ----- Defense +1 (+1 eff.) Resists +16% cold +5% arcane +1% physical Die.at -60.00 life HP.reg +4.00 A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Rare] Master While equipped: dps ---------- S.pwr/crit +8 Dmg.mod +6% arcane +9% mind ----- def ----- Armour +7 Fatigue +3% Resists +3% physical +3% light +6% cold Silence- +20% ---------- misc Equi/ret +0.24 Infravis +3 A hat made of leather. Very stylish. |
![]() 2.0 T3 head armor [Rare] Arcane While equipped: Stats +5 Str +4 Dex +7 Mag dps ---------- Mind.crit +3% ----- def ----- Defense +2 (+1 eff.) Resists +9% lightning Spell.save +10 (+3 eff.) ---------- misc Equi/ret +0.16 Psi/ret +0.08 Light +3 A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +2 Cun +5 Wil dps ---------- Dmg.mod +7% acid +6% light +8% cold +7% fire +6% arcane +3% lightning Res.pen +15% light +5% acid Melee Ret 2 acid ----- def ----- Defense +2 (+1 eff.) Resists +9% acid Phys.save +7 (+2 eff.) Mind.save +6 (+1 eff.) A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Ego+] Master While equipped: Stats +3 Str +3 Con ----- def ----- Armour +3 Fatigue +3% Resists +10% cold +10% fire Phys.save +7 (+2 eff.) Mind.save +8 (+2 eff.) Battle Cry: Puts all charms on 28 cooldown Level 2.0 Pwr.cost 28 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A hat made of leather. Very stylish. |
![]() 2.0 T3 head armor [Ego] Arcane/Psionic While equipped: dps ---------- Spell.crit +3% Spell.pwr +4 (+0 eff.) Dmg.mod +13% mind ----- def ----- Defense +2 (+1 eff.) Resists +13% mind ---------- misc Mana/turn +0.16 A pointy cloth hat, very wizardly... |
![]() 2.0 T1 head armor [Rare] Psionic While equipped: Stats +0 Cun dps ---------- Dmg.mod +18% acid +9% cold Res.pen +15% acid Melee Ret 4 cold ----- def ----- Defense +1 (+1 eff.) Resists +12% acid ---------- misc Equi/ret +0.80 Psi/ret +0.90 Hate/ret +1.00 A pointy cloth hat, very wizardly... |
![]() 3.0 T3 head armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +4 Str +4 Wil +3 Con dps ---------- Dmg.mod +24% fire ----- def ----- Armour +4 Fatigue +4% Resists +7% blight +8% temporal +5% arcane +7% lightning Phys.save +8 (+2 eff.) Mind.save +15 (+3 eff.) Battle Cry: Puts all charms on 28 cooldown Level 2.0 Pwr.cost 28 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +6 Wil +6 Mag dps ---------- Spell.crit +4% S.pwr/crit +4 Dmg.mod +11% blight +11% arcane ----- def ----- Armour +10 Defense +30 (+15 eff.) Fatigue +4% Resists +3% physical Spell.save +12 (+4 eff.) Cut- +20% Pinning- +20% Teleport- +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+1 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+1 eff.) When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+4 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+4 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) When used as an alchemist bomb: Additional 30 ice damage Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all When used as an alchemist bomb: Slows by 17% Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+8 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+8 eff.) When used as an alchemist bomb: Additional 30 acid damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con When used as an alchemist bomb: Bomb damage +20% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all When used as an alchemist bomb: 10% chance to stun for 2 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con +5 Mag Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Con +5 Mag Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue alchemist-gem [Normal] When used as an alchemist bomb: Mana regain 20 Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +10% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue alchemist-gem [Normal] When used as an alchemist bomb: Bomb thrown range +3 Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 violet alchemist-gem [Normal] When used as an alchemist bomb: Additional 25 arcane damage Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +15% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue alchemist-gem [Normal] When used as an alchemist bomb: Mana regain 30 Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white alchemist-gem [Normal] When used as an alchemist bomb: Additional 10 physical repulsion damage Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green alchemist-gem [Normal] When used as an alchemist bomb: Additional 30 acid damage Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T1 lite [Rare] Nature While equipped: Stats +4 Str +4 Dex +2 Wil +4 Con dps ---------- Mind.pwr +20 (+6 eff.) Dmg.mod +0% light Apr +2 ----- def ----- Max.HP +48.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 0.0 T3 steamtech tinker [Normal] Steamtech Attachable to belt When attached: ----- def ----- Fatigue -12% ---------- misc Max.enc +30 Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T3 steamtech tinker [Normal] Steamtech Attachable to belt When attached: ----- def ----- Defense +6 (+3 eff.) Proj.slow +15% Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T3 steamtech tinker [Normal] Steamtech Attachable to body When attached: ----- def ----- Armour +3 Hardiness +20% Fatigue +3% Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T3 steamtech tinker [Normal] Steamtech Attachable to head When attached: ----- def ----- Silence- +30% Returns 3 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T3 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Against +21% Undead +21% Demon +21% Horror Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T4 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Against +28% Undead +28% Demon +28% Horror Tinkers can be attached to normal items to improve them with steam power! |
![]() 3.0 T3 digger tool [Ego+] Psionic While equipped: Stats +2 Str dps ---------- Dmg.mod +7% mind +8% fire ----- def ----- Mind.save +8 (+2 eff.) While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 T4 injector tool [Unique] Steamtech While equipped: Stats +5 Cun ----- def ----- Defense +12 (+6 eff.) Phys.save +15 (+5 eff.) Spell.save +15 (+5 eff.) Mind.save +15 (+3 eff.) Inject yourself with painkillers, reducing all incoming damage by 5. Stacks up to 5 times. When the effect ends, lose 5% of your max life per stack. Uses 4 power out of 20/20 Activation is instant. This injecting unit is complemented by a belt of tiny vials, containing some sickly yellow liquid. The papers describe the contents as 'invigorating' and 'increasing the combat potency.' |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Achievements
By Evoker Alch the Ogre Alchemist level 28
19th Haze 122nd year of Ascendancy at 08:12 see stats
By Evoker Alch the Ogre Alchemist level 26
11st Haze 122nd year of Ascendancy at 22:47 see stats
By Evoker Alch the Ogre Alchemist level 8
2nd Flare 122nd year of Ascendancy at 06:00 see stats
By Evoker Alch the Ogre Alchemist level 32
6th Decay 122nd year of Ascendancy at 01:06 see stats
By Evoker Alch the Ogre Alchemist level 23
2nd Haze 122nd year of Ascendancy at 08:46 see stats
By Evoker Alch the Ogre Alchemist level 22
1st Haze 122nd year of Ascendancy at 22:51 see stats
By Evoker Alch the Ogre Alchemist level 30
70th Haze 122nd year of Ascendancy at 15:07 see stats
By Evoker Alch the Ogre Alchemist level 32
3rd Decay 122nd year of Ascendancy at 08:13 see stats
By Evoker Alch the Ogre Alchemist level 29
52nd Haze 122nd year of Ascendancy at 19:43 see stats
By Evoker Alch the Ogre Alchemist level 10
2nd Dusk 122nd year of Ascendancy at 21:02 see stats
By Evoker Alch the Ogre Alchemist level 20
44th Dusk 122nd year of Ascendancy at 01:12 see stats
By Evoker Alch the Ogre Alchemist level 30
67th Haze 122nd year of Ascendancy at 02:40 see stats
By Evoker Alch the Ogre Alchemist level 28
28th Haze 122nd year of Ascendancy at 12:04 see stats
By Evoker Alch the Ogre Alchemist level 29
52nd Haze 122nd year of Ascendancy at 18:17 see stats
By Evoker Alch the Ogre Alchemist level 12
21st Dusk 122nd year of Ascendancy at 15:59 see stats
By Evoker Alch the Ogre Alchemist level 11
21st Dusk 122nd year of Ascendancy at 00:40 see stats
By Evoker Alch the Ogre Alchemist level 7
2nd Mirth 122nd year of Ascendancy at 16:31 see stats
By Evoker Alch the Ogre Alchemist level 10
5th Dusk 122nd year of Ascendancy at 03:59 see stats
By Evoker Alch the Ogre Alchemist level 24
3rd Haze 122nd year of Ascendancy at 14:10 see stats
By Evoker Alch the Ogre Alchemist level 25
5th Haze 122nd year of Ascendancy at 08:29 see stats
By Evoker Alch the Ogre Alchemist level 16
33rd Dusk 122nd year of Ascendancy at 09:28 see stats
By Evoker Alch the Ogre Alchemist level 34
8th Decay 122nd year of Ascendancy at 07:30 see stats
Log
Sleeping Emelynne's mind surges with critical power!
Sleeping Emelynne gains 154% of a turn from Ancestral Life.
Sleeping Emelynne spits acid!
Sleeping Emelynne's mind surges with critical power!
Sleeping Emelynne receives 2204 healing from Sudden Growth.
Sleeping Emelynne hits Evoker Alch for 362 acid damage.
Melee retaliation hits Iceblock for 6 blight damage.
Drolem (servant of Evoker Alch) hits Iceblock for 28 physical damage.
Dozing Ivokira shrugs off the effect 'Corrode'!
Drolem (servant of Evoker Alch) reflects damage back to Sleeping Emelynne!
Drolem (servant of Evoker Alch) hits Iceblock for 14 acid damage.
Dozing Porykira's infective darkness area effect hits Dozing Ivokira for 36 darkness damage.
Dozing Porykira's infective darkness area effect hits Evoker Alch for 24 darkness damage.
Dozing Porykira's infective darkness area effect hits Sleeping Emelynne for 31 darkness damage.
Raze hits Dozing Ivokira for 15 darkness damage.
Raze hits Evoker Alch for 10 darkness damage.
Raze hits Sleeping Emelynne for 13 darkness damage.
Sleeping Emelynne's corrosive acid area effect hits Dozing Ivokira for 33 acid damage.
Sleeping Emelynne's corrosive acid area effect hits Drolem (servant of Evoker Alch) for (34 to ice), 50 acid (50 total damage).
Sleeping Emelynne's corrosive acid area effect hits Evoker Alch for 68 acid damage.
Sleeping Emelynne's corrosive acid area effect hits Dozing Porykira for 33 acid damage.
Sleeping Emelynne's corrosive acid area effect killed Drolem (servant of Evoker Alch)!
Evoker Alch's spell attains critical power!
Evoker Alch's spell attains critical power!
Evoker Alch's spell attains critical power!
Talent Throw Bomb is ready to use.
Crippling Poison from Dozing Ivokira hits Evoker Alch for 66 nature damage.
Evoker Alch's Living Lightning hits Dozing Ivokira for 74 lightning damage.
Dozing Porykira uses Ice Claw.
Dozing Porykira performs a melee critical strike against Evoker Alch!