












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.6.0Donators/Buyers bonus! Possessor Bonus Class 1.6.6Donators/Buyers bonus! Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Select your Escorts 1.6.0Allows 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. Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Embers of Rage 1.6.7Official 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 Lite 1.6.0A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons:
Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Bugfix Pack 1.6.7An addon compiling various fixes to bugs in ToME4. ===== Bugs fixed by this addon ===== = Band of Protection = = Quake hitting multiple times = = Proc bonuses/penalties with nested attacks = = Real-time Anomaly Meteors = = Wild Speed, Step Up, etc. resource leak = = Snapshotting for many talents = Unfortunately, this is not all of the snapshottable talents in the game, but it's a start. ===== Compatibility ===== It should otherwise not be destructive. ===== Changelog ===== 1.2.1: 1.2.0: 1.1.9: 1.1.8: 1.1.7: 1.1.6: 1.1.5: 1.1.4: 1.1.3: 1.1.2: 1.1.1: 1.1.0: 1.0.6: 1.0.5: 1.0.4: 1.0.3: 1.0.2: 1.0.1: 1.0.0: Weight: 61428967 Better Item Description 1.6.6This 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 Ashes of Urh'Rok 1.6.7Official 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:
Forbidden Cults 1.6.7Official 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 Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Skirmisher |
| Level / Exp | 37 / 66% |
| Size | medium |
| Lifes / Deaths | Killed by Slasul at level 37 on the 4th Mirth 123rd year of Ascendancy at 12:35 / 1 |
Primary Stats
| Strength | 27 (base 13) |
| Dexterity | 74 (base 60) |
| Constitution | 36 (base 18) |
| Magic | 50 (base 31) |
| Willpower | 20 (base 11) |
| Cunning | 118 (base 50) |
Resources
| Life | -46/948 |
| Stamina | 213/213 |
| Steam | 100/100 |
| Healing Factor | 1.7693203883495 |
| Regeneration | 62.967084308239 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +25% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 8 |
| Infravision | 7 |
| See Stealth | 60.881944414149 |
| See Invisible | 60.881944414149 |
Offense: Mainhand
| Damage | 136 |
| Accuracy | 62 |
| Crit Chance | 47% |
| APR | 20 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 43 |
| Crit Chance | 37% |
| Speed | 1 |
Offense: Mind
| Mindpower | 42 |
| Crit Chance | 33% |
| Speed | 1 |
Offense: Damage Bonus
| Cold | +24% |
| Acid | +23% |
| Light | +21% |
| Temporal | +26% |
| Darkness | +14% |
| Physical | +52% |
| Fire | +11% |
| All | +5% |
Offense: Damage Penetration
| Physical | +5% |
| Darkness | +25% |
| Temporal | +9% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 35.326530612245 (70.218264182024%) |
| Defense | 0 |
| Ranged Defense | 2 |
| Fatigue | 0 |
| Physical Save | 40 |
| Spell Save | 36 |
| Mental Save | 54 |
Defense: Resistances
| Acid | + 51%( 70%) |
| Lightning | + 36%( 70%) |
| Darkness | + 44%( 70%) |
| Cold | + 34%( 70%) |
| Blight | + 34%( 70%) |
| Physical | + 33%( 70%) |
| Fire | + 70%( 70%) |
| All | + 22%( 70%) |
Defense: Immunities
| Disarm Resistance | 100% |
| Teleport Resistance | 20% |
| Confusion Resistance | 10% |
| Instadeath Resistance | 100% |
| Stun Resistance | 40% |
| Poison Resistance | 0% |
| Blind Resistance | 100% |
Inscriptions (4/4)
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 158% efficiency and cooldown mod of 61%. Its effects scale with your Dexterity stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 153% efficiency and cooldown mod of 59%. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 21 Travel Speed: instantaneous 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. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse 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 create a protective shield absorbing and reflecting at most 350 damage for 5 turns. Its effects scale with your Magic stat. |
Class Talents
| Technique / Tireless Combatant | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 2/5 |
| Technique / Buckler Training | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Cunning / Poisons | 2.30 |
| 2/5 |
| 1/5 |
| 5/5 |
| 2/5 |
| Cunning / Trapping | 2.00 |
| 5/5 |
| 3/5 |
| 1/5 |
| 4/5 |
| Cunning / Called Shots | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Technique / Skirmisher - Slings | 1.30 |
| 5/5 |
| 2/5 |
| 3/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Steamtech / Chemistry | 1.20 |
| 3/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 3/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 3/5 |
| Cunning / Scoundrel | 1.30 |
| 2/5 |
| 2/5 |
| 2/5 |
| 2/5 |
Prodigies
| 1/1 |
Effects
| talent | Apply Poison |
| talent | Trained Reactions |
| talent | Numbing Poison |
| talent | Bombardment |
| talent | Leeching Poison |
| talent | Counter Shot |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| beneficial effect | The target stands strong, increasing all resistances by 1.6% and resistance caps by 0.3%. Eternal Warrior |
| detrimental effect | The target is encased in ice. All damage done to it will be split, 40% absorbed by the ice and 60% by the target. The target's defense is nullified while in the ice, and it may only attack the ice, but it is also immune to any new detrimental status effects (except Wet and Frozen Feet). The target cannot teleport or heal while frozen. 43 HP on the iceblock remaining. Frozen |
| detrimental effect | Zone-wide effect: Air decreases over time. If you run out of air you will start losing life. Look for bubbles to recover air. The water also reduces stun resistance by 10% and fire damage is reduced by 10%, however cold damage is increased by 10%. Underwater Zone |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 2 of Daikara. Escort: injured seer (level 2 of Daikara)As a reward you improved Cunning by +5. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Dreadfell. Escort: injured seer (level 3 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lone alchemist (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 4 of Dreadfell. Escort: lost defiler (level 4 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved Strength by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire) | done |
You failed to protect the lost warrior from death by orc assassin. Escort: lost warrior (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)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 Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
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 AlchemistsYou have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. 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 orc heart. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed red crystal shard. | 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 |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | 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 |
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* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | active |
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 | [vs. restorative pair of hardened leather boots (0 def, 3 armour) (On feet)]restorative pair of hardened leather boots (0 def, 3 armour) 2.0 T3 feet armor [Ego+] Nature While equipped: ----- def ----- Armour +3 (-) HP.reg +5.00 (-) Heal.mod +13% (-) A pair of boots made of leather. |
| Quiver | [vs. psychokinetic pouch of stralite shots of erosion (21/21, 157% power, 5 apr) (Quiver)]psychokinetic pouch of stralite shots of erosion (21/21, 157% power, 5 apr) 3.0 T4 shot ammo Reqs Dex 35 [Ego+] Nature/Psionic Power 158% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +5 (-) Crit +5.5% (-) Capacity 21 (-) Ranged+ +7(-) nature +14(-) physical On Hit: * 20% chance to knock the target back 3 spaces and deal 170 physical damage While equipped: ---------- misc Talents +3.00(-) Saw Shell Shots are used with slings to pummel your foes to death. |
| Light source | [vs. preserving alchemist's lamp of corpselight (Light source)]preserving alchemist's lamp of corpselight 1.0 T3 lite [Ego++] Arcane/Nature While equipped: Stats +3(-) Con dps ---------- Spell.crit +4% (-) Spell.pwr +4 (+2 eff.) (-) Dmg.mod +16%(-) light ----- def ----- Resists +16%(-) blight +8%(-) darkness HP.reg +1.00 (-) ---------- misc Light +8 (-) Infravis +4 (-) See.Stealth +8 (-) See.Invis +8 (-) The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 23 cooldown Level 2.0 Pwr.cost 23 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 24 blight damage or heals 35 life. Creatures standing in the retch also have 11% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | [vs. Brass Goggles (10 def, 0 armour) (On head)]Brass Goggles (10 def, 0 armour) 2.0 T4 head armor [Unique] Master While equipped: Stats +30(-) Cun dps ---------- Steam.crit +5% (-) Steampwr +5 (+1 eff.) (-) Acc +20 (+6 eff.) (-) Apr +15 (-) ----- def ----- Defense +10 (+0 eff.) (-) Resists +20%(-) fire Mind.save +15 (+5 eff.) (-) Blind- +100% (-) ---------- misc Infravis +3 (-) Sight +1 (-) Masteries +0.20(-) Steamtech/Physics +0.20(-) Steamtech/Chemistry No self respecting craftsman would be caught without them! |
| On hands | [vs. Lisysema the drakeskin leather gloves (0 def, 3 armour) (On hands)]Lisysema the drakeskin leather gloves (0 def, 3 armour) 1.0 T4 hands armor [Rare] Master While equipped: Stats +8(-) Cun +6(-) Con dps ---------- Crit.mult +15.00% (-) ----- def ----- Armour +3 (-) Phys.save +30 (+14 eff.) (-) Spell.save +28 (+14 eff.) (-) Mind.save +25 (+8 eff.) (-) Max.HP +60.00 (-) Disarm- +118% (-) Stun/Frz- +20% (-) Teleport- +20% (-) ---------- misc Talents +2.00(-) Iron Grip Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 23 cooldown Level 2.0 Pwr.cost 23 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | [vs. soothing stralite torque of psionic shield [power 107] (19 cooldown) (Tool)]soothing stralite torque of psionic shield [power 107] (19 cooldown) 2.0 T4 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 107 for 5 turns Puts all charms on 19 cooldown 100% to heal for 37. Torques are made by powerful psionics to store psionic powers. |
| On fingers | [vs. painweaver's copper ring of life (On fingers, 1 of 2)]painweaver's copper ring of life 0.1 T1 ring jewelry [Ego++] Nature/Master While equipped: dps ---------- Phys.pwr +6 (+2 eff.) (-) Spell.pwr +7 (+3 eff.) (-) Mind.pwr +6 (+2 eff.) (-) Dmg.mod +5%(-) all ----- def ----- Max.HP +46.00 (-) HP.reg +8.00 (-) Heal.mod +11% (-) Rings can have magical properties. Tap to cycle through comparison choices |
| On fingers | [vs. painweaver's copper ring of life (On fingers, 1 of 2)]gold onyx ring 0.1 T3 ring jewelry [Ego+] Nature While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con dps ---------- Phys.pwr +0 (+0 eff.) (-6 (-2 eff.)) Spell.pwr +0 (+0 eff.) (-7 (-3 eff.)) Mind.pwr +0 (+0 eff.) (-6 (-2 eff.)) Dmg.mod +0%(-5%) all ----- def ----- Max.HP +66.00 (+20.00) HP.reg +10.00 (+2.00) Heal.mod +13% (+2%) Rings can have magical properties. Tap to cycle through comparison choices |
| Around neck | [vs. Feathersteel Amulet (Around neck)]Feathersteel Amulet 0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% (-) ----- def ----- Defense +15 (+0 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. |
| In main hand | [vs. halfling hardened leather sling of true flight (In main hand)]halfling hardened leather sling of true flight 4.0 T3 sling 1H weapon Reqs Dex 24 Shoot [Ego++] Master Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% (-) Range +9 (-) On Crit: * project a beam of lightning While equipped: dps ---------- Phys.crit +9.0% (-) Dmg.mod +11%(-) physical Acc +7 (+2 eff.) (-) ---------- misc Cooldown Fragmentation Shot -2(-) Pin Down -1(-) Slings are used to hurl stones or metal shots at your foes. |
| Around waist | [vs. Ulylar the Unlightkin (Around waist)]Ulylar the Unlightkin 1.0 T3 belt armor [Rare] Nature While equipped: dps ---------- Melee+ 0(-20) item acid corrode Dmg.mod +9%(-) darkness Res.pen +25%(-) darkness Melee Ret 10(-) acid On Hit (Melee): * 20% chance to reduce armor by 32% ----- def ----- Resists +24%(-) acid HP.reg +2.40 (-) Heal.mod +21% (-) A belt that goes around your waist. |
| In off hand | [vs. Blackfire Aegis (8 def, 18 armour, 100% power, 235 block) (In off hand)]Blackfire Aegis (8 def, 18 armour, 100% power, 235 block) 7.0 T4 shield armor Reqs - Shield usage training Cun 28 [Unique] Arcane When used to Attack: Power 169% Range: 1.2x Uses 100% Str Dmg Stunning fire Acc+ +2.5% proc dam (max 250%) Crit +7.0% (-) Block +235 (-) Dmg.conv 50%(-) darkness On Hit: * releases a burst of dark fire, dealing damage equal to your magic stat While equipped: dps ---------- Spell.pwr +8 (+3 eff.) (-) Melee Ret 24(-) darkness 24(-) fire ----- def ----- Armour +18 (-) Defense +8 (+0 eff.) (-) Rng.Def +12 (+2 eff.) (-) Fatigue +25% (-) Resists +20%(-) darkness +35%(-) fire ---------- misc Talents +1.00(-) Block This rugged stone shield flickers with bursts of pitch black flame. |
| Cloak | [vs. Cloak of Daggers (10 def, 0 armour) (Cloak)]Cloak of Daggers (10 def, 0 armour) 2.0 T4 cloak armor [Unique] Steamtech While equipped: Stats +6(-) Cun dps ---------- Phys.pwr +5 (+1 eff.) (-) ----- def ----- Defense +10 (+0 eff.) (-) Resists +18%(-) lightning Phys.save +10 (+4 eff.) (-) Stun/Frz- +30% (-) Has a 50% chance each turn to slash an adjacent enemy for 330 physical damage (based on Cunning), making them bleed. This cloak seems to incorporate a series of blades attached to various spring mechanisms. Apparently the designer believed that the best defense was an active one. |
| Main armor | [vs. ancient silk robe of alchemy (0 def, 0 armour) (Main armor)]ancient silk robe of alchemy (0 def, 0 armour) 2.0 T4 cloth armor [Ego++] Arcane While equipped: Stats +6(-) Str +6(-) Dex +11(-) Mag +6(-) Wil +6(-) Cun +6(-) Con dps ---------- Dmg.mod +18%(-) acid +36%(-) physical +9%(-) cold +21%(-) temporal +16%(-) fire Res.pen +9%(-) temporal +5%(-) physical ----- def ----- Resists +13%(-) acid +14%(-) physical +14%(-) fire +15%(-) cold +13%(-) all Anom.red +12 (-) ---------- misc Cooldown Refit Golem -4(-) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
steam generator implant of the duelist (steam 14)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 29 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 14.2 steam per turn. Can be activated for an instant burst of 71 steam. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
heroism infusion of the duelist (die at -880; dur 6; cd 31)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 31 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -880 life. The duration and life will increase by 1% for every 1% life you have lost (currently 1803 life, 12 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion (heal 177; 17 cd)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 177 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
schematic: Acid Groove0.1 T1 schematic scroll Reqs Create Tinker [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Armour Reinforcement0.1 T1 schematic scroll Reqs Create Tinker [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Crystal Plating0.1 T1 schematic scroll Reqs Create Tinker [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Deflection Field0.1 T1 schematic scroll Reqs Create Tinker [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Fireproof Coating0.1 T1 schematic scroll Reqs Create Tinker [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Focus Lens0.1 T1 schematic scroll Reqs Create Tinker [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Hook Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Lightning Coil0.1 T1 schematic scroll Reqs Create Tinker [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Magnetic Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Mana Coil0.1 T1 schematic scroll Reqs Create Tinker [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Mental Stimulator0.1 T1 schematic scroll Reqs Create Tinker [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Razor Edge0.1 T1 schematic scroll Reqs Create Tinker [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Rocket Boots0.1 T1 schematic scroll Reqs Create Tinker [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rustproof Coating0.1 T1 schematic scroll Reqs Create Tinker [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Saw Projector0.1 T1 schematic scroll Reqs Create Tinker [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Shocking Edge0.1 T1 schematic scroll Reqs Create Tinker [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Spring Grapple0.1 T1 schematic scroll Reqs Create Tinker [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Toxic Cannister Launcher0.1 T1 schematic scroll Reqs Create Tinker [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Viral Injector0.1 T1 schematic scroll Reqs Create Tinker [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Waterproof Coating0.1 T1 schematic scroll Reqs Create Tinker [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Winterchill Edge0.1 T1 schematic scroll Reqs Create Tinker [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
[vs. Feathersteel Amulet (Around neck)]Fiery Choker 0.1 T3 amulet jewelry [Unique] Arcane While equipped: Stats +5 Mag +4 Wil +3 Cun dps ---------- Spell.crit +8% Spell.pwr +7 (+2 eff.) Mov.spd +0% (-25%) Dmg.mod +10% fire -5% cold ----- def ----- Defense +0 (+0 eff.) (-15 (+0 eff.)) Fatigue +0% (+20%) Resists +20% fire -20% cold Affinity +30% fire Proj.slow +0% (-15%) Blind- +40% ---------- misc Max.enc +0 (-20) On Spell Hit: 10% Volcano 3 A choker made of pure flame, casting forever shifting patterns around the neck of its wearer. Its fire seems to not harm the wearer. |
[vs. Feathersteel Amulet (Around neck)]The Far-Hand 0.1 T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con dps ---------- Mov.spd +0% (-25%) ----- def ----- Defense +0 (+0 eff.) (-15 (+0 eff.)) Fatigue +0% (+20%) Proj.slow +0% (-15%) Teleport- +100% ---------- misc Max.enc +0 (-20) Teleport: Level 4.0 Pwr.cost 27 out of 36/36. Range 10 Travel.spd instantaneous Is a spell Description: Teleports you randomly within a large range (143). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 16). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
[vs. Feathersteel Amulet (Around neck)]grounding stralite amulet of perfection (0.22 Technique / Combat training,0.22 Cunning / Trapping) 0.1 T4 amulet jewelry [Ego+] Nature/Master While equipped: dps ---------- Mov.spd +0% (-25%) ----- def ----- Defense +0 (+0 eff.) (-15 (+0 eff.)) Fatigue +0% (+20%) Resists +15% lightning Proj.slow +0% (-15%) Stun/Frz- +29% ---------- misc Max.enc +0 (-20) Masteries +0.22 Cunning/Trapping +0.22 Technique/Combat training Amulets can have magical properties. |
[vs. painweaver's copper ring of life (On fingers, 1 of 2)]Vargh Redemption 0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Phys.pwr +0 (+0 eff.) (-6 (-2 eff.)) Spell.pwr +0 (+0 eff.) (-7 (-3 eff.)) Mind.pwr +0 (+0 eff.) (-6 (-2 eff.)) Dmg.mod +0%(-5%) all +15% cold ----- def ----- Resists +10% nature +25% cold Max.HP +0.00 (-46.00) HP.reg +0.00 (-8.00) Heal.mod +0% (-11%) ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 12.27 cold and 15.04 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 45 power out of 60/60 This azure ring seems to be always moist to the touch. Tap to cycle through comparison choices |
[vs. painweaver's copper ring of life (On fingers, 1 of 2)]Elemental Fury 0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Phys.pwr +0 (+0 eff.) (-6 (-2 eff.)) Spell.pwr +0 (+0 eff.) (-7 (-3 eff.)) Mind.pwr +0 (+0 eff.) (-6 (-2 eff.)) Dmg.mod +25% lightning +25% cold +25% fire +25% arcane +0%(-5%) all Res.pen +25% lightning +25% fire +25% arcane +25% cold ----- def ----- Max.HP +0.00 (-46.00) HP.reg +0.00 (-8.00) Heal.mod +0% (-11%) All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. Tap to cycle through comparison choices |
[vs. painweaver's copper ring of life (On fingers, 1 of 2)]gold amber ring 0.1 T3 ring jewelry [Ego+] Master While equipped: dps ---------- Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Phys.pwr +5 (+2 eff.) (-1 (+0 eff.)) Spell.pwr +5 (+2 eff.) (-2 (-1 eff.)) Mind.pwr +9 (+3 eff.) (+3 (+1 eff.)) Dmg.mod +13%(+8%) all ----- def ----- Max.HP +0.00 (-46.00) HP.reg +0.00 (-8.00) Heal.mod +0% (-11%) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. halfling hardened leather sling of true flight (In main hand)]arcing deep-steel trident of ruin (136% power, 10 apr) 3.0 T3 trident 2H weapon Reqs Str 24 [Ego+] Arcane/Master Power 137% (+71%) Range: 1.6x (+0.5x) Uses 120% Str Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +10 Crit +2.5% Atk.spd 100% (-) Range +0 (-9) On Hit: + 25% chance for lightning to strike from the target to a second target dealing 74 damage On Crit: - project a beam of lightning While equipped: dps ---------- Phys.crit +14.0% (+5.0%) Crit.mult +21.00% Dmg.mod +0%(-11%) physical Acc +0 (+0 eff.) (-7 (-2 eff.)) Apr +14 ---------- misc Cooldown Fragmentation Shot +0(+2) Pin Down +0(+1) A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
[vs. halfling hardened leather sling of true flight (In main hand)]caustic deep-steel trident of massacre (145% power, 10 apr) 3.0 T3 trident 2H weapon Reqs Str 24 [Ego+] Nature/Master Power 146% (+80%) Range: 1.6x (+0.5x) Uses 120% Str Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +10 Crit +2.5% Atk.spd 100% (-) Range +0 (-9) On Crit.r2 +17 acid +35 nature On Crit: - project a beam of lightning While equipped: dps ---------- Phys.crit +0.0% (-9.0%) Dmg.mod +0%(-11%) physical Res.pen +12% acid +21% nature Acc +0 (+0 eff.) (-7 (-2 eff.)) Apr +13 ---------- misc Cooldown Fragmentation Shot +0(+2) Pin Down +0(+1) A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
[vs. halfling hardened leather sling of true flight (In main hand)]chilling deep-steel trident of projection (130% power, 10 apr) 3.0 T3 trident 2H weapon Reqs Str 24 [Ego+] Arcane/Psionic Power 131% (+65%) Range: 1.6x (+0.5x) Uses 120% Str Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +10 Crit +2.5% Atk.spd 100% (-) Range +0 (-9) Melee+ +20 cold On Hit: + Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) On Crit: - project a beam of lightning While equipped: dps ---------- Phys.crit +0.0% (-9.0%) Dmg.mod +0%(-11%) physical Acc +0 (+0 eff.) (-7 (-2 eff.)) ---------- misc Cooldown Fragmentation Shot +0(+2) Pin Down +0(+1) A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
[vs. halfling hardened leather sling of true flight (In main hand)]stormbringer's deep-steel trident of amnesia (131% power, 10 apr) 3.0 T3 trident 2H weapon Reqs Str 24 [Ego++] Nature/Psionic Power 131% (+66%) Range: 1.6x (+0.5x) Uses 120% Str Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +10 Crit +2.5% Atk.spd 100% (-) Range +0 (-9) On Crit.r2 +28 lightning +34 cold On Hit: + 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) On Crit: - project a beam of lightning While equipped: dps ---------- Phys.crit +0.0% (-9.0%) Mov.spd +32% Dmg.mod +0%(-11%) physical Res.pen +20% lightning +16% cold Acc +0 (+0 eff.) (-7 (-2 eff.)) ---------- misc Cooldown Fragmentation Shot +0(+2) Pin Down +0(+1) A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
[vs. halfling hardened leather sling of true flight (In main hand)]truestriking deep-steel trident (135% power, 10 apr) 3.0 T3 trident 2H weapon Reqs Str 24 [Ego+] Master Power 136% (+70%) Range: 1.6x (+0.5x) Uses 120% Str Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +10 Crit +2.5% Atk.spd 100% (-) Range +0 (-9) On Crit: - project a beam of lightning While equipped: dps ---------- Phys.crit +0.0% (-9.0%) Dmg.mod +0%(-11%) physical Res.pen +12% physical Acc +24 (+6 eff.) (+17 (+4 eff.)) Apr +12 ---------- misc Cooldown Fragmentation Shot +0(+2) Pin Down +0(+1) A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
[vs. halfling hardened leather sling of true flight (In main hand)]warbringer's deep-steel trident of rage (137% power, 10 apr) 3.0 T3 trident 2H weapon Reqs Str 24 [Ego++] Master Power 137% (+72%) Range: 1.6x (+0.5x) Uses 120% Str Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +10 Crit +2.5% Atk.spd 100% (-) Range +0 (-9) On Crit: - project a beam of lightning While equipped: Stats +2 Str +6 Con dps ---------- Phys.crit +0.0% (-9.0%) Phys.pwr +14 (+5 eff.) Dmg.mod +12%(+1%) physical Res.pen +10% physical Acc +14 (+4 eff.) (+7 (+2 eff.)) ----- def ----- Disarm- +14% ---------- misc Cooldown Fragmentation Shot +0(+2) Pin Down +0(+1) A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
[vs. halfling hardened leather sling of true flight (In main hand)]arcing orite trident of massacre (164% power, 13 apr) 3.0 T4 trident 2H weapon Reqs Str 35 [Ego] Arcane/Master Power 164% (+98%) Range: 1.6x (+0.5x) Uses 120% Str Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +13 Crit +3.5% Atk.spd 100% (-) Range +0 (-9) On Hit: + 25% chance for lightning to strike from the target to a second target dealing 74 damage On Crit: - project a beam of lightning While equipped: dps ---------- Phys.crit +0.0% (-9.0%) Dmg.mod +0%(-11%) physical Acc +0 (+0 eff.) (-7 (-2 eff.)) ---------- misc Cooldown Fragmentation Shot +0(+2) Pin Down +0(+1) A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
[vs. halfling hardened leather sling of true flight (In main hand)]arcing orite trident of projection (150% power, 13 apr) 3.0 T4 trident 2H weapon Reqs Str 35 [Ego+] Arcane/Psionic Power 151% (+85%) Range: 1.6x (+0.5x) Uses 120% Str Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +13 Crit +3.5% Atk.spd 100% (-) Range +0 (-9) On Hit: + Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) + 25% chance for lightning to strike from the target to a second target dealing 74 damage On Crit: - project a beam of lightning While equipped: dps ---------- Phys.crit +0.0% (-9.0%) Dmg.mod +0%(-11%) physical Acc +0 (+0 eff.) (-7 (-2 eff.)) ---------- misc Cooldown Fragmentation Shot +0(+2) Pin Down +0(+1) A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
[vs. halfling hardened leather sling of true flight (In main hand)]caustic orite trident of projection (150% power, 13 apr) 3.0 T4 trident 2H weapon Reqs Str 35 [Ego++] Nature/Psionic Power 151% (+85%) Range: 1.6x (+0.5x) Uses 120% Str Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +13 Crit +3.5% Atk.spd 100% (-) Range +0 (-9) On Crit.r2 +23 acid +19 nature On Hit: + Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) On Crit: - project a beam of lightning While equipped: dps ---------- Phys.crit +0.0% (-9.0%) Dmg.mod +0%(-11%) physical Res.pen +30% acid +13% nature Acc +0 (+0 eff.) (-7 (-2 eff.)) Apr +13 ---------- misc Cooldown Fragmentation Shot +0(+2) Pin Down +0(+1) A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
[vs. halfling hardened leather sling of true flight (In main hand)]chilling orite trident of evisceration (152% power, 13 apr) 3.0 T4 trident 2H weapon Reqs Str 35 [Ego+] Arcane/Master Power 152% (+87%) Range: 1.6x (+0.5x) Uses 120% Str Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +13 Crit +3.5% Atk.spd 100% (-) Range +0 (-9) Melee+ +23 cold On Crit: - project a beam of lightning + Wound the target dealing 170 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +12.0% (+3.0%) Phys.pwr +13 (+5 eff.) Dmg.mod +0%(-11%) physical Acc +0 (+0 eff.) (-7 (-2 eff.)) ---------- misc Cooldown Fragmentation Shot +0(+2) Pin Down +0(+1) A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
[vs. halfling hardened leather sling of true flight (In main hand)]chilling orite trident of evisceration (153% power, 13 apr) 3.0 T4 trident 2H weapon Reqs Str 35 [Ego+] Arcane/Master Power 153% (+87%) Range: 1.6x (+0.5x) Uses 120% Str Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +13 Crit +3.5% Atk.spd 100% (-) Range +0 (-9) Melee+ +23 cold On Crit: - project a beam of lightning + Wound the target dealing 170 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +16.0% (+7.0%) Phys.pwr +13 (+5 eff.) Dmg.mod +0%(-11%) physical Acc +0 (+0 eff.) (-7 (-2 eff.)) ---------- misc Cooldown Fragmentation Shot +0(+2) Pin Down +0(+1) A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
[vs. halfling hardened leather sling of true flight (In main hand)]flaming orite trident of massacre (164% power, 13 apr) 3.0 T4 trident 2H weapon Reqs Str 35 [Ego] Arcane/Master Power 165% (+99%) Range: 1.6x (+0.5x) Uses 120% Str Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +13 Crit +3.5% Atk.spd 100% (-) Range +0 (-9) On Hit.r1 +24 fire On Crit: - project a beam of lightning While equipped: dps ---------- Phys.crit +0.0% (-9.0%) Dmg.mod +0%(-11%) physical Acc +0 (+0 eff.) (-7 (-2 eff.)) ---------- misc Cooldown Fragmentation Shot +0(+2) Pin Down +0(+1) A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
[vs. halfling hardened leather sling of true flight (In main hand)]orite trident (150% power, 13 apr) 3.0 T4 trident 2H weapon Reqs Str 35 [Normal] Power 150% (+84%) Range: 1.6x (+0.5x) Uses 120% Str Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +13 Crit +3.5% Atk.spd 100% (-) Range +0 (-9) On Crit: - project a beam of lightning While equipped: dps ---------- Phys.crit +0.0% (-9.0%) Dmg.mod +0%(-11%) physical Acc +0 (+0 eff.) (-7 (-2 eff.)) ---------- misc Cooldown Fragmentation Shot +0(+2) Pin Down +0(+1) A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
[vs. halfling hardened leather sling of true flight (In main hand)]orite trident of shearing (146% power, 13 apr) 3.0 T4 trident 2H weapon Reqs Str 35 [Ego+] Master Power 147% (+81%) Range: 1.6x (+0.5x) Uses 120% Str Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +13 Crit +3.5% Atk.spd 100% (-) Range +0 (-9) On Crit: - project a beam of lightning While equipped: dps ---------- Phys.crit +0.0% (-9.0%) Dmg.mod +0%(-11%) physical Res.pen +13% all Acc +19 (+5 eff.) (+12 (+3 eff.)) Apr +19 ---------- misc Cooldown Fragmentation Shot +0(+2) Pin Down +0(+1) A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
[vs. halfling hardened leather sling of true flight (In main hand)]quick orite trident of massacre (162% power, 13 apr) 3.0 T4 trident 2H weapon Reqs Str 35 [Ego+] Master Power 162% (+97%) Range: 1.6x (+0.5x) Uses 120% Str Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +13 Crit +3.5% Atk.spd 100% (-) Range +0 (-9) On Crit: - project a beam of lightning While equipped: Stats +6 Dex dps ---------- Phys.crit +0.0% (-9.0%) Phys.spd +10% Dmg.mod +0%(-11%) physical Acc +21 (+6 eff.) (+14 (+4 eff.)) ---------- misc Cooldown Fragmentation Shot +0(+2) Pin Down +0(+1) A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
[vs. halfling hardened leather sling of true flight (In main hand)]stormbringer's orite trident of ruin (148% power, 13 apr) 3.0 T4 trident 2H weapon Reqs Str 35 [Ego++] Nature/Master Power 149% (+83%) Range: 1.6x (+0.5x) Uses 120% Str Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +13 Crit +3.5% Atk.spd 100% (-) Range +0 (-9) On Crit.r2 +33 lightning +35 cold On Crit: - project a beam of lightning While equipped: dps ---------- Phys.crit +7.0% (-2.0%) Crit.mult +31.00% Mov.spd +42% Dmg.mod +0%(-11%) physical Res.pen +17% lightning +24% cold Acc +0 (+0 eff.) (-7 (-2 eff.)) Apr +13 ---------- misc Cooldown Fragmentation Shot +0(+2) Pin Down +0(+1) A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
[vs. halfling hardened leather sling of true flight (In main hand)]truestriking orite trident of enduring (150% power, 13 apr) 3.0 T4 trident 2H weapon Reqs Str 35 [Ego++] Nature/Master Power 150% (+84%) Range: 1.6x (+0.5x) Uses 120% Str Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +13 Crit +3.5% Atk.spd 100% (-) Range +0 (-9) On Crit: - project a beam of lightning While equipped: Stats +10 Con +13 Wil dps ---------- Phys.crit +0.0% (-9.0%) Dmg.mod +0%(-11%) physical Res.pen +7% physical Acc +14 (+4 eff.) (+7 (+2 eff.)) Apr +13 ----- def ----- Max.HP +76.00 ---------- misc Cooldown Fragmentation Shot +0(+2) Pin Down +0(+1) A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
[vs. Blackfire Aegis (8 def, 18 armour, 100% power, 235 block) (In off hand)]Piercing Gaze (5 def, 25 armour, 100% power, 180 block) 7.0 T4 shield armor [Unique] Arcane When used to Attack: Power 150% (-19%) Range: 1.2x (+0.0x) Uses 100% Str Dmg Physical Acc+ +2.5% proc dam (max 250%) Crit +5.0% (-2.0%) Block +180 (-55) Dmg.conv 0%(-50%) darkness On Hit: - releases a burst of dark fire, dealing damage equal to your magic stat While equipped: dps ---------- Spell.pwr +0 (+0 eff.) (-8 (-3 eff.)) On shield block: + 30% chance of petrifying the attacker. Melee Ret 0(-24) darkness 0(-24) fire ----- def ----- Armour +25 (+7) Defense +5 (+0 eff.) (-3 (+0 eff.)) Rng.Def +10 (+0 eff.) (-2 (-2 eff.)) Fatigue +12% (-13%) Resists +10% acid +10% physical +0%(-20%) darkness +10%(-25%) fire +10% lightning ---------- misc Talents +1.00(-) Block On block: 30% chance of petrifying the attacker. This gigantic shield has a stone eye embedded in it. |
[vs. Cloak of Daggers (10 def, 0 armour) (Cloak)]Gureth the Dazzlenull (2 def, 0 armour) 2.0 T3 cloak armor [Rare] Master While equipped: Stats +8(+2) Cun dps ---------- Phys.crit +2.0% Mind.crit +1% Crit.mult +5.00% Phys.pwr +2 (+0 eff.) (-3 (-1 eff.)) Dmg.mod +9% light ----- def ----- Defense +2 (+0 eff.) (-8 (+0 eff.)) Fatigue -4% Resists +0%(-18%) lightning Phys.save +0 (+0 eff.) (-10 (-4 eff.)) Stun/Frz- +0% (-30%) ---------- misc Psi/ret +0.08 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. Cloak of Daggers (10 def, 0 armour) (Cloak)]cashmere cloak of the voidstalker (2 def, 0 armour) 2.0 T3 cloak armor [Ego+] Arcane While equipped: Stats +0(-6) Cun dps ---------- Phys.pwr +0 (+0 eff.) (-5 (-1 eff.)) ----- def ----- Defense +2 (+0 eff.) (-8 (+0 eff.)) Resists +0%(-18%) lightning +15% temporal +15% darkness Phys.save +0 (+0 eff.) (-10 (-4 eff.)) Stun/Frz- +0% (-30%) Def/telep +18 Res/telep +12% Dur/telep +16% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 8 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. Lisysema the drakeskin leather gloves (0 def, 3 armour) (On hands)]alchemist's voratun gauntlets of the starseeker (0 def, 3 armour) 1.5 T4 hands armor [Ego++] Arcane While equipped: Stats +7 Mag +3 Wil +3(-5) Cun +0(-6) Con dps ---------- Crit.mult +0.00% (-15.00%) Melee+ 4 acid 3 fire 9 cold 3 lightning ----- def ----- Armour +3 (-) Fatigue +5% Resists +7% light +7% darkness Phys.save +0 (+0 eff.) (-30 (-14 eff.)) Spell.save +0 (+0 eff.) (-28 (-14 eff.)) Mind.save +0 (+0 eff.) (-25 (-8 eff.)) Max.HP +0.00 (-60.00) Disarm- +0% (-118%) Stun/Frz- +0% (-20%) Teleport- +0% (-20%) ---------- misc Infravis +1 Talents +0(+-2) Iron Grip Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Starfall: Puts all charms on 15 cooldown Level 1.0 Pwr.cost 15 out of 20/20. Range 6 Travel.spd instantaneous Is a spell Description: A star falls on a radius 1 area, doing 63.07 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
[vs. Brass Goggles (10 def, 0 armour) (On head)]cashmere wizard hat 'Xaletira' (2 def, 6 armour) 2.0 T3 head armor [Rare] Nature While equipped: Stats +0(-30) Cun dps ---------- Steam.crit +0% (-5%) Steampwr +0 (+0 eff.) (-5 (-1 eff.)) Dmg.mod +13% nature Acc +0 (+0 eff.) (-20 (-6 eff.)) Apr +0 (-15) ----- def ----- Armour +6 Defense +2 (+0 eff.) (-8 (+0 eff.)) Resists +12% lightning +0%(-20%) fire +12% cold +19% nature +5% arcane Mind.save +0 (+0 eff.) (-15 (-5 eff.)) Heal.mod +5% Blind- +0% (-100%) Stun/Frz- +20% ---------- misc Infravis +0 (-3) Sight +0 (-1) Masteries +0.00(-0.20) Steamtech/Physics +0.00(-0.20) Steamtech/Chemistry A pointy cloth hat, very wizardly... |
[vs. Brass Goggles (10 def, 0 armour) (On head)]Aletta's Diadem (0 def, 0 armour) 2.0 T3 head armor Reqs Wil 24 [Unique] Psionic While equipped: Stats +4(-26) Cun +4 Wil dps ---------- Steam.crit +0% (-5%) Mind.crit +5% Steampwr +0 (+0 eff.) (-5 (-1 eff.)) Mind.pwr +12 (+4 eff.) Dmg.mod +10% mind Acc +0 (+0 eff.) (-20 (-6 eff.)) Apr +0 (-15) Melee Ret 12 mind ----- def ----- Defense +0 (+0 eff.) (-10 (+0 eff.)) Resists +0%(-20%) fire Mind.save +0 (+0 eff.) (-15 (-5 eff.)) Blind- +0% (-100%) ---------- misc Infravis +0 (-3) Sight +0 (-1) Masteries +0.00(-0.20) Steamtech/Physics +0.00(-0.20) Steamtech/Chemistry Psychic Lobotomy: Level 3.0 Pwr.cost 6 out of 10/10. Range 7 Travel.spd instantaneous Is a mind power Description: Inflicts 94.09 mind damage and cripples the target's higher mental functions, reducing cunning by 11 and confusing (29% power) the target for 4 turns. The damage, cunning penalty, and confusion power will scale with your Mindpower. A filigree of silver set with many small jewels, this diadem seems radiant - ethereal almost. But its touch seems to freeze your skin and brings wild thoughts to your mind. You want to drop it, throw it away, and yet you cannot resist thinking of what powers it might bring you. Is this temptation a weak will on your part, or some domination from the artifact itself...? |
4 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+0 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+0 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+0 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+0 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Resonating Diamond0.0 T5 white gem [Plot Item] Gems can be sold for money or used in arcane rituals. |
Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con 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 Mag +5 Con 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. |
[vs. preserving alchemist's lamp of corpselight (Light source)]brass lantern 'Emelama' 2.0 T1 lite [Rare] Disrupt While equipped: Stats +0(-3) Con dps ---------- Spell.crit +0% (-4%) Spell.pwr +0 (+0 eff.) (-4 (-2 eff.)) Dmg.mod +0%(-16%) light ----- def ----- Resists +0%(-16%) blight +0%(-8%) darkness +6% light +3% all Spell.save +6 (+3 eff.) HP.reg +2.00 (+1.00) Heal.mod +10% Knockbk- +10% ---------- misc Light +3 (-5) Infravis +0 (-4) See.Stealth +0 (-8) See.Invis +0 (-8) 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. |
Automated Portable Extractor0.0 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. |
stralite grip0.0 T4 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ----- def ----- Disarm- +90% ---------- misc Talents +4 Iron Grip Tinkers can be attached to normal items to improve them with steam power! |
mastercraft acid groove0.0 T4 steamtech tinker [Normal] Steamtech Attachable to weapon Deals acid damage that also reduces armour. Tinkers can be attached to normal items to improve them with steam power! |
mastercraft viral injector0.0 T4 steamtech tinker [Normal] Steamtech Attachable to weapon Infects targets with a stat reducing disease. Tinkers can be attached to normal items to improve them with steam power! |
powerful frost salve [power 17] powerful frost salve [power 17]1.0 T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 2 physical effects and grants a frost aura (17% cold, darkness and nature affinity) Puts Talent Medical Injector on 19 cooldown Activation is instant. Medical salve. |
powerful healing salve [power 231] powerful healing salve [power 231]1.0 T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 231 Puts Talent Medical Injector on 12 cooldown Medical salve. |
powerful pain suppressor salve [power 200] powerful pain suppressor salve [power 200]1.0 T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Let you fight up to -200 life and reduces all damage by 20% for 6 turns (takes no time to activate) Puts Talent Medical Injector on 8 cooldown Activation is instant. Medical salve. |
great water salve [power 20] great water salve [power 20]1.0 T4 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 2 mental effects and grants a water aura (20% blight, mind and acid affinity). Puts Talent Medical Injector on 19 cooldown Activation is instant. Medical salve. |
Blood-Runed Athame1.0 misc [Plot Item] An athame, covered in blood runes. It radiates power. |
[vs. soothing stralite torque of psionic shield [power 107] (19 cooldown) (Tool)]miner's iron pickaxe (dig speed 29 turns) 3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
[vs. soothing stralite torque of psionic shield [power 107] (19 cooldown) (Tool)]Stimulus 2.0 T4 injector tool [Unique] Steamtech While equipped: Stats +5 Cun ----- def ----- Defense +12 (+1 eff.) Phys.save +15 (+5 eff.) Spell.save +15 (+6 eff.) Mind.save +15 (+5 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 3 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.' |
[vs. soothing stralite torque of psionic shield [power 107] (19 cooldown) (Tool)]Prox's Lucky Halfling Foot 2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+0 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn 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. |
Orb of Many Ways1.0 orb [Plot Item] Unknown Activate a portal. Uses 8 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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 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. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 152 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)2.0 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 420.00 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 19 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
[vs. soothing stralite torque of psionic shield [power 107] (19 cooldown) (Tool)]focusing stralite torque of mindblast [power 330] (12 cooldown) 2.0 T4 torque charm [Ego+] Psionic Blast the opponent's mind dealing 346 mind damage and silencing them for 4 turns Puts all charms on 12 cooldown 100% to reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
[vs. soothing stralite torque of psionic shield [power 107] (19 cooldown) (Tool)]Tree of Life 2.0 T4 totem charm [Unique] Nature While equipped: Stats +7 Wil +6 Con dps ---------- Mind.pwr +7 (+2 eff.) Dmg.mod +20% nature ----- def ----- Resists +20% blight +20% nature Heal.mod +25% ---------- misc Masteries +0.10 Wild-gift/Call of the wild +0.10 Wild-gift/Harmony Heals all nearby living creatures by 5 points each turn. Take root increasing health by 300, armor by 20, and armor hardiness by 20% but rooting you in place for 4 turns. Uses 8 power out of 15/15 Activation is instant. This small tree-shaped totem is imbued with powerful healing energies. |
Achievements
A dangerous secret (Nightmare (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By skrimtest the Cornac Skirmisher level 31
80th Regrowth 123rd year of Ascendancy at 10:58 see stats
Against all odds (Nightmare (Roguelike) difficulty)
Killed Ukruk in the ambush.By skrimtest the Cornac Skirmisher level 30
67th Regrowth 123rd year of Ascendancy at 02:38 see stats
Arachnophobia (Nightmare (Roguelike) difficulty)
Destroyed the spydric menace.By skrimtest the Cornac Skirmisher level 35
30th Pyre 123rd year of Ascendancy at 04:13 see stats
Brave new world (Nightmare (Roguelike) difficulty)
Went to the Far East and took part in the war.By skrimtest the Cornac Skirmisher level 33
27th Pyre 123rd year of Ascendancy at 02:54 see stats
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By skrimtest the Cornac Skirmisher level 12
4th Dusk 122nd year of Ascendancy at 22:37 see stats
Destroyer's bane (Nightmare (Roguelike) difficulty)
Killed Golbug the Destroyer.By skrimtest the Cornac Skirmisher level 32
23rd Pyre 123rd year of Ascendancy at 16:45 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By skrimtest the Cornac Skirmisher level 19
64th Haze 122nd year of Ascendancy at 00:21 see stats
Eye of the storm (Nightmare (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By skrimtest the Cornac Skirmisher level 24
15th Regrowth 123rd year of Ascendancy at 15:42 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By skrimtest the Cornac Skirmisher level 10
7th Mirth 122nd year of Ascendancy at 21:34 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By skrimtest the Cornac Skirmisher level 20
74th Haze 122nd year of Ascendancy at 02:47 see stats
Level 30 (Nightmare (Roguelike) difficulty)
Got a character to level 30.By skrimtest the Cornac Skirmisher level 30
66th Regrowth 123rd year of Ascendancy at 04:58 see stats
Poisonous (Nightmare (Roguelike) difficulty)
Sided with the assassin lord.By skrimtest the Cornac Skirmisher level 12
47th Dusk 122nd year of Ascendancy at 18:04 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By skrimtest the Cornac Skirmisher level 31
20th Pyre 123rd year of Ascendancy at 14:00 see stats
Sliders (Nightmare (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By skrimtest the Cornac Skirmisher level 33
23rd Pyre 123rd year of Ascendancy at 18:52 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By skrimtest the Cornac Skirmisher level 11
10th Mirth 122nd year of Ascendancy at 00:41 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By skrimtest the Cornac Skirmisher level 16
59th Dusk 122nd year of Ascendancy at 17:21 see stats
Treasure Hoarder (Nightmare (Roguelike) difficulty)
Amassed 3000 gold pieces.By skrimtest the Cornac Skirmisher level 36
78th Pyre 123rd year of Ascendancy at 06:42 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By skrimtest the Cornac Skirmisher level 16
58th Dusk 122nd year of Ascendancy at 17:56 see stats
Vampire crusher (Nightmare (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By skrimtest the Cornac Skirmisher level 30
66th Regrowth 123rd year of Ascendancy at 13:46 see stats
Log
Slasul's skin hardens.
Slasul uses Massive Blow.
Coral wall turns into underwater.
Slasul's spell attains critical power!
Melee retaliation hits Iceblock for 28 darkness, 13 acid, 27 fire (66 total damage).
Slasul hits skrimtest for (457 to ice), 685 physical, (1 to ice), 2 fire (687 total damage).
LIFE LOST WARNING!
Keyboard input temporarily disabled.
Keyboard input temporarily disabled.
Keyboard input temporarily disabled.
Keyboard input temporarily disabled.
Keyboard input temporarily disabled.
Keyboard input temporarily disabled.
Keyboard input temporarily disabled.
Keyboard input temporarily disabled.
Keyboard input temporarily disabled.
Keyboard input temporarily disabled.
Slasul casts Abduction.
Slasul's spell attains critical power!
Melee retaliation hits Iceblock for 28 darkness, 13 acid, 27 fire (66 total damage).
Slasul hits skrimtest for (94 to ice), 141 physical (141 total damage).
skrimtest the level 37 cornac skirmisher was skewered to death by Slasul and perverted into a monstrous aberration as a warning to the surface on level 3 of Temple of Creation.
Skrimtest is free from the ice.
Skrimtest deactivates Leeching Poison.
Skrimtest deactivates Trained Reactions.
Skrimtest deactivates Apply Poison.
Skrimtest deactivates Counter Shot.
Skrimtest deactivates Bombardment.
Skrimtest deactivates Numbing Poison.














































































































