















Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: 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: Possessor Bonus Class 1.6.6Donators/Buyers bonus! 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:
Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. 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 Addon Pack 1.5.0Combines 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: Showing Items Tier in Inventory 1.6.0This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game (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! 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. Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Merchant on the Map 1.1.0Places 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. Sandworm Lair Tweaks 1.5.10Sandworm lair terrain is automatically revealed. Hope that makes it less annoying. Binds the Zone:create hook. This addon is safe to enable and disable on existing save files, though doing so will not have any effects for characters who have visited the sandworm lair already. Deathknight 1.5.5Adds the Deathknight class. See forum thread for details. Improved Auto-explore and Rest 1.6.0Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Better Item Description 1.6.0This 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 Sandworm Lair Quick Dig 1.5.10Digging in Sandworm Lair will take only one (1) turn per tile. 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 | Insane Adventure |
Sex | Male |
Race | Drem |
Class | Rogue |
Level / Exp | 50 / 1620% |
Size | medium |
Lifes / Deaths | Killed by Ivaldatha the red ooze at level 22 on the 15th Steel 123rd year of Ascendancy at 07:03 0 / 10Killed by Isuyawyn the fox at level 27 on the 5th Gold 123rd year of Ascendancy at 04:08 Killed by nightmare horror at level 30 on the 41st Stralite 123rd year of Ascendancy at 15:49 Killed by Aruramira the skeleton warrior at level 31 on the 45th Stralite 123rd year of Ascendancy at 03:03 Killed by elven cultist at level 35 on the 11st Profit 123rd year of Ascendancy at 10:53 Killed by Xybrevea the orc necromancer at level 49 on the 21st Wealth 124th year of Ascendancy at 03:22 Killed by Silumira the orc mage-hunter at level 50 on the 30th Dearth 124th year of Ascendancy at 13:34 Killed by Argoniel at level 50 on the 31st Dearth 124th year of Ascendancy at 16:17 Killed by Argoniel at level 50 on the 31st Dearth 124th year of Ascendancy at 16:35 Killed by Argoniel at level 50 on the 31st Dearth 124th year of Ascendancy at 16:51 |
Primary Stats
Strength | 58 (base 36) |
Dexterity | 87 (base 65) |
Constitution | 65 (base 53) |
Magic | 46 (base 19) |
Willpower | 28 (base 9) |
Cunning | 93 (base 64) |
Resources
Life | -1803/1774 |
Stamina | 313/349 |
Healing Factor | 0.31655825071843 |
Regeneration | 3.8778385713008 |
Speed
Mental | +24.999999999998% |
Attack | +15% |
Movement | +31% |
Spell | +15% |
Global | +64.516129032258% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 7 |
See Stealth | 69.322061542335 |
See Invisible | 68.322061542335 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 132 |
Accuracy | 68 |
Crit Chance | 73% |
APR | 54 |
Speed | 0.80 |
Offense: Offhand
Damage | 103 |
Accuracy | 68 |
Crit Chance | 73% |
APR | 54 |
Speed | 0.80 |
Offense: Spell
Spellpower | 36 |
Crit Chance | 36% |
Speed | 0.8695652173913 |
Offense: Mind
Mindpower | 42 |
Crit Chance | 29% |
Speed | 0.8695652173913 |
Offense: Damage Bonus
Darkness | +3% |
Acid | +15% |
Temporal | +3% |
Nature | +20% |
Physical | +17% |
Mind | +6% |
All | 0% |
Offense: Damage Penetration
Lightning | +31% |
Light | +33% |
Nature | +48% |
Arcane | +47% |
Cold | +34% |
All | +13% |
Defense: Base
Armour (hardiness) | 42 (49.309173272933%) |
Defense | 88 |
Ranged Defense | 88 |
Fatigue | 0 |
Physical Save | 42 |
Spell Save | 49 |
Mental Save | 68 |
Defense: Resistances
Lightning | + 33%( 70%) |
Light | + 20%( 70%) |
Darkness | + 22%( 70%) |
Blight | + 18%( 70%) |
Arcane | + 37%( 70%) |
Acid | + 35%( 70%) |
All | + 15%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 100% |
Teleport Resistance | 10% |
Blind Resistance | 100% |
Silence Resistance | 30% |
Bleed Resistance | 60% |
Pinning Resistance | 46% |
Disarm Resistance | 50% |
Instadeath Resistance | 100% |
Knockback Resistance | 50% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 34 Travel Speed: 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 8 turns. While Heroism is active, you will only die when reaching -983 life. The duration and life will increase by 1% for every 1% life you have lost (currently 2964 life, 24 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 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 123 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 Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 734 life over 5 turns. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 886% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
Class Talents
Cunning / Artifice | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 5/5 |
Cunning / Stealth | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Duelist | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 2/5 |
Cunning / Trapping | 2.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Throwing knives | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.30 |
| 3/5 |
| 4/5 |
| 3/5 |
| 2/5 |
Cunning / Poisons | 2.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 5/5 |
Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| 5/5 |
Race / Drem | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 4/5 |
Cunning / Lethality | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Cunning / Scoundrel | 1.30 |
| 2/5 |
| 3/5 |
| 3/5 |
| 3/5 |
Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Apply Poison |
talent | Chant of Fortitude |
talent | Leeching Poison |
talent | Numbing Poison |
talent | Trained Reactions |
detrimental effect | The target is hexed, creating an empathic bond with its victims. It takes 32% feedback damage from all damage done. Empathic Hex |
detrimental effect | The target is cursed, taking 150.62 darkness damage per turn and preventing natural life regeneration. Curse of Death |
detrimental effect | The target is infected by a disease, doing 151.45 blight damage per turn and reducing healing received by 121%. EpidemicEach non-disease blight damage done to it will spread the disease. |
detrimental effect | Ethereal Form bonuses reduced by 25% Ethereal Form |
beneficial effect | Keeps you from dying even if your life drops to -1722 Heroism |
detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
detrimental effect | Reduces global action speed by 55%. Slow |
detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
Quests
You have found a clue on the strange soldier about more like him all over. A Great DisturbanceOne of them keeps a special prisoner it says. You have found the 'prisoner' and it seems to have decided to like you. | done |
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the injured seer from death by Emerira the ghoulking. Escort: injured seer (level 3 of Dreadfell) | failed |
You successfully escorted the lone alchemist to the recall portal on level 2 of Dreadfell. Escort: lone alchemist (level 2 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You failed to protect the lone alchemist from death by Nerigana the patchwork troll. Escort: lone alchemist (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lone alchemist to the recall portal on level 4 of Dreadfell. Escort: lone alchemist (level 4 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Old Forest. Escort: lone alchemist (level 4 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Old Forest. Escort: lost defiler (level 1 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Dreadfell. Escort: lost warrior (level 1 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the lost warrior from death by Mayoldawen the ghoul. Escort: lost warrior (level 6 of Dreadfell) | failed |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. * You encountered Sun Paladin Aeryn who blamed you for the loss of the Sunwall, but you spared her. | active |
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 |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the 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 |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
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. | active |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Ungrol of Last Hope is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of precision without your aid. You have aided Marus of Elvala in creating an elixir of the savior. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit has completed an elixir of focus without your aid. You have aided Ungrol of Last Hope in creating an elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of stoneskin. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | done |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
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. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | 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 T5 feet armor [Ego++] Arcane While equipped: Stats +2 Mag +3 Wil ----- def ----- Armour +5 Fatigue +4% Silence- +30% Confus- +50% Stun/Frz- +46% Blink to a nearby random location (rad 9) Puts all charms on 22 cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | ![]() 3.0 T5 arrow ammo [Random Unique] Arcane/Master Power 71.5 - 100.1 Physical Uses 70% Dex, 50% Str Acc+ +0.3% crit chance (max 25%) Apr +36 Crit +3.0% Capacity 141 Rld cld 1 Ranged+ +8 light On Hit.r1 +16 temporal On Crit.r2 +20 light On Hit: 20% Curse of Death 5 While equipped: ---------- misc Reload +5 Arrows are used with bows to pierce your foes to death. |
Light source | ![]() 2.0 T1 lite [Rare] Psionic While equipped: ----- def ----- Armour +10 Defense +5 (+1 eff.) Mind.save +6 (+1 eff.) Stun/Frz- +20% Teleport- +10% ---------- misc Light +4 See.Stealth +6 See.Invis +5 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. |
On head | ![]() 2.0 T3 head armor [Unique] Nature While equipped: Stats +6 Cun +8 Wil dps ---------- Dmg.mod +20% nature Res.pen +15% nature ----- def ----- Defense +8 (+1 eff.) Mind.save +12 (+3 eff.) Blind- +100% ---------- misc Infravis +2 See.Stealth +15 See.Invis +15 Masteries +0.10 Wild-gift/Moss Earth's Eyes: Level 2.0 Pwr.cost 31 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
On hands | ![]() 1.5 T5 hands armor [Unique] Arcane/Master While equipped: Stats +6 Str +6 Mag dps ---------- Phys.crit +10.0% Spell.crit +10% Crit.mult +50.00% Dmg.mod +10% physical ----- def ----- Armour +6 Unarmed combat: Power 36.0 - 50.4 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% base dam (max 20%) Apr +10 Crit +10.0% Atk.spd 83% Melee+ +20 arcane On Hit: 10% Displacement Shield 3 On Hit: 15% Wave of Power 1 Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
Tool | ![]() 3.0 T3 digger tool [Random Unique] Nature/Master While equipped: Stats +4 Str +2 Wil +2 Con dps ---------- Mind.crit +3% Crit.mult +16.00% Phys.pwr +8 (+2 eff.) Dmg.mod +6% mind Res.pen +20% nature Apr +6 Melee Ret 2 mind ----- def ----- Resists +8% darkness Affinity +15% darkness Mind.save +6 (+1 eff.) ---------- misc Light +1 Infravis +5 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T5 ring jewelry [Unique] Arcane While equipped: Stats +6 Con ----- def ----- Resists +15% lightning +5% arcane +6% acid Spell.save +18 (+6 eff.) Max.HP +58.00 HP.reg +12.00 Disarm- +50% Pinning- +46% Stun/Frz- +53% Knockbk- +50% Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Max.stam +39.00 Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
Around neck | ![]() 0.1 T3 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +7 Cun +2 Wil dps ---------- Phys.pwr +7 (+2 eff.) Mind.pwr +10 (+3 eff.) Phys.spd +10% Dmg.mod +7% physical ----- def ----- Mind.save +3 (+1 eff.) Heal.mod +18% Cut- +60% ---------- misc Max.psi +40.00 Heal: Puts all charms on 31 cooldown Level 1.0 Pwr.cost 31 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 190 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
In main hand | ![]() 1.0 T5 dagger 1H weapon [Random Unique] Nature/Master Power 46.5 - 60.5 Physical Uses 45% Cun, 45% Dex Mastery Dagger Mastery Acc+ +0.3% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% Melee+ +12 blight On Crit.r2 +35 lightning +44 cold While equipped: dps ---------- Mov.spd +31% Res.pen +18% lightning +21% cold +13% all Phasing +20% Acc +19 (+5 eff.) Apr +13 ---------- misc Mana/s.crit +2.00 Max.mana +100.00 Sharp, short and deadly. |
Around waist | ![]() 1.0 T5 belt armor [Random Unique] Arcane/Master While equipped: Stats +11 Mag dps ---------- Phys.crit +6.0% Crit.mult +29.00% Phys.pwr +5 (+1 eff.) Dmg.mod +3% temporal Melee Ret 2 arcane On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) * 10% chance to reduce armor by 30% ----- def ----- Fatigue -10% Resists +3% acid ---------- misc Max.enc +55 Mana/turn +0.43 Max.mana +95.00 Max.vim +40.00 A belt that goes around your waist. |
In off hand | ![]() 1.0 T5 dagger 1H weapon [Rare] Master Power 38.5 - 50.1 Physical Uses 45% Cun, 45% Dex Mastery Dagger Mastery Acc+ +0.3% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Hit.r1 +27 light On Crit.r2 +20 acid +27 arcane +20 nature While equipped: dps ---------- Phys.crit +15.0% Crit.mult +35.00% Dmg.mod +15% acid Res.pen +34% arcane +20% light Apr +15 Melee Ret 13 light ----- def ----- Resists +7% arcane +15% acid Sharp, short and deadly. |
Cloak | ![]() 2.0 T5 cloak armor [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +3% darkness Acc +35 (+9 eff.) On Hit (Melee): * 20% chance to slow global speed by 54% ----- def ----- Armour +8 Defense +17 (+3 eff.) Fatigue -9% Resists +3% blight +6% lightning +6% light +5% arcane Phys.save +21 (+7 eff.) Spell.save +22 (+8 eff.) Mind.save +22 (+5 eff.) Max.HP +163.00 ---------- misc Max.stam +38.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 9.0 T4 light armor [Random Unique] Arcane/Nature/Master While equipped: dps ---------- Phys.crit +3.0% Crit.mult +5.00% Phys.pwr +10 (+3 eff.) Phys.spd +15% Spell.spd +15% Mind.spd +15% ----- def ----- Armour +9 Defense +22 (+4 eff.) Fatigue +8% Resists +9% arcane Spell.save +20 (+7 eff.) Max.HP +47.00 ---------- misc Stam/turn +3.00 A suit of armour made of leather. |
Inventory
![]() 0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 13% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 792% 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. 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 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 687% 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. 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 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 637% 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. Press to compare to your current inscriptions |
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Spell (87% of a turn) Won't Break Stealth 100% Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 5 acid, 3 temporal, 4 physical, 5 cold, 4 mind, 5 fire 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 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 120 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. 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 19 Travel.spd instantaneous Usage Speed Spell (87% of a turn) Won't Break Stealth 100% Is a spell Description: Activate the rune to teleport randomly in a range of 51 with a minimum range of 15. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Spell (87% of a turn) Won't Break Stealth 100% Is a spell Description: Activate the rune to teleport randomly in a range of 63 with a minimum range of 15. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (87% of a turn) Won't Break Stealth 100% Is a spell Description: Activate the rune to teleport randomly in a range of 63 with a minimum range of 15. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 T3 taint scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd instantaneous Usage Speed Spell (87% of a turn) Won't Break Stealth 100% Is a spell Description: Activate the taint to purge your body of physical afflictions for 5 turns. Each turn the purge will attempt to cleanse 1 physical debuff from you, and if one is removed, increase its duration by 1. Inscribe your skin with the taint. Corrupted taints may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T2 amulet jewelry [Rare] Master While equipped: dps ---------- Phys.pwr +15 (+4 eff.) Dmg.mod +9% physical Acc +10 (+2 eff.) Apr +4 Melee Ret 4 darkness 6 cold ---------- misc Masteries +0.18 Cunning/Dirty fighting Amulets can have magical properties. |
![]() 0.1 T3 amulet jewelry [Rare] Disrupt While equipped: Stats +3 Mag dps ---------- Dmg.mod +6% light ----- def ----- Resists +30% lightning +22% blight +6% fire +37% nature +5% arcane Poison- +38% Disease- +34% Amulets can have magical properties. |
![]() 0.1 T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con ----- def ----- Teleport- +100% Teleport: Level 4.0 Pwr.cost 32 out of 36/36. Range 10 Travel.spd instantaneous Is a spell Description: Teleports you randomly within a large range (136). 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. |
![]() 0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +4 Cun ----- def ----- Resists +16% lightning Stun/Frz- +26% Amulets can have magical properties. |
![]() 0.1 T4 amulet jewelry [Unique] Arcane While equipped: Stats +4 Wil dps ---------- Dmg.mod +10% temporal ----- def ----- Resists +20% temporal Res.Cap +5% temporal ---------- misc Spell.cld 10% Time Stop: Level 1.0 Pwr.cost 44 out of 80/80. Range melee/personal Travel.spd instantaneous Is a spell Description: Gain 1 turns. During this time your damage will be reduced by 100%. This small broken hourglass hangs from a thin gold chain. The glass is cracked and the sand has long since escaped. |
![]() 0.1 T4 amulet jewelry [Normal] Amulets can have magical properties. |
![]() 0.1 T4 amulet jewelry [Rare] Nature While equipped: Stats +2 Str dps ---------- Crit.mult +20.00% Phys.pwr +10 (+3 eff.) Dmg.mod +12% darkness +21% physical ----- def ----- Defense +10 (+2 eff.) Resists +26% light +26% darkness Phys.save +9 (+3 eff.) Blind- +37% Amulets can have magical properties. |
![]() 0.1 T5 amulet jewelry [Rare] Nature While equipped: dps ---------- Melee Ret 10 nature On Hit (Melee): * 21% chance to slow global speed by 54% * 21% chance to reduce damage dealt by 22% ----- def ----- Resists +18% acid +6% darkness +21% blight +30% mind +15% lightning Confus- +49% Amulets can have magical properties. |
![]() 0.1 T5 amulet jewelry [Unique] Master Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +10 Str +6 Con ----- def ----- Phys.save +18 (+6 eff.) Mind.save +18 (+4 eff.) Pinning- +100% ---------- misc Masteries +0.10 Technique/Berserker's strength +0.10 Technique/Bloodthirst +0.10 Technique/Warcries +0.10 Technique/Two-handed assault Shattering Shout: Level 4.0 Pwr.cost 9 out of 48/48. Range melee/personal Travel.spd instantaneous Description: Release a powerful shout, doing 189.09 physical damage in a radius 7 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. |
![]() 1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 9 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() 0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +2 Cun +3 Str dps ---------- Phys.crit +3.0% Melee+ 10 physical Ranged+ 5 physical Dmg.mod +6% acid On Hit (Melee): * 11% chance to reduce all saves and defense by 27 On Hit (Ranged): * 11% chance to reduce all saves and defense by 27 ----- def ----- Defense +10 (+2 eff.) Die.at -80.00 life ---------- misc Hate/m.crit +2.00 Max.hate +6.00 Bleeding Edge: Puts all charms on 18 cooldown Level 2.0 Pwr.cost 18 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 43%. Rings can have magical properties. |
![]() 0.1 T1 ring jewelry [Ego++] Nature/Master While equipped: Stats +2 Con ----- def ----- Spell.save +11 (+4 eff.) Max.HP +49.00 HP.reg +6.00 Heal.mod +11% ---------- misc Max.stam +12.00 Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Rare] Master While equipped: Stats +1 Cun dps ---------- Phys.pwr +20 (+5 eff.) Dmg.mod +6% mind Acc +10 (+2 eff.) Melee Ret 8 mind ----- def ----- Die.at -40.00 life HP.reg +5.00 Stun/Frz- +28% ---------- misc Stam/turn +3.00 Max.hate +8.00 Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Rare] Master While equipped: Stats +3 Str dps ---------- Crit.mult +10.00% Acc +9 (+2 eff.) Apr +8 Melee Ret 4 arcane ----- def ----- Defense +11 (+2 eff.) Crit.dmg- 5.00% ---------- misc Infravis +3 Disengage: Puts all charms on 9 cooldown Level 2.6 Pwr.cost 9 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% 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 can have magical properties. |
![]() 0.1 T2 ring jewelry [Rare] Master While equipped: Stats +5 Str +3 Dex +4 Mag ----- def ----- Armour +10 Defense +10 (+2 eff.) Resists +3% acid HP.reg +4.00 Stun/Frz- +10% ---------- misc Light +2 Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Normal] Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Random Unique] Nature/Master While equipped: Stats +7 Str +7 Con dps ---------- Phys.pwr +10 (+3 eff.) Dmg.mod +16% acid +18% light Res.pen +15% blight On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 20 ----- def ----- Resists +32% acid +12% temporal Max.HP +36.00 Disarm- +34% Pinning- +38% Knockbk- +34% ---------- misc Light +1 Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Unique] Arcane While equipped: ----- def ----- Spell.save +7 (+3 eff.) ---------- misc Masteries +0.20 Corruption/Fearfire ShadowPwr +5 On Spell Hit: 10% Darkfire 3 Grants spell-crit equal to half of your Shadow Power. "An innocuous bauble. Until you look through the hole." |
![]() 0.1 T3 ring jewelry [Ego+] Master While equipped: dps ---------- Phys.pwr +10 (+3 eff.) Spell.pwr +12 (+5 eff.) Mind.pwr +8 (+2 eff.) Dmg.mod +6% all ----- def ----- Stun/Frz- +30% Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Rare] Master While equipped: dps ---------- Phys.pwr +30 (+8 eff.) Acc +25 (+6 eff.) ----- def ----- Armour +4 Defense +10 (+2 eff.) Fatigue -6% Resists +9% acid Max.HP +80.00 Heal.mod +20% ---------- misc Max.enc +32 Rings can have magical properties. |
![]() 0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-2 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
![]() 0.1 T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
![]() 0.1 T4 ring jewelry [Ego+] Psionic While equipped: Stats +13 Cun +8 Dex dps ---------- Mov.spd +15% Melee+ 15 physical Ranged+ 21 physical Dmg.mod +20% lightning On Hit (Melee): * 17% chance to reduce all saves and defense by 27 On Hit (Ranged): * 14% chance to reduce all saves and defense by 27 ----- def ----- Ignore.dmg +8% Affinity +20% lightning ---------- misc Hate/m.crit +2.00 Max.hate +5.00 Bleeding Edge: Puts all charms on 18 cooldown Level 2.0 Pwr.cost 18 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 43%. Rings can have magical properties. |
![]() 0.1 T4 ring jewelry [Ego+] Master While equipped: Stats +5 Cun +8 Dex dps ---------- Acc +9 (+2 eff.) ----- def ----- Stun/Frz- +30% Rings can have magical properties. |
![]() 0.1 T4 ring jewelry [Normal] Rings can have magical properties. |
![]() 0.1 T4 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +16% nature ----- def ----- Armour +16 Resists +32% nature +5% arcane Spell.save +9 (+3 eff.) Mind.save +9 (+2 eff.) Die.at -80.00 life Max.HP +80.00 Knockbk- +20% Rings can have magical properties. |
![]() 0.1 T5 ring jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +7 Cun +7 Mag dps ---------- Phys.pwr +17 (+4 eff.) Spell.pwr +34 (+13 eff.) Mind.pwr +13 (+4 eff.) Dmg.mod +6% lightning +20% fire +6% temporal +7% all Res.pen +5% temporal Melee Ret 4 temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +40% fire Rings can have magical properties. |
![]() 5.0 T5 staff 2H weapon Reqs Mag 48 [Ego+] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +14.0% Spell.crit +5% Spell.pwr +24 (+9 eff.) Melee+ 45 arcane Dmg.mod +30% blight ---------- misc Max.mana +120.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T4 battleaxe 2H weapon [Unique] Master Power 68.0 - 102.0 Physical Uses 130% Str Acc+ +0.3% crit chance (max 25%) Apr +7 Crit +10.0% Atk.spd 100% While equipped: Stats +2 Dex +2 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Defense +6 (+1 eff.) Stun/Frz- +30% Knockbk- +30% Made in times before the Dwarves learned beautiful craftsmanship, the rough appearance of this axe belies its great power. Only Dwarves may harness its true strength, however. |
![]() 3.0 T5 greatsword 2H weapon [Ego+] Arcane/Master Power 63.5 - 101.6 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% Melee+ +42 cold On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +20.0% Massive two-handed swords. |
![]() 3.0 T5 trident 2H weapon [Ego++] Master Power 52.0 - 83.2 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +16 Crit +4.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +10 Dex dps ---------- Phys.crit +21.0% Phys.spd +10% Acc +31 (+8 eff.) A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() 3.0 T5 longsword 1H weapon [Ego] Arcane/Nature Power 42.0 - 58.8 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +18 nature On Hit.r1 +20 fire Sharp, long, and deadly. |
![]() 1.0 T2 dagger 1H weapon [Ego+] Arcane Power 11.5 - 15.0 Physical Uses 45% Cun, 45% Dex Mastery Dagger Mastery Acc+ +0.3% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Hit: 20% Curse of Defenselessness 2 Sharp, short and deadly. |
![]() 1.0 T2 dagger 1H weapon [Ego+] Master Power 11.5 - 15.0 Physical Uses 45% Cun, 45% Dex Mastery Dagger Mastery Acc+ +0.3% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Res.pen +9% physical Acc +13 (+3 eff.) Apr +9 Sharp, short and deadly. |
![]() 1.0 T3 dagger 1H weapon [Unique] Arcane The moon shines alone in a starless sky. Power 10.0 - 13.0 Darkness Uses 20% Cun, 20% Dex Mastery Dagger Mastery Acc+ +0.3% crit chance (max 25%) Atk.spd 125% On Hit: * Deal 70 Darkness damage. While equipped: ---------- misc Light -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
![]() 1.0 T3 dagger 1H weapon [Unique] Arcane Power 27.0 - 35.1 Physical Uses 45% Cun, 5% Mag, 55% Dex Mastery Dagger Mastery Acc+ +0.3% crit chance (max 25%) Apr +8 Crit +9.0% Atk.spd 100% On Hit: 15% Disperse Magic 1 On Hit: * steals up to 50 mana from the target While equipped: Stats +6 Cun +6 Mag ----- def ----- Resists +12% arcane Spell.save +12 (+4 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
![]() 1.0 T3 dagger 1H weapon [Unique] Arcane The star shines alone in a moonless sky. Power 10.0 - 13.0 Light Uses 20% Cun, 20% Dex Mastery Dagger Mastery Acc+ +0.3% crit chance (max 25%) Atk.spd 125% On Hit: * Deal 70 Light damage. While equipped: ---------- misc Light +1 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
![]() 1.0 T3 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 50% Dex, 50% Cun Mastery Dagger Mastery Acc+ +0.3% crit chance (max 25%) Apr +20 Crit +15.0% Atk.spd 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex ----- def ----- Hardiness +20% Defense +15 (+3 eff.) Phys.save +15 (+5 eff.) Disarm- +50% ---------- misc Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
![]() 1.0 T4 dagger 1H weapon [Unique] Nature/Psionic Power 35.0 - 45.5 Physical Uses 45% Cun, 45% Dex Mastery Dagger Mastery Acc+ +0.3% crit chance (max 25%) Apr +10 Crit +15.0% Atk.spd 100% Melee+ +30 cold On Crit: * freezes the target On Kill: * explodes a frozen creature (damage scales with willpower) While equipped: Stats +6 Cun +6 Wil dps ---------- Dmg.mod +25% cold ----- def ----- Ice.pen +50% ---------- misc Hate/kill +4.00 As any scryer knows, the link between the murderer and the murdered is the murder weapon, and a scryer can follow that link from the murdered to the weapon to the murderer. One rather cold blooded killer thought of a way around this. By carving blades out of ice, they could kill as they wished and the link would just melt away. Their killing spree ended when one of the victims got lucky and managed to stab the murderer in the heart with the icey blade. After being united with the cold heart that created it, the final ice blade has never melted. |
![]() 1.0 T4 dagger 1H weapon [Unique] Psionic Power 35.0 - 45.5 Physical Uses 45% Cun, 55% Dex Mastery Dagger Mastery Acc+ +0.3% crit chance (max 25%) Apr +9 Crit +15.0% Atk.spd 100% On Hit: * deals 60 physical damage increased by 1% for each 1% life the target has lost While equipped: Stats +6 Str +6 Dex dps ---------- Crit.mult +20.00% This dagger was used by a nameless healer during the Age of Dusk. The plagues that ravaged his town were beyond the ability of mortal man to treat, so he took to using his dagger to as an act of mercy when faced with hopeless patients. Despite his good intentions, it is now cursed with dark power, letting it kill in a single stroke against those already weakened. |
![]() 1.0 T4 dagger 1H weapon [Ego+] Nature/Master Power 36.0 - 46.8 Physical Uses 45% Cun, 45% Dex Mastery Dagger Mastery Acc+ +0.3% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Crit.r2 +20 acid +17 nature While equipped: dps ---------- Res.pen +5% acid +7% nature Apr +9 Sharp, short and deadly. |
![]() 1.0 T4 dagger 1H weapon [Ego++] Arcane/Master Power 29.5 - 38.4 Physical Uses 45% Cun, 45% Dex Mastery Dagger Mastery Acc+ +0.3% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Hit: * Create an explosion dealing 62 fire damage (1/turn) While equipped: dps ---------- Phys.crit +9.0% Crit.mult +22.00% Dmg.mod +19% fire Res.pen +17% fire Apr +9 Sharp, short and deadly. |
![]() 1.0 T5 dagger 1H weapon [Unique] Arcane Power 42.0 - 54.6 Physical Uses 35% Cun, 55% Mag Mastery Dagger Mastery Acc+ +0.3% crit chance (max 25%) Apr +11 Crit +18.0% Atk.spd 100% While equipped: Stats +6 Cun +6 Mag dps ---------- Spell.crit +10% Spell.pwr +12 (+5 eff.) Dmg.mod +15% blight +15% darkness +15% acid ---------- misc Infravis +2 On Spell Hit: 15% Blood Grasp 2 Worm Rot: Level 2.0 Pwr.cost 35 out of 50/50. Range 6 Travel.spd instantaneous Is a spell Description: Infects the target with parasitic carrion worm larvae for 5 turns. Each turn the disease will remove a beneficial physical effect and deal 8.39 acid and 7.30 blight damage. If not cleared after five turns it will inflict 41.45 blight damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location. Even if this disease is removed early, there is still a 43% chance for the larvae to hatch. You can never have more than 5 worms active from any source at a time. The damage dealt will increase with your Spellpower. Black blood for foul deeds. This dagger serves evil. |
![]() 1.0 T5 dagger 1H weapon [Ego++] Nature/Master Power 39.5 - 51.4 Physical Uses 45% Cun, 45% Dex Mastery Dagger Mastery Acc+ +0.3% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Crit.r2 +21 lightning +21 cold While equipped: Stats +6 Str dps ---------- Mov.spd +40% Dmg.mod +10% physical Res.pen +14% lightning +12% cold Acc +13 (+3 eff.) Sharp, short and deadly. |
![]() 1.0 T5 dagger 1H weapon [Ego+] Nature Power 38.0 - 49.4 Physical Uses 45% Cun, 45% Dex Mastery Dagger Mastery Acc+ +0.3% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% While equipped: Stats +14 Con +15 Wil ----- def ----- Max.HP +110.00 Sharp, short and deadly. |
![]() 3.0 T5 mindstar 1H weapon Reqs Wil 48 [Unique] Nature/Disrupt Power 22.0 - 24.2 Nature Uses 60% Wil, 20% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +10 Wil dps ---------- Mind.crit +9% Mind.pwr +18 (+6 eff.) Dmg.mod +20% nature +10% acid Res.pen +20% nature +10% acid ----- def ----- Resists +25% blight +15% nature ---------- misc Talents +3 Ooze Spit Masteries +0.10 Wild-gift/Mindstar mastery Slime Wave: Level 3.0 Pwr.cost 27 out of 30/30. Range melee/personal Travel.spd instantaneous Description: A wall of slime oozes out from the caster with radius 1, increasing once every two turns to a maximum eventual radius of 7, doing 37.64 slime damage for 12 turns. The damage and duration will increase with your Mindpower. This smooth green crystal flows with a light green slime in its core. Droplets occasionally form on its surface, tufts of grass growing quickly on the ground where they fall. |
![]() 4.0 T1 longbow 2H weapon Reqs Shoot [Unique] Master Acc+ +0.3% crit chance (max 25%) Atk.spd 105% Range +9 While equipped: Stats +3 Dex dps ---------- Phys.crit +5.0% Dmg.mod +5% physical Acc +12 (+3 eff.) This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. |
![]() 3.0 T5 arrow ammo [Rare] Psionic Power 54.5 - 76.3 Physical Uses 70% Dex, 50% Str Acc+ +0.3% crit chance (max 25%) Apr +18 Crit +3.0% Capacity 24 Ranged+ +27 fire +27 arcane +60 physical On Hit.r1 +27 arcane +27 fire On Crit.r2 +27 arcane On Hit: * 20% chance to knock the target back 3 spaces and deal 170 physical damage Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T4 shot ammo [Rare] Arcane Power 44.5 - 53.4 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +5 Crit +5.5% Capacity 20 Ranged+ +20 acid +24 cold +20 mind On Hit.r1 +20 acid +20 temporal On Crit.r2 +20 mind On Hit: * 20% chance to gain 10% of a turn (3/turn limit) Shots are used with slings to pummel your foes to death. |
![]() 3.0 T5 shot ammo [Rare] Master Power 53.5 - 64.2 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +22 Crit +31.0% Capacity 21 Proj.spd +272% Ranged+ +27 fire On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: ---------- misc Reload +5 Shots are used with slings to pummel your foes to death. |
![]() 7.0 T1 shield armor [Ego+] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Phys.crit +6.0% Phys.pwr +7 (+2 eff.) ----- def ----- Armour +2 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 2.0 T4 cloth armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.crit +5% Mind.pwr +12 (+4 eff.) Dmg.mod +30% nature Res.pen +10% nature Melee Ret 35 nature slow ----- def ----- Defense +12 (+2 eff.) Resists +25% nature +13% all Phys.save +15 (+5 eff.) HP.reg +0.20 Heal.mod +15% ---------- misc Masteries +0.30 Wild-gift/Moss This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties. |
![]() 2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +6 Mag +6 Wil +6 Cun dps ---------- Spell.pwr +15 (+6 eff.) Dmg.mod +12% all Melee Ret 15 arcane ----- def ----- Armour +10 Defense +10 (+2 eff.) Resists +10% lightning +10% cold +10% fire +10% arcane +13% all Spell.save +20 (+7 eff.) Mind.save +15 (+4 eff.) Silence- +50% ---------- misc Mana/turn +2.00 Light +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
![]() 2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +10 Mag +8 Wil +6 Cun dps ---------- Spell.pwr +20 (+8 eff.) Mov.spd +10% Dmg.mod +25% lightning Res.pen +15% lightning ----- def ----- Defense +15 (+3 eff.) Resists +20% lightning +13% all Proj.slow +15% Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze. This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary. |
![]() 9.0 T3 light armor [Rare] Nature While equipped: Stats +1 Mag dps ---------- S.pwr/crit +8 ----- def ----- Armour +6 Defense +39 (+7 eff.) Fatigue +8% Resists +2% physical Max.HP +44.00 Poison- +20% Cut- +20% Stun/Frz- +20% A suit of armour made of leather. |
![]() 9.0 T4 light armor [Rare] Master While equipped: dps ---------- Phys.spd +15% Spell.spd +15% Mind.spd +15% Dmg.mod +15% lightning Res.pen +26% light +20% nature ----- def ----- Armour +7 Defense +42 (+8 eff.) Fatigue +8% Heal.mod +15% Pinning- +21% Stun/Frz- +21% Knockbk- +21% ---------- misc Light +3 A suit of armour made of leather. |
![]() 9.0 T5 light armor [Random Unique] Arcane/Nature/Master While equipped: Stats +22 Str +9 Dex +8 Mag +11 Wil +10 Cun dps ---------- Phys.crit +6.0% Crit.mult +20.00% Phys.pwr +8 (+2 eff.) ----- def ----- Armour +8 Defense +20 (+4 eff.) Fatigue +8% Resists +19% darkness +15% physical Mind.save +6 (+1 eff.) Die.at -80.00 life Max.HP +70.00 HP.reg +2.00 Silence- +20% Stun/Frz- +10% ---------- misc Light +2 Track: Puts all charms on 27 cooldown Level 2.6 Pwr.cost 27 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 39 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
![]() 9.0 T5 light armor [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +21% blight +3% fire +6% arcane Melee Ret 8 blight 6 fire 4 arcane On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 20 ----- def ----- Armour +20 Defense +20 (+4 eff.) Fatigue +8% Resists +30% acid +30% cold +5% arcane +27% fire ---------- misc Breathe water A suit of armour made of leather. |
![]() 9.0 T5 light armor [Random Unique] Nature/Master/Psionic While equipped: Stats +9 Cun +8 Wil dps ---------- Phys.crit +5.0% Crit.mult +17.00% Phys.pwr +14 (+4 eff.) Melee+ 9 fire Ranged+ 9 fire Res.pen +20% mind ----- def ----- Armour +21 Defense +20 (+4 eff.) Fatigue +8% Resists +25% fire +29% physical Mind.save +24 (+6 eff.) Die.at -82.75 life ---------- misc Hate/m.crit +3.00 Max.stam +10.00 A suit of armour made of leather. |
![]() 9.0 T5 light armor [Ego+] Nature While equipped: ----- def ----- Armour +8 Defense +20 (+4 eff.) Fatigue +8% Max.HP +80.00 HP.reg +11.00 Heal.mod +20% A suit of armour made of leather. |
![]() 14.0 T3 heavy armor [Ego+] Arcane/Psionic While equipped: Stats +3 Cun ----- def ----- Armour +14 Defense +14 (+2 eff.) Fatigue +12% Resists +16% light +16% darkness Mind.save +19 (+5 eff.) A suit of armour made of mail. |
![]() 17.0 T5 massive armor Reqs - Massive armour training Str 60 [Ego] Disrupt/Master While equipped: ----- def ----- Armour +16 Fatigue +22% Resists +20% blight +30% cold +20% nature A suit of armour made of metal plates. |
![]() 1.0 T1 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +10 (+3 eff.) S.pwr/crit +10 On Hit (Melee): * 20% chance to reduce all saves and defense by 27 ----- def ----- Armour +16 Defense +47 (+9 eff.) Stealth +11 A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Rare] Master While equipped: Stats +2 Str dps ---------- Crit.mult +15.00% Phys.pwr +8 (+2 eff.) Dmg.mod +6% physical Res.pen +5% physical Acc +25 (+6 eff.) ----- def ----- Resists +3% mind Spell.save +9 (+3 eff.) ---------- misc Equi/ret +0.08 Hate/m.crit +3.00 Size +1 A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Unique] Nature While equipped: Stats +5 Con +5 Wil ----- def ----- Resists +15% lightning +15% temporal +15% light +15% fire +15% nature +15% acid +10% physical +15% blight +15% cold +10% arcane +15% darkness Phys.save +15 (+5 eff.) Spell.save +15 (+5 eff.) Mind.save +15 (+4 eff.) Confus- +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
![]() 1.0 T5 belt armor [Ego+] Nature While equipped: ----- def ----- Resists +10% acid +15% temporal +10% fire +10% cold +25% lightning A belt that goes around your waist. |
![]() 2.0 T3 cloak armor [Rare] Arcane While equipped: Stats +3 Mag +3 Wil ----- def ----- Defense +2 (+0 eff.) Resists +6% nature +6% light Crit.dmg- 15.00% Cut- +20% Stun/Frz- +20% Knockbk- +20% ---------- misc Light +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T5 cloak armor [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +15% darkness ----- def ----- Armour +7 Defense +27 (+5 eff.) Resists +9% acid +8% fire +9% cold +8% lightning Phys.save +34 (+12 eff.) Spell.save +15 (+5 eff.) Mind.save +17 (+4 eff.) ---------- misc Mana/s.crit +2.00 Vim/s.crit +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T5 cloak armor [Unique] Nature It would go well with another part of Ureslak. While equipped: ----- def ----- Resists +20% lightning +20% darkness +20% cold +20% fire -30% arcane +20% nature Res.Cap +10% lightning +10% darkness +10% cold +10% fire -30% arcane +10% nature Energize the scales for 16 turns, increasing resistance to Fire, Cold, Lightning, Nature, or Darkness damage by 15% just before you are damaged. (This effect lasts 5 turns and only works on one type of damage.). Uses 44 power out of 50/50 This cloak is fashioned from the scales of some large reptilian creature. It appears to reflect every color of the rainbow. |
![]() 2.0 T5 cloak armor [Ego+] Arcane While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.crit +8% ----- def ----- Defense +3 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 0.0 T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex dps ---------- Mov.spd +10% ----- def ----- Defense +4 (+0 eff.) Fatigue -10% Resists +5% physical Pinning- +100% ---------- misc Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Level 3.0 Pwr.cost 18 out of 20/20. Range 6 Travel.spd instantaneous Is a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
![]() 2.0 T3 feet armor [Random Unique] Arcane/Master While equipped: dps ---------- Phys.crit +8.0% Phys.pwr +9 (+2 eff.) Dmg.mod +6% temporal Res.pen +11% physical +10% temporal Apr +8 On Hit (Melee): * 10% chance to reduce armor by 30% ----- def ----- Armour +3 Resists +9% temporal Silence- +28% Confus- +38% Stun/Frz- +31% A pair of boots made of leather. |
![]() 2.0 T4 feet armor [Unique] Arcane While equipped: Stats +8 Cun +8 Mag dps ---------- Spell.pwr +15 (+6 eff.) Dmg.mod +25% arcane ----- def ----- Defense +6 (+1 eff.) Fatigue +1% Resists +25% arcane Def/telep +20 Res/telep +20% Dur/telep +20% Creates an arcane explosion dealing 156 arcane damage based on magic in a radius of 3 around the user after any teleport. Phase door up to range 6, within radius 2 of the target location. Uses 21 power out of 24/24 A wispy purple aura surrounds these translucent black boots. |
![]() 2.0 T4 feet armor [Unique] Unknown While equipped: Stats +8 Mag +8 Wil dps ---------- Spell.pwr +5 (+3 eff.) ----- def ----- Armour +0 Defense +0 (+0 eff.) Fatigue +3% Knockbk- +100% Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. Combine it with the Shoes of Moving Quickly. Fast does not always win. Rumoured to be able to combine with the Shoes of Moving Quickly. |
![]() 2.0 T5 feet armor [Random Unique] Arcane/Master While equipped: Stats +4 Mag +4 Wil dps ---------- Phys.crit +5.0% Crit.mult +20.00% Phys.pwr +5 (+1 eff.) Mind.pwr +10 (+3 eff.) Dmg.mod +9% nature Apr +10 Melee Ret 6 nature 4 fire On Hit (Melee): * 10% chance to slow global speed by 54% ----- def ----- Armour +5 Fatigue -9% Resists +3% nature Phys.save +14 (+5 eff.) ---------- misc Max.enc +47 Blink to a nearby random location (rad 15) Puts all charms on 22 cooldown A pair of boots made of leather. |
![]() 2.0 T5 feet armor [Ego++] Arcane While equipped: dps ---------- Res.pen +16% darkness +14% temporal ----- def ----- Armour +5 Resists +21% darkness +19% temporal Silence- +46% Confus- +23% Stun/Frz- +49% Def/telep +29 Res/telep +14% Dur/telep +20% A pair of boots made of leather. |
![]() 3.0 T4 feet armor [Unique] Psionic While equipped: dps ---------- Phys.pwr +12 (+3 eff.) Apr +15 ----- def ----- Armour +12 Defense +2 (+0 eff.) Fatigue +8% Spell.save +10 (+4 eff.) Mind.save +10 (+2 eff.) Max.HP +80.00 Stun/Frz- +40% ---------- misc Masteries +0.20 Cunning/Trapping +0.20 Cursed/Endless hunt +0.20 Cursed/Predator Boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action). Uses 28 power out of 32/32 Activation is instant. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
![]() 3.0 T5 feet armor [Rare] Arcane While equipped: Stats +10 Mag dps ---------- Mind.crit +7% Spell.pwr +10 (+5 eff.) Mind.pwr +40 (+13 eff.) Dmg.mod +9% acid +12% lightning +10% blight Res.pen +30% nature Melee Ret 12 mind ----- def ----- Armour +5 Fatigue +4% Resists +18% lightning +12% nature Mind.save +12 (+3 eff.) Disease- +50% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T3 hands armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +8 Disarm- +40% Stun/Frz- +30% Knockbk- +30% ---------- misc Cooldown Clinch -2 Unarmed combat: Power 19.0 - 20.9 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.3% crit chance (max 25%) Apr +1 Crit +7.0% Atk.spd 100% On Hit: 20% Clinch 3 On Hit: 10% Maim 3 On Hit: 10% Take Down 3 These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
![]() 1.0 T4 hands armor [Random Unique] Nature/Master/Psionic While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Melee+ 9 physical Dmg.mod +7% physical Acc +7 (+2 eff.) On Hit (Melee): * 20% chance to slow global speed by 54% ----- def ----- Armour +15 Resists +5% arcane +6% nature +3% darkness Phys.save +6 (+2 eff.) Mind.save +17 (+4 eff.) Max.HP +44.00 Disarm- +28% Unarmed combat: Power 34.0 - 37.4 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.3% crit chance (max 25%) Acc +14 Apr +5 Crit +5.0% Atk.spd 100% On Hit.r1 +10 physical On Crit.r2 +13 physical On Hit: 10% Perfect Control 5 On Hit: 10% Battle Shout 5 On Hit: 10% Sand Breath 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 2.0 T5 head armor [Random Unique] Master While equipped: Stats +10 Str +6 Dex +5 Con dps ---------- Mind.pwr +10 (+3 eff.) Dmg.mod +9% mind ----- def ----- Armour +5 Fatigue +5% Phys.save +8 (+3 eff.) Mind.save +10 (+2 eff.) ---------- misc Max.hate +4.00 Max.psi +50.00 Infravis +0 Sight +0 See.Stealth +0 See.Invis +0 Battle Cry: Puts all charms on 25 cooldown Level 2.0 Pwr.cost 25 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 cap made of leather. |
![]() 2.0 T5 head armor [Ego++] Master While equipped: Stats +5 Str +5 Con dps ---------- Phys.pwr +6 (+2 eff.) ----- def ----- Armour +13 Defense +8 (+1 eff.) Fatigue +5% Resists +7% all Phys.save +14 (+5 eff.) A cap made of leather. |
![]() 3.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +8 Str +8 Dex dps ---------- Dmg.mod +6% arcane Res.pen +20% nature Melee Ret 6 nature On Hit (Melee): * 20% chance to slow global speed by 54% ----- def ----- Armour +5 Fatigue +5% Resists +11% acid +12% fire +5% arcane +13% cold +16% nature +14% lightning Spell.save +10 (+4 eff.) Max.HP +107.00 Heal.mod +18% Skullcracker: Puts all charms on 18 cooldown Level 3.0 Pwr.cost 18 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 224.7 Physical damage. If the attack hits, the target is confused (44% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() 3.0 T5 red gem [Unique] Arcane While carried: Spell.pwr +7 (+4 eff.) Melee Ret 25 fire Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
![]() 0.0 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. |
![]() 2.0 T1 lite [Rare] Nature While equipped: dps ---------- Phys.pwr +5 (+1 eff.) ----- def ----- Defense +5 (+1 eff.) Resists +9% mind +3% temporal Max.HP +64.00 ---------- 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. |
![]() 2.0 T2 lite [Unique] Unknown While equipped: dps ---------- Against +25% Horror ----- def ----- D.Red.from +25% Horror ---------- misc Light +7 See.Stealth +35 See.Invis +35 Sometimes reveals the hidden truths you'd rather not see. The "lantern" appears to be a glowing shard of a glass-like substance. Despite how bright it is, its light deeply disturbs you. It illuminates everything in its wake, including things which you would rather not see. Part of you wants to throw it away, but another part wants to know the unearthly truths it will reveal to you. |
![]() 1.0 T3 lite [Ego+] Nature While equipped: Stats +5 Wil dps ---------- Phys.crit +5.0% Crit.mult +13.00% Phys.pwr +7 (+2 eff.) ----- def ----- Max.HP +55.00 ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 0.0 lite [Unique] Arcane While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con -5 Lck dps ---------- Phys.pwr +12 (+3 eff.) Spell.pwr +12 (+5 eff.) ---------- misc Light +6 Breathe water Tidal Wave: Level 4.0 Pwr.cost 70 out of 150/150. Range melee/personal Travel.spd instantaneous Is a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 15.52 cold damage and 18.16 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 5 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
![]() 1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 22 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 72.46 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 72.46 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
![]() 1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 2.0 T3 gross misc [Unique] Unknown While equipped: dps ---------- Melee Ret 25 darkness ----- def ----- Disarm- +100% The arm can sometimes reach out to a foe in radius 5 and grab it to you with a tentacle pull. This action is not your own choice, it has a mind of its own. The arm appears desiccated, but you swear that you see something wriggling underneath its ashen skin. |
Miniature R2D2 Miniature R2D21.0 T3 mechanical misc [Plot Item] Unknown While carried: Stats +5 Cun +5 Wil Fire a jolt of lightning that has 50% chance to daze (damage based on your willpower or cunning). Uses 44 power out of 15/100 Activation is instant. This strange mechanical contraption seems to be kind of alive and keenly aware of you. It has taken a liking to you and seems intent on helping you. |
![]() 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str dps ---------- Phys.pwr +25 (+6 eff.) ----- def ----- Phys.save +6 (+2 eff.) Die.at -20.00 life ---------- misc Stam/turn +1.00 Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 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 176 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 391.68 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 22 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
![]() 2.0 T1 torque charm [Rare] Psionic While equipped: dps ---------- Crit.mult +15.00% S.pwr/crit +2 Dmg.mod +15% arcane Melee Ret 2 blight ----- def ----- Def/telep +5 Res/telep +5% Dur/telep +5% Blast the opponent's mind dealing 95 mind damage and silencing them for 4 turns Puts all charms on 14 cooldown 100% to reduce 1 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 95 mind damage and silencing them for 4 turns Puts all charms on 14 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 torque charm [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Phys.pwr +3 (+1 eff.) Mind.pwr +3 (+1 eff.) Dmg.mod +6% physical ----- def ----- Resists +5% physical Phys.save +12 (+4 eff.) Psionic Pull: Level 3.0 Pwr.cost 16 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Pull all foes toward you in radius 5 while dealing 57 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
![]() 2.0 T3 torque charm [Rare] Psionic While equipped: Stats +4 Str +3 Dex +4 Con dps ---------- Dmg.mod +3% physical ----- def ----- Resists +9% mind +2% physical Die.at -20.00 life ---------- misc Max.stam +30.00 Blast the opponent's mind dealing 230 mind damage and silencing them for 4 turns Puts all charms on 14 cooldown 100% to increase all damage penetration by 18% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T5 torque charm [Random Unique] Psionic While equipped: dps ---------- Phys.pwr +10 (+3 eff.) Res.pen +20% physical Melee Ret 6 cold ----- def ----- Resists +4% physical Remove 1 confusion or silence effect and prevent the application of 4 detrimental mental effects for 5 turns Puts all charms on 22 cooldown 100% to gain a 28% chance to evade weapon attacks for 2 turns. 100% to reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T1 totem charm [Rare] Nature While equipped: ----- def ----- Mind.save +3 (+1 eff.) Disease- +20% Disarm- +10% Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 14 cooldown 100% to reduce 1 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T4 totem charm [Rare] Nature While equipped: Stats +6 Con +9 Mag dps ---------- Dmg.mod +18% lightning Res.pen +25% lightning ----- def ----- Resists +9% lightning Crit.dmg- 15.52% ---------- misc Light +3 Infravis +3 Heal yourself and all friendly characters within 10 spaces for 410 Puts all charms on 14 cooldown 100% to increase all damage penetration by 26% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T4 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +12% fire Melee Ret 10 light ----- def ----- Armour +6 Resists +18% blight +6% cold +15% nature Heal yourself and all friendly characters within 10 spaces for 434 Puts all charms on 14 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T4 totem charm [Rare] Nature While equipped: Stats +4 Str +3 Wil +2 Con ----- def ----- Defense +25 (+5 eff.) Die.at -80.00 life ---------- misc Stam/turn +3.00 See.Invis +18 Harden the skin for 7 turns increasing armour by 66 and armour hardiness by 60% Puts all charms on 18 cooldown 100% to increase all damage penetration by 26% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T5 totem charm [Random Unique] Nature While equipped: dps ---------- Mind.crit +4% Dmg.mod +9% mind Melee Ret 6 blight ----- def ----- Mind.save +12 (+3 eff.) ---------- misc Max.hate +6.00 Heal yourself and all friendly characters within 10 spaces for 440 Puts all charms on 14 cooldown 100% to cleanse 3 total effects of type disease, wound, or poison. 100% to increase the duration of 3 beneficial effects by 3. 100% to increase all damage by 24% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T5 totem charm [Random Unique] Nature While equipped: Stats +2 Dex +3 Wil +3 Con dps ---------- Dmg.mod +21% darkness +12% temporal ---------- misc See.Invis +3 Heal yourself and all friendly characters within 10 spaces for 560 Puts all charms on 14 cooldown 100% to increase all damage by 30% for 2 turns. 100% to cleanse 3 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T5 totem charm [Rare] Nature While equipped: Stats +4 Con dps ---------- Crit.mult +25.00% Spell.pwr +35 (+13 eff.) Res.pen +20% blight Acc +30 (+7 eff.) On Hit (Melee): * 27% chance to reduce strength, dexterity, and constitution by 20 ----- def ----- Armour +10 Defense +40 (+8 eff.) Resists +18% blight ---------- misc Max.mana +120.00 Heal yourself and all friendly characters within 10 spaces for 560 Puts all charms on 14 cooldown 100% to heal for 110. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T3 wand charm [Ego+] Arcane Create a shield absorbing up to 386 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 21 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T4 wand charm [Rare] Arcane While equipped: Stats +5 Str +5 Con dps ---------- Phys.crit +5.0% Dmg.mod +9% temporal Res.pen +25% lightning On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Defense +15 (+3 eff.) Die.at -60.00 life Create a shield absorbing up to 362 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 18 cooldown 100% to gain a 29% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T4 forbidden tome [Unique] Unknown Read the book. A gross tome of lost knowledge. Even touching it makes you feel sick. |
![]() 2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
Achievements
By Moddex the Drem Rogue level 36
16th Dearth 123rd year of Ascendancy at 12:07 see stats
By Moddex the Drem Rogue level 50
11st Dearth 124th year of Ascendancy at 12:18 see stats
By Moddex the Drem Rogue level 34
8th Voratun 123rd year of Ascendancy at 15:07 see stats
By Moddex the Drem Rogue level 41
6th Shortage 123rd year of Ascendancy at 00:05 see stats
By Moddex the Drem Rogue level 47
7th Voratun 124th year of Ascendancy at 10:39 see stats
By Moddex the Drem Rogue level 39
20th Loss 123rd year of Ascendancy at 10:20 see stats
By Moddex the Drem Rogue level 25
39th Steel 123rd year of Ascendancy at 15:46 see stats
By Moddex the Drem Rogue level 18
10th Loss 122nd year of Ascendancy at 16:46 see stats
By Moddex the Drem Rogue level 42
26th Shortage 123rd year of Ascendancy at 01:52 see stats
By Moddex the Drem Rogue level 38
16th Loss 123rd year of Ascendancy at 10:52 see stats
By Moddex the Drem Rogue level 32
1st Voratun 123rd year of Ascendancy at 05:41 see stats
By Moddex the Drem Rogue level 22
10th Steel 123rd year of Ascendancy at 14:04 see stats
By Moddex the Drem Rogue level 50
24th Dearth 124th year of Ascendancy at 23:52 see stats
By Moddex the Drem Rogue level 42
26th Shortage 123rd year of Ascendancy at 11:41 see stats
By Moddex the Drem Rogue level 49
16th Wealth 124th year of Ascendancy at 15:05 see stats
By Moddex the Drem Rogue level 10
14th Profit 122nd year of Ascendancy at 09:38 see stats
By Moddex the Drem Rogue level 20
18th Iron 123rd year of Ascendancy at 05:38 see stats
By Moddex the Drem Rogue level 30
29th Stralite 123rd year of Ascendancy at 20:31 see stats
By Moddex the Drem Rogue level 40
2nd Shortage 123rd year of Ascendancy at 14:34 see stats
By Moddex the Drem Rogue level 50
22nd Wealth 124th year of Ascendancy at 00:02 see stats
By Moddex the Drem Rogue level 16
3rd Wealth 122nd year of Ascendancy at 05:55 see stats
By Moddex the Drem Rogue level 50
23rd Dearth 124th year of Ascendancy at 17:34 see stats
By Moddex the Drem Rogue level 18
8th Iron 123rd year of Ascendancy at 02:38 see stats
By Moddex the Drem Rogue level 50
22nd Wealth 124th year of Ascendancy at 19:55 see stats
By Moddex the Drem Rogue level 28
15th Stralite 123rd year of Ascendancy at 22:20 see stats
By Moddex the Drem Rogue level 39
16th Loss 123rd year of Ascendancy at 14:06 see stats
By Moddex the Drem Rogue level 21
20th Iron 123rd year of Ascendancy at 01:53 see stats
By Moddex the Drem Rogue level 9
11st Profit 122nd year of Ascendancy at 10:15 see stats
By Moddex the Drem Rogue level 24
37th Steel 123rd year of Ascendancy at 01:13 see stats
By Moddex the Drem Rogue level 11
19th Profit 122nd year of Ascendancy at 01:09 see stats
By Moddex the Drem Rogue level 44
13rd Steel 124th year of Ascendancy at 21:53 see stats
By Moddex the Drem Rogue level 23
16th Steel 123rd year of Ascendancy at 21:53 see stats
By Moddex the Drem Rogue level 18
8th Wealth 122nd year of Ascendancy at 13:03 see stats
By Moddex the Drem Rogue level 50
31st Dearth 124th year of Ascendancy at 16:18 see stats
By Moddex the Drem Rogue level 34
7th Voratun 123rd year of Ascendancy at 23:57 see stats
Log
Moddex receives 5 healing from Deadly Poison from Moddex.
Your shield crumbles under the damage!
The shield around Moddex crumbles.
Moddex is free from the illness.
You are no longer encumbered.
Moddex is free from the decrepitude disease.
Talent Infusion: Movement is ready to use.
Moddex HEALS from darkness damage!
Curse of Death from Argoniel hits Moddex for 94 darkness, 2 healing (94 total damage) [2 healing].
Epidemic from Argoniel hits Moddex for (19 absorbed), 74 blight (74 total damage).
Elder vampire resists!
Moddex hits Elder vampire for damage.
Moddex damages himself through Martyrdom!
Moddex HEALS from darkness damage!
Something hits Moddex for 13 nature, 3 arcane, 1 darkness (17 total damage).
Moddex receives 11 healing from Deadly Poison from Moddex.
Talent Insidious Poison is ready to use.
Curse of Death from Argoniel hits Moddex for 99 darkness damage.
Epidemic from Argoniel hits Moddex for 99 blight damage.
Moddex the level 50 drem rogue was shadowed to death by a Argoniel on level 11 of High Peak.
--------------------------------
Moddex deactivates Trained Reactions.
Moddex deactivates Chant of Fortitude.
Moddex deactivates Apply Poison.
Moddex is no longer cursed.
Moddex is free from the epidemic.
Moddex is free from the hex.
Moddex deactivates Leeching Poison.
Moddex speeds up.
Moddex deactivates Numbing Poison.