
Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Bleach Character Icons 1.5.5Adds some very clean chibi custom tiles from the Bleach anime. None of the artwork is mine, I've merely cleaned up, resized and resampled them to fit into the game at a 64x64 resolution. Re:Creators Character Icons 1.5.5Adds some very clean chibi custom tiles from the Re:Creators anime (definitely top tier, I recommend it wholeheartedly) None of the artwork is mine, I've merely cleaned up, resized and resampled them to fit into the game at a 64x64 resolution. Even More Blazblue Character Icons 1.5.5Adds even more, cleaner chibi custom tiles from the Blazblue series. None of the artwork is mine, I've merely cleaned up, resized and resampled them to fit into the game at a 64x64 resolution. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Blazblue Character Icons 1.5.5Adds a bunch of "simpler" chibi character custom tiles from the Blazblue series. None of the artwork is mine, I've merely cleaned up, resized and resampled them to fit into the game at a 64x64 resolution. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: A Few Bug Fixes 1.5.10Fixed a few bugs(benificial bugs not included) that I can remember right now.
Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Better Item Description 1.5.10This 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 Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Female |
Race | Skeleton |
Class | Cursed |
Level / Exp | 28 / 1% |
Size | medium |
Lifes / Deaths | Killed by Urkis, the High Tempest at level 18 on the 34th Haze 122nd year of Ascendancy at 11:44 0 / 8Killed by shadow at level 20 on the 10th Regrowth 123rd year of Ascendancy at 08:33 Killed by Grand Corruptor at level 20 on the 12nd Regrowth 123rd year of Ascendancy at 08:37 Killed by elven cultist at level 25 on the 19th Pyre 123rd year of Ascendancy at 20:17 Killed by Grand Corruptor at level 26 on the 35th Pyre 123rd year of Ascendancy at 18:19 Killed by Urkis, the High Tempest at level 26 on the 47th Pyre 123rd year of Ascendancy at 21:43 Killed by Mayolebeth the Guardian at level 28 on the 62nd Pyre 123rd year of Ascendancy at 06:31 Killed by Mayolebeth the Guardian at level 28 on the 62nd Pyre 123rd year of Ascendancy at 06:40 |
Primary Stats
Strength | 65 (base 25) |
Dexterity | 47 (base 10) |
Constitution | 61 (base 38) |
Magic | 22 (base 10) |
Willpower | 76 (base 60) |
Cunning | 19 (base 10) |
Resources
Life | -65/1017 |
Hate | 107/108 |
Vim | 208/208 |
Healing Factor | 1.4949470706755 |
Regeneration | 12.333313333073 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Stealth | 76 |
Offense: Barehand
Damage | 62 |
Accuracy | 51 |
Crit Chance | 17% |
APR | 49 |
Speed | 1.20 |
Offense: Spell
Spellpower | 26 |
Crit Chance | 8% |
Speed | 1 |
Offense: Mind
Mindpower | 76 |
Crit Chance | 9% |
Speed | 1 |
Offense: Damage Bonus
Acid | +15% |
Physical | +10% |
Nature | +15% |
Blight | +6% |
Arcane | +11% |
Mind | +39% |
All | 0% |
Offense: Damage Penetration
Fire | +20% |
Mind | +5% |
Defense: Base
Armour (hardiness) | 26 (60%) |
Defense | 50 |
Ranged Defense | 50 |
Fatigue | 11 |
Physical Save | 47 |
Spell Save | 42 |
Mental Save | 42 |
Defense: Resistances
Physical | + 18%( 70%) |
Nature | + 38%( 70%) |
Temporal | + 22%( 70%) |
Blight | + 22%( 70%) |
Arcane | + 16%( 70%) |
Mind | + 57%( 70%) |
All | + 11%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Pinning Resistance | 20% |
Bleed Resistance | 100% |
Confusion Resistance | 38% |
Fear Resistance | 100% |
Stun Resistance | 28% |
Poison Resistance | 100% |
Knockback Resistance | 55% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 at most 278 damage for 4 turns. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 20 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 101 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 Willpower stat. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 4 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 16%, your defense is increased by 16 and all your resistances by 16%. Its effects scale with your Dexterity stat. |
Class Talents
Cursed / Gloom | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Predator | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Cursed / Strife | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Slaughter | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Endless hunt | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cursed / Cursed aura | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Cursed form | 1.00 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Undead / Skeleton | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a 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 failed to protect the injured seer from death by ghoulking. Escort: injured seer (level 2 of Dreadfell) | failed |
You successfully escorted the lost defiler to the recall portal on level 2 of Old Forest. Escort: lost defiler (level 2 of Old Forest)As a reward you improved talent Curse of Defenselessness (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved Strength by +5. | done |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Dreadfell. Escort: temporal explorer (level 1 of Dreadfell)As a reward you improved talent Foresight (+1 level(s)). | done |
You failed to protect the worried loremaster from death by snow giant boulder thrower. Escort: worried loremaster (level 1 of Daikara) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. 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 Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You have begun to look for a way to overcome the curse that afflicts you. KeepsakeYou have found a small iron acorn which you keep as a reminder of your past. You have destroyed the merchant caravan that you once considered family. Kyless, the one who brought the curse, is dead by your hand. Berethh is dead, may he rest in peace. Your curse has changed the iron acorn which now serves as a cruel reminder of your past and present. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 91. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of avoidance. Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * You've found the needed storm wyrm claw. * You've found the needed green worm. * You've found the needed chunk of ghoul flesh. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed vial of squid ink. * You've found the needed naga tongue. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' 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 length of troll intestine. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * '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.' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | 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 within2 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 2.0 T3 feet armor [Rare] Master While equipped: Stats +2 Str +3 Con dps ---------- Phys.crit +4.0% Phys.pwr +4 (+1 eff.) Dmg.mod +6% blight Apr +5 ----- def ----- Armour +3 Defense +20 (+6 eff.) Phys.save +3 (+1 eff.) A pair of boots made of leather. |
On hands | ![]() 1.5 T2 hands armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +5 Dex +6 Mag +4 Wil +4 Cun dps ---------- Spell.pwr +10 (+5 eff.) Mind.pwr +10 (+3 eff.) Melee+ 9 arcane 11 mind Dmg.mod +5% arcane +11% mind Res.pen +5% mind +20% fire Acc +6 (+2 eff.) Apr +8 ----- def ----- Armour +2 Fatigue +3% Resists +6% arcane +6% mind ---------- misc Max.hate +8.00 Max.psi +10.00 Steady Shot: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
On head | ![]() 3.0 T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+4 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+4 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Tool | ![]() 2.0 T2 totem charm [Random Unique] Nature While equipped: Stats +2 Str +2 Mag +2 Cun +3 Con dps ---------- Spell.crit +4% Dmg.mod +6% arcane Summon a resilient tentacle up to 5 spaces away for 5 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 380 Base Damage: 165 Armor: 13 All Resist: 20 Puts all charms on 25 cooldown 100% to heal for 30. 100% to increase the duration of 2 beneficial effects by 1. 100% to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 T3 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +3 Str +8 Dex +3 Mag +3 Wil +3 Cun +3 Con dps ---------- Phys.crit +2.0% Phys.pwr +20 (+5 eff.) Dmg.mod +13% mind Acc +10 (+3 eff.) Apr +12 ----- def ----- Defense +13 (+4 eff.) Resists +13% mind Max.HP +65.00 HP.reg +6.00 Heal.mod +16% ---------- misc Stam/turn +2.00 Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 117% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
On fingers | ![]() 0.1 T2 ring jewelry [Ego++] Master While equipped: Stats +2 Con dps ---------- Acc +9 (+3 eff.) Apr +8 ----- def ----- Defense +8 (+2 eff.) Spell.save +11 (+4 eff.) ---------- misc Max.stam +16.00 Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 117% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
Around neck | ![]() 0.1 T4 amulet jewelry [Ego+] Arcane/Nature While equipped: Stats +1 Mag dps ---------- S.pwr/crit +3 ----- def ----- Resists +12% temporal Pinning- +20% Knockbk- +27% ---------- misc Mana/turn +0.14 Max.mana +28.00 Amulets make your neck look great! |
Main armor | ![]() 2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+3 eff.) Resists +30% nature +11% all Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Light source | ![]() 2.0 T1 lite [Ego+] Nature While equipped: Stats +2 Con ----- def ----- Resists +6% blight HP.reg +2.00 ---------- 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. |
Cloak | ![]() 2.0 T3 cloak armor [Ego+] Nature While equipped: ----- def ----- Defense +2 (+0 eff.) Phys.save +5 (+2 eff.) Mind.save +6 (+2 eff.) Die.at -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around waist | ![]() 1.0 T3 belt armor [Rare] Psionic While equipped: Stats +3 Wil dps ---------- Mind.pwr +3 (+1 eff.) ----- def ----- Resists +3% mind +6% blight Phys.save +8 (+3 eff.) Max.HP +40.00 Poison- +20% Disease- +20% A belt that goes around your waist. |
Inventory
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 642% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 19% for 2 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 20 Travel.spd 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T3 rune scroll [Unique] 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 create a protective shield absorbing and reflecting at most 210 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
![]() 0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 5 Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 13%, your defense is increased by 13 and all your resistances by 13%. 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 21 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 17% all resistance, you move 33% faster, and you are invisible (power 11). 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 1.0 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 create a protective shield absorbing at most 50 damage for 5 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Dmg.mod +12% light On Melee Ret: * 30% chance to blind ----- def ----- Resists +25% light ---------- misc Light +1 Create a reflective shield (50% reflection rate, 194 strength, based on Magic) for 5 turns. Uses 24 power out of 24/24 Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
![]() 0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+1 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
![]() 0.1 T4 amulet jewelry [Ego+] Arcane/Master While equipped: Stats +4 Mag dps ---------- S.pwr/crit +3 ----- def ----- Fatigue -5% HP.reg +2.00 ---------- misc Mana/turn +0.30 Max.mana +37.00 Amulets make your neck look great! |
![]() 0.1 T2 ring jewelry [Unique] Arcane While equipped: 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? |
![]() 0.1 T1 ring jewelry [Ego] Master/Psionic While equipped: Stats +2 Wil ----- def ----- Mind.save +4 (+1 eff.) HP.reg +2.00 Stun/Frz- +21% Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Dmg.mod +10% cold ----- def ----- Armour +6 Resists +20% cold Rings make your fingers look great! |
![]() 3.0 T2 battleaxe 2H weapon [Ego++] Nature/Master Power 21.5 - 32.2 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +2 Crit +5.0% Atk.spd 100% On Crit.r2 +9 acid +12 nature On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +9.0% Res.pen +13% acid +9% nature Apr +10 Curse of Corpses Massive two-handed battleaxes. |
![]() 3.0 T4 battleaxe 2H weapon [Ego+] Nature Power 43.5 - 65.2 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +3 Crit +7.5% Atk.spd 100% While equipped: Stats +10 Str +10 Dex +10 Mag +7 Wil +9 Cun +10 Con Curse of Nightmares Massive two-handed battleaxes. |
![]() 3.0 T1 battleaxe 2H weapon [Ego] Arcane/Psionic Power 13.0 - 19.5 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +10 Crit +4.5% Atk.spd 100% Phasing +14% Melee+ +7 darkness Against +9% Living Curse of Nightmares Massive two-handed battleaxes. |
![]() 3.0 T1 battleaxe 2H weapon [Normal] Power 15.0 - 22.5 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +1 Crit +4.5% Atk.spd 100% Curse of Madness Massive two-handed battleaxes. |
![]() 3.0 T4 battleaxe 2H weapon [Ego+] Nature Power 44.0 - 66.0 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +3 Crit +7.5% Atk.spd 100% While equipped: Stats +14 Con +13 Wil ----- def ----- Max.HP +69.00 Curse of Misfortune Massive two-handed battleaxes. |
![]() 1.0 T4 dagger 1H weapon [Ego] Arcane Power 26.0 - 33.8 Physical Uses 40% Wil, 50% Dex, 50% Str Acc+ +0.2% crit / acc Apr +9 Crit +8.0% Atk.spd 100% Melee+ +5 light Against +9% Undead On Hit: * 25% chance for lightning to strike from the target to a second target dealing 43 damage Curse of Corpses Sharp, short and deadly. |
![]() 1.0 T3 dagger 1H weapon [Ego+] Master Power 14.5 - 18.9 Physical Uses 40% Wil, 50% Dex, 50% Str Acc+ +0.2% crit / acc Apr +7 Crit +6.0% Atk.spd 100% While equipped: dps ---------- Res.pen +5% physical Acc +9 (+3 eff.) Apr +8 Curse of Corpses Sharp, short and deadly. |
![]() 5.0 T2 greatmaul 2H weapon [Random Unique] Arcane/Master Power 35.0 - 52.5 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +2 Crit +1.0% Atk.spd 100% Melee+ +4 blight On Hit: 20% Curse of Impotence 2 On Crit: * Splash the target with acid dealing 71 damage over 5 turns and reducing armor and accuracy by 9 While equipped: dps ---------- Dmg.mod +3% light ----- def ----- Resists +6% light Curse of Misfortune Massive two-handed mauls. |
![]() 5.0 T4 greatmaul 2H weapon [Ego] Arcane/Master Power 72.5 - 108.8 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +3 Crit +2.5% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 43 damage Curse of Misfortune Massive two-handed mauls. |
![]() 5.0 T3 greatmaul 2H weapon [Normal] Power 41.0 - 61.5 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +2 Crit +1.5% Atk.spd 100% Curse of Madness Massive two-handed mauls. |
![]() 3.0 T4 greatsword 2H weapon [Random Unique] Nature/Master Power 66.5 - 106.4 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +3 Crit +4.5% Atk.spd 100% Melee+ +16 nature On Hit.r1 +4 physical On Crit.r2 +8 physical While equipped: dps ---------- Acc +28 (+9 eff.) On Hit (Melee): * 20% chance to slow global speed by 0% ----- def ----- Defense +19 (+6 eff.) Disarm- +45% ---------- misc Max.stam +20.00 Curse of Corpses Massive two-handed swords. |
![]() 3.0 T2 greatsword 2H weapon [Rare] Arcane Power 25.5 - 40.8 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.0% Atk.spd 100% Melee+ +12 darkness On Crit.r2 +8 fire On Hit: * Create an explosion dealing 43 fire damage (1/turn) While equipped: dps ---------- Dmg.mod +12% blight +34% fire +6% darkness Res.pen +10% darkness +12% fire Melee Ret 2 blight ----- def ----- Resists +6% fire Curse of Madness Massive two-handed swords. |
![]() 12.0 T3 greatsword 2H weapon [Unique] Psionic Power 49.0 - 78.4 Physical Uses 40% Wil, 129% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +9 Crit +9.0% Atk.spd 100% Melee+ +49 light +49 darkness On Hit: * 9% chance to stun or confuse the target Curse of Misfortune The wise ones say that truth is a three-edged sword. And sometimes, the truth hurts. |
![]() 3.0 T4 greatsword 2H weapon [Unique] Arcane/Master Power 68.0 - 108.8 Physical Uses 40% Wil, 125% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +5 Crit +10.0% Atk.spd 100% HP.leech +8% Dmg.conv 50% fire burn While equipped: Stats +3 Cun +5 Str dps ---------- Dmg.mod +10% darkness +15% fire ----- def ----- Resists +15% fire Curse of Shrouds Accelerate burning effects on all creatures in a radius 1 ball within range 5, consuming them to instantly inflict 125% of all remaining burn damage. Uses 10 power out of 25/25 This massive, flame-coated greatsword was stolen by the adventurer Kestin Highfin, during the Age of Dusk. It originally belonged to a demon named Frond'Ral the Red. It roars with vile flames and its very existence seems to be a blight upon the lands. |
![]() 3.0 T3 longsword 1H weapon [Ego+] Master Power 26.0 - 36.4 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Res.pen +8% physical Acc +7 (+2 eff.) Apr +7 Curse of Misfortune Sharp, long, and deadly. |
![]() 3.0 T4 mace 1H weapon [Ego+] Arcane Power 37.5 - 52.5 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +5 Crit +2.5% Atk.spd 100% Melee+ +5 light Against +18% Undead On Hit: * Create an explosion dealing 43 lightning damage (1/turn) While equipped: dps ---------- Dmg.mod +19% lightning Res.pen +17% lightning Curse of Nightmares Blunt and deadly. |
![]() 3.0 T2 mace 1H weapon [Ego+] Master Power 14.0 - 19.6 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +3 Crit +1.0% Atk.spd 100% On Crit: * Wound the target dealing 272 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +5.0% Phys.pwr +7 (+1 eff.) Curse of Madness Blunt and deadly. |
![]() 3.0 T4 mace 1H weapon [Ego+] Master Power 38.0 - 53.2 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +5 Crit +2.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +9.0% Curse of Corpses Blunt and deadly. |
![]() 3.0 T3 mace 1H weapon [Ego] Psionic Power 28.0 - 39.2 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +4 Crit +1.5% Atk.spd 100% Melee+ +10 mind On Hit: * 15% chance to reduce all saves and defense by 0 While equipped: Stats +3 Cun +2 Wil Curse of Misfortune Blunt and deadly. |
![]() 3.0 T3 mace 1H weapon [Ego] Arcane/Psionic Power 27.5 - 38.5 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +4 Crit +1.5% Atk.spd 100% Melee+ +10 temporal +5 mind On Hit: * 12% chance to reduce all saves and defense by 0 While equipped: Stats +3 Cun +3 Wil ----- def ----- Resists +7% temporal Curse of Shrouds Blunt and deadly. |
![]() 3.0 T2 mindstar 1H weapon [Unique] Nature Nature requires balance in these matters. Power 8.0 - 8.8 Fire Uses 90% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit / acc Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) All.spd +5% Dmg.mod +10% fire Res.pen +10% fire ----- def ----- Resists -10% cold On Mind Hit: 10% Flame Fury 2 Curse of Misfortune This mindstar glows with a bright warm light, but seems somehow incomplete. |
![]() 3.0 T4 mindstar 1H weapon [Unique] Nature/Disrupt Power 17.0 - 18.7 Nature slow Uses 90% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit / acc Acc uses Wil Apr +25 Crit +7.0% Atk.spd 100% While equipped: Stats +2 Cun +6 Wil dps ---------- Mind.crit +8% Mind.pwr +12 (+3 eff.) Dmg.mod +18% nature +15% acid ----- def ----- Resists +12% arcane +12% blight Spell.save +15 (+5 eff.) ---------- misc Masteries +0.10 Wild-gift/Slime +0.10 Wild-gift/Ooze Curse of Shrouds Ooze Spit: Level 2.0 Pwr.cost 20 out of 20/20. Range 10 Travel.spd 800% of base Description: Spit slime at your target doing 87.62 nature damage and slowing it down by 30% for 3 turns. The damage will increase with the Dexterity stat This mindstar oozes a thick, caustic liquid. Magic seems to die around it. |
![]() 3.0 T4 mindstar 1H weapon [Ego++] Nature/Psionic Power 12.0 - 13.2 Mind Uses 90% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit / acc Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) Melee+ 8 physical Dmg.mod +9% physical Res.pen +8% physical ----- def ----- Resists +14% lightning +4% physical +12% cold +8% fire ---------- misc Talents +1 Attune Mindstar Masteries +0.10 Psionic/Voracity +0.20 Psionic/Absorption Curse of Misfortune Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T3 mindstar 1H weapon [Ego+] Nature/Psionic Power 9.0 - 9.9 Mind Uses 90% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit / acc Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) Dmg.mod +4% nature Res.pen +2% nature ----- def ----- Resists +5% nature Mind.save +4 (+1 eff.) ---------- misc Max.psi +20.00 Talents +1 Attune Mindstar Masteries +0.10 Wild-gift/Harmony Curse of Madness Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T4 mindstar 1H weapon [Ego+] Nature Power 12.0 - 13.2 Nature Uses 90% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit / acc Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) Melee+ 12 acid Dmg.mod +8% acid Res.pen +7% acid ----- def ----- Resists +8% acid HP.reg +3.00 ---------- misc Talents +1 Attune Mindstar Curse of Madness Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 4.0 T4 sling 1H weapon Reqs Shoot [Ego+] Nature Power 0.0 - 0.0 Physical Uses 40% Wil Acc+ +0.1% dam / acc Atk.spd 100% Range +9 On Crit.r2 +21 fire While equipped: dps ---------- All.spd +5% Res.pen +10% fire Curse of Madness Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 T4 sling 1H weapon Reqs Shoot [Ego+] Arcane Power 0.0 - 0.0 Physical Uses 40% Wil Acc+ +0.1% dam / acc Atk.spd 100% Range +9 On Hit: 10% Shoot 1 Curse of Nightmares Slings are used to hurl stones or metal shots at your foes. |
![]() 5.0 T4 staff 2H weapon Reqs Mag 35 [Ego] Arcane/Master Power 25.0 - 30.0 Physical Uses 80% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +12% Crit.mult +10.00% Spell.pwr +20 (+10 eff.) Dmg.mod +25% cold ---------- misc Talents +1 Command Staff Curse of Shrouds Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T4 staff 2H weapon Reqs Mag 35 [Ego] Arcane/Master Power 25.0 - 30.0 Physical Uses 80% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +13% Crit.mult +15.00% Spell.pwr +12 (+6 eff.) Dmg.mod +25% fire ----- def ----- Phys.save +6 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +6 (+2 eff.) ---------- misc Talents +1 Command Staff Curse of Nightmares Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T4 staff 2H weapon Reqs Mag 35 [Ego+] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +12 (+6 eff.) Dmg.mod +25% physical ----- def ----- Armour +7 Defense +7 (+2 eff.) ---------- misc Wards +3 physical Talents +3 Ward +1 Command Staff Curse of Corpses Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T3 trident 2H weapon [Ego] Arcane/Master Power 38.0 - 60.8 Physical Uses 40% Wil, 120% Str Mastery Exotic Weapons Mastery Acc+ +0.1% dam / acc Apr +10 Crit +2.5% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 43 damage Curse of Madness A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() 3.0 T3 waraxe 1H weapon [Ego+] Master Power 22.0 - 30.8 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +4 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Res.pen +5% physical Acc +9 (+3 eff.) Apr +7 Curse of Madness One-handed war axes. |
![]() 3.0 T3 waraxe 1H weapon [Ego+] Master Power 19.5 - 27.3 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +4 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Res.pen +8% physical Acc +6 (+2 eff.) Apr +10 Curse of Nightmares One-handed war axes. |
![]() 3.0 T4 waraxe 1H weapon [Ego++] Master Power 32.0 - 44.8 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +5 Crit +6.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +10.0% Res.pen +6% physical Acc +13 (+4 eff.) Apr +6 Curse of Shrouds One-handed war axes. |
![]() 1.0 T3 belt armor [Ego+] Master While equipped: dps ---------- Phys.crit +3.0% Crit.mult +7.00% Phys.pwr +4 (+1 eff.) ----- def ----- Defense +10 (+3 eff.) Stealth +7 A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Ego+] Master While equipped: dps ---------- Phys.crit +3.0% Crit.mult +7.00% Phys.pwr +5 (+1 eff.) A belt that goes around your waist. |
![]() 1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+2 eff.) Mind.pwr +5 (+1 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
![]() 2.0 T3 cloak armor [Random Unique] Arcane/Master While equipped: Stats +3 Str +2 Mag +2 Wil +2 Con dps ---------- Dmg.mod +6% darkness +3% arcane Res.pen +15% arcane ----- def ----- Armour +8 Defense +2 (+0 eff.) Resists +5% arcane +12% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Rare] Arcane While equipped: Stats +3 Mag +2 Wil dps ---------- Phys.crit +6.0% Crit.mult +10.00% Dmg.mod +9% arcane +6% physical Res.pen +10% physical ----- def ----- Armour +4 Defense +2 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T4 cloth armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.crit +5% Mind.pwr +12 (+3 eff.) Dmg.mod +30% nature Res.pen +10% nature Melee Ret 35 nature slow ----- def ----- Defense +12 (+4 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 [Ego++] Arcane/Psionic While equipped: dps ---------- Dmg.mod +9% acid +13% physical +12% fire +10% cold ----- def ----- Resists +13% acid +13% physical +12% darkness +14% cold +11% fire +15% mind +13% all Phys.save +12 (+4 eff.) Spell.save +12 (+4 eff.) Mind.save +20 (+6 eff.) ---------- misc Cooldown Refit Golem -4 The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T4 cloth armor [Ego+] Nature/Psionic While equipped: dps ---------- Dmg.mod +15% nature ----- def ----- Resists +13% mind +12% darkness +22% nature +13% all Phys.save +11 (+4 eff.) Spell.save +13 (+4 eff.) Mind.save +24 (+8 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T2 cloth armor [Ego] Nature/Disrupt While equipped: dps ---------- Dmg.mod +16% cold On Melee Ret: * 4% chance to slow global speed by 0% * 5 arcane resource burn ----- def ----- Resists +9% all +24% cold A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 cloth armor [Ego++] Nature While equipped: Stats +4 Con dps ---------- Dmg.mod +8% nature ----- def ----- Resists +7% blight +11% all Max.HP +48.00 HP.reg +2.00 Heal.mod +13% Poison- +22% Disease- +26% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Cun +4 Wil dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
![]() 1.5 T2 hands armor [Rare] Nature While equipped: Stats +1 Dex dps ---------- Phys.pwr +15 (+3 eff.) Melee+ 8 physical Dmg.mod +5% physical Acc +5 (+1 eff.) ----- def ----- Armour +8 Fatigue +3% Resists +12% fire ---------- misc Max.stam +30.00 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.0 T3 hands armor [Unique] Nature This would be great with a mighty matching belt. While equipped: Stats +4 Str ----- def ----- Armour +2 Resists +10% lightning +10% cold Max.HP +60.00 Knockbk- +50% Throw Boulder: Level 2.0 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a nature gift Description: Throw a huge boulder, dealing 153.42 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
![]() 1.5 T3 hands armor [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +5% Crit.mult +20.00% Spell.pwr +12 (+6 eff.) Dmg.mod +15% lightning ----- def ----- Armour +5 Resists +15% lightning On Spell Hit: 10% Lightning 1 This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
![]() 1.5 T2 hands armor [Normal] While equipped: ----- def ----- Armour +2 Fatigue +3% Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.0 T4 hands armor [Ego] Master/Psionic While equipped: Stats +2 Dex dps ---------- Acc +10 (+3 eff.) ----- def ----- Armour +3 HP.reg +5.00 ---------- misc Stam/turn +1.00 Max.stam +10.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T2 hands armor [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +8 (+2 eff.) Melee+ 7 physical Dmg.mod +4% physical ----- def ----- Armour +9 Fatigue +3% Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.0 T4 hands armor [Ego+] Disrupt While equipped: dps ---------- On Melee Ret: * 19 arcane resource burn ----- def ----- Armour +3 Spell.save +12 (+4 eff.) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T4 hands armor [Ego++] Disrupt/Psionic While equipped: Stats +3 Cun dps ---------- Acc +8 (+2 eff.) On Melee Ret: * 19 arcane resource burn ----- def ----- Armour +3 Fatigue +5% Resists +15% darkness Spell.save +12 (+4 eff.) ---------- misc Infravis +2 Track: Puts all charms on 15 cooldown Level 2.0 Pwr.cost 15 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 12 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 3.0 T3 head armor [Rare] Nature While equipped: dps ---------- Mind.crit +2% Mind.pwr +10 (+3 eff.) Melee Ret 8 lightning ----- def ----- Armour +4 Fatigue +4% Heal.mod +15% Disease- +10% ---------- misc Stam/ret +1.00 Equi/ret +0.70 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T3 head armor [Unique] Arcane/Psionic Needs something equally stylish and cool to go with it. While equipped: Stats +8 Cun +4 Wil dps ---------- Spell.pwr +8 (+4 eff.) Mind.pwr +8 (+2 eff.) ----- def ----- Defense +1 (+0 eff.) Resists +10% temporal +10% physical Anom.red +5 ---------- misc Masteries +0.20 Chronomancy/Timetravel Wormhole: Level 1.0 Pwr.cost 15 out of 15/15. Range 10 Travel.spd instantaneous Is a spell Description: You fold the space between yourself and a second point within a range of 10, creating a pair of wormholes. Any creature stepping on either wormhole will be teleported near the other (radius 5 accuracy). The wormholes will last 3 turns and must be placed at least two tiles apart. The chance of teleporting enemies will scale with your Spellpower. This fez once belonged to a traveler; it always seems to be found lying around in odd locations. Fezzes are cool. |
![]() 3.0 T3 head armor [Ego] Nature While equipped: ----- def ----- Armour +4 Fatigue +4% Resists +10% light +12% darkness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T3 head armor [Ego] Master While equipped: Stats +4 Wil ----- def ----- Defense +2 (+0 eff.) Phys.save +7 (+2 eff.) A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Ego+] Arcane/Master While equipped: Stats +5 Wil ----- def ----- Defense +2 (+0 eff.) Resists +4% lightning +5% temporal +5% light +4% fire +5% nature +3% acid +5% blight +4% cold +5% darkness Phys.save +7 (+2 eff.) A pointy cloth hat, very wizardly... |
![]() 3.0 T3 head armor [Ego] Master While equipped: ----- def ----- Armour +4 Fatigue +4% Phys.save +12 (+4 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 14.0 T4 heavy armor [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +9% lightning Res.pen +25% blight On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 0 ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +12% Resists +24% lightning +20% cold +3% blight Max.HP +41.00 HP.reg +5.00 Heal.mod +16% A suit of armour made of mail. |
![]() 14.0 T3 heavy armor [Normal] While equipped: ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
![]() 14.0 T4 heavy armor [Ego+] Arcane/Master While equipped: dps ---------- Melee+ 12 acid 16 fire Melee Ret 10 acid 10 fire ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +12% Resists +18% acid +15% fire +15% lightning A suit of armour made of mail. |
![]() 9.0 T3 light armor [Random Unique] Arcane/Nature/Master While equipped: Stats +5 Str +10 Dex +5 Mag +5 Wil +6 Cun dps ---------- Mov.spd +20% Dmg.mod +18% temporal Res.pen +10% arcane ----- def ----- Armour +6 Defense +15 (+5 eff.) Fatigue +8% Resists +6% physical Phys.save +13 (+4 eff.) Max.HP +35.00 Def/telep +15 Res/telep +15% Dur/telep +15% A suit of armour made of leather. |
![]() 9.0 T2 light armor [Random Unique] Nature/Master While equipped: Stats +4 Str +3 Dex dps ---------- Crit.mult +10.00% S.pwr/crit +2 ----- def ----- Armour +4 Defense +8 (+2 eff.) Fatigue +7% Resists +23% fire Phys.save +8 (+3 eff.) Max.HP +35.00 HP.reg +3.10 Heal.mod +10% ---------- misc Vim/s.crit +2.00 A suit of armour made of leather. |
![]() 9.0 T3 light armor [Normal] While equipped: ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% A suit of armour made of leather. |
![]() 9.0 T4 light armor [Ego+] Arcane While equipped: dps ---------- Melee+ 7 darkness Ranged+ 7 darkness ----- def ----- Armour +7 Defense +12 (+4 eff.) Fatigue +8% Resists +18% darkness +10% temporal Def/telep +19 Res/telep +14% Dur/telep +19% Blink to a nearby random location (rad 8) Puts all charms on 25 cooldown A suit of armour made of leather. |
![]() 17.0 T3 massive armor [Unique] Master While equipped: Stats +5 Con ----- def ----- Armour +20 Defense +10 (+3 eff.) Fatigue +24% Resists -15% acid +15% physical Crit.chn- 20% Phys.save +15 (+5 eff.) Max.HP +50.00 HP.reg +2.00 Knockbk- +30% Inch-thick stralite plates lock together with voratun joints. The whole suit looks impenetrable, but has clearly been subjected to terrible treatment - great dents and misshaping warps, and caustic fissures bored across the surface. Though clearly a powerful piece, it must once have been much greater. |
![]() 17.0 T3 massive armor [Rare] Master While equipped: Stats +2 Wil dps ---------- Dmg.mod +12% darkness Phasing +30% ----- def ----- Armour +11 Fatigue +22% Resists +7% physical Phys.save +16 (+5 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Vim/s.crit +2.00 Max.mana +60.00 A suit of armour made of metal plates. |
![]() 17.0 T3 massive armor [Ego] Master While equipped: ----- def ----- Armour +16 Fatigue +22% Resists +17% lightning A suit of armour made of metal plates. |
![]() 17.0 T4 massive armor [Ego+] Nature While equipped: Stats +3 Wil ----- def ----- Armour +13 Fatigue +22% Resists +15% blight +13% darkness ---------- misc Light +2 A suit of armour made of metal plates. |
![]() 7.0 T1 shield armor [Unique] Nature When used to Attack: Power 18.0 - 25.2 Physical Uses 40% Wil, 140% Str Acc+ +2.5% procs dam / acc Crit +2.0% Block +48 Melee+ +10 cold While equipped: ----- def ----- Armour +8 Defense +8 (+2 eff.) Fatigue +12% Resists +15% cold +10% fire ---------- misc Max.Air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
![]() 7.0 T4 shield armor [Rare] Arcane When used to Attack: Power 45.0 - 54.0 Physical Uses 40% Wil, 100% Str Acc+ +2.5% procs dam / acc Crit +4.5% Block +135 Melee+ +14 fire While equipped: Stats +4 Str +3 Con dps ---------- Dmg.mod +18% blight Melee Ret 6 blight 21 fire ----- def ----- Armour +8 Fatigue +8% Resists +14% fire Spell.save +9 (+3 eff.) ---------- misc Vim/s.crit +2.00 Talents +1 Block Handheld deflection devices. |
![]() 7.0 T3 shield armor [Normal] When used to Attack: Power 32.5 - 39.0 Physical Uses 40% Wil, 100% Str Acc+ +2.5% procs dam / acc Crit +3.5% Block +88 While equipped: ----- def ----- Armour +6 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T3 shield armor [Ego] Nature/Master When used to Attack: Power 26.5 - 31.8 Physical Uses 40% Wil, 100% Str Acc+ +2.5% procs dam / acc Crit +3.5% Block +80 On Hit.r1 +13 fire While equipped: dps ---------- Melee+ 6 fire Melee Ret 6 fire ----- def ----- Armour +6 Fatigue +8% Resists +22% fire ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 3.0 T4 arrow ammo [Ego++] Arcane/Master Power 51.5 - 72.1 Physical Uses 40% Wil, 70% Dex, 50% Str Acc+ +0.2% crit / acc Apr +20 Crit +5.5% Capacity 22 Proj.spd +200% Ranged+ +8 blight On Hit: 20% Epidemic 4 On Hit: * 15% chance to reduce strength, dexterity, and constitution by 0 Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T3 arrow ammo [Ego] Master Power 33.5 - 46.9 Physical Uses 40% Wil, 70% Dex, 50% Str Acc+ +0.2% crit / acc Acc +15 Apr +10 Crit +2.0% Capacity 23 Arrows are used with bows to pierce your foes to death. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T3 digger tool [Rare] Master While equipped: Stats +3 Cun +2 Str dps ---------- Res.pen +10% arcane Acc +5 (+1 eff.) ----- def ----- Resists +21% lightning +21% acid ---------- misc Infravis +4 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 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. |
![]() 2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
![]() 1.0 T3 lite [Ego+] Master While equipped: ----- def ----- Blind- +22% Confus- +15% ---------- misc Light +8 See.Stealth +11 See.Invis +9 Track: Puts all charms on 40 cooldown Level 2.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 12 for 5 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+1 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. |
![]() 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 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. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 3.0 T2 shot ammo [Ego] Nature/Disrupt Power 18.5 - 22.2 Physical Uses 40% Wil, 70% Dex, 50% Cun Acc+ +0.1% dam / acc Apr +2 Crit +4.5% Capacity 22 Ranged+ +10 lightning Against +8% Unnatural +7% Unliving On Crit.r2 +6 lightning Shots are used with slings to pummel your foes to death. |
![]() 2.0 T2 tool misc [Unique] While equipped: Stats +8 Cun dps ---------- Dmg.mod +15% lightning ----- def ----- Resists +15% lightning Phys.save +18 (+6 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
![]() 2.0 T3 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 260 Puts all charms on 15 cooldown 100% to increase all damage by 11% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 140 Puts all charms on 19 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T3 totem charm [Ego] Nature Sting an enemy dealing 299 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 T1 trinket misc [Plot Item] Psionic While carried: dps ---------- Mind.pwr +15 (+4 eff.) ----- def ----- Resists +30% mind +8% physical Max.HP +40.00 A small acorn, crafted crudely out of iron. It once belonged to Bander, but now it is yours. You find having the acorn helps to anchor your mind and prepare you for the trials ahead. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Yin the Skeleton Cursed level 22
37th Regrowth 123rd year of Ascendancy at 13:29 see stats
By Yin the Skeleton Cursed level 16
6th Haze 122nd year of Ascendancy at 19:41 see stats
By Yin the Skeleton Cursed level 18
41st Haze 122nd year of Ascendancy at 16:03 see stats
By Yin the Skeleton Cursed level 17
27th Haze 122nd year of Ascendancy at 13:48 see stats
By Yin the Skeleton Cursed level 26
49th Pyre 123rd year of Ascendancy at 00:27 see stats
By Yin the Skeleton Cursed level 21
26th Regrowth 123rd year of Ascendancy at 18:45 see stats
By Yin the Skeleton Cursed level 10
39th Dusk 122nd year of Ascendancy at 00:57 see stats
By Yin the Skeleton Cursed level 20
43rd Haze 122nd year of Ascendancy at 21:22 see stats
By Yin the Skeleton Cursed level 25
21st Pyre 123rd year of Ascendancy at 13:39 see stats
By Yin the Skeleton Cursed level 8
36th Dusk 122nd year of Ascendancy at 06:55 see stats
By Yin the Skeleton Cursed level 20
5th Decay 122nd year of Ascendancy at 10:07 see stats
By Yin the Skeleton Cursed level 18
30th Haze 122nd year of Ascendancy at 01:00 see stats
By Yin the Skeleton Cursed level 20
4th Decay 122nd year of Ascendancy at 17:06 see stats
By Yin the Skeleton Cursed level 25
20th Pyre 123rd year of Ascendancy at 04:29 see stats
By Yin the Skeleton Cursed level 18
29th Haze 122nd year of Ascendancy at 13:49 see stats
By Yin the Skeleton Cursed level 28
62nd Pyre 123rd year of Ascendancy at 06:31 see stats
Log
Mayolebeth the Guardian hits Yin for 273 darkness damage.
Mindrot hits Mayolebeth the Guardian for (20 absorbed), 0 mind, (13 absorbed), 0 darkness (0 total damage).
Poison from Yin hits Mayolebeth the Guardian for (2 absorbed), 0 nature (0 total damage).
Mayolebeth the Guardian's defensive darkness area effect hits Yin for 27 darkness damage.
Mayolebeth the Guardian's defensive darkness area effect hits Lashing Tentacle for 13 darkness damage.
Mayolebeth the Guardian's projectile hits Lashing Tentacle for 40 fire, 40 physical (80 total damage).
Yin hits Mayolebeth the Guardian for (25 absorbed), 0 darkness, (18 absorbed), 0 mind (0 total damage).
Lashing Tentacle hits Mayolebeth the Guardian for (90 absorbed), 0 physical (0 total damage).
Mayolebeth the Guardian's Volcano hits Yin for 73 fire, 68 physical (141 total damage).
Melee retaliation hits Lashing Tentacle for 16 darkness damage.
You are unable to move!
You are unable to move!
You are unable to move!
You are unable to move!
Mayolebeth the Guardian has finished recovering.
Yin is no longer pinned.
Yin is not silenced anymore.
Mayolebeth the Guardian is weakened by the gloom.
Yin's mind surges with critical power!
Talent Re-assemble is ready to use.
Mindrot hits Mayolebeth the Guardian for (28 absorbed), 0 mind, (20 absorbed), 0 darkness (0 total damage).
Poison from Yin hits Mayolebeth the Guardian for (2 absorbed), 0 nature (0 total damage).
Mayolebeth the Guardian's defensive darkness area effect hits Yin for 19 darkness damage.
Mayolebeth the Guardian's defensive darkness area effect hits Lashing Tentacle for 11 darkness damage.
Mayolebeth the Guardian's projectile hits Lashing Tentacle for 29 fire, 29 physical (58 total damage).
Yin hits Mayolebeth the Guardian for (25 absorbed), 0 darkness, (37 absorbed), 0 mind (0 total damage).
Mayolebeth the Guardian's Volcano hits Yin for 45 fire damage.
Yin the level 28 skeleton cursed was slowly cooked to death by Mayolebeth the Guardian on level 2 of Dreadfell.