













Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.7.6Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Easy Map v2 1.6.0Description Original Easy Map mod by Codefly This addon replaces ToME's map display with one that's more in-line with other games. You can drag the mouse to scroll, use the mouse wheel to zoom in and out, and left-click to set the currently viewed area (instead of accidentally traveling there, which can still be done via right-click menu). It also shows the viewport rectangle on the map, and if your computer is powerful enough, you can even show the actual terrain instead of the confusing color blocks, or make the walls red to easily find paths you have yet to explore. The player and zone exits are also displayed as icons on the map. Additionally, if you travel via the map and stop unexpectedly (i.e., you ran into your golem), a friendly dialog will pop up asking if you'd like to continue to your destination. Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Обновление: Я просто пофиксил чекер версии мода и убрал всплывающее окошко о новой версии игры и изменил цвет легенды на черный Мод заменяет карту игры на нечто более схожее с другими играми. Вы можете перемещать карту мышкой, приближать или отдалять карту колесиком и устанавливать текущий обзор левым кликом мыши (вместо того, что бы случайно переместиться туда, как было ранее). Карат способна отображать реальную местность ландшафта и окрашивать непроходимые места в красный цвет, что бы проще найти дорогу. Установка: Удаление: или в игре: 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.
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:
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Custom Difficulty 1.7.5Allows you to set the level of enemies, the frequency of rare creatures, and some other elements of difficulty independently during character creation, to make the game as easy or hard as you like. If you make the game at least as hard as a vanilla difficulty setting, you qualify for that difficulty's achievements. This mod will be incompatible with other mods that re-arrange the character creation screen. 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:
No Ruined Dungeon Puzzle 1.7.4Changes the Ruined Dungeon sealed door to open upon killing all six Guardians in lieu of the sequential orb interaction puzzle. Showing Items Tier in Inventory 1.7.2This 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 |
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Female |
Race | Krog |
Class | Rogue |
Level / Exp | 19 / 94% |
Size | big |
Lifes / Deaths | Killed by Betariamira the wolf at level 10 on the 1st Flare 122nd year of Ascendancy at 10:33 0 / 6Killed by war hound at level 10 on the 1st Flare 122nd year of Ascendancy at 11:13 Killed by Islita the deformed treant at level 11 on the 3rd Flare 122nd year of Ascendancy at 00:13 Killed by Betariamira the wolf at level 11 on the 4th Flare 122nd year of Ascendancy at 00:30 Killed by corrupted sand-drake at level 19 on the 59th Dusk 122nd year of Ascendancy at 23:54 Killed by Mayema the gigantic sandworm tunneler at level 19 on the 60th Dusk 122nd year of Ascendancy at 23:30 |
Antimagic | Follower |
Primary Stats
Strength | 18 (base 11) |
Dexterity | 52 (base 38) |
Constitution | 17 (base 10) |
Magic | 11 (base 10) |
Willpower | 36 (base 22) |
Cunning | 55 (base 35) |
Resources
Life | -152/502 |
Stamina | 133/232 |
Equilibrium | 30 |
Healing Factor | 1.062941519274 |
Regeneration | 7.7063260147363 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +20% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 5 |
See Stealth | 39.172317758494 |
See Invisible | 39.172317758494 |
Offense: Mainhand
Damage | 54 |
Accuracy | 63 |
Crit Chance | 36% |
APR | 20 |
Speed | 1.00 |
Offense: Offhand
Damage | 37 |
Accuracy | 63 |
Crit Chance | 36% |
APR | 20 |
Speed | 1.00 |
Offense: Spell
Spellpower | 10 |
Crit Chance | 14% |
Speed | 1 |
Offense: Mind
Mindpower | 35 |
Crit Chance | 14% |
Speed | 1 |
Offense: Damage Bonus
Nature | +7% |
Physical | +11% |
Mind | +6% |
All | 0% |
Offense: Damage Penetration
Lightning | +5% |
Physical | +25% |
Arcane | +5% |
Darkness | +15% |
All | 0% |
Defense: Base
Armour (hardiness) | 7 (38.594633868923%) |
Defense | 46 |
Ranged Defense | 46 |
Fatigue | 0 |
Physical Save | 25 |
Spell Save | 28 |
Mental Save | 30 |
Defense: Resistances
Blight | + 14%( 70%) |
Physical | + 16%( 70%) |
Cold | + 6%( 70%) |
All | 0%( 70%) |
Lightning | + 15%( 70%) |
Temporal | 0%( 70%) |
Darkness | + 11%( 70%) |
Mind | + 3%( 70%) |
Fire | + 14%( 70%) |
Nature | + 57%( 70%) |
Defense: Immunities
Disarm Resistance | 23% |
Stun Resistance | 20% |
Pinning Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 21% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 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 263 life over 5 turns. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 26% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 150 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Class Talents
Cunning / Artifice | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Stealth | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Duelist | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Throwing knives | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Poisons | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Trapping | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| 1/5 |
Race / Krog | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Wild-gift / Antimagic | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Lethality | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
Quests
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You failed to protect the lone alchemist from death by copperhead snake. Escort: lone alchemist (level 1 of Old Forest) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved talent Track (+1 level(s)). | done |
You failed to protect the repented thief from death by Wrathroot. Escort: repented thief (level 4 of Old Forest) | 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 Wrathroot. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 Shax 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * '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.' * 'Needed: one warg claw. My usual ingredient gatherers draw the line at hunting wargs. Feel free to mock them on your way back.' * You've found the needed pouch of faeros ash. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | 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 |
Equipment
On feet | ![]() 0.0 Encumbrance T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex offense ------ Move Speed +10% defense ------ Defense +4 (+2 eff.) Fatigue -10% Resistance +5% physical Pinning Resist +100% other ------- Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Effective talent level: 3.6 Power cost 17 out of 17/20. Range 6 Cooldown: 15 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. |
Light source | ![]() 2.0 Encumbrance T1 lite [Rare] Psionic While equipped: Stats +4 Wil offense ------ Physical Crit +1.0% Physical Power +15 (+5 eff.) Damage +6% mind defense ------ Physical save +3 (+2 eff.) Unlife -80.00 life other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() 2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +10 Cun +3 Wil offense ------ Critical power +5.00% Mindpower +4 (+2 eff.) Ignore resists +15% darkness On-Hit (Melee): * 10% chance to reduce armor by 15% defense ------ Armor +1 Fatigue +1% Resistance +3% darkness A cap made of leather. |
On hands | ![]() 1.0 Encumbrance T2 hands armor [Ego+] Disrupt/Psionic While equipped: offense ------ Physical Power +5 (+2 eff.) Accuracy +5 (+1 eff.) Ignore Armor +8 defense ------ Armor +2 Resistance +8% blight Spell save +8 (+4 eff.) Life Regen +3.00 other ------- Stamina/turn +0.70 Max stamina +13.00 Unarmed combat: Weapon Damage 16.5 - 18.2 Physical Uses 40% Dex, 40% Str, 40% Cun Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +13 Critical Rate +3.0% Attack Speed 100% On Hit: 10% Nightmare level 3 On Hit: * 12% chance to slow global speed by 50% * 12% chance to reduce armor by 15% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() 3.0 Encumbrance T5 digger tool [Random Unique] Nature/Master While equipped: Stats +3 Str +2 Dex +3 Mag +3 Wil +3 Cun offense ------ Damage +7% nature Accuracy +7 (+1 eff.) When Hit 2 darkness On-Hit (Melee): * 10% chance to reduce damage dealt by 19% defense ------ Resistance +8% fire +14% nature +8% darkness other ------- Infravision +5 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Dex offense ------ Damage +11% physical Accuracy +6 (+1 eff.) defense ------ Resistance +11% physical Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: offense ------ Critical power +5.00% Ignore resists +5% lightning Accuracy +15 (+3 eff.) When Hit 4 lightning defense ------ Defense +15 (+5 eff.) Resistance +6% lightning Life +25.00 Disarm Resist +23% Pinning Resist +23% Knockbk Resist +21% Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T3 amulet jewelry [Random Unique] Master While equipped: Stats +4 Dex +4 Cun +5 Con offense ------ Spellpower +10 (+2 eff.) Move Speed +10% Ignore resists +5% arcane defense ------ Fatigue -12% Resistance +6% nature Physical save +10 (+5 eff.) Spell save +12 (+6 eff.) Mind save +10 (+5 eff.) Life Regen +4.00 other ------- Stamina/turn +0.30 Amulets make your neck look great! |
In main hand | ![]() 1.0 Encumbrance T3 dagger 1H weapon [Ego+] Master/Psionic Weapon Damage 15.5 - 20.2 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On-hit +11 mind On Hit: * 17% chance to reduce all saves and defense by 23 On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +3 Cun +2 Wil offense ------ Physical Crit +7.0% Sharp, short and deadly. |
Around waist | ![]() 1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +1 Str +3 Dex offense ------ Critical power +10.00% Physical Power +5 (+2 eff.) defense ------ Resistance +6% blight +6% fire +6% cold Physical save +6 (+3 eff.) A belt that goes around your waist. |
In off hand | ![]() 1.0 Encumbrance T3 dagger 1H weapon [Ego] Master Weapon Damage 24.0 - 31.2 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% Sharp, short and deadly. |
Cloak | ![]() 2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: offense ------ Physical Power +15 (+5 eff.) Ignore resists +25% physical Ignore Armor +1 defense ------ Defense +1 (+1 eff.) Resistance +3% mind +9% lightning Life +30.00 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 Encumbrance T2 light armor [Ego+] Master While equipped: offense ------ Physical Crit +4.0% Critical power +11.00% Physical Power +6 (+2 eff.) defense ------ Armor +4 Defense +6 (+2 eff.) Fatigue +7% A suit of armour made of leather. |
Inventory
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 35 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -408 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 816 life, 12 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 632% 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 Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 24% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance T1 rune scroll [Normal] Arcane When inscribed on your body: Range 4 Cooldown: 11 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 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 Encumbrance T1 amulet jewelry [Ego+] Arcane While equipped: Stats +2 Mag offense ------ Spellpower/crit +3 other ------- Mana/turn +0.10 Max mana +24.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Wil Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Ego+] Master While equipped: defense ------ Physical save +12 (+6 eff.) Spell save +10 (+5 eff.) Mind save +14 (+7 eff.) Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Ego+] Master While equipped: Stats +5 Dex +4 Cun +5 Con offense ------ Move Speed +10% defense ------ Fatigue -5% Life Regen +2.00 other ------- Stamina/turn +0.40 Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: Stats +2 Dex offense ------ Damage +11% lightning Ignore resists +5% fire defense ------ Resistance +22% lightning +3% nature +6% mind Cut Resist +10% Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego+] Master While equipped: offense ------ Accuracy +8 (+2 eff.) Ignore Armor +8 defense ------ Defense +8 (+3 eff.) Disengage: Puts all charms on 9 turn cooldown Effective talent level: 2.6 Power cost 9 out of 10/10. Range 7 Cooldown: 10 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 make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Nature/Master While equipped: offense ------ Damage +11% acid defense ------ Fatigue -4% Resistance +22% acid other ------- Encumbrance +23 Rings make your fingers look great! |
![]() 1.0 Encumbrance T2 dagger 1H weapon [Rare] Master Weapon Damage 17.0 - 22.1 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +4 nature On-crit, radius 2 +4 nature While equipped: defense ------ Resistance +12% acid +3% temporal +6% nature +3% cold Sharp, short and deadly. |
![]() 1.0 Encumbrance T2 dagger 1H weapon [Ego+] Master Weapon Damage 12.5 - 16.2 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Ignore resists +7% all Accuracy +16 (+4 eff.) Ignore Armor +7 defense ------ Defense +5 (+2 eff.) Disarm Resist +24% Sharp, short and deadly. |
![]() 1.0 Encumbrance T2 dagger 1H weapon [Ego] Master/Psionic Weapon Damage 20.0 - 26.0 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +5 mind On Hit: * 15% chance to reduce all saves and defense by 23 While equipped: Stats +2 Cun +2 Wil Sharp, short and deadly. |
![]() 1.0 Encumbrance T2 dagger 1H weapon [Ego+] Master Weapon Damage 11.5 - 15.0 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Ignore resists +6% physical Accuracy +6 (+1 eff.) Ignore Armor +6 Sharp, short and deadly. |
![]() 3.0 Encumbrance T3 greatsword 2H weapon Reqs Str 24 [Ego+] Master Weapon Damage 36.0 - 57.6 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Ignore resists +10% physical Accuracy +9 (+2 eff.) Ignore Armor +9 Massive two-handed swords. |
![]() 4.0 Encumbrance T3 longbow 2H weapon Reqs Shoot [Normal] Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +8 Longbows are used to shoot arrows at your foes. |
![]() 3.0 Encumbrance T2 longsword 1H weapon [Ego] Arcane Weapon Damage 16.5 - 23.1 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-hit +6 blight On Hit: * 10% chance to reduce strength, dexterity, and constitution by 6 On Critical: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Sharp, long, and deadly. |
![]() 3.0 Encumbrance T2 mace 1H weapon [Random Unique] Master/Psionic Weapon Damage 13.5 - 18.9 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +1.0% Attack Speed 100% On-hit +6 darkness Damage Against +5% Living On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: Stats +2 Dex offense ------ Combat Speed +10% Accuracy +8 (+2 eff.) defense ------ Resistance +3% acid +3% temporal +5% arcane Disarm Resist +10% Confus Resist +20% Blunt and deadly. |
![]() 3.0 Encumbrance T2 mindstar 1H weapon [Unique] Nature Weapon Damage 8.0 - 8.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +13 Critical Rate +7.0% Attack Speed 100% While equipped: offense ------ Mind Crit +4% Mindpower +8 (+4 eff.) defense ------ Life Regen +2.00 Healmod +20% other ------- Masteries +0.30 Wild-gift/Fungus Bloom Heal: (Instant) Effective talent level: 1.0 Power cost 33 out of 40/40. Range melee/personal Cooldown: 50 Travel.spd instantaneous Description: Call upon the power of nature to regenerate your body for 25 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body. |
![]() 3.0 Encumbrance T2 mindstar 1H weapon [Ego+] Nature Weapon Damage 4.5 - 5.0 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con offense ------ Mind Crit +2% Mindpower +4 (+2 eff.) On-Hit 6 lightning Damage +6% lightning Ignore resists +6% lightning defense ------ Resistance +5% lightning other ------- Talents +1 Attune Mindstar 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. |
![]() 5.0 Encumbrance T3 staff 2H weapon Reqs Mag 24 [Normal] Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +3% Spellpower +9 (+2 eff.) Damage +20% fire other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 Encumbrance T2 steamsaw 1H weapon Reqs Steam Pool [Ego] Master/Steamtech Weapon Damage 14.5 - 21.8 Phys.bleed Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +2.0% Attack Speed 100% Block +24 Uses 1.0 Steam While equipped: offense ------ Accuracy +6 (+1 eff.) defense ------ Armor +3 Defense +10 (+4 eff.) Fatigue +6% Disarm Resist +22% other ------- Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 Encumbrance T2 steamsaw 1H weapon Reqs Steam Pool [Ego] Nature/Psionic/Steamtech Weapon Damage 14.5 - 21.8 Phys.bleed Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +2.0% Attack Speed 100% Block +21 On-hit +7 nature +6 darkness Damage Against +8% Living Uses 1.0 Steam While equipped: defense ------ Armor +3 Defense +4 (+2 eff.) Fatigue +6% other ------- Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 Encumbrance T3 waraxe 1H weapon Reqs Str 24 [Rare] Master Weapon Damage 27.0 - 37.8 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% On-crit, radius 2 +20 darkness +8 light On Hit: * 20% chance to reduce damage dealt by 19% While equipped: defense ------ Defense +10 (+4 eff.) Resistance +6% mind One-handed war axes. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +3 Dex offense ------ Physical Power +3 (+1 eff.) Damage +9% mind Ignore resists +5% mind defense ------ Resistance +9% mind Crit Resistance 5.00% Spell save +6 (+3 eff.) other ------- Size +1 A belt that goes around your waist. |
![]() 2.0 Encumbrance T3 cloak armor [Normal] While equipped: defense ------ Defense +2 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Arcane While equipped: Stats +2 Mag +2 Wil offense ------ Critical power +5.00% When Hit 6 acid 8 blight defense ------ Defense +1 (+1 eff.) Spell save +3 (+1 eff.) other ------- Vim-on-crit +2.00 Max vim +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil offense ------ Mind Crit +5% Mindpower +10 (+5 eff.) Damage +15% acid +15% nature +15% mind When Hit 20 nature slow 20 poison defense ------ Armor +15 Hardiness +30% Defense +10 (+4 eff.) Resistance +30% nature +11% all Physical save +10 (+5 eff.) Spell save +10 (+5 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. |
![]() 2.0 Encumbrance T2 cloth armor [Random Unique] Nature/Psionic While equipped: Stats +5 Mag +5 Wil +3 Con offense ------ Damage +11% acid +5% nature defense ------ Resistance +16% acid +3% darkness +9% lightning +5% arcane +9% all Poison Resist +22% Disease Resist +23% other ------- Mana/turn +0.11 Psi/turn +0.12 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T3 feet armor [Rare] Nature While equipped: offense ------ Critical power +20.00% Mindpower +10 (+5 eff.) Damage +6% lightning When Hit 6 lightning defense ------ Armor +3 Resistance +9% lightning +7% temporal other ------- Hate-on-crit +3.00 A pair of boots made of leather. |
![]() 2.0 Encumbrance T2 feet armor [Unique] Master While equipped: Stats +3 Cun defense ------ Armor +1 Defense +2 (+1 eff.) Fatigue +2% other ------- Masteries +0.20 Cunning/Survival Boost speed by 48% (based on Cunning). Uses 41 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
![]() 3.0 Encumbrance T3 feet armor Reqs - Heavy armour training [Rare] Master While equipped: Stats +2 Str +4 Dex +2 Con defense ------ Armor +4 Fatigue +3% Resistance +4% physical +8% fire +9% darkness +10% cold Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 Encumbrance T3 feet armor Reqs - Heavy armour training [Rare] Master While equipped: offense ------ Damage +27% acid +6% cold Ignore resists +10% lightning defense ------ Armor +4 Fatigue +3% Resistance +6% lightning +8% fire +10% cold Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 Encumbrance T3 feet armor Reqs - Heavy armour training [Ego] Master While equipped: defense ------ Armor +4 Fatigue +3% other ------- Stamina/turn +0.30 Max stamina +19.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 Encumbrance T3 hands armor [Unique] Nature This would be great with a mighty matching belt. While equipped: Stats +4 Str defense ------ Armor +2 Resistance +10% lightning +10% cold Life +60.00 Knockbk Resist +50% Unarmed combat: Weapon Damage 17.0 - 18.7 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +4.0% Attack Speed 100% On-hit +10 lightning +10 cold On Hit: 25% Call Lightning level 5 Throw Boulder: Effective talent level: 2.0 Power cost 5 out of 6/6. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Throw a huge boulder, dealing 87.78 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 Encumbrance T4 hands armor Reqs - Heavy armour training [Ego] Nature/Master While equipped: Stats +3 Str offense ------ Physical Power +6 (+2 eff.) On-Hit 9 lightning Damage +5% lightning defense ------ Armor +3 Fatigue +5% Resistance +6% lightning Unarmed combat: Weapon Damage 32.5 - 45.5 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Critical Rate +10.0% Attack Speed 83% On-crit, radius 2 +5 lightning On Hit: 10% Lightning Breath level 5 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +3 Wil offense ------ Critical power +5.00% Damage +6% physical Ignore Armor +4 defense ------ Defense +2 (+1 eff.) Resistance +12% nature Physical save +8 (+4 eff.) Unlife -20.00 life other ------- Stamina/turn +1.00 Infravision +1 A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T3 head armor [Rare] Master While equipped: defense ------ Armor +5 Fatigue +3% Resistance +8% fire +7% cold Life Regen +4.00 Healmod +15% Poison Resist +10% Disease Resist +20% Stun Resist +10% A cap made of leather. |
![]() 2.0 Encumbrance T3 head armor [Ego+] Arcane While equipped: defense ------ Defense +2 (+1 eff.) Shield Power +8% Life Regen +2.30 A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T3 head armor [Ego++] Master While equipped: Stats +8 Str +3 Con offense ------ Physical Power +3 (+1 eff.) defense ------ Armor +3 Fatigue +3% Skullcracker: Puts all charms on 17 turn cooldown Effective talent level: 3.0 Power cost 17 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 62.9 Physical damage. If the attack hits, the target is confused (39% 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 cap made of leather. |
![]() 2.0 Encumbrance T3 head armor [Normal] While equipped: defense ------ Defense +2 (+1 eff.) A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +2 Dex defense ------ Armor +1 Fatigue +1% A cap made of leather. |
![]() 14.0 Encumbrance T3 heavy armor Reqs - Heavy armour training ,Str 28 [Ego] Nature/Master While equipped: defense ------ Armor +8 Defense +3 (+1 eff.) Fatigue +12% Resistance +17% cold Life Regen +5.00 other ------- Stamina/turn +1.00 A suit of armour made of mail. |
![]() 9.0 Encumbrance T2 light armor [Rare] Nature While equipped: Stats +2 Str +2 Wil +3 Cun offense ------ Physical Power +10 (+3 eff.) defense ------ Armor +4 Defense +6 (+2 eff.) Fatigue +7% Life Regen +3.60 other ------- Stamina/turn +1.10 Hate-on-crit +4.00 Max stamina +30.00 A suit of armour made of leather. |
![]() 9.0 Encumbrance T3 light armor [Ego] Master While equipped: defense ------ Armor +6 Defense +9 (+3 eff.) Fatigue +8% Resistance +16% fire A suit of armour made of leather. |
![]() 9.0 Encumbrance T1 light armor [Normal] While equipped: defense ------ Armor +2 Defense +3 (+1 eff.) Fatigue +6% A suit of armour made of leather. |
![]() 3.0 Encumbrance T3 arrow ammo [Ego] Nature Weapon Damage 32.0 - 44.8 Physical Uses 50% Str, 70% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +2.0% Capacity 17 On-ranged-hit +9 nature Arrows are used with bows to pierce your foes to death. |
![]() 3.0 Encumbrance T2 arrow ammo [Ego] Nature Weapon Damage 22.5 - 31.5 Physical Uses 50% Str, 70% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +1.5% Capacity 21 Projectile Speed +200% On-ranged-hit +18 cold On-crit, radius 2 +8 cold On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 145 physical damage Arrows are used with bows to pierce your foes to death. |
![]() 0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance T1 lite [Normal] While equipped: other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 1.0 Encumbrance T3 lite [Ego] Nature While equipped: defense ------ Physical save +8 (+4 eff.) Life +40.00 Healmod +16% other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+2 eff.) other ------- Disarm Traps +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. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 166 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 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 3.0 Encumbrance T3 shot ammo [Ego+] Arcane/Psionic Weapon Damage 36.0 - 43.2 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +5.0% Capacity 18 On-ranged-hit +5 blight +8 darkness Damage Against +7% Living On Hit: * 8% chance to reduce strength, dexterity, and constitution by 6 Shots are used with slings to pummel your foes to death. |
![]() 2.0 Encumbrance T2 torque charm [Rare] Psionic While equipped: Stats +4 Str +4 Wil +4 Con offense ------ Critical power +10.00% Mindpower +10 (+5 eff.) other ------- Infravision +1 Blast the opponent's mind dealing 164 mind damage and silencing them for 4 turns Puts all charms on 13 turn cooldown 100% to increase all damage by 14% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: offense ------ Damage +6% mind When Hit 8 light On-Hit (Melee): * 10% chance to reduce all saves and defense by 23 defense ------ Resistance +3% cold other ------- Light +2 Setup a psionic shield, reducing all damage taken by 25 for 5 turns Puts all charms on 21 turn cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T3 totem charm [Ego] Nature Sting an enemy dealing 285 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 13 turn cooldown 100% to increase all damage by 13% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By pepse the Krog Rogue level 15
36th Dusk 122nd year of Ascendancy at 01:16 see stats
By pepse the Krog Rogue level 19
60th Dusk 122nd year of Ascendancy at 11:04 see stats
By pepse the Krog Rogue level 10
5th Mirth 122nd year of Ascendancy at 17:42 see stats
By pepse the Krog Rogue level 10
5th Mirth 122nd year of Ascendancy at 18:03 see stats
By pepse the Krog Rogue level 14
26th Dusk 122nd year of Ascendancy at 20:34 see stats
Log
Mayema the gigantic sandworm tunneler breathes ice!
Pepse is encased in ice!
Mayema the gigantic sandworm tunneler hits pepse for 69 physical, (6 antimagic), 0 cold, (32 antimagic), 87 cold (156 total damage).
Melee retaliation hits Iceblock for 4 lightning, 2 darkness (6 total damage).
Pepse uses Rogue's Brew.
Pepse is free from the ice.
Pepse is cured!
pepse receives 166 healing.
Mayema the gigantic sandworm tunneler regains their energy.
Mayema the gigantic sandworm tunneler is fully armored again.
Talent Infusion: Regeneration is ready to use.
Mayema the gigantic sandworm tunneler's Beyond the Flesh hits pepse for (15 parried), 69 physical, 6 mind, (7 antimagic), 0 cold (75 total damage).
Deadly Poison from Pepse hits Mayema the gigantic sandworm tunneler for (15 to psi shield), (10 flat reduction), 12 nature (12 total damage).
Melee retaliation hits Mayema the gigantic sandworm tunneler for (4 flat reduction), 0 lightning, (2 flat reduction), 0 darkness (0 total damage).
Mayema the gigantic sandworm tunneler throws a finishing uppercut.
pepse reacts to an attack from Mayema the gigantic sandworm tunneler, mitigating the blow!.
Pepse is stunned!
Mayema the gigantic sandworm tunneler hits pepse for (25 reacted , -3 stam), 162 physical, (7 antimagic), 0 cold (162 total damage).
Melee retaliation hits Mayema the gigantic sandworm tunneler for (4 flat reduction), 0 lightning, (2 flat reduction), 0 darkness (0 total damage).
Pepse uses Infusion: Regeneration.
Pepse starts regenerating health quickly.
Mayema the gigantic sandworm tunneler is no longer poisoned.
Mayema the gigantic sandworm tunneler's Beyond the Flesh hits pepse for 85 physical, 12 mind, (8 antimagic), 0 cold (97 total damage).
Melee retaliation hits Mayema the gigantic sandworm tunneler for (2 flat reduction), 0 lightning, (1 flat reduction), 0 darkness (0 total damage).
Mayema the gigantic sandworm tunneler throws two quick punches.
Mayema the gigantic sandworm tunneler hits pepse for 126 physical, (8 antimagic), 0 cold, 99 physical (225 total damage).
Melee retaliation hits Mayema the gigantic sandworm tunneler for (2 flat reduction), 0 lightning, (1 flat reduction), 0 darkness, (2 flat reduction), 0 lightning, (1 flat reduction), 0 darkness (0 total damage).
pepse the level 19 krog rogue was crushed to death by Mayema the gigantic sandworm tunneler on level 2 of Sandworm lair.