










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.5 |
Addons | 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.
Stoneblade Evolution for Arcane Blade 1.7.4Adds a new class evolution for Arcane Blade, the Stoneblade. Wielded two-handed weapons will use the increased procs damage accuracy bonus To unlock the evolution, defeat Harkor'Zun as an Arcane Blade. Learning the Prodigy requires that you know Body of Stone and have at least 25 Magic and Strength. Items Vault 1.7.0Donators/Buyers bonus! True Full Respec 1.7.2Allow trial and error for character building without restarting new game while minimizing inbalance. You can respec stats, talents, categories and prodigies freely at any time. Yakri: I wasn't stoked about the inability to respec starting categories, as I'm a huge weirdo who likes to unspec things I don't like and mastery boost other categories. I am not the original mod creator, I just updated the update youhei created based on Full Respecialization by Time to Die Weight: 100 Superload: 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. Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Troll Race. 1.7.2This addon adds Trolls as a playable race to the game. Trolls possess the Trollblood talent, which grants them high life-regeneration, but makes them vulnerable to fire. Race Stats: Str = 3 Mag = -3 Will = -2 Dex = -1 Con = 5 Liferating = 18 Exp-Penalty = 1.4 (Trolls aren't known for learning things fast) Size = Big (Increases with your racial abilites) Fear Immune Talents Trollblood(Passive): Life-regen, but fire-vulnerability. Scales with size. Scent(Active): Reveals the map around you, gives you a speedboost. Resilience of the Trolls(Passive): Increases saves and size category. Scales with size. Song of the Trolls(Active): AOE-damage with stun-chance. Scales with size. Increases size category. I hope you enjoy this! I would be very happy to receive some criticism :) If you got something to mention about balancing issues or if you find some errors, just tell me, i'll update this frequently. Race: Wrathwrought 1.7.4Adds wrathwrought as a new subrace. They are psionic focused humans. Stat modifiers: +2 Strength, +1 Dexterity, +0 Constitution, +0 Magic, +4 Willpower, and +3 Cunning. Life Rating: 12 Experience Penalty: 10% Racial talent tree: Unstoppable Wrath - Passively increases immunities to stun, confusion, pin, fear, silence. The Savvy Fighter - Passively increases critical chance, critical power, Armor Penetration and Accuracy. Faster Stronger Better - Passively increases Global speed, Physical speed, movement speed and all damage done. ---Changelog Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. 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:
Race: Battleborn 1.7.4Adds battleborns as a new subrace. They are combat centric humans. Stat modifiers: +2 Strength, +2 Dexterity, +2 Constitution, +2 Magic, +2 Willpower, and +2 Cunning. Life Rating: 12 Experience Penalty: 10% Racial talent tree: The Unstoppable Fighter - Passively increases immunities to stun, confusion, pin, fear, silence. The Savvy Fighter - Passively increases critical chance, critical power, Armor Penetration and Accuracy. Faster Stronger Better - Passively increases Global speed, Physical speed, movement speed and all damage done. ---Changelog Possessor Bonus Class 1.7.4Donators/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. 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:
Font of Sacrifice to the Rescue 1.7.0Makes the Font of Sacrifice from the Forbidden Cults DLC (required) available as a reward for rescuing the lost merchant. 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 | Nightmare Roguelike |
Sex | Male |
Race | Battleborn |
Class | Arcane Blade |
Level / Exp | 23 / 39% |
Size | medium |
Lifes / Deaths | Killed by Fiare the thalore at level 23 on the 3rd Haze 122nd year of Ascendancy at 03:39 / 2Killed by Fiare the thalore at level 23 on the 3rd Haze 122nd year of Ascendancy at 03:51 |
Primary Stats
Strength | 68 (base 46) |
Dexterity | 21 (base 10) |
Constitution | 12 (base 10) |
Magic | 59 (base 47) |
Willpower | 12 (base 10) |
Cunning | 22 (base 12) |
Resources
Life | -251/583 |
Mana | 12/242 |
Stamina | 211/211 |
Healing Factor | 1.0191526171258 |
Regeneration | 8.0773236798367 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 5 |
See Stealth | 28.531537443297 |
See Invisible | 28.531537443297 |
Offense: Mainhand
Damage | 77 |
Accuracy | 35 |
Crit Chance | 24% |
APR | 14 |
Speed | 1.00 |
Offense: Spell
Spellpower | 39 |
Crit Chance | 10% |
Speed | 1 |
Offense: Mind
Mindpower | 17 |
Crit Chance | 10% |
Speed | 1 |
Offense: Damage Bonus
Acid | +9% |
Light | +28% |
Lightning | +31% |
Cold | +35% |
Physical | +7% |
Fire | +44% |
All | 0% |
Offense: Damage Penetration
Arcane | +10% |
Lightning | +67% |
Fire | +50% |
All | 0% |
Defense: Base
Armour (hardiness) | 12 (35.65183292883%) |
Defense | 40 |
Ranged Defense | 40 |
Fatigue | 0 |
Physical Save | 35 |
Spell Save | 22 |
Mental Save | 11 |
Defense: Resistances
Acid | + 30%( 70%) |
Blight | + 21%( 70%) |
Arcane | + 14%( 70%) |
Cold | + 56%( 70%) |
All | + 9%( 70%) |
Darkness | + 14%( 70%) |
Light | + 31%( 70%) |
Temporal | + 12%( 70%) |
Physical | + 20%( 70%) |
Lightning | + 20%( 70%) |
Fire | + 29%( 70%) |
Nature | + 21%( 70%) |
Defense: Immunities
Stun Resistance | 28% |
Confusion Resistance | 20% |
Fear Resistance | 10% |
Poison Resistance | 22% |
Blind Resistance | 42% |
Silence Resistance | 10% |
Pinning Resistance | 8% |
Instadeath Resistance | 100% |
Knockback Resistance | 40% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 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 156 damage for 4 turns. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous 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 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 520% 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 Cunning stat. |
Class Talents
Technique / Magical combat | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Earth | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Enhancement | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Air | 1.30 |
| 5/5 |
| 4/5 |
| 3/5 |
| 0/5 |
Spell / Stone | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Aegis | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Battleborn | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Conveyance | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
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 grave | active |
You successfully escorted the lost tinker to the recall portal on level 1 of Daikara. Escort: lost tinker (level 1 of Daikara)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Daikara. Escort: lost warrior (level 2 of Daikara)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Unflinching Resolve (+1 level(s)). | 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 Misdirection (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
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. | 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. | 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: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed orc heart. * You've found the needed green worm. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed warg claw. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed snow giant kidney. 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 wight ectoplasm. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' 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 elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed chunk of ghoul flesh. | 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 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 |
Equipment
On feet | ![]() 2.0 Encumbrance T3 feet armor [Rare] Master While equipped: offense ------ Damage +3% fire defense ------ Armor +3 Fatigue -6% Resistance +3% blight +3% temporal +12% acid Crit Resistance 5.00% Physical save +8 (+4 eff.) Unlife -60.00 life other ------- Encumbrance +24 A pair of boots made of leather. |
Light source | ![]() 2.0 Encumbrance T1 lite [Ego+] Master While equipped: defense ------ Blind Resist +22% Confus Resist +12% other ------- Light +6 See Stealth +6 See Invisibility +6 Track: Puts all charms on 40 turn cooldown Effective talent level: 2.0 Power cost 40 out of 40/40. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 13 for 5 turns. The radius will increase with your Cunning. 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 T3 head armor [Rare] Master While equipped: Stats +6 Str offense ------ Damage +6% lightning Ignore resists +10% lightning defense ------ Armor +3 Fatigue +3% Resistance +10% fire +28% cold A cap made of leather. |
Tool | ![]() 2.0 Encumbrance T2 totem charm [Rare] Nature While equipped: offense ------ Damage +15% cold Ignore resists +10% arcane +25% fire defense ------ Resistance +5% arcane Heal yourself and all friendly characters within 10 spaces for 194 Puts all charms on 15 turn cooldown 100% to reduce fatigue by 27% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Random Unique] Nature/Master While equipped: defense ------ Defense +5 (+2 eff.) Resistance +10% blight +3% lightning +6% darkness +13% nature Life Regen +1.00 Blind Resist +20% Poison Resist +22% Disease Resist +23% Stun Resist +20% Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Unique] Arcane While equipped: Stats +2 Mag offense ------ Move Speed +10% On-Hit 11 light On-Ranged-Hit 16 light Damage +28% light +6% lightning Ignore resists +5% lightning Accuracy +7 (+3 eff.) defense ------ Defense +5 (+2 eff.) Resistance +24% light +9% lightning Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Puts all charms on 1 turn cooldown Activation is instant. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
Around waist | ![]() 1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
In main hand | ![]() 3.0 Encumbrance T2 greatsword 2H weapon [Ego++] Arcane/Master Weapon Damage 24.0 - 38.4 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% On Hit: * Create an explosion dealing 68 lightning damage (1/turn) On Critical: * Wound the target dealing 231 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +7.0% Physical Power +10 (+3 eff.) Damage +10% lightning Ignore resists +12% lightning Massive two-handed swords. |
On hands | ![]() 1.0 Encumbrance T2 hands armor [Rare] Master While equipped: Stats +3 Str offense ------ Physical Power +10 (+3 eff.) Damage +30% fire +9% cold Ignore resists +15% lightning defense ------ Armor +2 Resistance +12% cold Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() 2.0 Encumbrance T2 cloth armor [Rare] Arcane While equipped: offense ------ Physical Crit +5.0% Damage +9% acid +7% physical +11% fire +11% cold Ignore resists +10% lightning defense ------ Resistance +11% acid +12% physical +12% cold +12% fire +9% all Physical save +9 (+4 eff.) Unlife -60.00 life other ------- Max stamina +20.00 Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: offense ------ Damage +9% lightning Ignore resists +15% lightning When Hit 2 lightning On-Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 21 defense ------ Defense +8 (+3 eff.) Physical save +5 (+2 eff.) Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Str +1 Dex offense ------ Ignore resists +25% fire Ignore Armor +2 defense ------ Defense +10 (+3 eff.) other ------- Max stamina +20.00 Amulets make your neck look great! |
Inventory
![]() 0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 51 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 70 then cleanse 1 wound, poison, and disease effect. 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 [Normal] Nature When inscribed on your body: Cooldown: 9 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 400% 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 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 432% 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 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 increase movement speed by 497% 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 Dexterity 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 increase movement speed by 466% 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 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: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 623% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. 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: 16 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 215 life over 5 turns. 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 rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 24 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. 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 rune scroll [Normal] Arcane When inscribed on your body: Range 4 Cooldown: 13 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 10%, your defense is increased by 10 and all your resistances by 10%. 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 rune scroll [Normal] Arcane When inscribed on your body: Range 5 Cooldown: 17 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 10%, your defense is increased by 10 and all your resistances by 10%. 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 rune scroll [Ego] Arcane When inscribed on your body: Range 5 Cooldown: 18 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 18%, your defense is increased by 18 and all your resistances by 18%. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 13 Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1008% for 10 turns (303 total) and instantly restoring 50 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 13 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 100 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 22 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 103 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 17 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 224 damage for 3 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 266 damage for 3 turns. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 16 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 32 with a minimum range of 15. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 11 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 81 with a minimum range of 15. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance T3 amulet jewelry [Rare] Nature While equipped: Stats +6 Dex offense ------ Critical power +10.00% Damage +12% lightning +3% physical defense ------ Defense +25 (+8 eff.) Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Disrupt While equipped: offense ------ Damage +3% lightning Ignore resists +5% lightning +10% mind On-Hit (Melee): * 20% chance to slow global speed by 37% defense ------ Resistance +11% nature +10% blight Poison Resist +24% Disease Resist +23% Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Ego++] Arcane While equipped: Stats +2 Mag offense ------ Spell Crit +4% Spellpower +3 (+1 eff.) On-Hit 10 light 5 darkness Damage +4% acid +8% light +5% fire +4% cold +5% lightning +6% darkness When Hit: * 7% chance to reduce damage dealt by 10% * 7% chance to blind Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego+] Nature/Master While equipped: defense ------ Resistance +11% lightning Stun Resist +23% other ------- Masteries +0.12 Technique/Magical combat +0.12 Spell/Air Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature/Master While equipped: defense ------ Resistance +11% temporal Pinning Resist +22% Knockbk Resist +21% other ------- Masteries +0.11 Technique/Magical combat Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Ego+] Arcane While equipped: Stats +2 Mag offense ------ Spellpower/crit +3 other ------- Mana/turn +0.22 Max mana +20.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: offense ------ Damage +11% cold When Hit 2 cold defense ------ Resistance +18% acid +28% cold Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Rare] Psionic While equipped: offense ------ Damage +12% mind +9% fire When Hit 4 nature defense ------ Resistance +12% mind +12% fire +5% arcane +6% nature Silence Resist +20% Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: offense ------ Damage +11% blight defense ------ Resistance +11% blight Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: defense ------ Blind Resist +21% other ------- Infravision +3 See Stealth +6 See Invisibility +5 Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: defense ------ Blind Resist +23% other ------- Infravision +3 See Stealth +5 See Invisibility +6 Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego+] Master While equipped: Stats +5 Str +5 Con offense ------ Physical Power +7 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +3 Dex offense ------ Accuracy +6 (+3 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Dex offense ------ Damage +10% lightning Accuracy +6 (+3 eff.) defense ------ Resistance +20% lightning Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +3 Dex offense ------ Accuracy +6 (+3 eff.) defense ------ Life +21.00 Disarm Resist +20% Pinning Resist +20% Knockbk Resist +22% Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +4 Wil offense ------ Damage +10% blight defense ------ Resistance +10% blight Mind save +8 (+8 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Master While equipped: offense ------ Damage +10% darkness defense ------ Resistance +20% darkness Physical save +6 (+3 eff.) Spell save +7 (+3 eff.) Mind save +7 (+7 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: Stats +5 Dex +2 Con offense ------ Damage +6% lightning Accuracy +19 (+7 eff.) defense ------ Armor +2 Knockbk Resist +20% Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: offense ------ Ignore resists +10% light +10% acid On-Hit (Melee): * 20 arcane resource burn defense ------ Resistance +9% blight +6% fire Life +31.00 Disarm Resist +26% Pinning Resist +28% Knockbk Resist +24% Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: offense ------ Damage +12% cold defense ------ Fatigue -5% Resistance +6% blight +3% temporal +6% mind +6% lightning Poison Resist +10% other ------- Encumbrance +22 Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Arcane While equipped: offense ------ Damage +11% darkness defense ------ Resistance +22% darkness Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego+] Master While equipped: offense ------ Accuracy +9 (+4 eff.) Ignore Armor +8 defense ------ Defense +7 (+2 eff.) Disengage: Puts all charms on 10 turn cooldown Effective talent level: 2.0 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Nature While equipped: Stats +3 Con defense ------ Physical save +6 (+3 eff.) Blind Resist +20% other ------- Infravision +3 See Stealth +7 See Invisibility +6 Rings make your fingers look great! |
![]() 3.0 Encumbrance T2 battleaxe 2H weapon [Ego+] Master Weapon Damage 33.0 - 49.5 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Ignore resists +10% physical Accuracy +13 (+5 eff.) Ignore Armor +9 Massive two-handed battleaxes. |
![]() 1.0 Encumbrance T2 dagger 1H weapon [Unique] Arcane Weapon Damage 20.0 - 26.0 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +12.0% Attack Speed 100% Lifesteal +6% On-hit +20 blight +20 fire While equipped: Stats +5 Mag defense ------ Resistance +10% blight +10% fire other ------- Talents +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
![]() 1.0 Encumbrance T2 dagger 1H weapon [Ego+] Arcane Weapon Damage 12.0 - 15.6 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +14 Critical Rate +5.0% Attack Speed 100% Ignore Shields +11% On Hit: * Create an explosion dealing 68 lightning damage (1/turn) While equipped: offense ------ Damage +6% lightning Ignore resists +6% lightning Sharp, short and deadly. |
![]() 1.0 Encumbrance T1 dagger 1H weapon [Ego++] Master Weapon Damage 10.0 - 13.0 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% While equipped: Stats +2 Con offense ------ Physical Power +7 (+2 eff.) Ignore resists +7% physical +6% all Accuracy +7 (+3 eff.) Ignore Armor +6 defense ------ Disarm Resist +14% Sharp, short and deadly. |
![]() 5.0 Encumbrance T1 greatmaul 2H weapon [Unique] Master Weapon Damage 30.0 - 51.0 Physical Uses 130% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +7 Critical Rate +1.5% Attack Speed 100% While equipped: Shattering Blow: Effective talent level: 2.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 13 Travel.spd instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by any temporary magical or psionic damage absorbing shields there is 36% chance to shatter a random shield. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
![]() 5.0 Encumbrance T3 greatmaul 2H weapon [Rare] Master Weapon Damage 55.0 - 82.5 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.5% Attack Speed 100% While equipped: Stats +2 Wil offense ------ Damage +6% light defense ------ Resistance +5% arcane +9% darkness Spell save +3 (+1 eff.) other ------- Max psi +20.00 Massive two-handed mauls. |
![]() 3.0 Encumbrance T2 greatsword 2H weapon [Random Unique] Arcane/Master Weapon Damage 23.5 - 37.6 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% On-hit +16 blight On-Hit, radius 1 +8 nature +12 fire On Hit: * 10% chance to slow global speed by 37% On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +10.0% Accuracy +10 (+4 eff.) defense ------ Defense +9 (+3 eff.) Disarm Resist +31% Massive two-handed swords. |
![]() 3.0 Encumbrance T1 greatsword 2H weapon [Rare] Master Weapon Damage 16.0 - 25.6 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +1 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Ignore resists +20% fire Accuracy +7 (+3 eff.) defense ------ Defense +9 (+3 eff.) Resistance +3% light Disarm Resist +28% other ------- Light +1 Massive two-handed swords. |
![]() 3.0 Encumbrance T3 greatsword 2H weapon [Ego] Master Weapon Damage 45.0 - 72.0 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% Massive two-handed swords. |
![]() 4.0 Encumbrance T2 longbow 2H weapon Reqs Shoot [Random Unique] Nature/Master Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +2.0% Attack Speed 100% Range +7 On-ranged-hit +8 physical On-crit, radius 2 +18 lightning +11 cold While equipped: Stats +11 Str +8 Dex +9 Mag +8 Wil +8 Cun +9 Con offense ------ Physical Power +11 (+3 eff.) Move Speed +43% Ignore resists +15% lightning +12% cold Ignore Armor +2 Longbows are used to shoot arrows at your foes. |
![]() 4.0 Encumbrance T3 longbow 2H weapon Reqs Dex 24 Shoot [Ego+] Nature Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +8 On-crit, radius 2 +29 lightning +17 cold While equipped: offense ------ Move Speed +46% Ignore resists +21% lightning +17% cold Longbows are used to shoot arrows at your foes. |
![]() 3.0 Encumbrance T1 longsword 1H weapon [Rare] Master Weapon Damage 16.0 - 22.4 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% On-hit +4 light While equipped: offense ------ Ignore resists +10% light defense ------ Resistance +3% light +3% mind other ------- Light +3 Sharp, long, and deadly. |
![]() 3.0 Encumbrance T1 longsword 1H weapon [Rare] Master Weapon Damage 17.0 - 23.8 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% On-hit +8 mind On-Hit, radius 1 +4 mind While equipped: Stats +3 Str +1 Dex offense ------ Damage +6% mind defense ------ Crit Resistance 10.00% Sharp, long, and deadly. |
![]() 3.0 Encumbrance T3 longsword 1H weapon [Ego+] Arcane/Master Weapon Damage 22.5 - 31.5 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 68 damage While equipped: offense ------ Ignore resists +7% all Accuracy +10 (+4 eff.) Ignore Armor +7 Sharp, long, and deadly. |
![]() 3.0 Encumbrance T2 longsword 1H weapon [Ego++] Arcane/Master Weapon Damage 16.5 - 23.1 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On Hit: * Create an explosion dealing 68 fire damage (1/turn) On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +5.0% Damage +7% fire Ignore resists +8% fire Sharp, long, and deadly. |
![]() 3.0 Encumbrance T2 mace 1H weapon [Rare] Nature Weapon Damage 15.0 - 21.0 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +1.0% Attack Speed 100% On-hit +9 nature While equipped: offense ------ Damage +15% lightning +12% temporal Ignore resists +10% lightning On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 21 defense ------ Resistance +9% lightning Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% Blunt and deadly. |
![]() 3.0 Encumbrance T3 mace 1H weapon [Ego+] Arcane/Master Weapon Damage 35.5 - 49.7 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +1.5% Attack Speed 100% On Hit: * Create an explosion dealing 68 fire damage (1/turn) While equipped: offense ------ Damage +5% fire Ignore resists +5% fire Blunt and deadly. |
![]() 3.0 Encumbrance T3 mindstar 1H weapon Reqs Wil 24 [Ego++] Nature/Psionic Weapon Damage 7.0 - 7.7 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Mind Crit +3% Mindpower +6 (+4 eff.) On-Hit 7 acid Damage +7% acid +9% mind +13% darkness Ignore resists +7% acid +9% mind +8% darkness defense ------ Resistance +9% acid Life Regen +2.00 other ------- Max hate +5.00 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 T1 staff 2H weapon [Unique] Arcane Weapon Damage 10.0 - 12.0 Physical Uses 110% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +1.5% Attack Speed 100% While equipped: offense ------ Spell Crit +8% Spellpower +7 (+3 eff.) Damage +10% acid +10% fire +10% darkness +10% blight other ------- See Invisibility +2 Talents +1 Command Staff Masteries +0.10 Corruption/Bone Bone Spear: Effective talent level: 3.0 Power cost 6 out of 6/6. Range 10 Cooldown: 10 Travel.spd instantaneous Is: a spell Description: Conjures up a spear of bones, doing 125.96 physical damage to all targets in a line. Each target takes an additional 20% damage for each magical debuff they are afflicted with up to a max of 100% (252). The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
![]() 5.0 Encumbrance T2 staff 1H weapon [Ego++] Arcane/Master Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Physical Crit +5.0% Spell Crit +4% Physical Power +6 (+2 eff.) Spellpower +12 (+4 eff.) Damage +15% cold Accuracy +7 (+3 eff.) defense ------ Resistance +8% cold other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 4.0 Encumbrance T3 steamgun 1H weapon Reqs Dex 24 Shoot Steam Pool [Ego+] Nature/Master/Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Attack Speed 100% Range +9 Projectile Speed +600% Uses 2.0 Steam While equipped: Stats +2 Dex +10 Wil +8 Con defense ------ Life +42.00 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 3.0 Encumbrance T1 waraxe 1H weapon [Ego] Arcane Weapon Damage 10.5 - 14.7 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 68 damage One-handed war axes. |
![]() 3.0 Encumbrance T1 waraxe 1H weapon [Ego++] Arcane/Psionic Weapon Damage 11.5 - 16.1 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) * Create an explosion dealing 68 lightning damage (1/turn) While equipped: offense ------ Damage +6% lightning Ignore resists +7% lightning One-handed war axes. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: offense ------ Physical Power +5 (+1 eff.) Damage +3% lightning defense ------ Defense +5 (+2 eff.) Life Regen +1.00 Healmod +11% other ------- Stamina/turn +2.00 A belt that goes around your waist. |
![]() 1.0 Encumbrance T2 belt armor [Unique] Nature While equipped: Stats +3 Wil defense ------ Resistance +20% blight +20% cold +20% nature Healmod +15% A belt rumoured to have been worn by the Conclave healers. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +1 Cun +4 Mag offense ------ Damage +3% light defense ------ Life Regen +0.70 Healmod +11% other ------- Light +1 See Invisibility +3 A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Ego] Nature While equipped: defense ------ Resistance +5% lightning +5% temporal A belt that goes around your waist. |
![]() 1.0 Encumbrance T3 belt armor [Ego++] Master While equipped: Stats +4 Dex +4 Wil +6 Cun +7 Lck offense ------ Against +25% Summoned defense ------ Resist Against +30% Summoned Stealth +7 other ------- Disarm Traps +16 Infravision +3 A belt that goes around your waist. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: Stats +1 Str +5 Con offense ------ Physical Power +5 (+1 eff.) On-Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) defense ------ Defense +1 (+0 eff.) Resistance +3% temporal Unlife -20.00 life 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. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: offense ------ On-Hit (Melee): * 10% chance to slow global speed by 37% * 20% chance to reduce damage dealt by 10% defense ------ Defense +6 (+2 eff.) Resistance +3% temporal +6% darkness +22% fire +5% arcane +11% light Stealth +6 other ------- Light +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T3 cloth armor [Ego+] Nature While equipped: defense ------ Resistance +7% blight +11% all Life +44.00 Life Regen +2.90 Healmod +16% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T1 cloth armor [Rare] Nature While equipped: Stats +1 Str offense ------ Physical Crit +4.0% Physical Power +20 (+5 eff.) Damage +12% fire defense ------ Defense +10 (+3 eff.) Resistance +18% fire +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T1 cloth armor [Ego] Nature While equipped: offense ------ Damage +10% fire defense ------ Resistance +7% all +15% fire A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T2 cloth armor [Rare] Nature While equipped: Stats +4 Cun offense ------ Damage +14% lightning When Hit 6 acid defense ------ Resistance +21% lightning +3% acid +9% all Crit Resistance 15.00% other ------- Light +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 3.0 Encumbrance T1 feet armor [Rare] Nature While equipped: offense ------ When Hit 2 blight On-Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 21 defense ------ Armor +3 Fatigue +2% Resistance +3% cold +15% fire Life Regen +2.00 Healmod +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: offense ------ Spellpower +24 (+8 eff.) When Hit 2 arcane defense ------ Armor +1 A pair of boots made of leather. |
![]() 2.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +5 Str +5 Dex +3 Con offense ------ Mind Crit +4% Critical power +10.00% Damage +7% physical defense ------ Armor +3 other ------- EQ when Hit +0.04 Max psi +10.00 Size +1 A pair of boots made of leather. |
![]() 2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +3 Str +2 Con offense ------ Mindpower +10 (+6 eff.) Damage +6% nature defense ------ Armor +1 Resistance +12% mind +1% physical Rush: Puts all charms on 25 turn cooldown Effective talent level: 1.0 Power cost 25 out of 25/25. Range 6 Cooldown: 39 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
![]() 3.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Physical Crit +4.0% Physical Power +19 (+5 eff.) Damage +3% acid Accuracy +5 (+2 eff.) Ignore Armor +3 defense ------ Armor +3 Fatigue +2% other ------- Max stamina +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.5 Encumbrance T2 hands armor [Rare] Nature While equipped: Stats +1 Str +6 Mag +1 Con offense ------ On-Hit 8 fire Damage +6% fire Ignore resists +10% acid defense ------ Armor +2 Fatigue +3% Resistance +3% acid +6% fire +6% temporal Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.0 Encumbrance T2 hands armor [Rare] Arcane While equipped: offense ------ Spellpower/crit +10 On-Hit 9 temporal On-Ranged-Hit 10 temporal Damage +5% temporal When Hit 4 arcane defense ------ Armor +2 Resistance +8% temporal Spell save +9 (+4 eff.) other ------- Vim-on-crit +2.00 Max mana +40.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 Encumbrance T1 hands armor [Ego] Arcane/Master While equipped: Stats +2 Str offense ------ Physical Power +7 (+2 eff.) On-Hit 6 blight Damage +3% blight defense ------ Armor +1 Resistance +5% blight Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 Encumbrance T2 hands armor [Rare] Nature While equipped: offense ------ On-Hit 7 lightning Damage +6% lightning defense ------ Armor +2 Resistance +5% lightning +3% cold Physical save +9 (+4 eff.) Life Regen +4.00 Stun Resist +20% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 Encumbrance T1 hands armor [Ego+] Master While equipped: defense ------ Armor +5 Mind save +6 (+6 eff.) Life +45.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 Encumbrance T2 hands armor [Ego] Nature/Master While equipped: Stats +2 Dex offense ------ On-Hit 7 physical Damage +5% physical Accuracy +15 (+6 eff.) defense ------ Armor +9 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 2.0 Encumbrance T1 head armor [Ego] Nature While equipped: defense ------ Armor +1 Fatigue +1% Resistance +5% lightning +6% temporal A cap made of leather. |
![]() 3.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +2 Str +2 Dex +5 Wil +2 Cun +2 Con offense ------ Mind Crit +2% Ignore resists +10% nature defense ------ Armor +3 Fatigue +5% Resistance +9% cold Mind save +12 (+10 eff.) other ------- EQ when Hit +0.08 Hate-on-crit +2.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 14.0 Encumbrance T3 heavy armor [Ego++] Disrupt/Master While equipped: Stats +2 Str +4 Con defense ------ Armor +8 Defense +3 (+1 eff.) Fatigue +12% Resistance +11% nature +13% blight Resist Against +9% Unnatural Life +32.00 A suit of armour made of mail. |
![]() 9.0 Encumbrance T1 light armor [Rare] Master While equipped: offense ------ Ignore resists +5% blight defense ------ Armor +2 Defense +8 (+3 eff.) Fatigue +6% Resistance +22% lightning +3% mind Stun Resist +20% other ------- Mana/turn +0.04 A suit of armour made of leather. |
![]() 17.0 Encumbrance T2 massive armor [Random Unique] Nature/Master/Psionic While equipped: Stats +2 Cun defense ------ Armor +14 Defense +7 (+2 eff.) Fatigue +22% Resistance +7% acid +6% cold +6% lightning +15% fire Mind save +10 (+9 eff.) Confus Resist +10% Pinning Resist +10% other ------- Breathe water A suit of armour made of metal plates. |
![]() 7.0 Encumbrance T3 shield armor [Ego+] Disrupt Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +4 Con offense ------ On-Hit 5 acid 10 nature On-Hit (Melee): * 9 arcane resource burn When Hit: * 7 arcane resource burn defense ------ Armor +6 Fatigue +8% Resistance +10% acid +9% nature other ------- Talents +1 Block Handheld deflection devices. |
![]() 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 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 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+6 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+6 eff.) 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 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+4 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 Encumbrance T1 digger tool [Rare] Nature While equipped: Stats +1 Str offense ------ Damage +6% nature Ignore resists +5% acid defense ------ Resistance +11% nature +3% light Silence Resist +10% Pinning Resist +20% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +1 Str other ------- Infravision +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T1 digger tool [Ego] Nature While equipped: Stats +1 Str offense ------ Damage +6% nature defense ------ Resistance +10% nature While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
![]() 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 (+2 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance 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 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(54 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 2.0 Encumbrance T1 lite [Rare] Master While equipped: defense ------ Resistance +3% acid Crit Resistance 10.00% Unlife -80.00 life Disarm Resist +20% Confus Resist +20% other ------- Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 Encumbrance T1 lite [Rare] Nature While equipped: offense ------ Damage +9% acid Ignore resists +5% nature On-Hit (Melee): * 10% chance to slow global speed by 37% defense ------ Resistance +9% acid Life +42.00 other ------- Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance 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 17/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 129/400 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 Reqs Dex 24 [Ego+] Psionic Weapon Damage 34.5 - 41.4 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +5.0% Capacity 20 On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Shots are used with slings to pummel your foes to death. |
![]() 2.0 Encumbrance T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 25 for 5 turns Puts all charms on 25 turn cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T4 torque charm [Ego+] Psionic Project a gust of wind in a cone knocking all creatures back 10 spaces and dealing 300 physical damage Puts all charms on 15 turn cooldown 100% to increase the duration of 1 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 182 Puts all charms on 15 turn cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 15 turn cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 turn cooldown 100% to increase all damage by 11% 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. |
![]() 2.0 Encumbrance T1 wand charm [Rare] Arcane While equipped: Stats +3 Mag offense ------ Spell Crit +1% Spellpower/crit +8 Ignore Shields +10% other ------- Mana/turn +0.04 Mana-on-crit +1.00 Create a shield absorbing up to 122 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown 100% to increase all damage by 12% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 Encumbrance T2 wand charm [Ego] Arcane Create a shield absorbing up to 170 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 Encumbrance T2 wand charm [Ego+] Arcane Create a shield absorbing up to 170 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown 100% to increase the duration of 1 beneficial effects by 1. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold 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 Domor the Battleborn Arcane Blade level 20
72nd Dusk 122nd year of Ascendancy at 13:40 see stats
By Domor the Battleborn Arcane Blade level 18
59th Dusk 122nd year of Ascendancy at 19:16 see stats
By Domor the Battleborn Arcane Blade level 10
1st Flare 122nd year of Ascendancy at 01:39 see stats
By Domor the Battleborn Arcane Blade level 20
62nd Dusk 122nd year of Ascendancy at 08:02 see stats
By Domor the Battleborn Arcane Blade level 5
6th Mirth 122nd year of Ascendancy at 15:05 see stats
By Domor the Battleborn Arcane Blade level 10
5th Flare 122nd year of Ascendancy at 11:19 see stats
By Domor the Battleborn Arcane Blade level 17
56th Dusk 122nd year of Ascendancy at 03:53 see stats
By Domor the Battleborn Arcane Blade level 23
3rd Haze 122nd year of Ascendancy at 03:39 see stats
Log
You cannot go into the wilds with the following effects: Wet, Negative Biofeedback, Spellshocked, Silenced
You cannot go into the wilds with the following effects: Wet, Negative Biofeedback, Spellshocked, Silenced
You cannot go into the wilds with the following effects: Wet, Negative Biofeedback, Spellshocked, Silenced
You cannot go into the wilds with the following effects: Wet, Negative Biofeedback, Spellshocked, Silenced
You cannot go into the wilds with the following effects: Wet, Negative Biofeedback, Spellshocked, Silenced
Domor is not silenced anymore.
Fiare the thalore uses Superconduction.
Domor is seared.
Fiare the thalore hits Domor for 142 lightning damage.
Fiare the thalore shoots!
Talent Arcane Combat is ready to use.
Talent Rune: Shielding is ready to use.
Domor casts Rune: Shielding.
A shield forms around Domor.
Fiare the thalore uses Psyshot.
Your shield crumbles under the damage!
The shield around Domor crumbles.
Fiare the thalore attunes to the damage.
Fiare the thalore resonates with the damage.
Melee retaliation hits Fiare the thalore for (2 antimagic), 0 lightning (0 total damage).
Fiare the thalore's Psyshot hits Domor for (145 absorbed), 0 mind (0 total damage).
Fiare the thalore hits Domor for (11 absorbed), 22 nature, 15 fire (36 total damage).
Talent Vitality is ready to use.
Fiare the thalore uses Condensate.
Fiare the thalore hits Domor for 278 fire damage.
Domor the level 23 battleborn arcane blade was blazed to death by Fiare the thalore on level 1 of Ambush!.