Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
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.
Items Vault 1.7.0Donators/Buyers bonus! Generous Levels 1.5.5Is more generous with talents, types and stat points for each level gained. ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Inventory Filter 1.3.0This addon allows to filter inventory by some text from the description of items. Right click on a tab in the inventory and type a text in the popup dialog. For example, filter "Rings and Amulets" with "lightning" to find any jewelry 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Expanded Shop Inventory 1.7.4Significantly increases the number of items available for purchase in all shops, and allows some higher-quality items. Players can set the number of items with the new option appearing in the 'Game Options/Gameplay' tab. 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:
Improved Combat Text v2 Custom Edit 1.6.0This is a custom edit of the "Improved Combat Text v2" mod. All credit for the original work goes to to the original mod by Codefly
DescriptionThis addon replaces ToME's floating combat text:
Custom Edit
The original addon is great, but I was always frustrated with the excessive amount of floating talent text and other garbage that just wasn't relevant to combat.
Installation:
* For Steam users: subscribe to this mod Remove: or make it easy in game:
Note for LeoMaven or CodeFly
If either of you want to just steal my code and put it in your addons that is completely fine with me. True Full Respec Mastery Boost 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. Based on Full Respecialization. Fix the bug for prodigies learning introduced v1.7. 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. This version buffs the mastery increase from 0.2 to 0.4 as well. This is rolled in because mastery boosting is incompatible with category respec mods. 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: Alternate Merchants 1.7.0Adds the forge-giant item crafting system from Hammer of Urh'Rok to Age of Ascendancy. Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. 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 Semi-Roguelike (spicy) |
Sex | Male |
Race | Doomelf |
Class | Cultist of Entropy |
Level / Exp | 40 / 14% |
Size | medium |
Lifes / Deaths | no deaths recorded 1 / 0 |
Primary Stats
Strength | 46 (base 17) |
Dexterity | 87 (base 60) |
Constitution | 106 (base 60) |
Magic | 129 (base 60) |
Willpower | 99 (base 60) |
Cunning | 100 (base 60) |
Resources
Mana | 836/836 |
Equilibrium | 20 |
Vim | 397/397 |
Life | 979/979 |
Steam | 100/100 |
Insanity | 74/100 |
Healing Factor | 1.521785442006 |
Regeneration | 21.685442548586 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | -3.3750779948605E-12% |
Global | +100% |
Vision
Sight | 14 |
Lite | 10 |
Infravision | 34 |
See Stealth | 36 |
See Invisible | 82 |
Offense: Mainhand
Damage | 75 |
Accuracy | 48 |
Crit Chance | 47% |
APR | 26 |
Speed | 1.00 |
Offense: Spell
Spellpower | 98 |
Crit Chance | 100% |
Speed | 1 |
Offense: Mind
Mindpower | 65 |
Crit Chance | 39% |
Speed | 1 |
Offense: Damage Bonus
Arcane | +42% |
Mind | +18% |
All | +2% |
Lightning | +14% |
Light | +11% |
Temporal | +40% |
Physical | +32% |
Darkness | +55% |
Nature | +9% |
Offense: Damage Penetration
Darkness | +88% |
Light | +50% |
Temporal | +86% |
Arcane | +55% |
Physical | +33% |
All | +25% |
Defense: Base
Armour (hardiness) | 92.234628102568 (62.946778433524%) |
Defense | 86 |
Ranged Defense | 86 |
Fatigue | 0 |
Physical Save | 53 |
Spell Save | 55 |
Mental Save | 72 |
Defense: Resistances
Acid | + 63%( 70%) |
Blight | + 70%( 70%) |
Arcane | + 25%( 70%) |
Cold | + 58%( 70%) |
All | + 12%( 70%) |
Physical | + 39%( 70%) |
Lightning | + 64%( 70%) |
Light | + 46%( 70%) |
Temporal | + 70%( 70%) |
Mind | + 62%( 70%) |
Darkness | + 70%( 70%) |
Fire | + 65%( 70%) |
Nature | + 49%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 100% |
Poison Resistance | 20% |
Blind Resistance | 100% |
Silence Resistance | 100% |
Pinning Resistance | 100% |
Disarm Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 100% |
Inscriptions (5/5)
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 100 damage for 5 turns. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 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. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 3 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 3 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 15%, your defense is increased by 15 and all your resistances by 15%. |
Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous 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. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 227 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Class Talents
Demented / Oblivion | 2.10 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Demented / Madness | 2.10 |
| 5/5 |
| 3/5 |
| 4/5 |
| 5/5 |
Demented / Entropy | 2.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Demented / Nether | 2.10 |
| 5/5 |
| 4/5 |
| 3/5 |
| 3/5 |
Demented / Rift | 2.50 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Demented / Timethief | 2.10 |
| 5/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Demented / Chronophage | 2.10 |
| 5/5 |
| 3/5 |
| 2/5 |
| 0/5 |
Demented / Void | 2.10 |
| 5/5 |
| 5/5 |
| 2/5 |
| 5/5 |
Generic Talents
Demented / Doom | 2.10 |
| 5/5 |
| 4/5 |
| 3/5 |
| 5/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 2.20 |
| 2/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Wild-gift / Harmony | 2.20 |
| 1/5 |
| 2/5 |
| 5/5 |
| 5/5 |
Demented / Calamity | 2.10 |
| 5/5 |
| 3/5 |
| 5/5 |
| 1/5 |
Spell / Stone alchemy | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 2.20 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Race / Doomelf | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Demented / Beyond sanity | 2.10 |
| 5/5 |
| 1/5 |
| 2/5 |
| 3/5 |
Prodigies
| 1/1 |
Effects
talent | Revelation |
talent | Twofold Curse |
talent | Jinxed Touch |
talent | Corruption of the Doomed |
talent | Chaos Orbs |
talent | Power Overwhelming |
talent | Void Stars |
talent | Atrophy |
talent | Grand Oration |
talent | Elemental Harmony |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 8 of Dreadfell. Escort: lone alchemist (level 8 of Dreadfell)As a reward you gained talent category Spell / Stone alchemy (at mastery 1.00). | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Dreadfell. Escort: lost defiler (level 2 of Dreadfell)As a reward you improved talent Curse of Defenselessness (+1 level(s)). | done |
You failed to protect the lost defiler from death by ghast. Escort: lost defiler (level 3 of Dreadfell) | failed |
You successfully escorted the lost tinker to the recall portal on level 5 of Dreadfell. Escort: lost tinker (level 5 of Dreadfell)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Ruins of Kor'Pul. Escort: repented thief (level 1 of Ruins of Kor'Pul)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: temporal explorer (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Magic by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Trollmire. Escort: temporal explorer (level 3 of Trollmire)As a reward you gained talent category Chronomancy / Chronomancy (at mastery 1.00). | 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 |
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have found your way out of the primary ambush. * You have destroyed Rogroth the Eater of Souls and made your escape possible. Flee! | 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 Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded the transmogrification chest to automatically transmute metallic items into gems before transmogrifying them. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 131. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | 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 avoidance. He has given you some notes on the ingredients: * You've found the needed snow giant kidney. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' Marus of Elvala has completed an elixir of the savior without your aid. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed vial of wight ectoplasm. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed wretchling eyeball. You have aided Ungrol of Last Hope in creating an elixir of stoneskin. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | pair of drakeskin leather boots 'Blazeradiance' (0 def, 5 armour) pair of drakeskin leather boots 'Blazeradiance' (0 def, 5 armour)2.0 T5 feet armor [Random Unique] Arcane/Psionic While equipped: Stats +2 Mag +4 Wil +6 Con dps ---------- Crit.mult +20.00% Mind.pwr +8 (+2 eff.) Res.pen +18% temporal +20% darkness +8% physical Melee Ret 4 arcane ----- def ----- Armour +5 Resists +6% lightning +23% temporal +24% darkness +5% arcane Silence- +40% Confus- +41% Stun/Frz- +45% Def/telep +21 Res/telep +18% Dur/telep +23% ---------- misc Max.vim +30.00 Blindside: Puts all charms on 25 cooldown Level 2.0 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 14 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
Quiver | pouch of voratun shots 'Mayyyavena' (20/20, 78-94 power, 6 apr) pouch of voratun shots 'Mayyyavena' (20/20, 78-94 power, 6 apr)3.0 T5 shot ammo [Random Unique] Arcane/Master Power 78.5 - 94.2 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +6 Crit +19.0% Capacity 20 Ranged+ +16 blight +4 mind On Hit.r1 +8 acid On Crit.r2 +16 acid On Hit: 20% Curse of Death 5 On Hit: * 20% chance to reduce armor by 49% On Crit: * Wound the target dealing 174 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
Light source | Nukor the alchemist's lamp Nukor the alchemist's lamp1.0 T3 lite [Random Unique] Arcane/Master/Psionic While equipped: Stats +4 Mag +5 Wil dps ---------- Spell.crit +3% Spell.pwr +5 (+1 eff.) Dmg.mod +7% mind +3% arcane Melee Ret 6 arcane ----- def ----- Resists +8% blight +8% darkness Blind- +27% Confus- +15% ---------- misc Mana/turn +0.04 Mana/s.crit +1.00 Light +8 Infravis +5 See.Stealth +13 See.Invis +15 The wearer is treated as an undead. The wearer no longer has to breathe. Track: Puts all charms on 40 cooldown Level 5.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 33 for 8 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | drakeskin leather cap 'Getoromiblek' (0 def, 5 armour) drakeskin leather cap 'Getoromiblek' (0 def, 5 armour)2.0 T5 head armor [Random Unique] Master/Psionic While equipped: Stats +5 Str +4 Con dps ---------- Spell.pwr +20 (+4 eff.) S.pwr/crit +6 Dmg.mod +9% mind ----- def ----- Armour +5 Fatigue +5% Resists +21% mind Phys.save +26 (+8 eff.) Mind.save +38 (+9 eff.) Confus- +50% ---------- misc Mana/turn +0.16 Max.vim +30.00 Battle Cry: Puts all charms on 28 cooldown Level 2.0 Pwr.cost 28 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
Tool | Islolewen the dwarven-steel pickaxe (dig speed 29 turns) Islolewen the dwarven-steel pickaxe (dig speed 29 turns)3.0 T3 digger tool [Rare] Nature While equipped: Stats +2 Str dps ---------- S.pwr/crit +6 Dmg.mod +7% nature +12% arcane ----- def ----- Resists +12% nature Die.at -80.00 life Poison- +20% Silence- +20% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | Ring of Protection +5 Ring of Protection +50.1 T5 ring jewelry [Random Unique] Arcane/Master While equipped: dps ---------- Crit.mult +50.00% Spell.pwr +10 (+2 eff.) S.pwr/crit +60 Dmg.mod +15% darkness ----- def ----- Spell.save +6 (+2 eff.) Max.HP +38.00 HP.reg +8.00 Blind- +44% Disarm- +36% Pinning- +44% Stun/Frz- +37% Knockbk- +39% ---------- misc Vim/s.crit +2.00 Infravis +5 See.Stealth +23 See.Invis +25 Rings make your fingers look great! |
On fingers | Warding Ring Warding Ring0.1 T5 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +7 Mag +8 Wil dps ---------- Spell.pwr +15 (+3 eff.) Dmg.mod +6% lightning +9% light Melee Ret 4 light 8 lightning ----- def ----- Resists +28% acid +22% cold +30% fire +6% mind +23% lightning HP.reg +6.00 Stun/Frz- +43% ---------- misc Light +1 Rings make your fingers look great! |
Around waist | drakeskin leather belt 'Aerumas' drakeskin leather belt 'Aerumas'1.0 T5 belt armor [Random Unique] Arcane/Master While equipped: Stats +2 Str +6 Dex +2 Mag +5 Cun +4 Con +8 Lck ----- def ----- Fatigue -9% Crit.chn- 15.00% Anom.red +16 Stealth +13 Max.HP +130.00 ---------- misc T.Disarm +27 Max.enc +48 Max.mana +57.00 Max.stam +62.00 Max.hate +18.00 Max.psi +32.00 Max.vim +31.00 Max.P.En +39.00 Max.N.En +33.00 Infravis +6 See.Invis +15 A belt that goes around your waist. |
In main hand | Voidstave (50-60 power, 26 apr, physical element) Voidstave (50-60 power, 26 apr, physical element)5.0 T5 staff 2H weapon [Random Unique] Arcane Power 50.0 - 60.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +26 Crit +5.0% Atk.spd 100% While equipped: Stats +10 Mag +10 Cun +9 Con dps ---------- Spell.crit +25% Crit.mult +21.00% Spell.pwr +50 (+9 eff.) S.pwr/crit +20 Dmg.mod +30% temporal +30% darkness +30% physical Res.pen +30% temporal +25% light +30% darkness ---------- misc N.En/turn +0.50 Vim/s.crit +7.00 Max.vim +50.00 Max.N.En +40.00 Talents +1 Command Staff Conjure elemental energy in a radius 10 cone, dealing 75.08 to 90.09 physical damage Puts all charms on 8 cooldown Staves designed for wielders of magic, by the greats of the art. |
On hands | drakeskin leather gloves 'Mardireran' (0 def, 3 armour) drakeskin leather gloves 'Mardireran' (0 def, 3 armour)1.0 T4 hands armor [Random Unique] Arcane While equipped: Stats +5 Cun +11 Mag dps ---------- Spell.crit +9% Spell.pwr +13 (+2 eff.) Dmg.mod +10% arcane Res.pen +10% arcane Melee Ret 6 blight ----- def ----- Armour +3 Resists +12% blight +9% darkness +5% arcane +8% light ---------- misc Mana/turn +0.30 Infravis +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Starfall: Puts all charms on 20 cooldown Level 1.0 Pwr.cost 20 out of 20/20. Range 6 Travel.spd instantaneous Is a spell Description: A star falls on a radius 1 area, doing 156.08 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | Nightshroud (20 def, 8 armour) Nightshroud (20 def, 8 armour)9.0 T5 light armor [Random Unique] Arcane/Psionic While equipped: Stats +20 Str +20 Dex +20 Mag +20 Wil +20 Cun +20 Con dps ---------- Phys.crit +9.0% Spell.crit +50% Mind.crit +9% Phys.pwr +21 (+7 eff.) Spell.pwr +50 (+9 eff.) Mind.pwr +25 (+6 eff.) Melee+ 8 darkness Ranged+ 30 darkness ----- def ----- Armour +8 Defense +20 (+4 eff.) Fatigue +8% Resists +30% lightning +30% temporal +30% darkness +30% fire +30% nature +30% acid +30% physical +30% blight +30% cold +30% mind +30% light Crit.chn- 30.00% Mind.save +23 (+6 eff.) Blind- +80% Disease- +80% Silence- +80% Disarm- +80% Confus- +80% Sleep- +80% Pinning- +80% Stun/Frz- +80% Knockbk- +80% Def/telep +30 Res/telep +20% Dur/telep +23% Blink to a nearby random location (rad 11) Puts all charms on 25 cooldown A suit of armour made of leather. |
Cloak | Branulin the elven-silk cloak (16 def, 9 armour) Branulin the elven-silk cloak (16 def, 9 armour)2.0 T5 cloak armor [Random Unique] Master While equipped: Stats +2 Str +2 Con dps ---------- Phys.crit +4.0% Phys.pwr +4 (+2 eff.) Dmg.mod +15% arcane Res.pen +10% arcane ----- def ----- Armour +9 Defense +16 (+3 eff.) Fatigue -4% Resists +12% blight +5% arcane Phys.save +21 (+7 eff.) Spell.save +18 (+5 eff.) Mind.save +22 (+5 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Blazeusher Blazeusher0.1 T5 amulet jewelry [Random Unique] Nature While equipped: dps ---------- Crit.mult +5.00% Dmg.mod +6% lightning Res.pen +10% arcane On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 39 ----- def ----- Resists +9% blight +25% temporal Blind- +80% Pinning- +39% Knockbk- +35% ---------- misc Infravis +17 Sight +4 See.Invis +27 Amulets make your neck look great! |
Inventory
Blood of Life Blood of Life0.4 potion [Unique] Nature Quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
Blood of Undeath Blood of Undeath0.4 potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
steam generator implant of the titan (steam 16) steam generator implant of the titan (steam 16)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 27 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 15.7 steam per turn. Can be activated for an instant burst of 78 steam. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
blink rune of the wizard (range 9; phase 28; cd 18) blink rune of the wizard (range 9; phase 28; cd 18)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 9 Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 9 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 28%, your defense is increased by 28 and all your resistances by 28%. 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. Press to compare to your current inscriptions |
Rune of the Rift (546.00 temporal damage, removed from time 4 turns) Rune of the Rift (546.00 temporal damage, removed from time 4 turns)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 766.37 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of Dissipation ( ) Rune of Dissipation ( )0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune (absorb 47; cd 15) shatter afflictions rune (absorb 47; cd 15)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 47 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shatter afflictions rune of the wizard (absorb 181; cd 15) shatter afflictions rune of the wizard (absorb 181; cd 15)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 181 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. Press to compare to your current inscriptions |
shielding rune of the duelist (absorb 330; dur 4; cd 18) shielding rune of the duelist (absorb 330; dur 4; cd 18)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 330 damage for 4 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
2 schematic: Antimagic Shell 2 schematic: Antimagic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Botanical Shell schematic: Botanical Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Corrosive Shell schematic: Corrosive Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Explosive Shell schematic: Explosive Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Flash Powder schematic: Flash Powder0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Iron Grip 3 schematic: Iron Grip0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Kinetic Stabiliser 2 schematic: Kinetic Stabiliser0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rocket Boots schematic: Rocket Boots0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw Shell schematic: Saw Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Spike Attachment schematic: Spike Attachment0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Unstoppable Force Salve 2 schematic: Unstoppable Force Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
serendipitous gold amulet of murder serendipitous gold amulet of murder0.1 T3 amulet jewelry [Ego++] Nature/Master While equipped: Stats +9 Lck dps ---------- Crit.mult +13.00% Acc +12 (+4 eff.) Apr +15 ----- def ----- Defense +9 (+1 eff.) Unseen.red 10% Amulets make your neck look great! |
Charfoe Charfoe0.1 T5 amulet jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +5 Str dps ---------- Melee+ 13 light 13 darkness Dmg.mod +15% light +12% darkness On Melee Ret: * 13% chance to reduce damage dealt by 30% * 13% chance to blind ----- def ----- Armour +8 Defense +6 (+1 eff.) Resists +6% fire Res.Cap +6% all Phys.save +29 (+9 eff.) Die.at -20.00 life Heal.mod +10% Poison- +20% Stun/Frz- +20% Amulets make your neck look great! |
Duvondur the voratun amulet Duvondur the voratun amulet0.1 T5 amulet jewelry [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +12% arcane ----- def ----- Resists +6% acid +12% cold +24% mind +3% light Max.HP +60.00 HP.reg +4.00 Blind- +40% Confus- +39% ---------- misc Infravis +9 Sight +2 See.Invis +13 Masteries +0.37 Wild-gift/Harmony +0.37 Technique/Combat training Amulets make your neck look great! |
Sleetpanic the voratun amulet Sleetpanic the voratun amulet0.1 T5 amulet jewelry [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +9% blight +3% cold Res.pen +15% lightning +20% cold On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 39 ----- def ----- Resists +9% cold Heal.mod +26% Blind- +16% Cut- +80% ---------- misc Infravis +9 Sight +2 See.Invis +13 Masteries +0.39 Demented/Entropy Heal: Puts all charms on 35 cooldown Level 1.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 259 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Crystal Shard (16-19 power, 4 apr, physical element) Crystal Shard (16-19 power, 4 apr, physical element)5.0 T2 staff 2H weapon [Unique] Arcane Power 16.0 - 19.2 Arcane Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% Dmg.conv 50% blight While equipped: dps ---------- Spell.crit +4% Spell.pwr +14 (+3 eff.) Dmg.mod +18% arcane +18% blight ----- def ----- Resists +10% arcane +10% blight Affinity +20% arcane Create 2 living shards of crystal to serve you for 10 turns. Uses 45 power out of 45/45 This crystalline tree branch is remarkably rigid, and refracts light in myriad colors. Gazing at it entrances you, and you worry where its power may have come from. |
shimmering elven-wood starstaff of might (25-30 power, 5 apr, darkness element) shimmering elven-wood starstaff of might (25-30 power, 5 apr, darkness element)5.0 T4 staff 2H weapon [Ego] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +13% Spell.pwr +12 (+2 eff.) Dmg.mod +25% darkness ---------- misc Mana/turn +0.10 Max.mana +77.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
infernal dragonbone starstaff of channeling (30-36 power, 6 apr, darkness element) infernal dragonbone starstaff of channeling (30-36 power, 6 apr, darkness element)5.0 T5 staff 2H weapon [Ego++] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Crit.mult +31.00% Spell.pwr +30 (+5 eff.) Melee+ 19 fire Dmg.mod +30% darkness ---------- misc Mana/turn +0.41 See.Invis +14 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. |
flaming orite trident of massacre (48-78 power, 13 apr) flaming orite trident of massacre (48-78 power, 13 apr)3.0 T4 trident 2H weapon [Ego] Arcane/Master Power 48.5 - 77.6 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +13 Crit +3.5% Atk.spd 100% On Hit.r1 +17 fire A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
flaming dwarven-steel mace of massacre (36-51 power, 4 apr) flaming dwarven-steel mace of massacre (36-51 power, 4 apr)3.0 T3 mace 1H weapon [Ego] Arcane/Master Power 36.5 - 51.1 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% On Hit.r1 +11 fire Blunt and deadly. |
dwarven-steel waraxe 'Ce'Nuyann' (30-42 power, 4 apr) dwarven-steel waraxe 'Ce'Nuyann' (30-42 power, 4 apr)3.0 T3 waraxe 1H weapon [Rare] Master Power 30.0 - 42.0 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Dmg.mod +6% acid ----- def ----- Armour +6 Resists +15% temporal +3% physical +6% darkness +6% cold Heal.mod +15% One-handed war axes. |
stormbringer's stralite waraxe of crippling (32-45 power, 5 apr) stormbringer's stralite waraxe of crippling (32-45 power, 5 apr)3.0 T4 waraxe 1H weapon [Ego++] Nature/Master Power 32.0 - 44.8 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% On Crit.r2 +14 lightning +22 cold On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +10.0% Mov.spd +36% Res.pen +10% lightning +16% cold One-handed war axes. |
warbringer's stralite waraxe of corruption (30-43 power, 5 apr) warbringer's stralite waraxe of corruption (30-43 power, 5 apr)3.0 T4 waraxe 1H weapon [Ego++] Arcane/Master Power 30.5 - 42.7 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% On Hit: 20% Curse of Vulnerability 4 While equipped: Stats +4 Con dps ---------- Phys.pwr +10 (+4 eff.) Res.pen +10% physical ----- def ----- Disarm- +10% One-handed war axes. |
projecting pulsing mindstar of life (14-15 power, 32 apr, nature damage) projecting pulsing mindstar of life (14-15 power, 32 apr, nature damage)3.0 T4 mindstar 1H weapon [Ego+] Nature/Psionic Power 13.5 - 14.9 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) Dmg.mod +9% lightning +12% fire +5% cold ----- def ----- Max.HP +26.00 HP.reg +0.50 ---------- misc Talents +1 Attune Mindstar Masteries +0.20 Psionic/Focus +0.10 Psionic/Projection 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. |
Core of the Forge (24-26 power, 40 apr, dreamforge damage) Core of the Forge (24-26 power, 40 apr, dreamforge damage)3.0 T5 mindstar 1H weapon [Unique] Nature/Psionic Power 24.0 - 26.4 Dreamforge Uses 60% Wil, 20% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +4 Cun +6 Wil dps ---------- Mind.crit +8% Phys.pwr +10 (+4 eff.) Mind.pwr +16 (+4 eff.) Melee+ 30 dreamforge Dmg.mod +10% physical +10% mind +10% fire Res.pen +10% mind +10% physical Acc +10 (+3 eff.) ----- def ----- Resists +5% physical +5% mind +15% fire ---------- misc Masteries +0.20 Psionic/Dream Forge +0.20 Psionic/Dream Smith Forge Bellows: Level 3.0 Pwr.cost 24 out of 30/30. Range melee/personal Travel.spd instantaneous Is a mind power Description: Release the bellows of the forge upon your surroundings, inflicting 37.63 mind damage, 32.53 burning damage, and knocking back your enemies in a radius 4 cone. Empty terrain may be changed (50% chance) for 3 turns into forge walls, which block movement and inflict 3.27 mind and 2.82 fire damage on nearby enemies. The damage and knockback chance will scale with your Mindpower. This blazing hot mindstar beats rhythmically, releasing a burst of heat with each strike. |
wrathful dwarven-steel steamsaw (22-32 power, 0 apr) wrathful dwarven-steel steamsaw (22-32 power, 0 apr)3.0 T3 steamsaw 1H weapon [Ego+] Arcane/Steamtech Power 21.5 - 32.2 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +46 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- On shield block: * Deals 221 light and fire damage to each enemy blocked ----- def ----- Armour +4 Defense +6 (+1 eff.) Fatigue +8% Resists +9% light +9% fire ---------- misc Talents +2 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! |
elemental pouch of dwarven-steel shots (21/21, 36-43 power, 3 apr) elemental pouch of dwarven-steel shots (21/21, 36-43 power, 3 apr)3.0 T3 shot ammo [Ego+] Arcane Power 36.0 - 43.2 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 21 On Hit: * Create an explosion dealing 168 acid damage (1/turn) Shots are used with slings to pummel your foes to death. |
Cyromira the pouch of voratun shots (24/24, 64-77 power, 6 apr) Cyromira the pouch of voratun shots (24/24, 64-77 power, 6 apr)3.0 T5 shot ammo [Random Unique] Master/Psionic Power 64.0 - 76.8 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Acc +21 Apr +6 Crit +20.0% Capacity 24 On Hit: * 20 arcane resource burn * 20% chance to slow global speed by 65% * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns On Crit: * Wound the target dealing 174 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
impervious dwarven-steel shield of physical resistance (+16%) (0 def, 13 armour, 123.5 block) impervious dwarven-steel shield of physical resistance (+16%) (0 def, 13 armour, 123.5 block)7.0 T3 shield armor Reqs Shield usage training [Ego+] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +4 Con ----- def ----- Armour +13 Fatigue +8% Resists +16% physical Phys.save +10 (+4 eff.) ---------- misc Talents +1 Block Handheld deflection devices. |
Rags of the Sanctuary (0 def, 0 armour) Rags of the Sanctuary (0 def, 0 armour)2.0 T1 cloth armor [Cosmetic Item] While equipped: ----- def ----- Resists +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Bethukira the cashmere robe (0 def, 0 armour) Bethukira the cashmere robe (0 def, 0 armour)2.0 T3 cloth armor [Random Unique] Nature/Psionic While equipped: Stats +6 Str +6 Mag +5 Wil dps ---------- Mind.crit +3% Phys.pwr +15 (+5 eff.) Mind.pwr +3 (+1 eff.) Dmg.mod +13% lightning +23% physical +11% cold ----- def ----- Resists +8% lightning +17% physical +7% cold +11% all Mind.save +21 (+5 eff.) Die.at -60.00 life ---------- misc Max.stam +20.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Firewalker (15 def, 2 armour) Firewalker (15 def, 2 armour)2.0 T3 cloth armor [Unique] Arcane While equipped: Stats +6 Cun +10 Mag dps ---------- Spell.pwr +12 (+2 eff.) Dmg.mod +20% fire Res.pen +20% fire Melee Ret 18 fire ----- def ----- Armour +2 Defense +15 (+3 eff.) Resists +50% fire -10% cold +11% all Damage all enemies in range 4 for 40 fire damage and yourself for 5 fire damage every turn. This fiery robe was worn by the mad pyromancer Halchot, who terrorised many towns in the late Age of Dusk, burning and looting villages as they tried to recover from the Spellblaze. Eventually he was tracked down by the Ziguranth, who cut out his tongue, chopped off his head, and rent his body to shreds. The head was encased in a block of ice and paraded through the streets of nearby towns amidst the cheers of the locals. Only this robe remains of the flames of Halchot. |
fearwoven silk robe of power (0 def, 0 armour) fearwoven silk robe of power (0 def, 0 armour)2.0 T4 cloth armor [Ego++] Arcane/Psionic While equipped: dps ---------- Mind.crit +3% Spell.pwr +14 (+3 eff.) Mind.pwr +7 (+2 eff.) Dmg.mod +16% physical +14% darkness +13% all Res.pen +5% darkness +10% physical ----- def ----- Resists +13% all ---------- misc Max.hate +6.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
fearforged stralite mail armour of Eyal (4 def, 8 armour) fearforged stralite mail armour of Eyal (4 def, 8 armour)14.0 T4 heavy armor Reqs Heavy armour training [Ego++] Arcane/Nature While equipped: Stats +9 Con ----- def ----- Armour +8 Defense +4 (+0 eff.) Fatigue +19% Resists +13% fire -14% light +9% darkness Phys.save +7 (+3 eff.) Spell.save +7 (+2 eff.) Mind.save +8 (+2 eff.) Max.HP +52.00 HP.reg +2.00 Heal.mod +14% A suit of armour made of mail. |
fearforged stralite mail armour of thunder (4 def, 8 armour) fearforged stralite mail armour of thunder (4 def, 8 armour)14.0 T4 heavy armor Reqs Heavy armour training [Ego++] Arcane While equipped: Stats +9 Str +6 Mag +6 Wil +7 Con dps ---------- Phys.crit +7.0% Spell.crit +8% Mind.crit +6% Phys.pwr +14 (+5 eff.) Spell.pwr +19 (+3 eff.) Mind.pwr +16 (+4 eff.) ----- def ----- Armour +8 Defense +4 (+0 eff.) Fatigue +18% Resists +13% lightning +8% fire -14% light +6% darkness Phys.save +7 (+3 eff.) Spell.save +7 (+2 eff.) Mind.save +7 (+2 eff.) A suit of armour made of mail. |
enlightening dwarven-steel plate armour of the deep (0 def, 14 armour) enlightening dwarven-steel plate armour of the deep (0 def, 14 armour)17.0 T3 massive armor Reqs Massive armour training [Ego++] Nature/Psionic While equipped: Stats +5 Cun +5 Wil ----- def ----- Armour +14 Fatigue +22% Resists +8% acid +9% cold Mind.save +19 (+5 eff.) ---------- misc Breathe water A suit of armour made of metal plates. |
balancing hardened leather belt of magery balancing hardened leather belt of magery1.0 T3 belt armor [Ego++] Arcane/Master While equipped: Stats +4 Dex +5 Mag +3 Wil +3 Cun dps ---------- Phys.crit +8.0% Spell.crit +4% Mind.crit +8% A belt that goes around your waist. |
cashmere cloak of battle (2 def, 0 armour) cashmere cloak of battle (2 def, 0 armour)2.0 T3 cloak armor [Ego] Master While equipped: dps ---------- Phys.crit +3.0% Phys.pwr +2 (+1 eff.) ----- def ----- Defense +2 (+0 eff.) Fatigue -4% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak of battle (2 def, 0 armour) cashmere cloak of battle (2 def, 0 armour)2.0 T3 cloak armor [Ego] Master While equipped: dps ---------- Phys.crit +3.0% Phys.pwr +3 (+1 eff.) ----- def ----- Defense +2 (+0 eff.) Fatigue -5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
restorative pair of dwarven-steel boots of tirelessness (0 def, 4 armour) restorative pair of dwarven-steel boots of tirelessness (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego+] Nature/Master While equipped: ----- def ----- Armour +4 Fatigue +3% HP.reg +7.00 Heal.mod +12% ---------- misc Stam/turn +0.60 Max.stam +16.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
prismatic hardened leather hat of fortune (0 def, 3 armour) prismatic hardened leather hat of fortune (0 def, 3 armour)2.0 T3 head armor [Ego+] Nature While equipped: Stats +11 Lck dps ---------- Phys.crit +4.0% Spell.crit +4% Mind.crit +4% ----- def ----- Armour +3 Fatigue +3% Resists +12% light +13% darkness A hat made of leather. Very stylish. |
grounding hardened leather cap of the depths (0 def, 3 armour) grounding hardened leather cap of the depths (0 def, 3 armour)2.0 T3 head armor [Ego] Nature While equipped: ----- def ----- Armour +3 Fatigue +3% Resists +7% lightning +8% cold +10% temporal ---------- misc Breathe water A cap made of leather. |
cleansing dwarven-steel helm of strength (+7) (0 def, 4 armour) cleansing dwarven-steel helm of strength (+7) (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Ego] Disrupt/Master While equipped: Stats +7 Str ----- def ----- Armour +4 Fatigue +4% Resists +8% nature +8% blight A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
2 spinel 2 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
ametrine ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine 4 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 aquamarine 8 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal 3 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 topaz 9 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+0 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+0 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
13 amethyst 13 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
8 onyx 8 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
lapis lazuli lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+1 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+1 eff.) When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 emerald 9 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 garnet 7 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 quartz 4 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 jade 3 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all When used as an alchemist bomb: Slows by 17% Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) When used as an alchemist bomb: Additional 30 acid damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
ruby ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con When used as an alchemist bomb: Bomb damage +20% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
amber amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all When used as an alchemist bomb: 10% chance to stun for 2 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Crystal Focus Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Windborne Azurite Windborne Azurite0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Burning Star Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
295 alchemist agate 295 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Dawnknave the dwarven lantern Dawnknave the dwarven lantern1.0 T5 lite [Random Unique] Arcane/Psionic While equipped: Stats +7 Wil dps ---------- Dmg.mod +11% mind +12% darkness +12% light Res.pen +10% darkness ----- def ----- Resists +9% cold +21% light +9% temporal Affinity +5% darkness Def/telep +17 Res/telep +20% Dur/telep +27% ---------- misc Light +8 Infravis +5 Moonlight Ray: Puts all charms on 8 cooldown Level 4.0 Pwr.cost 8 out of 8/8. Range 10 Travel.spd instantaneous Is a spell Description: Focuses the power of the Moon into a beam of shadows, doing 393.08 damage. The damage dealt will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Automated Portable Extractor Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Heart of Poosh Heart of Poosh5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +2% all Natural balance. Uses 100 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
Eye of the Dreaming One Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Mind.save +10 (+2 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 15 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Orb of Many Ways Orb of Many Ways1.0 orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
piercing elven-wood totem of thorny skin [power 53] (20 cooldown) piercing elven-wood totem of thorny skin [power 53] (20 cooldown)2.0 T4 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 53 and armour hardiness by 60% Puts all charms on 20 cooldown 100% to increase all damage penetration by 17% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Achievements
By Xamthrith the Doomelf Cultist of Entropy level 35
80th Haze 122nd year of Ascendancy at 01:39 see stats
By Xamthrith the Doomelf Cultist of Entropy level 30
37th Haze 122nd year of Ascendancy at 22:14 see stats
By Xamthrith the Doomelf Cultist of Entropy level 35
76th Haze 122nd year of Ascendancy at 22:42 see stats
By Xamthrith the Doomelf Cultist of Entropy level 29
36th Haze 122nd year of Ascendancy at 10:49 see stats
By Xamthrith the Doomelf Cultist of Entropy level 26
57th Dusk 122nd year of Ascendancy at 16:39 see stats
By Xamthrith the Doomelf Cultist of Entropy level 39
19th Pyre 123rd year of Ascendancy at 21:10 see stats
By Xamthrith the Doomelf Cultist of Entropy level 25
38th Dusk 122nd year of Ascendancy at 08:55 see stats
By Xamthrith the Doomelf Cultist of Entropy level 2
74th Pyre 122nd year of Ascendancy at 11:14 see stats
By Xamthrith the Doomelf Cultist of Entropy level 24
22nd Dusk 122nd year of Ascendancy at 01:34 see stats
By Xamthrith the Doomelf Cultist of Entropy level 26
57th Dusk 122nd year of Ascendancy at 01:41 see stats
By Xamthrith the Doomelf Cultist of Entropy level 25
22nd Dusk 122nd year of Ascendancy at 08:35 see stats
By Xamthrith the Doomelf Cultist of Entropy level 31
60th Haze 122nd year of Ascendancy at 03:31 see stats
By Xamthrith the Doomelf Cultist of Entropy level 37
4th Pyre 123rd year of Ascendancy at 14:14 see stats
By Xamthrith the Doomelf Cultist of Entropy level 13
77th Pyre 122nd year of Ascendancy at 20:34 see stats
By Xamthrith the Doomelf Cultist of Entropy level 30
37th Haze 122nd year of Ascendancy at 21:42 see stats
By Xamthrith the Doomelf Cultist of Entropy level 31
44th Haze 122nd year of Ascendancy at 08:27 see stats
By Xamthrith the Doomelf Cultist of Entropy level 10
77th Pyre 122nd year of Ascendancy at 15:09 see stats
By Xamthrith the Doomelf Cultist of Entropy level 20
9th Flare 122nd year of Ascendancy at 06:47 see stats
By Xamthrith the Doomelf Cultist of Entropy level 30
37th Haze 122nd year of Ascendancy at 00:31 see stats
By Xamthrith the Doomelf Cultist of Entropy level 40
20th Pyre 123rd year of Ascendancy at 00:31 see stats
By Xamthrith the Doomelf Cultist of Entropy level 22
3rd Dusk 122nd year of Ascendancy at 04:01 see stats
By Xamthrith the Doomelf Cultist of Entropy level 25
33rd Dusk 122nd year of Ascendancy at 02:21 see stats
By Xamthrith the Doomelf Cultist of Entropy level 36
39th Regrowth 123rd year of Ascendancy at 16:54 see stats
By Xamthrith the Doomelf Cultist of Entropy level 26
55th Dusk 122nd year of Ascendancy at 23:56 see stats
By Xamthrith the Doomelf Cultist of Entropy level 39
19th Pyre 123rd year of Ascendancy at 22:33 see stats
By Xamthrith the Doomelf Cultist of Entropy level 30
37th Haze 122nd year of Ascendancy at 22:14 see stats
By Xamthrith the Doomelf Cultist of Entropy level 25
31st Dusk 122nd year of Ascendancy at 15:00 see stats
By Xamthrith the Doomelf Cultist of Entropy level 19
1st Flare 122nd year of Ascendancy at 12:15 see stats
By Xamthrith the Doomelf Cultist of Entropy level 2
74th Pyre 122nd year of Ascendancy at 11:14 see stats
By Xamthrith the Doomelf Cultist of Entropy level 2
74th Pyre 122nd year of Ascendancy at 11:14 see stats
By Xamthrith the Doomelf Cultist of Entropy level 34
76th Haze 122nd year of Ascendancy at 11:58 see stats
Log
Xamthrith loses 1 health to the entropy.
Xamthrith casts Cacophony.
Xamthrith's spell attains critical power!
Copperhead snake's mind is shattered by the void!
Rattlesnake's mind is shattered by the void!
Xamthrith's spell attains critical power!
Dark Whispers from Xamthrith hits Rattlesnake for 893 darkness damage.
Dark Whispers from Xamthrith hits Copperhead snake for 843 darkness damage.
Dark Whispers from Xamthrith killed Rattlesnake!
Dark Whispers from Xamthrith killed Copperhead snake!
Xamthrith loses 2 health to the entropy.
Xamthrith loses 2 health to the entropy.
Talent Dark Whispers is ready to use.
Your summoned hallucination disappears.
Xamthrith loses 2 health to the entropy.
Xamthrith loses 2 health to the entropy.
Xamthrith loses 2 health to the entropy.
Xamthrith loses 2 health to the entropy.
Xamthrith loses 2 health to the entropy.
Xamthrith loses 2 health to the entropy.
Xamthrith's is no longer wasting away.
Xamthrith is no longer surging arcane power.
Talent Cacophony is ready to use.
Ran for 6 turns (stop reason: hostile spotted to the north (orc high cryomancer - offscreen)).