

















Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | 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:
Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! 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! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. 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 Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Infinite |
Mode | Normal Roguelike |
Sex | Female |
Race | Cornac |
Class | Annihilator |
Level / Exp | 40 / 25% |
Size | medium |
Lifes / Deaths | Killed by Grgglck the Devouring Darkness at level 40 on the 44th Dusk 122nd year of Ascendancy at 17:22 / 1 |
Primary Stats
Strength | 49 (base 13) |
Dexterity | 90 (base 60) |
Constitution | 75 (base 42) |
Magic | 20 (base 10) |
Willpower | 33 (base 10) |
Cunning | 96 (base 60) |
Resources
Life | -127/974 |
Steam | 100/100 |
Healing Factor | 1.6478230116502 |
Regeneration | 21.079236943506 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 16 |
Infravision | 3 |
See Stealth | 53 |
See Invisible | 34 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 63 |
Accuracy | 66 |
Crit Chance | 49% |
APR | 22 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 20 |
Crit Chance | 28% |
Speed | 1 |
Offense: Mind
Mindpower | 48 |
Crit Chance | 28% |
Speed | 1 |
Offense: Damage Bonus
Acid | +22% |
Light | +39% |
Mind | +23% |
Nature | +37% |
Physical | +19% |
Fire | +30% |
All | +8% |
Offense: Damage Penetration
Fire | +10% |
Light | +10% |
Temporal | +10% |
Nature | +20% |
Physical | +11% |
Mind | +10% |
All | 0% |
Defense: Base
Armour (hardiness) | 47 (76.987013568881%) |
Defense | 71 |
Ranged Defense | 75 |
Fatigue | 0 |
Physical Save | 43 |
Spell Save | 19 |
Mental Save | 52 |
Defense: Resistances
Acid | + 28%( 70%) |
Physical | + 46%( 70%) |
Cold | + 9%( 70%) |
All | 0%( 70%) |
Darkness | + 15%( 70%) |
Light | + 26%( 70%) |
Lightning | + 16%( 70%) |
Fire | + 70%( 70%) |
Mind | + 24%( 70%) |
Defense: Immunities
Teleport Resistance | 100% |
Disarm Resistance | 50% |
Instadeath Resistance | 100% |
Confusion Resistance | 68% |
Knockback Resistance | 20% |
Pinning Resistance | 77% |
Poison Resistance | 50% |
Blind Resistance | 100% |
Inscriptions (5/5)
Implants | Effective talent level: 2.5 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 10.4 steam per turn. Can be activated for an instant burst of 52 steam. |
Implants | Effective talent level: 2.5 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 100% efficiency and cooldown mod of 82%. |
Implants | Effective talent level: 2.5 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 101% efficiency and cooldown mod of 54%. |
Implants | Effective talent level: 2.5 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 8.7 steam per turn. Can be activated for an instant burst of 43 steam. |
Runes | Effective talent level: 2.5 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 30 up to 7 times. Its effects scale with your Cunning stat. |
Class Talents
Steamtech / Gadgets | 1.57 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Steamtech / Magnetism | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Steamtech / Demolition | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Steamtech / Artillery | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Heavy weapons | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Turrets | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Steamtech / Engineering | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 2/5 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.20 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 5/5 |
| 2/5 |
| 2/5 |
| 2/5 |
Steamtech / Blacksmith | 1.30 |
| 3/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 14): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
Proceed directly to the next Infinite Dungeon level in less than 275 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 15): Rush Hour (275)Turns left: 124 You completed the challenge and received: Random Artifact: Searcrypt | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 19): Near SightedYou completed the challenge and received: Random Artifact: Blackreign (12 def, 11 armour) | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 22): Near SightedYou completed the challenge and received: Random Artifact: Xoda (21-30 power, 4 apr) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 23): ExterminatorYou completed the challenge and received: Random Artifact: Quenchwrither (25-30 power, 5 apr, physical element) | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 24): Near SightedYou completed the challenge and received: Random Artifact: Lightningquarry (11-15 power, 4 apr) | done |
Proceed directly to the next Infinite Dungeon level in less than 326 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 26): Rush Hour (326)Turns left: 207 You completed the challenge and received: Random Artifact: Shimmerspitter (13-15 power, 2 apr, darkness element) | done |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 28): MultiplicityTurns left: 0 You completed the challenge and received: Random Artifact: Noonjeer (3 def, 8 armour) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 29): ExterminatorYou completed the challenge and received: Random Artifact: Camolin (0 def, 2 armour) | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 31): Pacifist | failed |
Proceed directly to the next Infinite Dungeon level in less than 347 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 32): Rush Hour (347)Turns left: 280 You completed the challenge and received: Random Artifact: Bethivea (12 def, 7 armour) | done |
Proceed directly to the next Infinite Dungeon level in less than 242 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 34): Rush Hour (242)Turns left: 140 You completed the challenge and received: Random Artifact: Sewerbane (12-13 power, 32 apr, nature damage) | done |
Proceed directly to the next Infinite Dungeon level in less than 56 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 35): Rush Hour (56)Turns left: -1 | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 36): Pacifist | failed |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 37): MultiplicityTurns left: 0 | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 4): PacifistYou completed the challenge and received: +3 Stat Points and +1 Category Point | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 7): Near SightedYou completed the challenge and received: +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 9): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
Equipment
On feet | ![]() 3.0 T5 feet armor Reqs Heavy armour training [Ego+] Master While equipped: dps ---------- Phys.crit +2.0% Phys.pwr +4 (+2 eff.) Res.pen +11% physical ----- def ----- Armour +5 Fatigue +4% Resists +12% fire +10% cold Phys.save +12 (+4 eff.) Pinning- +20% Knockbk- +20% Teleport- +100% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | ![]() 3.0 T4 shot ammo [Unique] Arcane Power 32.0 - 38.4 Fire Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Capacity 20 On Hit: * sets off a powerful explosion While equipped: ---------- misc Talents +5 Antimagic Shell Intense heat radiates from this powerful shot. |
Light source | ![]() 1.0 T5 lite [Ego] Arcane/Psionic While equipped: dps ---------- Dmg.mod +16% light Melee Ret 19 fire ----- def ----- Resists +7% fire Mind.save +8 (+3 eff.) ---------- misc Light +9 See.Stealth +24 See.Invis +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() 2.0 T1 head armor [Ego] Nature While equipped: Stats +10 Cun dps ---------- Dmg.mod +11% physical ----- def ----- Defense +1 (+0 eff.) Resists +11% physical Mind.save +15 (+5 eff.) A pointy cloth hat, very wizardly... |
On hands | ![]() 1.5 T5 hands armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +6 Str +6 Dex dps ---------- Phys.crit +10.0% Steam.crit +10% Crit.mult +30.00% Dmg.mod +8% all ----- def ----- Armour +12 Disarm- +50% ---------- misc Talents +5 Fatal Attractor Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Gauntlets. But with steam power! |
Tool | ![]() 2.0 T3 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 95 lightning damage and will be dazed for 1 turn (475 total damage) Puts all charms on 20 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() 0.1 T4 ring jewelry [Random Unique] Nature/Psionic While equipped: dps ---------- Dmg.mod +14% acid +12% fire +9% nature On Hit (Melee): * 20% chance to slow global speed by 57% ----- def ----- Resists +28% acid +24% fire +6% light Mind.save +10 (+3 eff.) Confus- +43% ---------- misc Light +3 Rings make your fingers look great! |
On fingers | ![]() 0.1 T4 ring jewelry [Ego+] Psionic While equipped: Stats +5 Cun +4 Wil dps ---------- Mind.pwr +5 (+1 eff.) Rings make your fingers look great! |
Around neck | ![]() 0.1 T4 amulet jewelry [Ego+] Nature/Master While equipped: Stats +3 Con ----- def ----- Phys.save +13 (+4 eff.) Max.HP +54.00 HP.reg +2.00 ---------- misc Masteries +0.27 Steamtech/Gadgets Amulets make your neck look great! |
In main hand | ![]() 4.0 T5 steamgun 1H weapon [Rare] Nature/Steamtech Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +15 Atk.spd 100% Range +10 Proj.spd +600% Ranged+ +8 temporal On Hit.r1 +16 mind On Hit: 10% Overgrowth 5 On Hit: * splashes acid on your target dealing 63 damage and reducing their armor Uses 2.0 Steam While equipped: dps ---------- Mind.pwr +10 (+3 eff.) Res.pen +10% temporal ----- def ----- Resists +12% mind HP.reg +0.60 ---------- misc Max.hate +4.00 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Around waist | ![]() 1.0 T1 belt armor [Ego+] Master While equipped: Stats +4 Dex +4 Cun +6 Lck ----- def ----- Stealth +5 ---------- misc T.Disarm +6 Infravis +3 A belt that goes around your waist. |
In off hand | ![]() 7.0 T5 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 52.0 - 62.4 Light Uses 100% Cun Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +260 On Hit: * 30% chance to blind * releases a burst of light While equipped: Stats +3 Cun +5 Wil dps ---------- Mind.pwr +8 (+2 eff.) Dmg.mod +10% fire +15% mind +15% light Res.pen +10% fire +10% light +10% mind ----- def ----- Armour +15 Defense +17 (+4 eff.) Rng.Def +17 (+4 eff.) Fatigue +12% Resists +20% light +10% fire +15% darkness +12% mind Mind.save +18 (+6 eff.) Blind- +100% Confus- +25% ---------- misc Max.psi +20.00 Light +3 Talents +1 Block Send out a range 7 beam, lighting its path and dealing 70.06 to 87.57 light damage (based on Willpower and Cunning). Uses 12 power out of 30/30 A bright light shines from the center of this shield. Holding it clears your mind. |
Cloak | ![]() 2.0 T3 cloak armor [Unique] Nature While equipped: Stats +4 Dex +4 Cun +4 Wil dps ---------- Dmg.mod +20% nature Res.pen +20% nature ----- def ----- Defense +20 (+5 eff.) Poison- +50% ---------- misc Masteries +0.20 Cunning/Stealth +0.50 Cunning/Poisons On Mind Hit: 10% Poison Strike 1 Cunning and malice seem to emanate from this cloak. |
Main armor | ![]() 9.0 T4 light armor [Ego+] Nature/Master While equipped: Stats +10 Str +10 Dex +10 Mag +10 Wil +10 Cun +10 Con dps ---------- Melee+ 7 fire Ranged+ 6 fire ----- def ----- Armour +15 Defense +12 (+3 eff.) Fatigue +8% Resists +16% lightning +18% fire +10% physical A suit of armour made of leather. |
Inventory
![]() 0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 2.5 Use mode Activated Range melee/personal Cooldown 23 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 5.1 steam per turn. Can be activated for an instant burst of 25 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 75 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 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 25 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -100 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 200 life, 14 duration) If your life is below 0 when this effect wears off it will be set to 1. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 3 Cooldown 11 Travel.spd 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 18%, your defense is increased by 18 and all your resistances by 18%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 0 up to 3 times. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 tome scroll [Plot Item] Magical scrolls can have wildly different effects! |
![]() 0.1 T4 amulet jewelry [Ego++] Arcane/Nature While equipped: Stats +3 Mag dps ---------- Spell.crit +4% Spell.pwr +4 (+2 eff.) Dmg.mod +6% acid +5% fire +5% cold +6% lightning ----- def ----- Blind- +14% ---------- misc Infravis +7 Sight +2 See.Invis +7 Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Ego+] Master While equipped: Stats +2 Con ----- def ----- Spell.save +11 (+6 eff.) ---------- misc Max.stam +13.00 Rings make your fingers look great! |
![]() 3.0 T4 battleaxe 2H weapon [Ego+] Disrupt Power 44.0 - 66.0 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +7.5% Atk.spd 100% Against +20% Unnatural On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% Massive two-handed battleaxes. |
![]() 1.0 T2 dagger 1H weapon [Unique] Arcane Power 20.0 - 26.0 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +12.0% Atk.spd 100% HP.leech +6% Melee+ +20 blight +20 fire While equipped: Stats +5 Mag ----- def ----- Resists +10% blight +10% fire ---------- misc 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 T3 dagger 1H weapon [Ego] Arcane Power 20.0 - 26.0 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +10 temporal On Hit.r1 +11 fire While equipped: ----- def ----- Resists +12% temporal Sharp, short and deadly. |
![]() 5.0 T5 greatmaul 2H weapon [Unique] Arcane/Master Power 82.0 - 123.0 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +7 Crit +4.0% Atk.spd 100% Melee+ +30 fire On Hit: 10% Flameshock 3 While equipped: dps ---------- Dmg.mod +15% physical The legendary hammer of the Dwarven master smiths. For ages it was used to forge powerful weapons with searing heat until it became highly powerful by itself. |
![]() 5.0 T4 greatmaul 2H weapon [Normal] Power 55.0 - 82.5 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.5% Atk.spd 100% Massive two-handed mauls. |
![]() 5.0 T4 greatmaul 2H weapon [Ego+] Master Power 53.5 - 80.2 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +13.0% Massive two-handed mauls. |
![]() 5.0 T4 greatmaul 2H weapon [Ego+] Master Power 55.0 - 82.5 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.5% Atk.spd 100% On Crit: * Wound the target dealing 189 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +9.0% Phys.pwr +13 (+5 eff.) Massive two-handed mauls. |
![]() 12.0 T3 greatsword 2H weapon [Unique] Psionic Power 49.0 - 78.4 Physical Uses 129% Str Acc+ +0.4% crit mult (max 40%) Apr +9 Crit +9.0% Atk.spd 100% Melee+ +49 light +49 darkness On Hit: * 9% chance to stun or confuse the target The wise ones say that truth is a three-edged sword. And sometimes, the truth hurts. |
![]() 3.0 T4 greatsword 2H weapon [Ego] Master Power 59.0 - 94.4 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Acc +13 (+3 eff.) ----- def ----- Defense +13 (+3 eff.) Disarm- +29% Massive two-handed swords. |
![]() 3.0 T4 greatsword 2H weapon [Ego+] Nature Power 50.0 - 80.0 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% On Crit.r2 +28 lightning +28 cold While equipped: dps ---------- Mov.spd +58% Res.pen +27% lightning +13% cold Massive two-handed swords. |
![]() 3.0 T4 greatsword 2H weapon [Random Unique] Arcane/Master Power 66.0 - 105.6 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% On Hit.r1 +19 fire While equipped: Stats +5 Str +4 Con dps ---------- Spell.crit +4% Dmg.mod +14% physical Acc +21 (+5 eff.) ----- def ----- Phys.save +6 (+2 eff.) Massive two-handed swords. |
![]() 4.0 T4 longbow 2H weapon [Ego+] Nature/Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +9 On Crit.r2 +57 fire While equipped: Stats +5 Dex dps ---------- All.spd +6% Res.pen +11% physical +20% fire Longbows are used to shoot arrows at your foes. |
![]() 4.0 T4 longbow 2H weapon [Ego++] Nature Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +9 On Crit.r2 +30 acid +39 nature While equipped: Stats +9 Con +12 Wil dps ---------- Res.pen +26% acid +20% nature Apr +9 ----- def ----- Max.HP +84.00 Longbows are used to shoot arrows at your foes. |
![]() 4.0 T4 longbow 2H weapon [Ego+] Arcane Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +9 While equipped: dps ---------- Dmg.mod +17% physical +23% temporal Res.pen +11% physical +14% temporal ---------- misc Cooldown Arrow Stitching -1 Longbows are used to shoot arrows at your foes. |
![]() 4.0 T4 longbow 2H weapon [Ego++] Arcane/Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +9 Proj.spd +200% On Hit: 10% Shoot 1 While equipped: Stats +2 Cun dps ---------- Phys.spd +10% Longbows are used to shoot arrows at your foes. |
![]() 3.0 T4 longsword 1H weapon [Ego+] Nature Power 32.5 - 45.5 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% Melee+ +7 nature On Crit.r2 +25 acid +7 nature While equipped: dps ---------- Res.pen +13% acid +5% nature Apr +12 Sharp, long, and deadly. |
![]() 3.0 T4 mindstar 1H weapon Reqs Wil 35 [Ego+] Nature/Psionic Power 12.0 - 13.2 Mind 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: Stats +2 Cun dps ---------- Mind.crit +4% Crit.mult +17.00% Mind.pwr +8 (+2 eff.) Melee+ 12 acid Dmg.mod +6% acid Res.pen +10% acid ----- def ----- Resists +12% acid HP.reg +2.00 ---------- misc 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. |
![]() 3.0 T4 mindstar 1H weapon Reqs Wil 35 [Ego+] Nature/Psionic Power 12.0 - 13.2 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.) ----- def ----- Resists +13% mind Mind.save +4 (+1 eff.) ---------- misc Psi/turn +1.10 Max.psi +10.00 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. |
![]() 3.0 T4 mindstar 1H weapon Reqs Wil 35 [Ego++] Nature/Psionic Power 12.0 - 13.2 Mind 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 +7% Mind.pwr +10 (+3 eff.) Dmg.mod +8% lightning +5% cold +17% mind +8% physical ----- def ----- Defense +14 (+3 eff.) Pinning- +19% ---------- misc Psi/m.crit +2.00 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. |
![]() 3.0 T4 mindstar 1H weapon Reqs Wil 35 [Normal] Nature Power 12.5 - 13.8 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.) ---------- misc 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. |
![]() 4.0 T4 sling 1H weapon [Ego+] Nature/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 While equipped: Stats +5 Con dps ---------- Phys.crit +7.0% Acc +9 (+2 eff.) ---------- misc Masteries +0.10 Wild-gift/Fungus Regenerate 146 life over 5 turns Puts all charms on 20 cooldown Slings are used to hurl stones or metal shots at your foes. |
![]() 5.0 T4 staff 2H weapon Reqs Mag 35 [Rare] Nature 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: Stats +3 Cun dps ---------- Spell.crit +4% Spell.pwr +12 (+6 eff.) Dmg.mod +25% darkness Res.pen +25% mind ----- def ----- Defense +7 (+2 eff.) Resists +9% cold Mind.save +6 (+2 eff.) ---------- misc Equi/ret +0.08 Psi/ret +0.12 Hate/m.crit +5.00 Max.hate +10.00 Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.5 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 94.84 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T4 staff 2H weapon Reqs Mag 35 [Random Unique] 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: Stats +3 Mag dps ---------- Spell.crit +15% Spell.pwr +24 (+12 eff.) Dmg.mod +25% blight +9% arcane Phasing +22% Melee Ret 4 blight ----- def ----- Defense +17 (+4 eff.) Shield.pwr +14% Heal.mod +10% ---------- misc Mana/turn +0.20 Vim/s.crit +5.00 Max.mana +86.00 Max.vim +18.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T4 staff 2H weapon Reqs Mag 35 [Ego++] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +1 Mag +5 Cun +5 Con dps ---------- Spell.crit +4% Crit.mult +16.00% Spell.pwr +12 (+6 eff.) Dmg.mod +25% physical Res.pen +12% physical ---------- misc N.En/turn +0.20 Vim/s.crit +5.00 Max.vim +33.00 Max.N.En +20.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 4.0 T4 steamgun 1H weapon [Ego+] Nature/Steamtech Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +12 Atk.spd 100% Range +9 Proj.spd +600% On Crit.r2 +36 fire Uses 2.0 Steam While equipped: dps ---------- All.spd +5% Res.pen +8% fire Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 4.0 T4 steamgun 1H weapon [Ego++] Arcane/Master/Steamtech Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +12 Atk.spd 100% Range +10 Proj.spd +600% On Hit: 10% Arcane Vortex 4 Uses 2.0 Steam While equipped: Stats +3 Mag dps ---------- Phys.crit +9.0% Spell.pwr +6 (+3 eff.) Dmg.mod +10% arcane Acc +9 (+2 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 3.0 T4 steamsaw 1H weapon [Ego+] Nature/Master/Steamtech Power 29.5 - 44.2 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +4.0% Atk.spd 100% Block +75 On Crit.r2 +20 lightning +26 cold Uses 1.0 Steam While equipped: dps ---------- Mov.spd +20% Res.pen +5% lightning +15% cold ----- def ----- Armour +5 Defense +8 (+2 eff.) Fatigue +10% Resists +14% physical ---------- 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! |
![]() 3.0 T4 steamsaw 1H weapon [Ego+] Master/Steamtech Power 29.5 - 44.2 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +4.0% Atk.spd 100% Block +68 Uses 1.0 Steam While equipped: dps ---------- Res.pen +8% physical Acc +12 (+3 eff.) Apr +9 ----- def ----- Armour +5 Defense +8 (+2 eff.) Fatigue +10% Resists +10% physical ---------- 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! |
![]() 3.0 T5 steamsaw 1H weapon [Ego+] Psionic/Steamtech Power 42.0 - 63.0 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +101 On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Uses 1.0 Steam While equipped: ----- def ----- Armour +6 Defense +10 (+2 eff.) Fatigue +12% ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T4 trident 2H weapon [Unique] Nature Power 80.0 - 112.0 Physical Uses 140% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +20 Crit +15.0% Atk.spd 100% Melee+ +20 nature +15 cold On Hit: 40% Water Bolt 3 While equipped: dps ---------- Dmg.mod +20% cold Acc +10 (+2 eff.) ----- def ----- Resists +25% cold Spell.save +18 (+9 eff.) ---------- misc See.Invis +2 On Spell Hit: 20% Water Bolt 3 Freeze: Level 4.5 Pwr.cost 60 out of 150/150. Range 10 Travel.spd instantaneous Is a spell Description: Condenses ambient water on a target, freezing it for 6 turns and damaging it for 143.45. If this is used on a friendly target the cooldown is reduced by 33%. The damage will increase with your Spellpower. The power of the tides rush through this trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() 3.0 T4 trident 2H weapon [Ego+] Psionic Power 37.5 - 60.0 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +13 Crit +3.5% Atk.spd 100% Melee+ +14 darkness Against +13% Living On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() 3.0 T5 waraxe 1H weapon [Random Unique] Arcane/Master Power 39.5 - 55.3 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +24 Crit +7.0% Atk.spd 100% Phasing +17% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 29 damage While equipped: Stats +4 Str dps ---------- Res.pen +12% physical Acc +19 (+4 eff.) Apr +11 ----- def ----- Max.HP +60.00 Pinning- +20% ---------- misc Stam/turn +2.00 One-handed war axes. |
![]() 3.0 T4 waraxe 1H weapon [Ego++] Arcane Power 30.5 - 42.7 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% Melee+ +9 blight On Hit: 20% Curse of Defenselessness 4 On Hit: 20% Epidemic 4 On Hit: * 10% chance to reduce strength, dexterity, and constitution by 12 While equipped: ----- def ----- Disease- +18% One-handed war axes. |
![]() 3.0 T4 waraxe 1H weapon [Ego+] Nature/Disrupt Power 30.0 - 42.0 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% On Hit: * 13% chance to slow global speed by 57% While equipped: Stats +6 Con +6 Wil ----- def ----- Max.HP +43.00 One-handed war axes. |
![]() 2.0 T3 feet armor [Ego++] Master While equipped: Stats +5 Str +6 Con dps ---------- Dmg.mod +7% physical ----- def ----- Armour +8 Resists +10% acid +10% fire +10% lightning +8% cold ---------- misc Size +1 A pair of boots made of leather. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Ego++] Arcane/Master/Psionic While equipped: Stats +3 Cun +3 Con dps ---------- Phys.pwr +6 (+2 eff.) Spell.pwr +8 (+4 eff.) Mind.pwr +4 (+1 eff.) ----- def ----- Armour +4 Fatigue +3% Phys.save +14 (+4 eff.) Mind.save +14 (+5 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Ego+] Arcane/Master While equipped: Stats +3 Cun +3 Con dps ---------- Mov.spd +25% ----- def ----- Armour +4 Fatigue +3% Phys.save +14 (+4 eff.) Mind.save +12 (+4 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Ego++] Master While equipped: Stats +4 Str +3 Dex +4 Cun +3 Con ----- def ----- Armour +2 Fatigue +3% Phys.save +25 (+8 eff.) Spell.save +6 (+3 eff.) Mind.save +3 (+1 eff.) Disarm- +32% ---------- misc Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 30 cooldown Level 3.5 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 29% and provides a 15% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T4 hands armor Reqs Heavy armour training [Ego++] Nature/Master While equipped: Stats +4 Str +3 Dex +3 Cun ----- def ----- Armour +3 Fatigue +5% Phys.save +9 (+3 eff.) HP.reg +2.50 ---------- misc Stam/turn +0.30 Psi/turn +0.20 Cooldown Double Strike -1 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 T4 hands armor [Ego+] Master While equipped: Stats +5 Cun +6 Dex dps ---------- Acc +6 (+1 eff.) Apr +10 ----- def ----- Armour +3 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 20 cooldown Level 4.5 Pwr.cost 20 out of 20/20. Range 10 Travel.spd instantaneous Description: Fire a steady shot, doing 175% damage with a 29% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T4 hands armor [Ego+] Disrupt While equipped: ----- def ----- Armour +3 Resists +12% blight +8% darkness +6% arcane Affinity +9% nature Spell.save +10 (+5 eff.) ---------- misc Masteries +0.20 Wild-gift/Antimagic 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 T4 hands armor [Ego+] Master While equipped: dps ---------- Phys.crit +17.0% Spell.crit +9% Mind.crit +11% Crit.mult +9.00% ----- def ----- Armour +3 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 T4 hands armor [Ego++] Master/Psionic While equipped: dps ---------- Mind.pwr +4 (+1 eff.) Melee+ 31 mind 22 darkness On Hit (Melee): * 16% chance to reduce all saves and defense by 30 ----- def ----- Armour +7 Mind.save -2 (-1 eff.) Max.HP +80.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Ruined Earth: Puts all charms on 20 cooldown Level 4.5 Pwr.cost 20 out of 20/20. Range 6 Travel.spd instantaneous Is a mind power Description: Curse the earth around you in a radius of 6 for 7 turns. Any who stand upon it are weakened, reducing the damage they inflict by 47% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T4 hands armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +5 Dex dps ---------- Acc +15 (+3 eff.) ----- def ----- Armour +7 Fatigue +5% Mind.save +15 (+5 eff.) Max.HP +57.00 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. |
![]() 1.5 T4 hands armor Reqs Heavy armour training [Ego++] Master While equipped: Stats +3 Con ----- def ----- Armour +6 Fatigue +5% Phys.save +20 (+6 eff.) Spell.save +5 (+3 eff.) Mind.save +16 (+5 eff.) Max.HP +63.00 Disarm- +27% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 30 cooldown Level 4.5 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 33% and provides a 18% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.0 T4 hands armor [Ego+] Nature/Disrupt While equipped: dps ---------- Phys.pwr +6 (+2 eff.) Melee+ 9 cold Dmg.mod +9% cold Acc +7 (+1 eff.) Apr +6 ----- def ----- Armour +3 Resists +9% blight +8% cold Spell.save +9 (+5 eff.) 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. |
![]() 1.5 T4 hands armor Reqs Heavy armour training [Ego+] Arcane While equipped: Stats +4 Cun +3 Mag dps ---------- Melee+ 5 light Dmg.mod +7% light ----- def ----- Armour +3 Fatigue +5% Resists +17% light +7% darkness ---------- misc Infravis +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Starfall: Puts all charms on 20 cooldown Level 2.5 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 59.15 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.0 T4 hands armor [Ego] Arcane/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +10 (+4 eff.) Melee+ 10 temporal Ranged+ 11 temporal Dmg.mod +9% temporal ----- def ----- Armour +3 Resists +7% temporal 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. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: Stats +3 Dex dps ---------- Melee+ 10 darkness Dmg.mod +6% darkness Acc +12 (+3 eff.) ----- def ----- Armour +2 Fatigue +3% Resists +10% darkness 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. |
![]() 2.0 T1 head armor [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue +1% ---------- misc Infravis +1 A hat made of leather. Very stylish. |
![]() 2.0 T3 head armor [Ego] Nature/Master While equipped: Stats +4 Con ----- def ----- Armour +3 Fatigue +3% Resists +12% light +13% darkness A hat made of leather. Very stylish. |
![]() 2.0 T3 head armor [Ego+] Master While equipped: Stats +4 Dex +4 Wil ----- def ----- Armour +3 Fatigue +3% Resists +6% blight Mind.save +9 (+3 eff.) A cap made of leather. |
![]() 14.0 T4 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +17 Defense +4 (+1 eff.) Fatigue +12% Resists +15% cold A suit of armour made of mail. |
![]() 14.0 T4 heavy armor Reqs Heavy armour training [Ego++] Nature/Master While equipped: Stats +3 Wil ----- def ----- Armour +16 Defense +4 (+1 eff.) Fatigue +4% Resists +18% blight +17% darkness Phys.save +12 (+4 eff.) ---------- misc Light +1 A suit of armour made of mail. |
![]() 14.0 T5 heavy armor Reqs Heavy armour training [Ego+] Arcane/Master While equipped: dps ---------- Melee+ 18 acid 14 fire Melee Ret 12 acid 16 fire ----- def ----- Armour +10 Defense +5 (+1 eff.) Fatigue +12% Resists +20% acid +40% fire A suit of armour made of mail. |
![]() 9.0 T4 light armor [Ego+] Psionic While equipped: Stats +6 Cun +5 Wil ----- def ----- Armour +7 Defense +12 (+3 eff.) Fatigue +8% Mind.save +11 (+4 eff.) A suit of armour made of leather. |
![]() 9.0 T4 light armor [Ego++] Master/Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Phys.crit +4.0% Crit.mult +14.00% Phys.pwr +7 (+3 eff.) ----- def ----- Armour +7 Defense +12 (+3 eff.) Fatigue +8% Mind.save +14 (+5 eff.) A suit of armour made of leather. |
![]() 9.0 T4 light armor [Ego++] Psionic While equipped: Stats +10 Cun +4 Wil ----- def ----- Armour +13 Defense +21 (+5 eff.) Fatigue +8% Mind.save +27 (+9 eff.) A suit of armour made of leather. |
![]() 9.0 T4 light armor [Ego+] Master While equipped: Stats +5 Dex dps ---------- Mov.spd +20% ----- def ----- Armour +7 Defense +24 (+6 eff.) Fatigue +8% A suit of armour made of leather. |
![]() 9.0 T4 light armor [Ego+] Nature While equipped: Stats +4 Wil ----- def ----- Armour +7 Defense +12 (+3 eff.) Fatigue +8% Resists +16% blight +14% darkness Max.HP +33.00 ---------- misc Light +1 A suit of armour made of leather. |
![]() 9.0 T4 light armor [Ego+] Arcane While equipped: dps ---------- Melee+ 14 acid 17 fire Melee Ret 12 acid 13 fire ----- def ----- Armour +7 Defense +12 (+3 eff.) Fatigue +8% Resists +22% acid +22% fire A suit of armour made of leather. |
![]() 9.0 T4 light armor [Ego++] Nature/Master While equipped: dps ---------- Phys.crit +6.0% Apr +9 ----- def ----- Armour +7 Defense +21 (+5 eff.) Fatigue +8% Max.HP +52.00 HP.reg +8.20 Heal.mod +14% ---------- misc Stam/turn +0.80 Second Wind: (Instant) Puts all charms on 35 cooldown Level 4.5 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Take a deep breath to recover 101 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
![]() 17.0 T3 massive armor Reqs Massive armour training [Ego+] Nature While equipped: ----- def ----- Armour +14 Fatigue +22% Resists +8% acid +9% cold HP.reg +3.90 ---------- misc Stam/turn +0.50 Breathe water A suit of armour made of metal plates. |
![]() 17.0 T4 massive armor Reqs Massive armour training [Ego+] Psionic While equipped: Stats +3 Cun ----- def ----- Armour +17 Defense +5 (+1 eff.) Fatigue +22% Mind.save +18 (+6 eff.) A suit of armour made of metal plates. |
![]() 7.0 T5 shield armor Reqs Shield usage training [Ego++] Arcane/Nature When used to Attack: Power 66.0 - 79.2 Physical Uses 100% Cun Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +184 Melee+ +17 acid While equipped: Stats +3 Con dps ---------- On Melee Ret: * 14% chance to reduce armor by 21% ----- def ----- Armour +10 Fatigue +8% Resists +22% acid +10% fire +6% lightning +9% cold ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T4 shield armor Reqs Shield usage training [Ego+] Arcane/Master When used to Attack: Power 50.5 - 60.6 Physical Uses 100% Cun Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +139 Melee+ +14 lightning While equipped: Stats +3 Dex dps ---------- Melee Ret 5 lightning ----- def ----- Armour +8 Fatigue +8% Resists +14% lightning +17% cold ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T3 shield armor Reqs Shield usage training [Ego+] Nature/Master When used to Attack: Power 31.5 - 37.8 Physical Uses 100% Cun Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +71 Melee+ +13 nature While equipped: ----- def ----- Armour +6 Fatigue +8% Resists +12% blight +13% nature +23% acid Max.HP +50.00 ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T2 shield armor Reqs Shield usage training [Ego] Master When used to Attack: Power 15.5 - 18.6 Physical Uses 100% Cun Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +80 While equipped: ----- def ----- Armour +7 Fatigue +8% Resists +18% lightning ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T4 shield armor Reqs Shield usage training [Ego+] Arcane/Master When used to Attack: Power 55.0 - 66.0 Physical Uses 100% Cun Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +181 While equipped: ----- def ----- Armour +12 Fatigue +8% Resists +14% temporal ---------- misc Talents +1 Block Temporal Shield: (Instant) Puts all charms on 30 cooldown Level 4.5 Pwr.cost 30 out of 30/30. Range 10 Travel.spd instantaneous Is a spell usable during Aether Avatar Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (247) is absorbed, or the time runs out (9 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). The shield's max absorption will increase with your Spellpower. Handheld deflection devices. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 demonic misc [Legendary] Arcane 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
![]() 3.0 T1 digger tool [Normal] While equipped: Stats +1 Str While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 2.0 T4 forbidden tome [Unique] Unknown Read the book. A gross tome of lost knowledge. Even touching it makes you feel sick. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 1.0 T3 lite [Ego+] Psionic While equipped: dps ---------- Mind.crit +6% Mind.pwr +7 (+2 eff.) ----- def ----- Mind.save +7 (+2 eff.) ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 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. |
![]() 0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
amazing frost salve [power 22] amazing frost salve [power 22]1.0 T5 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 3 physical effects and grants a frost aura (22% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
amazing healing salve [power 327] amazing healing salve [power 327]1.0 T5 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 327 Puts Talent Medical Injector on 15 cooldown Medical salve. |
great pain suppressor salve [power 245] great pain suppressor salve [power 245]1.0 T4 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Let you fight up to -245 life and reduces all damage by 23% for 6 turns (takes no time to activate) Puts Talent Medical Injector on 10 cooldown Activation is instant. Medical salve. |
powerful water salve [power 17] powerful water salve [power 17]1.0 T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 2 mental effects and grants a water aura (17% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 3.0 T4 shot ammo [Random Unique] Nature/Master Power 62.0 - 74.4 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +5 Crit +12.5% Capacity 18 Phasing +20% Ranged+ +20 blight +16 cold +4 arcane On Crit.r2 +13 cold On Crit: * Wound the target dealing 189 physical damage across 5 turns and reducing healing by 50% While equipped: Shots are used with slings to pummel your foes to death. |
![]() 3.0 T5 shot ammo [Ego++] Master Power 68.0 - 81.6 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +9 Crit +23.0% Capacity 20 Proj.spd +200% On Crit: * Wound the target dealing 189 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
![]() 3.0 T2 shot ammo [Ego+] Master Power 24.0 - 28.8 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +4 Crit +8.5% Capacity 14 Proj.spd +200% Shots are used with slings to pummel your foes to death. |
![]() 3.0 T4 shot ammo [Ego+] Arcane/Nature Power 50.5 - 60.6 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +11 Crit +5.5% Capacity 50 Rld cld 3 Proj.spd +200% On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 135 physical damage Shots are used with slings to pummel your foes to death. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T4 wand charm [Rare] Arcane While equipped: Stats +5 Dex dps ---------- Crit.mult +20.00% Dmg.mod +9% physical Melee Ret 10 blight 4 physical On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 12 ----- def ----- Resists +6% cold Create a radius 3 storm for 5 turns. Each turn, creatures within take 82 lightning damage and will be dazed for 1 turn (410 total damage) Puts all charms on 15 cooldown 100% to reduce fatigue by 29% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 1.0 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. |
![]() 0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Ghyr the Cornac Annihilator level 21
10th Flare 122nd year of Ascendancy at 14:24 see stats
By Ghyr the Cornac Annihilator level 13
8th Mirth 122nd year of Ascendancy at 21:46 see stats
By Ghyr the Cornac Annihilator level 23
7th Dusk 122nd year of Ascendancy at 16:02 see stats
By Ghyr the Cornac Annihilator level 33
30th Dusk 122nd year of Ascendancy at 22:08 see stats
By Ghyr the Cornac Annihilator level 22
3rd Dusk 122nd year of Ascendancy at 20:04 see stats
By Ghyr the Cornac Annihilator level 10
5th Mirth 122nd year of Ascendancy at 22:30 see stats
By Ghyr the Cornac Annihilator level 20
8th Flare 122nd year of Ascendancy at 03:48 see stats
By Ghyr the Cornac Annihilator level 30
21st Dusk 122nd year of Ascendancy at 15:09 see stats
By Ghyr the Cornac Annihilator level 40
44th Dusk 122nd year of Ascendancy at 11:17 see stats
By Ghyr the Cornac Annihilator level 27
13rd Dusk 122nd year of Ascendancy at 17:07 see stats
By Ghyr the Cornac Annihilator level 23
6th Dusk 122nd year of Ascendancy at 20:48 see stats
By Ghyr the Cornac Annihilator level 30
23rd Dusk 122nd year of Ascendancy at 09:54 see stats
By Ghyr the Cornac Annihilator level 19
8th Flare 122nd year of Ascendancy at 01:01 see stats
Log
Grgglck's Tentacle resists!
Grgglck the Devouring Darkness resists!
Ghyr's pinning nature area effect hits Grgglck's Tentacle for 14 nature damage.
Ghyr's pinning nature area effect hits Grgglck's Tentacle for 14 nature damage.
Ghyr's pinning nature area effect hits Grgglck the Devouring Darkness for 4 nature damage.
Ghyr's pinning nature area effect hits Grgglck the Devouring Darkness for 4 nature damage.
Ghyr's dazing lightning area effect hits Grgglck the Devouring Darkness for 0 lightning damage.
Ghyr's dazing lightning area effect hits Grgglck the Devouring Darkness for 0 lightning damage.
Ghyr's dazing lightning area effect hits Grgglck's Tentacle for 47 lightning damage.
Ghyr's dazing lightning area effect hits Grgglck's Tentacle for 47 lightning damage.
Ghyr's pinning nature area effect hits Grgglck's Tentacle for 14 nature damage.
Ghyr's pinning nature area effect hits Grgglck the Devouring Darkness for 4 nature damage.
Ghyr's pinning nature area effect hits Grgglck the Devouring Darkness for 4 nature damage.
Ghyr's pinning nature area effect hits Grgglck the Devouring Darkness for 4 nature damage.
Ghyr's pinning nature area effect hits Grgglck's Tentacle for 14 nature damage.
Ghyr's pinning nature area effect hits Grgglck's Tentacle for 14 nature damage.
Ghyr's pinning nature area effect hits Grgglck the Devouring Darkness for 4 nature damage.
Ghyr's pinning nature area effect hits Grgglck the Devouring Darkness for 4 nature damage.
Ghyr's dazing lightning area effect hits Grgglck the Devouring Darkness for 0 lightning damage.
Grgglck the Devouring Darkness casts Starfall.
Grgglck the Devouring Darkness resists the darkness!
Ghyr is stunned!
Ghyr's pinning nature area effect killed Grgglck's Tentacle!
Grgglck the Devouring Darkness hits Grgglck the Devouring Darkness for 0 darkness damage.
Grgglck the Devouring Darkness hits Ghyr for (26 exoskeleton), 160 darkness (160 total damage).
Grgglck the Devouring Darkness resists the fear.
Grgglck the Devouring Darkness casts Moonlight Ray.
Grgglck the Devouring Darkness hits Ghyr for (0 exoskeleton), 236 darkness (237 total damage).
Ghyr the level 40 cornac annihilator was darkened to death by Grgglck the Devouring Darkness on level 37 of Infinite Dungeon.
Quest 'Infinite Dungeon Challenge (Level 37): Multiplicity' is failed! (Press 'j' to see the quest log)