Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Class: Shining One 1.7.0A new demented class, the Shining One. This addon requires the Forbidden Cults DLC to function. Celestial Spellcasters who have been overcome with madness and become more and more like unto Luminous Horrors. Shining One talents do not appear on enemies. Old Talents: New Talents: Advanced Talents: Mannendake's Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. This is a fork of a fork of Marson's auto-explore and rest tweaks, forked by Dracos and then again by mannendake. This version fixes opening doors taking a turn and returns the fixedart icons to their respective lore entries. v3.5.1 *** FOR ToME v1.7.2 *** 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. This mod provides several options to control it. These may be found by opening the Game Menu->Game Options->Gameplay menu. Feel free to customize to preference with the defaults meant to be free of questionable behavior. 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. White Monk 1.7.6Adds the White Monk, a warrior subclass. The White Monk wields no arms, instead using intense focus and training to turn their body into a weapon. They fend off enemy blows with their immense willpower and can preform healing and regenerative rites. Primary stats are Dexterity and Willpower. White Monks have the unique ability to project unarmed melee attacks at a distance, with talents that allow them to strike many targets in a area, as well. White Monks have a base damage modifier for hand gear of 60% Dex and 60% Wil, and gain some of the same benefits to unarmed attacks as Brawlers. Includes seven new talent trees and incorporates a few existing trees from Warrior and Rogue classes. Rending - Attack your foes from afar and sap their energy. Mending - Heal and cleanse yourself and even prepare a rite that can ward off death itself. Fending (generic) - Ward off enemy assaults, directing some damage to your stamina pool. Agile Combatant - Move across the battlefield with unmatched agility. Martial Arts - Master the art of unarmed fighting and gain bonus strikes from your attacks. Black Belt (locked) - Learn advanced fighting techniques to cripple your foes and react with finely honed reflexes. Transcending(locked) - Directly manipulate your foes' spirits to sap their energy and learn to project your spirit to assail all nearby foes. Follow one of the Six Ways with a set of class evolutions for the White Monk: Way of the Rushing Bull Way of the Flying Arrow Way of the Open Palm Way of the Arcane Flow Way of the Transcendent Spirit Way of the Hidden Viper Full details in the forum thread. 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:
Class: Wisp 1.7.0A new class, a psionic archer who starts with the powers of hypnosis, light telekinesis, and control over fabric. Class Talents Generic Talents There is also an evolution prodigy for this class, Incarnate Storm. Incompatible with https://te4.org/games/addons/tome/mv-greenwatch 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:
Ring Soul 1.7.2An Ring in bag when birth, there is a soul in the ring, you can talk with the soul This is a Chinese mod, will add english translation recently welcome any suggestions The main idea and code is from https://tieba.baidu.com/p/4420255944?red_tag=1967259920 Thanks to QAZ823005978 v1.8 v1.4.2 Done v1.3.2 v1.3 v1.2 v1.1及 之前 TODO LIST Items Vault 1.7.6Donators/Buyers bonus! Adventurer Mastery 1.7.2Changes the mastery of the Adventurer's talents to 1.3 and gives it 1 more category point, 2 extra talents points and 2 extra generics. Now, there are quite a few addons that do similar things, however they tend to overwrite the adventurer birth data, making them incompatible with other changes to the class. This addon should be compatible with either : Slightly More Adventurous : - https://te4.org/games/addons/tome/adven_addon - allows adventurer to use talents from classes that don't spawn on randbosses - still checks race/class compatibility so stonewarden talents are only for dwarf and undead cant get wilder talents Much More Adventurous : - temporarily incompatible (use previous version of this addon instead) - https://te4.org/games/addons/tome/every_tree - allows the adventurer to use every talents, including monster only and debug talent trees. - tends to have issues with classes from other addons due to the way it loads their data. Improved Adventurer : - https://te4.org/games/addons/tome/Improved_Adventurer - my own adventurer skill addon. - allows the adventurer to use talents from every race and class, including locked ones and those normaly incompatible with your character. - use this one if you use addons that add new classes/races and want their talents on an adventurer Note : use only one of those three. They are not compatible with eachother Rage Mage class 1.7.0Adds the Rage Mage class. The Rage Mage is an arcane/temporal caster that, when injured, gets too mad to cast and starts punching things. The Hammer of Urh'Rok: Part I 1.7.4The Hammer of Urh'Rok, Part I ((This Addon requires the Ashes of Urh'rok DLC)) In this timeline, the Scourge from the West died after using the Demonic Orb of Many Ways, giving the demons everything they needed to get through the planetary shield. As a Bringer of Doom in service to the demonic invasion, you will fight your way across a dozen new zones, uncover mysteries, pillage cities, join evil cults, and bring ruin to the land of Maj'Eyal. Future updates will bring better art, more variety, and all sorts of content. Now with 4 pieces of art by rexorcorum! Improved Adventurer 1.7.4Allows adventurers to use talent trees from every classes and races, including those from addons. This addon is designed as a more "addon friendly" alternative to Much more Adventurous. It takes talents directly from the subclass/subrace list so it should : - Bypass race/class compatibility - Take talents trees from NPC only classes/races - Ignore the locks Additionally, "undead/lich", "Cursed/Cursed Aura" and talents from the Fallen Paladin can also be selected. Talents from the Technomancer and the Thaumaturgist dont work without their respective prodigy, so if you want them I recommend this addon : https://te4.org/games/addons/tome/evolve_adven1 It should be compatible with most classes and races from other addons. Accurate Weapon Damage 1.7.0Makes the stats displayed when viewing a weapon's name more accurately reflect the damage it would deal if you were to wield it. Should not have any major compatibility issues with other addons. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Class: Hunted 1.7.4A stealthy Cursed class that uses unarmed attacks. Inspired by HousePet's Werebeast from the Verdant Class Pack. First and foremost, thank you to everyone in the Tales of Maj'Eyal Discord for all the coding help! --- Class Talents --- Cursed / Prowl (WIL) Cursed / Gore (WIL, Locked) Cursed / Endless hunt --- Generic Talents --- Technique / Combat training Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. 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 Gloom Blade undead race 1.7.4Adds a new undead race: Weight: 134953 CreditsWip- And all the other wonderful people on the Tome4 Discord! As in vanilla, all talent icons are from http://game-icons.net/ and licensed under CC-BY 3.0. Class icons are from https://opengameart.org/content/painterly-spell-icons-part-4 and https://opengameart.org/content/11-planet-sci-fi-set . Sounds: Changelog1.0.0 - Release 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 | Demons |
Mode | Insane Adventure |
Sex | Male |
Race | Drem |
Class | White Monk (Way of the Hidden Viper) |
Level / Exp | 42 / 54% |
Size | medium |
Lifes / Deaths | Killed by Ce'Nivea the copperhead snake at level 11 on the 43rd Steel 123rd year of Ascendancy at 07:27 3 / 4Killed by Emamina the honey tree at level 17 on the 45th Steel 123rd year of Ascendancy at 13:00 Killed by Ivawe the ink squid at level 22 on the 4th Gold 123rd year of Ascendancy at 12:50 Killed by thought-forged warrior at level 22 on the 4th Gold 123rd year of Ascendancy at 19:56 |
Primary Stats
Strength | 32 (base 13) |
Dexterity | 61 (base 51) |
Constitution | 22 (base 10) |
Magic | 29 (base 10) |
Willpower | 69 (base 54) |
Cunning | 81 (base 60) |
Resources
Life | 1169/1169 |
Stamina | 358/358 |
Steam | 100/100 |
Healing Factor | 1.1024166372473 |
Regeneration | 12.402187169032 |
Speed
Mental | +10% |
Attack | 0% |
Movement | +7.9842785009454% |
Spell | 0% |
Global | +108.7271786692% |
Vision
Sight | 10 |
Lite | 8 |
Infravision | 2 |
See Stealth | 11 |
See Invisible | 11 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Barehand
Damage | 125 |
Accuracy | 79 |
Crit Chance | 51% |
APR | 37 |
Speed | 0.73 |
Offense: Spell
Spellpower | 24 |
Crit Chance | 35% |
Speed | 1 |
Offense: Mind
Mindpower | 46 |
Crit Chance | 38% |
Speed | 1 |
Offense: Damage Bonus
Acid | +25% |
Blight | +15% |
Arcane | +8% |
Cold | +5% |
All | 0% |
Lightning | +13% |
Physical | +38% |
Mind | +15% |
Nature | +14% |
Offense: Damage Penetration
Physical | +34% |
Acid | +10% |
Defense: Base
Armour (hardiness) | 21 (69.687909656376%) |
Defense | 72 |
Ranged Defense | 72 |
Fatigue | 0 |
Physical Save | 28 |
Spell Save | 27 |
Mental Save | 47 |
Defense: Resistances
Lightning | + 26%( 70%) |
Nature | + 39%( 70%) |
Temporal | + 31%( 70%) |
Blight | + 25%( 70%) |
Acid | + 47%( 70%) |
Cold | + 41%( 70%) |
All | + 16%( 70%) |
Defense: Immunities
Stun Resistance | 20% |
Confusion Resistance | 10% |
Pinning Resistance | 21% |
Knockback Resistance | 27% |
Instadeath Resistance | 100% |
Blind Resistance | 20% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 301 life over 5 turns. Its effects scale with your Magic stat. |
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. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 651% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
Class Talents
Technique / Mending | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cunning / Stealth | 1.30 |
| 2/5 |
| 3/5 |
| 1/5 |
| 3/5 |
Technique / Martial Arts | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Cunning / Poisons | 1.30 |
| 2/5 |
| 2/5 |
| 5/5 |
| 2/5 |
Technique / Black Belt | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Transcending | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Technique / Agile Combatant | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Rending | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Race / Drem | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Fending | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cunning / Scoundrel | 1.30 |
| 2/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Measured Blows |
talent | Apply Poison |
talent | Leeching Poison |
talent | Numbing Poison |
Quests
The fearscape was in position. The armies were ready. The research was done. Then a vast horde of void creatures descended. Invaders InvadedFight them off, and take back the portal! The portal is secure once again. The invasion begins! | done |
Observation of the eyalites has identified a caravan carrying critical supplies into the Allied Kingdoms. Supply LinesIt will be travelling between the Iron Throne mountains and Last Hope. Make sure it never arrives. | done |
You've landed on Eyal. The BeachheadFirst, terminate any eyalite that might be an immediate threat. * The landing zone has been purged of eyalites. | done |
The peoples of Maj'Eyal are divided into many different kingdoms and organizations. Their power must be broken so that they may be punished properly. The Fall of Maj'EyalThe largest resistance is expected to come from the wizards of Angolwen. Khulmanar has taken the bulk of our forces to confront them. The Ambassador has been assigned to deal with scattered groups all throughout the northern reaches of Maj'Eyal. Your job will be to sabotage, assassinate, and destroy various targets to weaken the Eyalites. * The sher'tul-made horrors beneath the lake overwhelmed the imps, but you managed to recover their records. * It turns out that dwarves aren't Eyalites at all. The decision has been made to consider them fellow victims of the Sher'tul, and specialists dispatched to handle them appropriately. They seem quite responsive to offers of material goods... * One way or another, Derth lies in ruins. * In the southern forests is a hidden city of elves. Find a way to defeat them. * You must gather your strength before dealing with Last Hope. | active |
Three demons have been trapped on Eyal since the disaster. They could be useful to our cause. Seek them out. The Old OnesSeek out the wounded ancient Kryl-Feijan in his isolated crypt. Shassy'Kaish will help you. Probably. Seek out the ancient necromancer Walrog along the ocean shore. | active |
Equipment
On feet | Breezeonslaught (0 def, 3 armour) Breezeonslaught (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +3 Str +3 Con dps ---------- Crit.mult +10.00% Dmg.mod +6% nature Res.pen +10% physical Acc +25 (+5 eff.) On Hit (Melee): * 20% chance to slow global speed by 56% ----- def ----- Armour +3 Resists +12% nature ---------- misc Stam/turn +2.00 Rush: Puts all charms on 25 cooldown Level 3.0 Pwr.cost 25 out of 25/25. Range 8 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
On hands | Isethra (30 def, 5 armour) Isethra (30 def, 5 armour)1.0 T4 hands armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +5 Mag dps ---------- Phys.crit +13.0% Spell.crit +13% Mind.crit +16% Crit.mult +10.00% Dmg.mod +8% arcane +6% physical Acc +15 (+3 eff.) ----- def ----- Armour +5 Defense +30 (+8 eff.) HP.reg +4.00 ---------- misc Stam/turn +2.50 Max.stam +23.00 Unarmed combat: Power 33.0 - 36.3 Physical Uses 60% Wil, 60% Dex Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +14.0% Atk.spd 125% Melee+ +12 arcane On Crit.r2 +11 arcane On Hit: 10% Nightmare 5 On Crit: 20% Cripple 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
On head | dwarven-steel helm 'Galyregorek' (10 def, 4 armour) dwarven-steel helm 'Galyregorek' (10 def, 4 armour) 3.0 T3 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +15 Cun +3 Con dps ---------- Phys.pwr +20 (+5 eff.) Dmg.mod +12% physical ----- def ----- Armour +4 Defense +10 (+3 eff.) Fatigue +4% Mind.save +15 (+5 eff.) ---------- misc Stam/turn +2.00 Stam/ret +1.30 Equi/ret +1.90 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | Falylagen the dwarven-steel pickaxe (dig speed 30 turns) Falylagen the dwarven-steel pickaxe (dig speed 30 turns)3.0 T3 digger tool [Rare] Nature While equipped: Stats +2 Str dps ---------- Crit.mult +20.00% Phys.pwr +25 (+6 eff.) Dmg.mod +8% nature +15% blight ----- def ----- Resists +12% nature Die.at -40.00 life ---------- misc Max.mana +40.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | gold ring 'Emelimira' gold ring 'Emelimira'0.1 T3 ring jewelry [Rare] Psionic While equipped: Stats +4 Wil dps ---------- Phys.crit +3.0% Crit.mult +10.00% Dmg.mod +15% mind Apr +7 ----- def ----- Mind.save +8 (+3 eff.) Rings make your fingers look great! |
On fingers | gold ring of pilfering gold ring of pilfering0.1 T3 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +11 (+2 eff.) Apr +10 ----- def ----- Defense +8 (+2 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
Around neck | Unrukhad the gold amulet Unrukhad the gold amulet0.1 T3 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +3 Dex +2 Mag +5 Wil +6 Cun dps ---------- Phys.pwr +7 (+2 eff.) Phys.spd +10% Dmg.mod +7% physical ----- def ----- Resists +18% temporal Pinning- +22% Knockbk- +27% Amulets make your neck look great! |
Main armor | stormwoven silk robe of corrosion (+12%) (0 def, 0 armour) stormwoven silk robe of corrosion (+12%) (0 def, 0 armour)2.0 T4 cloth armor [Ego+] Nature While equipped: Stats +6 Str +5 Mag +7 Wil dps ---------- Dmg.mod +13% lightning +13% physical +25% acid +5% cold ----- def ----- Resists +12% lightning +9% cold +37% acid +13% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Light source | Voraldassra Voraldassra1.0 T3 lite [Random Unique] Nature/Master/Psionic While equipped: Stats +3 Con ----- def ----- Resists +10% blight +3% nature Crit.chn- 5.00% Mind.save +8 (+3 eff.) Die.at -40.00 life HP.reg +7.00 Blind- +20% Confus- +10% Stun/Frz- +20% ---------- misc Light +8 See.Stealth +11 See.Invis +11 A normal brass lantern, enhanced by alchemy to make it brighter. |
Cloak | Eremodunayon (2 def, 9 armour) Eremodunayon (2 def, 9 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +4 Dex dps ---------- Phys.pwr +30 (+7 eff.) Acc +25 (+5 eff.) Melee Ret 4 physical ----- def ----- Armour +9 Defense +2 (+1 eff.) Resists +20% cold Phys.save +18 (+9 eff.) Die.at -80.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around waist | Airwill the hardened leather belt Airwill the hardened leather belt 1.0 T3 belt armor [Rare] Nature While equipped: Stats +5 Str +2 Dex +5 Mag +2 Con dps ---------- Res.pen +10% acid Melee Ret 8 lightning ----- def ----- Fatigue -20% Max.HP +54.00 ---------- misc Max.enc +50 Infravis +2 A belt that goes around your waist. |
Inventory
medical injector implant (efficiency 133% / cooldown 94%) medical injector implant (efficiency 133% / cooldown 94%)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 133% efficiency and cooldown mod of 94%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant (steam 13) steam generator implant (steam 13)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 29 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 13.2 steam per turn. Can be activated for an instant burst of 66 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
regeneration infusion (heal 239; 12 cd) regeneration infusion (heal 239; 12 cd)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Won't Break Stealth 100% Is a nature gift Description: Activate the infusion to heal yourself for 239 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the duelist (heal 427; 15 cd) regeneration infusion of the duelist (heal 427; 15 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Won't Break Stealth 100% Is a nature gift Description: Activate the infusion to heal yourself for 427 life over 5 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
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..." |
shatter afflictions rune (absorb 52; cd 20) shatter afflictions rune (absorb 52; cd 20)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 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 52 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. |
shatter afflictions rune (absorb 62; cd 21) shatter afflictions rune (absorb 62; cd 21)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to 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 62 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. |
teleportation rune (range 49; cd 10) teleportation rune (range 49; cd 10)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Won't Break Stealth 100% Is a spell Description: Activate the rune to teleport randomly in a range of 49 with a minimum range of 15. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Air Recycler schematic: Air Recycler0.1 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: Back Support schematic: Back Support0.1 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: Deflection Field schematic: Deflection Field0.1 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: Iron Grip 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. |
schematic: Itching Powder schematic: Itching 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. |
2 schematic: Magnetic Shell 2 schematic: Magnetic 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. |
2 schematic: Mental Stimulator 2 schematic: Mental Stimulator0.1 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: Pain Suppressor Salve schematic: Pain Suppressor 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. |
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: Shocking Touch schematic: Shocking Touch0.1 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: Solid Shell schematic: Solid 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: Water Salve schematic: Water 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. |
Cyrirathra the Purecrypt Cyrirathra the Purecrypt0.1 T3 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +6% nature ----- def ----- Defense +10 (+3 eff.) Resists +4% physical +3% light +10% fire +3% nature +16% cold Confus- +10% Def/telep +5 Res/telep +5% Dur/telep +5% Amulets make your neck look great! |
Serpentquell the steel amulet Serpentquell the steel amulet0.1 T2 amulet jewelry [Rare] Arcane While equipped: Stats +2 Wil +3 Mag dps ---------- Mind.crit +5% Crit.mult +20.00% Mind.pwr +10 (+4 eff.) S.pwr/crit +3 Dmg.mod +15% nature ----- def ----- Resists +12% nature ---------- misc Mana/turn +0.24 Max.mana +32.00 Max.hate +8.00 Max.psi +20.00 Amulets make your neck look great! |
mindweaver's stralite amulet mindweaver's stralite amulet0.1 T4 amulet jewelry [Ego+] Psionic While equipped: Stats +3 Wil dps ---------- Mind.pwr +9 (+3 eff.) ----- def ----- Mind.save +9 (+3 eff.) Confus- +18% Amulets make your neck look great! |
stralite amulet of the eclipse stralite amulet of the eclipse0.1 T4 amulet jewelry [Ego+] Arcane While equipped: dps ---------- Melee+ 10 light 7 darkness Dmg.mod +10% light +9% darkness On Melee Ret: * 9% chance to reduce damage dealt by 24% * 9% chance to blind Amulets make your neck look great! |
stralite amulet of vision stralite amulet of vision0.1 T4 amulet jewelry [Ego+] Nature While equipped: ----- def ----- Blind- +18% ---------- misc Infravis +2 Sight +2 See.Invis +10 Amulets make your neck look great! |
vitalizing stralite amulet of willpower (+4) vitalizing stralite amulet of willpower (+4)0.1 T4 amulet jewelry [Ego+] Nature While equipped: Stats +4 Wil +4 Con ----- def ----- Phys.save +12 (+6 eff.) Max.HP +52.00 HP.reg +5.00 Amulets make your neck look great! |
Betelravea Betelravea0.1 T2 ring jewelry [Random Unique] Arcane/Nature While equipped: Stats +4 Cun +2 Mag dps ---------- Spell.pwr +5 (+3 eff.) Dmg.mod +10% acid Res.pen +15% arcane ----- def ----- Resists +20% acid +3% lightning Spell.save +6 (+3 eff.) Mind.save +3 (+1 eff.) Silence- +22% ---------- misc Mana/turn +0.13 Rings make your fingers look great! |
Hailwhisper Hailwhisper0.1 T2 ring jewelry [Rare] Master While equipped: Stats +6 Str +5 Con dps ---------- Crit.mult +15.00% Phys.pwr +9 (+2 eff.) Spell.pwr +20 (+10 eff.) S.pwr/crit +8 Res.pen +20% cold ---------- misc Max.mana +80.00 Rings make your fingers look great! |
Hilatharegohor the copper ring Hilatharegohor the copper ring0.1 T1 ring jewelry [Rare] Master While equipped: Stats +8 Dex dps ---------- Spell.crit +2% Res.pen +5% arcane ----- def ----- Spell.save +3 (+1 eff.) HP.reg +2.00 Stun/Frz- +23% Rings make your fingers look great! |
Layirin the Furnacequeen Layirin the Furnacequeen0.1 T3 ring jewelry [Rare] Nature While equipped: dps ---------- Mind.crit +2% Crit.mult +10.00% Dmg.mod +10% lightning +6% mind Melee Ret 8 fire ----- def ----- Resists +20% lightning ---------- misc Psi/ret +0.32 Rings make your fingers look great! |
Nerutha the copper ring Nerutha the copper ring0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +1 Dex +3 Con dps ---------- Phys.crit +1.0% Dmg.mod +10% mind Res.pen +10% mind Apr +3 ----- def ----- Resists +10% mind +2% physical Rings make your fingers look great! |
Relginarihell Relginarihell0.1 T2 ring jewelry [Rare] Master While equipped: Stats +4 Str ----- def ----- Armour +20 Resists +6% lightning +9% fire Poison- +20% Cut- +20% Def/telep +5 Res/telep +5% Dur/telep +5% Rings make your fingers look great! |
stralite ring of darkness (+30%) stralite ring of darkness (+30%)0.1 T4 ring jewelry [Ego] Arcane While equipped: dps ---------- Dmg.mod +15% darkness ----- def ----- Resists +30% darkness Rings make your fingers look great! |
stralite ring of nature (+28%) stralite ring of nature (+28%)0.1 T4 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +14% nature ----- def ----- Resists +28% nature Rings make your fingers look great! |
stralite ring of pilfering stralite ring of pilfering0.1 T4 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +12 (+2 eff.) Apr +11 ----- def ----- Defense +10 (+3 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
treant's stralite ring treant's stralite ring0.1 T4 ring jewelry [Ego+] Nature While equipped: ----- def ----- Resists +11% nature +9% blight Poison- +14% Disease- +18% Rings make your fingers look great! |
warrior's copper ring of lightning (+20%) warrior's copper ring of lightning (+20%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Dmg.mod +10% lightning ----- def ----- Armour +6 Resists +20% lightning Rings make your fingers look great! |
blazebringer's voratun battleaxe of massacre (64 - 96 damage, 4 apr) blazebringer's voratun battleaxe of massacre (64 - 96 damage, 4 apr)3.0 T5 battleaxe 2H weapon Reqs Str 48 [Ego+] Nature/Master Power 68.5 - 102.8 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% On Crit.r2 +7 fire While equipped: dps ---------- All.spd +8% Res.pen +17% fire Massive two-handed battleaxes. |
stralite battleaxe 'Barunaridas' (53 - 80 damage, 3 apr) stralite battleaxe 'Barunaridas' (53 - 80 damage, 3 apr)3.0 T4 battleaxe 2H weapon Reqs Str 35 [Rare] Master Power 41.5 - 62.2 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +7.5% Atk.spd 100% Melee+ +8 mind On Hit.r1 +16 mind On Crit: * Wound the target dealing 269 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +19.0% Crit.mult +10.00% Phys.pwr +12 (+3 eff.) Dmg.mod +6% mind Res.pen +25% mind ----- def ----- Resists +18% blight Massive two-handed battleaxes. |
thought-forged voratun battleaxe of the mystic (60 - 90 damage, 4 apr) thought-forged voratun battleaxe of the mystic (60 - 90 damage, 4 apr)3.0 T5 battleaxe 2H weapon Reqs Str 48 [Ego] Arcane/Psionic Power 58.0 - 87.0 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% Melee+ +20 mind On Hit: * 21% chance to reduce all saves and defense by 29 While equipped: Stats +9 Mag +18 Wil +10 Cun dps ---------- Spell.pwr +13 (+7 eff.) Massive two-handed battleaxes. |
Goreward (58 - 76 damage, 9 apr) Goreward (58 - 76 damage, 9 apr)1.0 T4 dagger 1H weapon [Rare] Master Power 43.0 - 55.9 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% Melee+ +16 nature On Hit.r1 +8 nature On Crit.r2 +4 temporal While equipped: Stats +5 Con dps ---------- Dmg.mod +12% temporal Melee Ret 8 temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Crit.chn- 15.00% Sharp, short and deadly. |
inquisitor's voratun dagger of dampening (56 - 73 damage, 9 apr) inquisitor's voratun dagger of dampening (56 - 73 damage, 9 apr)1.0 T5 dagger 1H weapon [Ego+] Disrupt Power 38.5 - 50.1 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Crit: * Deals 79 Manaburn damage and puts 1 random spell talent on cooldown for 4 turns (checks Confusion immunity) While equipped: ----- def ----- Resists +11% acid +12% lightning +12% cold +10% fire +5% all Spell.save +7 (+3 eff.) Sharp, short and deadly. |
warbringer's stralite dagger (51 - 66 damage, 9 apr) warbringer's stralite dagger (51 - 66 damage, 9 apr)1.0 T4 dagger 1H weapon [Ego+] Master Power 29.0 - 37.7 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% While equipped: Stats +4 Con dps ---------- Phys.pwr +7 (+2 eff.) Res.pen +9% physical ----- def ----- Disarm- +21% Sharp, short and deadly. |
blazebringer's stralite greatsword of torment (57 - 91 damage, 3 apr) blazebringer's stralite greatsword of torment (57 - 91 damage, 3 apr)3.0 T4 greatsword 2H weapon Reqs Str 35 [Ego++] Nature/Psionic Power 49.5 - 79.2 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% On Crit.r2 +40 fire On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: dps ---------- All.spd +6% Res.pen +17% fire Massive two-handed swords. |
truestriking stralite greatsword of rage (56 - 89 damage, 3 apr) truestriking stralite greatsword of rage (56 - 89 damage, 3 apr)3.0 T4 greatsword 2H weapon Reqs Str 35 [Ego++] Master Power 47.5 - 76.0 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% While equipped: Stats +2 Str dps ---------- Dmg.mod +13% physical Res.pen +13% physical Acc +31 (+6 eff.) Apr +16 Massive two-handed swords. |
idol's dragonbone longbow of piercing idol's dragonbone longbow of piercing4.0 T5 longbow 2H weapon Reqs Shoot [Ego+] Master/Psionic Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 While equipped: dps ---------- Mind.pwr +18 (+6 eff.) Res.pen +11% all Acc +20 (+4 eff.) Apr +15 ----- def ----- HP.reg +2.00 Longbows are used to shoot arrows at your foes. |
Perseverance (50 - 70 damage, 9 apr) Perseverance (50 - 70 damage, 9 apr)3.0 T3 longsword 1H weapon [Unique] Disrupt It is said perseverance comes hand in hand with dedication. Power 31.0 - 43.4 Physical Uses 20% Wil, 90% Str Acc+ +0.4% crit mult (max 40%) Apr +9 Crit +12.0% Atk.spd 100% Melee+ +15 manaburn arcane On Crit: * restore 7 stamina and equilibrium While equipped: ----- def ----- Spell.save +18 (+9 eff.) Confus- +30% Stun/Frz- +10% It is said that the preferred weapons of the krog is a mace in one hand and a sword in the other. One hand to spread the message of the Zigurath, the other to see that message through to the end. The sword symbolizes the krogs committment to their task of fighting against the forces of the arcane. With each slash the krog would endevor to continue, until at last their opponents would fall. |
acidic stralite longsword of projection (46 - 65 damage, 5 apr) acidic stralite longsword of projection (46 - 65 damage, 5 apr)3.0 T4 longsword 1H weapon Reqs Str 35 [Ego+] Arcane/Psionic Power 33.5 - 46.9 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) On Crit: * Splash the target with acid dealing 64 damage over 5 turns and reducing armor and accuracy by 8 Sharp, long, and deadly. |
chilling dwarven-steel longsword of rage (40 - 57 damage, 4 apr) chilling dwarven-steel longsword of rage (40 - 57 damage, 4 apr)3.0 T3 longsword 1H weapon [Ego+] Arcane/Master Power 22.0 - 30.8 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% Melee+ +14 cold While equipped: Stats +5 Str dps ---------- Dmg.mod +8% physical Acc +13 (+3 eff.) Sharp, long, and deadly. |
plaguebringer's stralite longsword (45 - 64 damage, 5 apr) plaguebringer's stralite longsword (45 - 64 damage, 5 apr)3.0 T4 longsword 1H weapon Reqs Str 35 [Ego+] Arcane Power 31.5 - 44.1 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% Melee+ +10 blight On Hit: 20% Epidemic 4 On Hit: * 10% chance to reduce strength, dexterity, and constitution by 14 While equipped: ----- def ----- Disease- +19% Sharp, long, and deadly. |
enhanced voratun mace of massacre (55 - 77 damage, 6 apr) enhanced voratun mace of massacre (55 - 77 damage, 6 apr)3.0 T5 mace 1H weapon Reqs Str 48 [Ego+] Nature/Master Power 55.0 - 77.0 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% While equipped: Stats +7 Str +9 Dex +9 Mag +7 Wil +4 Cun +7 Con Blunt and deadly. |
plaguebringer's voratun mace (52 - 73 damage, 6 apr) plaguebringer's voratun mace (52 - 73 damage, 6 apr)3.0 T5 mace 1H weapon Reqs Str 48 [Ego+] Arcane Power 46.0 - 64.4 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% Melee+ +9 blight On Hit: 20% Epidemic 5 On Hit: * 6% chance to reduce strength, dexterity, and constitution by 14 While equipped: ----- def ----- Disease- +20% Blunt and deadly. |
gifted living mindstar of sand (46 - 51 damage, 40 apr, nature damage) gifted living mindstar of sand (46 - 51 damage, 40 apr, nature damage)3.0 T5 mindstar 1H weapon [Ego+] Nature Power 16.5 - 18.2 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +18 (+6 eff.) Melee+ 17 physical Dmg.mod +7% physical Res.pen +11% physical ----- def ----- Resists +6% physical ---------- 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. |
hateful pulsing mindstar of balance (44 - 49 damage, 32 apr, nature damage) hateful pulsing mindstar of balance (44 - 49 damage, 32 apr, nature damage)3.0 T4 mindstar 1H weapon [Ego+] Nature/Psionic Power 14.0 - 15.4 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 (+3 eff.) Dmg.mod +8% mind +5% darkness Res.pen +10% mind +11% darkness ----- def ----- Phys.save +2 (+1 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) ---------- misc Equi/ret +1.30 Max.hate +4.00 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. |
nature's pulsing mindstar of disruption (44 - 48 damage, 32 apr, nature damage) nature's pulsing mindstar of disruption (44 - 48 damage, 32 apr, nature damage)3.0 T4 mindstar 1H weapon [Ego+] Nature/Disrupt 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% Against +13% 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% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) Dmg.mod +6% nature ----- def ----- Resists +5% blight Disease- +14% ---------- 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. |
thorny mindstar of gales (37 - 41 damage, 24 apr, nature damage) thorny mindstar of gales (37 - 41 damage, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Ego+] Nature Power 7.5 - 8.2 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) Dmg.mod +4% lightning +9% cold +10% physical ----- def ----- Defense +12 (+3 eff.) Pinning- +16% ---------- 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. |
blighted elven-wood vilestaff of greater warding (38 - 45 damage, 5 apr, acid element) blighted elven-wood vilestaff of greater warding (38 - 45 damage, 5 apr, acid element)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: dps ---------- Spell.crit +13% Spell.pwr +16 (+8 eff.) Dmg.mod +25% acid ----- def ----- Armour +8 Defense +9 (+3 eff.) ---------- misc Vim/s.crit +3.00 Max.vim +16.00 Wards +3 acid Talents +3 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
earthen yew vilestaff of the prodigy (35 - 42 damage, 4 apr, fire element) earthen yew vilestaff of the prodigy (35 - 42 damage, 4 apr, fire element)5.0 T3 staff 2H weapon [Ego+] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +7 Mag +8 Wil +11 Cun dps ---------- Spell.crit +3% Spell.pwr +9 (+5 eff.) S.pwr/crit +7 Dmg.mod +20% fire ----- def ----- Armour +2 Hardiness +6% Phys.save +5 (+2 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
infernal elven-wood magestaff (38 - 45 damage, 5 apr, lightning element) infernal elven-wood magestaff (38 - 45 damage, 5 apr, lightning element)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: dps ---------- Spell.crit +4% Crit.mult +20.00% Spell.pwr +16 (+8 eff.) Melee+ 23 fire Dmg.mod +25% lightning ---------- misc See.Invis +13 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
magewarrior's short elven-wood starstaff (38 - 45 damage, 5 apr, temporal element) magewarrior's short elven-wood starstaff (38 - 45 damage, 5 apr, temporal element)5.0 T4 staff 1H weapon Reqs Mag 35 [Ego+] Master Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +5.0% Spell.crit +7% Phys.pwr +9 (+2 eff.) Spell.pwr +18 (+9 eff.) Dmg.mod +25% temporal Acc +9 (+2 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
shimmering elven-wood magestaff of fate (38 - 45 damage, 5 apr, lightning element) shimmering elven-wood magestaff of fate (38 - 45 damage, 5 apr, lightning element)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: dps ---------- Spell.crit +8% Spell.pwr +12 (+6 eff.) Dmg.mod +25% lightning ----- def ----- Phys.save +11 (+5 eff.) Spell.save +7 (+3 eff.) Mind.save +8 (+3 eff.) ---------- misc Mana/turn +0.21 Max.mana +59.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
blazebringer's voratun steamgun of piercing blazebringer's voratun steamgun of piercing4.0 T5 steamgun 1H weapon Reqs Shoot [Ego++] Nature/Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +15 Atk.spd 100% Range +10 Proj.spd +600% On Crit.r2 +19 fire Uses 2.0 Steam While equipped: dps ---------- All.spd +4% Res.pen +11% all +17% fire Acc +17 (+3 eff.) Apr +9 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
stralite steamgun of lightning stralite steamgun of lightning4.0 T4 steamgun 1H weapon Reqs Shoot [Ego] Arcane/Steamtech Acc+ +0.2% base dam (max 20%) Apr +12 Atk.spd 100% Range +9 Proj.spd +600% Ranged+ +16 lightning Uses 2.0 Steam While equipped: dps ---------- Dmg.mod +13% lightning Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
arcing stralite steamsaw of the stars (44 - 66 damage, 0 apr) arcing stralite steamsaw of the stars (44 - 66 damage, 0 apr)3.0 T4 steamsaw 1H weapon Reqs Str 35 [Ego+] Arcane/Steamtech Power 28.5 - 42.8 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +4.0% Atk.spd 100% Block +65 On Hit: * 25% chance for lightning to strike from the target to a second target dealing 38 damage Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +5 Cun +8 Mag dps ---------- Dmg.mod +14% light +12% darkness ----- def ----- Armour +5 Defense +8 (+2 eff.) Fatigue +10% Resists +12% light +15% darkness ---------- 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! |
slime-covered stralite steamsaw of enduring (45 - 67 damage, 0 apr) slime-covered stralite steamsaw of enduring (45 - 67 damage, 0 apr)3.0 T4 steamsaw 1H weapon Reqs Str 35 [Ego+] Nature/Disrupt/Steamtech Power 30.5 - 45.8 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +4.0% Atk.spd 100% Block +73 On Hit: * 14% chance to slow global speed by 56% Uses 1.0 Steam While equipped: Stats +10 Con +9 Wil ----- def ----- Armour +5 Defense +8 (+2 eff.) Fatigue +10% Max.HP +51.00 ---------- 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! |
stralite steamsaw (46 - 69 damage, 0 apr) stralite steamsaw (46 - 69 damage, 0 apr)3.0 T4 steamsaw 1H weapon Reqs Str 35 [Normal] Steamtech Power 32.0 - 48.0 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +4.0% Atk.spd 100% Block +74 Uses 1.0 Steam While equipped: ----- def ----- Armour +5 Defense +8 (+2 eff.) Fatigue +10% ---------- 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! |
swashbuckler's stralite steamsaw (45 - 67 damage, 0 apr) swashbuckler's stralite steamsaw (45 - 67 damage, 0 apr)3.0 T4 steamsaw 1H weapon Reqs Str 35 [Ego+] Master/Steamtech Power 30.5 - 45.8 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +4.0% Atk.spd 100% Block +65 Uses 1.0 Steam While equipped: Stats +8 Str +3 Dex dps ---------- Acc +12 (+2 eff.) ----- def ----- Armour +5 Defense +8 (+2 eff.) Fatigue +10% ---------- 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! |
flaming orite trident of phasing (53 - 85 damage, 27 apr) flaming orite trident of phasing (53 - 85 damage, 27 apr)3.0 T4 trident 2H weapon Reqs Str 35 [Ego] Arcane Power 41.0 - 65.6 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +27 Crit +3.5% Atk.spd 100% Phasing +20% On Hit.r1 +14 fire A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
Amadig the stralite waraxe (55 - 77 damage, 5 apr) Amadig the stralite waraxe (55 - 77 damage, 5 apr)3.0 T4 waraxe 1H weapon Reqs Str 35 [Rare] Master Power 53.5 - 74.9 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +9.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +5.0% ----- def ----- Resists +2% physical +5% arcane +20% light One-handed war axes. |
hateful voratun waraxe of crippling (49 - 69 damage, 6 apr) hateful voratun waraxe of crippling (49 - 69 damage, 6 apr)3.0 T5 waraxe 1H weapon Reqs Str 48 [Ego+] Master/Psionic Power 39.5 - 55.3 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Melee+ +12 darkness Against +10% Living On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +9.0% One-handed war axes. |
slime-covered stralite waraxe of dampening (46 - 65 damage, 5 apr) slime-covered stralite waraxe of dampening (46 - 65 damage, 5 apr)3.0 T4 waraxe 1H weapon Reqs Str 35 [Ego] Disrupt Power 33.0 - 46.2 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% On Hit: * 9% chance to slow global speed by 56% While equipped: ----- def ----- Resists +11% acid +13% lightning +11% cold +11% fire +5% all Spell.save +8 (+4 eff.) One-handed war axes. |
Ce'Namina Ce'Namina1.0 T3 belt armor [Rare] Master While equipped: ----- def ----- Defense +27 (+7 eff.) Resists +12% acid +12% fire Stealth +8 HP.reg +2.00 Cut- +20% A belt that goes around your waist. |
Galesage Galesage1.0 T1 belt armor [Rare] Psionic While equipped: Stats +3 Cun dps ---------- Mind.pwr +3 (+1 eff.) Dmg.mod +6% lightning On Hit (Melee): * 10% chance to slow global speed by 56% ----- def ----- Resists +6% nature Crit.chn- 10.00% Phys.save +5 (+2 eff.) A belt that goes around your waist. |
Islylema the rough leather belt Islylema the rough leather belt1.0 T1 belt armor [Rare] Arcane While equipped: Stats +1 Dex dps ---------- Phys.crit +2.0% Apr +1 ----- def ----- Fatigue -4% ---------- misc Max.enc +22 A belt that goes around your waist. |
hardened leather belt of unlife hardened leather belt of unlife1.0 T3 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +5% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
rough leather belt of carrying rough leather belt of carrying1.0 T1 belt armor [Ego] Arcane While equipped: ----- def ----- Fatigue -4% ---------- misc Max.enc +25 A belt that goes around your waist. |
Durodurig the linen cloak (1 def, 0 armour) Durodurig the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Res.pen +5% physical Acc +5 (+1 eff.) ----- def ----- Defense +1 (+1 eff.) Resists +9% fire Max.HP +33.00 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 mindcraft (2 def, 0 armour) cashmere cloak of mindcraft (2 def, 0 armour)2.0 T3 cloak armor [Ego+] Psionic While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.crit +6% ----- def ----- Defense +2 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
murderer's cashmere cloak of implacability (2 def, 0 armour) murderer's cashmere cloak of implacability (2 def, 0 armour)2.0 T3 cloak armor [Ego++] Nature/Master While equipped: Stats +3 Cun +2 Dex dps ---------- Acc +6 (+1 eff.) Apr +5 ----- def ----- Defense +2 (+1 eff.) Phys.save +11 (+5 eff.) Mind.save +8 (+3 eff.) Die.at -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
regal linen cloak (1 def, 0 armour) regal linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Ego] Psionic While equipped: Stats +3 Wil ----- def ----- Defense +1 (+1 eff.) Mind.save +5 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
resilient cashmere cloak of fog (8 def, 0 armour) resilient cashmere cloak of fog (8 def, 0 armour)2.0 T3 cloak armor [Ego+] Nature While equipped: ----- def ----- Defense +8 (+2 eff.) Resists +13% light +15% fire Stealth +6 Max.HP +36.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
resilient linen cloak (1 def, 0 armour) resilient linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Ego] Nature While equipped: ----- def ----- Defense +1 (+1 eff.) Max.HP +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Vorybretha the cashmere robe (5 def, 5 armour) Vorybretha the cashmere robe (5 def, 5 armour)2.0 T3 cloth armor [Random Unique] Arcane/Psionic While equipped: Stats +2 Wil +5 Mag dps ---------- Dmg.mod +8% acid +7% physical +16% light +11% cold +22% mind +8% fire ----- def ----- Armour +5 Defense +5 (+2 eff.) Resists +13% acid +12% physical +7% light +8% darkness +12% fire +13% cold +13% mind +11% all Mind.save +3 (+1 eff.) Max.HP +37.00 ---------- misc Max.hate +6.00 Light +2 Cooldown Refit Golem -4 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
ancient silk robe of power (0 def, 0 armour) ancient silk robe of power (0 def, 0 armour)2.0 T4 cloth armor [Ego++] Arcane While equipped: Stats +5 Mag dps ---------- Spell.pwr +14 (+7 eff.) Dmg.mod +21% physical +9% temporal +13% all Res.pen +13% temporal +11% physical ----- def ----- Resists +13% all Anom.red +11 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
elven-silk robe of Linaniil (0 def, 0 armour) elven-silk robe of Linaniil (0 def, 0 armour)2.0 T5 cloth armor [Ego+] Arcane While equipped: dps ---------- Spell.crit +6% Spell.pwr +26 (+13 eff.) ----- def ----- Resists +15% all ---------- misc Mana/turn +0.11 Max.mana +57.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe 'Stormwrack' (0 def, 0 armour) woollen robe 'Stormwrack' (0 def, 0 armour)2.0 T2 cloth armor [Rare] Nature While equipped: Stats +3 Dex +4 Cun +6 Con dps ---------- Dmg.mod +18% lightning +17% physical ----- def ----- Resists +17% physical +9% cold +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Glacierglamour the pair of iron boots (15 def, 3 armour) Glacierglamour the pair of iron boots (15 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Phys.crit +1.0% Acc +10 (+2 eff.) ----- def ----- Armour +3 Defense +15 (+4 eff.) Fatigue +2% Resists +3% mind +9% cold Phys.save +9 (+4 eff.) HP.reg +2.00 Heal.mod +11% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Gunyromibers (0 def, 3 armour) Gunyromibers (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +2 Str +2 Mag +1 Wil +3 Cun dps ---------- Res.pen +5% mind ----- def ----- Armour +3 Fatigue +2% Resists +6% lightning +6% temporal Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Shinepain (0 def, 3 armour) Shinepain (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +3 Cun dps ---------- Dmg.mod +6% light Phasing +30% Melee Ret 8 arcane ----- def ----- Armour +3 Fatigue -7% Phys.save +10 (+5 eff.) Spell.save +15 (+7 eff.) ---------- misc Max.enc +38 Mana/turn +0.16 Mana/s.crit +2.00 A pair of boots made of leather. |
miner's pair of hardened leather boots of tirelessness (0 def, 6 armour) miner's pair of hardened leather boots of tirelessness (0 def, 6 armour)2.0 T3 feet armor [Ego] Master While equipped: ----- def ----- Armour +6 ---------- misc Stam/turn +0.70 Max.stam +19.00 Infravis +1 A pair of boots made of leather. |
pair of rough leather boots of speed (0 def, 1 armour) pair of rough leather boots of speed (0 def, 1 armour)2.0 T1 feet armor [Ego] Arcane While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +1 A pair of boots made of leather. |
scholar's pair of hardened leather boots of speed (0 def, 3 armour) scholar's pair of hardened leather boots of speed (0 def, 3 armour)2.0 T3 feet armor [Ego] Arcane While equipped: dps ---------- Spell.pwr +5 (+3 eff.) Mov.spd +25% ----- def ----- Armour +3 A pair of boots made of leather. |
Steam Powered Gauntlets (0 def, 12 armour) Steam Powered Gauntlets (0 def, 12 armour)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% Unarmed combat: Power 36.0 - 50.4 Physical Uses 60% Wil, 60% Dex Acc+ +0.2% base dam (max 20%) Apr +10 Crit +10.0% Atk.spd 100% Gauntlets. But with steam power! |
cinder iron gauntlets (0 def, 1 armour) cinder iron gauntlets (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego] Nature While equipped: dps ---------- Melee+ 6 fire Dmg.mod +4% fire ----- def ----- Armour +1 Fatigue +1% Resists +5% fire Unarmed combat: Power 11.5 - 16.1 Physical Uses 60% Wil, 60% Dex Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.0% Atk.spd 100% On Crit.r2 +5 fire On Hit: 10% Fire Breath 1 Metal gloves protecting the hands up to the middle of the lower arm. |
iron gauntlets (0 def, 1 armour) iron gauntlets (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +1 Fatigue +1% Unarmed combat: Power 9.0 - 12.6 Physical Uses 60% Wil, 60% Dex Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.0% Atk.spd 100% Metal gloves protecting the hands up to the middle of the lower arm. |
naturalist's dwarven-steel gauntlets of strength (+4) (0 def, 2 armour) naturalist's dwarven-steel gauntlets of strength (+4) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +4 Str dps ---------- Phys.pwr +10 (+2 eff.) Melee+ 9 nature Dmg.mod +7% nature ----- def ----- Armour +2 Fatigue +3% Resists +7% nature Unarmed combat: Power 24.5 - 34.3 Physical Uses 60% Wil, 60% Dex Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 100% On Crit.r2 +7 nature On Hit: 10% Venomous Breath 3 Metal gloves protecting the hands up to the middle of the lower arm. |
rough leather gloves (0 def, 1 armour) rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Normal] While equipped: ----- def ----- Armour +1 Unarmed combat: Power 8.5 - 9.4 Physical Uses 60% Wil, 60% Dex Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 125% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Arthantir (5 def, 3 armour) Arthantir (5 def, 3 armour)2.0 T1 head armor [Rare] Master While equipped: ----- def ----- Armour +3 Defense +5 (+2 eff.) Fatigue +1% Resists +3% blight +5% arcane Max.HP +40.00 ---------- misc Infravis +2 A cap made of leather. |
Isitira (0 def, 3 armour) Isitira (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +5 Dex +5 Wil +3 Cun dps ---------- Mind.pwr +3 (+1 eff.) Res.pen +5% mind ----- def ----- Armour +3 Fatigue +5% ---------- misc Equi/ret +0.04 Infravis +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
bladed drakeskin leather hat (0 def, 5 armour) bladed drakeskin leather hat (0 def, 5 armour)2.0 T5 head armor [Ego+] Master While equipped: Stats +7 Str ----- def ----- Armour +5 Fatigue +5% Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 282.5 Physical damage. If the attack hits, the target is confused (40% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A hat made of leather. Very stylish. |
dwarven-steel helm 'Dazzlespike' (0 def, 4 armour) dwarven-steel helm 'Dazzlespike' (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +6 Con dps ---------- Dmg.mod +9% lightning +18% light On Hit (Melee): * 20% chance to reduce all saves and defense by 29 ----- def ----- Armour +4 Fatigue +4% Resists +12% lightning +6% light +12% mind ---------- misc Light +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
grounding hardened leather cap of trickery (0 def, 3 armour) grounding hardened leather cap of trickery (0 def, 3 armour)2.0 T3 head armor [Ego+] Nature/Master While equipped: Stats +4 Cun +3 Dex dps ---------- Apr +5 ----- def ----- Armour +3 Fatigue +3% Resists +8% lightning +10% temporal A cap made of leather. |
hardened leather cap (0 def, 3 armour) hardened leather cap (0 def, 3 armour)2.0 T3 head armor [Normal] While equipped: ----- def ----- Armour +3 Fatigue +3% A cap made of leather. |
hardened leather cap (0 def, 3 armour) hardened leather cap (0 def, 3 armour)2.0 T3 head armor [Normal] While equipped: ----- def ----- Armour +3 Fatigue +3% A cap made of leather. |
hardened leather hat (0 def, 3 armour) hardened leather hat (0 def, 3 armour)2.0 T3 head armor [Normal] While equipped: ----- def ----- Armour +3 Fatigue +3% A hat made of leather. Very stylish. |
shielding cashmere wizard hat of blight (+14%) (2 def, 0 armour) shielding cashmere wizard hat of blight (+14%) (2 def, 0 armour)2.0 T3 head armor [Ego] Arcane While equipped: Stats +4 Mag dps ---------- Dmg.mod +14% blight ----- def ----- Defense +2 (+1 eff.) Resists +14% blight Spell.save +7 (+3 eff.) A pointy cloth hat, very wizardly... |
stabilizing hardened leather cap of strength (+4) (0 def, 3 armour) stabilizing hardened leather cap of strength (+4) (0 def, 3 armour)2.0 T3 head armor [Ego] Master While equipped: Stats +4 Str ----- def ----- Armour +3 Fatigue +3% Phys.save +15 (+7 eff.) A cap made of leather. |
enlightening voratun mail armour of resilience (5 def, 10 armour) enlightening voratun mail armour of resilience (5 def, 10 armour)14.0 T5 heavy armor Reqs Heavy armour training Str 48 [Ego+] Nature/Psionic While equipped: Stats +6 Cun +3 Wil ----- def ----- Armour +10 Defense +5 (+2 eff.) Fatigue +12% Mind.save +17 (+6 eff.) Max.HP +22.00 A suit of armour made of mail. |
rejuvenating stralite mail armour of acid resistance (4 def, 8 armour) rejuvenating stralite mail armour of acid resistance (4 def, 8 armour)14.0 T4 heavy armor Reqs Heavy armour training Str 38 [Ego] Nature/Master While equipped: ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +12% Resists +20% acid HP.reg +5.30 ---------- misc Stam/turn +1.20 A suit of armour made of mail. |
Crackletide (6 def, 4 armour) Crackletide (6 def, 4 armour)9.0 T2 light armor [Rare] Master While equipped: dps ---------- Phys.crit +4.0% Crit.mult +12.00% Phys.pwr +6 (+1 eff.) Dmg.mod +9% arcane Res.pen +25% arcane +20% blight ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Resists +5% arcane +9% lightning A suit of armour made of leather. |
Cuthimantir the reinforced leather armour (22 def, 7 armour) Cuthimantir the reinforced leather armour (22 def, 7 armour)9.0 T4 light armor [Random Unique] Arcane/Master While equipped: Stats +2 Str +8 Dex dps ---------- Phys.pwr +10 (+2 eff.) Mov.spd +20% Melee+ 16 acid 15 fire Acc +10 (+2 eff.) Melee Ret 10 acid 12 fire ----- def ----- Armour +7 Defense +22 (+6 eff.) Fatigue +8% Resists +18% acid +34% fire ---------- misc Stam/turn +2.00 A suit of armour made of leather. |
Eel-skin armour (16 def, 0 armour) Eel-skin armour (16 def, 0 armour)9.0 T2 light armor [Unique] Nature While equipped: Stats +3 Cun +2 Dex ----- def ----- Defense +16 (+4 eff.) Fatigue +2% Resists +15% lightning Poison- +50% Pinning- +50% On Nature Hit: 10% Call Lightning 2 Call Lightning: Level 2.0 Pwr.cost 25 out of 50/50. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 58.95 to 176.85 lightning damage (117.90 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
cleansing reinforced leather armour of Eyal (12 def, 7 armour) cleansing reinforced leather armour of Eyal (12 def, 7 armour)9.0 T4 light armor [Ego+] Nature/Disrupt While equipped: ----- def ----- Armour +7 Defense +12 (+3 eff.) Fatigue +8% Resists +13% nature +13% blight Max.HP +34.00 HP.reg +4.00 Heal.mod +16% A suit of armour made of leather. |
searing reinforced leather armour of Toknor (12 def, 7 armour) searing reinforced leather armour of Toknor (12 def, 7 armour)9.0 T4 light armor [Ego++] Arcane/Master While equipped: dps ---------- Phys.crit +5.0% Crit.mult +15.00% Phys.pwr +6 (+1 eff.) Melee+ 15 acid 11 fire Melee Ret 10 acid 13 fire ----- def ----- Armour +7 Defense +12 (+3 eff.) Fatigue +8% Resists +18% acid +21% fire A suit of armour made of leather. |
Islothra the stralite plate armour (0 def, 13 armour) Islothra the stralite plate armour (0 def, 13 armour)17.0 T4 massive armor Reqs Massive armour training Str 48 [Rare] Master While equipped: Stats +6 Str +11 Wil +6 Con dps ---------- Res.pen +20% blight ----- def ----- Armour +13 Fatigue +22% Max.HP +77.00 ---------- misc Vim/s.crit +2.00 Max.mana +60.00 Infravis +3 A suit of armour made of metal plates. |
fearforged voratun plate armour of delving (0 def, 16 armour) fearforged voratun plate armour of delving (0 def, 16 armour)17.0 T5 massive armor Reqs Massive armour training Str 60 [Ego++] Arcane/Master While equipped: Stats +7 Str +7 Con ----- def ----- Armour +16 Fatigue +33% Resists +9% physical +9% fire +27% darkness -15% light Phys.save +7 (+3 eff.) Spell.save +7 (+3 eff.) Mind.save +6 (+2 eff.) ---------- misc Light +1 Track: Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 21 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
voratun plate armour of the deep (0 def, 20 armour) voratun plate armour of the deep (0 def, 20 armour)17.0 T5 massive armor Reqs Massive armour training Str 60 [Ego+] Nature While equipped: ----- def ----- Armour +20 Fatigue +22% Resists +15% acid +11% cold ---------- misc Breathe water A suit of armour made of metal plates. |
Gugakira (0 def, 6 armour, 83 block) Gugakira (0 def, 6 armour, 83 block)7.0 T3 shield armor Reqs Shield usage training [Rare] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +2 Str +4 Dex +7 Wil +5 Con dps ---------- Dmg.mod +9% mind ----- def ----- Armour +6 Fatigue +8% Resists +22% fire ---------- misc Talents +1 Block Handheld deflection devices. |
Hailwalker (0 def, 8 armour, 143.5 block) Hailwalker (0 def, 8 armour, 143.5 block)7.0 T4 shield armor Reqs Shield usage training Str 35 [Random Unique] Arcane/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +5 Cun +6 Mag dps ---------- Crit.mult +5.00% Dmg.mod +12% darkness +3% arcane +13% light Res.pen +5% cold ----- def ----- Armour +8 Fatigue +8% Resists +15% acid +19% lightning +12% light +14% darkness Spell.save +15 (+7 eff.) ---------- misc Mana/s.crit +2.00 Talents +1 Block Handheld deflection devices. |
impervious voratun shield (0 def, 18 armour, 295 block) impervious voratun shield (0 def, 18 armour, 295 block)7.0 T5 shield armor Reqs Shield usage training Str 48 [Ego+] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +4 Con ----- def ----- Armour +18 Fatigue +8% Phys.save +12 (+6 eff.) ---------- misc Talents +1 Block Handheld deflection devices. |
windwalling voratun shield of crushing (0 def, 10 armour, 199.5 block) windwalling voratun shield of crushing (0 def, 10 armour, 199.5 block)7.0 T5 shield armor Reqs Shield usage training Str 48 [Ego++] Master/Psionic Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +4 Wil dps ---------- Phys.crit +13.0% Phys.pwr +11 (+3 eff.) ----- def ----- Armour +10 Fatigue +8% Resists +17% physical Shield.near.proj +43 Proj.slow +22% ---------- misc Talents +1 Block Handheld deflection devices. |
barbed quiver of elven-wood arrows (20/20, 69 - 97 damage, 14 apr) barbed quiver of elven-wood arrows (20/20, 69 - 97 damage, 14 apr)3.0 T4 arrow ammo [Ego+] Master Power 55.5 - 77.7 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +14 Crit +13.5% Capacity 20 On Crit: * Wound the target dealing 269 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
barbed quiver of elven-wood arrows of corruption (20/20, 71 - 100 damage, 14 apr) barbed quiver of elven-wood arrows of corruption (20/20, 71 - 100 damage, 14 apr)3.0 T4 arrow ammo [Ego++] Arcane/Master Power 59.5 - 83.3 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +14 Crit +14.5% Capacity 20 On Hit: 20% Curse of Impotence 4 On Crit: * Wound the target dealing 269 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
quiver of yew arrows of disruption (19/19, 59 - 83 damage, 10 apr) quiver of yew arrows of disruption (19/19, 59 - 83 damage, 10 apr)3.0 T3 arrow ammo [Ego+] Disrupt Power 35.5 - 49.7 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +2.0% Capacity 19 Against +17% 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% Arrows are used with bows to pierce your foes to death. |
2 agate 2 agate0.0 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. |
365 alchemist agate 365 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. |
6 onyx 6 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 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
aquamarine aquamarine0.0 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. |
5 lapis lazuli 5 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 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. |
2 opal 2 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 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 sapphire 3 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+4 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. |
4 topaz 4 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Rungof's Fang Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
3 emerald 3 emerald0.0 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. |
7 spinel 7 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 turquoise 3 turquoise0.0 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. |
Komnir the Filthrigor Komnir the Filthrigor2.0 T1 lite [Rare] Nature While equipped: ----- def ----- Resists +3% lightning +2% physical +3% darkness Phys.save +6 (+3 eff.) Spell.save +3 (+1 eff.) Heal.mod +11% Stun/Frz- +10% Teleport- +20% ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Summertide Phial Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(125 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
brass lantern brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
Petrified Wood Petrified Wood0.0 T4 red gem [Unique] Nature While equipped: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.chn- 23.00% Item imbue powers: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.chn- 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
2 bloodstone 2 bloodstone0.0 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. |
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 Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 ruby 4 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 Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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. |
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. |
barbed pouch of stralite shots (19/19, 81 - 97 damage, 5 apr) barbed pouch of stralite shots (19/19, 81 - 97 damage, 5 apr)3.0 T4 shot ammo [Ego+] Master Power 55.5 - 66.6 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +5 Crit +18.5% Capacity 19 On Crit: * Wound the target dealing 269 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
thought-forged pouch of stralite shots of annihilation (16/16, 78 - 94 damage, 8 apr) thought-forged pouch of stralite shots of annihilation (16/16, 78 - 94 damage, 8 apr)3.0 T4 shot ammo [Ego+] Master/Psionic Power 50.5 - 60.6 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +8 Crit +7.5% Capacity 16 Rld cld 6 Proj.spd +200% Ranged+ +9 mind On Hit: * 16% chance to reduce all saves and defense by 29 Shots are used with slings to pummel your foes to death. |
dwarven steel mental stimulator dwarven steel mental stimulator0.0 T3 steamtech tinker [Normal] Steamtech Attachable to head When attached: Stats +6 Cun ----- def ----- Mind.save +9 (+3 eff.) Tinkers can be attached to normal items to improve them with steam power! |
iron torque of mindblast [power 105] (15 cooldown) iron torque of mindblast [power 105] (15 cooldown)2.0 T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 120 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
2 amethyst 2 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 Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
8 quartz 8 quartz0.0 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. |
4 amber 4 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 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 ametrine 7 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 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 citrine 3 citrine0.0 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. |
4 zircon 4 zircon0.0 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 fazzzer the Drem White Monk level 41
32nd Stralite 123rd year of Ascendancy at 00:58 see stats
By fazzzer the Drem White Monk level 10
41st Steel 123rd year of Ascendancy at 12:12 see stats
By fazzzer the Drem White Monk level 20
45th Steel 123rd year of Ascendancy at 22:48 see stats
By fazzzer the Drem White Monk level 30
3rd Stralite 123rd year of Ascendancy at 06:17 see stats
By fazzzer the Drem White Monk level 40
31st Stralite 123rd year of Ascendancy at 03:15 see stats
By fazzzer the Drem White Monk level 32
6th Stralite 123rd year of Ascendancy at 08:14 see stats
By fazzzer the Drem White Monk level 31
6th Stralite 123rd year of Ascendancy at 04:06 see stats
By fazzzer the Drem White Monk level 22
4th Gold 123rd year of Ascendancy at 11:59 see stats
Log
8]Stealth is still on cooldown for 3 turns.
8]Stealth is still on cooldown for 2 turns.
7]Stealth is still on cooldown for 1 turns.
0]Talent Stealth is ready to use.
6]Fazzzer activates Stealth.
0]Talent Transcend is ready to use.
0]Rested for 13 turns (stop reason: all resources and life at maximum).
2]Ran for 6 turns (stop reason: at door).
2]Resting starts...
2]Rested for 0 turns (stop reason: all resources and life at maximum).
2]Ran for 1 turns (stop reason: dialog is displayed).
2]Resting starts...
2]Rested for 0 turns (stop reason: all resources and life at maximum).
4]Ran for 12 turns (stop reason: hostile spotted to the north (multi-hued crystal)).
4]Fazzzer uses Transcend.
4]Fazzzer is transcendant!
4]Fazzzer deactivates Stealth.
4]fazzzer performs a melee critical strike against Multi-hued crystal!
4]Fazzzer uses Cripple.
4]fazzzer hits Multi-hued crystal for 536 physical, 12 arcane, 11 arcane (562 total damage).
5]fazzzer killed Multi-hued crystal!
0]fazzzer performs a melee critical strike against Something!
0]Fazzzer gains an extra blow!
0]fazzzer performs a melee critical strike against Something!
0]fazzzer hits Something for 532 physical damage.
0]Fazzzer is no longer transcendant.