











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
More 1H Staves 1.7.2Adds more 1H staves with more variety to the game. 1H staves are so hard to find because in the base game there are only 2 egos that make a staff 1H. https://github.com/Werekracken/tome-more1hstaves ---Changelog Select First Escort 1.7.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it Improved Combat Text v2 Custom Edit 1.7.5This is a custom edit of the "Improved Combat Text v2" mod. All credit for the original work goes to to the original mod by Codefly
DescriptionThis addon replaces ToME's floating combat text:
Custom Edit
The original addon is great, but I was always frustrated with the excessive amount of floating talent text and other garbage that just wasn't relevant to combat.
Installation:
* For Steam users: subscribe to this mod Remove: or make it easy in game:
Note for LeoMaven or CodeFly
If either of you want to just steal my code and put it in your addons that is completely fine with me. 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:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: 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 | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Dwarf |
Class | Anorithil |
Level / Exp | 36 / 2% |
Size | medium |
Lifes / Deaths | Killed by Zoomer at level 36 on the 12nd Gold 123rd year of Ascendancy at 08:54 / 1 |
Primary Stats
Strength | 32 (base 10) |
Dexterity | 8 (base 10) |
Constitution | 99 (base 56) |
Magic | 85 (base 60) |
Willpower | 43 (base 10) |
Cunning | 39 (base 34) |
Resources
Life | -5/1336 |
Positive | 45/155 |
Negative | 86/155 |
Steam | 100/100 |
Healing Factor | 1.5962863033205 |
Regeneration | 0.39907157583012 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 3 |
See Invisible | 21 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 47 |
Accuracy | 2 |
Crit Chance | 18% |
APR | 13 |
Speed | 1.00 |
Offense: Offhand
Damage | 19 |
Accuracy | 28 |
Crit Chance | 16% |
APR | 25 |
Speed | 1.00 |
Offense: Spell
Spellpower | 66 |
Crit Chance | 53% |
Speed | 1 |
Offense: Mind
Mindpower | 43 |
Crit Chance | 17% |
Speed | 1 |
Offense: Damage Bonus
Acid | +15% |
Arcane | +15% |
Cold | +38% |
All | 0% |
Lightning | +12% |
Light | +40% |
Temporal | +8% |
Darkness | +39% |
Mind | +19% |
Nature | +26% |
Offense: Damage Penetration
Darkness | +75% |
Fire | +35% |
Temporal | +35% |
Blight | +30% |
Arcane | +60% |
Cold | +60% |
All | +25% |
Defense: Base
Armour (hardiness) | 36 (65.65183292883%) |
Defense | 55 |
Ranged Defense | 55 |
Fatigue | 0 |
Physical Save | 64 |
Spell Save | 55 |
Mental Save | 52 |
Defense: Resistances
Blight | + 28%( 74%) |
Arcane | + 29%( 74%) |
Cold | + 57%( 74%) |
All | + 21%( 74%) |
Darkness | + 37%( 74%) |
Light | + 45%( 74%) |
Temporal | + 28%( 74%) |
Fire | + 26%( 74%) |
Nature | + 65%( 74%) |
Defense: Immunities
Instadeath Resistance | 100% |
Disarm Resistance | 21% |
Silence Resistance | 26% |
Confusion Resistance | 36% |
Stun Resistance | 29% |
Pinning Resistance | 47% |
Poison Resistance | 10% |
Knockback Resistance | 29% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 20% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 212 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 517% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
Class Talents
Celestial / Star fury | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Celestial / Eclipse | 1.30 |
| 5/5 |
| 3/5 |
| 3/5 |
| 0/5 |
Celestial / Sunlight | 1.30 |
| 4/5 |
| 3/5 |
| 1/5 |
| 5/5 |
Celestial / Twilight | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Celestial / Circles | 1.30 |
| 3/5 |
| 4/5 |
| 4/5 |
| 3/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Light | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 3/5 |
Celestial / Hymns | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Celestial / Chants | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
beneficial effect | The target is surrounded by a magical shield, absorbing 268/268 damage before it crumbles. Damage Shield |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You failed to protect the injured seer from death by Zoomer. Escort: injured seer (level 1 of Dreadfell) | failed |
You failed to protect the injured seer from death by shadowy assassin. Escort: injured seer (level 5 of Dreadfell) | failed |
You successfully escorted the lost defiler to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost defiler (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost defiler (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 4 of Old Forest. Escort: lost tinker (level 4 of Old Forest)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved Constitution by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 7 of Dreadfell. Escort: lost warrior (level 7 of Dreadfell)As a reward you improved Constitution by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 8 of Dreadfell. Escort: lost warrior (level 8 of Dreadfell)As a reward you improved Constitution by +5. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 258. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed ice wyrm tooth. * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * You've found the needed xorn fragment. Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * You've found the needed bear paw. * You've found the needed minotaur nose. * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed wretchling eyeball. * You've found the needed hummerhorn wing. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * You've found the needed vial of greater demon bile. * You've found the needed bloated horror heart. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within7 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() pair of dwarven-steel boots 'Adulramira' (0 def, 4 armour) Requires: - Heavy armour training Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 (-) Fatigue: -1% (-) Changes stats: +2(-) Cun / +3(-) Wil Changes resistances: +9%(-) blight / +5%(-) arcane Changes resistances penetration: +5%(-) blight Maximum encumbrance: +31 (-) Physical save: +13 (+3 eff.) (-) Spell save: +5 (+1 eff.) (-) Mental save: +7 (+2 eff.) (-) Silence immunity: +26% (-) Confusion immunity: +26% (-) Stun/Freeze immunity: +29% (-) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() Summertide Phial Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15(-) Lite Light Burst (radius 1) Changes resistances: +30%(-) light Changes damage: +10%(-) light Light radius: +5 (-) Healing mod.: +10% (-) When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(100 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
On head | ![]() Nighthunt the elven-silk wizard hat (3 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) (-) Effects on melee hit: * 20% chance to reduce damage dealt by 22% Damage (Melee): 0(-20) item darkness numbing Changes stats: +2(-) Wil / +5(-) Con Changes resistances: +30%(-) cold Changes resistances penetration: +10%(-) darkness / +10%(-) cold Changes damage: +24%(-) darkness / +29%(-) cold Reduces incoming crit damage: 15.00% (-) A pointy cloth hat, very wizardly... |
On hands | ![]() Crystle's Astral Bindings (0 def, 0 armour) Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Changes stats: +3(-) Mag Changes resistances: +8%(-) darkness / +8%(-) temporal Changes resistances penetration: +10%(-) darkness / +10%(-) temporal Changes damage: +8%(-) darkness / +8%(-) temporal N.Energy each turn: +0.20 (-) Spellpower on spell critical (stacks up to 3 times): +4 (-) Spellpower: +2 (+0 eff.) (-) Spell crit. chance: +3% (-) When used to modify unarmed attacks: Power: 109% Range: 1.1x Uses stats: 40% Str, 40% Dex, 20% Mag, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 (-) Crit. chance: +6.0% (-) Attack speed: 100% (-) When this weapon hits: Dust to Dust (15% chance level 1). When this weapon hits: Mind Blast (10% chance level 1). When this weapon hits: Turn Back the Clock (10% chance level 1). Damage conversion: 100%(-) temporal darkness Talent on hit(spell): Dust to Dust (10% chance level 2). Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
Tool | ![]() Eclipseworth the iron pickaxe (dig speed 29 turns) Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 22% Damage (Melee): 0(-20) item darkness numbing Changes stats: +1(-) Str Changes resistances: +5%(-) arcane Physical save: +18 (+4 eff.) (-) Spell save: +6 (+2 eff.) (-) Mental save: +6 (+2 eff.) (-) Poison immunity: +10% (-) Disease immunity: +10% (-) Maximum life: +46.00 (-) When carried: Talents granted: +1.00(-) Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() Voidquake the copper ring Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce damage dealt by 22% Damage (Melee): 0(-10) item darkness numbing Changes stats: +3(-) Cun / +2(-) Wil Changes resistances: +22%(-) nature Changes resistances penetration: +20%(-) darkness Changes damage: +11%(-) nature / +3%(-) darkness Rings make your fingers look great! Tap to cycle through comparison choices |
On fingers | ![]() Jetkin Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +21 (+8 eff.) Effects on melee hit: * 10% chance to reduce damage dealt by 22% Damage (Melee): 0(-10) item darkness numbing Changes stats: +7 Str / +0(-2) Wil / +0(-3) Cun / +8 Con Changes resistances: +3%(-19%) nature / +12% darkness Changes resistances penetration: +10%(-10%) darkness Changes damage: +0%(-11%) nature / +0%(-3%) darkness Disarm immunity: +21% Pinning immunity: +47% Knockback immunity: +29% Maximum life: +41.00 Spellpower: +10 (+3 eff.) Mindpower: +10 (+3 eff.) Rings make your fingers look great! Tap to cycle through comparison choices |
Around neck | ![]() Ololin the Rainquick Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Physical crit. chance: +4.0% (-) Armour: +17 (-) Defense: +21 (+7 eff.) (-) Changes stats: +4(-) Str / +2(-) Wil Changes resistances cap: +4%(-) all Changes damage: +9%(-) cold Physical save: +10 (+2 eff.) (-) Amulets make your neck look great! |
In main hand | ![]() Abysssweep the dragonbone starstaff (136% power, 6 apr, light element) Requires: - Magic 48 Crafted by a master 3.00 Encumbrance. Type: weapon / staff ; tier 5 Power: 137% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +6 (-) Crit. chance: +5.0% (-) Attack speed: 100% (-) When wielded/worn: Changes stats: +3(-) Str / +2(-) Mag / +3(-) Wil / +5(-) Con Changes resistances: +6%(-) fire Changes resistances penetration: +10%(-) fire Changes damage: +30%(-) light Talents granted: +1.00(-) Command Staff Critical mult.: +8.00% (-) Spellpower: +15 (+3 eff.) (-) Spell crit. chance: +14% (-) Light radius: +3 (-) See invisible: +21 (-) Staves designed for wielders of magic, by the greats of the art. |
Around waist | ![]() Floeknight Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +3(-) Str / +6(-) Mag / +14(-) Wil / +2(-) Con Changes resistances: +15%(-) cold Changes resistances penetration: +25%(-) cold Spell crit. chance: +3% (-) Infravision radius: +3 (-) A belt that goes around your waist. |
In off hand | ![]() vined mindstar 'Blazetorrent' (83% power, 18 apr, nature damage) Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Power: 84% (-53%) Range: 1.1x (-0.1x) Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 (+12) Crit. chance: +3.0% (-2.0%) Attack speed: 100% (-) When wielded/worn: Damage (Melee): 8 mind / 7 darkness Changes stats: +0(-3) Str / +0(-2) Mag / +0(-3) Wil / +0(-5) Con Changes resistances: +0%(-6%) fire Changes resistances penetration: +25% arcane / +0%(-10%) fire Changes damage: +12% lightning / +4% darkness / +0%(-30%) light / +4% mind / +12% arcane Talents granted: +1 Attune Mindstar +0(+-1) Command Staff Critical mult.: +0.00% (-8.00%) Spellpower on spell critical (stacks up to 3 times): +10 Spellpower: +30 (+7 eff.) (+15 (+4 eff.)) Spell crit. chance: +5% (-9%) Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Light radius: +0 (-3) See invisible: +0 (-21) 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. Tap to cycle through comparison choices |
Cloak | ![]() Ivodhevena (1 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) (-) Changes stats: +1(-) Mag Changes resistances penetration: +10%(-) arcane Changes damage: +3%(-) arcane Spellpower on spell critical (stacks up to 3 times): +6 (-) Maximum life: +31.00 (-) Spellpower: +5 (+1 eff.) (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Spider-Silk Robe of Spydrë (10 def, 15 armour) Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 (-) Armour Hardiness: +30% (-) Defense: +10 (+3 eff.) (-) Damage when hit (Melee): 20(-) nature slow / 20(-) poison Changes stats: +5(-) Con / +4(-) Wil Changes resistances: +30%(-) nature / +11%(-) all Changes damage: +15%(-) acid / +15%(-) nature / +15%(-) mind Physical save: +10 (+2 eff.) (-) Spell save: +10 (+3 eff.) (-) Mindpower: +10 (+4 eff.) (-) Mental crit. chance: +5% (-) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Inventory
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Dagerach the Bleak's kiss Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Physical crit. chance: +0.0% (-4.0%) Armour: +0 (-17) Defense: +0 (+0 eff.) (-21 (-7 eff.)) Effects on melee hit: * 20% chance to reduce armor by 40% * 20% chance to reduce damage dealt by 22% Changes stats: +0(-4) Str / +0(-2) Wil Changes resistances: +1% physical Changes resistances cap: +0%(-4%) all Changes damage: +3% acid / +0%(-9%) cold Physical save: +0 (+0 eff.) (-10 (-2 eff.)) Cut immunity: +50% Healing mod.: +11% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 3.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 287 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
![]() Murkwither the copper amulet Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Physical crit. chance: +0.0% (-4.0%) Armour: +0 (-17) Defense: +0 (+0 eff.) (-21 (-7 eff.)) Changes stats: +2(-2) Str / +3 Dex / +1 Mag / +0(-2) Wil Changes resistances cap: +0%(-4%) all Changes damage: +6% darkness / +3%(-6%) cold Physical save: +0 (+0 eff.) (-10 (-2 eff.)) Cut immunity: +40% Infravision radius: +1 Healing mod.: +11% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 246 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
![]() copper amulet 'Thunderspike' Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Accuracy: +5 (+5 eff.) Physical crit. chance: +0.0% (-4.0%) Armour: +0 (-17) Defense: +0 (+0 eff.) (-21 (-7 eff.)) Changes stats: +0(-4) Str / +0(-2) Wil / +4 Cun Changes resistances: +9% lightning / +12% fire / +11% cold Changes resistances cap: +0%(-4%) all Changes damage: +0%(-9%) cold Physical save: +6 (+1 eff.) (-4 (-1 eff.)) Psi when hit: +0.04 Amulets make your neck look great! |
![]() copper amulet of cunning (+3) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Physical crit. chance: +0.0% (-4.0%) Armour: +0 (-17) Defense: +0 (+0 eff.) (-21 (-7 eff.)) Changes stats: +0(-4) Str / +0(-2) Wil / +3 Cun Changes resistances cap: +0%(-4%) all Changes damage: +0%(-9%) cold Physical save: +0 (+0 eff.) (-10 (-2 eff.)) Amulets make your neck look great! |
![]() serendipitous steel amulet of mastery (0.12 Celestial / Light) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +8 (+8 eff.) Physical crit. chance: +0.0% (-4.0%) Armour: +0 (-17) Defense: +5 (+2 eff.) (-16 (-5 eff.)) Changes stats: +0(-4) Str / +0(-2) Wil / +5 Lck Changes resistances cap: +0%(-4%) all Changes damage: +0%(-9%) cold Talent mastery: +0.12 Celestial / Light Physical save: +0 (+0 eff.) (-10 (-2 eff.)) Reduce all damage from unseen attackers: 12% Amulets make your neck look great! |
![]() copper ring of lightning (+22%) Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage (Melee): 0(-10) item darkness numbing Changes stats: +0(-3) Cun / +0(-2) Wil Changes resistances: +22% lightning / +0%(-22%) nature Changes resistances penetration: +0%(-20%) darkness Changes damage: +11% lightning / +0%(-11%) nature / +0%(-3%) darkness Rings make your fingers look great! Tap to cycle through comparison choices |
![]() copper ring of power Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +5 (+3 eff.) Damage (Melee): 0(-10) item darkness numbing Changes stats: +0(-3) Cun / +0(-2) Wil Changes resistances: +0%(-22%) nature Changes resistances penetration: +0%(-20%) darkness Changes damage: +0%(-11%) nature / +0%(-3%) darkness Spellpower: +6 (+2 eff.) Mindpower: +6 (+2 eff.) Rings make your fingers look great! Tap to cycle through comparison choices |
![]() psionicist's copper ring of nature (+20%) Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage (Melee): 0(-10) item darkness numbing Changes stats: +0(-3) Cun / +3(+1) Wil Changes resistances: +20%(-2%) nature Changes resistances penetration: +0%(-20%) darkness Changes damage: +10%(-1%) nature / +0%(-3%) darkness Mental save: +6 (+2 eff.) Rings make your fingers look great! Tap to cycle through comparison choices |
![]() rogue's copper ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+2 eff.) Damage (Melee): 0(-10) item darkness numbing Changes stats: +3(-) Cun / +0(-2) Wil Changes resistances: +0%(-22%) nature Changes resistances penetration: +0%(-20%) darkness Changes damage: +0%(-11%) nature / +0%(-3%) darkness Rings make your fingers look great! Tap to cycle through comparison choices |
![]() warrior's copper ring of sensing Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Damage (Melee): 0(-10) item darkness numbing Changes stats: +3 Str / +0(-3) Cun / +0(-2) Wil Changes resistances: +0%(-22%) nature Changes resistances penetration: +0%(-20%) darkness Changes damage: +0%(-11%) nature / +0%(-3%) darkness Blindness immunity: +22% Infravision radius: +4 See stealth: +6 See invisible: +5 Rings make your fingers look great! Tap to cycle through comparison choices |
![]() wizard's copper ring Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage (Melee): 0(-10) item darkness numbing Changes stats: +2 Mag / +0(-2) Wil / +0(-3) Cun Changes resistances: +0%(-22%) nature Changes resistances penetration: +0%(-20%) darkness Changes damage: +0%(-11%) nature / +0%(-3%) darkness Spell save: +4 (+2 eff.) Rings make your fingers look great! Tap to cycle through comparison choices |
![]() Cloudsmash Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Armour: +8 Damage (Melee): 0(-10) item darkness numbing Changes stats: +4 Mag / +5(+3) Wil / +3(-) Cun / +2 Con Changes resistances: +0%(-22%) nature Changes resistances penetration: +0%(-20%) darkness Changes damage: +6% lightning / +0%(-11%) nature / +0%(-3%) darkness Vim when firing critical spell: +2.00 Spellpower: +8 (+2 eff.) Rings make your fingers look great! Tap to cycle through comparison choices |
![]() Nightsong Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+2 eff.) Fatigue: -7% Damage (Melee): 0(-10) item darkness numbing Changes stats: +6(+3) Cun / +0(-2) Wil Changes resistances: +0%(-22%) nature Changes resistances penetration: +0%(-20%) darkness Changes damage: +10%(+7%) darkness / +0%(-11%) nature Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+5 eff.) Maximum stamina: +25.00 It can be used to activate talent Shadowstep (costing 50 power out of 50/50) : Effective talent level: 2.0 Power cost: 50 out of 50/50. Range: 7 Travel Speed: instantaneous Is: a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. Tap to cycle through comparison choices |
![]() Vargh Redemption Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Damage (Melee): 0(-10) item darkness numbing Changes stats: +4(+2) Wil / +0(-3) Cun / +6 Con Changes resistances: +10%(-12%) nature / +25% cold Changes resistances penetration: +0%(-20%) darkness Changes damage: +15% cold / +0%(-11%) nature / +0%(-3%) darkness Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 18.92 cold and 13.71 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 60 power out of 60/60. This azure ring seems to be always moist to the touch. Tap to cycle through comparison choices |
![]() steel ring 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage (Melee): 0(-10) item darkness numbing Changes stats: +0(-3) Cun / +0(-2) Wil Changes resistances: +0%(-22%) nature Changes resistances penetration: +0%(-20%) darkness Changes damage: +0%(-11%) nature / +0%(-3%) darkness Rings make your fingers look great! Tap to cycle through comparison choices |
![]() steel ring of luminosity Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage (Melee): 13 light / 0(-10) item darkness numbing Damage (Ranged): 13 light Changes stats: +1 Mag / +0(-2) Wil / +0(-3) Cun Changes resistances: +0%(-22%) nature Changes resistances penetration: +0%(-20%) darkness Changes damage: +0%(-3%) darkness / +12% light / +0%(-11%) nature Rings make your fingers look great! Tap to cycle through comparison choices |
![]() gladiator's gold ring of perseverance Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +8 (+4 eff.) Damage (Melee): 0(-10) item darkness numbing Changes stats: +6 Str / +0(-2) Wil / +0(-3) Cun / +6 Con Changes resistances: +0%(-22%) nature Changes resistances penetration: +0%(-20%) darkness Changes damage: +0%(-11%) nature / +0%(-3%) darkness Stun/Freeze immunity: +34% Life regen: +3.00 Rings make your fingers look great! Tap to cycle through comparison choices |
![]() gold ring 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage (Melee): 0(-10) item darkness numbing Changes stats: +0(-3) Cun / +0(-2) Wil Changes resistances: +0%(-22%) nature Changes resistances penetration: +0%(-20%) darkness Changes damage: +0%(-11%) nature / +0%(-3%) darkness Rings make your fingers look great! Tap to cycle through comparison choices |
![]() gold ring of warding Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage (Melee): 0(-10) item darkness numbing Changes stats: +0(-3) Cun / +0(-2) Wil Changes resistances: +13% acid / +12% cold / +14% fire / +0%(-22%) nature / +14% lightning Changes resistances penetration: +0%(-20%) darkness Changes damage: +0%(-11%) nature / +0%(-3%) darkness Rings make your fingers look great! Tap to cycle through comparison choices |
![]() marksman's gold ring of pilfering Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +15 (+15 eff.) Armour penetration: +7 Defense: +9 (+3 eff.) Damage (Melee): 0(-10) item darkness numbing Changes stats: +4 Dex / +0(-3) Cun / +0(-2) Wil Changes resistances: +0%(-22%) nature Changes resistances penetration: +0%(-20%) darkness Changes damage: +0%(-11%) nature / +0%(-3%) darkness It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: 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! Tap to cycle through comparison choices |
![]() solipsist's gold ring of luminosity Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage (Melee): 17 light / 0(-10) item darkness numbing Damage (Ranged): 18 light Changes stats: +4 Mag / +5(+3) Wil / +6(+3) Cun Changes resistances: +0%(-22%) nature Changes resistances penetration: +0%(-20%) darkness Changes damage: +0%(-3%) darkness / +10% light / +0%(-11%) nature Mindpower: +9 (+3 eff.) Rings make your fingers look great! Tap to cycle through comparison choices |
![]() warrior's gold ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +10 Damage (Melee): 0(-10) item darkness numbing Changes stats: +5 Str / +0(-3) Cun / +0(-2) Wil Changes resistances: +0%(-22%) nature Changes resistances penetration: +0%(-20%) darkness Changes damage: +0%(-11%) nature / +0%(-3%) darkness Rings make your fingers look great! Tap to cycle through comparison choices |
![]() rogue's stralite ring of light (+28%) Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Damage (Melee): 0(-10) item darkness numbing Changes stats: +4(+1) Cun / +0(-2) Wil Changes resistances: +28% light / +0%(-22%) nature Changes resistances penetration: +0%(-20%) darkness Changes damage: +0%(-3%) darkness / +14% light / +0%(-11%) nature Rings make your fingers look great! Tap to cycle through comparison choices |
![]() Eclipse (117% power, 4 apr, physical element) Requires: - Magic 32 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Power: 117% (-20%) Range: 1.2x (+0.0x) Uses stat: 110% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 (-2) Crit. chance: +3.5% (-1.5%) Attack speed: 100% (-) When wielded/worn: Changes stats: +0(-3) Str / +0(-2) Mag / +0(-3) Wil / +0(-5) Con Changes resistances: +0%(-6%) fire Changes resistances penetration: +0%(-10%) fire Changes damage: +15% darkness / +15% physical / +15%(-15%) light / +15% temporal Talents cooldown: Twilight (-1 turn) Moonlight Ray (-1 turn) Searing Light (-1 turn) Talents granted: +1.00(-) Command Staff Critical mult.: +0.00% (-8.00%) P.Energy each turn: +0.10 N.Energy each turn: +0.10 Spellpower: +12 (+3 eff.) (-3 (+0 eff.)) Spell crit. chance: +8% (-6%) Light radius: +0 (-3) See invisible: +0 (-21) This tall staff is tipped with a pitch black sphere that yet seems to give off a strong light. |
![]() Daystake (127% power, 4 apr, arcane element) Requires: - Magic 24 Powered by arcane forces 3.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 3 Power: 127% (-9%) Range: 1.2x (+0.0x) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +4 (-2) Crit. chance: +3.5% (-1.5%) Attack speed: 100% (-) On weapon hit: + 25% chance for lightning to strike from the target to a second target dealing 109 damage When wielded/worn: Changes stats: +0(-3) Str / +3(+1) Mag / +3(-) Wil / +0(-5) Con Changes resistances: +6% light / +0%(-6%) fire Changes resistances penetration: +0%(-10%) fire Changes damage: +24% arcane / +6%(-24%) light Talents granted: +1.00(-) Command Staff Critical mult.: +0.00% (-8.00%) Maximum mana: +28.00 Maximum pos.energy: +10.00 Maximum neg.energy: +10.00 Spellpower: +17 (+4 eff.) (+2 (+1 eff.)) Spell crit. chance: +3% (-11%) Light radius: +0 (-3) See invisible: +0 (-21) Staves designed for wielders of magic, by the greats of the art. |
![]() Cobrabliss (10 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Armour: +0 (-15) Armour Hardiness: +0% (-30%) Defense: +10 (+3 eff.) (-) Damage when hit (Melee): 0(-20) poison / 0(-20) nature slow Changes stats: +15 Str / +6 Mag / +6(+2) Wil / +0(-5) Con Changes resistances: +9%(-21%) nature / +11%(-) all Changes damage: +0%(-15%) acid / +15% physical / +0%(-15%) nature / +0%(-15%) mind Physical save: +0 (+0 eff.) (-10 (-2 eff.)) Spell save: +0 (+0 eff.) (-10 (-3 eff.)) Mana each turn: +0.24 Psi each turn: +0.25 Mindpower: +0 (+0 eff.) (-10 (-4 eff.)) Mental crit. chance: +0% (-5%) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Rhudas the Scaldquick Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +0(-3) Str / +0(-6) Mag / +0(-14) Wil / +0(-2) Con Changes resistances: +0%(-15%) cold / +12% fire Changes resistances penetration: +5% lightning / +5% fire / +20% nature / +0%(-25%) cold Changes damage: +3% lightning Maximum life: +33.00 Spell crit. chance: +0% (-3%) Infravision radius: +0 (-3) A belt that goes around your waist. |
![]() linen cloak 'Belynne' (1 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) (-) Changes stats: +4 Str / +0(-1) Mag / +2 Cun / +2 Con Changes resistances penetration: +0%(-10%) arcane / +5% physical Changes damage: +0%(-3%) arcane Spellpower on spell critical (stacks up to 3 times): +0 (-6) Maximum life: +32.00 (+1.00) Maximum stamina: +20.00 Spellpower: +0 (+0 eff.) (-5 (-1 eff.)) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() linen cloak 'Nerenn' (6 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +6 (+2 eff.) (+5 (+2 eff.)) Changes stats: +0(-1) Mag Changes resistances: +5% arcane Changes resistances penetration: +0%(-10%) arcane Changes damage: +0%(-3%) arcane Reduces incoming crit damage: 5.00% Physical save: +6 (+2 eff.) Spell save: +12 (+4 eff.) Teleport immunity: +20% Life regen: +2.00 Spellpower on spell critical (stacks up to 3 times): +0 (-6) Maximum life: +0.00 (-31.00) Spellpower: +0 (+0 eff.) (-5 (-1 eff.)) Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Guniran the Strikezephyr (2 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) (+1 (+0 eff.)) Effects on melee hit: * 20% chance to reduce damage dealt by 22% Damage when hit (Melee): 6 lightning Changes stats: +0(-1) Mag Changes resistances: +30% lightning Changes resistances penetration: +20% darkness / +0%(-10%) arcane Changes damage: +6% lightning / +9% nature / +0%(-3%) arcane Spellpower on spell critical (stacks up to 3 times): +0 (-6) Maximum life: +44.00 (+13.00) Spellpower: +0 (+0 eff.) (-5 (-1 eff.)) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() grounding pair of rough leather boots (0 def, 1 armour) Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-3) Fatigue: +0% (+1%) Changes stats: +0(-2) Cun / +0(-3) Wil Changes resistances: +5% lightning / +5% temporal / +0%(-5%) arcane / +0%(-9%) blight Changes resistances penetration: +0%(-5%) blight Maximum encumbrance: +0 (-31) Physical save: +0 (+0 eff.) (-13 (-3 eff.)) Spell save: +0 (+0 eff.) (-5 (-1 eff.)) Mental save: +0 (+0 eff.) (-7 (-2 eff.)) Silence immunity: +0% (-26%) Confusion immunity: +0% (-26%) Stun/Freeze immunity: +0% (-29%) A pair of boots made of leather. |
![]() pair of iron boots 'Porowen' (5 def, 4 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +4 (-) Defense: +5 (+2 eff.) Fatigue: +2% (+3%) Changes stats: +0(-2) Cun / +0(-3) Wil Changes resistances: +0%(-9%) blight / +3% temporal / +0%(-5%) arcane Changes resistances penetration: +0%(-5%) blight Maximum encumbrance: +0 (-31) Physical save: +0 (+0 eff.) (-13 (-3 eff.)) Spell save: +0 (+0 eff.) (-5 (-1 eff.)) Mental save: +0 (+0 eff.) (-7 (-2 eff.)) Disease immunity: +10% Silence immunity: +0% (-26%) Confusion immunity: +0% (-26%) Pinning immunity: +20% Stun/Freeze immunity: +20% (-9%) Maximum life: +20.00 Infravision radius: +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Sludgegrip (0 def, 0 armour) Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +0(-3) Mag / +4 Wil / +4 Cun Changes resistances: +0%(-8%) temporal / +10% nature / +0%(-8%) darkness Changes resistances penetration: +0%(-10%) darkness / +0%(-10%) temporal Changes damage: +0%(-8%) temporal / +5% nature / +0%(-8%) darkness Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% N.Energy each turn: +0.00 (-0.20) Spellpower on spell critical (stacks up to 3 times): +0 (-4) Spellpower: +0 (+0 eff.) (-2 (+0 eff.)) Spell crit. chance: +0% (-3%) Mindpower: +2 (+0 eff.) When used to modify unarmed attacks: Power: 92% (-17%) Range: 1.1x (+0.0x) Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 (+4) Crit. chance: +4.0% (-2.0%) Attack speed: 100% (-) When this weapon hits: Dust to Dust (15% chance level 1). When this weapon hits: Mind Blast (10% chance level 1). When this weapon hits: Turn Back the Clock (10% chance level 1). When this weapon hits: Slime Spit (35% chance level 1). Damage conversion: 0%(-100%) temporal darkness These gloves are coated with a thick, green liquid. |
![]() heroic hardened leather gloves of the starseeker (0 def, 6 armour) Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +6 Changes stats: +2 Cun / +3(-) Mag Changes resistances: +0%(-8%) temporal / +6% light / +6%(-2%) darkness Changes resistances penetration: +0%(-10%) darkness / +0%(-10%) temporal Changes damage: +0%(-8%) darkness / +0%(-8%) temporal Mental save: +6 (+2 eff.) N.Energy each turn: +0.00 (-0.20) Spellpower on spell critical (stacks up to 3 times): +0 (-4) Maximum life: +49.00 Spellpower: +0 (+0 eff.) (-2 (+0 eff.)) Spell crit. chance: +0% (-3%) Infravision radius: +2 When used to modify unarmed attacks: Power: 125% (+16%) Range: 1.1x (+0.0x) Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +6 Armour Penetration: +3 (-) Crit. chance: +3.0% (-3.0%) Attack speed: 100% (-) When this weapon hits: Dust to Dust (15% chance level 1). When this weapon hits: Mind Blast (10% chance level 1). When this weapon hits: Turn Back the Clock (10% chance level 1). When this weapon hits: Battle Shout (10% chance level 3). Damage (radius 2) on crit: +14 light / +18 darkness Damage conversion: 0%(-100%) temporal darkness It can be used to activate talent Starfall, placing all other charms into a 20 cooldown : Effective talent level: 1.3 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 115.00 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() brawler's drakeskin leather gloves of strength (+6) (0 def, 3 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Physical power: +9 (+4 eff.) Armour: +3 Changes stats: +6 Str / +3 Dex / +0(-3) Mag / +2 Cun Changes resistances: +0%(-8%) darkness / +0%(-8%) temporal Changes resistances penetration: +0%(-10%) darkness / +0%(-10%) temporal Changes damage: +0%(-8%) darkness / +0%(-8%) temporal Talent cooldown: Double Strike (-1 turn) Physical save: +10 (+3 eff.) N.Energy each turn: +0.00 (-0.20) Spellpower on spell critical (stacks up to 3 times): +0 (-4) Spellpower: +0 (+0 eff.) (-2 (+0 eff.)) Spell crit. chance: +0% (-3%) When used to modify unarmed attacks: Power: 144% (+34%) Range: 1.1x (+0.0x) Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +9 Armour Penetration: +5 (+2) Crit. chance: +16.0% (+10.0%) Attack speed: 100% (-) When this weapon hits: Dust to Dust (15% chance level 1). When this weapon hits: Mind Blast (10% chance level 1). When this weapon hits: Turn Back the Clock (10% chance level 1). When this weapon hits: Set Up (10% chance level 5). Damage conversion: 0%(-100%) temporal darkness Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Radiancespire the dwarven-steel gauntlets (0 def, 2 armour) Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical crit. chance: +11.0% Armour: +2 Fatigue: +3% Effects on melee hit: * 20% chance to reduce all saves and defense by 27 Changes stats: +0(-3) Mag Changes resistances: +21% acid / +0%(-8%) temporal / +0%(-8%) darkness Changes resistances penetration: +0%(-10%) darkness / +0%(-10%) temporal Changes damage: +0%(-8%) temporal / +6% mind / +0%(-8%) darkness Critical mult.: +10.00% N.Energy each turn: +0.00 (-0.20) Spellpower on spell critical (stacks up to 3 times): +0 (-4) Spellpower: +0 (+0 eff.) (-2 (+0 eff.)) Spell crit. chance: +12% (+9%) Mental crit. chance: +10% Light radius: +3 When used to modify unarmed attacks: Power: 129% (+20%) Range: 1.4x (+0.3x) Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 (+6) Crit. chance: +15.0% (+9.0%) Attack speed: 83% (-17%) When this weapon hits: Dust to Dust (15% chance level 1). When this weapon hits: Mind Blast (10% chance level 1). When this weapon hits: Turn Back the Clock (10% chance level 1). When this weapon crits: Cripple (20% chance level 3). Damage conversion: 0%(-100%) temporal darkness Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Winterwilder the linen wizard hat (1 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) (-2 (-1 eff.)) Damage (Melee): 0(-20) item darkness numbing Changes stats: +0(-2) Wil / +0(-5) Con Changes resistances: +16% acid / +3% temporal / +9% light / +9%(-21%) cold / +9% lightning Changes resistances penetration: +0%(-10%) cold / +5% nature / +0%(-10%) darkness Changes damage: +11% acid / +0%(-29%) cold / +0%(-24%) darkness Reduces incoming crit damage: 0.00% (-15.00%) A pointy cloth hat, very wizardly... |
![]() Demonbreeze the rough leather cap (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +5 Armour: +1 Defense: +0 (+0 eff.) (-3 (-1 eff.)) Fatigue: +1% Effects on melee hit: * 10% chance to reduce damage dealt by 22% Damage (Melee): 0(-20) item darkness numbing Changes stats: +3 Dex / +5(+3) Wil / +2 Cun / +0(-5) Con Changes resistances: +0%(-30%) cold Changes resistances penetration: +0%(-10%) cold / +10% mind / +0%(-10%) darkness Changes damage: +3%(-21%) darkness / +0%(-29%) cold Reduces incoming crit damage: 0.00% (-15.00%) Hate when firing a critical mind attack: +1.00 A cap made of leather. |
![]() Smoldergrinder the rough leather cap (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +4 (+2 eff.) Armour: +1 Defense: +0 (+0 eff.) (-3 (-1 eff.)) Fatigue: +1% Damage (Melee): 0(-20) item darkness numbing Changes stats: +3 Str / +0(-2) Wil / +2(-3) Con Changes resistances: +6% lightning / +6% temporal / +3% fire / +0%(-30%) cold / +1% physical Changes resistances penetration: +0%(-10%) darkness / +5%(-5%) cold Changes damage: +0%(-24%) darkness / +0%(-29%) cold Reduces incoming crit damage: 0.00% (-15.00%) Disease immunity: +20% Healing mod.: +10% A cap made of leather. |
![]() Glowhack (0 def, 3 armour) Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Defense: +0 (+0 eff.) (-3 (-1 eff.)) Fatigue: +5% Damage (Melee): 0(-20) item darkness numbing Damage when hit (Melee): 6 light Changes stats: +4 Mag / +4(+2) Wil / +0(-5) Con Changes resistances: +3% temporal / +6% light / +0%(-30%) cold Changes resistances penetration: +0%(-10%) cold / +5% light / +0%(-10%) darkness Changes damage: +6% blight / +0%(-29%) cold / +6% arcane / +0%(-24%) darkness Reduces incoming crit damage: 0.00% (-15.00%) Spell crit. chance: +2% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Poxstrike the iron helm (0 def, 3 armour) Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Defense: +0 (+0 eff.) (-3 (-1 eff.)) Fatigue: +5% Damage (Melee): 0(-20) item darkness numbing Changes stats: +0(-2) Wil / +0(-5) Con Changes resistances: +9% light / +6%(-24%) cold / +3% nature / +6% darkness Changes resistances penetration: +0%(-10%) darkness / +0%(-10%) cold Changes damage: +0%(-29%) cold / +3% mind / +0%(-24%) darkness Allows you to breathe in: water Reduces incoming crit damage: 0.00% (-15.00%) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+10 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+10 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
![]() Powered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 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. |
![]() Essence of Bearness Infused by nature 3.00 Encumbrance. [Unique] Type: misc / animal When wielded/worn: Damage (Melee): 0(-20) item darkness numbing Changes stats: +0(-1) Str Changes resistances: +0%(-5%) arcane Physical save: +0 (+0 eff.) (-18 (-4 eff.)) Spell save: +0 (+0 eff.) (-6 (-2 eff.)) Mental save: +0 (+0 eff.) (-6 (-2 eff.)) Poison immunity: +0% (-10%) Disease immunity: +0% (-10%) Maximum life: +0.00 (-46.00) When carried: Talent granted: +0(+-1) Dig It can be used to invoke your inner bearness Activation costs 100 power out of 100/100. The very essence of bearness! |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders Activation costs 80 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() Tooth of the Mouth (dig speed 12 turns) Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage (Melee): 0(-20) item darkness numbing Damage when hit (Melee): 10 draining blight Changes stats: +0(-1) Str Changes resistances: +0%(-5%) arcane Changes damage: +5% blight Physical save: +0 (+0 eff.) (-18 (-4 eff.)) Spell save: +0 (+0 eff.) (-6 (-2 eff.)) Mental save: +0 (+0 eff.) (-6 (-2 eff.)) Poison immunity: +0% (-10%) Disease immunity: +0% (-10%) Maximum life: +0.00 (-46.00) When carried: Talents granted: +1.00(-) Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() Xavea the Squalorsear (dig speed 29 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +4 (+4 eff.) Effects on melee hit: * 20% chance to slow global speed by 54% Damage (Melee): 0(-20) item darkness numbing Changes stats: +1(-) Str / +1 Dex / +3 Mag / +2 Cun Changes resistances: +0%(-5%) arcane Reduces incoming crit damage: 5.00% Physical save: +0 (+0 eff.) (-18 (-4 eff.)) Spell save: +0 (+0 eff.) (-6 (-2 eff.)) Mental save: +0 (+0 eff.) (-6 (-2 eff.)) Poison immunity: +0% (-10%) Disease immunity: +0% (-10%) Maximum life: +0.00 (-46.00) Infravision radius: +3 When carried: Talents granted: +1.00(-) Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 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. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) Activation costs 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 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. |
![]() Berareran the iron torque of mindblast [power 100] (15 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Damage (Melee): 0(-20) item darkness numbing Changes stats: +0(-1) Str / +1 Dex / +4 Wil / +2 Con Changes resistances: +0%(-5%) arcane Changes damage: +3% mind Physical save: +0 (+0 eff.) (-18 (-4 eff.)) Spell save: +0 (+0 eff.) (-6 (-2 eff.)) Mental save: +0 (+0 eff.) (-6 (-2 eff.)) Poison immunity: +0% (-10%) Disease immunity: +0% (-10%) Maximum life: +0.00 (-46.00) Light radius: +1 Infravision radius: +1 When carried: Talent granted: +0(+-1) Dig It can be used to blast the opponent's mind dealing 119 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
![]() Tempestmortal the dwarven-steel torque of clear mind [power 2] (25 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Damage (Melee): 0(-20) item darkness numbing Damage when hit (Melee): 8 lightning Changes stats: +4(+3) Str / +10 Wil / +8 Cun Changes resistances: +0%(-5%) arcane Physical save: +0 (+0 eff.) (-18 (-4 eff.)) Spell save: +0 (+0 eff.) (-6 (-2 eff.)) Mental save: +0 (+0 eff.) (-6 (-2 eff.)) Poison immunity: +0% (-10%) Disease immunity: +0% (-10%) Maximum life: +0.00 (-46.00) When carried: Talent granted: +0(+-1) Dig It can be used to remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. Torques are made by powerful psionics to store psionic powers. |
![]() piercing ash totem of healing [power 182] (15 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Damage (Melee): 0(-20) item darkness numbing Changes stats: +0(-1) Str Changes resistances: +0%(-5%) arcane Physical save: +0 (+0 eff.) (-18 (-4 eff.)) Spell save: +0 (+0 eff.) (-6 (-2 eff.)) Mental save: +0 (+0 eff.) (-6 (-2 eff.)) Poison immunity: +0% (-10%) Disease immunity: +0% (-10%) Maximum life: +0.00 (-46.00) When carried: Talent granted: +0(+-1) Dig It can be used to heal yourself and all friendly characters within 10 spaces for 182 Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 10% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() extending elm wand of lightning storm [power 116] (15 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Damage (Melee): 0(-20) item darkness numbing Changes stats: +0(-1) Str Changes resistances: +0%(-5%) arcane Physical save: +0 (+0 eff.) (-18 (-4 eff.)) Spell save: +0 (+0 eff.) (-6 (-2 eff.)) Mental save: +0 (+0 eff.) (-6 (-2 eff.)) Poison immunity: +0% (-10%) Disease immunity: +0% (-10%) Maximum life: +0.00 (-46.00) When carried: Talent granted: +0(+-1) Dig It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 25 lightning damage and will be dazed for 1 turn (129 total damage) Activation puts all charms on cooldown for 15 turns. When used: * Increase the duration of 2 beneficial effects by 1. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Achievements
By Zoomer the Dwarf Anorithil level 35
45th Steel 123rd year of Ascendancy at 08:38 see stats
By Zoomer the Dwarf Anorithil level 29
16th Shortage 122nd year of Ascendancy at 18:03 see stats
By Zoomer the Dwarf Anorithil level 34
32nd Steel 123rd year of Ascendancy at 07:39 see stats
By Zoomer the Dwarf Anorithil level 32
15th Steel 123rd year of Ascendancy at 17:45 see stats
By Zoomer the Dwarf Anorithil level 12
12nd Profit 122nd year of Ascendancy at 12:46 see stats
By Zoomer the Dwarf Anorithil level 20
16th Dearth 122nd year of Ascendancy at 17:33 see stats
By Zoomer the Dwarf Anorithil level 28
10th Shortage 122nd year of Ascendancy at 13:49 see stats
By Zoomer the Dwarf Anorithil level 29
16th Shortage 122nd year of Ascendancy at 17:34 see stats
By Zoomer the Dwarf Anorithil level 10
30th Voratun 122nd year of Ascendancy at 11:38 see stats
By Zoomer the Dwarf Anorithil level 20
20th Wealth 122nd year of Ascendancy at 20:38 see stats
By Zoomer the Dwarf Anorithil level 30
8th Iron 123rd year of Ascendancy at 00:18 see stats
By Zoomer the Dwarf Anorithil level 22
31st Dearth 122nd year of Ascendancy at 09:08 see stats
By Zoomer the Dwarf Anorithil level 35
10th Gold 123rd year of Ascendancy at 02:45 see stats
By Zoomer the Dwarf Anorithil level 19
19th Wealth 122nd year of Ascendancy at 19:58 see stats
By Zoomer the Dwarf Anorithil level 6
18th Voratun 122nd year of Ascendancy at 22:18 see stats
By Zoomer the Dwarf Anorithil level 9
29th Voratun 122nd year of Ascendancy at 22:44 see stats
By Zoomer the Dwarf Anorithil level 29
16th Shortage 122nd year of Ascendancy at 18:03 see stats
By Zoomer the Dwarf Anorithil level 11
3rd Acquisition 122nd year of Ascendancy at 22:18 see stats
By Zoomer the Dwarf Anorithil level 25
28th Loss 122nd year of Ascendancy at 20:18 see stats
By Zoomer the Dwarf Anorithil level 19
15th Wealth 122nd year of Ascendancy at 11:50 see stats
By Zoomer the Dwarf Anorithil level 33
31st Steel 123rd year of Ascendancy at 20:22 see stats
Log
Emawe the forest troll slows down.
Keyboard input temporarily disabled.
Emawe the forest troll converts damage to paradox!
Emawe the forest troll teleports some damage to Zoomer!
Webs of Fate hits Zoomer for 12 physical, 10 light, 15 physical, 16 darkness, 11 physical, 9 light, 12 physical, 14 darkness (99 total damage).
Zoomer hits Emawe the forest troll for (40 webs of fate), (26 converted), 60 light, (47 webs of fate), (99 teleported), 0 darkness, (40 webs of fate), (85 teleported), 0 light, (47 webs of fate), (99 teleported), 0 darkness (60 total damage).
Zoomer hits Emusevena the patchwork troll for 121 light, 149 darkness (270 total damage).
Zoomer hits Zoomer for 99 teleported, 85 teleported, 99 teleported (283 total damage).
Emusevena the patchwork troll slows down.
Emusevena the patchwork troll is knocked back!
Emawe the forest troll resists the silence!
Emawe the forest troll converts damage to paradox!
Emawe the forest troll teleports some damage to Zoomer!
Zoomer's sanctity area effect hits Emawe the forest troll for (55 teleported), 0 light (0 total damage).
Zoomer's sanctity area effect hits Zoomer for 55 teleported damage.
Zoomer's defensive darkness area effect hits Emawe the forest troll for (17 converted), 39 darkness (39 total damage).
Poison from Zoomer hits Emusevena the patchwork troll for 15 nature damage.
Zoomer's prismatic repulsion area effect hits Emusevena the patchwork troll for 19 light, 22 darkness, 19 light, 22 darkness (82 total damage).
Keyboard input temporarily disabled.
Keyboard input temporarily disabled.
Zoomer casts Bathe in Light.
Zoomer is no longer being stalked by Emusevena the patchwork troll.
Emawe the forest troll teleports some damage to Zoomer!
Zoomer's Corona hits Emawe the forest troll for (87 teleported), 0 darkness (0 total damage).
Zoomer's Corona hits Zoomer for 87 teleported damage.
Zoomer's Corona hits Emawe the forest troll for (75 teleported), 0 light (0 total damage).
Zoomer's Corona hits Zoomer for 75 teleported damage.
Zoomer the level 36 dwarf anorithil was battered to death by himself in some sort of fetish experiment gone wrong on level 3 of Lost Dwarven Kingdom of Reknor.
A shield forms around Zoomer.