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| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Grey Out Unusable Items 1.7.2This addon shows inventory items in dark grey if they have a power source incompatible with your character. Arcane items are greyed out for antimagic characters, and arcane disrupting items are greyed out for characters with arcane abilities. Never accidentally break your spells again! Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Possessor Tweaks 1.7.0Adds useful information to various Possessor-related dialogs and talent tooltips. Frequently Asked Questions: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Audiomancy 1.7.4Version 1.2.1 released Jan 16, 2023; see change notes. Audiomancy is an audio enhancement for ToME that does not affect music. It started with the High Quality Sounds mod (thanks to Gurkoz), but it does a bit more than replace sounds. It enhances the code introducing random variance, layering, and new trigger points. Weapon types (sword, great axe, mace, sling, bows, etc.) have distinct sounds in combat, along with NPC types having different impact sounds. Many weapons have distinct critical hit sounds as well. Ranged weapons have separated attack and hit sounds. Melee and ranged talents you would have expected to produce sound before likely will with this mod. Multiple hits trigger multiple sounds, e.g. the Volley talent. There is still more to do, especially in terms of providing distinct sound effects for various game mechanics and talents, but the code as-is will affect almost every sound played in the game while adding more. I attempted to maximize compatibility, replacing a single function and using superloading and hooking for the rest. Feel free to reach out to me with any issues you discover or ideas/suggestions you may have on Steam or at theclawhorn@protonmail.com. Credits: https://pastebin.com/xirEZ2FY Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2805820365 PS: Somehow the website tags got duplicated and I'm unable to edit them. Version 1.2.1: Version 1.2.0: Version 1.1.0: Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Verbose Enemies 1.3.1Makes the monsters of Eyal somewhat more talkative...and prone to insulting you. Featuring taunts from Gaslamp Games' roguelike Dungeons of Dredmor! Also now featuring the EXTENSIVE taunt collection from the iconic Dredmor mod, Death By A Thousand Taunts. This mod was created by Deeborm, and is only included with their approval. Three cheers for Deeborm! Relive your dredmor adventures in the world of Eyal. You can also add your own taunts! To do this create a file named verbose_user_defined_taunts.cfg and place it in your settings folder where it can be friends with all the other .cfg files. Inside this file put: All taunts (base Dredmor taunts, Deeborm's extended dredmor taunts, and custom taunts) can be toggled from the in-game settings, in the Misc tab. 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:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: 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:
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. 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 | Ogre |
| Class | Wyrmic |
| Level / Exp | 29 / 58% |
| Size | gargantuan |
| Lifes / Deaths | Killed by Xerobeth the ghoul at level 29 on the 59th Regrowth 123rd year of Ascendancy at 05:31 / 1 |
Primary Stats
| Strength | 116 (base 60) |
| Dexterity | 21 (base 10) |
| Constitution | 33 (base 11) |
| Magic | 12 (base 10) |
| Willpower | 69 (base 58) |
| Cunning | 29 (base 10) |
Resources
| Life | -229/1193 |
| Stamina | 335/346 |
| Equilibrium | 44 |
| Healing Factor | 1.5889294477288 |
| Regeneration | 51.249781418975 |
Speed
| Mental | +12.02863780958% |
| Attack | +12.02863780958% |
| Movement | +41.31788189224% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 5 |
| See Invisible | 10 |
Offense: Mainhand
| Damage | 222 |
| Accuracy | 46 |
| Crit Chance | 28% |
| APR | 7 |
| Speed | 0.89 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 22 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Mind
| Mindpower | 43 |
| Crit Chance | 22% |
| Speed | 0.8926289023524 |
Offense: Damage Bonus
| Acid | +26% |
| Blight | +26% |
| Physical | +36% |
| Cold | +26% |
| All | +6% |
| Lightning | +26% |
| Light | +16% |
| Mind | +12% |
| Darkness | +26% |
| Fire | +35% |
| Nature | +33% |
Offense: Damage Penetration
| Cold | +30% |
| Lightning | +30% |
| Acid | +30% |
| Darkness | +30% |
| Blight | +30% |
| Physical | +30% |
| Fire | +30% |
| Nature | +30% |
Defense: Base
| Armour (hardiness) | 61.317011280365 (77.903125182002%) |
| Defense | 16 |
| Ranged Defense | 16 |
| Fatigue | 0 |
| Physical Save | 47 |
| Spell Save | 36 |
| Mental Save | 30 |
Defense: Resistances
| Acid | + 3%( 70%) |
| Blight | + 28%( 70%) |
| Arcane | + 5%( 70%) |
| Cold | + 25%( 70%) |
| All | 0%( 70%) |
| Darkness | + 3%( 70%) |
| Light | + 40%( 70%) |
| Temporal | + 3%( 70%) |
| Physical | + 9%( 70%) |
| Lightning | + 10%( 70%) |
| Fire | + 12%( 70%) |
| Nature | + 6%( 70%) |
Defense: Immunities
| Disarm Resistance | 27% |
| Stun Resistance | 100% |
| Blind Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 50% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 35 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -576 life. The duration and life will increase by 1% for every 1% life you have lost (currently 1262 life, 13 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower 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. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to 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 24 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: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 382 life over 5 turns. Its effects scale with your Willpower stat. |
Class Talents
| Wild-gift / Cold drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Sand drake aspect | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 3/5 |
| Technique / Two-handed assault | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fire drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Higher draconic abilities | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Shield offense | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Venom drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Storm drake aspect | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Wild-gift / Fungus | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Harmony | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 2/5 |
Prodigies
| 1/1 |
Effects
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. | active |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 5 of Dreadfell. Escort: lost defiler (level 5 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Dreadfell. Escort: lost sun paladin (level 2 of Dreadfell)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Scintillating Caves. Escort: lost warrior (level 2 of Scintillating Caves)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Scintillating Caves. Escort: repented thief (level 3 of Scintillating Caves)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Old Forest. Escort: temporal explorer (level 1 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Trollmire. Escort: worried loremaster (level 2 of Trollmire)As a reward you improved talent Disarm (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
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 hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 189. | 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 precision. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed honey tree root. * You've found the needed vial of elder vampire blood. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * You've found the needed ice ant stinger. * You've found the needed pouch of bone giant dust. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of foundations without your aid. | 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 within2 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. In the aftermath you turned against the Grand Corruptor and dispatched him. | done |
Equipment
| On feet | [vs. Adenne (0 def, 3 armour) (On feet)]Adenne (0 def, 3 armour) 3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Melee+ 0(-10) item manaburn arcane Dmg.mod +6%(-) mind On Hit (Melee): * 10 arcane resource burn ----- def ----- Armour +3 (-) Fatigue +2% (-) Resists +9%(-) fire +5%(-) arcane +3%(-) temporal HP.reg +2.00 (-) Heal.mod +10% (-) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | [vs. Hornet Stingers (20/20, 18-25 power, 10 apr) (Quiver)]Hornet Stingers (20/20, 18-25 power, 10 apr) 3.0 T2 arrow ammo Reqs Dex 18 [Unique] Nature Power 18.0 - 25.2 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +10 (-) Crit +5.0% (-) Capacity 20 (-) On Hit: * afflicts the target with a poison dealing 20 damage per turn and causing actions to fail 20% of the time for 6 turns A vile poison drips from the tips of these arrows. |
| Light source | [vs. Summertide Phial (Light source)]Summertide Phial 1.0 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. |
| On head | [vs. Quasit's Skull (0 def, 12 armour) (On head)]Quasit's Skull (0 def, 12 armour) 3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3(-) Con ----- def ----- Armour +12 (-) Hardiness +5% (-) Fatigue +5% (-) Phys.save +12 (+4 eff.) (-) Stun/Frz- +30% (-) Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
| On hands | [vs. restful hardened leather gloves of the juggernaut (0 def, 2 armour) (On hands)]restful hardened leather gloves of the juggernaut (0 def, 2 armour) 1.0 T2 hands armor [Ego+] Master/Psionic While equipped: Stats +1(-) Con ----- def ----- Armour +2 (-) Phys.save +11 (+3 eff.) (-) Spell.save +4 (+2 eff.) (-) Mind.save +4 (+2 eff.) (-) HP.reg +1.00 (-) Disarm- +27% (-) ---------- misc Stam/turn +0.50 (-) Max.stam +14.00 (-) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 27% and provides a 15% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | [vs. Furnacebraid the steel torque of psionic shield [power 51] (22/25 cooldown) (Tool)]Furnacebraid the steel torque of psionic shield [power 51] (22/25 cooldown) 2.0 T2 torque charm [Rare] Psionic While equipped: Stats +8(-) Cun +6(-) Dex dps ---------- Dmg.mod +9%(-) fire ---------- misc Infravis +2 (-) Setup a psionic shield, reducing all damage taken by 51 for 5 turns Puts all charms on 25 cooldown 100% to gain a 13% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | [vs. painweaver's gold ring of life (On fingers, 1 of 2)]painweaver's gold ring of life 0.1 T3 ring jewelry [Ego++] Nature/Master While equipped: dps ---------- Phys.pwr +12 (+3 eff.) (-) Spell.pwr +8 (+5 eff.) (-) Mind.pwr +10 (+4 eff.) (-) Dmg.mod +6%(-) all ----- def ----- Max.HP +65.00 (-) HP.reg +7.00 (-) Heal.mod +11% (-) Rings make your fingers look great! Tap to cycle through comparison choices |
| On fingers | [vs. painweaver's gold ring of life (On fingers, 1 of 2)]Emawyn 0.1 T3 ring jewelry [Rare] Master While equipped: Stats +4 Cun dps ---------- Phys.pwr +0 (+0 eff.) (-12 (-3 eff.)) Spell.pwr +0 (+0 eff.) (-8 (-5 eff.)) Mind.pwr +0 (+0 eff.) (-10 (-4 eff.)) Dmg.mod +0%(-6%) all ----- def ----- Resists +15% cold Crit.chn- 10.00% Max.HP +0.00 (-65.00) HP.reg +4.00 (-3.00) Heal.mod +0% (-11%) Stun/Frz- +38% ---------- misc Infravis +3 Rings make your fingers look great! Tap to cycle through comparison choices |
| Around neck | [vs. Choker of Dread (Around neck)]Choker of Dread 0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) (-) Spell.pwr +5 (+2 eff.) (-) ----- def ----- Blind- +100% (-) ---------- misc See.Invis +10 (-) Summon an elder vampire with Taunt to your side for 15 turns. Uses 60 power out of 60/60 The evilness of undeath radiates from this amulet. |
| In main hand | [vs. Crude Iron Battle Axe of Kroll (68-102 power, 7 apr) (In main hand, 1 of 2)]Crude Iron Battle Axe of Kroll (68-102 power, 7 apr) 3.0 T4 battleaxe 2H weapon Reqs Str 50 [Unique] Master Power 68.0 - 102.0 Physical Uses 130% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 (-) Crit +10.0% (-) Atk.spd 100% (-) While equipped: Stats +2(-) Dex +2(-) Con dps ---------- Dmg.mod +10%(-) physical ----- def ----- Armour +6 (-) Defense +6 (+6 eff.) (-) Stun/Frz- +30% (-) Knockbk- +30% (-) Made in times before the Dwarves learned beautiful craftsmanship, the rough appearance of this axe belies its great power. Only Dwarves may harness its true strength, however. Tap to cycle through comparison choices |
| Around waist | [vs. Beriharahek the rough leather belt (Around waist)]Beriharahek the rough leather belt 1.0 T1 belt armor [Rare] Nature While equipped: Stats +3(-) Str +4(-) Dex +6(-) Con dps ---------- Crit.mult +10.00% (-) Phys.pwr +6 (+2 eff.) (-) ----- def ----- Resists +3%(-) cold Crit.chn- 15.00% (-) Phys.save +6 (+2 eff.) (-) Mind.save +3 (+1 eff.) (-) ---------- misc Size +1 (-) A belt that goes around your waist. |
| In off hand | [vs. Sanguine Shield (0 def, 15 armour, 40-48 power, 220 block) (In off hand, 1 of 2)]Sanguine Shield (0 def, 15 armour, 40-48 power, 220 block) 7.0 T4 shield armor Reqs Shield usage training Str 39 [Unique] Master When used to Attack: Power 40.0 - 48.0 Physical Uses 120% Str Acc+ +2.0% proc dam (max 200%) Crit +9.0% (-) Block +220 (-) HP.leech +8% (-) While equipped: Stats +10(-) Con dps ---------- Melee Ret 15(-) draining blight ----- def ----- Armour +15 (-) Fatigue +19% (-) Resists +25%(-) blight +10%(-) light HP.reg +5.00 (-) ---------- misc Talents +1.00(-) Block Masteries +0.30(-) Cursed/Bloodstained Though tarnished and spattered with blood, the emblem of the Sun still manages to shine through on this shield. Tap to cycle through comparison choices |
| Cloak | [vs. linen cloak 'Earthpower' (1 def, 0 armour) (Cloak)]linen cloak 'Earthpower' (1 def, 0 armour) 2.0 T1 cloak armor [Rare] Nature While equipped: Stats +3(-) Wil dps ---------- Mind.crit +3% (-) Crit.mult +15.00% (-) Dmg.mod +3%(-) nature ----- def ----- Defense +1 (+1 eff.) (-) Resists +3%(-) lightning Max.HP +31.00 (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | [vs. impenetrable steel mail armour of Eyal (2 def, 15 armour) (Main armor)]impenetrable steel mail armour of Eyal (2 def, 15 armour) 14.0 T2 heavy armor Reqs Heavy armour training Str 20 [Ego+] Nature/Master While equipped: ----- def ----- Armour +15 (-) Defense +2 (+2 eff.) (-) Fatigue +12% (-) Max.HP +20.00 (-) HP.reg +2.00 (-) Heal.mod +10% (-) A suit of armour made of mail. This object's appearance was changed to iron plate armour. |
Inventory
healing infusion of the warrior (heal 348; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 348 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
[vs. Infusion: Heroism [heroism infusion of the psychic (die at -516; dur 6; cd 35)] (on body)]heroism infusion of the sneak (die at -377; dur 6; cd 26) 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 26 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -377 life. The duration and life will increase by 1% for every 1% life you have lost (currently 827 life, 13 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
[vs. Infusion: Heroism [heroism infusion of the psychic (die at -516; dur 6; cd 35)] (on body)]heroism infusion of the warrior (die at -901; dur 7; cd 27) 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 27 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -901 life. The duration and life will increase by 1% for every 1% life you have lost (currently 1976 life, 15 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
[vs. Infusion: Regeneration [regeneration infusion of the psychic (heal 206; 16 cd)] (on body)]regeneration infusion of the warrior (heal 573; 14 cd) 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 573 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
[vs. Infusion: Regeneration [regeneration infusion of the psychic (heal 206; 16 cd)] (on body)]regeneration infusion of the warrior (heal 613; 15 cd) 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 613 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Mirror Image Rune (dur 6; cd 24)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Prismatic Rune (6 turns; temporal, light, physical, mind, nature)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 temporal, 5 light, 2 physical, 3 mind, 4 nature Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
acid wave rune of the sneak (damage 270; dur 4; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a cone dealing 269.56 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
[vs. Rune: Shatter Afflictions [shatter afflictions rune (absorb 24; cd 13)] (on body)]shatter afflictions rune (absorb 20; cd 17) 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 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 20 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. |
[vs. Rune: Shatter Afflictions [shatter afflictions rune (absorb 24; cd 13)] (on body)]shatter afflictions rune of the duelist (absorb 97; cd 17) 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 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 97 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
[vs. Rune: Shatter Afflictions [shatter afflictions rune (absorb 24; cd 13)] (on body)]shatter afflictions rune of the psychic (absorb 123; cd 14) 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to 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 123 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
[vs. Choker of Dread (Around neck)]Earthen Beads 0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Phys.pwr +0 (+0 eff.) (-5 (-1 eff.)) Spell.pwr +0 (+0 eff.) (-5 (-2 eff.)) Mind.pwr +5 (+1 eff.) ----- def ----- Affinity +15% nature HP.reg +2.00 Blind- +0% (-100%) ---------- misc See.Invis +0 (-10) Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.6 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 263 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
[vs. Choker of Dread (Around neck)]Feathersteel Amulet 0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Phys.pwr +0 (+0 eff.) (-5 (-1 eff.)) Spell.pwr +0 (+0 eff.) (-5 (-2 eff.)) Mov.spd +25% ----- def ----- Defense +15 (+9 eff.) Fatigue -20% Proj.slow +15% Blind- +0% (-100%) ---------- misc Max.enc +20 See.Invis +0 (-10) Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
[vs. Choker of Dread (Around neck)]The Far-Hand 0.1 T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con dps ---------- Phys.pwr +0 (+0 eff.) (-5 (-1 eff.)) Spell.pwr +0 (+0 eff.) (-5 (-2 eff.)) ----- def ----- Blind- +0% (-100%) Teleport- +100% ---------- misc See.Invis +0 (-10) Teleport: Level 4.0 Pwr.cost 36 out of 36/36. Range 10 Travel.spd instantaneous Is a spell Description: Teleports you randomly within a large range (122). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
[vs. Choker of Dread (Around neck)]wanderer's gold amulet 0.1 T3 amulet jewelry [Ego+] Master While equipped: Stats +3 Dex +7 Cun +5 Con dps ---------- Phys.pwr +0 (+0 eff.) (-5 (-1 eff.)) Spell.pwr +0 (+0 eff.) (-5 (-2 eff.)) Mov.spd +10% ----- def ----- Fatigue -7% HP.reg +3.00 Blind- +0% (-100%) ---------- misc Stam/turn +0.80 See.Invis +0 (-10) Amulets make your neck look great! |
[vs. painweaver's gold ring of life (On fingers, 1 of 2)]Hechik 0.1 T1 ring jewelry [Rare] Master While equipped: Stats +2 Str dps ---------- Phys.pwr +0 (+0 eff.) (-12 (-3 eff.)) Spell.pwr +0 (+0 eff.) (-8 (-5 eff.)) Mind.pwr +0 (+0 eff.) (-10 (-4 eff.)) Dmg.mod +18% acid +0%(-6%) all Res.pen +5% mind On Hit (Melee): * 10% chance to reduce all saves and defense by 27 ----- def ----- Armour +4 Resists +3% acid Max.HP +0.00 (-65.00) HP.reg +0.00 (-7.00) Heal.mod +0% (-11%) Rings make your fingers look great! Tap to cycle through comparison choices |
[vs. painweaver's gold ring of life (On fingers, 1 of 2)]copper ring 'Lustrenail' 0.1 T1 ring jewelry [Rare] Master While equipped: Stats +5 Cun +5 Dex dps ---------- Phys.pwr +0 (+0 eff.) (-12 (-3 eff.)) Spell.pwr +0 (+0 eff.) (-8 (-5 eff.)) Mind.pwr +0 (+0 eff.) (-10 (-4 eff.)) Dmg.mod +3% light +0%(-6%) all Acc +6 (+2 eff.) Melee Ret 6 light ----- def ----- Resists +3% light Max.HP +0.00 (-65.00) HP.reg +0.00 (-7.00) Heal.mod +10% (-1%) ---------- misc Light +1 Rings make your fingers look great! Tap to cycle through comparison choices |
[vs. painweaver's gold ring of life (On fingers, 1 of 2)]Wheel of Fate 0.1 T2 ring jewelry [Unique] Arcane While equipped: dps ---------- Phys.pwr +0 (+0 eff.) (-12 (-3 eff.)) Spell.pwr +0 (+0 eff.) (-8 (-5 eff.)) Mind.pwr +0 (+0 eff.) (-10 (-4 eff.)) Dmg.mod +0%(-6%) all ----- def ----- Max.HP +0.00 (-65.00) HP.reg +0.00 (-7.00) Heal.mod +0% (-11%) Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? Tap to cycle through comparison choices |
[vs. painweaver's gold ring of life (On fingers, 1 of 2)]The Black Ring 0.1 T3 ring jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +3% Phys.pwr +0 (+0 eff.) (-12 (-3 eff.)) Spell.pwr +0 (+0 eff.) (-8 (-5 eff.)) Mind.pwr +0 (+0 eff.) (-10 (-4 eff.)) Dmg.mod +0%(-6%) all ----- def ----- Spell.save +7 (+3 eff.) Max.HP +0.00 (-65.00) HP.reg +0.00 (-7.00) Heal.mod +0% (-11%) ---------- misc Masteries +0.20 Corruption/Fearfire ShadowPwr +5 On Spell Hit: 10% Darkfire 3 Grants spell-crit equal to half of your Shadow Power. "An innocuous bauble. Until you look through the hole." Tap to cycle through comparison choices |
[vs. painweaver's gold ring of life (On fingers, 1 of 2)]Turomidas 0.1 T3 ring jewelry [Rare] Arcane While equipped: dps ---------- Mind.crit +2% Crit.mult +10.00% Phys.pwr +0 (+0 eff.) (-12 (-3 eff.)) Spell.pwr +0 (+0 eff.) (-8 (-5 eff.)) Mind.pwr +0 (+0 eff.) (-10 (-4 eff.)) Dmg.mod +19% blight +0%(-6%) all ----- def ----- Resists +13% blight Mind.save +12 (+6 eff.) Die.at -60.00 life Max.HP +0.00 (-65.00) HP.reg +0.00 (-7.00) Heal.mod +0% (-11%) Silence- +20% Rings make your fingers look great! Tap to cycle through comparison choices |
[vs. painweaver's gold ring of life (On fingers, 1 of 2)]sneakthief's gold ring of pilfering 0.1 T3 ring jewelry [Ego++] Master While equipped: Stats +6 Cun +4 Dex dps ---------- Phys.pwr +0 (+0 eff.) (-12 (-3 eff.)) Spell.pwr +0 (+0 eff.) (-8 (-5 eff.)) Mind.pwr +0 (+0 eff.) (-10 (-4 eff.)) Dmg.mod +0%(-6%) all Acc +17 (+5 eff.) Apr +7 ----- def ----- Defense +8 (+6 eff.) Max.HP +0.00 (-65.00) HP.reg +0.00 (-7.00) Heal.mod +0% (-11%) 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! Tap to cycle through comparison choices |
[vs. Crude Iron Battle Axe of Kroll (68-102 power, 7 apr) (In main hand, 1 of 2)]Penitence (15-18 power, 4 apr, nature element) 5.0 T2 staff 2H weapon Reqs Mag 24 [Unique] Arcane/Nature Power 15.0 - 18.0(-53.0 - -84.0) Nature Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 (-3) Crit +0.0% (-10.0%) Atk.spd 100% (-) While equipped: Stats +0(-2) Dex +0(-2) Con dps ---------- Spell.crit +10% Spell.pwr +15 (+8 eff.) Dmg.mod +0%(-10%) physical ----- def ----- Armour +0 (-6) Defense +0 (+0 eff.) (-6 (-6 eff.)) Resists +30% blight +30% nature Affinity +20% nature Spell.save +15 (+6 eff.) Stun/Frz- +0% (-30%) Knockbk- +0% (-30%) ---------- misc Talents +1 Command Staff Cure up to 2 diseases or poisons (based on Magic). Uses 10 power out of 60/60 A powerful staff sent in secret to Angolwen by the Shaloren, to aid their fighting of the plagues following the Spellblaze. Its power is not to harm, but to heal and protect. Tap to cycle through comparison choices |
[vs. Crude Iron Battle Axe of Kroll (68-102 power, 7 apr) (In main hand, 1 of 2)]Staff of Absorption 7.0 staff 2H weapon Reqs Mag 40 [Plot Item] Unknown Power 30.0 - 33.0(-38.0 - -69.0) Arcane Uses 100% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 (-3) Crit +0.0% (-10.0%) Atk.spd inf% (inf%) While equipped: Stats +0(-2) Dex +0(-2) Con dps ---------- Spell.crit +10% Spell.pwr +20 (+10 eff.) Dmg.mod +0%(-10%) physical Acc +20 (+6 eff.) ----- def ----- Armour +0 (-6) Defense +0 (+0 eff.) (-6 (-6 eff.)) Stun/Frz- +0% (-30%) Knockbk- +0% (-30%) Absorb energies. Uses 1000 power out of 1000/1000 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. Tap to cycle through comparison choices |
[vs. Crude Iron Battle Axe of Kroll (68-102 power, 7 apr) (In main hand, 1 of 2)]Stormfront (30-45 power, 15 apr) 3.0 T2 battleaxe 2H weapon Reqs Str 16 [Unique] Nature Power 30.0 - 45.0(-38.0 - -57.0) Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +15 (+8) Crit +5.0% (-5.0%) Atk.spd 100% (-) Melee+ +15 lightning +15 cold On Crit: + inflicts either shocked or wet, chosen at random While equipped: Stats +0(-2) Dex +0(-2) Con dps ---------- Dmg.mod +12% lightning +12% cold +0%(-10%) physical ----- def ----- Armour +0 (-6) Defense +0 (+0 eff.) (-6 (-6 eff.)) Stun/Frz- +0% (-30%) Knockbk- +0% (-30%) The blade glows faintly blue, and reflects a sky full of stormy clouds. Tap to cycle through comparison choices |
[vs. Crude Iron Battle Axe of Kroll (68-102 power, 7 apr) (In main hand, 1 of 2)]balanced steel greatmaul of massacre (35-52 power, 2 apr) 5.0 T2 greatmaul 2H weapon Reqs Str 16 [Ego] Master Power 35.0 - 52.5(-33.0 - -49.5) Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 (-5) Crit +1.0% (-9.0%) Atk.spd 100% (-) While equipped: Stats +0(-2) Dex +0(-2) Con dps ---------- Dmg.mod +0%(-10%) physical Acc +9 (+3 eff.) ----- def ----- Armour +0 (-6) Defense +9 (+9 eff.) (+3 (+3 eff.)) Disarm- +38% Stun/Frz- +0% (-30%) Knockbk- +0% (-30%) Massive two-handed mauls. Tap to cycle through comparison choices |
[vs. Crude Iron Battle Axe of Kroll (68-102 power, 7 apr) (In main hand, 1 of 2)]thought-forged steel greatmaul of phasing (30-44 power, 14 apr) 5.0 T2 greatmaul 2H weapon Reqs Str 16 [Ego] Arcane/Psionic Power 29.5 - 44.2(-38.5 - -57.8) Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +14 (+7) Crit +1.0% (-9.0%) Atk.spd 100% (-) Phasing +16% Melee+ +7 mind On Hit: * 20% chance to reduce all saves and defense by 27 While equipped: Stats +0(-2) Dex +2 Wil +2 Cun +0(-2) Con dps ---------- Dmg.mod +0%(-10%) physical ----- def ----- Armour +0 (-6) Defense +0 (+0 eff.) (-6 (-6 eff.)) Stun/Frz- +0% (-30%) Knockbk- +0% (-30%) Massive two-handed mauls. Tap to cycle through comparison choices |
[vs. Crude Iron Battle Axe of Kroll (68-102 power, 7 apr) (In main hand, 1 of 2)]dwarven-steel greatmaul 'Zothel' (42-62 power, 2 apr) 5.0 T3 greatmaul 2H weapon Reqs Str 24 [Rare] Psionic Power 41.5 - 62.2(-26.5 - -39.8) Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 (-5) Crit +1.5% (-8.5%) Atk.spd 100% (-) Melee+ +8 physical On Hit: + 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) While equipped: Stats +3 Str +0(-2) Dex +0(-2) Con dps ---------- Mind.crit +1% Dmg.mod +3%(-7%) physical ----- def ----- Armour +0 (-6) Defense +0 (+0 eff.) (-6 (-6 eff.)) Phys.save +12 (+4 eff.) Die.at -40.00 life Stun/Frz- +0% (-30%) Knockbk- +0% (-30%) ---------- misc Stam/turn +1.00 Massive two-handed mauls. Tap to cycle through comparison choices |
[vs. Crude Iron Battle Axe of Kroll (68-102 power, 7 apr) (In main hand, 1 of 2)]Harin (22-35 power, 5 apr) 3.0 T2 greatsword 2H weapon Reqs Str 16 [Rare] Master Power 22.0 - 35.2(-46.0 - -66.8) Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +5 (-2) Crit +3.0% (-7.0%) Atk.spd 100% (-) While equipped: Stats +5 Str +0(-2) Dex +0(-2) Con dps ---------- Dmg.mod +9%(-1%) physical Res.pen +13% physical Acc +26 (+8 eff.) Apr +12 ----- def ----- Armour +0 (-6) Defense +15 (+12 eff.) (+9 (+6 eff.)) Stun/Frz- +0% (-30%) Knockbk- +0% (-30%) ---------- misc Max.stam +30.00 Massive two-handed swords. Tap to cycle through comparison choices |
[vs. Crude Iron Battle Axe of Kroll (68-102 power, 7 apr) (In main hand, 1 of 2)]arcing steel greatsword of massacre (35-56 power, 2 apr) 3.0 T2 greatsword 2H weapon Reqs Str 16 [Ego] Arcane/Master Power 35.0 - 56.0(-33.0 - -46.0) Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 (-5) Crit +3.0% (-7.0%) Atk.spd 100% (-) On Hit: + 25% chance for lightning to strike from the target to a second target dealing 34 damage While equipped: Stats +0(-2) Dex +0(-2) Con dps ---------- Dmg.mod +0%(-10%) physical ----- def ----- Armour +0 (-6) Defense +0 (+0 eff.) (-6 (-6 eff.)) Stun/Frz- +0% (-30%) Knockbk- +0% (-30%) Massive two-handed swords. Tap to cycle through comparison choices |
[vs. Crude Iron Battle Axe of Kroll (68-102 power, 7 apr) (In main hand, 1 of 2)]Colaryem (48-77 power, 12 apr) 3.0 T3 greatsword 2H weapon Reqs Str 10 [Unique] Arcane Power 48.0 - 76.8(-20.0 - -25.2) Physical Uses 130% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +12 (+5) Crit +11.0% (+1.0%) Atk.spd 50% (-50%) While equipped: Stats +7(+5) Dex +0(-2) Con dps ---------- Mov.spd +10% Dmg.mod +7% lightning +0%(-10%) physical ----- def ----- Armour +0 (-6) Defense +0 (+0 eff.) (-6 (-6 eff.)) Fatigue -12% Resists +7% lightning Stun/Frz- +0% (-30%) Knockbk- +0% (-30%) ---------- misc Max.enc +50 Avoid Pressure Traps Attack speed improves with your strength and size category. This intricate blade is impractically long and almost as wide as your body, yet contrary to its size and apparent girth it is not only light, but threatens to escape your grasp and fly away. You will need to be really strong to keep it grounded. Or really big. Tap to cycle through comparison choices |
[vs. Crude Iron Battle Axe of Kroll (68-102 power, 7 apr) (In main hand, 1 of 2)]acidic stralite greatsword of massacre (64-103 power, 3 apr) 3.0 T4 greatsword 2H weapon Reqs Str 35 [Ego] Arcane/Master Power 64.5 - 103.2(-3.5 - +1.2) Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 (-4) Crit +4.5% (-5.5%) Atk.spd 100% (-) On Crit: + Splash the target with acid dealing 56 damage over 5 turns and reducing armor and accuracy by 7 While equipped: Stats +0(-2) Dex +0(-2) Con dps ---------- Dmg.mod +0%(-10%) physical ----- def ----- Armour +0 (-6) Defense +0 (+0 eff.) (-6 (-6 eff.)) Stun/Frz- +0% (-30%) Knockbk- +0% (-30%) Massive two-handed swords. Tap to cycle through comparison choices |
[vs. Crude Iron Battle Axe of Kroll (68-102 power, 7 apr) (In main hand, 1 of 2)]Skullcleaver (20-28 power, 4 apr) 3.0 T1 waraxe 1H weapon Reqs Str 18 [Unique] Arcane Power 20.0 - 28.0(-48.0 - -74.0) Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 (-3) Crit +12.0% (+2.0%) Atk.spd 100% (-) HP.leech +10% Dmg.conv 25% blight While equipped: Stats +0(-2) Dex +0(-2) Con dps ---------- Dmg.mod +8% blight +0%(-10%) physical ----- def ----- Armour +0 (-6) Defense +0 (+0 eff.) (-6 (-6 eff.)) Stun/Frz- +0% (-30%) Knockbk- +0% (-30%) A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. Tap to cycle through comparison choices |
[vs. Crude Iron Battle Axe of Kroll (68-102 power, 7 apr) (In main hand, 1 of 2)]Malediction (40-48 power, 15 apr) 3.0 T4 waraxe 1H weapon Reqs Str 55 [Unique] Arcane Power 40.0 - 48.0(-28.0 - -54.0) Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +15 (+8) Crit +10.0% (-) Atk.spd 100% (-) On Hit.r1 +25 blight On Hit: 10% Curse of Death 3 On Hit: 10% Curse of Vulnerability 3 While equipped: Stats +0(-2) Dex +0(-2) Con dps ---------- Spell.pwr +20 (+10 eff.) Dmg.mod +20% blight +0%(-10%) physical ----- def ----- Armour +0 (-6) Defense +0 (+0 eff.) (-6 (-6 eff.)) Stun/Frz- +0% (-30%) Knockbk- +0% (-30%) On Spell Hit: 10% Curse of Impotence 3 On Spell Hit: 10% Curse of Defenselessness 3 The land withers and crumbles wherever this cursed axe rests. Tap to cycle through comparison choices |
[vs. Crude Iron Battle Axe of Kroll (68-102 power, 7 apr) (In main hand, 1 of 2)]warbringer's voratun waraxe (40-57 power, 6 apr) 3.0 T5 waraxe 1H weapon Reqs Str 48 [Ego+] Master Power 40.5 - 56.7(-27.5 - -45.3) Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 (-1) Crit +7.0% (-3.0%) Atk.spd 100% (-) While equipped: Stats +0(-2) Dex +3(+1) Con dps ---------- Phys.pwr +6 (+1 eff.) Dmg.mod +0%(-10%) physical Res.pen +8% physical ----- def ----- Armour +0 (-6) Defense +0 (+0 eff.) (-6 (-6 eff.)) Disarm- +12% Stun/Frz- +0% (-30%) Knockbk- +0% (-30%) One-handed war axes. Tap to cycle through comparison choices |
[vs. Crude Iron Battle Axe of Kroll (68-102 power, 7 apr) (In main hand, 1 of 4)]Umbral Razor (25-32 power, 10 apr) 1.0 T2 dagger 1H weapon Reqs Dex 32 [Unique] Arcane Power 25.0 - 32.5(-43.0 - -69.5) Physical Uses 50% Dex, 15% Mag, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +10 (+3) Crit +9.0% (-1.0%) Atk.spd 100% (-) Dmg.conv 50% darkness On Hit: + 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +0(-2) Dex +4 Mag +4 Cun +0(-2) Con dps ---------- Dmg.mod +5% darkness +0%(-10%) physical Res.pen +10% darkness ----- def ----- Armour +0 (-6) Defense +0 (+0 eff.) (-6 (-6 eff.)) Resists +10% darkness Stealth +10 Stun/Frz- +0% (-30%) Knockbk- +0% (-30%) Invoke Darkness: Level 3.0 Pwr.cost 20 out of 20/20. Range 10 Travel.spd 2000% of base Is necromancy a spell Description: Conjures up a beam of darkness, doing 82.59 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. Tap to cycle through comparison choices |
[vs. Crude Iron Battle Axe of Kroll (68-102 power, 7 apr) (In main hand, 1 of 4)]Poltergeist's Swordbreaker (25-32 power, 20 apr) 1.0 T3 dagger 1H weapon Reqs Cun 10 Dex 10 [Unique] Master Power 25.0 - 32.5(-43.0 - -69.5) Physical Uses 50% Cun, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +20 (+13) Crit +15.0% (+5.0%) Atk.spd 111% (+11%) On Crit: + Breaks enemy weapon. While equipped: Stats +8(+6) Dex +8 Cun +0(-2) Con dps ---------- Dmg.mod +0%(-10%) physical ----- def ----- Armour +0 (-6) Hardiness +20% Defense +21 (+15 eff.) (+15 (+9 eff.)) Phys.save +21 (+7 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Disarm- +50% Stun/Frz- +0% (-30%) Knockbk- +0% (-30%) ---------- misc Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. Tap to cycle through comparison choices |
[vs. Crude Iron Battle Axe of Kroll (68-102 power, 7 apr) (In main hand, 1 of 4)]Spelldrinker (27-35 power, 8 apr) 1.0 T3 dagger 1H weapon Reqs Dex 30 [Unique] Arcane Power 27.0 - 35.1(-41.0 - -66.9) Physical Uses 35% Str, 20% Mag, 55% Dex Acc+ +0.2% crit chance (max 25%) Apr +8 (+1) Crit +9.0% (-1.0%) Atk.spd 100% (-) On Hit: 15% Disperse Magic 1 On Hit: + steals up to 50 mana from the target While equipped: Stats +0(-2) Dex +6 Mag +6 Cun +0(-2) Con dps ---------- Dmg.mod +0%(-10%) physical ----- def ----- Armour +0 (-6) Defense +0 (+0 eff.) (-6 (-6 eff.)) Resists +12% arcane Spell.save +12 (+5 eff.) Stun/Frz- +0% (-30%) Knockbk- +0% (-30%) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. Tap to cycle through comparison choices |
[vs. Crude Iron Battle Axe of Kroll (68-102 power, 7 apr) (In main hand, 1 of 4)]Great Caller (10-11 power, 18 apr, nature damage) 3.0 T3 mindstar 1H weapon Reqs Wil 34 [Unique] Nature Power 10.0 - 11.0(-58.0 - -91.0) Nature Uses 30% Wil, 50% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 (+11) Crit +2.5% (-7.5%) Atk.spd 100% (-) While equipped: Stats +0(-2) Dex +3 Wil +3 Cun +0(-2) Con dps ---------- Mind.crit +6% Mind.pwr +12 (+4 eff.) Dmg.mod +8% cold +8% fire +8%(-2%) physical ----- def ----- Armour +0 (-6) Defense +0 (+0 eff.) (-6 (-6 eff.)) Heal/summ +30 Stun/Frz- +0% (-30%) Knockbk- +0% (-30%) ---------- misc Max.summ +2 Masteries +0.10 Wild-gift/Summoning (utility) +0.10 Wild-gift/Summoning (augmentation) +0.10 Wild-gift/Summoning (melee) +0.10 Wild-gift/Summoning (distance) +0.10 Wild-gift/Summoning (advanced) Gives a 30% chance that your nature summons appear as wild summons. This mindstar constantly emits a low tone. Life seems to be pulled towards it. Tap to cycle through comparison choices |
[vs. Sanguine Shield (0 def, 15 armour, 40-48 power, 220 block) (In off hand, 1 of 2)]Black Mesh (8 def, 2 armour, 40-48 power, 120 block) 7.0 T3 shield armor Reqs Shield usage training Str 20 [Unique] Nature When used to Attack: Power 40.0 - 48.0 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +5.0% (-4.0%) Block +120 (-100) HP.leech +0% (-8%) While equipped: Stats +0(-10) Con +5 Wil dps ---------- On shield block: + Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it Melee Ret 0(-15) draining blight ----- def ----- Armour +2 (-13) Defense +8 (+6 eff.) Rng.Def +8 (+6 eff.) Fatigue +6% (-13%) Resists +25%(-) blight +25% darkness +0%(-10%) light HP.reg +0.00 (-5.00) ---------- misc Talents +1.00(-) Block Masteries +0.00(-0.30) Cursed/Bloodstained On block: Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it Black, interwoven tendrils form this mesh that can be used as a shield. It reacts visibly to your touch, clinging to your arm and engulfing it in a warm, black mass. Tap to cycle through comparison choices |
[vs. Sanguine Shield (0 def, 15 armour, 40-48 power, 220 block) (In off hand, 1 of 2)]Sparkknave the dwarven-steel shield (0 def, 6 armour, 28-34 power, 82 block) 7.0 T3 shield armor Reqs Shield usage training Str 24 [Rare] Master When used to Attack: Power 28.5 - 34.2(-11.5 - -13.8) Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.5% (-5.5%) Block +82 (-138) HP.leech +0% (-8%) On Crit.r2 +12 darkness On Hit: * 20% chance to gain 10% of a turn (3/turn limit) While equipped: Stats +0(-10) Con dps ---------- Dmg.mod +12% lightning +3% temporal Melee Ret 0(-15) draining blight ----- def ----- Armour +6 (-9) Fatigue +8% (-11%) Resists +3% lightning +15% cold +0%(-10%) light +0%(-25%) blight HP.reg +0.00 (-5.00) ---------- misc Talents +1.00(-) Block Masteries +0.00(-0.30) Cursed/Bloodstained Handheld deflection devices. Tap to cycle through comparison choices |
[vs. impenetrable steel mail armour of Eyal (2 def, 15 armour) (Main armor)]dispeller's woollen robe of life (0 def, 0 armour) 2.0 T2 cloth armor [Ego++] Arcane/Nature While equipped: ----- def ----- Armour +0 (-15) Defense +0 (+0 eff.) (-2 (-2 eff.)) Fatigue +0% (-12%) Resists +7% lightning +7% darkness +7% light +14% blight +7% fire +7% cold +9% all Phys.save +10 (+4 eff.) Spell.save +22 (+8 eff.) Mind.save +11 (+6 eff.) Max.HP +56.00 (+36.00) HP.reg +1.60 (-0.40) Heal.mod +12% (+2%) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
[vs. impenetrable steel mail armour of Eyal (2 def, 15 armour) (Main armor)]Firewalker (15 def, 2 armour) 2.0 T3 cloth armor [Unique] Arcane While equipped: Stats +6 Cun +10 Mag dps ---------- Spell.pwr +12 (+6 eff.) Dmg.mod +20% fire Res.pen +20% fire Melee Ret 18 fire ----- def ----- Armour +2 (-13) Defense +15 (+10 eff.) (+13 (+8 eff.)) Fatigue +0% (-12%) Resists +50% fire -10% cold +11% all Max.HP +0.00 (-20.00) HP.reg +0.00 (-2.00) Heal.mod +0% (-10%) Damage all enemies in range 4 for 40 fire damage and yourself for 5 fire damage every turn. This fiery robe was worn by the mad pyromancer Halchot, who terrorised many towns in the late Age of Dusk, burning and looting villages as they tried to recover from the Spellblaze. Eventually he was tracked down by the Ziguranth, who cut out his tongue, chopped off his head, and rent his body to shreds. The head was encased in a block of ice and paraded through the streets of nearby towns amidst the cheers of the locals. Only this robe remains of the flames of Halchot. |
[vs. impenetrable steel mail armour of Eyal (2 def, 15 armour) (Main armor)]Cuirass of the Thronesmen (20 def, 32 armour) 17.0 T4 massive armor Reqs Massive armour training Str 44 [Unique] Master While equipped: Stats +6 Con ----- def ----- Armour +32 (+17) Hardiness +10% Defense +20 (+13 eff.) (+18 (+11 eff.)) Fatigue +15% (+3%) Resists +25% darkness +25% fire Phys.save +40 (+13 eff.) Max.HP +0.00 (-20.00) HP.reg +0.00 (-2.00) Heal.mod -30% (-40%) Stun/Frz- +40% Knockbk- +40% This heavy dwarven-steel armour was created in the deepest forges of the Iron Throne. While it grants incomparable protection, it demands that you rely only on your own strength. |
[vs. Beriharahek the rough leather belt (Around waist)]Rope Belt of the Thaloren 1.0 T2 belt armor [Unique] Nature While equipped: Stats +0(-3) Str +0(-4) Dex +8 Wil +7 Cun +0(-6) Con dps ---------- Mind.crit +15% Crit.mult +0.00% (-10.00%) Phys.pwr +0 (+0 eff.) (-6 (-2 eff.)) Mind.pwr +15 (+5 eff.) ----- def ----- Resists +0%(-3%) cold Crit.chn- 0.00% (-15.00%) Phys.save +0 (+0 eff.) (-6 (-2 eff.)) Mind.save +0 (+0 eff.) (-3 (-1 eff.)) ---------- misc Size +0 (-1) Masteries +0.20 Wild-gift/Harmony The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
[vs. linen cloak 'Earthpower' (1 def, 0 armour) (Cloak)]Poralratta the cashmere cloak (2 def, 2 armour) 2.0 T3 cloak armor [Rare] Nature While equipped: Stats +0(-3) Wil dps ---------- Mind.crit +0% (-3%) Crit.mult +0.00% (-15.00%) Dmg.mod +0%(-3%) nature Res.pen +15% arcane ----- def ----- Armour +2 Defense +2 (+2 eff.) (+1 (+1 eff.)) Resists +3% acid +6% temporal +5% arcane +0%(-3%) lightning Mind.save +9 (+5 eff.) Max.HP +95.00 (+64.00) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. Adenne (0 def, 3 armour) (On feet)]Frost Treads (1 def, 4 armour) 2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Melee+ 0(-10) item manaburn arcane Dmg.mod +0%(-6%) mind +15% cold ----- def ----- Armour +4 (+1) Defense +1 (+1 eff.) Fatigue +7% (+5%) Resists +0%(-3%) temporal +0%(-9%) fire +20% cold +0%(-5%) arcane +10% nature HP.reg +0.00 (-2.00) Heal.mod +0% (-10%) ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
[vs. Adenne (0 def, 3 armour) (On feet)]Frigidsquall the pair of hardened leather boots (15 def, 3 armour) 2.0 T3 feet armor [Rare] Nature While equipped: Stats +1 Str +2 Wil +1 Cun dps ---------- Mov.spd +10% Melee+ 0(-10) item manaburn arcane Dmg.mod +0%(-6%) mind ----- def ----- Armour +3 (-) Defense +15 (+9 eff.) Fatigue -7% (-9%) Resists +2% physical +0%(-3%) temporal +0%(-9%) fire +0%(-5%) arcane +9% cold Die.at -60.00 life Max.HP +32.00 HP.reg +0.00 (-2.00) Heal.mod +0% (-10%) ---------- misc Stam/turn +0.30 A pair of boots made of leather. |
[vs. restful hardened leather gloves of the juggernaut (0 def, 2 armour) (On hands)]Flamewrought (0 def, 2 armour) 1.0 T1 hands armor [Unique] Nature While equipped: Stats +3 Wil +2 Cun +0(-1) Con dps ---------- Mind.pwr +2 (+0 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 (-) Resists +10% fire Phys.save +0 (+0 eff.) (-11 (-3 eff.)) Spell.save +0 (+0 eff.) (-4 (-2 eff.)) Mind.save +0 (+0 eff.) (-4 (-2 eff.)) HP.reg +0.00 (-1.00) Disarm- +0% (-27%) ---------- misc Stam/turn +0.00 (-0.50) Max.stam +0.00 (-14.00) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Flamespit: Level 3.0 Pwr.cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 71.03 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
[vs. restful hardened leather gloves of the juggernaut (0 def, 2 armour) (On hands)]Sludgegrip (0 def, 0 armour) 1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Wil +4 Cun +0(-1) Con dps ---------- Mind.pwr +2 (+0 eff.) Dmg.mod +5% nature ----- def ----- Armour +0 (-2) Resists +10% nature Phys.save +0 (+0 eff.) (-11 (-3 eff.)) Spell.save +0 (+0 eff.) (-4 (-2 eff.)) Mind.save +0 (+0 eff.) (-4 (-2 eff.)) HP.reg +0.00 (-1.00) Poison- +20% Disarm- +0% (-27%) ---------- misc Stam/turn +0.00 (-0.50) Max.stam +0.00 (-14.00) Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
[vs. restful hardened leather gloves of the juggernaut (0 def, 2 armour) (On hands)]Gloves of the Firm Hand (0 def, 8 armour) 1.0 T3 hands armor [Unique] Master While equipped: Stats +4(+3) Con ----- def ----- Armour +8 (+6) Phys.save +0 (+0 eff.) (-11 (-3 eff.)) Spell.save +0 (+0 eff.) (-4 (-2 eff.)) Mind.save +0 (+0 eff.) (-4 (-2 eff.)) HP.reg +0.00 (-1.00) Disarm- +40% (+13%) Stun/Frz- +30% Knockbk- +30% ---------- misc Stam/turn +0.00 (-0.50) Max.stam +0.00 (-14.00) Cooldown Clinch -2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
[vs. restful hardened leather gloves of the juggernaut (0 def, 2 armour) (On hands)]brawler's dwarven-steel gauntlets of regeneration (0 def, 2 armour) 1.5 T2 hands armor Reqs Heavy armour training [Ego++] Nature/Master While equipped: Stats +2 Str +3 Dex +3 Cun +0(-1) Con ----- def ----- Armour +2 (-) Fatigue +3% Phys.save +11 (+3 eff.) (-) Spell.save +0 (+0 eff.) (-4 (-2 eff.)) Mind.save +0 (+0 eff.) (-4 (-2 eff.)) HP.reg +2.20 (+1.20) Disarm- +0% (-27%) ---------- misc Stam/turn +0.80 (+0.30) Psi/turn +0.10 Max.stam +0.00 (-14.00) Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
[vs. Quasit's Skull (0 def, 12 armour) (On head)]warlord's rough leather cap of knowledge (0 def, 1 armour) 2.0 T1 head armor [Ego++] Nature/Psionic While equipped: Stats +3 Str +6 Wil +3 Cun +0(-3) Con dps ---------- Phys.pwr +6 (+1 eff.) Mind.pwr +4 (+1 eff.) ----- def ----- Armour +1 (-11) Hardiness +0% (-5%) Fatigue +1% (-4%) Resists +6% physical Phys.save +6 (+2 eff.) (-6 (-2 eff.)) Stun/Frz- +0% (-30%) A cap made of leather. |
[vs. Quasit's Skull (0 def, 12 armour) (On head)]Steel Helm of Garkul (0 def, 6 armour) 3.0 T2 head armor Reqs Heavy armour training Str 16 [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5(+2) Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 (-6) Hardiness +0% (-5%) Fatigue +8% (+3%) Phys.save +12 (+4 eff.) (-) Spell.save +12 (+5 eff.) Mind.save +12 (+6 eff.) Stun/Frz- +0% (-30%) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
10 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. |
6 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 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. |
8 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. |
8 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 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. |
4 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. |
6 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. |
11 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+4 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. |
7 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. |
2 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. |
3 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+5 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+5 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 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. |
3 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. |
3 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. |
jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Windborne Azurite0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
[vs. Hornet Stingers (20/20, 18-25 power, 10 apr) (Quiver)]216 alchemist agate 0.0 T1 black alchemist-gem [Normal] Apr +0 (-10) Crit +0.0% (-5.0%) Capacity 0 (-20) On Hit: - afflicts the target with a poison dealing 20 damage per turn and causing actions to fail 20% of the time for 6 turns When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
[vs. Summertide Phial (Light source)]brass lantern 2.0 T1 lite [Normal] While equipped: dps ---------- Melee+ 0(-15) Lite Light Burst (radius 1) Dmg.mod +0%(-10%) light ----- def ----- Resists +0%(-30%) light Heal.mod +0% (-10%) ---------- misc Light +3 (-2) 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. |
[vs. Summertide Phial (Light source)]bright brass lantern 2.0 T1 lite [Ego] Master While equipped: dps ---------- Melee+ 0(-15) Lite Light Burst (radius 1) Dmg.mod +0%(-10%) light ----- def ----- Resists +0%(-30%) light Heal.mod +0% (-10%) ---------- misc Light +6 (+1) 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. |
[vs. Summertide Phial (Light source)]Wintertide Phial 2.0 T2 lite [Unique] Arcane While equipped: dps ---------- Melee+ 0(-15) Lite Light Burst (radius 1) Dmg.mod +0%(-10%) light ----- def ----- Resists +0%(-30%) light Heal.mod +0% (-10%) ---------- misc Light +2 (-3) Infravis +7 Cleanse your mind of up to 2 (based on Magic) detrimental mental effects. Uses 40 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
Planar Beacon 1.0 lite [Unique] Arcane While equipped: dps ---------- Melee+ 0(-15) Lite Light Burst (radius 1) Dmg.mod +0%(-10%) light ----- def ----- Resists +0%(-30%) light Heal.mod +0% (-10%) ---------- misc Light +3 (-2) Fearscape Shift: Level 2.0 Pwr.cost 25 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 85.33 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 85.33 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
[vs. Furnacebraid the steel torque of psionic shield [power 51] (22/25 cooldown) (Tool)]woodsman's iron pickaxe (dig speed 38 turns) 3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str +0(-6) Dex +0(-8) Cun dps ---------- Dmg.mod +5% nature +0%(-9%) fire ----- def ----- Resists +10% nature ---------- misc Infravis +0 (-2) While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
[vs. Furnacebraid the steel torque of psionic shield [power 51] (22/25 cooldown) (Tool)]Prox's Lucky Halfling Foot 2.0 T1 misc tool [Unique] Nature While equipped: Stats +0(-6) Dex +0(-8) Cun +5 Lck dps ---------- Dmg.mod +0%(-9%) fire ----- def ----- Defense +5 (+4 eff.) ---------- misc T.Disarm +5 Infravis +0 (-2) Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1)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. |
[vs. Furnacebraid the steel torque of psionic shield [power 51] (22/25 cooldown) (Tool)]powerful steel torque of clear mind [power 2] (22/25 cooldown) 2.0 T2 torque charm [Ego] Psionic While equipped: Stats +0(-8) Cun +0(-6) Dex dps ---------- Dmg.mod +0%(-9%) fire ---------- misc Infravis +0 (-2) Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to increase all damage by 12% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
[vs. Furnacebraid the steel torque of psionic shield [power 51] (22/25 cooldown) (Tool)]steel torque of psionic shield [power 47] (22/25 cooldown) 2.0 T2 torque charm [Ego] Psionic While equipped: Stats +0(-8) Cun +0(-6) Dex dps ---------- Dmg.mod +0%(-9%) fire ---------- misc Infravis +0 (-2) Setup a psionic shield, reducing all damage taken by 47 for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
[vs. Furnacebraid the steel torque of psionic shield [power 51] (22/25 cooldown) (Tool)]Layata the Noonslice [power 170] (22/25 cooldown) 2.0 T2 totem charm [Rare] Nature While equipped: Stats +0(-8) Cun +0(-6) Dex dps ---------- Dmg.mod +18% light +0%(-9%) fire Melee Ret 4 light On Hit (Melee): * 20% chance to reduce armor by 23% ---------- misc Light +2 Infravis +0 (-2) Summon a resilient tentacle up to 5 spaces away for 5 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 342 Base Damage: 198 Armor: 8 All Resist: 9 Puts all charms on 25 cooldown 100% to heal for 62. Natural totems are made by powerful wilders to store nature power. |
[vs. Furnacebraid the steel torque of psionic shield [power 51] (22/25 cooldown) (Tool)]Emelithra the Lightborn [power 278] (22/15 cooldown) 2.0 T3 totem charm [Rare] Nature While equipped: Stats +0(-8) Cun +0(-6) Dex dps ---------- Dmg.mod +0%(-9%) fire Melee Ret 4 light ----- def ----- Resists +3% darkness +15% fire Teleport- +20% ---------- misc Equi/ret +0.04 Infravis +0 (-2) Heal yourself and all friendly characters within 10 spaces for 278 Puts all charms on 15 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
[vs. Furnacebraid the steel torque of psionic shield [power 51] (22/25 cooldown) (Tool)]extending elm wand of shielding [power 110] (22/20 cooldown) 2.0 T1 wand charm [Ego] Arcane While equipped: Stats +0(-8) Cun +0(-6) Dex dps ---------- Dmg.mod +0%(-9%) fire ---------- misc Infravis +0 (-2) Create a shield absorbing up to 110 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to increase the duration of 1 beneficial effects by 1. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
[vs. Furnacebraid the steel torque of psionic shield [power 51] (22/25 cooldown) (Tool)]quick ash wand of lightning storm [power 158] (22/11 cooldown) 2.0 T2 wand charm [Ego+] Arcane While equipped: Stats +0(-8) Cun +0(-6) Dex dps ---------- Dmg.mod +0%(-9%) fire ---------- misc Infravis +0 (-2) Create a radius 3 storm for 5 turns. Each turn, creatures within take 39 lightning damage and will be dazed for 1 turn (199 total damage) Puts all charms on 11 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
[vs. Furnacebraid the steel torque of psionic shield [power 51] (22/25 cooldown) (Tool)]Hazeweeper the yew wand of lightning storm [power 302] (22/15 cooldown) 2.0 T3 wand charm [Rare] Arcane While equipped: Stats +0(-8) Cun +0(-6) Dex dps ---------- Dmg.mod +0%(-9%) fire +12% cold Melee Ret 8 fire ----- def ----- Resists +3% cold +20% nature +9% darkness ---------- misc Infravis +0 (-2) Create a radius 3 storm for 5 turns. Each turn, creatures within take 76 lightning damage and will be dazed for 1 turn (380 total damage) Puts all charms on 15 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
[vs. Furnacebraid the steel torque of psionic shield [power 51] (22/25 cooldown) (Tool)]Radianceoozer the yew wand of shielding [power 284] (22/20 cooldown) 2.0 T3 wand charm [Rare] Arcane While equipped: Stats +5(-3) Cun +0(-6) Dex dps ---------- Mind.crit +1% Mind.pwr +15 (+5 eff.) Dmg.mod +0%(-9%) fire Res.pen +10% light ----- def ----- Resists +6% light Mind.save +12 (+6 eff.) ---------- misc Equi/ret +0.08 Infravis +0 (-2) Create a shield absorbing up to 284 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to heal for 63. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Forbidden Tome: "A View From The Gallery"2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
Achievements
Against all odds (Nightmare (Roguelike) difficulty)
Killed Ukruk in the ambush.By Desmo the Ogre Wyrmic level 28
52nd Regrowth 123rd year of Ascendancy at 07:33 see stats
Anti-Antimagic! (Nightmare (Roguelike) difficulty)
Destroyed the Ziguranth camp with your Rhaloren allies.By Desmo the Ogre Wyrmic level 29
54th Regrowth 123rd year of Ascendancy at 21:14 see stats
Bringer of Doom (Nightmare (Roguelike) difficulty)
Killed a Bringer of Doom.By Desmo the Ogre Wyrmic level 14
50th Haze 122nd year of Ascendancy at 00:51 see stats
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Desmo the Ogre Wyrmic level 10
62nd Dusk 122nd year of Ascendancy at 09:37 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Desmo the Ogre Wyrmic level 21
71st Haze 122nd year of Ascendancy at 14:53 see stats
Eye of the storm (Nightmare (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Desmo the Ogre Wyrmic level 23
35th Regrowth 123rd year of Ascendancy at 02:19 see stats
Home sweet home (Nightmare (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Desmo the Ogre Wyrmic level 19
64th Haze 122nd year of Ascendancy at 05:56 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Desmo the Ogre Wyrmic level 10
1st Summertide 122nd year of Ascendancy at 19:59 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Desmo the Ogre Wyrmic level 20
69th Haze 122nd year of Ascendancy at 10:50 see stats
Size is everything (Nightmare (Roguelike) difficulty)
Did over 1500 damage in one attack.By Desmo the Ogre Wyrmic level 16
54th Haze 122nd year of Ascendancy at 05:53 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By Desmo the Ogre Wyrmic level 16
54th Haze 122nd year of Ascendancy at 05:53 see stats
That was close (Nightmare (Roguelike) difficulty)
Killed your target while having only 1 life left.By Desmo the Ogre Wyrmic level 23
42nd Regrowth 123rd year of Ascendancy at 07:36 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Desmo the Ogre Wyrmic level 6
3rd Mirth 122nd year of Ascendancy at 09:58 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Desmo the Ogre Wyrmic level 9
9th Mirth 122nd year of Ascendancy at 15:27 see stats
Treasure Hoarder (Nightmare (Roguelike) difficulty)
Amassed 3000 gold pieces.By Desmo the Ogre Wyrmic level 26
47th Regrowth 123rd year of Ascendancy at 10:33 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Desmo the Ogre Wyrmic level 17
55th Haze 122nd year of Ascendancy at 00:46 see stats
Vampire crusher (Nightmare (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Desmo the Ogre Wyrmic level 27
50th Regrowth 123rd year of Ascendancy at 23:39 see stats
Log
Burning from Desmo's Inner Demon hits Desmo for (45 flat reduction), 0 fire (0 total damage).
Bleeding from Desmo's Inner Demon hits Desmo for (35 flat reduction), 0 physical (0 total damage).
Xerobeth the ghoul converts some damage to Psi!
Xerobeth the ghoul receives 11 healing (11 psi heal).
Burning from Desmo's Inner Demon hits Xerobeth the ghoul for 7 to psi, 11 fire (19 total damage).
Xerobeth the ghoul uses Synaptic Static.
Xerobeth the ghoul says: 'you fight like a dairy farmer '
Xerobeth the ghoul hits Desmo for (51 flat reduction), 118 mind (118 total damage).
--------------------------------
Desmo is confused and fails to use Infusion: Regeneration.
Desmo's Inner Demon uses Stunning Blow.
Desmo resists the stunning blow!
Desmo's Inner Demon performs a melee critical strike against Desmo!
Desmo resists the stunning blow!
Melee retaliation hits Desmo's Inner Demon for (21 blocked), 0 cold, (16 blocked), 0 blight, (21 blocked), 0 cold, (16 blocked), 0 blight (0 total damage).
Ice wall hits Desmo for (3 flat reduction), 0 cold (0 total damage).
Desmo's Inner Demon hits Desmo for (51 flat reduction), 85 physical, 0 arcane, (3 flat reduction), 0 light, (51 flat reduction), 348 physical, 0 arcane, (3 flat reduction), 0 light (433 total damage).
Ice wall hits Desmo for (3 flat reduction), 0 cold (0 total damage).
Poison from Xerobeth the ghoul hits Desmo for (5 flat reduction), 0 nature (0 total damage).
Burning from Desmo's Inner Demon hits Desmo for (45 flat reduction), 0 fire (0 total damage).
Bleeding from Desmo's Inner Demon hits Desmo for (35 flat reduction), 0 physical (0 total damage).
Xerobeth the ghoul stops burning.
Xerobeth the ghoul receives 11 healing (11 psi heal).
Desmo's Inner Demon breathes venom!
Desmo is poisoned!
Xerobeth the ghoul uses Mind Sear.
Xerobeth the ghoul's mind surges with critical power!
Xerobeth the ghoul hits Desmo for (51 flat reduction), 279 mind (279 total damage).
Desmo the level 29 ogre wyrmic was psyched to death by Xerobeth the ghoul on level 1 of Ruined halfling complex.

















































































































































