











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Better Sandworm Lair 1.5.10This addon aims to make Sandworm Lair less terrible. It does so by doing four things: Enabling natural tunnels, disabling burrowers, replacing the walls with their stable counterparts, and removing the alt version. These changes are accomplished by overloading the zone and npc files with edits and commented out sections. Please consider checking out the following addons that are probably better at dealing with the annoyance offered by SWL: codyfun123's "Sandworm Lair Tweaks" Updates: 1.0.1 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: 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:
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. Items Vault 1.7.0Donators/Buyers bonus! 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.
Better Item Description 1.7.2This 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. TS Inventory Squelching 1.5.10Clear up inventory clutter and focus on the items that matter. This addon allows you to hide items that aren't any use to your character so you can carefully inspect those that do, and suffer from less inventory fatigue over the course of a playthrough. This addon adds an extra dialog which is opened using Ctrl+D by default. The options should be fairly self-explanatory and mostly cover squelching individual item types, along with a few options useful to antimagic and undead characters, as well as the ability to squelch the mostly useless white items. Note that these options are tied to your character, so you'll need to set this up for each character you create. It also only applies to the transmogrification chest tab in your inventory; squelched items get their own special tab due to a variety of technical details. Items will be shown when they are picked up in the log, and artifacts will still show their lore popups. Squelched items will also be transmogrified when you leave the level, as normal. Directly copied from yrriban's addon, but updated to work for characters with Tinkers and with a few more squelching options. |
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Cursed |
| Level / Exp | 21 / 83% |
| Size | medium |
| Lifes / Deaths | Killed by Salulrana the red crystal at level 9 on the 5th Flare 122nd year of Ascendancy at 18:43 0 / 6Killed by snow giant boulder thrower at level 18 on the 5th Decay 122nd year of Ascendancy at 21:44 Killed by Iveta the snow giant chieftain at level 18 on the 6th Decay 122nd year of Ascendancy at 08:17 Killed by Poltergeist Spellcrusher at level 21 on the 21st Regrowth 123rd year of Ascendancy at 08:34 Killed by Animated wrathful thorny mindstar of life at level 21 on the 22nd Regrowth 123rd year of Ascendancy at 02:03 Killed by Poltergeist Penitence at level 21 on the 22nd Regrowth 123rd year of Ascendancy at 04:01 |
Primary Stats
| Strength | 63 (base 50) |
| Dexterity | 13 (base 10) |
| Constitution | 11 (base 10) |
| Magic | 10 (base 10) |
| Willpower | 49 (base 45) |
| Cunning | 14 (base 10) |
Resources
| Life | -41/479 |
| Hate | 81/100 |
| Healing Factor | 1.0859690076985 |
| Regeneration | 0.27149225192461 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| See Stealth | 10 |
| See Invisible | 28 |
Offense: Mainhand
| Damage | 82 |
| Accuracy | 43 |
| Crit Chance | 10% |
| APR | 7 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 20 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 40 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +10% |
| Fire | +12% |
| Nature | +12% |
| Physical | +9% |
| Cold | +15% |
| All | 0% |
Offense: Damage Penetration
| All | 0% |
Defense: Base
| Armour (hardiness) | 58.08934837382 (81.151787968034%) |
| Defense | 14 |
| Ranged Defense | 14 |
| Fatigue | 44 |
| Physical Save | 22 |
| Spell Save | 27 |
| Mental Save | 24 |
Defense: Resistances
| Acid | + 9%( 70%) |
| Blight | + 9%( 70%) |
| Physical | + 3%( 70%) |
| Cold | + 27%( 70%) |
| All | 0%( 70%) |
| Darkness | + 9%( 70%) |
| Light | + 30%( 70%) |
| Fire | + 49%( 70%) |
| Nature | + 10%( 70%) |
Defense: Immunities
| Stun Resistance | 41% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 41% |
| Fear Resistance | 41% |
| Disarm Resistance | 74% |
| Poison Resistance | 20% |
| Knockback Resistance | 41% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 239 life over 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 145 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Class Talents
| Cursed / Gloom | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cursed / Predator | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Cursed / Rampage | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Strife | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cursed / Slaughter | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Cursed / Endless hunt | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Cursed / Cursed aura | 1.00 |
| 2/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Cursed / Cursed form | 1.00 |
| 2/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Effects
Quests
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 |
You failed to protect the repented thief from death by snow giant boulder thrower. Escort: repented thief (level 2 of Daikara) | failed |
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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * 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 ice dragon that dwelled there. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsMarus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed giant spider spinneret. * You've found the needed orc heart. * You've found the needed warg claw. 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 minotaur nose. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed length of troll intestine. | active |
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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Cun +4 Wil dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+1 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- 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. |
| Light source | Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(106 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | Unrolathaldil (0 def, 14 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: ----- def ----- Armour +14 Fatigue +4% Resists +3% blight +5% fire +7% cold Disarm- +20% ---------- misc See.Invis +18 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | dwarven-steel gauntlets of strength (+4) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Master While equipped: Stats +4 Str dps ---------- Phys.pwr +5 (+2 eff.) ----- def ----- Armour +2 Fatigue +3% 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. |
| Tool | supercharged yew wand of shielding [power 314] (16/24 cooldown)2.0 T3 wand charm [Ego] Arcane Create a shield absorbing up to 314 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 24 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | marksman's steel ring of power0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Dex dps ---------- Phys.pwr +8 (+3 eff.) Spell.pwr +6 (+3 eff.) Mind.pwr +5 (+2 eff.) Acc +6 (+2 eff.) Rings make your fingers look great! |
| On fingers | Saludheta the gold ring0.1 T3 ring jewelry [Rare] Nature While equipped: Stats +1 Con dps ---------- Phys.crit +2.0% Crit.mult +20.00% Dmg.mod +12% fire Apr +2 ----- def ----- Resists +3% physical +24% fire Die.at -40.00 life Rings make your fingers look great! |
| Around neck | Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
| In main hand | Healmaim (Corpses) (31-43 power, 5 apr)3.0 T4 waraxe 1H weapon [Random Unique] Arcane/Master Power 31.0 - 43.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% Melee+ +15 light Against +15% Undead While equipped: Stats +5 Str dps ---------- Spell.pwr +5 (+3 eff.) Dmg.mod +9% nature +9% physical Acc +24 (+8 eff.) ----- def ----- Defense +9 (+7 eff.) Disarm- +34% ---------- misc Mana/turn +0.04 Mana/s.crit +2.00 Curse of Corpses One-handed war axes. |
| Around waist | rough leather belt of resilience1.0 T1 belt armor [Ego] Nature While equipped: ----- def ----- Max.HP +32.00 A belt that goes around your waist. |
| In off hand | shocking dwarven-steel shield of shrapnel (0 def, 6 armour, 30-37 power, 76 block)7.0 T3 shield armor Reqs Shield usage training [Ego+] Nature/Master When used to Attack: Power 30.5 - 36.6 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +76 While equipped: dps ---------- Melee+ 6 lightning On shield block: * Cause enemies within radius 6 to bleed for 218 physical damage over 5 turns (1/turn) Melee Ret 1 lightning ----- def ----- Armour +6 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
| Cloak | cashmere cloak 'Purenoon' (Misfortune) (2 def, 10 armour)2.0 T3 cloak armor [Rare] Psionic While equipped: Stats +2 Wil dps ---------- Dmg.mod +3% nature ----- def ----- Armour +10 Defense +2 (+2 eff.) Resists +3% fire Spell.save +9 (+5 eff.) Mind.save +7 (+4 eff.) Poison- +20% Disarm- +20% Curse of Misfortune A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Growthwend (Nightmares) (0 def, 11 armour)17.0 T3 massive armor Reqs Massive armour training [Rare] Master While equipped: dps ---------- On Hit (Melee): * 20% chance to slow global speed by 53% ----- def ----- Armour +11 Fatigue +22% Resists +6% blight +17% fire +9% darkness +9% acid Spell.save +6 (+3 eff.) Curse of Nightmares A suit of armour made of metal plates. |
Inventory
healing infusion of the wizard (heal 68; cd 14)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 Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 68 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
regeneration infusion (heal 133; 17 cd)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 133 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
wild infusion (res 16%; physical; dur 4; cd 13)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 16% for 4 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
wild infusion of the warrior (res 29%; physical; dur 2; cd 13)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 29% for 2 turns. Also removes cross-tier effects of the affected types for free. 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. Press to compare to your current inscriptions |
acid wave rune of the titan (damage 54; dur 4; cd 16)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a cone dealing 54.20 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 Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune (absorb 105; dur 5; cd 16)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 105 damage for 5 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the warrior (absorb 239; dur 4; cd 16)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 239 damage for 4 turns. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune (threshold 23; blocks 2; dur 4; cd 15)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 23 up to 2 times. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
clarifying copper amulet of dexterity (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Dex ----- def ----- Resists +12% mind Confus- +22% Amulets make your neck look great! |
Aerulewen the Rimeparry0.1 T2 amulet jewelry [Rare] Master While equipped: dps ---------- Crit.mult +12.00% Dmg.mod +3% acid +6% cold +3% temporal Acc +7 (+2 eff.) Apr +12 On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +9% acid Def/telep +15 Res/telep +15% Dur/telep +15% Amulets make your neck look great! |
steel amulet of mastery (0.12 Cursed / Fears)0.1 T2 amulet jewelry [Ego] Master While equipped: ---------- misc Masteries +0.12 Cursed/Fears Amulets make your neck look great! |
The Far-Hand0.1 T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con ----- def ----- Teleport- +100% 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 (120). 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. |
copper ring 'Shimmermoon'0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +11% lightning ----- def ----- Resists +28% lightning +3% darkness Heal.mod +10% Blind- +20% Cut- +10% Confus- +10% ---------- misc Max.stam +10.00 Rings make your fingers look great! |
mule's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -4% ---------- misc Max.enc +21 Rings make your fingers look great! |
rogue's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Cun ----- def ----- Defense +4 (+4 eff.) Rings make your fingers look great! |
titan's copper ring0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+3 eff.) Rings make your fingers look great! |
surging ash magestaff of illumination (Madness) (15-18 power, 3 apr, lightning element)5.0 T2 staff 2H weapon Reqs Mag 16 [Ego] Arcane/Nature Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+3 eff.) S.pwr/crit +3 Dmg.mod +15% lightning ----- def ----- Defense +8 (+7 eff.) ---------- misc Light +2 Talents +1 Command Staff Curse of Madness Illuminate: Puts all charms on 6 cooldown Level 1.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 50.46 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
Gravitational Staff (Nightmares) (30-36 power, 8 apr, physical element)5.0 T3 staff 2H weapon Reqs Mag 35 [Unique] Arcane Power 30.0 - 36.0 Gravity pin Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +8 Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Spell.pwr +25 (+13 eff.) Dmg.mod +20% physical +10% temporal ----- def ----- Resists +15% physical ---------- misc Masteries +0.10 Chronomancy/Gravity +0.10 Chronomancy/Matter +0.10 Spell/Earth Curse of Nightmares Gravity Spike: Level 3.0 Pwr.cost 14 out of 14/14. Range 6 Travel.spd instantaneous Is a spell Description: Creates a gravity spike in a radius of 3 that moves all targets towards the spell's center and inflicts 65.51 physical (gravity) damage. Each target moved beyond the first increases the damage by 8.19 (up to a maximum of 32.76 bonus damage). Targets take reduced damage the further they are from the epicenter (20% less per tile). The damage dealt will scale with your Spellpower. Time and Space seem to warp and bend around the massive tip of this stave. |
infernal yew magestaff of wizardry (Shrouds) (20-24 power, 4 apr, arcane element)5.0 T3 staff 2H weapon Reqs Mag 24 [Ego++] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +3 Mag +3 Wil dps ---------- Spell.crit +3% Crit.mult +15.00% Spell.pwr +17 (+9 eff.) Melee+ 17 fire Dmg.mod +20% arcane ---------- misc Max.mana +28.00 See.Invis +10 Talents +1 Command Staff Curse of Shrouds Staves designed for wielders of magic, by the greats of the art. |
infernal yew vilestaff of illumination (Shrouds) (20-24 power, 4 apr, fire element)5.0 T3 staff 2H weapon Reqs Mag 24 [Ego+] Arcane/Nature Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Crit.mult +19.00% Spell.pwr +14 (+7 eff.) Melee+ 18 fire Dmg.mod +20% fire ----- def ----- Defense +10 (+8 eff.) ---------- misc Light +3 See.Invis +5 Talents +1 Command Staff Curse of Shrouds Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 67.95 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
magelord's yew vilestaff of might (Shrouds) (20-24 power, 4 apr, fire element)5.0 T3 staff 2H weapon Reqs Mag 24 [Ego+] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +8.0% Spell.crit +10% Spell.pwr +16 (+8 eff.) Melee+ 15 arcane Dmg.mod +20% fire ---------- misc Max.mana +37.00 Talents +1 Command Staff Curse of Shrouds Staves designed for wielders of magic, by the greats of the art. |
yew magestaff of protection (Misfortune) (20-24 power, 4 apr, arcane element)5.0 T3 staff 2H weapon Reqs Mag 24 [Ego+] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+5 eff.) Dmg.mod +20% arcane ----- def ----- Resists +10% arcane ---------- misc Talents +1 Command Staff Curse of Misfortune Staves designed for wielders of magic, by the greats of the art. |
balanced iron battleaxe of massacre (Madness) (24-37 power, 1 apr)3.0 T1 battleaxe 2H weapon [Ego] Master Power 24.5 - 36.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Acc +7 (+2 eff.) ----- def ----- Defense +7 (+6 eff.) Disarm- +29% Curse of Madness Massive two-handed battleaxes. |
iron battleaxe (Corpses) (14-20 power, 1 apr)3.0 T1 battleaxe 2H weapon [Normal] Power 13.5 - 20.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% Curse of Corpses Massive two-handed battleaxes. |
Poltergeist's Drake's Bane (Shrouds) (45-68 power, 21 apr)3.0 T2 battleaxe 2H weapon [Unique] Master Power 45.0 - 67.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +21 Crit +2.0% Atk.spd 100% Against +25% Dragon While equipped: Stats +6 Str dps ---------- Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all ----- def ----- D.Red.from +25% Dragon Phys.save +9 (+5 eff.) Stun/Frz- +20% Knockbk- +40% Curse of Shrouds The killing of Kroltar, mightiest of wyrms, took seven months and the lives of 20,000 dwarven warriors. Finally the beast was worn down and mastersmith Gruxim, standing atop the bodies of his fallen comrades, was able slit its throat with this axe crafted purely for the purpose of penetrating the wyrm's hide. |
Zanik the Nimbusnail (Nightmares) (56-84 power, 4 apr)3.0 T5 battleaxe 2H weapon [Random Unique] Arcane/Psionic Power 56.0 - 84.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% Melee+ +4 lightning +33 cold On Hit.r1 +19 fire On Hit: * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: dps ---------- Spell.crit +3% Spell.pwr +20 (+10 eff.) Curse of Nightmares Massive two-handed battleaxes. |
balanced iron greatmaul (Misfortune) (18-27 power, 1 apr)5.0 T1 greatmaul 2H weapon [Ego] Master Power 18.0 - 27.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +1 Crit +0.5% Atk.spd 100% While equipped: dps ---------- Acc +7 (+2 eff.) ----- def ----- Defense +9 (+7 eff.) Disarm- +28% Curse of Misfortune Massive two-handed mauls. |
Hettedir the Ravenwreath (Misfortune) (34-52 power, 2 apr)5.0 T2 greatmaul 2H weapon [Rare] Master Power 34.5 - 51.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% While equipped: dps ---------- Melee Ret 10 darkness ----- def ----- Resists +3% acid +1% physical Die.at -60.00 life Disease- +20% Def/telep +15 Res/telep +15% Dur/telep +15% Curse of Misfortune Massive two-handed mauls. |
Poltergeist's Spellcrusher (Madness) (32-48 power, 4 apr)5.0 T2 greatmaul 2H weapon [Unique] Nature/Disrupt Power 32.0 - 48.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +4.0% Atk.spd 100% Melee+ +20 nature On Hit: * 50% chance to shatter magical shields While equipped: Stats +6 Con dps ---------- Dmg.mod +25% nature ----- def ----- Spell.save +15 (+8 eff.) Curse of Madness This large steel greatmaul has thick vines wrapped around the handle. |
balanced steel greatmaul of vileness (Corpses) (28-42 power, 2 apr)5.0 T2 greatmaul 2H weapon [Ego] Arcane/Master Power 28.0 - 42.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Melee+ +9 blight On Hit: * 7% chance to reduce strength, dexterity, and constitution by 12 While equipped: dps ---------- Acc +9 (+3 eff.) ----- def ----- Defense +9 (+7 eff.) Disarm- +31% Curse of Corpses Massive two-handed mauls. |
truestriking dwarven-steel greatmaul of daylight (Madness) (42-63 power, 2 apr)5.0 T3 greatmaul 2H weapon [Ego+] Arcane/Master Power 42.0 - 63.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% Melee+ +7 light Against +14% Undead While equipped: dps ---------- Res.pen +10% physical Acc +10 (+3 eff.) Apr +7 Curse of Madness Massive two-handed mauls. |
truestriking dwarven-steel greatmaul of evisceration (Madness) (44-67 power, 2 apr)5.0 T3 greatmaul 2H weapon [Ego++] Master Power 44.5 - 66.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% On Crit: * Wound the target dealing 218 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +10.0% Phys.pwr +9 (+3 eff.) Res.pen +7% physical Acc +10 (+3 eff.) Apr +12 Curse of Madness Massive two-handed mauls. |
Poltergeist's Spectral Blade (Shrouds) (26-42 power, 25 apr)0.1 T2 greatsword 2H weapon Reqs Mag 18 [Unique] Arcane/Master Power 26.0 - 41.6 Physical Uses 10% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +25 Crit +3.0% Atk.spd 111% Melee+ +15 arcane On Crit.r2 +30 arcane silence While equipped: dps ---------- Spell.pwr +5 (+3 eff.) ----- def ----- Armour +2 Resists +2% all ---------- misc Mana/turn +0.50 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed Curse of Shrouds This sword appears weightless, and nearly invisible. |
dwarven-steel greatsword of projection (Nightmares) (38-62 power, 2 apr)3.0 T3 greatsword 2H weapon [Ego+] Psionic Power 38.5 - 61.6 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Curse of Nightmares Massive two-handed swords. |
truestriking dwarven-steel greatsword of enduring (Misfortune) (37-59 power, 2 apr)3.0 T3 greatsword 2H weapon [Ego++] Nature/Master Power 37.0 - 59.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% While equipped: Stats +16 Con +10 Wil dps ---------- Res.pen +12% physical Acc +12 (+4 eff.) Apr +7 ----- def ----- Max.HP +47.00 Curse of Misfortune Massive two-handed swords. |
balanced steel longsword of massacre (Madness) (22-31 power, 3 apr)3.0 T2 longsword 1H weapon [Ego] Master Power 22.0 - 30.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Acc +6 (+2 eff.) ----- def ----- Defense +5 (+5 eff.) Disarm- +23% Curse of Madness Sharp, long, and deadly. |
arcing dwarven-steel longsword of amnesia (Corpses) (24-33 power, 4 apr)3.0 T3 longsword 1H weapon [Ego+] Arcane/Psionic Power 23.5 - 32.9 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) * 25% chance for lightning to strike from the target to a second target dealing 29 damage Curse of Corpses Sharp, long, and deadly. |
elemental dwarven-steel longsword of shearing (Madness) (22-31 power, 4 apr)3.0 T3 longsword 1H weapon [Ego++] Arcane/Master Power 22.0 - 30.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% On Hit: * Create an explosion dealing 29 lightning damage (1/turn) While equipped: dps ---------- Dmg.mod +5% lightning Res.pen +14% lightning +7% all Acc +10 (+3 eff.) Apr +8 Curse of Madness Sharp, long, and deadly. |
warbringer's steel mace (Misfortune) (14-20 power, 3 apr)3.0 T2 mace 1H weapon [Ego+] Master Power 14.0 - 19.6 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% While equipped: Stats +2 Con dps ---------- Phys.pwr +6 (+2 eff.) Res.pen +5% physical ----- def ----- Disarm- +10% Curse of Misfortune Blunt and deadly. |
dwarven-steel mace of projection (Misfortune) (25-35 power, 4 apr)3.0 T3 mace 1H weapon [Ego+] Psionic Power 25.0 - 35.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% On Hit: * Projects up to 1 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Curse of Misfortune Blunt and deadly. |
hateful dwarven-steel mace of enduring (Misfortune) (26-36 power, 4 apr)3.0 T3 mace 1H weapon [Ego+] Nature/Psionic Power 26.0 - 36.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% Melee+ +8 darkness Against +8% Living While equipped: Stats +7 Con +5 Wil ----- def ----- Max.HP +21.00 Curse of Misfortune Blunt and deadly. |
warbringer's dwarven-steel mace (Corpses) (26-36 power, 4 apr)3.0 T3 mace 1H weapon [Ego+] Master Power 25.5 - 35.7 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% While equipped: Stats +3 Con dps ---------- Phys.pwr +5 (+2 eff.) Res.pen +7% physical ----- def ----- Disarm- +14% Curse of Corpses Blunt and deadly. |
Skullcleaver (Nightmares) (20-28 power, 4 apr)3.0 T1 waraxe 1H weapon [Unique] Arcane Power 20.0 - 28.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +12.0% Atk.spd 100% HP.leech +10% Dmg.conv 25% blight While equipped: dps ---------- Dmg.mod +8% blight Curse of Nightmares 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. |
dwarven-steel waraxe of amnesia (Misfortune) (20-27 power, 4 apr)3.0 T3 waraxe 1H weapon [Ego+] Psionic Power 19.5 - 27.3 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) Curse of Misfortune One-handed war axes. |
truestriking dwarven-steel waraxe (Nightmares) (20-27 power, 4 apr)3.0 T3 waraxe 1H weapon [Ego+] Master Power 19.5 - 27.3 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Res.pen +5% physical Acc +15 (+5 eff.) Apr +8 Curse of Nightmares One-handed war axes. |
elemental steel dagger (Shrouds) (14-18 power, 6 apr)1.0 T2 dagger 1H weapon Reqs Dex 16 [Ego+] Arcane Power 14.0 - 18.2 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Hit: * Create an explosion dealing 29 lightning damage (1/turn) While equipped: dps ---------- Dmg.mod +7% lightning Res.pen +11% lightning Curse of Shrouds Sharp, short and deadly. |
steel dagger 'Ulyzor' (Corpses) (18-23 power, 6 apr)1.0 T2 dagger 1H weapon Reqs Dex 16 [Rare] Master Power 18.0 - 23.4 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Melee Ret 4 arcane On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 12 ----- def ----- Resists +5% arcane Mind.save +3 (+2 eff.) Curse of Corpses Sharp, short and deadly. |
dwarven-steel dagger of corruption (Corpses) (16-21 power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego+] Arcane Power 16.0 - 20.8 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Hit: 20% Curse of Death 3 Curse of Corpses Sharp, short and deadly. |
dwarven-steel dagger of evisceration (Madness) (19-25 power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego+] Master Power 19.0 - 24.7 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Crit: * Wound the target dealing 218 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +6.0% Phys.pwr +5 (+2 eff.) Curse of Madness Sharp, short and deadly. |
elemental dwarven-steel dagger of shearing (Nightmares) (20-26 power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego++] Arcane/Master Power 20.0 - 26.0 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Hit: * Create an explosion dealing 29 acid damage (1/turn) While equipped: dps ---------- Dmg.mod +15% acid Res.pen +14% acid +10% all Acc +8 (+2 eff.) Apr +7 Curse of Nightmares Sharp, short and deadly. |
wrathful thorny mindstar of life (Misfortune) (7-8 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Ego+] Nature/Psionic Power 7.0 - 7.7 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +8% Mind.pwr +6 (+2 eff.) ----- def ----- Max.HP +10.00 HP.reg +0.70 ---------- misc Hate/m.crit +3.00 Psi/m.crit +1.00 Talents +1 Attune Mindstar Curse of Misfortune 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. |
wyrm's thorny mindstar (Nightmares) (10-11 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Ego+] Nature Power 10.0 - 11.0 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) Melee+ 3 lightning 4 physical 5 fire 5 acid 2 cold ----- def ----- Resists +4% lightning +4% physical +5% cold +3% fire +3% acid ---------- misc Talents +1 Attune Mindstar Curse of Nightmares 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. |
mage-hunter's ash longbow of piercing (Corpses)4.0 T2 longbow 2H weapon Reqs Dex 16 Shoot [Ego++] Disrupt/Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.pwr +9 (+3 eff.) Res.pen +8% all Acc +12 (+4 eff.) Apr +11 On Hit (Ranged): * 8 arcane resource burn ---------- misc Masteries +0.15 Wild-gift/Antimagic Curse of Corpses Longbows are used to shoot arrows at your foes. |
runic ash longbow of recursion (Madness)4.0 T2 longbow 2H weapon Reqs Dex 16 Shoot [Ego++] Arcane Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 On Hit: 10% Arcane Vortex 2 On Hit: 10% Shoot 1 While equipped: Stats +2 Mag dps ---------- Spell.pwr +9 (+5 eff.) Dmg.mod +11% arcane ----- def ----- Disease- +15% Curse of Madness Longbows are used to shoot arrows at your foes. It was changed by the digestive sack. |
Merkul's Second Eye (Nightmares)4.0 T3 longbow 2H weapon Reqs Dex 24 Shoot [Unique] Arcane Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +9 Proj.spd +400% On Hit: 100% Arcane Eye 4 While equipped: dps ---------- Ranged+ 25 arcane ---------- misc Light +2 Curse of Nightmares This bow is said to have been the tool of an infamous dwarven spy. Rumours say it allowed him to "steal" the eyes of his enemies. Adversaries struck were left alive, only to unknowingly divulge their secrets to his unwavering sight. |
keeper's yew longbow (Misfortune)4.0 T3 longbow 2H weapon Reqs Dex 24 Shoot [Ego+] Arcane Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 While equipped: dps ---------- Dmg.mod +17% physical +15% temporal Res.pen +9% physical +8% temporal ---------- misc Cooldown Arrow Stitching -1 Curse of Misfortune Longbows are used to shoot arrows at your foes. |
mighty rough leather sling of cold (Madness)4.0 T1 sling 1H weapon Reqs Shoot [Ego] Arcane/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +6 Ranged+ +5 cold While equipped: Stats +1 Str dps ---------- Phys.pwr +6 (+2 eff.) Dmg.mod +9% cold Curse of Madness Slings are used to hurl stones or metal shots at your foes. |
penetrating hardened leather sling (Nightmares)4.0 T3 sling 1H weapon Reqs Dex 24 Shoot [Ego+] Arcane Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 While equipped: dps ---------- Res.pen +10% physical Curse of Nightmares Slings are used to hurl stones or metal shots at your foes. |
Singespire the quiver of elm arrows (22/22, 12-18 power, 5 apr)3.0 T1 arrow ammo [Rare] Arcane Power 12.5 - 17.5 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +1.0% Capacity 22 Ranged+ +12 acid On Hit.r1 +12 light +4 fire On Crit.r2 +12 fire On Crit: * Splash the target with acid dealing 48 damage over 5 turns and reducing armor and accuracy by 6 Arrows are used with bows to pierce your foes to death. |
quiver of ash arrows 'Armesadil' (13/13, 22-31 power, 13 apr)3.0 T2 arrow ammo Reqs Dex 16 [Rare] Arcane Power 22.0 - 30.8 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +13 Crit +1.5% Capacity 13 Proj.spd +200% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 29 damage While equipped: ---------- misc Reload +4 Arrows are used with bows to pierce your foes to death. |
flaming steel shield of shrapnel (0 def, 4 armour, 16-20 power, 43 block)7.0 T2 shield armor Reqs Shield usage training [Ego+] Nature/Master When used to Attack: Power 16.5 - 19.8 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +43 On Hit.r1 +10 fire While equipped: dps ---------- Melee+ 6 fire On shield block: * Cause enemies within radius 6 to bleed for 218 physical damage over 5 turns (1/turn) Melee Ret 1 fire ----- def ----- Armour +4 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
dwarven-steel shield 'Unrusta' (0 def, 12 armour, 38-46 power, 125 block)7.0 T3 shield armor Reqs Shield usage training [Rare] Arcane When used to Attack: Power 38.5 - 46.2 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +3.5% Block +125 Melee+ +13 acid While equipped: Stats +3 Con dps ---------- Phys.pwr +30 (+9 eff.) Acc +10 (+3 eff.) On Melee Ret: * 13% chance to reduce armor by 22% ----- def ----- Armour +12 Fatigue +8% Resists +12% acid ---------- misc Talents +1 Block Handheld deflection devices. |
cashmere robe of alchemy (Madness) (0 def, 0 armour)2.0 T3 cloth armor [Ego+] Arcane While equipped: dps ---------- Dmg.mod +8% acid +5% physical +5% fire +10% cold ----- def ----- Resists +13% acid +10% physical +12% fire +12% cold +11% all ---------- misc Cooldown Refit Golem -2 Curse of Madness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dwarven-steel mail armour of cold resistance (Madness) (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +8 Defense +3 (+3 eff.) Fatigue +12% Resists +18% cold Curse of Madness A suit of armour made of mail. |
radiant steel plate armour (Corpses) (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training [Ego+] Nature While equipped: Stats +1 Wil ----- def ----- Armour +9 Fatigue +22% Resists +12% blight +11% darkness ---------- misc Light +1 Curse of Corpses A suit of armour made of metal plates. |
enlightening dwarven-steel plate armour of spell shielding (Shrouds) (0 def, 11 armour)17.0 T3 massive armor Reqs Massive armour training [Ego+] Arcane/Psionic While equipped: Stats +3 Cun +4 Wil ----- def ----- Armour +11 Fatigue +22% Resists +7% arcane Spell.save +17 (+9 eff.) Mind.save +13 (+7 eff.) Curse of Shrouds A suit of armour made of metal plates. |
impenetrable dwarven-steel plate armour of cold resistance (Nightmares) (0 def, 22 armour)17.0 T3 massive armor Reqs Massive armour training [Ego] Master While equipped: ----- def ----- Armour +22 Fatigue +22% Resists +16% cold Curse of Nightmares A suit of armour made of metal plates. |
grounding rough leather belt of transcendence1.0 T1 belt armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.pwr +2 (+1 eff.) ----- def ----- Resists +6% lightning +6% temporal Phys.save +5 (+3 eff.) A belt that goes around your waist. |
noble's hardened leather belt of the vagrant1.0 T3 belt armor [Ego++] Nature/Master While equipped: Stats +3 Wil +5 Cun +3 Con dps ---------- Mind.pwr +4 (+2 eff.) Against +20% Summoned ----- def ----- D.Red.from +24% Summoned Mind.save +5 (+3 eff.) A belt that goes around your waist. |
Betharitha the Rainqueen (Misfortune) (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +1 Con dps ---------- Dmg.mod +3% cold Res.pen +5% cold ----- def ----- Defense +1 (+1 eff.) Resists +3% cold Phys.save +12 (+6 eff.) Heal.mod +10% Curse of Misfortune A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Getomafang' (Shrouds) (12 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Str ----- def ----- Defense +12 (+9 eff.) Resists +3% lightning +2% physical +6% light Phys.save +6 (+3 eff.) Cut- +10% Curse of Shrouds A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak of Iron Throne (Corpses) (1 def, 0 armour)2.0 T1 cloak armor [Ego] Master While equipped: Stats +1 Str +1 Con ----- def ----- Defense +1 (+1 eff.) Curse of Corpses A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
dreamer's pair of hardened leather boots of tirelessness (0 def, 3 armour)2.0 T3 feet armor [Ego+] Master/Psionic While equipped: Stats +3 Cun +3 Wil ----- def ----- Armour +3 Phys.save +7 (+4 eff.) Spell.save +7 (+4 eff.) Mind.save +5 (+3 eff.) ---------- misc Stam/turn +0.60 Max.stam +11.00 A pair of boots made of leather. |
pair of hardened leather boots of phasing (0 def, 3 armour)2.0 T3 feet armor [Ego+] Arcane While equipped: Stats +3 Mag +2 Wil ----- def ----- Armour +3 Blink to a nearby random location (rad 7) Puts all charms on 25 cooldown A pair of boots made of leather. |
pair of iron boots 'Gydas' (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Dex dps ---------- Phys.crit +4.0% Crit.mult +5.00% Phys.pwr +4 (+1 eff.) Phasing +30% Apr +4 Melee Ret 4 arcane ----- def ----- Armour +3 Fatigue +2% ---------- misc Vim/s.crit +1.00 Light +2 Infravis +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots 'Nimbuscutter' (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str +3 Cun +2 Con dps ---------- Dmg.mod +12% lightning Res.pen +5% lightning +5% mind ----- def ----- Armour +3 Fatigue +2% Rush: Puts all charms on 25 cooldown Level 2.0 Pwr.cost 25 out of 25/25. Range 7 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
insulating pair of dwarven-steel boots of rushing (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +2 Str +2 Con ----- def ----- Armour +4 Fatigue +3% Resists +9% fire +8% cold Rush: Puts all charms on 25 cooldown Level 1.0 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
restful iron gauntlets of magic (+3) (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego] Arcane/Psionic While equipped: Stats +3 Mag dps ---------- Dmg.mod +3% arcane ----- def ----- Armour +1 Fatigue +1% HP.reg +3.00 ---------- misc Stam/turn +0.60 Max.stam +11.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
radiant dwarven-steel gauntlets (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Arcane While equipped: dps ---------- Melee+ 8 light Dmg.mod +5% light ----- def ----- Armour +2 Fatigue +3% Resists +6% light 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. |
mindwoven linen wizard hat of fire (+16%) (1 def, 0 armour)2.0 T1 head armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +3 (+1 eff.) Dmg.mod +11% fire ----- def ----- Defense +1 (+1 eff.) Resists +16% fire ---------- misc Psi/turn +0.11 A pointy cloth hat, very wizardly... |
grounding cashmere wizard hat of knowledge (2 def, 0 armour)2.0 T3 head armor [Ego+] Nature/Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Defense +2 (+2 eff.) Resists +6% lightning +8% temporal A pointy cloth hat, very wizardly... |
bladed hardened leather cap of precognition (5 def, 3 armour)2.0 T3 head armor [Ego++] Nature/Master While equipped: Stats +4 Str +5 Cun dps ---------- Acc +6 (+2 eff.) On Melee Ret: * 14% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +3 Defense +5 (+5 eff.) Fatigue +3% Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 187.0 Physical damage. If the attack hits, the target is confused (27% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
dwarven-steel helm of trickery (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +4 Cun +4 Dex dps ---------- Apr +4 ----- def ----- Armour +4 Fatigue +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
grounding dwarven-steel helm of constitution (+4) (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +4 Con ----- def ----- Armour +4 Fatigue +4% Resists +6% lightning +7% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
9 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. |
12 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. |
11 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. |
7 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. |
6 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. |
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. |
10 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 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. |
5 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 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. |
80 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Cut Drem Arm2.0 T3 gross misc [Unique] Unknown While equipped: dps ---------- Melee Ret 25 darkness ----- def ----- Disarm- +100% The arm can sometimes reach out to a foe in radius 5 and grab it to you with a tentacle pull. This action is not your own choice, it has a mind of its own. The arm appears desiccated, but you swear that you see something wriggling underneath its ashen skin. |
Himnir the iron pickaxe (dig speed 29 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +7 Dex +2 Cun dps ---------- Acc +4 (+1 eff.) ----- def ----- Defense +5 (+5 eff.) Resists +5% arcane +3% acid Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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 Entropy (1/1)2.0 T2 rod charm [Unique] Unknown While carried: ---------- misc Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 60% of the healing done. This effect scales with your Magic stat.. Uses 75 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
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. |
elm wand of conjuration [power 100] (16/15 cooldown)2.0 T1 wand charm [Ego] Arcane Fire a magical bolt dealing 112 fire damage Puts all charms on 15 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
elm wand of shielding 'Karach' [power 116] (16/20 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: ----- def ----- Defense +30 (+18 eff.) ---------- misc Vim/s.crit +1.00 Create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to increase all damage penetration by 12% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Urthusarig the ash wand of shielding [power 182] (16/20 cooldown)2.0 T2 wand charm [Rare] Arcane While equipped: Stats +2 Dex +4 Wil ----- def ----- Resists +12% mind ---------- misc See.Invis +18 Create a shield absorbing up to 182 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to increase all damage penetration by 14% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
overpowered ash wand of shielding [power 308] (16/27 cooldown)2.0 T2 wand charm [Ego] Arcane Create a shield absorbing up to 308 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 27 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Glowstake (Nightmares)4.0 T4 longbow 2H weapon Reqs Dex 35 Shoot [Random Unique] Arcane Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +9 Ranged+ +17 fire On Crit.r2 +12 light On Hit: 20% Arcane Vortex 4 While equipped: Stats +11 Mag dps ---------- Spell.pwr +26 (+13 eff.) Dmg.mod +26% arcane +26% fire Res.pen +15% light ---------- misc Light +2 Curse of Nightmares Longbows are used to shoot arrows at your foes. |
Achievements
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Confused Chris the Cornac Cursed level 21
21st Regrowth 123rd year of Ascendancy at 21:11 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Confused Chris the Cornac Cursed level 10
5th Flare 122nd year of Ascendancy at 19:09 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Confused Chris the Cornac Cursed level 20
5th Regrowth 123rd year of Ascendancy at 05:54 see stats
Rescuer of the lost (Nightmare (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Confused Chris the Cornac Cursed level 20
5th Regrowth 123rd year of Ascendancy at 09:34 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Confused Chris the Cornac Cursed level 9
3rd Summertide 122nd year of Ascendancy at 04:17 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Confused Chris the Cornac Cursed level 17
2nd Haze 122nd year of Ascendancy at 19:44 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Confused Chris the Cornac Cursed level 17
77th Dusk 122nd year of Ascendancy at 09:04 see stats
Log
Mindrot hits Mirror Image (Poltergeist Penitence) for 0 mind, 0 darkness (0 total damage).
Bleeding from Animated swiftstrike hardened leather sling of piercing hits Confused Chris for 10 physical damage.
Arcane Vortex from Mirror Image (Poltergeist Penitence) hits Confused Chris for 5 arcane damage.
Confused Chris resists the stunning shot!
Animated swiftstrike hardened leather sling of piercing's Noggin Knocker performs a ranged critical strike against Confused Chris!
Confused Chris is stunned!
Animated swiftstrike hardened leather sling of piercing's Noggin Knocker performs a ranged critical strike against Confused Chris!
Confused Chris resists the stunning shot!
Animated swiftstrike hardened leather sling of piercing casts Curse of Vulnerability.
Confused Chris shrugs off the effect 'Curse of Vulnerability'!
Animated swiftstrike hardened leather sling of piercing's Noggin Knocker hits Confused Chris for 14 physical, 3 physical (16 total damage).
Animated swiftstrike hardened leather sling of piercing's Noggin Knocker hits Confused Chris for 9 physical, 3 physical (12 total damage).
Animated swiftstrike hardened leather sling of piercing's Noggin Knocker hits Confused Chris for 14 physical, 3 physical (16 total damage).
Block is still on cooldown for 5 turns.
Confused Chris uses Rampage.
Confused Chris begins rampaging!
Your movements fuel your rampage! (+1 duration)
Animated wrathful vined mindstar of storms uses Mindlash.
Animated wrathful vined mindstar of storms hits Confused Chris for (30 rampage shugs off), 28 physical (28 total damage).
Animated wrathful vined mindstar of storms speeds up.
Poltergeist Penitence HEALS from physical damage!
Bleeding from Confused Chris hits Poltergeist Penitence for 17 physical, 5 healing (17 total damage) [5 healing].
Bleeding from Confused Chris hits Animated wrathful vined mindstar of storms for (10 to psi shield), 16 physical (16 total damage).
Bleeding from Confused Chris hits Animated swiftstrike hardened leather sling of piercing for 22 physical damage.
Bleeding from Confused Chris hits Mirror Image (Poltergeist Penitence) for 0 physical damage.
Poltergeist Penitence casts Manathrust.
Poltergeist Penitence hits Confused Chris for 66 arcane damage.
Confused Chris the level 21 cornac cursed was mana-torn to death by a Poltergeist Penitence on level 3 of Ruined halfling complex.



























































































































