













Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Store Wish List 1.7.0Allows you to keep notes about things you'd like to buy in various stores in the future, and pops up reminders when you can afford them. Press <ctrl-Return> when a store item is selected to add it to your wish list; press <alt-shift-w> (or your preferred key rebound in the usual manner) to manage your wish list. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Items Vault 1.7.6Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Automatic Notes 1.7.0Automatically collects notes about unvisited zones and unactivated features/events that the player has seen and may wish to return to later, updated as the player revisits said points of interest. Notes will reflect:
Notes for a level are updated when the player enters or leaves the level, and when bringing up the auto-collected notes list manually via <Alt-Shift-A> (configurable via the "Key bindings" dialog). The auto-collected notes list will also optionally pop up when you load a character, configurable via the game option "UI | Automatic notes". Frequently Asked Questions: 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:
Inventory Keys 1.7.0Some improvements to key handling in the inventory dialog and related dialogs used by the 'd'rop command and various item-using talents:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. ¹ Disclaimer: This functionality is actually already present in the main module, if the right subsection of the dialog is focused; we merely arrange for said subsection to have focus when the dialog is initially created and displayed, so that letter selection works without further user action. Select First Escort 1.7.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it 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.
Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Dwarf |
| Class | Bulwark |
| Level / Exp | 50 / 103% |
| Size | medium |
| Lifes / Deaths | Killed by Emeligavea the bone giant at level 50 on the 23rd Voratun 124th year of Ascendancy at 21:07 / 1 |
Primary Stats
| Strength | 86 (base 61) |
| Dexterity | 70 (base 62) |
| Constitution | 47 (base 36) |
| Magic | 23 (base 7) |
| Willpower | 32 (base 16) |
| Cunning | 89 (base 60) |
Resources
| Life | -285/2016 |
| Stamina | 194/340 |
| Steam | 39/100 |
| Healing Factor | 1.4223364354648 |
| Regeneration | 34.491658560022 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 7 |
| See Stealth | 42.840619376272 |
| See Invisible | 42.840619376272 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 101 |
| Accuracy | 99 |
| Crit Chance | 61% |
| APR | 77 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 35 |
| Accuracy | 99 |
| Crit Chance | 59% |
| APR | 71 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 38 |
| Crit Chance | 25% |
| Speed | 1 |
Offense: Mind
| Mindpower | 42 |
| Crit Chance | 25% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +53% |
| Lightning | +51% |
| Nature | +38% |
| Cold | +45% |
| Physical | +119% |
| Mind | +29% |
| All | +20% |
Offense: Damage Penetration
| Acid | +35% |
| Physical | +115% |
| All | +20% |
Defense: Base
| Armour (hardiness) | 14 (38.594633868923%) |
| Defense | 63 |
| Ranged Defense | 63 |
| Fatigue | 0 |
| Physical Save | 68 |
| Spell Save | 47 |
| Mental Save | 59 |
Defense: Resistances
| Acid | + 32%( 70%) |
| Blight | + 24%( 70%) |
| Physical | + 57%( 70%) |
| Cold | + 50%( 70%) |
| All | + 19%( 70%) |
| Lightning | + 70%( 70%) |
| Light | + 34%( 70%) |
| Mind | + 21%( 70%) |
| Darkness | + 36%( 70%) |
| Fire | + 49%( 70%) |
| Nature | + 48%( 70%) |
Defense: Immunities
| Pinning Resistance | 15% |
| Confusion Resistance | 36% |
| Poison Resistance | 70% |
| Disarm Resistance | 100% |
| Bleed Resistance | 70% |
| Teleport Resistance | 100% |
| Stun Resistance | 50% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 15% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 658% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 159% efficiency and cooldown mod of 64%. Its effects scale with your Dexterity stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 156% efficiency and cooldown mod of 72%. Its effects scale with your Cunning 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. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 5/5 |
| 4/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Battle tactics | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Shield defense | 1.30 |
| 5/5 |
| 3/5 |
| 5/5 |
| 3/5 |
| Cunning / Dirty fighting | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Technique / Shield offense | 1.30 |
| 5/5 |
| 4/5 |
| 4/5 |
| 4/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 3/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Prodigies
| 1/1 |
| 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. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | active |
You failed to protect the injured seer from death by Gloruriwyn the giant blue ant. Escort: injured seer (level 4 of Old Forest) | failed |
You failed to protect the lone alchemist from death by Glaminor the stone troll. Escort: lone alchemist (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You failed to protect the lone alchemist from death by Xerylle the giant blue ant. Escort: lone alchemist (level 2 of Old Forest) | failed |
You failed to protect the lost defiler from death by Elyna the snow giant thunderer. Escort: lost defiler (level 2 of Daikara) | failed |
You successfully escorted the lost tinker to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost tinker (level 1 of Ruins of Kor'Pul)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Dreadfell. Escort: lost warrior (level 2 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You failed to protect the lost warrior from death by Bethiba the fire drake hatchling. Escort: lost warrior (level 5 of Dreadfell) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 6 of Dreadfell. Escort: worried loremaster (level 6 of Dreadfell)As a reward you improved talent Disarm (+1 level(s)). | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the 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 |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 1. | 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 |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | 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 AlchemistsYou 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 |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of CreationSlasul told you his side of the story. Now you must decide: which of them is corrupt? * You have sided with Ukllmswwik and killed Slasul. | 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 within5 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of hardened leather boots 'Velyrewe' (0 def, 3 armour) 2.0 Encumbrance T3 feet armor [Rare] Nature While equipped: Stats +3 Dex +2 Con offense ------ Physical Crit +5.0% Ignore resists +25% physical Ignore Armor +3 When Hit 10 physical defense ------ Armor +3 Physical save +9 (+2 eff.) Unlife -80.00 life Life Regen +7.00 Healmod +16% Pinning Resist +15% Knockbk Resist +15% Teleport Resist +100% A pair of boots made of leather. |
| Light source | Wintertide Phial2.0 Encumbrance T2 lite [Unique] Arcane While equipped: other ------- Light +2 Infravision +7 Cleanse your mind of up to 3 (based on Magic) detrimental mental effects. Uses 34 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
| On head | Blackscar the hardened leather cap (15 def, 3 armour) 2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +10 Cun +8 Str offense ------ Critical power +15.00% Ignore resists +25% physical Accuracy +30 (+5 eff.) defense ------ Armor +3 Defense +15 (+4 eff.) Fatigue +3% Resistance +15% darkness Mind save +15 (+4 eff.) Skullcracker: Puts all charms on 17 turn cooldown Effective talent level: 3.0 Power cost 17 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 858.3 Physical damage. If the attack hits, the target is confused (42% 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. |
| On hands | Gloryseriatira the dwarven-steel gauntlets (0 def, 2 armour) 1.5 Encumbrance T2 hands armor [Rare] Psionic While equipped: Stats +4 Cun +5 Mag offense ------ Critical power +20.00% Damage +9% mind +9% physical Ignore resists +10% physical Ignore Armor +3 defense ------ Armor +2 Fatigue +3% Crit Resistance 15.00% Life Regen +7.00 Disarm Resist +100% other ------- Stamina/turn +1.20 Max stamina +28.00 Talents +5 Iron Grip Unarmed combat: Weapon Damage 123% Range: 1.0x-1.4x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 83% On Hit: 10% Nightmare level 3 Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Islothra [power 494] (13 cooldown)2.0 Encumbrance T5 wand charm [Random Unique] Arcane While equipped: offense ------ Damage +21% acid Ignore resists +10% acid defense ------ Resistance +6% blight Create a radius 3 storm for 5 turns. Each turn, creatures within take 149 lightning damage and will be dazed for 1 turn (745 total damage) Puts all charms on 13 turn cooldown 100% to increase all damage penetration by 22% for 2 turns. 100% to increase all damage by 30% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | gold turquoise ring0.1 Encumbrance T3 ring jewelry [Random Unique] Nature/Psionic While equipped: Stats +6 Cun +6 Wil offense ------ Mindpower +10 (+4 eff.) Damage +12% acid +16% physical Ignore resists +5% acid +10% all Accuracy +10 (+2 eff.) When Hit 8 mind On-Hit (Melee): * 20% chance to reduce armor by 30% * 10% chance to reduce all saves and defense by 27 defense ------ Resistance +3% mind +16% physical Mind save +10 (+2 eff.) Confus Resist +36% Rings make your fingers look great! |
| On fingers | stralite turquoise ring0.1 Encumbrance T4 ring jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +2 Str +6 Mag +6 Cun offense ------ Physical Power +10 (+2 eff.) Spellpower +13 (+5 eff.) Damage +18% nature Ignore resists +10% all Accuracy +47 (+8 eff.) Ignore Armor +14 defense ------ Defense +24 (+6 eff.) Resistance +36% nature +6% light Disengage: Puts all charms on 9 turn cooldown Effective talent level: 2.0 Power cost 9 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
| Around neck | Unlightfurnace the gold amulet =resist=0.1 Encumbrance T3 amulet jewelry [Rare] Nature While equipped: defense ------ Resistance +6% acid +6% darkness +3% lightning +27% fire +12% light +15% cold Amulets make your neck look great! |
| In main hand | voratun waraxe 'Bregubar' (150% power, 26 apr) 3.0 Encumbrance T5 waraxe 1H weapon [Random Unique] Nature/Master/Psionic Weapon Damage 151% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +26 Critical Rate +27.0% Attack Speed 100% On-hit +16 nature +14 darkness Damage Against +17% Living On-crit, radius 2 +4 blight While equipped: offense ------ Physical Power +10 (+2 eff.) Ignore resists +15% physical Accuracy +43 (+7 eff.) Ignore Armor +11 When Hit 4 mind defense ------ Resistance +1% physical Physical save +12 (+3 eff.) One-handed war axes. |
| Around waist | ravager's drakeskin leather belt of dampening 1.0 Encumbrance T5 belt armor [Ego++] Nature/Master While equipped: offense ------ Damage +21% physical Ignore resists +20% physical defense ------ Resistance +10% acid +10% fire +9% lightning +10% cold A belt that goes around your waist. |
| In off hand | Islariavea (150% power, 20 apr) 3.0 Encumbrance T5 steamsaw 1H weapon [Random Unique] Arcane/Master/Steamtech Weapon Damage 150% Range: 1.0x-1.5x Uses 100% Str Damage Phys.bleed Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +25.0% Attack Speed 100% Block +99 On-hit +12 physical On Hit: 20% Curse of Vulnerability level 5 On Hit: * 20% chance to gain 10% of a turn (3/turn limit) On Critical: * Splash the target with acid dealing 110 damage over 5 turns and reducing armor and accuracy by 14 Uses 1.0 Steam While equipped: Stats +3 Dex offense ------ Accuracy +8 (+2 eff.) Ignore Armor +3 defense ------ Armor +6 Defense +21 (+5 eff.) Fatigue +12% Disarm Resist +39% other ------- Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
| Cloak | elven-silk cloak 'Chargewyrd' (3 def, 0 armour) 2.0 Encumbrance T5 cloak armor [Random Unique] Master While equipped: Stats +4 Str +4 Dex +3 Cun +6 Con offense ------ Physical Crit +5.0% Physical Power +4 (+1 eff.) Damage +9% lightning Accuracy +5 (+1 eff.) Ignore Armor +10 When Hit 10 lightning defense ------ Defense +3 (+1 eff.) Fatigue -6% Resistance +39% lightning Physical save +12 (+3 eff.) Life +83.00 Stun Resist +50% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Durosta (0 def, 0 armour) 2.0 Encumbrance T5 cloth armor [Random Unique] Arcane/Nature While equipped: Stats +7 Str +7 Mag +7 Wil offense ------ Critical power +5.00% Spellpower +20 (+7 eff.) Damage +22% lightning +53% physical +25% cold +20% all Accuracy +25 (+4 eff.) defense ------ Resistance +15% lightning +30% physical +13% cold +15% all Life Regen +10.00 Poison Resist +70% Disease Resist +70% Cut Resist +70% other ------- Stamina/turn +2.00 Max stamina +10.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
medical injector implant (efficiency 96% / cooldown 92%)0.1 Encumbrance T1 implant scroll [Normal] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 96% efficiency and cooldown mod of 92%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant (efficiency 104% / cooldown 55%)0.1 Encumbrance T1 implant scroll [Normal] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 104% efficiency and cooldown mod of 55%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the titan (efficiency 113% / cooldown 76%)0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 113% efficiency and cooldown mod of 76%. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the warrior (efficiency 166% / cooldown 83%)0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 166% efficiency and cooldown mod of 83%. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the warrior (steam 11)0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 28 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 10.9 steam per turn. Can be activated for an instant burst of 54 steam. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
healing infusion of the sneak (heal 218; cd 10)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 218 then cleanse 1 wound, poison, and disease effect. 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. |
movement infusion of the duelist (speed 690%; cd 8)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 8 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 690% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the sneak (speed 887%; cd 15)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 887% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Elixir of Focus0.0 Encumbrance potion [Plot Item] Nature Grant you two additional class talent points. A vial of clear, steaming fluid. |
shatter afflictions rune of the duelist (absorb 133; cd 12)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 12 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 133 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. |
shatter afflictions rune of the sneak (absorb 119; cd 13)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 13 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 119 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 Cunning 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 31; blocks 6; dur 4; cd 15)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 15 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 31 up to 6 times. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune of the wizard (threshold 58; blocks 5; dur 4; cd 17)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 17 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 58 up to 5 times. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
3 schematic: Acid Groove0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Air Recycler0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Alchemist's Helper0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
9 schematic: Antimagic Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Armour Reinforcement0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Back Support0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Black Light Emitter0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Corrosive Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Crystal Edge0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Crystal Plating0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Deflection Field0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Explosive Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fatal Attractor0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Fiery Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fireproof Coating0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Flash Powder0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
8 schematic: Focus Lens0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Frost Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Fungal Web0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Galvanic Retributor0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Grounding Strap0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Headlamp0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Healing Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Iron Grip0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Kinetic Stabiliser0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Lightning Coil0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Mana Coil0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Mental Stimulator0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Moss Tread0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
7 schematic: Pain Suppressor Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Poison Groove0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Power Distributor0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Razor Edge0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Rocket Boots0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Saw Projector0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Saw Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Second Skin0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Shocking Touch0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Silver Filigree0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Solid Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Spike Attachment0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Spring Grapple0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Steamgun0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Steamsaw0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Thunder Grenade0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Thunderclap Coating0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Toxic Cannister Launcher0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Toxic Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Unstoppable Force Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Viral Injector0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Viral Needlegun0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Voltaic Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Water Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Waterproof Coating0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Sealed Scroll of Last Hope0.1 Encumbrance scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Choker of Dread0.1 Encumbrance T3 amulet jewelry [Unique] Arcane While equipped: offense ------ Physical Power +5 (+1 eff.) Spellpower +5 (+2 eff.) defense ------ Blind Resist +100% other ------- See Invisibility +10 Summon an elder vampire with Taunt to your side for 15 turns. Uses 51 power out of 60/60 The evilness of undeath radiates from this amulet. |
Fanged Collar0.1 Encumbrance T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil defense ------ Resistance +15% blight +15% darkness +15% acid Physical save +15 (+4 eff.) Spell save +15 (+5 eff.) Mind save -7 (-3 eff.) Life +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
The Far-Hand0.1 Encumbrance T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con defense ------ Teleport Resist +100% Teleport: Effective talent level: 4.0 Power cost 31 out of 36/36. Range 10 Cooldown: 30 Travel.spd instantaneous Is: a spell Description: Teleports you randomly within a large range (138). 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. |
gold amulet 'Brandknave'0.1 Encumbrance T3 amulet jewelry [Rare] Nature While equipped: offense ------ Damage +15% lightning +24% fire When Hit 8 fire defense ------ Resistance +9% lightning +30% fire +22% mind Confus Resist +31% Amulets make your neck look great! |
wanderer's gold amulet of healing0.1 Encumbrance T3 amulet jewelry [Ego+] Nature/Master While equipped: Stats +4 Dex +5 Cun +3 Con offense ------ Move Speed +10% defense ------ Fatigue -6% Life Regen +2.00 Healmod +12% Cut Resist +60% other ------- Stamina/turn +0.50 Heal: Puts all charms on 30 turn cooldown Effective talent level: 3.0 Power cost 30 out of 35/35. Range melee/personal Cooldown: 16 Travel.spd instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 282 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Hudelach0.1 Encumbrance T4 ring jewelry [Rare] Master While equipped: offense ------ When Hit 10 mind defense ------ Armor +4 Resistance +21% fire Crit Resistance 15.00% Spell save +9 (+3 eff.) Life Regen +6.00 Healmod +20% Disease Resist +20% Stun Resist +42% Rings make your fingers look great! |
Inertial Twine0.1 Encumbrance T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil offense ------ Damage +5% physical defense ------ Armor +5 Resistance +5% physical Physical save +12 (+3 eff.) Knockbk Resist +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
Porota0.1 Encumbrance T4 ring jewelry [Rare] Psionic While equipped: Stats +8 Wil +8 Cun +13 Con offense ------ Mindpower +13 (+5 eff.) Ignore Armor +2 defense ------ Defense +15 (+4 eff.) Resistance +5% arcane +2% physical Mind save +18 (+4 eff.) Healmod +21% Silence Resist +21% Stun Resist +21% Rings make your fingers look great! |
Unlightpulverizer0.1 Encumbrance T5 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +9 Str +6 Mag +6 Cun +9 Con offense ------ Physical Power +12 (+3 eff.) Spellpower +12 (+4 eff.) Ignore resists +5% darkness defense ------ Resistance +9% blight Blind Resist +47% Disarm Resist +20% Pinning Resist +20% other ------- Infravision +5 See Stealth +25 See Invisibility +25 Rings make your fingers look great! |
Wheel of Fate0.1 Encumbrance T5 ring jewelry [Unique] Arcane While equipped: Stats +7 Str +7 Wil +6 Cun +10 Con offense ------ Physical Power +8 (+2 eff.) Spellpower +5 (+2 eff.) Mindpower +14 (+5 eff.) Damage +6% blight defense ------ Resistance +6% nature Crit Resistance 15.00% Mind save +13 (+3 eff.) Healmod +10% Poison Resist +10% Confus Resist +39% 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? |
mule's stralite ring of tenacity0.1 Encumbrance T4 ring jewelry [Ego] Master While equipped: defense ------ Fatigue -4% Life +30.00 Disarm Resist +21% Pinning Resist +25% Knockbk Resist +24% other ------- Encumbrance +28 Rings make your fingers look great! |
mule's voratun ring of clarity0.1 Encumbrance T5 ring jewelry [Ego] Master/Psionic While equipped: defense ------ Fatigue -8% Mind save +10 (+2 eff.) Confus Resist +37% other ------- Encumbrance +35 Rings make your fingers look great! |
psionicist's stralite ring of life0.1 Encumbrance T4 ring jewelry [Ego+] Nature/Psionic While equipped: Stats +7 Wil defense ------ Mind save +14 (+3 eff.) Life +59.00 Life Regen +13.00 Healmod +10% Rings make your fingers look great! |
Spelldrinker (132% power, 8 apr)1.0 Encumbrance T3 dagger 1H weapon [Unique] Arcane Weapon Damage 132% Range: 1.0x-1.3x Uses 35% Str, 20% Mag, 55% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +8 Critical Rate +9.0% Attack Speed 100% On Hit: 15% Disperse Magic level 1 On Hit: * steals up to 50 mana from the target While equipped: Stats +6 Cun +6 Mag defense ------ Resistance +12% arcane Spell save +12 (+4 eff.) 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. |
Blood-Edge (157% power, 7 apr)3.0 Encumbrance T5 longsword 1H weapon [Unique] Arcane Weapon Damage 157% Range: 1.0x-1.4x Uses 10% Mag, 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% Lifesteal +5% Damage Conversion 50% blight On Hit: * 15% chance to animate a bleeding foe's blood While equipped: offense ------ Spell Crit +8% Spellpower +21 (+7 eff.) Damage +15% blight +15% physical other ------- Max vim +25.00 Telepathy Undead/Blood Bleeding Edge: Effective talent level: 5.2 Power cost 17 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 171% weapon damage. If the attack hits, the target will bleed for 322% weapon damage over 7 turns, and all healing will be reduced by 69%. This deep red sword weeps blood continuously. It was born in the labs of the orcish corrupter Hurik, who sought to make a crystal that would house his soul after death. But his plans were disrupted by a band of sun paladins, and though most died purging his keep of dread minions, their leader Raasul fought through to Hurik's lab, sword in hand. There the two did battle, blade against blood magic, till both fell to the floor with weeping wounds. The orc with his last strength crawled towards his fashioned phylactery, hoping to save himself, but Raasul saw his plans and struck the crystal with his light-bathed sword. It shattered, and in the sudden impulse of energies the steel, crystal and blood were fused into one. Now the broken fragments of Raasul's soul are trapped in this terrible artifact, his mind warped beyond all sanity by decades of imprisonment. Only the taste of blood calls him forth, his soul stealing the lifeblood of others to take on physical form again, that he may thrash and wail against the living. |
Corpathus (150% power, 12 apr)3.0 Encumbrance T4 longsword 1H weapon [Unique] Master/Unknown Weapon Damage 150% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +12 Critical Rate +11.0% Attack Speed 100% On-hit +18 draining blight On Critical: * grows in power On Kill: * grows dramatically in power While equipped: offense ------ Critical power +42.00% Damage +5% blight defense ------ Cut Resist -25% other ------- Max vim +20.00 Thick straps encircle this blade. Jagged edges like teeth travel down the blade, bisecting it. It fights to overcome the straps, but lacks the strength. |
Punae's Blade (157% power, 4 apr)3.0 Encumbrance T4 longsword 1H weapon [Unique] Master Weapon Damage 157% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +10.0% Attack Speed 100% While equipped: offense ------ Physical Crit +20.0% Combat Speed +20% defense ------ Defense +40 (+10 eff.) Evasion +10% This very thin sword cuts through the air with ease, allowing remarkably quick movement. |
Witch-Bane (152% power, 4 apr)3.0 Encumbrance T5 longsword 1H weapon [Unique] Nature/Disrupt Weapon Damage 152% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +20.0% Attack Speed 100% On Hit: * 50 arcane resource burn While equipped: defense ------ Resistance +15% blight -15% physical +15% all other ------- Cooldown Mana Clash -2 Antimagic Zone -2 A thin voratun blade with an ivory handle wrapped in purple cloth. The weapon is nearly as legendary as its former owner, Marcus Dunn, and was thought to have been destroyed after Marcus was slain near the end of the Spellhunt. It seems somebody well versed in antimagic could use it to its fullest potential. |
arcing stralite longsword of ruin (137% power, 5 apr)3.0 Encumbrance T4 longsword 1H weapon [Ego+] Arcane/Master Weapon Damage 137% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 66 damage While equipped: offense ------ Physical Crit +7.0% Critical power +21.00% Ignore Armor +10 Sharp, long, and deadly. |
living mindstar of flames (115% power, 40 apr, mind damage)3.0 Encumbrance T5 mindstar 1H weapon Reqs Wil 48 [Ego+] Nature Weapon Damage 115% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Mind Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Mind Crit +5% Mindpower +10 (+4 eff.) Global Speed +10% On-Hit 20 fire Damage +18% fire Ignore resists +11% fire defense ------ Resistance +7% fire other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Infernosnake (136% power, 6 apr, lightning element)5.0 Encumbrance T5 staff 2H weapon Reqs Mag 48 [Rare] Arcane Weapon Damage 137% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +15% Spellpower +15 (+5 eff.) Damage +30% lightning +43% fire +6% light Ignore resists +31% temporal +16% fire defense ------ Resistance +9% light +9% temporal Out-of-Phase Defense +16 Out-of-Phase Resistance +16% Out-of-Phase Resilience +16% other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
lifebinding dragonbone magestaff of greater warding (136% power, 6 apr, arcane element)5.0 Encumbrance T5 staff 2H weapon Reqs Mag 48 [Ego++] Arcane/Nature Weapon Damage 137% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +6 Con offense ------ Spell Crit +5% Spellpower +21 (+7 eff.) Damage +30% arcane defense ------ Armor +9 Defense +8 (+2 eff.) Life Regen +1.70 Healmod +21% other ------- Wards +3 arcane Talents +3 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Cinderjustice4.0 Encumbrance T5 steamgun 1H weapon [Random Unique] Arcane/Nature/Master/Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Attack Speed 100% Range +10 Projectile Speed +600% On-ranged-hit +17 fire On-crit, radius 2 +45 acid +23 nature Uses 2.0 Steam While equipped: Stats +6 Str offense ------ Physical Power +10 (+2 eff.) Damage +19% fire Ignore resists +17% acid +21% nature Ignore Armor +14 When Hit 4 fire defense ------ Resistance +3% blight +9% cold +3% temporal Life Regen +4.00 Healmod +5% Poison Resist +21% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
strafer's voratun steamgun of fire4.0 Encumbrance T5 steamgun 1H weapon [Ego] Arcane/Master/Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Attack Speed 100% Range +10 Projectile Speed +600% On-ranged-hit +16 fire Uses 2.0 Steam While equipped: offense ------ Damage +12% fire Accuracy +13 (+2 eff.) other ------- Cooldown Strafe -2 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Belynne the voratun steamsaw (150% power, 0 apr)3.0 Encumbrance T5 steamsaw 1H weapon [Random Unique] Master/Psionic/Steamtech Weapon Damage 150% Range: 1.0x-1.5x Uses 100% Str Damage Phys.bleed Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +5.0% Attack Speed 100% Block +110 On Hit: * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Uses 1.0 Steam While equipped: Stats +6 Cun +2 Wil offense ------ Mind Crit +2% Ignore resists +12% physical Accuracy +8 (+2 eff.) Ignore Armor +15 On-Hit (Melee): * 20% chance to reduce all saves and defense by 27 defense ------ Armor +6 Defense +10 (+2 eff.) Fatigue +12% Resistance +25% fire other ------- Max hate +2.00 Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
warbringer's deep-steel trident of enduring (138% power, 10 apr) =con=3.0 Encumbrance T3 trident 2H weapon [Ego++] Nature/Master Weapon Damage 138% Range: 1.0x-1.6x Uses 120% Str Damage Physical Mastery Exotic Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +10 Critical Rate +2.5% Attack Speed 100% While equipped: Stats +20 Con +14 Wil offense ------ Physical Power +16 (+4 eff.) Ignore resists +12% physical defense ------ Life +63.00 Disarm Resist +21% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
nightruned rough leather belt of unlife =undead=1.0 Encumbrance T1 belt armor [Ego+] Arcane While equipped: defense ------ Resistance +6% blight +7% light +7% darkness The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Lavahunger (0 def, 0 armour)2.0 Encumbrance T4 cloth armor [Rare] Arcane While equipped: Stats +5 Cun offense ------ Spell Crit +9% Mind Crit +2% Spellpower +9 (+3 eff.) Mindpower +20 (+7 eff.) Damage +25% light +24% darkness +15% arcane Ignore resists +26% arcane +25% mind defense ------ Resistance +12% fire +5% arcane +13% all other ------- Max hate +10.54 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
elven-silk robe 'Duvalar' (0 def, 0 armour)2.0 Encumbrance T5 cloth armor [Random Unique] Nature While equipped: offense ------ Damage +12% acid +23% physical +46% cold When Hit 4 acid defense ------ Resistance +23% physical +3% darkness +3% light +12% blight +6% fire +68% cold +15% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven woollen robe of fire (+24%) (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego] Nature/Psionic While equipped: offense ------ Mind Crit +3% Mindpower +3 (+1 eff.) Damage +16% fire defense ------ Resistance +9% all +24% fire Mind save +20 (+5 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
psion's elven-silk robe of life (0 def, 0 armour)2.0 Encumbrance T5 cloth armor [Ego++] Nature/Psionic While equipped: offense ------ Mind Crit +3% Mindpower +8 (+3 eff.) Damage +17% mind Ignore resists +10% mind defense ------ Resistance +10% blight +15% all Life +83.00 Life Regen +4.30 Healmod +21% other ------- Psi/turn +0.33 Max psi +31.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
silk robe 'Arthukan' (0 def, 0 armour)2.0 Encumbrance T4 cloth armor [Rare] Arcane While equipped: Stats +9 Str offense ------ Critical power +21.07% Mindpower +32 (+11 eff.) Damage +26% blight defense ------ Resistance +26% blight +13% all Mind save +15 (+4 eff.) other ------- Psi when Hit +0.08 Light +3 Infravision +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Steam Powered Boots (8 def, 15 armour) =steam=3.0 Encumbrance T5 feet armor [Unique] Steamtech The more steam the better! While equipped: Stats +8 Str +10 Dex offense ------ Damage +10% fire defense ------ Armor +15 Defense +8 (+2 eff.) Fatigue +8% Pinning Resist +50% Generate 3 steam each time you walk. Boots. But with steam power! |
pair of voratun boots 'Zerenik' (0 def, 5 armour)3.0 Encumbrance T5 feet armor [Rare] Psionic While equipped: Stats +9 Cun +11 Wil offense ------ Damage +18% mind When Hit 11 mind On-Hit (Melee): * 21% chance to reduce all saves and defense by 27 * 21% chance to reduce armor by 30% defense ------ Armor +5 Fatigue +4% Resistance +18% acid Physical save +14 (+4 eff.) Spell save +15 (+5 eff.) Mind save +15 (+4 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
scholar's pair of dwarven-steel boots of speed (0 def, 4 armour)3.0 Encumbrance T3 feet armor [Ego] Arcane While equipped: offense ------ Spellpower +7 (+3 eff.) Move Speed +25% defense ------ Armor +4 Fatigue +3% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Steam Powered Gauntlets (0 def, 12 armour)1.5 Encumbrance T5 hands armor [Unique] Steamtech The more steam the better! While equipped: Stats +6 Str +6 Dex offense ------ Physical Crit +10.0% Steam Crit +10% Critical power +30.00% Damage +8% all defense ------ Armor +12 Disarm Resist +50% Unarmed combat: Weapon Damage 145% Range: 1.0x-1.4x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +10 Critical Rate +10.0% Attack Speed 83% Gauntlets. But with steam power! |
Beiromirak the voratun helm (0 def, 5 armour)3.0 Encumbrance T5 head armor [Random Unique] Master/Psionic While equipped: Stats +4 Wil +4 Cun +6 Con offense ------ Mindpower +6 (+2 eff.) Damage +3% temporal defense ------ Armor +5 Fatigue +5% Resistance +3% acid +5% arcane +6% mind Physical save +19 (+5 eff.) Spell save +3 (+1 eff.) Healmod +10% Pinning Resist +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Brass Goggles (10 def, 0 armour)2.0 Encumbrance T4 head armor [Unique] Master While equipped: Stats +20 Cun offense ------ Steam Crit +5% Steampower +5 (+2 eff.) Accuracy +20 (+4 eff.) Ignore Armor +15 defense ------ Defense +10 (+2 eff.) Resistance +20% fire Blind Resist +100% other ------- Infravision +3 Sight +1 Masteries +0.20 Steamtech/Physics +0.20 Steamtech/Chemistry No self respecting craftsman would be caught without them! |
drakeskin leather hat 'Ivewyn' (0 def, 5 armour)2.0 Encumbrance T5 head armor [Random Unique] Nature/Master While equipped: Stats +11 Str +7 Wil +6 Con offense ------ Physical Power +12 (+3 eff.) defense ------ Armor +5 Fatigue +5% Resistance +9% blight +13% physical +6% nature +15% acid Physical save +43 (+11 eff.) Spell save +6 (+2 eff.) Mind save +13 (+3 eff.) Battle Cry: Puts all charms on 24 turn cooldown Effective talent level: 2.6 Power cost 24 out of 28/28. Range melee/personal Cooldown: 30 Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 18 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A hat made of leather. Very stylish. |
starseer's cashmere wizard hat of the Brotherhood (2 def, 0 armour) =arcane eye=2.0 Encumbrance T3 head armor [Ego++] Arcane While equipped: Stats +4 Mag +4 Con offense ------ Damage +8% physical +6% darkness +6% light +10% arcane +6% temporal defense ------ Defense +2 (+0 eff.) Arcane Eye: (Instant) Puts all charms on 9 turn cooldown Effective talent level: 5.0 Power cost 9 out of 10/10. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
Skyransom the voratun plate armour (0 def, 16 armour)17.0 Encumbrance T5 massive armor Reqs - Massive armour training [Rare] Psionic While equipped: offense ------ Damage +21% lightning +9% acid Ignore resists +10% lightning +20% acid When Hit 10 lightning On-Hit (Melee): * 21% chance to reduce armor by 30% defense ------ Armor +16 Fatigue +22% Resistance +15% acid +8% mind +18% lightning Mind save +19 (+5 eff.) A suit of armour made of metal plates. |
Deflector (22 def, 11 armour, 160% power, 230 block)7.0 Encumbrance T4 shield armor [Unique] Steamtech When used to Attack: Weapon Damage 161% Range: 1.0x-1.2x Uses 130% Str Damage Physical Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +7.0% Block +230 While equipped: defense ------ Armor +11 Defense +22 (+5 eff.) Fatigue +8% Physical save +20 (+5 eff.) other ------- Talents +4 Block Knocks melee attackers away. Distance scales with damage incoming. The front plate of this shield vibrates at all times, covering some strange assembly you can't quite make sense of. |
6 agate0.0 Encumbrance 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. |
1062 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
6 onyx0.0 Encumbrance 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. |
Windborne Azurite0.0 Encumbrance T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Move Speed +20% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Move Speed +15% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
8 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+1 eff.) Item imbue powers: Defense +6 (+1 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal0.0 Encumbrance 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. |
2 sapphire0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Physical save +8 (+2 eff.) Spell save +8 (+2 eff.) Mind save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Physical save +8 (+2 eff.) Spell save +8 (+2 eff.) Mind save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Mayoda (dig speed 10 turns)3.0 Encumbrance T3 digger tool [Random Unique] Arcane/Master/Psionic While equipped: Stats +7 Str +6 Wil +2 Cun offense ------ Physical Crit +8.0% Mind Crit +9% Damage +16% mind +8% fire Ignore resists +10% mind Accuracy +3 (+1 eff.) defense ------ Resistance +9% mind Mind save +8 (+2 eff.) other ------- Infravision +4 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Pick of Dwarven Emperors (dig speed 12 turns)3.0 Encumbrance T5 digger tool [Unique] Arcane/Master While equipped: Stats +5 Str +5 Con offense ------ Ignore resists +10% physical defense ------ Physical save +10 (+3 eff.) Spell save +10 (+3 eff.) Mind save +10 (+2 eff.) Life +50.00 While carried: other ------- Talents +1 Dig Earthquake: Effective talent level: 4.0 Power cost 26 out of 30/30. Range 10 Cooldown: 30 Travel.spd instantaneous Is: a spell Description: Causes a violent earthquake that deals 84.08 physical damage in a radius of 4 each turn for 7 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft is covered in runes that recount the stories of the dwarven people. |
Rungof's Fang1.0 Encumbrance fang misc [Unique] Nature While carried: offense ------ Ignore Armor +7 other ------- Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Forbidden Tome: "A View From The Gallery"2.0 Encumbrance 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. |
5 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
jade0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+0 eff.) Mind save +2 (+0 eff.) Item imbue powers: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+0 eff.) Mind save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 turquoise0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+2 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Cut Drem Arm2.0 Encumbrance T3 gross misc [Unique] Unknown While equipped: offense ------ When Hit 25 darkness defense ------ Disarm Resist +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. |
Eldritch Pearl0.0 Encumbrance lite [Unique] Arcane While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con -5 Lck offense ------ Physical Power +12 (+3 eff.) Spellpower +12 (+4 eff.) other ------- Light +6 Breathe water Tidal Wave: Effective talent level: 4.0 Power cost 68 out of 150/150. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 27.83 cold damage and 42.03 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 5 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
Guidance 'Emelukira'1.0 Encumbrance T5 lite [Random Unique] Nature/Disrupt/Psionic While equipped: Stats +6 Wil +6 Cun +11 Con offense ------ Mind Crit +11% Mindpower +12 (+4 eff.) defense ------ Armor +2 Resistance +31% blight +6% cold +5% arcane +6% mind Max Resistance +10% blight Physical save +15 (+4 eff.) Spell save +15 (+5 eff.) Mind save +42 (+10 eff.) Life Regen +11.00 other ------- Light +9 Infravision +3 See Stealth +17 See Invisibility +25 Masteries +0.20 Wild-gift/Call of the wild +0.50 Wild-gift/Antimagic Said to have once belonged to Inquisitor Marcus Dunn during the Spellhunt this fist sized quartz crystal glows constantly with a soft white light and was rumoured to be a great aid in meditation, helping focus the mind, body, and soul of the owner as well as protecting them from the foulest of magics. It seems somebody well versed in antimagic could use it to its fullest potential. |
Telos's Staff Crystal0.0 Encumbrance T5 multi-hued gem [Unique] Arcane A part of set. While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resistance +30% mind Confus Resist +30% Fear Resist +30% Light +2 While carried: Light +2 Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resistance +30% mind Confus Resist +30% Fear Resist +30% Light +2 Latent Damage Type: Blight Combine with a staff. Uses 1 power out of 1/1 A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
Orb of Many Ways1.0 Encumbrance orb [Plot Item] Unknown Activate a portal. Uses 9 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Automated Portable Extractor0.0 Encumbrance power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Atamathon's Lost Ruby Eye0.0 Encumbrance T5 red gem [Plot Item] While equipped: Damage +12% fire Item imbue powers: Damage +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
5 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
ruby0.0 Encumbrance T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Annulment (1/1)2.0 Encumbrance T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 26 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Entropy (1/1)2.0 Encumbrance T2 rod charm [Unique] Unknown While carried: other ------- Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 73% of the healing done. This effect scales with your Magic stat.. Uses 64 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
Rod of Recall (2/2)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 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. |
amazing fiery salve [power 33] amazing fiery salve [power 33]1.0 Encumbrance T5 salve misc [Normal] Nature/Steamtech Using medical injector with 156% efficiency and 72% cooldown modifier. Remove 3 magical effects and grants a fiery aura (33% fire, light and lightning affinity) Puts Talent Medical Injector on 22 turn cooldown Activation is instant. Medical salve. |
amazing frost salve [power 33] amazing frost salve [power 33]1.0 Encumbrance T5 salve misc [Normal] Nature/Steamtech Using medical injector with 156% efficiency and 72% cooldown modifier. Remove 3 physical effects and grants a frost aura (33% cold, darkness and nature affinity) Puts Talent Medical Injector on 22 turn cooldown Activation is instant. Medical salve. |
amazing healing salve [power 478] amazing healing salve [power 478]1.0 Encumbrance T5 salve misc [Normal] Nature/Steamtech Using medical injector with 156% efficiency and 72% cooldown modifier. Heal 478 Puts Talent Medical Injector on 13 turn cooldown Medical salve. |
amazing water salve [power 33] amazing water salve [power 33]1.0 Encumbrance T5 salve misc [Normal] Nature/Steamtech Using medical injector with 156% efficiency and 72% cooldown modifier. Remove 3 mental effects and grants a water aura (33% blight, mind and acid affinity). Puts Talent Medical Injector on 22 turn cooldown Activation is instant. Medical salve. |
great pain suppressor salve [power 359] great pain suppressor salve [power 359]1.0 Encumbrance T4 salve misc [Normal] Nature/Steamtech Using medical injector with 156% efficiency and 72% cooldown modifier. Let you fight up to -359 life and reduces all damage by 22% for 6 turns (takes no time to activate) Puts Talent Medical Injector on 9 turn cooldown Activation is instant. Medical salve. |
Transmogrification Chest2.0 Encumbrance 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. |
flaming pouch of stralite shots of accuracy (20/20, 150% power, 5 apr)3.0 Encumbrance T4 shot ammo [Ego] Arcane/Master Weapon Damage 150% Range: 1.0x-1.2x Uses 50% Cun, 70% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Accuracy +13 Ignore Armor +5 Critical Rate +5.5% Capacity 20 On-Hit, radius 1 +13 fire Shots are used with slings to pummel your foes to death. |
Halidogar the Dimdream [power 355] (13 cooldown)2.0 Encumbrance T5 torque charm [Random Unique] Psionic While equipped: offense ------ Damage +6% lightning +12% darkness Ignore resists +15% arcane On-Hit (Melee): * 20% chance to reduce damage dealt by 22% Project a gust of wind in a cone knocking all creatures back 12 spaces and dealing 777 physical damage Puts all charms on 13 turn cooldown 100% to increase all damage by 19% for 2 turns. 100% to gain a 27% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
focusing dwarven-steel torque of psionic shield [power 63] (22 cooldown)2.0 Encumbrance T3 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 63 for 5 turns Puts all charms on 22 turn cooldown 100% to reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
steel torque of clear mind 'Delodor' [power 2] (22 cooldown)2.0 Encumbrance T2 torque charm [Rare] Psionic While equipped: Stats +4 Str +4 Wil offense ------ Spell Crit +3% Critical power +20.00% Physical Power +10 (+2 eff.) Accuracy +25 (+4 eff.) Ignore Armor +3 other ------- Vim-on-crit +2.00 Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 22 turn cooldown 100% to heal for 46. Torques are made by powerful psionics to store psionic powers. |
Bregomasus the elven-wood totem of thorny skin [power 69] (17 cooldown)2.0 Encumbrance T4 totem charm [Rare] Nature While equipped: Stats +4 Str offense ------ Mind Crit +8% defense ------ Defense +15 (+4 eff.) Spell save +12 (+4 eff.) Mind save +9 (+2 eff.) Confus Resist +20% other ------- Max hate +6.00 Harden the skin for 7 turns increasing armour by 69 and armour hardiness by 60% Puts all charms on 17 turn cooldown 100% to reduce 3 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
Cloudresolve [power 416] (13 cooldown)2.0 Encumbrance T5 totem charm [Random Unique] Nature While equipped: Stats +2 Mag offense ------ Spellpower/crit +6 Ignore resists +25% acid defense ------ Resistance +6% lightning other ------- Max mana +60.00 Heal yourself and all friendly characters within 10 spaces for 416 Puts all charms on 13 turn cooldown 100% to reduce 2 talent cooldowns by 2. 100% to heal for 71. 100% to gain a 30% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Honeywood Chalice2.0 Encumbrance T4 totem charm [Unique] Nature While equipped: Stats +5 Str offense ------ Damage +5% physical defense ------ Resistance +10% nature Physical save +10 (+3 eff.) Life Regen +0.15 Healmod +10% other ------- Talents +1 Battle Trance This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
ash totem of stinging 'Urthadurak' [power 170] (13 cooldown)2.0 Encumbrance T2 totem charm [Random Unique] Nature While equipped: Stats +1 Str +2 Dex offense ------ Ignore Armor +1 defense ------ Resistance +2% physical Sting an enemy dealing 235 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 13 turn cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. 100% to reduce 1 talent cooldowns by 2. 100% to heal for 30. Natural totems are made by powerful wilders to store nature power. |
ash totem of thorny skin 'Deepssteel' [power 27] (17 cooldown)2.0 Encumbrance T2 totem charm [Rare] Nature While equipped: Stats +2 Dex offense ------ Physical Crit +2.0% defense ------ Armor +4 Resistance +12% darkness +6% cold other ------- Stamina/turn +2.00 Max stamina +30.00 Harden the skin for 7 turns increasing armour by 27 and armour hardiness by 40% Puts all charms on 17 turn cooldown 100% to heal for 56. Natural totems are made by powerful wilders to store nature power. |
4 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Void Shard2.0 Encumbrance T5 wand charm [Unique] Arcane While equipped: Stats +8 Mag offense ------ Spellpower +10 (+4 eff.) Damage +12% darkness +12% temporal When Hit 16 void defense ------ Resistance +10% darkness +10% temporal Release a radius 2 burst of void energy at up to range 5, dealing 147.60 temporal and 147.60 darkness damage (based on Magic). Uses 17 power out of 40/40 This jagged shape looks like a hole in space, yet it is solid, though light in weight. |
Burning Star1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 26 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
diamond0.0 Encumbrance T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
moonstone0.0 Encumbrance T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Physical save +10 (+3 eff.) Spell save +10 (+3 eff.) Mind save +10 (+2 eff.) Item imbue powers: Defense +10 (+2 eff.) Physical save +10 (+3 eff.) Spell save +10 (+3 eff.) Mind save +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
pearl0.0 Encumbrance T5 white gem [Normal] While equipped: Armor +5 Resistance +5% all Item imbue powers: Armor +5 Resistance +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
7 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
9 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret (Insane (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By Grug the Dwarf Bulwark level 39
41st Profit 123rd year of Ascendancy at 04:09 see stats
Against all odds (Insane (Roguelike) difficulty)
Killed Ukruk in the ambush.By Grug the Dwarf Bulwark level 39
38th Profit 123rd year of Ascendancy at 21:10 see stats
Are you out of your mind?! (Insane (Roguelike) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Grug the Dwarf Bulwark level 43
3rd Dearth 123rd year of Ascendancy at 17:42 see stats
Brave new world (Insane (Roguelike) difficulty)
Went to the Far East and took part in the war.By Grug the Dwarf Bulwark level 42
25th Wealth 123rd year of Ascendancy at 05:34 see stats
Bringer of Doom (Insane (Roguelike) difficulty)
Killed a Bringer of Doom.By Grug the Dwarf Bulwark level 29
5th Stralite 123rd year of Ascendancy at 23:08 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Grug the Dwarf Bulwark level 14
3rd Shortage 122nd year of Ascendancy at 01:10 see stats
Destroyer of the creation (Insane (Roguelike) difficulty)
Killed Slasul.By Grug the Dwarf Bulwark level 49
3rd Gold 124th year of Ascendancy at 01:29 see stats
Destroyer's bane (Insane (Roguelike) difficulty)
Killed Golbug the Destroyer.By Grug the Dwarf Bulwark level 41
19th Wealth 123rd year of Ascendancy at 08:06 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By Grug the Dwarf Bulwark level 38
37th Profit 123rd year of Ascendancy at 20:50 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Grug the Dwarf Bulwark level 24
8th Steel 123rd year of Ascendancy at 07:14 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Grug the Dwarf Bulwark level 34
6th Profit 123rd year of Ascendancy at 23:37 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By Grug the Dwarf Bulwark level 42
22nd Wealth 123rd year of Ascendancy at 06:25 see stats
Gem of the Moon (Insane (Roguelike) difficulty)
Completed the Master Jeweler quest with Limmir.By Grug the Dwarf Bulwark level 50
11st Voratun 124th year of Ascendancy at 15:37 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Grug the Dwarf Bulwark level 35
15th Profit 123rd year of Ascendancy at 10:36 see stats
I cleared the room of death and all I got was this lousy achievement! (Insane (Roguelike) difficulty)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Grug the Dwarf Bulwark level 45
5th Dearth 123rd year of Ascendancy at 19:07 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Grug the Dwarf Bulwark level 10
14th Dearth 122nd year of Ascendancy at 18:40 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Grug the Dwarf Bulwark level 20
9th Iron 123rd year of Ascendancy at 20:02 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Grug the Dwarf Bulwark level 30
8th Stralite 123rd year of Ascendancy at 20:45 see stats
Level 40 (Insane (Roguelike) difficulty)
Got a character to level 40.By Grug the Dwarf Bulwark level 40
10th Wealth 123rd year of Ascendancy at 08:09 see stats
Level 50 (Insane (Roguelike) difficulty)
Got a character to level 50.By Grug the Dwarf Bulwark level 50
7th Voratun 124th year of Ascendancy at 23:21 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Grug the Dwarf Bulwark level 20
22nd Iron 123rd year of Ascendancy at 22:28 see stats
Shasshhiy'Kaish (Insane (Roguelike) difficulty)
Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By Grug the Dwarf Bulwark level 30
11st Stralite 123rd year of Ascendancy at 08:04 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By Grug the Dwarf Bulwark level 34
6th Profit 123rd year of Ascendancy at 15:33 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Grug the Dwarf Bulwark level 26
13rd Gold 123rd year of Ascendancy at 06:07 see stats
Sliders (Insane (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By Grug the Dwarf Bulwark level 42
19th Wealth 123rd year of Ascendancy at 16:26 see stats
Squadmate (Insane (Roguelike) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Grug the Dwarf Bulwark level 5
19th Voratun 122nd year of Ascendancy at 06:56 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Grug the Dwarf Bulwark level 11
16th Dearth 122nd year of Ascendancy at 19:07 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Grug the Dwarf Bulwark level 14
19th Loss 122nd year of Ascendancy at 19:35 see stats
There and back again (Insane (Roguelike) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Grug the Dwarf Bulwark level 46
30th Dearth 123rd year of Ascendancy at 19:21 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Grug the Dwarf Bulwark level 28
26th Gold 123rd year of Ascendancy at 10:53 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Grug the Dwarf Bulwark level 21
2nd Steel 123rd year of Ascendancy at 10:03 see stats
Vampire crusher (Insane (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Grug the Dwarf Bulwark level 38
38th Profit 123rd year of Ascendancy at 13:03 see stats
Log
Emeligavea the bone giant hits Grug for (195 blocked), 0 physical, (11 blocked), 0 blight, (10 blocked), 0 lightning (0 total damage).
Grug uses Greater Weapon Focus.
Grug uses Perfect Strike.
Grug aims carefully.
Grug uses Assault.
Emeligavea the bone giant cleverly deflects the attack with his shield!
Emeligavea the bone giant follows up with a countershot.
Emeligavea the bone giant repels an attack from Grug.
Emeligavea the bone giant cleverly deflects the attack with his shield!
Emeligavea the bone giant follows up with a countershot.
Emeligavea the bone giant repels an attack from Grug.
Emeligavea the bone giant uses Bash and Smash.
Emeligavea the bone giant performs a melee critical strike against Grug!
Grug resists the terror!
Grug starts to bleed.
Grug's Repulsion is disrupted by his wounds!
Emeligavea the bone giant performs a melee critical strike against Grug!
Grug is recovering from the damage!
Grug resists the terror!
Grug resists the knockback!
Emeligavea the bone giant's Counter Shot performs a ranged critical strike against Grug!
Grug is crippled.
Grug is covered in acid!
Emeligavea the bone giant's Counter Shot performs a ranged critical strike against Grug!
Melee retaliation hits Emeligavea the bone giant for 12 lightning, 20 physical, 8 mind, 12 lightning, 20 physical, 8 mind (80 total damage).
Emeligavea the bone giant's Counter Shot hits Grug for 621 physical damage.
Emeligavea the bone giant's Counter Shot hits Grug for 368 physical damage.
Emeligavea the bone giant hits Grug for 545 physical, 26 cold, 24 blight, 21 lightning, 624 physical, 26 cold, 24 blight, 21 lightning (1311 total damage).
Grug the level 50 dwarf bulwark was battered to death by Emeligavea the bone giant on level 3 of Tannen's Tower.


























































































































































