














Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.7.4Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Halfling |
| Class | Rogue |
| Level / Exp | 46 / 60% |
| Size | small |
| Lifes / Deaths | Killed by greater shivgoroth at level 7 on the 3rd Mirth 122nd year of Ascendancy at 09:10 0 / 9Killed by elven cultist at level 13 on the 18th Dusk 122nd year of Ascendancy at 18:43 Killed by Urkis, the High Tempest at level 23 on the 36th Haze 122nd year of Ascendancy at 15:30 Killed by Urkis, the High Tempest at level 23 on the 36th Haze 122nd year of Ascendancy at 17:16 Killed by Urkis, the High Tempest at level 23 on the 36th Haze 122nd year of Ascendancy at 18:55 Killed by faerlhing at level 30 on the 1st Time of Balance 123rd year of Ascendancy at 11:00 Killed by poison at level 37 on the 42nd Dusk 123rd year of Ascendancy at 06:23 Killed by overpowered greater multi-hued wyrm at level 38 on the 42nd Haze 123rd year of Ascendancy at 09:17 Killed by ritch flamespitter at level 46 on the 53rd Regrowth 124th year of Ascendancy at 06:11 |
Primary Stats
| Strength | 28 (base 21) |
| Dexterity | 109 (base 60) |
| Constitution | 76 (base 54) |
| Magic | 19 (base 10) |
| Willpower | 21 (base 9) |
| Cunning | 95 (base 61) |
Resources
| Life | -99/1513 |
| Mana | 0/425 |
| Stamina | 4/262 |
| Healing Factor | 1.653915632753 |
| Regeneration | 109.74504788322 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 7 |
| See Stealth | 79.961386422811 |
| See Invisible | 89.961386422811 |
Offense: Mainhand
| Damage | 120 |
| Accuracy | 75 |
| Crit Chance | 74% |
| APR | 37 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 53 |
| Accuracy | 75 |
| Crit Chance | 75% |
| APR | 47 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 22 |
| Crit Chance | 47% |
| Speed | 1 |
Offense: Mind
| Mindpower | 36 |
| Crit Chance | 51% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +15% |
| Blight | +6% |
| Physical | +3% |
| Mind | +15% |
| All | 0% |
| Darkness | +5% |
| Light | +9% |
| Temporal | +6% |
| Fire | +21% |
Offense: Damage Penetration
| Darkness | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 54 (76.907551546746%) |
| Defense | 83 |
| Ranged Defense | 83 |
| Fatigue | 0 |
| Physical Save | 36 |
| Spell Save | 32 |
| Mental Save | 42 |
Defense: Resistances
| Blight | + 50%( 70%) |
| Physical | + 25%( 70%) |
| Cold | + 31%( 70%) |
| All | + 18%( 70%) |
| Lightning | + 26%( 70%) |
| Light | + 31%( 70%) |
| Darkness | + 38%( 70%) |
| Fire | + 45%( 70%) |
| Nature | + 36%( 70%) |
Defense: Immunities
| Stun Resistance | 40% |
| Bleed Resistance | 10% |
| Disarm Resistance | 10% |
| Instadeath Resistance | 100% |
| Blind Resistance | 100% |
Inscriptions (5/5)
| Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 431 life over 5 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 235 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 2.5 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
| Runes | Effective talent level: 2.5 Rune: PrismaticUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Won't Break Stealth: 100% Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 acid, 4 physical, 5 darkness, 5 fire, 4 temporal, 3 cold |
Class Talents
| Cunning / Artifice | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Stealth | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 2/5 |
| Technique / Duelist | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Trapping | 2.50 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Throwing knives | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Dual techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cunning / Poisons | 2.30 |
| 5/5 |
| 3/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| 5/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| Cunning / Scoundrel | 1.30 |
| 2/5 |
| 5/5 |
| 3/5 |
| 3/5 |
| Cunning / Lethality | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| beneficial effect | The target is wreathed in shadows, increasing life regeneration by 40.1 and stamina regeneration by 9.9. Soothing Darkness |
| beneficial effect | The target's critical strike damage bonus is increased by 49%. Shadowstrike |
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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
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 gave the Orb of Many Ways to Tannen to study while you 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. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the injured seer from death by poison. Escort: injured seer (level 4 of Old Forest) | failed |
You successfully escorted the injured seer to the recall portal on level 6 of Dreadfell. Escort: injured seer (level 6 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lone alchemist (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 4 of Dreadfell. Escort: lost defiler (level 4 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Norgos Lair. Escort: lost tinker (level 2 of Norgos Lair)As a reward you improved Cunning by +5. | done |
You failed to protect the lost warrior from death by Vorothra the ghoul. Escort: lost warrior (level 1 of Dreadfell) | failed |
You successfully escorted the repented thief to the recall portal on level 1 of Daikara. Escort: repented thief (level 1 of Daikara)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Trollmire. Escort: temporal explorer (level 3 of Trollmire)As a reward you improved Willpower by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge 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. | active |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
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: 704. | 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 |
Thanks to your timely aid, Stire of Derth is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Stire of Derth has completed an elixir of avoidance without your aid. Stire of Derth has completed an elixir of precision without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
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 have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | 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 | Boots of the Hunter (2 def, 12 armour)3.0 T4 feet armor Reqs Heavy armour training [Unique] Psionic While equipped: dps ---------- Phys.pwr +12 (+4 eff.) Apr +15 ----- def ----- Armour +12 Defense +2 (+1 eff.) Fatigue +8% Spell.save +10 (+5 eff.) Mind.save +10 (+3 eff.) Max.HP +80.00 Stun/Frz- +40% ---------- misc Masteries +0.20 Cunning/Trapping +0.20 Cursed/Endless hunt +0.20 Cursed/Predator Boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action). Uses 27 power out of 32/32 Activation is instant. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
| Light source | Voruwe1.0 T3 lite [Random Unique] Nature While equipped: Stats +5 Con dps ---------- Dmg.mod +15% acid ----- def ----- Resists +19% blight +18% fire Max.HP +54.00 HP.reg +16.00 ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | leafwalker's dwarven-steel helm of fortune (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Ego++] Nature While equipped: Stats +11 Lck dps ---------- Phys.crit +4.0% Spell.crit +4% Mind.crit +4% ----- def ----- Armour +4 Fatigue +4% Resists +9% nature Spell.save +5 (+2 eff.) Max.HP +47.00 Heal.mod +13% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | stone warden's drakeskin leather gloves of war-making (0 def, 16 armour)1.0 T4 hands armor [Ego++] Arcane/Master While equipped: Stats +10 Con dps ---------- Phys.crit +13.0% Spell.crit +7% Mind.crit +11% Crit.mult +10.00% ----- def ----- Armour +16 Hardiness +10% Resists +8% physical Unarmed combat: Power 33.0 - 36.3 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +14.0% Atk.spd 100% On Hit: 5% Stone Touch 5 On Crit: 20% Cripple 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Fortune's Eye2.0 T4 misc tool [Unique] Master While equipped: Stats +10 Lck +5 Cun dps ---------- Acc +12 (+3 eff.) Apr +12 ----- def ----- Defense +12 (+3 eff.) Phys.save +10 (+4 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+3 eff.) ---------- misc See.Stealth +12 See.Invis +12 Track: Level 4.5 Pwr.cost 15 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 31 for 7 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
| On fingers | steel ring 'Balykor'0.1 T2 ring jewelry [Rare] Nature While equipped: dps ---------- Crit.mult +20.00% Dmg.mod +6% blight +3% physical +6% temporal Acc +5 (+1 eff.) ----- def ----- Max.HP +50.00 HP.reg +8.00 Heal.mod +12% ---------- misc Mana/s.crit +2.00 Rings make your fingers look great! |
| On fingers | Flashspike0.1 T3 ring jewelry [Random Unique] Master While equipped: Stats +10 Str +6 Dex +3 Wil +6 Cun +6 Con dps ---------- Phys.pwr +7 (+2 eff.) Dmg.mod +9% light Acc +8 (+2 eff.) ----- def ----- Armour +8 Rings make your fingers look great! |
| Around neck | Choker of Dread0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +5 (+2 eff.) ----- def ----- Blind- +100% ---------- misc See.Invis +10 Summon an elder vampire with Taunt to your side for 15 turns. Uses 50 power out of 60/60 The evilness of undeath radiates from this amulet. |
| In main hand | Umbral Razor (25-32 power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Arcane Power 25.0 - 32.5 Physical Uses 50% Cun, 50% Dex, 15% Mag Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Resists +10% darkness Stealth +10 Invoke Darkness: Level 4.5 Pwr.cost 17 out of 20/20. Range 10 Travel.spd 2000% of base Is necromancy a spell Description: Conjures up a beam of darkness, doing 82.94 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
| Around waist | hardened leather belt 'Flashstreak'1.0 T3 belt armor [Rare] Master While equipped: Stats +5 Dex +3 Cun +6 Lck dps ---------- Dmg.mod +15% mind +21% fire ----- def ----- Resists +9% lightning Stealth +8 ---------- misc T.Disarm +13 Infravis +5 A belt that goes around your waist. |
| In off hand | Shantiz the Stormblade (15-20 power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Nature Power 15.0 - 19.5 Physical Uses 100% Dex, 0% Cun Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +10.0% Atk.spd 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex ----- def ----- Proj.slow +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
| Cloak | thick cashmere cloak of fog (8 def, 7 armour)2.0 T3 cloak armor [Ego+] Nature/Master While equipped: ----- def ----- Armour +7 Defense +8 (+2 eff.) Resists +15% fire +15% light +16% cold Stealth +7 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | reinforced leather armour 'Bethethra' (18 def, 7 armour)9.0 T4 light armor [Random Unique] Nature/Master While equipped: Stats +7 Dex +4 Wil dps ---------- Phys.crit +5.0% Crit.mult +14.00% Phys.pwr +6 (+2 eff.) Mov.spd +20% ----- def ----- Armour +7 Defense +18 (+4 eff.) Fatigue +8% Resists +20% blight +14% darkness +12% nature HP.reg +2.00 Cut- +10% Disarm- +10% ---------- misc Light +1 A suit of armour made of leather. |
Inventory
movement infusion of the duelist (speed 801%; cd 8)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 801% 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. |
regeneration infusion of the duelist (heal 479; 15 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 2.5 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Won't Break Stealth 100% Is a nature gift Description: Activate the infusion to heal yourself for 479 life over 5 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Rune of Reflection (--)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 195 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
Rune of the Rift (234.00 temporal damage, removed from time 4 turns)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 248.04 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune (range 6; phase 16; cd 11)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 11 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 16%, your defense is increased by 16 and all your resistances by 16%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Ancient Tome titled 'Gems and their uses'0.1 tome scroll [Plot Item] Magical scrolls can have wildly different effects! |
protective stralite amulet of strength (+5)0.1 T4 amulet jewelry [Ego+] Nature/Master While equipped: Stats +5 Str ----- def ----- Armour +7 Defense +8 (+2 eff.) Res.Cap +4% all Phys.save +13 (+5 eff.) Amulets make your neck look great! |
restful copper amulet of magic (+3)0.1 T1 amulet jewelry [Ego] Arcane/Master While equipped: Stats +3 Mag ----- def ----- Fatigue -5% HP.reg +2.00 Amulets make your neck look great! |
Orb of Many Ways1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 9 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
wizard's copper ring of power0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag dps ---------- Phys.pwr +6 (+2 eff.) Spell.pwr +6 (+3 eff.) Mind.pwr +5 (+2 eff.) ----- def ----- Spell.save +6 (+3 eff.) Rings make your fingers look great! |
truestriking voratun battleaxe of amnesia (56-83 power, 4 apr)3.0 T5 battleaxe 2H weapon Reqs Str 48 [Ego++] Master/Psionic Power 55.5 - 83.2 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) While equipped: dps ---------- Res.pen +16% physical Acc +12 (+3 eff.) Apr +14 Massive two-handed battleaxes. |
Silent Blade (25-32 power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 35% Cun, 65% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +8.0% Atk.spd 100% Melee+ +10 silence On Kill: * Enter stealth for 3 turns. When used from stealth a simple attack with it will not break stealth. While equipped: dps ---------- Acc +10 (+2 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
Spelldrinker (27-35 power, 8 apr)1.0 T3 dagger 1H weapon [Unique] Arcane Power 27.0 - 35.1 Physical Uses 35% Cun, 20% Mag, 55% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +8 Crit +9.0% Atk.spd 100% On Hit: 15% Disperse Magic 1 On Hit: * steals up to 50 mana from the target While equipped: Stats +6 Cun +6 Mag ----- def ----- Resists +12% arcane Spell.save +12 (+6 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. |
Sunoblivion the stralite dagger (28-36 power, 9 apr)1.0 T4 dagger 1H weapon [Rare] Master Power 28.0 - 36.4 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% While equipped: dps ---------- Res.pen +20% darkness Acc +13 (+3 eff.) ----- def ----- Defense +13 (+3 eff.) Resists +9% acid +27% fire +9% temporal +5% physical Mind.save +12 (+4 eff.) Disarm- +44% Sharp, short and deadly. |
warbringer's voratun dagger of crippling (38-49 power, 9 apr)1.0 T5 dagger 1H weapon [Ego++] Master Power 37.5 - 48.8 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +4 Con dps ---------- Phys.crit +5.0% Phys.pwr +8 (+3 eff.) Res.pen +8% physical ----- def ----- Disarm- +26% Sharp, short and deadly. |
enhanced voratun greatmaul of massacre (78-118 power, 4 apr)5.0 T5 greatmaul 2H weapon Reqs Str 48 [Ego+] Nature/Master Power 78.5 - 117.8 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% While equipped: Stats +12 Str +13 Dex +12 Mag +10 Wil +13 Cun +12 Con Massive two-handed mauls. |
voratun greatmaul of ruin (67-100 power, 4 apr)5.0 T5 greatmaul 2H weapon Reqs Str 48 [Ego+] Master Power 67.0 - 100.5 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +21.0% Crit.mult +34.00% Apr +14 Massive two-handed mauls. |
balanced voratun greatsword of massacre (72-115 power, 4 apr)3.0 T5 greatsword 2H weapon Reqs Str 48 [Ego] Master Power 72.0 - 115.2 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Acc +13 (+3 eff.) ----- def ----- Defense +12 (+3 eff.) Disarm- +50% Massive two-handed swords. |
creative pulsing mindstar of storms (13-14 power, 32 apr, nature damage)3.0 T4 mindstar 1H weapon Reqs Wil 35 [Ego+] Nature/Psionic Power 13.0 - 14.3 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: Stats +3 Str +3 Dex +4 Mag +4 Wil +9 Cun +4 Con dps ---------- Mind.crit +4% Crit.mult +11.00% Mind.pwr +8 (+4 eff.) Melee+ 13 lightning Dmg.mod +6% lightning Res.pen +15% lightning ----- def ----- Resists +12% lightning ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Yville the Rimepython (38-46 power, 6 apr, cold element)5.0 T5 staff 2H weapon Reqs Mag 48 [Random Unique] Arcane Power 38.0 - 45.6 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +11.0% Spell.crit +5% Spell.pwr +26 (+13 eff.) Melee+ 37 arcane Dmg.mod +15% arcane +38% cold Res.pen +5% cold Melee Ret 2 cold ----- def ----- Armour +11 Defense +10 (+2 eff.) Resists +18% cold ---------- misc Max.mana +64.00 Wards +3 cold Talents +4 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
lifebinding elven-wood starstaff of greater warding (25-30 power, 5 apr, temporal element)5.0 T4 staff 2H weapon Reqs Mag 35 [Ego++] Arcane/Nature Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +5 Con dps ---------- Spell.crit +4% Spell.pwr +19 (+9 eff.) Dmg.mod +25% temporal ----- def ----- Armour +9 Defense +9 (+2 eff.) HP.reg +0.50 Heal.mod +14% ---------- misc Wards +3 temporal Talents +3 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
enhanced voratun steamgun of tinkering (+7)4.0 T5 steamgun 1H weapon Reqs Steam Pool [Ego+] Nature/Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +15 Atk.spd 100% Range +10 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +7 Str +5 Dex +8 Mag +11 Wil +13 Cun +10 Con dps ---------- Steampwr +10 (+4 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
throat-seeking voratun steamgun of dampening4.0 T5 steamgun 1H weapon Reqs Steam Pool [Ego+] Disrupt/Steamtech Acc+ +0.2% base dam (max 20%) Apr +15 Atk.spd 100% Range +10 Proj.spd +600% Ranged+ +20 nature On Crit: * silences the target Uses 2.0 Steam While equipped: dps ---------- Res.pen +5% nature ----- def ----- Resists +10% acid +13% lightning +12% cold +15% fire +7% all Spell.save +12 (+6 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Balancelace1.0 T5 belt armor [Random Unique] Nature/Master While equipped: Stats +5 Str +6 Dex +7 Wil +11 Cun +5 Con dps ---------- Phys.crit +15.0% Mind.crit +12% Phys.pwr +14 (+5 eff.) Dmg.mod +6% temporal Res.pen +5% temporal Against +38% Summoned Melee Ret 4 nature 10 temporal On Hit (Melee): * 20% chance to slow global speed by 50% ----- def ----- Resists +3% nature D.Red.from +42% Summoned Phys.save +10 (+4 eff.) ---------- misc Size +1 A belt that goes around your waist. |
elven-silk cloak of the Shaloren (3 def, 0 armour)2.0 T5 cloak armor [Ego] Arcane While equipped: Stats +3 Mag +3 Wil ----- def ----- Defense +3 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
enveloping elven-silk cloak of fog (18 def, 0 armour)2.0 T5 cloak armor [Ego+] Nature/Master While equipped: ----- def ----- Defense +18 (+4 eff.) Resists +24% light +10% fire Phys.save +10 (+4 eff.) Stealth +10 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Flowerdredge (0 def, 0 armour)2.0 T5 cloth armor [Rare] Psionic While equipped: Stats +4 Dex +3 Mag dps ---------- Dmg.mod +27% nature On Hit (Melee): * 20% chance to reduce damage dealt by 20% ----- def ----- Resists +20% mind +9% nature +17% darkness +15% all Phys.save +17 (+7 eff.) Spell.save +20 (+9 eff.) Mind.save +40 (+13 eff.) ---------- misc Infravis +3 See.Invis +24 The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
ancient elven-silk robe of darkness (+42%) (0 def, 0 armour)2.0 T5 cloth armor [Ego+] Arcane While equipped: Stats +6 Mag dps ---------- Dmg.mod +15% temporal +28% darkness +19% physical Res.pen +10% temporal +13% physical ----- def ----- Resists +42% darkness +15% all Anom.red +11 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Fuligrim the pair of hardened leather boots (5 def, 3 armour)2.0 T3 feet armor [Random Unique] Nature/Master While equipped: Stats +2 Cun +3 Dex dps ---------- Phys.crit +3.0% Phys.pwr +4 (+1 eff.) Res.pen +7% physical ----- def ----- Armour +3 Defense +5 (+1 eff.) Resists +7% lightning +9% temporal Mind.save +6 (+2 eff.) Max.HP +20.00 Cut- +20% Knockbk- +10% Def/telep +5 Res/telep +5% Dur/telep +5% Disengage: Puts all charms on 13 cooldown Level 5.9 Pwr.cost 13 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 7 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 210% 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. A pair of boots made of leather. |
fleetfooted pair of drakeskin leather boots of disengagement (11 def, 5 armour)2.0 T5 feet armor [Ego++] Master While equipped: Stats +3 Cun +14 Dex ----- def ----- Armour +5 Defense +11 (+3 eff.) Disengage: Puts all charms on 13 cooldown Level 5.9 Pwr.cost 13 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 7 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 210% 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. A pair of boots made of leather. |
miner's pair of drakeskin leather boots of rushing (0 def, 11 armour)2.0 T5 feet armor [Ego+] Master While equipped: Stats +3 Str +3 Con ----- def ----- Armour +11 ---------- misc Infravis +2 Rush: Puts all charms on 21 cooldown Level 5.9 Pwr.cost 21 out of 25/25. Range 10 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
undeterred pair of drakeskin leather boots of void walking (0 def, 5 armour)2.0 T5 feet armor [Ego++] Arcane While equipped: dps ---------- Res.pen +16% darkness +19% temporal ----- def ----- Armour +5 Resists +14% darkness +18% temporal Silence- +20% Confus- +46% Stun/Frz- +20% Def/telep +22 Res/telep +14% Dur/telep +28% A pair of boots made of leather. |
Layyrebeth the hardened leather gloves (0 def, 10 armour)1.0 T2 hands armor [Rare] Psionic While equipped: Stats +2 Cun dps ---------- Phys.crit +2.0% ----- def ----- Armour +10 Phys.save +9 (+4 eff.) HP.reg +7.00 ---------- misc Stam/turn +2.00 Max.stam +10.00 Light +2 Unarmed combat: Power 16.5 - 18.2 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% On Hit: 10% Nightmare 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
drakeskin leather gloves of archery (0 def, 3 armour)1.0 T4 hands armor [Ego+] Master While equipped: Stats +3 Cun +6 Dex dps ---------- Acc +8 (+2 eff.) Apr +11 ----- def ----- Armour +3 Unarmed combat: Power 26.0 - 28.6 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Acc +8 Apr +10 Crit +5.0% Atk.spd 100% On Hit: 15% Perfect Strike 5 Steady Shot: Puts all charms on 17 cooldown Level 4.5 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 176% damage with a 29% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
heroic voratun gauntlets of dexterity (+5) (0 def, 8 armour)1.5 T4 hands armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +5 Dex dps ---------- Acc +21 (+5 eff.) ----- def ----- Armour +8 Fatigue +5% Mind.save +13 (+4 eff.) Max.HP +63.00 Unarmed combat: Power 36.0 - 50.4 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Acc +14 Apr +15 Crit +18.0% Atk.spd 83% On Hit: 10% Battle Shout 5 Metal gloves protecting the hands up to the middle of the lower arm. |
stone warden's drakeskin leather gloves (0 def, 20 armour)1.0 T4 hands armor [Ego+] Arcane While equipped: Stats +11 Con ----- def ----- Armour +20 Hardiness +12% Resists +8% physical Unarmed combat: Power 27.5 - 30.3 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +5.0% Atk.spd 100% On Hit: 5% Stone Touch 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Breniragas (0 def, 1 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +3 Dex +1 Con ----- def ----- Armour +1 Fatigue +1% Resists +5% arcane +7% cold Phys.save +9 (+4 eff.) Mind.save +12 (+4 eff.) ---------- misc Breathe water A cap made of leather. |
Salath the Flamehunter (0 def, 9 armour)3.0 T5 head armor Reqs Heavy armour training [Random Unique] Master While equipped: Stats +7 Str +3 Dex +6 Wil +5 Cun dps ---------- Dmg.mod +6% fire Res.pen +10% mind Apr +11 Melee Ret 4 physical ----- def ----- Armour +9 Fatigue +5% Resists +15% blight Mind.save +12 (+4 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
fortifying dwarven-steel mail armour of delving (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego++] Master While equipped: Stats +10 Str +4 Con ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +13% darkness +11% physical Max.HP +69.00 ---------- misc Light +1 Track: Puts all charms on 25 cooldown Level 4.5 Pwr.cost 25 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 31 for 7 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
hardened voratun mail armour of clarity (5 def, 17 armour)14.0 T5 heavy armor Reqs Heavy armour training Str 48 [Ego+] Master/Psionic While equipped: ----- def ----- Armour +17 Defense +5 (+1 eff.) Fatigue +12% Resists +9% acid +9% physical +13% lightning +9% fire +8% mind +7% cold Mind.save +14 (+4 eff.) A suit of armour made of mail. |
impenetrable iron mail armour of Eyal (2 def, 10 armour)14.0 T1 heavy armor Reqs Heavy armour training [Ego+] Nature/Master While equipped: ----- def ----- Armour +10 Defense +2 (+1 eff.) Fatigue +12% Max.HP +30.00 HP.reg +2.00 Heal.mod +11% A suit of armour made of mail. |
Flamepeal the drakeskin leather armour (20 def, 8 armour)9.0 T5 light armor [Random Unique] Nature/Master While equipped: Stats +5 Wil dps ---------- Dmg.mod +3% lightning +6% fire Melee Ret 8 fire ----- def ----- Armour +8 Defense +20 (+4 eff.) Fatigue +8% Resists +23% darkness +25% blight +29% fire +5% arcane +12% nature Max.HP +52.00 HP.reg +8.00 Heal.mod +15% ---------- misc Light +2 A suit of armour made of leather. |
cleansing drakeskin leather armour of the deep (20 def, 11 armour)9.0 T5 light armor [Ego+] Nature/Disrupt While equipped: ----- def ----- Armour +11 Defense +20 (+4 eff.) Fatigue +8% Resists +7% acid +10% cold +18% nature +16% blight ---------- misc Breathe water A suit of armour made of leather. |
enlightening drakeskin leather armour of the void (20 def, 8 armour)9.0 T5 light armor [Ego++] Arcane/Psionic While equipped: Stats +9 Cun +6 Wil dps ---------- Melee+ 8 darkness Ranged+ 8 darkness ----- def ----- Armour +8 Defense +20 (+4 eff.) Fatigue +8% Resists +17% darkness +21% temporal Mind.save +14 (+4 eff.) Def/telep +20 Res/telep +26% Dur/telep +21% Blink to a nearby random location (rad 12) Puts all charms on 21 cooldown A suit of armour made of leather. |
rejuvenating stralite plate armour of cold resistance (0 def, 13 armour)17.0 T4 massive armor Reqs Massive armour training Str 48 [Ego] Nature/Master While equipped: ----- def ----- Armour +13 Fatigue +22% Resists +26% cold HP.reg +4.60 ---------- misc Stam/turn +0.70 A suit of armour made of metal plates. |
searing voratun plate armour (0 def, 16 armour)17.0 T5 massive armor Reqs Massive armour training Str 60 [Ego+] Arcane While equipped: dps ---------- Melee+ 12 acid 15 fire Melee Ret 8 acid 12 fire ----- def ----- Armour +16 Fatigue +22% Resists +30% acid +15% fire A suit of armour made of metal plates. |
Titanic (20 def, 18 armour, 48-58 power, 320 block)7.0 T3 shield armor Reqs Shield usage training Str 37 [Unique] Master When used to Attack: Power 48.0 - 57.6 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +320 While equipped: ----- def ----- Armour +18 Hardiness +20% Defense +20 (+4 eff.) Rng.Def +10 (+2 eff.) Fatigue +30% ---------- misc Talents +1 Block This shield made of the darkest stralite is huge, heavy and very solid. |
crackling voratun shield of shrapnel (0 def, 10 armour, 67-80 power, 200 block)7.0 T5 shield armor Reqs Shield usage training Str 48 [Ego++] Arcane/Master When used to Attack: Power 67.0 - 80.4 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +200 Melee+ +13 lightning While equipped: Stats +3 Dex dps ---------- On shield block: * Cause enemies within radius 6 to bleed for 196 physical damage over 5 turns (1/turn) Melee Ret 10 lightning ----- def ----- Armour +10 Fatigue +8% Resists +15% lightning ---------- misc Talents +1 Block Handheld deflection devices. |
impervious voratun shield of resistance (0 def, 18 armour, 67-80 power, 246 block)7.0 T5 shield armor Reqs Shield usage training Str 48 [Ego++] Nature/Master When used to Attack: Power 67.0 - 80.4 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +246 While equipped: Stats +6 Con ----- def ----- Armour +18 Fatigue +8% Resists +9% acid +9% fire +7% lightning +11% cold Phys.save +8 (+4 eff.) ---------- misc Talents +1 Block Handheld deflection devices. |
8 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
136 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
6 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
Windborne Azurite0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
15 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
17 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
20 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Forbidden Tome: "The Day It Came"2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Lifebinding Emerald0.0 T5 green gem [Plot Item] Nature While equipped: Stats +15 Con Resists +10% blight Affinity +15% nature HP.reg +2.00 Heal.mod +30% Item imbue powers: Stats +15 Con Resists +10% blight Affinity +15% nature HP.reg +2.00 Heal.mod +30% Stun/Frz- +30% Latent Damage Type: Nature A lopsided, heavy emerald with murky green clouds shifting sluggishly under the surface. |
10 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Crystal Heart0.0 T5 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con Resists +20% arcane +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane Combine with a suit of body armor (makes a non enchanted armour into an artifact). Uses 1 power out of 1/1 This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Atamathon's Lost Ruby Eye0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +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. |
Petrified Wood0.0 T4 red gem [Unique] Nature While equipped: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.chn- 23.00% Item imbue powers: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.chn- 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
39 alchemist bloodstone0.0 T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
8 bloodstone0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
14 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
6 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 166 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
pouch of voratun shots of grasping (20/21, 56-67 power, 6 apr)3.0 T5 shot ammo [Ego+] Nature Power 55.5 - 66.6 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +6 Crit +7.0% Capacity 21 On Hit: * 20% chance to create vines that bind the target to the ground dealing 145 nature damage and pinning them for 3 turns Shots are used with slings to pummel your foes to death. |
psychokinetic pouch of voratun shots of crippling (23/23, 52-62 power, 6 apr)3.0 T5 shot ammo [Ego++] Master/Psionic Power 51.5 - 61.8 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +6 Crit +17.0% Capacity 23 Ranged+ +22 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 145 physical damage On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Shots are used with slings to pummel your foes to death. |
Persistent Will2.0 T2 totem charm [Unique] Disrupt/Psionic While equipped: Stats +8 Wil dps ---------- Mind.pwr +10 (+4 eff.) Dmg.mod +12% mind Convince all non arcane users in radius 10 to turn on their spellcasting friends for 6 turns (chance increases with your Mindpower). Uses 21 power out of 25/25 During the Age of Dusk a rash of anti-magic activities took place in the Nargol Kingdom immediately after the Spellblaze. Citizens would turn on those with magical powers, burning them alive on stakes of wood. When the authorities found the perpetrators they executed them and planted their heads on stakes throughout their capital city. Despite this however, the citizenry continued to burn alive the enemies of nature. Unbeknownst to the authorities, the heads of the dead perpetrators continued to spread their message long after their deaths. This stake of wood appears to one of those used to prop up one of the executed heads. It has seemingly absorbed the will of the head it propped up, and holding it you can hear the Ziguranth's message echo through your mind. |
Tree of Life2.0 T4 totem charm [Unique] Nature While equipped: Stats +7 Wil +6 Con dps ---------- Mind.pwr +7 (+3 eff.) Dmg.mod +20% nature ----- def ----- Resists +20% blight +20% nature Heal.mod +25% ---------- misc Masteries +0.10 Wild-gift/Call of the wild +0.10 Wild-gift/Harmony Heals all nearby living creatures by 5 points each turn. Take root increasing health by 300, armor by 20, and armor hardiness by 20% but rooting you in place for 4 turns. Uses 9 power out of 15/15 Activation is instant. This small tree-shaped totem is imbued with powerful healing energies. |
24 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
6 diamond0.0 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. |
3 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Phys.save +10 (+4 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+4 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
10 pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
9 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
12 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By poison the Halfling Rogue level 33
41st Pyre 123rd year of Ascendancy at 10:01 see stats
A different point of view
Learned the five chapters of Orc history through loremaster Hadak's tales.By poison the Halfling Rogue level 26
73rd Haze 122nd year of Ascendancy at 20:54 see stats
Against all odds
Killed Ukruk in the ambush.By poison the Halfling Rogue level 32
31st Pyre 123rd year of Ascendancy at 21:04 see stats
Arachnophobia
Destroyed the spydric menace.By poison the Halfling Rogue level 36
10th Mirth 123rd year of Ascendancy at 11:32 see stats
Are you out of your mind?!
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By poison the Halfling Rogue level 37
42nd Haze 123rd year of Ascendancy at 04:29 see stats
Back and there again
Opened a portal to the Far East from Maj'Eyal.By poison the Halfling Rogue level 44
45th Regrowth 124th year of Ascendancy at 08:40 see stats
Brave new world
Went to the Far East and took part in the war.By poison the Halfling Rogue level 35
6th Mirth 123rd year of Ascendancy at 10:00 see stats
Clone War
Destroyed your own Shade.By poison the Halfling Rogue level 37
42nd Dusk 123rd year of Ascendancy at 08:18 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By poison the Halfling Rogue level 14
36th Dusk 122nd year of Ascendancy at 10:27 see stats
Destroyer's bane
Killed Golbug the Destroyer.By poison the Halfling Rogue level 34
76th Pyre 123rd year of Ascendancy at 03:28 see stats
Dragon's Greed
Amassed 8000 gold pieces.By poison the Halfling Rogue level 39
42nd Haze 123rd year of Ascendancy at 19:48 see stats
Exterminator
Killed 1000 creatures.By poison the Halfling Rogue level 18
62nd Dusk 122nd year of Ascendancy at 11:24 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By poison the Halfling Rogue level 24
38th Haze 122nd year of Ascendancy at 18:43 see stats
Fool of a Took!
Killed oneself as a halfling.By poison the Halfling Rogue level 37
42nd Dusk 123rd year of Ascendancy at 06:23 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By poison the Halfling Rogue level 26
73rd Haze 122nd year of Ascendancy at 22:24 see stats
I cleared the room of death and all I got was this lousy achievement!
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By poison the Halfling Rogue level 39
42nd Haze 123rd year of Ascendancy at 16:04 see stats
Level 10
Got a character to level 10.By poison the Halfling Rogue level 10
7th Mirth 122nd year of Ascendancy at 11:35 see stats
Level 20
Got a character to level 20.By poison the Halfling Rogue level 20
71st Dusk 122nd year of Ascendancy at 09:19 see stats
Level 30
Got a character to level 30.By poison the Halfling Rogue level 30
80th Regrowth 123rd year of Ascendancy at 23:49 see stats
Level 40
Got a character to level 40.By poison the Halfling Rogue level 40
51st Haze 123rd year of Ascendancy at 23:55 see stats
Lucky Girl
Saved Melinda again and invited her to the Fortress to cure her.By poison the Halfling Rogue level 34
79th Pyre 123rd year of Ascendancy at 03:09 see stats
Poisonous
Sided with the assassin lord.By poison the Halfling Rogue level 21
13rd Haze 122nd year of Ascendancy at 08:33 see stats
Savior of the damsels in distress
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By poison the Halfling Rogue level 26
60th Haze 122nd year of Ascendancy at 04:43 see stats
Size is everything
Did over 1500 damage in one attack.By poison the Halfling Rogue level 43
42nd Regrowth 124th year of Ascendancy at 05:15 see stats
Size matters
Did over 600 damage in one attack.By poison the Halfling Rogue level 23
36th Haze 122nd year of Ascendancy at 22:25 see stats
Sliders
Activated a portal using the Orb of Many Ways.By poison the Halfling Rogue level 34
2nd Mirth 123rd year of Ascendancy at 18:13 see stats
The Arena
Unlocked Arena mode.By poison the Halfling Rogue level 13
13rd Dusk 122nd year of Ascendancy at 02:05 see stats
The Legend of Garkul
Learned the five chapters of the Legend of Garkul.By poison the Halfling Rogue level 26
73rd Haze 122nd year of Ascendancy at 20:54 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By poison the Halfling Rogue level 21
8th Haze 122nd year of Ascendancy at 07:45 see stats
The secret city
Discovered the truth about mages.By poison the Halfling Rogue level 22
36th Haze 122nd year of Ascendancy at 01:43 see stats
There and back again
Opened a portal to Maj'Eyal from the Far East.By poison the Halfling Rogue level 40
59th Haze 123rd year of Ascendancy at 04:26 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By poison the Halfling Rogue level 21
7th Haze 122nd year of Ascendancy at 18:06 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By poison the Halfling Rogue level 27
4th Allure 123rd year of Ascendancy at 18:18 see stats
Treasure Hunter
Amassed 1000 gold pieces.By poison the Halfling Rogue level 17
56th Dusk 122nd year of Ascendancy at 03:36 see stats
Unstoppable
Returned from the dead.By poison the Halfling Rogue level 38
42nd Haze 123rd year of Ascendancy at 09:18 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By poison the Halfling Rogue level 31
31st Pyre 123rd year of Ascendancy at 03:49 see stats
Log
Rimebark's ice area effect hits Minotaur for 290 cold damage.
Rimebark's ice area effect hits Ritch flamespitter for 290 cold damage.
Rimebark's ice area effect hits Orc soldier for 319 cold damage.
Rimebark's ice area effect hits Gorbat, Supreme Wyrmic of the Pride for 108 cold damage.
Gorbat, Supreme Wyrmic of the Pride's poison area effect hits poison for 7 nature damage.
Cyribrewyn the fire wyrm receives 1 healing from Gorbat, Supreme Wyrmic of the Pride.
Polamina the orc summoner uses Pride of the Orcs.
Poison's Fan of Knives killed Gurin the orc summoner!
Polamina the orc summoner receives 337 healing from Pride of the Orcs.
Polamina the orc summoner summons a Ritch Flamespitter!
Polamina the orc summoner's mind surges with critical power!
Poison uses Throwing Knives.
poison deflects the projectile from poison to the north!
poison evades Minotaur.
Vulnerability Poison from Poison hits Iceblock for 26 arcane damage.
Bleeding from Poison hits Iceblock for 282 physical damage.
Deadly Poison from Poison hits Iceblock for 167 nature damage.
Deadly Poison from Poison hits Iceblock for 66 nature damage.
Vulnerability Poison from Poison hits Iceblock for 21 arcane damage.
Deadly Poison from Poison hits Iceblock for 66 nature damage.
Deadly Poison from Poison hits Iceblock for 66 nature damage.
Poison forces the iceblock to shatter.
Ritch flamespitter spits flames!
Ritch flamespitter's mind surges with critical power!
Ritch flamespitter hits poison for (67 to ice), 101 fire (101 total damage).
Poison from Gorbat, Supreme Wyrmic of the Pride hits Iceblock for 9 nature damage.
poison the level 46 halfling rogue was boiled to death by a ritch flamespitter on level 3 of Gorbat Pride.
Poison is free from the ice.
You end your Shadow Dance.

























































































































































