













Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
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 | Insane Roguelike |
| Sex | Male |
| Race | Skeleton |
| Class | Archer |
| Level / Exp | 21 / 85% |
| Size | medium |
| Lifes / Deaths | Killed by Emibrewen the sand-drake at level 20 on the 23rd Regrowth 123rd year of Ascendancy at 17:26 / 2Killed by Polimina the gigantic corrosive tunneler at level 21 on the 25th Regrowth 123rd year of Ascendancy at 15:17 |
Primary Stats
| Strength | 46 (base 30) |
| Dexterity | 64 (base 50) |
| Constitution | 17 (base 10) |
| Magic | 30 (base 20) |
| Willpower | 10 (base 10) |
| Cunning | 14 (base 12) |
Resources
| Life | -334/721 |
| Stamina | 5/160 |
| Healing Factor | 1.192941519274 |
| Regeneration | 12.227650572558 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 3 |
| See Stealth | 10 |
| See Invisible | 10 |
Offense: Mainhand
| Damage | 107 |
| Accuracy | 54 |
| Crit Chance | 10% |
| APR | 23 |
| Speed | 0.95 |
Offense: Spell
| Spellpower | 25 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 17 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +3% |
| Physical | +5% |
| All | 0% |
Offense: Damage Penetration
| Cold | +5% |
| Acid | +5% |
Defense: Base
| Armour (hardiness) | 46 (30%) |
| Defense | 37 |
| Ranged Defense | 37 |
| Fatigue | 2 |
| Physical Save | 30 |
| Spell Save | 14 |
| Mental Save | 13 |
Defense: Resistances
| Lightning | + 5%( 70%) |
| Temporal | + 18%( 70%) |
| Physical | + 2%( 70%) |
| Arcane | + 5%( 70%) |
| Acid | + 9%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Pinning Resistance | 21% |
| Confusion Resistance | 40% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 40% |
| Disarm Resistance | 23% |
| Bleed Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 61% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 247 damage for 4 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 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. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 4 Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 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 12%, your defense is increased by 12 and all your resistances by 12%. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 37 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 Constitution stat. |
Class Talents
| Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Sniper | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Archery training | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Technique / Archery prowess | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 1/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Reflexes | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Marksmanship | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| Technique / Mobility | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 2/5 |
| Undead / Skeleton | 1.10 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lone alchemist to the recall portal on level 3 of Norgos Lair. Escort: lone alchemist (level 3 of Norgos Lair)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You failed to protect the lost sun paladin from death by Ce'Novea the great wolf. Escort: lost sun paladin (level 2 of Trollmire) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Norgos Lair. Escort: repented thief (level 2 of Norgos Lair)As a reward you improved talent Track (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * You've found the needed bloated horror heart. * You've found the needed red crystal shard. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed green worm. * You've found the needed orc heart. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * You've found the needed black mamba head. * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | 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 | Adatta the pair of iron boots (0 def, 13 armour)3.0 Encumbrance T1 feet armor [Rare] Nature While equipped: offense ------ Physical Crit +2.0% Physical Power +15 (+4 eff.) Ignore Armor +1 defense ------ Armor +13 Fatigue +2% Resistance +5% lightning +6% temporal Unlife -20.00 life Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | quiver of yew arrows 'Smolderwake' (14/19, 34-47 power, 10 apr)3.0 Encumbrance T3 arrow ammo [Rare] Master Weapon Damage 33.5 - 46.9 Physical Uses 70% Dex, 50% Str Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +17 Ignore Armor +10 Critical Rate +2.0% Capacity 19 On-ranged-hit +4 fire On-Hit, radius 1 +8 mind +20 acid On-crit, radius 2 +12 acid On Hit: * 10% chance to reduce armor by 24% * 20% chance to reduce all saves and defense by 12 Arrows are used with bows to pierce your foes to death. |
| Light source | Frigidthorn the alchemist's lamp1.0 Encumbrance T3 lite [Rare] Master While equipped: Stats +5 Str offense ------ Physical Power +15 (+4 eff.) Ignore resists +5% cold When Hit 4 physical defense ------ Resistance +1% physical Unlife -60.00 life other ------- Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | hardened leather cap 'Thunderwreath' (0 def, 3 armour)2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +2 Cun +4 Dex offense ------ Damage +3% lightning Ignore resists +5% acid Ignore Armor +6 On-Hit (Melee): * 20% chance to reduce armor by 24% defense ------ Armor +3 Fatigue +3% Resistance +3% acid Crit Resistance 10.00% Life +80.00 Cut Resist +10% A cap made of leather. |
| Tool | Arowyn (dig speed 29 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +5 Str offense ------ Ignore Armor +6 defense ------ Armor +6 Resistance +1% physical Physical save +18 (+9 eff.) While carried: other ------- Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 26 cooldown Effective talent level: 4.0 Power cost 26 out of 26/26. Range melee/personal Cooldown: 25 Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +87 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
| On fingers | copper ring of tenacity0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: defense ------ Life +21.00 Disarm Resist +23% Pinning Resist +21% Knockbk Resist +21% Rings make your fingers look great! |
| On fingers | Grinenarimas0.1 Encumbrance T3 ring jewelry [Rare] Nature While equipped: Stats +1 Con offense ------ Physical Power +10 (+3 eff.) On-Hit (Melee): * 20 arcane resource burn defense ------ Resistance +6% acid +12% temporal Life +58.00 Life Regen +10.00 Healmod +13% Rings make your fingers look great! |
| Around waist | Mighty Girdle1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In main hand | Surefire4.0 Encumbrance T1 longbow 2H weapon [Unique] Master Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 105% Range +9 While equipped: Stats +3 Dex offense ------ Physical Crit +5.0% Damage +5% physical Accuracy +12 (+4 eff.) This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. |
| On hands | heroic hardened leather gloves (0 def, 6 armour)1.0 Encumbrance T2 hands armor [Ego+] Master While equipped: defense ------ Armor +6 Mind save +5 (+5 eff.) Life +40.00 Unarmed combat: Weapon Damage 22.5 - 24.8 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +5 Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On Hit: 10% Battle Shout 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Skin of Many (12 def, 6 armour)9.0 Encumbrance T2 light armor [Unique] Master While equipped: Stats +4 Con defense ------ Armor +6 Defense +12 (+5 eff.) Fatigue +7% Life +40.00 Blind Resist +40% Confus Resist +40% other ------- Infravision +3 Masteries +0.20 Cunning/Stealth The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
| Cloak | Mundil (6 def, 8 armour)2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: Stats +2 Con offense ------ Critical power +5.00% defense ------ Armor +8 Defense +6 (+3 eff.) Resistance +5% arcane Unlife -60.00 life Life +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Withering Orbs0.1 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+4 eff.) On-Hit 5 mind On-Ranged-Hit 5 mind other ------- See Stealth +10 See Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Inventory
Primal Infusion (affinity 11%; reduction 2; dur 4; cd 18)0.1 Encumbrance infusion scroll [Unique] Nature When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 11% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
wild infusion (res 15%; magical; dur 2; cd 15)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 15% for 2 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 17%; physical; dur 2; cd 16)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 16 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 17% for 2 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Mirror Image Rune (dur 6; cd 24)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 24 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the titan (absorb 62; 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 62 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 Constitution 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 wizard (absorb 101; 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 101 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 Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the psychic (absorb 136; 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 create a protective shield absorbing at most 136 damage for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Bethossra0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +2 Cun +3 Str defense ------ Resistance +3% darkness Healmod +11% Cut Resist +40% Heal: Puts all charms on 35 cooldown Effective talent level: 3.0 Power cost 35 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 162 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Thunderqueen0.1 Encumbrance T2 amulet jewelry [Random Unique] Nature While equipped: Stats +2 Dex offense ------ Spellpower +15 (+7 eff.) Damage +12% lightning +3% blight defense ------ Healmod +12% Blind Resist +14% Cut Resist +50% other ------- Infravision +2 Sight +2 See Invis +7 Heal: Puts all charms on 35 cooldown Effective talent level: 2.0 Power cost 35 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 142 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
copper amulet of magic (+2)0.1 Encumbrance T1 amulet jewelry [Ego] Arcane While equipped: Stats +2 Mag Amulets make your neck look great! |
grounding steel amulet0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +13% lightning Stun Resist +20% Amulets make your neck look great! |
stralite amulet 'Chamukor'0.1 Encumbrance T4 amulet jewelry [Random Unique] Nature While equipped: Stats +3 Dex +4 Cun +6 Con defense ------ Resistance +12% acid Life Regen +4.00 Silence Resist +20% Amulets make your neck look great! |
Elemental Fury0.1 Encumbrance T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag offense ------ Damage +25% lightning +25% fire +25% arcane +25% cold Ignore resists +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
Emenne the copper ring0.1 Encumbrance T1 ring jewelry [Rare] Psionic While equipped: Stats +2 Cun +3 Con offense ------ Mind Crit +1% Critical power +5.00% Mindpower +15 (+9 eff.) On-Hit 5 physical On-Ranged-Hit 7 physical Damage +9% mind On-Hit (Melee): * 12% chance to reduce all saves and defense by 12 On-Hit (Ranged): * 10% chance to reduce all saves and defense by 12 other ------- Hate-on-crit +1.00 Max hate +7.00 Bleeding Edge: Puts all charms on 20 cooldown Effective talent level: 2.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! |
Scorchsnake the steel ring0.1 Encumbrance T2 ring jewelry [Random Unique] Arcane/Psionic While equipped: Stats +5 Wil +9 Mag offense ------ Spellpower +6 (+3 eff.) Damage +12% mind +6% fire When Hit 6 fire defense ------ Resistance +3% fire +12% mind +3% nature Spell save +8 (+7 eff.) Rings make your fingers look great! |
gold ring 'Shadebraid'0.1 Encumbrance T3 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +4 Cun +10 Mag offense ------ Physical Power +11 (+3 eff.) Spellpower +18 (+9 eff.) Mindpower +5 (+4 eff.) Damage +4% all When Hit 4 blight On-Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 15 defense ------ Resistance +6% darkness Spell save +12 (+9 eff.) Rings make your fingers look great! |
gold ring of arcana (+0.15/turn)0.1 Encumbrance T3 ring jewelry [Ego] Arcane While equipped: defense ------ Silence Resist +28% other ------- Mana/turn +0.15 Rings make your fingers look great! |
marksman's copper ring of the mind (+11%)0.1 Encumbrance T1 ring jewelry [Ego] Master/Psionic While equipped: Stats +3 Dex offense ------ Damage +11% mind Accuracy +6 (+2 eff.) defense ------ Resistance +11% mind Rings make your fingers look great! |
dwarven-steel battleaxe 'Stokebrace' (44-66 power, 2 apr)3.0 Encumbrance T3 battleaxe 2H weapon [Rare] Master Weapon Damage 44.0 - 66.0 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +6.5% Attack Speed 100% On-crit, radius 2 +20 fire On Hit: * 20 arcane resource burn While equipped: offense ------ When Hit 4 cold On-Hit (Melee): * 20% chance to slow global speed by 37% defense ------ Resistance +3% acid Massive two-handed battleaxes. |
manaburning dwarven-steel battleaxe (30-45 power, 2 apr)3.0 Encumbrance T3 battleaxe 2H weapon [Ego] Disrupt Weapon Damage 30.0 - 45.0 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +6.5% Attack Speed 100% On Hit: * 21 arcane resource burn Massive two-handed battleaxes. |
stralite battleaxe of massacre (54-80 power, 3 apr)3.0 Encumbrance T4 battleaxe 2H weapon [Ego] Master Weapon Damage 53.5 - 80.2 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +7.5% Attack Speed 100% Massive two-handed battleaxes. |
thought-forged steel battleaxe of massacre (30-45 power, 2 apr)3.0 Encumbrance T2 battleaxe 2H weapon [Ego] Master/Psionic Weapon Damage 30.0 - 45.0 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 100% On-hit +9 mind On Hit: * 17% chance to reduce all saves and defense by 12 While equipped: Stats +3 Cun +3 Wil Massive two-handed battleaxes. |
Spellblaze Shard (20-26 power, 10 apr)1.0 Encumbrance T2 dagger 1H weapon [Unique] Arcane Weapon Damage 20.0 - 26.0 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +12.0% Attack Speed 100% Lifesteal +6% On-hit +20 blight +20 fire While equipped: Stats +5 Mag defense ------ Resistance +10% blight +10% fire other ------- Talents +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
Bregidurim the voratun greatmaul (70-104 power, 4 apr)5.0 Encumbrance T5 greatmaul 2H weapon Reqs Str 48 [Random Unique] Master/Psionic Weapon Damage 69.5 - 104.2 Physical Uses 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +3.0% Attack Speed 100% On-hit +23 darkness +8 mind Damage Against +17% Living On Crit: * Wound the target dealing 228 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +9 Str offense ------ Physical Crit +12.0% Physical Power +19 (+5 eff.) Damage +17% physical Accuracy +16 (+5 eff.) defense ------ Defense +15 (+6 eff.) Spell save +12 (+9 eff.) Mind save +3 (+3 eff.) Life Regen +4.00 Massive two-handed mauls. |
dwarven-steel greatmaul of projection (42-64 power, 2 apr)5.0 Encumbrance T3 greatmaul 2H weapon [Ego+] Psionic Weapon Damage 42.5 - 63.8 Physical Uses 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.5% Attack Speed 100% On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Massive two-handed mauls. |
hateful steel greatsword of massacre (33-53 power, 2 apr)3.0 Encumbrance T2 greatsword 2H weapon [Ego] Master/Psionic Weapon Damage 33.0 - 52.8 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% On-hit +10 darkness Damage Against +7% Living Massive two-handed swords. |
Maletar the ash longbow4.0 Encumbrance T2 longbow 2H weapon [Random Unique] Nature/Master Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +8 On-Hit, radius 1 +8 physical While equipped: Stats +3 Dex +8 Wil +11 Con offense ------ Critical power +10.00% defense ------ Life +56.00 other ------- Reload +1 Masteries +0.15 Wild-gift/Fungus Regenerate 126 life over 5 turns Puts all charms on 20 cooldown Longbows are used to shoot arrows at your foes. |
Ebonywell (22-31 power, 4 apr)3.0 Encumbrance T3 longsword 1H weapon [Random Unique] Arcane/Psionic Weapon Damage 22.5 - 31.5 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% On-hit +13 blight On-Hit, radius 1 +7 fire On Hit: * 5% chance to reduce strength, dexterity, and constitution by 15 * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: defense ------ Resistance +9% lightning +3% darkness Spell save +6 (+6 eff.) Pinning Resist +10% Sharp, long, and deadly. |
Freezewoe the steel longsword (16-22 power, 3 apr)3.0 Encumbrance T2 longsword 1H weapon [Random Unique] Arcane/Master Weapon Damage 15.5 - 21.7 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-hit +12 acid +11 cold On-crit, radius 2 +8 acid On Hit: * 25% chance for lightning to strike from the target to a second target dealing 41 damage While equipped: offense ------ Damage +6% cold Accuracy +5 (+2 eff.) When Hit 4 cold defense ------ Defense +7 (+3 eff.) Disarm Resist +28% Sharp, long, and deadly. |
steel longsword of massacre (20-28 power, 3 apr)3.0 Encumbrance T2 longsword 1H weapon [Ego] Master Weapon Damage 20.0 - 28.0 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% Sharp, long, and deadly. |
nature's thorny mindstar of life (9-10 power, 24 apr, nature damage)3.0 Encumbrance T3 mindstar 1H weapon Reqs Wil 24 [Ego] Nature Weapon Damage 9.0 - 9.9 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Mind Crit +3% Mindpower +6 (+4 eff.) Damage +5% nature defense ------ Resistance +4% blight Life +14.00 Life Regen +1.00 Disease Resist +12% 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. |
vined mindstar (6-6 power, 18 apr, nature damage)3.0 Encumbrance T2 mindstar 1H weapon Reqs Wil 16 [Normal] Nature Weapon Damage 5.5 - 6.1 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Mind Crit +2% Mindpower +4 (+3 eff.) 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. |
halfling cured leather sling4.0 Encumbrance T2 sling 1H weapon [Ego+] Master Mastery Master Marksman Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +7 While equipped: offense ------ Damage +9% physical other ------- Cooldown Fragmentation Shot -2 Pin Down -1 Slings are used to hurl stones or metal shots at your foes. |
Grinidur (20-24 power, 4 apr, lightning element)5.0 Encumbrance T3 staff 2H weapon [Rare] Master Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +14% Critical power +16.00% Spellpower +9 (+4 eff.) Damage +20% lightning +6% mind defense ------ Crit Resistance 10.00% Unlife -80.00 life Knockbk Resist +20% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Psi when Hit +0.08 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
yew magestaff of power (20-24 power, 4 apr, lightning element)5.0 Encumbrance T3 staff 2H weapon [Ego] Arcane Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +3% Spellpower +15 (+7 eff.) Damage +20% lightning other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
balanced steel steamsaw of cold resistance (+17%) (12-17 power, 0 apr)3.0 Encumbrance T2 steamsaw 1H weapon Reqs Steam Pool [Ego] Master/Steamtech Weapon Damage 11.5 - 17.2 Phys.bleed Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +2.0% Attack Speed 100% Block +22 Uses 1.0 Steam While equipped: offense ------ Accuracy +6 (+2 eff.) defense ------ Armor +3 Defense +10 (+4 eff.) Fatigue +6% Resistance +17% cold Disarm Resist +22% other ------- Talents +1 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! |
shocking dwarven-steel steamsaw of massacre (31-46 power, 0 apr)3.0 Encumbrance T3 steamsaw 1H weapon Reqs Steam Pool [Ego] Nature/Master/Steamtech Weapon Damage 31.0 - 46.5 Phys.bleed Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +3.0% Attack Speed 100% Block +46 Uses 1.0 Steam While equipped: offense ------ On-Hit 13 lightning When Hit 11 lightning defense ------ Armor +4 Defense +6 (+3 eff.) Fatigue +8% other ------- Talents +2 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! |
elemental steel waraxe (13-18 power, 3 apr)3.0 Encumbrance T2 waraxe 1H weapon [Ego+] Arcane Weapon Damage 13.0 - 18.2 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On Hit: * Create an explosion dealing 41 acid damage (1/turn) While equipped: offense ------ Damage +8% acid Ignore resists +8% acid One-handed war axes. |
Flashwarden the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: offense ------ Damage +15% lightning When Hit 2 light 4 lightning defense ------ Resistance +11% lightning +6% temporal +3% fire A belt that goes around your waist. |
Goreladar1.0 Encumbrance T1 belt armor [Rare] Arcane While equipped: Stats +2 Str +3 Dex +1 Mag offense ------ Spellpower +3 (+1 eff.) When Hit 2 temporal defense ------ Resistance +6% temporal Mind save +6 (+6 eff.) other ------- Light +1 A belt that goes around your waist. |
Cloak of Deception1.0 Encumbrance cloak armor [Plot Item] Arcane While equipped: offense ------ Physical Power +5 (+2 eff.) Spellpower +5 (+2 eff.) Mindpower +5 (+4 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Voridath (12 def, 8 armour)2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: offense ------ Ignore resists +25% physical defense ------ Armor +8 Defense +12 (+5 eff.) Resistance +2% physical +14% cold Unlife -40.00 life other ------- Max stamina +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Chillspar' (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Arcane While equipped: Stats +5 Mag +5 Wil offense ------ Spellpower +5 (+2 eff.) Spellpower/crit +4 Ignore resists +5% cold defense ------ Defense +1 (+1 eff.) other ------- Max mana +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
focusing woollen robe of frost (+15%) (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego] Nature/Psionic While equipped: Stats +5 Mag +4 Wil offense ------ Damage +10% cold defense ------ Resistance +9% all +15% cold other ------- Mana/turn +0.10 Psi/turn +0.15 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Duathelstrike the pair of hardened leather boots (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +3 Str +3 Con offense ------ Damage +12% light When Hit 6 darkness defense ------ Armor +3 Resistance +9% blight +3% darkness Spell save +6 (+6 eff.) Rush: Puts all charms on 25 cooldown Effective talent level: 1.0 Power cost 25 out of 25/25. Range 6 Cooldown: 39 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. |
insulating pair of rough leather boots (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego] Master While equipped: defense ------ Armor +1 Resistance +6% fire +6% cold A pair of boots made of leather. |
pair of dwarven-steel boots 'Noonwyrd' (0 def, 9 armour)3.0 Encumbrance T3 feet armor [Rare] Master While equipped: offense ------ Damage +3% fire +12% nature +3% light defense ------ Armor +9 Fatigue +3% Resistance +10% acid +18% light +17% fire +5% cold +6% lightning Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Spellhunt Remnants (1 def, 2 armour)1.5 Encumbrance T1 hands armor [Unique] Disrupt/Master While equipped: Stats +2 Cun +2 Wil offense ------ Mind Crit +3% Mindpower +4 (+3 eff.) Damage +5% nature Ignore resists +5% nature defense ------ Armor +2 Defense +1 (+1 eff.) Spell save +4 (+4 eff.) Life +20.00 Unarmed combat: Weapon Damage 13.0 - 18.2 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +3.0% Attack Speed 83% On-hit +10 silence Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
iron gauntlets 'Yvimiba' (0 def, 1 armour)1.5 Encumbrance T1 hands armor [Rare] Nature While equipped: Stats +1 Con offense ------ Physical Crit +1.0% On-Hit 5 lightning Damage +4% lightning defense ------ Armor +1 Fatigue +1% Resistance +6% lightning +3% cold +3% nature Disease Resist +20% other ------- Stamina/turn +2.00 Unarmed combat: Weapon Damage 10.0 - 14.0 Physical Uses 40% Dex, 40% Str, 40% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +2.0% Attack Speed 83% On-crit, radius 2 +6 lightning On Hit: 10% Lightning Breath 1 Metal gloves protecting the hands up to the middle of the lower arm. |
restful drakeskin leather gloves of dexterity (+3) (0 def, 3 armour)1.0 Encumbrance T4 hands armor [Ego] Master/Psionic While equipped: Stats +3 Dex offense ------ Accuracy +13 (+4 eff.) defense ------ Armor +3 Life Regen +3.00 other ------- Stamina/turn +0.70 Max stamina +10.00 Unarmed combat: Weapon Damage 25.0 - 27.5 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +5 Ignore Armor +5 Critical Rate +11.0% Attack Speed 100% On Hit: 10% Nightmare 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
sand drakeskin leather gloves (0 def, 8 armour)1.0 Encumbrance T4 hands armor [Ego] Nature While equipped: offense ------ On-Hit 7 physical Damage +4% physical defense ------ Armor +8 Unarmed combat: Weapon Damage 28.0 - 30.8 Physical Uses 40% Dex, 40% Str, 40% Cun Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +5.0% Attack Speed 100% On-Hit, radius 1 +6 physical On-crit, radius 2 +6 physical On Hit: 10% Sand Breath 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
steady dwarven-steel gauntlets (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Ego] Psionic While equipped: offense ------ Accuracy +7 (+2 eff.) defense ------ Armor +2 Fatigue +3% Physical save +5 (+2 eff.) Mind save +6 (+6 eff.) Disarm Resist +23% Unarmed combat: Weapon Damage 19.0 - 26.6 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% base damage (max 20%) Accuracy +8 Ignore Armor +9 Critical Rate +8.0% Attack Speed 83% On Hit: 10% Perfect Control 3 Metal gloves protecting the hands up to the middle of the lower arm. |
storm hardened leather gloves of strength (+3) (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego] Nature/Master While equipped: Stats +3 Str offense ------ Physical Power +5 (+2 eff.) On-Hit 7 lightning Damage +3% lightning defense ------ Armor +2 Resistance +7% lightning Unarmed combat: Weapon Damage 20.5 - 22.6 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-crit, radius 2 +7 lightning On Hit: 10% Lightning Breath 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
umbral iron gauntlets of magic (+2) (0 def, 1 armour)1.5 Encumbrance T1 hands armor [Ego] Arcane While equipped: Stats +2 Mag offense ------ On-Hit 6 darkness Damage +4% darkness +3% arcane defense ------ Armor +1 Fatigue +1% Resistance +6% darkness Unarmed combat: Weapon Damage 10.5 - 14.7 Physical Uses 40% Dex, 40% Str, 40% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +2.0% Attack Speed 83% On-hit +6 arcane On-crit, radius 2 +6 arcane On Hit: 20% Moonlight Ray 1 On Hit: * 6% chance to reduce damage dealt by 10% Metal gloves protecting the hands up to the middle of the lower arm. |
Aerirann (1 def, 4 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +1 Cun +2 Con offense ------ Damage +11% lightning defense ------ Armor +4 Defense +1 (+1 eff.) Resistance +16% lightning +9% blight Mind save +3 (+3 eff.) Disarm Resist +10% other ------- Light +2 A pointy cloth hat, very wizardly... |
Cuthisin the Darktrencher (7 def, 3 armour)2.0 Encumbrance T3 head armor [Random Unique] Nature/Master While equipped: Stats +2 Str +5 Cun +4 Wil offense ------ Damage +12% acid +12% darkness Accuracy +4 (+1 eff.) When Hit: * 12% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +3 Defense +7 (+3 eff.) Fatigue +3% Resistance +8% blight Mind save +7 (+7 eff.) Skullcracker: Puts all charms on 20 cooldown Effective talent level: 3.0 Power cost 20 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 161.9 Physical damage. If the attack hits, the target is confused (41% 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. |
Glareglamour the hardened leather cap (0 def, 3 armour)2.0 Encumbrance T3 head armor [Rare] Psionic While equipped: Stats +3 Cun +3 Wil offense ------ Mindpower +5 (+4 eff.) Ignore resists +10% light On-Hit (Melee): * 10% chance to slow global speed by 37% defense ------ Armor +3 Fatigue +3% Resistance +15% acid +9% temporal other ------- Light +3 A cap made of leather. |
Helm of the Dwarven Emperors (0 def, 6 armour)3.0 Encumbrance T2 head armor [Unique] Master While equipped: Stats +3 Wil +4 Mag offense ------ Damage +10% light defense ------ Armor +6 Fatigue +4% Resistance +10% darkness Blind Resist +30% Confus Resist +30% other ------- Light +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
dwarven-steel helm 'Chillzephyr' (20 def, 4 armour)3.0 Encumbrance T3 head armor [Rare] Nature While equipped: Stats +7 Lck offense ------ Physical Crit +4.0% Spell Crit +5% Mind Crit +4% Physical Power +10 (+3 eff.) Damage +6% cold +12% physical defense ------ Armor +4 Defense +20 (+8 eff.) Fatigue +4% Resistance +12% cold Physical save +12 (+6 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
leafwalker's iron helm (0 def, 3 armour)3.0 Encumbrance T1 head armor [Ego+] Nature While equipped: defense ------ Armor +3 Fatigue +5% Resistance +6% nature Spell save +4 (+4 eff.) Life +43.00 Healmod +11% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather cap 'Arylralaith' (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +2 Mag offense ------ Spellpower/crit +8 defense ------ Armor +1 Fatigue +1% Resistance +6% blight Physical save +13 (+6 eff.) Spell save +12 (+9 eff.) A cap made of leather. |
stabilizing hardened leather cap of constitution (+3) (0 def, 3 armour)2.0 Encumbrance T3 head armor [Ego] Master While equipped: Stats +3 Con defense ------ Armor +3 Fatigue +3% Physical save +10 (+5 eff.) A cap made of leather. |
cleansing dwarven-steel mail armour (3 def, 8 armour)14.0 Encumbrance T3 heavy armor [Ego] Disrupt While equipped: defense ------ Armor +8 Defense +3 (+2 eff.) Fatigue +12% Resistance +11% nature +12% blight A suit of armour made of mail. |
cleansing dwarven-steel mail armour of cold resistance (3 def, 8 armour)14.0 Encumbrance T3 heavy armor [Ego] Disrupt/Master While equipped: defense ------ Armor +8 Defense +3 (+2 eff.) Fatigue +12% Resistance +12% blight +21% cold +12% nature A suit of armour made of mail. |
cleansing steel mail armour (2 def, 6 armour)14.0 Encumbrance T2 heavy armor [Ego] Disrupt While equipped: defense ------ Armor +6 Defense +2 (+1 eff.) Fatigue +12% Resistance +12% nature +11% blight A suit of armour made of mail. |
cleansing steel mail armour of fire resistance (2 def, 6 armour)14.0 Encumbrance T2 heavy armor [Ego] Disrupt/Master While equipped: defense ------ Armor +6 Defense +2 (+1 eff.) Fatigue +12% Resistance +10% blight +17% fire +12% nature A suit of armour made of mail. |
dwarven-steel mail armour of acid resistance (3 def, 8 armour)14.0 Encumbrance T3 heavy armor [Ego] Master While equipped: defense ------ Armor +8 Defense +3 (+2 eff.) Fatigue +12% Resistance +18% acid A suit of armour made of mail. |
impenetrable dwarven-steel mail armour (3 def, 20 armour)14.0 Encumbrance T3 heavy armor [Ego] Master While equipped: defense ------ Armor +20 Defense +3 (+2 eff.) Fatigue +12% A suit of armour made of mail. |
rejuvenating dwarven-steel mail armour of fire resistance (3 def, 8 armour)14.0 Encumbrance T3 heavy armor [Ego] Nature/Master While equipped: defense ------ Armor +8 Defense +3 (+2 eff.) Fatigue +12% Resistance +15% fire Life Regen +3.80 other ------- Stamina/turn +1.10 A suit of armour made of mail. |
rejuvenating steel mail armour of lightning resistance (2 def, 6 armour)14.0 Encumbrance T2 heavy armor [Ego] Nature/Master While equipped: defense ------ Armor +6 Defense +2 (+1 eff.) Fatigue +12% Resistance +16% lightning Life Regen +2.10 other ------- Stamina/turn +0.70 A suit of armour made of mail. |
Scabfurnace the cured leather armour (6 def, 4 armour)9.0 Encumbrance T2 light armor [Random Unique] Nature While equipped: offense ------ Mindpower +6 (+4 eff.) Damage +12% nature +6% mind When Hit 4 mind defense ------ Armor +4 Defense +6 (+3 eff.) Fatigue +7% Resistance +7% acid +7% physical +6% cold +7% lightning +8% fire Life +29.00 Life Regen +7.10 Healmod +13% other ------- Stamina/turn +0.50 A suit of armour made of leather. |
The Untouchable (14 def, 12 armour)9.0 Encumbrance T3 light armor [Unique] Arcane While equipped: Stats +8 Cun offense ------ Ignore Armor +10 defense ------ Armor +12 Defense +14 (+6 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
cured leather armour 'Freezestalker' (14 def, 4 armour)9.0 Encumbrance T2 light armor [Random Unique] Master While equipped: Stats +11 Str +8 Dex offense ------ Accuracy +10 (+3 eff.) defense ------ Armor +4 Defense +14 (+6 eff.) Fatigue +7% Resistance +26% cold Physical save +12 (+6 eff.) other ------- Stamina/turn +2.00 A suit of armour made of leather. |
cured leather armour 'Isita' (6 def, 4 armour)9.0 Encumbrance T2 light armor [Random Unique] Arcane/Master While equipped: Stats +4 Dex offense ------ Ignore resists +15% physical defense ------ Armor +4 Defense +6 (+3 eff.) Fatigue +7% Resistance +15% cold +18% fire +11% darkness +13% light other ------- Stamina/turn +1.00 A suit of armour made of leather. |
cured leather armour of the hero (6 def, 4 armour)9.0 Encumbrance T2 light armor [Ego+] Arcane/Nature/Master While equipped: Stats +3 Str +4 Dex +5 Mag +3 Wil +3 Cun defense ------ Armor +4 Defense +6 (+3 eff.) Fatigue +7% Life +33.00 A suit of armour made of leather. |
troll-hide cured leather armour of lightning resistance (6 def, 4 armour)9.0 Encumbrance T2 light armor [Ego+] Nature/Master While equipped: defense ------ Armor +4 Defense +6 (+3 eff.) Fatigue +7% Resistance +15% lightning Life +40.00 Life Regen +6.10 Healmod +11% A suit of armour made of leather. |
impenetrable steel plate armour of temporal resistance (0 def, 16 armour)17.0 Encumbrance T2 massive armor Reqs - Massive armour training [Ego] Arcane/Master While equipped: defense ------ Armor +16 Fatigue +22% Resistance +16% temporal A suit of armour made of metal plates. |
icy iron shield of resilience (0 def, 2 armour, 24.5 block)7.0 Encumbrance T1 shield armor Reqs - Shield usage training [Ego] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ On-Hit 7 cold When Hit 4 ice defense ------ Armor +2 Fatigue +8% Life +43.00 other ------- Talents +1 Block Handheld deflection devices. |
barbed quiver of ash arrows (18/18, 32-45 power, 7 apr)3.0 Encumbrance T2 arrow ammo [Ego+] Master Weapon Damage 32.0 - 44.8 Physical Uses 50% Str, 70% Dex Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +12.5% Capacity 18 On Crit: * Wound the target dealing 228 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
barbed quiver of elm arrows (19/19, 22-30 power, 5 apr)3.0 Encumbrance T1 arrow ammo [Ego+] Master Weapon Damage 21.5 - 30.1 Physical Uses 50% Str, 70% Dex Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +10.0% Capacity 19 On Crit: * Wound the target dealing 228 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
4 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. |
136 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. |
2 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. |
2 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Physical save +6 (+3 eff.) Spell save +6 (+6 eff.) Mind save +6 (+6 eff.) Item imbue powers: Defense +6 (+3 eff.) Physical save +6 (+3 eff.) Spell save +6 (+6 eff.) Mind save +6 (+6 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 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+4 eff.) Mind save +4 (+4 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+4 eff.) Mind save +4 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Eclipsepython (dig speed 22 turns)3.0 Encumbrance T3 digger tool [Rare] Master While equipped: Stats +5 Str offense ------ Damage +9% darkness Ignore Armor +8 defense ------ Resistance +15% acid +6% fire +3% blight Crit Resistance 5.00% Unlife -40.00 life Disease Resist +20% While carried: other ------- Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 26 cooldown Effective talent level: 3.0 Power cost 26 out of 26/26. Range melee/personal Cooldown: 25 Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +73 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
Lavalady the iron pickaxe (dig speed 35 turns)3.0 Encumbrance T1 digger tool [Rare] Arcane While equipped: Stats +1 Str +2 Mag +4 Wil offense ------ Spell Crit +5% Ignore resists +10% arcane When Hit 4 blight defense ------ Resistance +9% fire other ------- Mana-on-crit +2.00 Max mana +26.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns)3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
miner's iron pickaxe (dig speed 29 turns)3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +1 Str other ------- Infravision +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
10 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+2 eff.) Mind save +2 (+2 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+2 eff.) Mind save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
1.0 Encumbrance lite [Unique] Arcane While equipped: other ------- Light +3 Fearscape Shift: Effective talent level: 2.0 Power cost 25 out of 25/25. Range 5 Cooldown: 12 Travel.spd instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 67.91 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 67.91 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Summertide Phial1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(50 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Winterradiance the brass lantern2.0 Encumbrance T1 lite [Rare] Master While equipped: offense ------ Damage +3% cold When Hit 2 mind defense ------ Resistance +6% temporal Unlife -40.00 life Blind Resist +10% other ------- Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Eye of the Dreaming One2.0 Encumbrance T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil offense ------ Mindpower +5 (+4 eff.) defense ------ Mind save +10 (+8 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Effective talent level: 3.0 Power cost 20 out of 25/25. Range 7 Cooldown: 6 Travel.spd instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 5 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Prox's Lucky Halfling Foot2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+3 eff.) other ------- Disarm Traps +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Crystal Focus0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
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. |
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 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
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. |
innervating dwarven-steel torque of mindblast [power 255] (15 cooldown)2.0 Encumbrance T3 torque charm [Ego+] Psionic Blast the opponent's mind dealing 255 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to reduce fatigue by 23% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Camanik the elm totem of stinging [power 110] (15 cooldown)2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: Stats +2 Dex offense ------ Spellpower +5 (+2 eff.) Spellpower/crit +2 Ignore Shields +30% Sting an enemy dealing 110 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to increase all damage by 12% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
elm totem of healing [power 110] (15 cooldown)2.0 Encumbrance T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
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. |
elm wand of shielding 'Dusksweeper' [power 116] (20 cooldown)2.0 Encumbrance T1 wand charm [Rare] Arcane While equipped: Stats +1 Cun offense ------ Damage +3% fire When Hit 2 darkness defense ------ Resistance +9% darkness +6% fire other ------- Max hate +8.00 Create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
5 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. |
10 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. |
7 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
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Duridin the Skeleton Archer level 16
52nd Haze 122nd year of Ascendancy at 18:47 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Duridin the Skeleton Archer level 10
24th Haze 122nd year of Ascendancy at 05:52 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Duridin the Skeleton Archer level 20
22nd Regrowth 123rd year of Ascendancy at 18:43 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Duridin the Skeleton Archer level 18
2nd Regrowth 123rd year of Ascendancy at 16:41 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By Duridin the Skeleton Archer level 9
23rd Haze 122nd year of Ascendancy at 22:53 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Duridin the Skeleton Archer level 9
20th Haze 122nd year of Ascendancy at 18:44 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Duridin the Skeleton Archer level 16
64th Haze 122nd year of Ascendancy at 07:18 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Duridin the Skeleton Archer level 15
42nd Haze 122nd year of Ascendancy at 17:24 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By Duridin the Skeleton Archer level 20
23rd Regrowth 123rd year of Ascendancy at 17:26 see stats
Log
Sandworm Queen summons a Turtle!
Turtle uses Taunt.
The unstable sand tunnel collapses!
Polimina the gigantic corrosive tunneler uses Dual Strike.
Polimina the gigantic corrosive tunneler performs a melee critical strike against Duridin!
Duridin is stunned!
Duridin repels an attack from Polimina the gigantic corrosive tunneler.
LIFE LOST WARNING!
Polimina the gigantic corrosive tunneler hits Duridin for 104 physical damage.
Melee retaliation hits Polimina the gigantic corrosive tunneler for 4 physical damage.
You are unable to move!
Duridin shoots!
Polimina the gigantic corrosive tunneler's is vulnerable to attacks and effects!
War hound hits Duridin for 96 physical damage.
Melee retaliation hits War hound for 2 physical damage.
Duridin's Intuitive Shots hits Polimina the gigantic corrosive tunneler for (24 parried), 21 physical, 1 fire, 2 mind, 3 mind, 3 acid (30 total damage).
Duridin's Intuitive Shots hits War hound for 2 mind, 7 acid (8 total damage).
Duridin's Intuitive Shots hits Ritch flamespitter for 3 mind, 8 acid (11 total damage).
Duridin's Shoot hits Polimina the gigantic corrosive tunneler for 86 physical, 1 fire, 2 mind, 2 mind, 3 acid (94 total damage).
Duridin's Shoot hits War hound for 3 mind, 7 acid (10 total damage).
Duridin's Shoot hits Ritch flamespitter for 3 mind, 8 acid (11 total damage).
War hound misses Duridin.
Gigantic gravity worm retunes the fabric of spacetime.
The unstable sand tunnel collapses!
Polimina the gigantic corrosive tunneler uses Skullcracker.
Duridin resists the headblow!
Polimina the gigantic corrosive tunneler hits Duridin for 137 physical damage.
Melee retaliation hits Polimina the gigantic corrosive tunneler for 2 physical damage.
Duridin the level 21 skeleton archer was bludgeoned to death by Polimina the gigantic corrosive tunneler on level 2 of Sandworm lair.









































































































































