











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Store Wish List 1.7.0Allows you to keep notes about things you'd like to buy in various stores in the future, and pops up reminders when you can afford them. Press Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
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. Automatic Notes 1.7.0Automatically collects notes about unvisited zones and unactivated features/events that the player has seen and may wish to return to later, updated as the player revisits said points of interest. Notes will reflect:
Notes for a level are updated when the player enters or leaves the level, and when bringing up the auto-collected notes list manually via <Alt-Shift-A> (configurable via the "Key bindings" dialog). The auto-collected notes list will also optionally pop up when you load a character, configurable via the game option "UI | Automatic notes". Frequently Asked Questions: 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 | Thalore |
Class | Doomed |
Level / Exp | 42 / 56% |
Size | medium |
Lifes / Deaths | Killed by Maekoma's Inner Demon at level 42 on the 6th Flare 123rd year of Ascendancy at 04:56 / 1 |
Antimagic | Follower |
Primary Stats
Strength | 18 (base 10) |
Dexterity | 18 (base 10) |
Constitution | 54.000000000001 (base 48) |
Magic | 11 (base 10) |
Willpower | 103.28913322533 (base 60) |
Cunning | 90 (base 60) |
Resources
Life | -462/1450 |
Hate | 100/100 |
Equilibrium | 67 |
Healing Factor | 1.4581616497077 |
Regeneration | 34.18670476988 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 9 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 67 |
Accuracy | 61 |
Crit Chance | 50% |
APR | 51 |
Speed | 1.00 |
Offense: Offhand
Damage | 68 |
Accuracy | 61 |
Crit Chance | 50% |
APR | 36 |
Speed | 1.00 |
Offense: Spell
Spellpower | 3.3333333333333 |
Crit Chance | 32% |
Speed | 1 |
Offense: Mind
Mindpower | 80 |
Crit Chance | 80% |
Speed | 1 |
Offense: Damage Bonus
Acid | +15% |
Nature | +18% |
Mind | +75% |
Lightning | +6% |
Fire | +15% |
All | 0% |
Offense: Damage Penetration
Lightning | +15% |
Light | +10% |
Nature | +10% |
Physical | +50% |
Mind | +40% |
All | 0% |
Defense: Base
Armour (hardiness) | 11 (48.304188961773%) |
Defense | 34 |
Ranged Defense | 34 |
Fatigue | 0 |
Physical Save | 38 |
Spell Save | 42 |
Mental Save | 72 |
Defense: Resistances
Acid | + 39%( 70%) |
Blight | + 55%( 70%) |
Arcane | + 41%( 70%) |
Cold | + 44%( 70%) |
All | + 33%( 70%) |
Physical | + 37%( 74%) |
Lightning | + 37%( 70%) |
Light | + 47%( 70%) |
Temporal | + 35%( 70%) |
Mind | + 43%( 70%) |
Darkness | + 41%( 70%) |
Fire | + 38%( 70%) |
Nature | + 33%( 70%) |
Defense: Immunities
Stun Resistance | 68% |
Pinning Resistance | 17% |
Confusion Resistance | 0% |
Fear Resistance | 78% |
Silence Resistance | 10% |
Instadeath Resistance | 100% |
Knockback Resistance | 18% |
Inscriptions (4/4)
Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 607 life over 5 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 21% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 223 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 720% 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 Willpower stat. |
Class Talents
Cursed / Darkness | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Shadows | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Cursed / Punishments | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Advanced shadowmancy | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Cursed / Force of will | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Generic Talents
Wild-gift / Fungus | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cursed / Cursed aura | 1.00 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Cursed / Cursed form | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Wild-gift / Mindstar mastery | 1.40 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Gestures | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cursed / Dark sustenance | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Wild-gift / Antimagic | 1.20 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 4.6): 0%Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 17% when tested. Power 1+: Removed from Reality: +6 Physical Resistance, +4 Maximum Physical Resistance Power 2+: -3 Luck, +8 Willpower Power 3+: Harrow: When a foe attempts to inflict a detrimental effect upon you, your harrowing aura retaliates against a random foe in range 10, dealing 99 mind and 56 darkness damage. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 6 nightmare (summon Terrors and chances to slow, deal 157 Mind damage, and deal 90 Darkness damage) for 8 turns. The chance grows each time you are struck but fades over time. |
beneficial effect | An aura of death surrounds you. Curse of Corpses (power 1.6)Penalty : Fear of Death: -3% resistance against damage from the undead. Power 1+: Power over Death: +5% damage against the undead. Power 2+: -1 Luck, +2 Strength, +2 Magic Power 3+: Living Death: Ghoulish retch heals you. Once every 24 turns, retch (level 1) when you fall below 40% health Power 4+: Reprieve from Death: Humanoids you slay have a 35% chance to rise to fight beside you as ghouls for 6 turns. |
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. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
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 |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. | active |
You successfully escorted the injured seer to the recall portal on level 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You failed to protect the injured seer from death by Glanor the armoured skeleton warrior. Escort: injured seer (level 5 of Dreadfell) | failed |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved talent Psiblades (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Dreadfell. Escort: lost defiler (level 2 of Dreadfell)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You failed to protect the lost defiler from death by Beluda the ghoulking. Escort: lost defiler (level 3 of Dreadfell) | failed |
You failed to protect the lost sun paladin from death by armoured skeleton warrior. Escort: lost sun paladin (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
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 talent Endless Endurance (+1 level(s)). | done |
You failed to protect the repented thief from death by snow giant. Escort: repented thief (level 1 of Daikara) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You 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. | active |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | 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 unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 398. | 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. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed multi-hued wyrm scale. * You've found the needed bear paw. * You've found the needed vial of squid ink. Stire of Derth has completed an elixir of avoidance without your aid. You have aided Marus of Elvala in creating an elixir of mysticism. Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed bloated horror heart. * You've found the needed ritch stinger. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed pouch of faeros ash. * You've found the needed hummerhorn wing. * You've found the needed minotaur nose. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | 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 were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
You 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 | ![]() 3.0 Encumbrance T3 feet armor [Rare] Master While equipped: offense ------ Mind Crit +7% Mindpower +25 (+5 eff.) defense ------ Armor +4 Fatigue +3% Resistance +8% fire +11% cold Mind save +18 (+4 eff.) other ------- Hate-on-crit +2.00 Curse of Madness Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 1.0 Encumbrance T3 lite [Rare] Master While equipped: Stats +4 Wil offense ------ Physical Crit +5.0% Critical power +20.00% Ignore resists +25% physical Accuracy +30 (+13 eff.) defense ------ Unlife -80.00 life other ------- Light +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 2.0 Encumbrance T3 head armor [Unique] Unknown While equipped: Stats +6 Cun +8 Wil offense ------ Mindpower +16 (+3 eff.) defense ------ Defense +8 (+4 eff.) Fear Resist +60% other ------- Masteries +0.20 Cursed/Fears Curse of Nightmares Instill Fear: Effective talent level: 5.2 Power cost 18 out of 45/45. Range 8 Cooldown: 8 Travel.spd instantaneous Is: a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 64.75 mind and 37.00 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 39% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 39. Terrified: Deals 15.75 mind and 9.00 darkness damage per turn and increases cooldowns by 60%. Haunted: Causes the target to suffer 24.97 mind and 14.27 darkness damage for each detrimental mental effect every turn. This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and its hollow eye sockets seem to stare back into you. This object's appearance was changed to Decayed Visage. |
On hands | ![]() 1.0 Encumbrance T2 hands armor [Ego++] Master While equipped: offense ------ Physical Crit +9.0% Spell Crit +8% Mind Crit +8% Critical power +8.00% defense ------ Armor +5 Mind save +8 (+2 eff.) Life +45.00 Unarmed combat: Weapon Damage 25.5 - 28.1 Physical Uses 40% Dex, 40% Str, 40% Cun Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +3 Ignore Armor +3 Critical Rate +10.0% Attack Speed 100% On Hit: 10% Battle Shout 3 On Crit: 20% Cripple 3 Curse of Nightmares Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() 2.0 Encumbrance T3 torque charm [Rare] Psionic While equipped: Stats +5 Dex offense ------ Physical Crit +6.0% Damage +12% mind +15% fire Ignore resists +20% mind +25% physical When Hit 6 physical Blast the opponent's mind dealing 437 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to gain a 28% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Random Unique] Master While equipped: Stats +4 Str +5 Con offense ------ Physical Power +8 (+3 eff.) On-Hit (Melee): * 20% chance to slow global speed by 72% * 20 arcane resource burn defense ------ Life Regen +5.00 Stun Resist +50% Curse of Madness Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Rare] Psionic While equipped: Stats +5 Cun +3 Wil offense ------ Damage +21% mind When Hit 4 light defense ------ Resistance +6% cold +12% mind +9% light Curse of Shrouds Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T3 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +8 (+2 eff.) On-Hit 5% confusion Damage +25% mind Ignore resists +20% mind When Hit 5% confusion defense ------ Resistance -10% mind Mind save +35 (+8 eff.) Confus Resist -100% On Mind Hit: 8% Sunder Mind 1 A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. |
In main hand | ![]() 3.0 Encumbrance T5 mindstar 1H weapon [Random Unique] Nature/Disrupt/Psionic Weapon Damage 16.0 - 17.6 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +7.0% Attack Speed 100% On Crit: * Deals 126 Manaburn damage and puts 1 random spell talent on cooldown for 5 turns (checks Confusion immunity) While equipped: Stats +6 Cun +2 Str offense ------ Mind Crit +9% Critical power +18.00% Mindpower +13 (+3 eff.) Damage +17% mind Ignore resists +10% nature Ignore Armor +4 defense ------ Defense +10 (+5 eff.) other ------- Psi-on-crit +3.00 Talents +1 Attune Mindstar Curse of Nightmares Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Around waist | ![]() 1.0 Encumbrance T2 belt armor [Unique] Nature While equipped: Stats +7 Cun +8 Wil offense ------ Mind Crit +15% Mindpower +15 (+3 eff.) defense ------ Category Bonus +0.20 Wild-gift Mind save +15 (+3 eff.) other ------- Masteries +0.20 Wild-gift/Harmony Curse of Shrouds The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
In off hand | ![]() 3.0 Encumbrance T4 mindstar 1H weapon [Unique] Nature/Disrupt Weapon Damage 17.0 - 18.7 Nature slow Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +25 Critical Rate +7.0% Attack Speed 100% On-hit +30 manaburn arcane While equipped: Stats +2 Cun +6 Wil offense ------ Mind Crit +8% Mindpower +12 (+3 eff.) Damage +18% nature +15% acid defense ------ Resistance +12% arcane +12% blight Spell save +15 (+5 eff.) other ------- Masteries +0.10 Wild-gift/Slime +0.10 Wild-gift/Ooze Curse of Madness Ooze Spit: Effective talent level: 4.2 Power cost 20 out of 20/20. Range 10 Cooldown: 30 Travel.spd 800% of base Description: Spit slime at your target doing 78.52 nature damage and slowing it down by 30% for 3 turns. The damage will increase with the Dexterity stat This mindstar oozes a thick, caustic liquid. Magic seems to die around it. |
Cloak | ![]() 2.0 Encumbrance T3 cloak armor [Rare] Psionic While equipped: Stats +4 Cun +4 Wil offense ------ Mind Crit +6% Damage +6% lightning Ignore resists +15% lightning +10% light When Hit 6 acid 10 lightning defense ------ Defense +2 (+1 eff.) Resistance +9% acid +6% light +6% lightning Curse of Corpses A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. This object's appearance was changed to linen cloak. |
Main armor | ![]() 2.0 Encumbrance T3 cloth armor [Random Unique] Nature/Master/Psionic While equipped: defense ------ Armor +2 Defense +3 (+2 eff.) Resistance +3% temporal +12% darkness +11% blight +6% light +13% mind +11% all Physical save +33 (+12 eff.) Spell save +13 (+4 eff.) Mind save +25 (+6 eff.) Unlife -80.00 life Life +113.00 Life Regen +2.30 Healmod +18% Silence Resist +10% The wearer is asleep. Lucid Dreamer: May act while sleeping Curse of Nightmares A cloth vestment. It offers no intrinsic protection but can be enchanted. This object's appearance was changed to Thalore-Wood Cuirass. |
Inventory
![]() 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 20% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 4 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 257 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 28 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 5 turns. While Heroism is active, you will only die when reaching -589 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 1178 life, 10 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 690% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 10 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 19% for 3 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. |
![]() 0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 18% 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. |
![]() 0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 17% for 3 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. |
![]() 0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 10 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 20% for 4 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.4 Encumbrance potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
![]() 0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 155 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. |
![]() 0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Range 6 Cooldown: 14 Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 563.16 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. |
![]() 0.1 Encumbrance T3 amulet jewelry [Rare] Master While equipped: Stats +4 Str +5 Mag +4 Wil defense ------ Resistance +18% lightning +15% acid Crit Resistance 15.00% other ------- Light +3 Masteries +0.28 Cursed/Punishments +0.28 Cursed/Gestures Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +2 Con offense ------ Damage +6% blight When Hit 2 acid On-Hit (Melee): * 20% chance to reduce armor by 8% defense ------ Resistance +3% acid Blind Resist +13% other ------- Infravision +2 Sight +2 See Invis +6 Masteries +0.15 Cursed/Cursed aura Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil defense ------ Resistance +15% blight +15% darkness +15% acid Physical save +15 (+6 eff.) Spell save +15 (+5 eff.) Mind save -7 (-2 eff.) Life +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
![]() 0.1 Encumbrance T2 amulet jewelry [Unique] Arcane While equipped: offense ------ Spellpower +5 (+2 eff.) defense ------ Resistance +15% darkness Unlife -100.00 life Blind Resist +100% other ------- Infravision +6 Masteries +0.20 Corruption/Black-magic Shadow Power +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
![]() 0.1 Encumbrance T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con defense ------ Teleport Resist +100% Teleport: Effective talent level: 5.5 Power cost 36 out of 36/36. Range 10 Cooldown: 30 Travel.spd instantaneous Is: a spell Description: Teleports you randomly within a large range (103). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 13). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
![]() 0.1 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+1 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... |
![]() 0.1 Encumbrance T2 amulet jewelry [Rare] Nature While equipped: defense ------ Resistance +16% lightning +6% cold Physical save +9 (+4 eff.) Life Regen +4.00 Cut Resist +10% Disarm Resist +20% Stun Resist +40% Teleport Resist +20% Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Ego++] Nature/Master While equipped: Stats +3 Con defense ------ Physical save +7 (+3 eff.) Life +39.00 Life Regen +3.00 other ------- Masteries +0.21 Cunning/Survival +0.21 Cursed/Shadows Amulets make your neck look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Rare] Nature While equipped: Stats +8 Str offense ------ Damage +17% nature +30% physical When Hit 10 physical On-Hit (Melee): * 20% chance to reduce armor by 8% defense ------ Resistance +34% nature Curse of Corpses Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun offense ------ Damage +10% darkness defense ------ Defense +6 (+3 eff.) Fatigue -7% Mind save +13 (+3 eff.) other ------- Max stamina +25.00 Cooldown Shadowstep -1 Curse of Nightmares Shadowstep: Effective talent level: 3.5 Power cost 50 out of 50/50. Range 8 Cooldown: 6 Travel.spd instantaneous Is: a spell Description: Step through the shadows to your target, dazing it for 4 turns and hitting it with all your weapons for 180% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
![]() 0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: Stats +6 Str +5 Con offense ------ Physical Power +8 (+3 eff.) Damage +3% temporal Ignore resists +10% temporal On-Hit (Melee): * 20% chance to reduce all saves and defense by 43 defense ------ Resistance +6% light +9% mind Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% Curse of Shrouds Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil offense ------ Damage +8% nature +8% physical defense ------ Resistance +10% nature Physical save +8 (+3 eff.) Life Regen +3.00 Healmod +20% Curse of Nightmares This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
![]() 0.1 Encumbrance T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con offense ------ Damage +15% cold defense ------ Resistance +10% nature +25% cold other ------- Max mana +20.00 Max stamina +20.00 Max psi +20.00 Max air +50.00 Curse of Misfortune Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 20.30 cold and 20.30 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
![]() 0.1 Encumbrance T3 ring jewelry [Ego++] Master While equipped: Stats +6 Str +7 Con offense ------ Physical Power +7 (+3 eff.) Accuracy +12 (+6 eff.) Ignore Armor +10 defense ------ Defense +11 (+6 eff.) Curse of Nightmares Disengage: Puts all charms on 10 cooldown Effective talent level: 3.5 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 6 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 178% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Normal] Curse of Nightmares Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego++] Nature/Master While equipped: offense ------ Physical Power +7 (+3 eff.) Spellpower +12 (+4 eff.) Mindpower +10 (+2 eff.) Damage +6% all defense ------ Life +54.00 Life Regen +11.00 Healmod +13% Curse of Misfortune Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Con defense ------ Physical save +4 (+2 eff.) Life Regen +1.00 Stun Resist +21% Curse of Corpses Rings make your fingers look great! |
![]() 1.0 Encumbrance T4 dagger 1H weapon Reqs Dex 35 [Ego++] Nature/Master Weapon Damage 29.0 - 37.7 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% On-crit, radius 2 +38 fire On Crit: * Wound the target dealing 154 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +9.0% Physical Power +9 (+3 eff.) Global Speed +6% Ignore resists +16% fire Curse of Corpses Sharp, short and deadly. |
![]() 1.0 Encumbrance T4 dagger 1H weapon Reqs Dex 35 [Ego+] Arcane/Master Weapon Damage 38.0 - 49.4 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% On Hit: * Create an explosion dealing 15 acid damage (1/turn) While equipped: offense ------ Damage +21% acid Ignore resists +13% acid Curse of Corpses Sharp, short and deadly. |
![]() 3.0 Encumbrance T4 mindstar 1H weapon [Random Unique] Nature/Psionic Weapon Damage 13.0 - 14.3 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +32 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Mind Crit +7% Mindpower +9 (+2 eff.) Damage +13% mind On-Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +5% lightning +9% temporal +6% light +13% fire +7% cold Mind save +2 (+0 eff.) other ------- Psi-on-crit +3.00 Max psi +28.00 Light +1 Talents +1 Attune Mindstar Masteries +0.10 Psionic/Voracity +0.10 Psionic/Absorption Curse of Misfortune Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 Encumbrance T4 mindstar 1H weapon [Random Unique] Nature/Psionic Weapon Damage 13.5 - 14.9 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +32 Critical Rate +4.5% Attack Speed 100% On-hit +16 light On Hit: * 10% chance to reduce all saves and defense by 43 While equipped: offense ------ Mind Crit +6% Mindpower +12 (+3 eff.) Damage +13% mind +6% light On-Hit (Melee): * 20% chance to reduce all saves and defense by 43 defense ------ Resistance +3% light Life +30.00 Life Regen +0.60 other ------- Psi-on-crit +3.00 Hate/kill +3.00 Psi/kill +3.00 Talents +1 Attune Mindstar Masteries +0.20 Psionic/Voracity +0.20 Cursed/Dark sustenance Curse of Misfortune Inflict 271.25 mind damage (range 10), gaining psi and hate equal to 10% of the damage done Puts all charms on 20 cooldown 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. |
![]() 3.0 Encumbrance T3 mindstar 1H weapon [Rare] Nature/Psionic Weapon Damage 9.0 - 9.9 Mind 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% On-crit, radius 2 +12 mind While equipped: Stats +5 Cun offense ------ Mind Crit +3% Critical power +13.00% Mindpower +16 (+3 eff.) Ignore resists +25% lightning defense ------ Resistance +15% lightning +15% blight other ------- Equi when Hit +0.08 Max hate +4.00 Talents +1 Attune Mindstar Curse of Shrouds 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. |
![]() 3.0 Encumbrance T3 mindstar 1H weapon [Unique] Nature/Psionic Weapon Damage 12.0 - 13.2 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +25 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +3 Cun +3 Wil offense ------ Mind Crit +8% Mindpower +10 (+2 eff.) Damage +15% mind +5% physical defense ------ Resistance +10% mind Curse of Corpses Release a wave of psionic power, dealing 412.86 mind damage (based on Willpower) to all within radius 5. Uses 40 power out of 40/40 This mindstar constantly shakes and vibrates, as if a powerful force is desperately trying to escape. |
![]() 3.0 Encumbrance T3 mindstar 1H weapon [Rare] Nature Weapon Damage 8.5 - 9.4 Mind 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% On-hit +16 mind On-Hit, radius 1 +12 mind On Hit: * 20 arcane resource burn While equipped: offense ------ Mind Crit +3% Mindpower +14 (+3 eff.) Damage +21% physical Accuracy +10 (+5 eff.) On-Hit (Melee): * 20% chance to slow global speed by 72% defense ------ Resistance +6% blight other ------- Equi when Hit +0.08 Talents +1 Attune Mindstar Curse of Madness 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. |
![]() 3.0 Encumbrance T5 mindstar 1H weapon [Ego+] Nature Weapon Damage 16.5 - 18.2 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Mind Crit +5% Mindpower +10 (+2 eff.) Global Speed +6% On-Hit 11 fire Damage +20% fire Ignore resists +9% fire defense ------ Resistance +9% fire other ------- Talents +1 Attune Mindstar Curse of Madness 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. |
![]() 3.0 Encumbrance T3 mindstar 1H weapon [Rare] Nature Weapon Damage 7.0 - 7.7 Mind 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% On-crit, radius 2 +16 mind While equipped: Stats +3 Str +2 Dex +6 Con offense ------ Mind Crit +7% Mindpower +14 (+3 eff.) Ignore resists +10% mind other ------- Talents +1 Attune Mindstar Curse of Misfortune Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 Encumbrance T3 mindstar 1H weapon [Ego+] Nature/Psionic Weapon Damage 9.5 - 10.5 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 +7% Mindpower +6 (+1 eff.) other ------- Hate-on-crit +3.00 Psi-on-crit +2.00 Talents +1 Attune Mindstar Curse of Corpses 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. |
![]() 4.0 Encumbrance T5 steamgun 1H weapon Reqs Dex 48 Shoot Steam Pool [Ego++] Arcane/Master/Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Attack Speed 100% Range +10 Projectile Speed +600% On Hit: 10% Shoot 1 Uses 2.0 Steam While equipped: offense ------ Steampower +12 (+4 eff.) Damage +15% physical other ------- Cooldown Trick Shot -2 Strafe -2 Double Shots -2 Curse of Madness Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +7 Wil offense ------ Mindpower +10 (+2 eff.) Damage +6% lightning defense ------ Mind save +3 (+0 eff.) Life Regen +0.90 Healmod +11% Curse of Nightmares A belt that goes around your waist. |
![]() 1.0 Encumbrance T5 belt armor [Random Unique] Arcane/Master While equipped: Stats +1 Dex +6 Wil +10 Cun offense ------ Physical Power +5 (+2 eff.) Against +37% Summoned defense ------ Fatigue -8% Resistance +9% light Resist Against +33% Summoned Spell save +12 (+4 eff.) Healmod +15% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Encumbrance +30 Size +1 Curse of Nightmares A belt that goes around your waist. |
![]() 2.0 Encumbrance T5 cloak armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +5 Mag +10 Wil +5 Cun offense ------ Mind Crit +7% Damage +3% lightning Ignore resists +20% blight defense ------ Armor +9 Defense +3 (+2 eff.) Resistance +9% lightning +30% cold +9% blight Spell save +12 (+4 eff.) other ------- Max mana +80.00 Curse of Misfortune A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T3 cloak armor [Ego++] Arcane/Master While equipped: Stats +4 Mag +3 Wil offense ------ Spell Crit +7% Damage +9% darkness Ignore resists +11% darkness defense ------ Defense +2 (+1 eff.) Resistance +17% darkness Stealth +10 Curse of Nightmares A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T4 cloth armor [Random Unique] Nature/Psionic While equipped: Stats +7 Str +6 Mag +7 Wil offense ------ Damage +24% lightning +17% physical +3% light +22% cold +20% mind Ignore resists +25% light On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +10% lightning +14% blight +11% cold +20% mind +13% all Life +62.00 Life Regen +3.10 Healmod +21% other ------- Light +3 Curse of Misfortune A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T1 cloth armor [Ego+] Arcane While equipped: Stats +3 Mag +3 Wil offense ------ Spell Crit +3% Spellpower +3 (+1 eff.) Damage +8% arcane +7% temporal defense ------ Resistance +7% all other ------- Max mana +19.00 Curse of Shrouds A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T2 cloth armor [Ego] Psionic While equipped: offense ------ Damage +14% mind defense ------ Resistance +14% mind +9% all Curse of Shrouds A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T2 feet armor [Unique] Master While equipped: Stats +3 Cun defense ------ Armor +1 Defense +2 (+1 eff.) Fatigue +2% other ------- Masteries +0.20 Cunning/Survival Curse of Corpses Boost speed by 65% (based on Cunning). Uses 50 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
![]() 2.0 Encumbrance T5 feet armor [Random Unique] Arcane/Master While equipped: offense ------ Spellpower +10 (+3 eff.) Damage +3% nature On-Hit (Melee): * 20% chance to slow global speed by 72% * 10% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +15 Resistance +3% nature +6% temporal Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- Infravision +4 Curse of Nightmares A pair of boots made of leather. |
![]() 3.0 Encumbrance T5 feet armor [Ego+] Arcane/Master/Psionic While equipped: offense ------ Physical Power +10 (+4 eff.) Spellpower +13 (+4 eff.) Mindpower +18 (+4 eff.) defense ------ Armor +5 Fatigue -1% Physical save +12 (+5 eff.) other ------- Encumbrance +35 Curse of Madness Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil offense ------ Mindpower +2 (+1 eff.) Damage +5% fire defense ------ Armor +2 Resistance +10% fire Unarmed combat: Weapon Damage 6.0 - 6.6 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +1.0% Attack Speed 100% On-hit +10 fire Damage Conversion 100% fire On Hit: 30% Flamespit 3 Curse of Shrouds Flamespit: Effective talent level: 5.4 Power cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 140.03 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
![]() 1.0 Encumbrance T2 hands armor [Rare] Psionic While equipped: offense ------ On-Hit 8 mind Damage +18% mind Ignore resists +15% mind +15% cold When Hit 6 lightning defense ------ Armor +2 Resistance +8% mind +15% cold Unarmed combat: Weapon Damage 16.5 - 18.2 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 +10 mind On Hit: 20% Psychic Lobotomy 3 Curse of Misfortune Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 Encumbrance T2 hands armor [Rare] Psionic While equipped: Stats +8 Wil offense ------ Mindpower +30 (+6 eff.) Ignore resists +10% acid Accuracy +7 (+4 eff.) defense ------ Armor +2 Fatigue +3% Resistance +12% mind Physical save +8 (+3 eff.) Mind save +26 (+6 eff.) Disarm Resist +32% 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 +9 Ignore Armor +9 Critical Rate +8.0% Attack Speed 83% On Hit: 10% Perfect Control 3 Curse of Nightmares Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +8 Cun offense ------ Damage +15% mind Ignore resists +10% mind defense ------ Armor +1 Fatigue +1% other ------- Stamina when Hit +1.10 Equi when Hit +0.90 Light +3 Curse of Misfortune A cap made of leather. |
![]() 2.0 Encumbrance T5 head armor [Random Unique] Nature/Psionic While equipped: Stats +5 Cun +5 Wil offense ------ Spell Crit +1% Mindpower +6 (+1 eff.) Spellpower/crit +6 Damage +18% cold Ignore Shields +30% defense ------ Defense +3 (+2 eff.) Resistance +12% fire +40% cold other ------- Mana-on-crit +2.00 Max mana +20.00 Max vim +20.00 Curse of Nightmares A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T1 head armor [Rare] Disrupt While equipped: defense ------ Defense +6 (+3 eff.) Resistance +5% blight +6% nature +5% arcane Life +100.00 Blind Resist +10% Disarm Resist +10% Curse of Shrouds A pointy cloth hat, very wizardly... |
![]() 4.0 Encumbrance T3 head armor [Unique] Arcane While equipped: Stats +6 Cun +6 Wil offense ------ Damage +35% fire defense ------ Defense +13 (+6 eff.) Fatigue +4% Resistance +35% fire Curse of Misfortune Meteor Rain: Effective talent level: 3.5 Power cost 25 out of 50/50. Range 5 Cooldown: 30 Travel.spd instantaneous Is: a spell Description: Use arcane forces to summon 4 meteors that fall to the ground within range 2 of the target. Each meteor smashes everything within radius 2, dealing 22.51 fire and 19.58 physical damage to creatures other than yourself, while liquefying some of the terrain into lava for 8 turns. The damage increases with your Spellpower. This crown of pure flames possesses a myriad of small molten rocks floating wildly above it. Each can be removed to throw as a true meteor. |
![]() 2.0 Encumbrance T3 head armor [Random Unique] Nature/Master While equipped: Stats +2 Wil offense ------ Spellpower/crit +6 Ignore Shields +30% defense ------ Armor +4 Fatigue +3% Resistance +8% fire +9% cold other ------- Infravision +2 Breathe water Curse of Madness A cap made of leather. |
![]() 3.0 Encumbrance T2 head armor [Unique] Master While equipped: Stats +3 Con defense ------ Armor +12 Hardiness +5% Fatigue +5% Physical save +12 (+5 eff.) Stun Resist +30% Curse of Shrouds Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
![]() 9.0 Encumbrance T4 light armor [Ego+] Master/Psionic While equipped: Stats +6 Cun +5 Wil defense ------ Armor +7 Defense +12 (+6 eff.) Fatigue +8% Resistance +23% acid Mind save +15 (+3 eff.) Curse of Misfortune A suit of armour made of leather. |
![]() 9.0 Encumbrance T3 light armor [Ego+] Master While equipped: offense ------ Combat Speed +15% Spell Speed +15% Mind Speed +15% defense ------ Armor +6 Defense +9 (+5 eff.) Fatigue +8% Curse of Madness A suit of armour made of leather. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Physical save +6 (+3 eff.) Spell save +6 (+2 eff.) Mind save +6 (+1 eff.) Item imbue powers: Defense +6 (+3 eff.) Physical save +6 (+3 eff.) Spell save +6 (+2 eff.) Mind save +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+4 eff.) Physical save +8 (+3 eff.) Spell save +8 (+3 eff.) Mind save +8 (+2 eff.) Item imbue powers: Defense +8 (+4 eff.) Physical save +8 (+3 eff.) Spell save +8 (+3 eff.) Mind save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 Encumbrance T3 digger tool [Random Unique] Master While equipped: Stats +4 Cun +7 Str offense ------ Damage +6% mind Ignore resists +15% mind Ignore Armor +7 defense ------ Fatigue -4% other ------- Hate-on-crit +2.00 Infravision +1 While carried: other ------- Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 26 cooldown Effective talent level: 3.5 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 +80 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. |
![]() 1.0 Encumbrance fang misc [Unique] Nature While carried: offense ------ Ignore Armor +7 other ------- Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 2.0 Encumbrance T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
![]() 2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
![]() 0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical 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. |
![]() 0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+5 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+5 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 1.0 Encumbrance T3 lite [Ego++] Arcane/Psionic While equipped: offense ------ Mind Crit +7% Mindpower +4 (+1 eff.) Damage +9% light defense ------ Resistance +7% darkness Affinity +5% light Mind save +6 (+1 eff.) other ------- Light +6 Sun Flare: Puts all charms on 30 cooldown Effective talent level: 4.5 Power cost 30 out of 30/30. Range melee/personal Cooldown: 12 Travel.spd instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 4, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 33.07 light damage. At talent level 3 you gain 8% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 2.0 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. |
![]() 0.0 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. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 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. |
![]() 0.0 Encumbrance T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 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. |
![]() 2.0 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. |
![]() 3.0 Encumbrance T4 shot ammo Reqs Dex 35 [Ego++] Disrupt/Psionic Weapon Damage 43.5 - 52.2 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +5.5% Capacity 20 On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns On Crit: * Deals 126 Manaburn damage and puts 1 random spell talent on cooldown for 5 turns (checks Confusion immunity) Shots are used with slings to pummel your foes to death. |
![]() 2.0 Encumbrance T2 torque charm [Rare] Psionic While equipped: Stats +2 Cun +2 Dex offense ------ Physical Power +10 (+4 eff.) Ignore resists +15% mind +25% physical On-Hit (Melee): * 20% chance to reduce all saves and defense by 43 other ------- Stamina/turn +3.00 Light +3 Infravision +3 Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to heal for 54. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T4 torque charm [Rare] Psionic While equipped: offense ------ Critical power +15.00% Damage +6% physical Ignore resists +25% cold Accuracy +10 (+5 eff.) defense ------ Resistance +15% blight Spell save +6 (+2 eff.) other ------- Max stamina +20.00 Setup a psionic shield, reducing all damage taken by 131 for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T3 totem charm [Rare] Nature While equipped: Stats +4 Mag +2 Wil offense ------ Damage +6% light +18% fire defense ------ Crit Resistance 10.00% other ------- Light +2 See Invis +9 Heal yourself and all friendly characters within 10 spaces for 284 Puts all charms on 15 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T2 totem charm [Random Unique] Nature While equipped: offense ------ Damage +6% mind Ignore resists +15% acid defense ------ Resistance +3% mind Sting an enemy dealing 201 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. 100% to increase the duration of 1 beneficial effects by 2. 100% to increase all damage by 13% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 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. |
![]() 1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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
By Maekoma the Thalore Doomed level 41
59th Pyre 123rd year of Ascendancy at 19:16 see stats
By Maekoma the Thalore Doomed level 37
25th Pyre 123rd year of Ascendancy at 21:06 see stats
By Maekoma the Thalore Doomed level 41
44th Pyre 123rd year of Ascendancy at 01:09 see stats
By Maekoma the Thalore Doomed level 19
67th Haze 122nd year of Ascendancy at 14:57 see stats
By Maekoma the Thalore Doomed level 11
4th Haze 122nd year of Ascendancy at 22:07 see stats
By Maekoma the Thalore Doomed level 34
45th Regrowth 123rd year of Ascendancy at 13:00 see stats
By Maekoma the Thalore Doomed level 25
2nd Wintertide 123rd year of Ascendancy at 23:45 see stats
By Maekoma the Thalore Doomed level 29
4th Regrowth 123rd year of Ascendancy at 15:24 see stats
By Maekoma the Thalore Doomed level 36
15th Pyre 123rd year of Ascendancy at 21:28 see stats
By Maekoma the Thalore Doomed level 37
25th Pyre 123rd year of Ascendancy at 20:23 see stats
By Maekoma the Thalore Doomed level 10
74th Dusk 122nd year of Ascendancy at 22:35 see stats
By Maekoma the Thalore Doomed level 20
79th Haze 122nd year of Ascendancy at 08:43 see stats
By Maekoma the Thalore Doomed level 30
6th Regrowth 123rd year of Ascendancy at 16:27 see stats
By Maekoma the Thalore Doomed level 40
39th Pyre 123rd year of Ascendancy at 13:20 see stats
By Maekoma the Thalore Doomed level 34
63rd Regrowth 123rd year of Ascendancy at 13:03 see stats
By Maekoma the Thalore Doomed level 24
2nd Wintertide 123rd year of Ascendancy at 07:08 see stats
By Maekoma the Thalore Doomed level 39
37th Pyre 123rd year of Ascendancy at 19:37 see stats
By Maekoma the Thalore Doomed level 25
1st Allure 123rd year of Ascendancy at 17:41 see stats
By Maekoma the Thalore Doomed level 37
25th Pyre 123rd year of Ascendancy at 21:06 see stats
By Maekoma the Thalore Doomed level 10
75th Dusk 122nd year of Ascendancy at 19:21 see stats
By Maekoma the Thalore Doomed level 37
25th Pyre 123rd year of Ascendancy at 21:06 see stats
By Maekoma the Thalore Doomed level 34
77th Regrowth 123rd year of Ascendancy at 21:46 see stats
By Maekoma the Thalore Doomed level 11
11st Haze 122nd year of Ascendancy at 14:44 see stats
By Maekoma the Thalore Doomed level 34
77th Regrowth 123rd year of Ascendancy at 10:28 see stats
By Maekoma the Thalore Doomed level 26
3rd Allure 123rd year of Ascendancy at 19:23 see stats
By Maekoma the Thalore Doomed level 19
54th Haze 122nd year of Ascendancy at 03:08 see stats
By Maekoma the Thalore Doomed level 40
42nd Pyre 123rd year of Ascendancy at 17:11 see stats
Log
Thorn Grab from Maekoma's Inner Demon hits Maekoma for (57 antimagic), 0 nature, 42 healing (0 total damage) [42 healing].
Bleeding from Maekoma hits Maekoma's Inner Demon for 78 physical damage.
Maekoma hits Shadow for 0 physical, 0 physical (0 total damage).
Maekoma hits Terror for 260 physical damage.
Maekoma hits Maekoma's Inner Demon for (60 deflected), (3 resonance), 109 physical (109 total damage).
Maekoma hits Maekoma's Inner Demon for (37 resonance), 185 physical, 32 physical (217 total damage).
Maekoma hits Shadow for 0 physical, 0 physical (0 total damage).
Agony from Maekoma hits Maekoma's Inner Demon for 210 mind damage.
Maekoma's Inner Demon receives 39 healing from Unnatural Body.
Maekoma's Inner Demon hits Shadow for 208 physical damage.
Maekoma's Inner Demon hits Shadow for 108 physical damage.
Maekoma's Inner Demon hits Shadow for 108 physical damage.
Maekoma's Inner Demon hits Maekoma for (67 deflected), 177 physical, 35 physical (212 total damage).
Maekoma's Inner Demon hits Shadow for 286 physical damage.
Agony from Maekoma's Inner Demon hits Maekoma for (49 deflected), (28 resonance), 639 mind (639 total damage).
The air around Maekoma's Inner Demon grows cold and terrifying shapes begin to coalesce. A nightmare has begun.
Maekoma gains 2% of a turn from Ancestral Life.
Maekoma's Inner Demon gains 2% of a turn from Ancestral Life.
The air around Maekoma grows cold and terrifying shapes begin to coalesce. A nightmare has begun.
Maekoma's Inner Demon uses Infusion: Wild.
Maekoma's Inner Demon lessens the pain.
Maekoma's Inner Demon killed Shadow!
Maekoma's Inner Demon killed Shadow!
Maekoma's Inner Demon killed Shadow!
Maekoma's Inner Demon uses Reproach.
Maekoma's Inner Demon's mind surges with critical power!
Maekoma's Inner Demon hits Maekoma for 1057 mind damage.
Maekoma the level 42 thalore doomed was psyched to death by a Maekoma's Inner Demon on level 2 of Lost Dwarven Kingdom of Reknor.
The unseen force around Maekoma subsides.
The Heart pulses with antimagic forces as you grasp it.