












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Exponential Leveling 1.7.4Exponential Leveling is an addon that changes the amount of points (stats, class, ..) and optionally resources (hp/stamina/mana/regen..) you gain upon EACH level up. Being fully configurable, it can also be used to make the game easier as you wish to. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. How to use this addon: - Download and install, of course. Check if the addon is ACTIVATED. If you have another addon that superload/overload player.lua, it might conflict. - Start a New Game. - Under Options > Gameplay, you can enable or disable the addon. This will work from the next levelup. It cannot be used retroactively. - You can also change mode of operating (Default is balanced) and optional modes of operation (Also increase resources, life, etc on levelup) or be left as is. Operating Modes: - Balanced -> Gives extra points in a fair way depending on your difficulty (Nightmare, Insane and Madness) - Extra Points -> Gives many more points than vanilla in any difficulty - Cheatish -> Gives way more points than you'll ever need - Only Life -> Does NOT change how many points you gain on levelup, but provide some extra MAX HP on levelup. How much per level can be configured under the options. Optional Modes (These work alongside Operating Modes): - None -> Nothing else than what chosen under Operating Modes - All Resources -> Increase stamina, mana, hate, vim, etc (MAX and regen) upon levelup. How much per level can be configured under the options. - MAX HP -> Increase only MAX HP and not all resources upon levelup. How much per level can be configured under the options. Stacks with Only Life if you want to. POINTS COMPARISON (Example: Cornac Rogue at lv50): STATS | TALENTS | GENERIC | CATEGORY | PRODIGIES | MAX HP | STAMINA VANILLA | 160 | 70 | 49 | 4 | 2 | 958 | 247 BALANCED NIGHTMARE | 181 | 127 | 101 | 9 | 5 | 958 | 247 BALANCED INSANE | 217 | 145 | 119 | 12 | 8 | 958 | 247 BALANCED MADNESS | 269 | 166 | 140 | 20 | 17 | 958 | 247 EXTRA POINTS | 212 | 171 | 150 | 14 | 17 | 958 | 247 CHEATISH | 1140 | 560 | 539 | 102 | 202 | 958 | 247 ONLY LIFE | 160 | 70 | 49 | 4 | 2 | 1252+ | 247 + ALL RESOURCES | - | - | - | - | - | 1252+ | 396+ All resources ALSO gives, by a small amount, resources regeneration like: mana, stamina, vim, positive/negative, hate (per kill, not passively generated), psi and reduces equilibrium (by a small amount) every turn even in combat. Update v4.0.3
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Verbose Enemies 1.3.1Makes the monsters of Eyal somewhat more talkative...and prone to insulting you. Featuring taunts from Gaslamp Games' roguelike Dungeons of Dredmor! Also now featuring the EXTENSIVE taunt collection from the iconic Dredmor mod, Death By A Thousand Taunts. This mod was created by Deeborm, and is only included with their approval. Three cheers for Deeborm! Relive your dredmor adventures in the world of Eyal. You can also add your own taunts! To do this create a file named verbose_user_defined_taunts.cfg and place it in your settings folder where it can be friends with all the other .cfg files. Inside this file put: All taunts (base Dredmor taunts, Deeborm's extended dredmor taunts, and custom taunts) can be toggled from the in-game settings, in the Misc tab. Items Vault 1.7.0Donators/Buyers bonus! Extra Dungeons 1.6.7In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game 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. Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Cornac |
Class | Skirmisher |
Level / Exp | 47 / 25% |
Size | big |
Lifes / Deaths | Killed by Betogabeth the ninurlhing at level 44 on the 71st Dusk 123rd year of Ascendancy at 13:07 / 2Killed by ghast at level 47 on the 12nd Haze 123rd year of Ascendancy at 10:11 |
Primary Stats
Strength | 59 (base 15) |
Dexterity | 102 (base 60) |
Constitution | 96 (base 34) |
Magic | 67 (base 51) |
Willpower | 41 (base 11) |
Cunning | 97 (base 42) |
Resources
Life | -211/1295 |
Positive | 168/188 |
Stamina | 268/362 |
Healing Factor | 1.775015355037 |
Regeneration | 83.812183774224 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -1.7763568394003E-13% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 5 |
See Stealth | 53.112421174851 |
See Invisible | 53.112421174851 |
Offense: Mainhand
Damage | 216 |
Accuracy | 79 |
Crit Chance | 38% |
APR | 26 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 52 |
Crit Chance | 41% |
Speed | 1 |
Offense: Mind
Mindpower | 50 |
Crit Chance | 33% |
Speed | 1 |
Offense: Damage Bonus
Blight | +34% |
Physical | +76% |
Cold | +49% |
All | +13% |
Darkness | +61% |
Light | +31% |
Mind | +28% |
Fire | +43% |
Lightning | +34% |
Offense: Damage Penetration
Physical | +48% |
Darkness | +60% |
Fire | +50% |
All | +40% |
Defense: Base
Armour (hardiness) | 44.683544434606 (87.399401742899%) |
Defense | 105 |
Ranged Defense | 105 |
Fatigue | 0 |
Physical Save | 48 |
Spell Save | 33 |
Mental Save | 43 |
Defense: Resistances
Acid | + 47%( 70%) |
Blight | + 42%( 70%) |
Arcane | + 32%( 70%) |
Cold | + 70%( 70%) |
All | + 28%( 70%) |
Darkness | + 65%( 70%) |
Physical | + 36%( 70%) |
Temporal | + 38%( 70%) |
Lightning | + 70%( 70%) |
Mind | + 53%( 70%) |
Fire | + 60%( 70%) |
Nature | + 70%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 99% |
Silence Resistance | 36% |
Instadeath Resistance | 100% |
Blind Resistance | 20% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 607 life over 5 turns. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 10 turns. While Heroism is active, you will only die when reaching -732 life. The duration and life will increase by 1% for every 1% life you have lost (currently 1584 life, 21 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. |
Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Infusions | Effective talent level: 1.0 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 760% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
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 121 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. |
Class Talents
Cunning / Poisons | 1.30 |
| 4/5 |
| 1/5 |
| 4/5 |
| 4/5 |
Technique / Tireless Combatant | 1.30 |
| 3/5 |
| 5/5 |
| 4/5 |
| 5/5 |
Technique / Skirmisher - Slings | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Cunning / Called Shots | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Technique / Buckler Training | 1.30 |
| 4/5 |
| 5/5 |
| 4/5 |
| 2/5 |
Generic Talents
Cunning / Survival | 1.60 |
| 1/5 |
| 5/5 |
| 1/5 |
| 3/5 |
Celestial / Chants | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 5/5 |
Cunning / Scoundrel | 1.30 |
| 2/5 |
| 3/5 |
| 2/5 |
| 2/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. 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 |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Dreadfell. Escort: lone alchemist (level 1 of Dreadfell)As a reward you improved Dexterity by +5. | done |
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 Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 4 of Dreadfell. Escort: lost defiler (level 4 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 6 of Dreadfell. Escort: lost defiler (level 6 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Daikara. Escort: lost sun paladin (level 1 of Daikara)As a reward you gained talent category Celestial / Chants (at mastery 1.00). | done |
You successfully escorted the lost warrior to the recall portal on level 7 of Dreadfell. Escort: lost warrior (level 7 of Dreadfell)As a reward you gained talent category Technique / Conditioning (at mastery 1.00). | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: temporal explorer (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Foresight (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 4 of Old Forest. Escort: worried loremaster (level 4 of Old Forest)As a reward you improved Dexterity by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girl | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 1211. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Stire of Derth has completed an elixir of avoidance without your aid. Stire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed vial of elder vampire blood. * You've found the needed hummerhorn wing. * You've found the needed pouch of faeros ash. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed orc heart. * You've found the needed minotaur nose. 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 bone giant dust. * You've found the needed electric eel tail. * You've found the needed red crystal shard. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * Find a Resonating Diamond. | active |
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 T5 feet armor Reqs Heavy armour training [Random Unique] Arcane/Master/Psionic While equipped: Stats +9 Str +5 Wil +17 Con dps ---------- Mind.pwr +12 (+4 eff.) Dmg.mod +9% mind +8% physical Res.pen +8% physical Apr +1 ----- def ----- Armour +5 Defense +10 (+2 eff.) Fatigue +4% Die.at -40.00 life Silence- +36% Confus- +50% Stun/Frz- +50% ---------- misc Hate/m.crit +1.00 Size +1 Blindside: Puts all charms on 13 cooldown Level 2.0 Pwr.cost 13 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 17 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | ![]() 3.0 T5 shot ammo [Random Unique] Arcane/Psionic Power 54.0 - 64.8 Physical Uses 50% Cun, 50% Mag, 70% Dex Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +6 Crit +7.0% Capacity 20 Ranged+ +8 blight +27 physical +20 mind On Hit.r1 +12 mind On Crit.r2 +16 mind On Hit: * Create an explosion dealing 96 acid damage (1/turn) * 20% chance to knock the target back 3 spaces and deal 200 physical damage On Crit: * Splash the target with acid dealing 148 damage over 5 turns and reducing armor and accuracy by 19 Shots are used with slings to pummel your foes to death. |
Light source | ![]() 1.0 T3 lite [Rare] Master While equipped: Stats +4 Str +2 Cun +8 Con dps ---------- Res.pen +10% all Acc +30 (+6 eff.) Apr +11 ----- def ----- Defense +10 (+2 eff.) Phys.save +6 (+2 eff.) ---------- misc Light +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 2.0 T5 head armor [Random Unique] Nature/Psionic While equipped: Stats +7 Cun +7 Wil dps ---------- Mind.crit +4% Spell.pwr +10 (+4 eff.) Mind.pwr +13 (+5 eff.) S.pwr/crit +2 Dmg.mod +18% cold +14% darkness +16% physical Melee Ret 2 mind ----- def ----- Defense +3 (+1 eff.) Resists +27% cold +17% darkness +11% physical Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Mana/turn +0.08 Max.hate +12.00 A pointy cloth hat, very wizardly... |
On hands | ![]() 1.0 T4 hands armor [Random Unique] Master/Psionic While equipped: Stats +4 Str dps ---------- Crit.mult +10.00% Phys.pwr +13 (+3 eff.) Melee Ret 6 mind ----- def ----- Armour +8 Defense +20 (+4 eff.) Resists +6% fire Mind.save +7 (+3 eff.) Max.HP +63.00 HP.reg +7.00 Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Stam/turn +1.60 Max.stam +27.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() 2.0 T4 totem charm [Unique] Nature While equipped: Stats +5 Str dps ---------- Dmg.mod +5% physical ----- def ----- Resists +10% nature Phys.save +10 (+4 eff.) HP.reg +0.15 Heal.mod +10% ---------- misc Talents +1 Battle Trance This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
On fingers | ![]() 0.1 T5 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +8 Str +9 Dex +9 Cun +27 Con dps ---------- Acc +15 (+3 eff.) Apr +1 ----- def ----- Fatigue -10% Resists +26% acid +10% darkness +49% cold +30% fire +25% nature +19% lightning Crit.chn- 23.00% ---------- misc Max.enc +40 Stam/turn +1.00 Max.stam +20.00 Rings make your fingers look great! |
On fingers | ![]() 0.1 T4 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +21% physical Melee Ret 10 arcane ----- def ----- Defense +25 (+4 eff.) Resists +18% cold HP.reg +8.00 Blind- +20% Stun/Frz- +44% Rings make your fingers look great! |
Around neck | ![]() 0.1 T4 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +2 Wil dps ---------- Spell.crit +4% ----- def ----- Resists +20% mind +12% lightning Spell.save +9 (+5 eff.) Confus- +39% Stun/Frz- +28% ---------- misc Vim/s.crit +2.00 Masteries +0.30 Cunning/Survival +0.30 Celestial/Chants Amulets make your neck look great! |
In main hand | ![]() 4.0 T2 sling 1H weapon [Random Unique] Nature/Master Power 0.0 - 0.0 Physical Uses 50% Mag Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 On Hit.r1 +8 mind While equipped: Stats +9 Str +4 Dex +5 Mag +4 Wil +3 Cun +4 Con dps ---------- Phys.pwr +8 (+2 eff.) Dmg.mod +12% fire Res.pen +5% all Acc +7 (+1 eff.) Apr +7 On Hit (Ranged): * 20% chance to reduce all saves and defense by 31 Slings are used to hurl stones or metal shots at your foes. |
Around waist | ![]() 1.0 T5 belt armor [Random Unique] Master While equipped: Stats +6 Dex +6 Wil +11 Cun +5 Lck dps ---------- Dmg.mod +12% fire Against +36% Summoned ----- def ----- Defense +19 (+3 eff.) Resists +3% darkness +5% arcane +9% nature D.Red.from +27% Summoned Stealth +21 ---------- misc T.Disarm +23 Infravis +5 A belt that goes around your waist. |
In off hand | ![]() 7.0 T5 shield armor Reqs Shield usage training [Random Unique] Arcane/Master When used to Attack: Power 74.0 - 88.8 Physical Uses 50% Mag, 100% Str Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +262 Melee+ +17 lightning On Hit: * 20% chance to reduce strength, dexterity, and constitution by 26 While equipped: Stats +5 Dex +6 Con dps ---------- Dmg.mod +21% blight +6% fire Res.pen +10% fire Melee Ret 7 lightning ----- def ----- Armour +18 Fatigue +8% Resists +20% lightning +14% temporal Phys.save +15 (+5 eff.) ---------- misc Talents +1 Block Temporal Shield: (Instant) Puts all charms on 16 cooldown Level 4.0 Pwr.cost 16 out of 30/30. Range 10 Travel.spd instantaneous Is a spell usable during Aether Avatar Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (347) is absorbed, or the time runs out (9 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). The shield's max absorption will increase with your Spellpower. Handheld deflection devices. |
Cloak | ![]() 2.0 T5 cloak armor [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +19% darkness +6% mind Res.pen +20% darkness On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 26 ----- def ----- Defense +3 (+1 eff.) Resists +20% blight +16% nature +22% darkness +15% mind Stealth +22 Max.HP +50.00 HP.reg +7.00 Heal.mod +19% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.0 T4 cloth armor [Random Unique] Arcane/Nature While equipped: Stats +5 Str +6 Mag +6 Wil +5 Cun dps ---------- Spell.crit +8% Spell.pwr +21 (+7 eff.) Dmg.mod +21% lightning +13% physical +15% darkness +18% cold +18% light +13% all Melee Ret 8 darkness 4 fire On Hit (Melee): * 20% chance to reduce damage dealt by 25% ----- def ----- Resists +13% lightning +8% cold +9% fire +13% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 175 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 177 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 198 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 31 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -523 life. The duration and life will increase by 1% for every 1% life you have lost (currently 1132 life, 15 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. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 30 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 8 turns. While Heroism is active, you will only die when reaching -599 life. The duration and life will increase by 1% for every 1% life you have lost (currently 1296 life, 17 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 596% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 493 life over 5 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 595 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 18% 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 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 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 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 38% for 2 turns. Also removes cross-tier effects of the affected types for free. 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 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 435 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 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 354.82 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 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 178 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. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 715 damage for 7 turns. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 54 up to 5 times. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 35 up to 5 times. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 63 with a minimum range of 15. 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. |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +6% darkness On Hit (Melee): * 10% chance to reduce damage dealt by 25% ----- def ----- Resists +6% physical Mind.save +9 (+3 eff.) ---------- misc Stam/turn +0.30 Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
![]() 0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+5 eff.) Spell.save +15 (+7 eff.) Mind.save -7 (-2 eff.) Max.HP +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 T2 amulet jewelry [Unique] Arcane While equipped: ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
![]() 0.1 T2 amulet jewelry [Ego++] Nature/Master While equipped: ----- def ----- Phys.save +14 (+5 eff.) Spell.save +14 (+7 eff.) Mind.save +12 (+4 eff.) Blind- +15% ---------- misc Infravis +2 Sight +2 See.Invis +7 Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +10% temporal Heal.mod +12% Cut- +50% Pinning- +20% Knockbk- +27% Heal: Puts all charms on 18 cooldown Level 3.0 Pwr.cost 18 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 321 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Rare] Master While equipped: Stats +5 Dex +6 Cun +5 Con dps ---------- Mov.spd +10% Dmg.mod +6% temporal +30% arcane +15% cold Res.pen +10% cold ----- def ----- Fatigue -6% Resists +24% cold HP.reg +3.00 Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Stam/turn +0.50 Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Random Unique] Arcane/Master While equipped: Stats +4 Wil +3 Mag dps ---------- Spell.crit +4% Mind.crit +1% Spell.pwr +5 (+2 eff.) Melee+ 8 light 10 darkness Dmg.mod +6% temporal +6% physical +14% darkness +14% light Melee Ret 6 fire On Melee Ret: * 8% chance to blind * 8% chance to reduce damage dealt by 25% ----- def ----- Fatigue -7% HP.reg +1.00 ---------- misc Psi/ret +0.12 Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+2 eff.) ----- def ----- Blind- +100% ---------- misc See.Invis +10 Summon an elder vampire with Taunt to your side for 15 turns. Uses 31 power out of 60/60 The evilness of undeath radiates from this amulet. |
![]() 0.1 T3 amulet jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +6% arcane +24% blight Res.pen +25% blight +10% cold Melee Ret 4 arcane ----- def ----- Armour +6 Defense +6 (+1 eff.) Resists +12% cold Res.Cap +5% all Phys.save +13 (+5 eff.) Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Dmg.mod +12% light On Melee Ret: * 30% chance to blind ----- def ----- Resists +25% light ---------- misc Light +1 Create a reflective shield (50% reflection rate, 284 strength, based on Magic) for 5 turns. Uses 13 power out of 24/24 Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
![]() 0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +3 Wil dps ---------- Spell.crit +7% S.pwr/crit +10 Dmg.mod +15% arcane +6% blight Res.pen +20% lightning +15% arcane ----- def ----- Resists +22% light +19% darkness Blind- +34% ---------- misc Max.mana +80.00 Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Rare] Master While equipped: dps ---------- Melee Ret 6 acid ----- def ----- Fatigue -7% Resists +9% lightning +6% temporal +6% darkness +3% nature +15% mind HP.reg +3.00 Stun/Frz- +20% Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +3 Con +7 Wil dps ---------- Dmg.mod +6% mind +9% physical ----- def ----- Defense +30 (+5 eff.) Resists +20% light Spell.save +6 (+3 eff.) Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +5 Dex dps ---------- Dmg.mod +18% blight Res.pen +25% blight On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 26 ----- def ----- Resists +20% blight +9% temporal Amulets make your neck look great! |
![]() 0.1 T4 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +18% darkness Res.pen +25% mind Melee Ret 4 mind ----- def ----- Resists +15% darkness +13% physical Mind.save +15 (+5 eff.) ---------- misc Stam/turn +1.00 Hate/m.crit +5.00 Amulets make your neck look great! |
![]() 0.1 T4 amulet jewelry [Random Unique] Nature While equipped: Stats +7 Str +3 Dex dps ---------- Dmg.mod +9% arcane Res.pen +20% fire Melee Ret 4 arcane ----- def ----- Resists +5% arcane Blind- +12% ---------- misc Infravis +6 Sight +2 See.Invis +10 Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Rare] Nature While equipped: Stats +5 Dex +2 Wil +10 Cun dps ---------- Dmg.mod +6% darkness Res.pen +25% blight ----- def ----- Resists +6% blight +6% physical +15% nature +9% light Mind.save +9 (+3 eff.) Max.HP +40.00 Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Ego+] Nature/Master While equipped: Stats +5 Str +4 Con dps ---------- Phys.pwr +5 (+1 eff.) Dmg.mod +11% lightning ----- def ----- Resists +22% lightning Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Rare] Master While equipped: ----- def ----- Resists +3% light Phys.save +12 (+4 eff.) Mind.save +18 (+6 eff.) Max.HP +24.00 Disarm- +24% Pinning- +26% Stun/Frz- +20% Knockbk- +30% Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+3 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
![]() 0.1 T2 ring jewelry [Ego++] Master While equipped: Stats +2 Con dps ---------- Acc +8 (+1 eff.) Apr +9 ----- def ----- Defense +7 (+1 eff.) Spell.save +11 (+6 eff.) ---------- misc Max.stam +13.00 Disengage: Puts all charms on 6 cooldown Level 2.6 Pwr.cost 6 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 5 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 159% 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 T2 ring jewelry [Rare] Master While equipped: Stats +4 Dex dps ---------- Dmg.mod +6% darkness Res.pen +5% acid +5% cold Acc +8 (+1 eff.) Melee Ret 6 acid On Hit (Melee): * 20% chance to reduce damage dealt by 25% ----- def ----- Resists +21% acid +6% cold Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Rare] Master While equipped: Stats +12 Str dps ---------- Crit.mult +15.00% Res.pen +20% physical ----- def ----- Armour +20 Resists +5% arcane +15% lightning Phys.save +9 (+3 eff.) ---------- misc Stam/turn +1.00 Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Rare] Master While equipped: dps ---------- Mind.crit +2% Dmg.mod +9% mind +6% fire ----- def ----- Resists +12% fire Phys.save +10 (+4 eff.) Spell.save +10 (+5 eff.) Mind.save +11 (+4 eff.) ---------- misc Equi/ret +0.16 Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Dmg.mod +25% lightning +25% fire +25% arcane +25% cold Res.pen +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. |
![]() 0.1 T3 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +13% acid Res.pen +20% fire Melee Ret 4 darkness 4 fire ----- def ----- Resists +26% acid +12% fire +12% darkness Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil dps ---------- Dmg.mod +5% physical ----- def ----- Armour +5 Resists +5% physical Phys.save +12 (+4 eff.) Knockbk- +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
![]() 0.1 T3 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +15% lightning Res.pen +10% darkness ----- def ----- Resists +30% lightning +6% temporal +6% light HP.reg +4.00 Blind- +20% Pinning- +20% Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Rare] Master While equipped: dps ---------- Mind.crit +6% ----- def ----- Defense +30 (+5 eff.) Resists +9% fire +5% arcane +12% light Spell.save +15 (+7 eff.) Max.HP +44.00 Disarm- +44% Pinning- +40% Knockbk- +44% ---------- misc Equi/ret +0.08 Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Rare] Arcane While equipped: Stats +6 Cun +7 Mag dps ---------- Spell.crit +4% Spell.pwr +23 (+8 eff.) Dmg.mod +18% arcane Res.pen +25% acid ----- def ----- Spell.save +12 (+6 eff.) ---------- misc Mana/s.crit +2.00 Max.mana +100.00 Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Rare] Arcane While equipped: dps ---------- Dmg.mod +18% light +12% darkness Res.pen +15% fire On Hit (Melee): * 20% chance to reduce damage dealt by 25% ----- def ----- Defense +30 (+5 eff.) Resists +9% temporal +9% fire +36% light +12% nature Poison- +20% Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Ego+] Arcane/Master While equipped: Stats +7 Dex +5 Mag dps ---------- Melee+ 16 light Ranged+ 14 light Dmg.mod +14% light Acc +14 (+3 eff.) Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Ego+] Nature While equipped: ----- def ----- Max.HP +62.00 HP.reg +18.00 Heal.mod +15% Rings make your fingers look great! |
![]() 4.0 T5 sling 1H weapon [Ego++] Nature/Master Power 0.0 - 0.0 Physical Uses 50% Mag Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 On Crit.r2 +38 fire While equipped: dps ---------- Phys.crit +9.0% All.spd +10% Res.pen +13% fire Acc +10 (+2 eff.) Slings are used to hurl stones or metal shots at your foes. |
![]() 3.0 T4 shot ammo [Unique] Arcane Power 32.0 - 38.4 Fire Uses 70% Dex, 50% Mag, 50% Cun Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Capacity 20 On Hit: * sets off a powerful explosion Intense heat radiates from this powerful shot. |
![]() 3.0 T4 shot ammo [Unique] Nature Power 39.0 - 46.8 Physical Uses 70% Dex, 50% Mag, 50% Cun Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Capacity 25 Proj.spd +100% On Hit: 10% Tornado 2 On Hit: * 35% chance for lightning to arc to a second target These perfectly white spheres appear to have been worn down by years of exposure to strong winds. |
![]() 3.0 T4 shot ammo [Ego++] Arcane/Psionic Power 45.0 - 54.0 Physical Uses 70% Dex, 50% Mag, 50% Cun Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +5 Crit +5.5% Capacity 19 Ranged+ +19 physical On Hit: 20% Curse of Defenselessness 4 On Hit: * 20% chance to knock the target back 3 spaces and deal 200 physical damage Shots are used with slings to pummel your foes to death. |
![]() 3.0 T5 shot ammo [Ego++] Arcane/Psionic Power 55.0 - 66.0 Physical Uses 70% Dex, 50% Mag, 50% Cun Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +6 Crit +7.0% Capacity 24 On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns * Create an explosion dealing 104 fire damage (1/turn) Shots are used with slings to pummel your foes to death. |
![]() 3.0 T5 shot ammo [Rare] Master Power 65.5 - 78.6 Physical Uses 50% Cun, 50% Mag, 70% Dex Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +6 Crit +34.0% Capacity 22 Proj.spd +200% Ranged+ +12 physical On Crit.r2 +20 mind On Crit: * Wound the target dealing 298 physical damage across 5 turns and reducing healing by 50% While equipped: ---------- misc Reload +4 Shots are used with slings to pummel your foes to death. |
![]() 7.0 T4 shield armor Reqs Shield usage training [Unique] Arcane When used to Attack: Power 40.0 - 48.0 Physical Uses 50% Mag, 100% Str Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +180 While equipped: dps ---------- On shield block: * 30% chance of petrifying the attacker. ----- def ----- Armour +25 Defense +5 (+1 eff.) Rng.Def +10 (+2 eff.) Fatigue +12% Resists +10% acid +10% physical +10% lightning +10% fire ---------- misc Talents +1 Block On block: 30% chance of petrifying the attacker. This gigantic shield has a stone eye embedded in it. |
![]() 7.0 T5 shield armor Reqs Shield usage training [Random Unique] Master When used to Attack: Power 64.0 - 76.8 Physical Uses 50% Mag, 100% Str Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +264 Melee+ +8 fire On Hit.r1 +4 mind While equipped: Stats +3 Cun dps ---------- Mind.pwr +10 (+4 eff.) Dmg.mod +6% mind ----- def ----- Armour +14 Fatigue +8% Resists +33% fire +11% physical ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T5 shield armor Reqs Shield usage training [Random Unique] Master/Psionic When used to Attack: Power 81.0 - 97.2 Physical Uses 50% Mag, 100% Str Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +206 Melee+ +4 mind On Crit: * Smash the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +18.0% Phys.pwr +12 (+3 eff.) Dmg.mod +6% lightning Res.pen +25% mind +10% lightning On Hit (Melee): * 9% chance to reduce all saves and defense by 31 On Melee Ret: * 26% chance to reduce all saves and defense by 31 ----- def ----- Armour +10 Fatigue +8% Resists +35% lightning ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +15 Mag dps ---------- Spell.crit +8% Spell.pwr +15 (+5 eff.) Mov.spd +32% Dmg.mod +22% blight ----- def ----- Resists +13% all Dmg.red +22 all Carrion Feet: Level 3.0 Pwr.cost 8 out of 20/20. Range 7 Travel.spd instantaneous Is a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 26%. You can also activate this talent to instantly destroy more worms, letting you jump in range 7 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
![]() 9.0 T3 light armor [Unique] Arcane While equipped: Stats +8 Cun dps ---------- Apr +10 ----- def ----- Armour +12 Defense +14 (+3 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. |
![]() 9.0 T5 light armor [Ego++] Nature/Master While equipped: Stats +4 Str +7 Dex ----- def ----- Armour +12 Defense +26 (+5 eff.) Fatigue +8% Resists +11% acid +10% cold Phys.save +14 (+5 eff.) ---------- misc Breathe water A suit of armour made of leather. |
![]() 1.0 T1 belt armor [Ego++] Arcane/Master While equipped: Stats +4 Cun +3 Wil dps ---------- Against +18% Summoned ----- def ----- Resists +5% blight D.Red.from +16% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() 1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
![]() 1.0 T3 belt armor [Rare] Master While equipped: Stats +5 Dex +2 Wil +5 Cun dps ---------- Phys.crit +10.0% Mind.crit +11% Mind.pwr +15 (+5 eff.) Res.pen +20% acid On Hit (Melee): * 20% chance to reduce armor by 36% ----- def ----- Resists +9% light Mind.save +15 (+5 eff.) ---------- misc Psi/ret +0.24 Max.psi +20.00 A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +7 (+2 eff.) Dmg.mod +21% darkness ----- def ----- Armour +4 Resists +6% acid +6% fire +6% temporal Crit.chn- 15.00% Spell.save +11 (+6 eff.) Max.HP +80.00 ---------- misc Size +1 A belt that goes around your waist. |
![]() 2.0 T3 cloak armor [Rare] Master While equipped: Stats +4 Dex dps ---------- Phys.crit +4.0% Dmg.mod +12% physical Melee Ret 4 acid ----- def ----- Defense +11 (+2 eff.) Phys.save +8 (+3 eff.) Die.at -40.00 life ---------- misc Stam/turn +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Random Unique] Nature/Master While equipped: Stats +10 Cun +8 Dex dps ---------- Dmg.mod +6% arcane Res.pen +15% mind Acc +13 (+2 eff.) Apr +16 ----- def ----- Defense +2 (+1 eff.) Resists +8% acid +8% cold +8% fire +5% arcane +8% lightning Mind.save +9 (+3 eff.) ---------- misc Hate/m.crit +1.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Rare] Nature While equipped: Stats +10 Str +3 Dex +3 Wil +5 Cun dps ---------- Dmg.mod +12% darkness +12% cold ----- def ----- Defense +2 (+1 eff.) Resists +15% nature +16% blight HP.reg +4.00 Heal.mod +16% ---------- misc Infravis +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 feet armor [Rare] Master While equipped: dps ---------- Phys.crit +2.0% Phys.pwr +4 (+1 eff.) Mind.pwr +10 (+4 eff.) Res.pen +9% physical ----- def ----- Armour +3 Defense +15 (+3 eff.) Resists +3% lightning Max.HP +60.00 Disease- +20% Confus- +10% ---------- misc Max.hate +8.00 A pair of boots made of leather. |
![]() 2.0 T4 feet armor [Unique] Arcane While equipped: Stats +8 Cun +8 Mag dps ---------- Spell.pwr +15 (+5 eff.) Dmg.mod +25% arcane ----- def ----- Defense +6 (+1 eff.) Fatigue +1% Resists +25% arcane Def/telep +20 Res/telep +20% Dur/telep +20% Creates an arcane explosion dealing 197 arcane damage based on magic in a radius of 3 around the user after any teleport. Phase door up to range 6, within radius 2 of the target location. Uses 13 power out of 24/24 A wispy purple aura surrounds these translucent black boots. |
![]() 2.0 T5 feet armor [Rare] Master While equipped: Stats +15 Lck +7 Dex dps ---------- On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) * 20% chance to reduce all saves and defense by 31 ----- def ----- Armour +5 Defense +25 (+4 eff.) Resists +12% mind +6% blight Crit.chn- 15.00% Stealth +14 Die.at -80.00 life A pair of boots made of leather. |
![]() 2.0 T5 feet armor [Random Unique] Arcane/Master While equipped: Stats +4 Str +4 Con dps ---------- Phys.crit +5.0% Phys.pwr +6 (+1 eff.) Mov.spd +25% Res.pen +15% acid Apr +13 On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +5 Resists +6% acid +9% temporal Rush: Puts all charms on 13 cooldown Level 3.0 Pwr.cost 13 out of 25/25. Range 8 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. |
![]() 2.0 T5 feet armor [Random Unique] Nature/Master While equipped: Stats +4 Cun +3 Dex dps ---------- Phys.crit +6.0% Phys.pwr +6 (+1 eff.) Dmg.mod +12% light +12% mind Res.pen +15% light Apr +9 ----- def ----- Armour +5 Resists +13% lightning +12% temporal +9% mind Disengage: Puts all charms on 8 cooldown Level 1.3 Pwr.cost 8 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 3 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 116% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Dmg.mod +9% cold Melee Ret 10 cold On Hit (Melee): * 20% chance to reduce all saves and defense by 31 ----- def ----- Armour +4 Fatigue +3% Resists +11% lightning +11% temporal +5% arcane +15% mind Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +4 Mag +4 Wil dps ---------- Spell.crit +4% Dmg.mod +15% mind ----- def ----- Armour +10 Defense +30 (+5 eff.) Fatigue +3% Resists +5% arcane Spell.save +6 (+3 eff.) Max.HP +100.00 HP.reg +4.00 ---------- misc Mana/turn +0.40 Max.mana +38.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Random Unique] Master/Psionic While equipped: Stats +11 Wil +2 Cun +7 Con dps ---------- Phys.crit +3.0% Phys.pwr +4 (+1 eff.) Mind.pwr +7 (+3 eff.) Res.pen +6% physical Apr +7 On Hit (Melee): * 20% chance to slow global speed by 58% ----- def ----- Armour +4 Fatigue +3% Phys.save +8 (+3 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+3 eff.) ---------- misc See.Invis +3 Blindside: Puts all charms on 13 cooldown Level 1.0 Pwr.cost 13 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 13 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T3 hands armor [Unique] Nature This would be great with a mighty matching belt. While equipped: Stats +4 Str ----- def ----- Armour +2 Resists +10% lightning +10% cold Max.HP +60.00 Knockbk- +50% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Throw Boulder: Level 2.0 Pwr.cost 4 out of 6/6. Range 10 Travel.spd instantaneous Is a nature gift Description: Throw a huge boulder, dealing 234.87 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
![]() 1.0 T4 hands armor [Rare] Psionic While equipped: Stats +5 Cun dps ---------- Phys.crit +3.0% Crit.mult +20.00% Dmg.mod +9% acid Res.pen +10% lightning Acc +13 (+2 eff.) ----- def ----- Armour +3 Defense +15 (+3 eff.) Resists +18% acid +5% physical +15% darkness ---------- misc Stam/turn +3.00 Infravis +4 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Track: Puts all charms on 8 cooldown Level 3.2 Pwr.cost 8 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 27 for 6 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T4 hands armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +5 Cun dps ---------- Melee+ 11 blight Dmg.mod +9% blight +6% mind +12% lightning Acc +12 (+2 eff.) On Hit (Melee): * 20% chance to reduce all saves and defense by 31 ----- def ----- Armour +8 Resists +9% blight +12% darkness +18% lightning Mind.save +9 (+3 eff.) Max.HP +77.00 ---------- misc Infravis +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Track: Puts all charms on 8 cooldown Level 3.2 Pwr.cost 8 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 27 for 6 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T4 hands armor [Random Unique] Nature/Master/Psionic While equipped: dps ---------- Phys.crit +15.0% Spell.crit +9% Mind.crit +20% Crit.mult +11.00% Melee+ 12 lightning Dmg.mod +8% lightning ----- def ----- Armour +3 Resists +10% lightning +3% mind HP.reg +11.00 Heal.mod +20% Stun/Frz- +20% ---------- misc Stam/turn +2.00 Max.stam +18.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +12 Dex +1 Wil +5 Cun dps ---------- Crit.mult +10.00% Spell.pwr +10 (+4 eff.) S.pwr/crit +8 Res.pen +20% mind Acc +7 (+1 eff.) Apr +10 ----- def ----- Armour +2 Fatigue +3% ---------- misc Max.psi +20.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 11 cooldown Level 3.0 Pwr.cost 11 out of 20/20. Range 7 Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T3 head armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +15% blight ----- def ----- Defense +17 (+3 eff.) Resists +15% blight +30% fire +5% arcane Die.at -80.00 life A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Rare] Master While equipped: dps ---------- Dmg.mod +18% acid +21% fire On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +10 Defense +7 (+1 eff.) Fatigue +3% Resists +6% acid +9% temporal +5% all Phys.save +11 (+4 eff.) Def/telep +10 Res/telep +10% Dur/telep +10% A cap made of leather. |
![]() 2.0 T5 head armor [Random Unique] Nature/Master/Psionic While equipped: dps ---------- Dmg.mod +3% arcane +6% light Melee Ret 2 arcane ----- def ----- Armour +13 Defense +7 (+1 eff.) Fatigue +5% Resists +9% light +17% mind +6% all Phys.save +12 (+4 eff.) Mind.save +27 (+9 eff.) Confus- +42% ---------- misc Stam/ret +1.70 Equi/ret +2.60 Light +3 A cap made of leather. |
![]() 2.0 T5 head armor [Random Unique] Arcane/Master While equipped: Stats +8 Str +4 Mag +7 Wil +4 Cun +5 Con dps ---------- Phys.pwr +4 (+1 eff.) ----- def ----- Armour +5 Fatigue +5% Resists +26% blight +12% darkness Spell.save +13 (+7 eff.) Mind.save +22 (+8 eff.) Circle of Sanctity: (Instant) Puts all charms on 16 cooldown Level 3.0 Pwr.cost 16 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 19 light damage to everyone else who enters. The circle lasts 4 turns. A cap made of leather. |
![]() 3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+4 eff.) Spell.save +12 (+6 eff.) Mind.save +12 (+4 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Random Unique] Master While equipped: Stats +7 Dex +8 Wil +6 Con dps ---------- Melee Ret 8 nature ----- def ----- Armour +4 Fatigue +4% Resists +13% darkness +9% blight Mind.save +9 (+3 eff.) ---------- misc Light +3 Infravis +4 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 0.0 T3 gift gem [Legendary] Unknown While carried: Light +2 Explode a sphere. Uses 1 power out of 2023/2023 A set of 2023 tiny explosive spheres. |
![]() 0.0 T5 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con Resists +20% arcane +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane Combine with a suit of body armor (makes a non enchanted armour into an artifact). Uses 1 power out of 1/1 This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 16 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 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. |
![]() 2.0 T2 lite [Unique] Arcane While equipped: ---------- misc Light +2 Infravis +7 Cleanse your mind of up to 5 (based on Magic) detrimental mental effects. Uses 21 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
![]() 0.0 T3 lite [Unique] Psionic While equipped: dps ---------- Mind.pwr +10 (+4 eff.) Dmg.mod +15% light +15% darkness Res.pen +10% darkness ----- def ----- Resists +20% darkness Affinity +20% darkness Mind.save +10 (+4 eff.) ---------- misc Light +10 Masteries +0.20 Cursed/Shadows Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 300). Release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 386.40 darkness damage (based on Mindpower and charge). Uses 6 power out of 10/10 This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
![]() 1.0 T3 lite [Rare] Nature While equipped: dps ---------- Res.pen +10% physical ----- def ----- Resists +6% nature +6% temporal Mind.save +15 (+5 eff.) Die.at -20.00 life Max.HP +48.00 Heal.mod +20% Stun/Frz- +10% Teleport- +20% ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Axe of Fluffy Evil Axe of Fluffy Evil4.0 axe misc [Unique] Unknown Create a ... clockwork gnome. Uses 26 power out of 50/50 It seems there was still one present left. This is a pink ... axe. It obviously is not made for fighting. It looks fluffy. |
![]() 2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 41 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 1.0 misc [Plot Item] An athame, covered in blood runes. It radiates power. |
![]() 3.0 T3 digger tool [Rare] Psionic While equipped: Stats +6 Cun +2 Str dps ---------- Mind.crit +3% Dmg.mod +12% acid +10% fire +7% mind Melee Ret 10 temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +9% mind +15% acid Mind.save +11 (+4 eff.) While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str dps ---------- Dmg.mod +9% lightning +12% cold Res.pen +25% lightning ----- def ----- Resists +15% lightning +30% cold ---------- misc Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T3 digger tool [Rare] Nature While equipped: Stats +5 Str +4 Con dps ---------- Phys.crit +4.0% Phys.pwr +15 (+3 eff.) Melee Ret 10 physical ----- def ----- Resists +10% darkness +6% physical Affinity +15% darkness ---------- misc Infravis +7 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T5 digger tool [Random Unique] Nature/Master While equipped: Stats +3 Str +4 Dex dps ---------- Phys.pwr +8 (+2 eff.) Mov.spd +10% Dmg.mod +9% nature +12% mind Res.pen +15% mind Melee Ret 6 mind On Hit (Melee): * 20% chance to reduce all saves and defense by 31 ----- def ----- Resists +3% lightning +13% nature +3% mind ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+1 eff.) ---------- misc T.Disarm +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. |
![]() 2.0 T4 misc tool [Unique] Master While equipped: Stats +10 Lck +5 Cun dps ---------- Acc +12 (+2 eff.) Apr +12 ----- def ----- Defense +12 (+2 eff.) Phys.save +10 (+4 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+4 eff.) ---------- misc See.Stealth +12 See.Invis +12 Track: Level 3.2 Pwr.cost 10 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 27 for 6 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
![]() 1.0 orb [Plot Item] Unknown Activate a portal. Uses 6 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 103 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 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 528.84 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 13 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
![]() 2.0 T2 torque charm [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Phys.pwr +3 (+1 eff.) Mind.pwr +3 (+1 eff.) Dmg.mod +6% physical ----- def ----- Resists +5% physical Phys.save +12 (+4 eff.) Psionic Pull: Level 3.0 Pwr.cost 10 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Pull all foes toward you in radius 5 while dealing 115 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
![]() 2.0 T5 torque charm [Random Unique] Psionic While equipped: dps ---------- Dmg.mod +9% light ----- def ----- Armour +6 Resists +9% light +9% nature Blast the opponent's mind dealing 410 mind damage and silencing them for 4 turns Puts all charms on 8 cooldown 100% to increase all damage by 28% for 2 turns. 100% to gain a 18% chance to evade weapon attacks for 2 turns. 100% to increase all damage penetration by 20% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T4 totem charm [Random Unique] Nature While equipped: dps ---------- Mind.crit +1% Crit.mult +5.00% Dmg.mod +15% cold ---------- misc Psi/ret +0.12 Hate/m.crit +2.00 Max.hate +2.00 Sting an enemy dealing 429 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 8 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. 100% to gain a 22% chance to evade weapon attacks for 2 turns. 100% to reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T4 totem charm [Unique] Nature While equipped: Stats +7 Wil +6 Con dps ---------- Mind.pwr +7 (+3 eff.) Dmg.mod +20% nature ----- def ----- Resists +20% blight +20% nature Heal.mod +25% ---------- misc Masteries +0.10 Wild-gift/Call of the wild +0.10 Wild-gift/Harmony Heals all nearby living creatures by 5 points each turn. Take root increasing health by 300, armor by 20, and armor hardiness by 20% but rooting you in place for 4 turns. Uses 6 power out of 15/15 Activation is instant. This small tree-shaped totem is imbued with powerful healing energies. |
![]() 2.0 T3 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +6% mind Res.pen +10% mind Melee Ret 10 acid On Hit (Melee): * 20% chance to reduce all saves and defense by 31 ----- def ----- Resists +12% acid +15% mind +15% lightning Create a shield absorbing up to 314 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 11 cooldown 100% to gain a 26% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 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 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Achievements
By Dorf the Cornac Skirmisher level 30
2nd Regrowth 123rd year of Ascendancy at 23:20 see stats
By Dorf the Cornac Skirmisher level 37
32nd Regrowth 123rd year of Ascendancy at 07:12 see stats
By Dorf the Cornac Skirmisher level 36
27th Regrowth 123rd year of Ascendancy at 01:19 see stats
By Dorf the Cornac Skirmisher level 46
74th Dusk 123rd year of Ascendancy at 00:51 see stats
By Dorf the Cornac Skirmisher level 44
70th Dusk 123rd year of Ascendancy at 15:56 see stats
By Dorf the Cornac Skirmisher level 22
79th Dusk 122nd year of Ascendancy at 02:44 see stats
By Dorf the Cornac Skirmisher level 39
41st Regrowth 123rd year of Ascendancy at 13:29 see stats
By Dorf the Cornac Skirmisher level 34
22nd Regrowth 123rd year of Ascendancy at 19:04 see stats
By Dorf the Cornac Skirmisher level 22
14th Haze 122nd year of Ascendancy at 06:26 see stats
By Dorf the Cornac Skirmisher level 30
4th Regrowth 123rd year of Ascendancy at 14:20 see stats
By Dorf the Cornac Skirmisher level 37
29th Regrowth 123rd year of Ascendancy at 04:24 see stats
By Dorf the Cornac Skirmisher level 38
38th Regrowth 123rd year of Ascendancy at 18:17 see stats
By Dorf the Cornac Skirmisher level 31
10th Regrowth 123rd year of Ascendancy at 11:34 see stats
By Dorf the Cornac Skirmisher level 40
44th Regrowth 123rd year of Ascendancy at 21:48 see stats
By Dorf the Cornac Skirmisher level 10
2nd Mirth 122nd year of Ascendancy at 20:12 see stats
By Dorf the Cornac Skirmisher level 20
48th Dusk 122nd year of Ascendancy at 23:23 see stats
By Dorf the Cornac Skirmisher level 30
9th Allure 123rd year of Ascendancy at 15:20 see stats
By Dorf the Cornac Skirmisher level 40
41st Regrowth 123rd year of Ascendancy at 13:29 see stats
By Dorf the Cornac Skirmisher level 43
14th Dusk 123rd year of Ascendancy at 06:55 see stats
By Dorf the Cornac Skirmisher level 24
22nd Haze 122nd year of Ascendancy at 23:28 see stats
By Dorf the Cornac Skirmisher level 27
59th Haze 122nd year of Ascendancy at 18:43 see stats
By Dorf the Cornac Skirmisher level 34
23rd Regrowth 123rd year of Ascendancy at 03:31 see stats
By Dorf the Cornac Skirmisher level 28
10th Decay 122nd year of Ascendancy at 07:42 see stats
By Dorf the Cornac Skirmisher level 43
67th Dusk 123rd year of Ascendancy at 09:18 see stats
By Dorf the Cornac Skirmisher level 27
58th Haze 122nd year of Ascendancy at 09:30 see stats
By Dorf the Cornac Skirmisher level 10
5th Mirth 122nd year of Ascendancy at 18:45 see stats
By Dorf the Cornac Skirmisher level 43
34th Dusk 123rd year of Ascendancy at 19:53 see stats
By Dorf the Cornac Skirmisher level 42
13rd Dusk 123rd year of Ascendancy at 05:50 see stats
By Dorf the Cornac Skirmisher level 13
20th Dusk 122nd year of Ascendancy at 04:53 see stats
By Dorf the Cornac Skirmisher level 43
34th Dusk 123rd year of Ascendancy at 07:39 see stats
By Dorf the Cornac Skirmisher level 27
79th Haze 122nd year of Ascendancy at 08:50 see stats
By Dorf the Cornac Skirmisher level 18
46th Dusk 122nd year of Ascendancy at 23:15 see stats
By Dorf the Cornac Skirmisher level 44
71st Dusk 123rd year of Ascendancy at 13:07 see stats
By Dorf the Cornac Skirmisher level 35
26th Regrowth 123rd year of Ascendancy at 03:36 see stats
Log
Ghast receives 131 healing from Ghast's purging blight area effect.
Ghast receives 131 healing from Ghast's purging blight area effect.
Ghast receives 131 healing from Ghast's purging blight area effect.
Ghast's purging blight area effect hits Dorf for (33 flat reduction), 2 blight (2 total damage).
Ghast's purging blight area effect hits Velemira the orc necromancer for 58 blight damage.
Ghast receives 131 healing from Ghast's purging blight area effect.
Ghoul receives 133 healing from Ghast's purging blight area effect.
Ghast receives 66 healing from Ghoulking's purging blight area effect.
Ghoul receives 131 healing from Ghoulking's purging blight area effect.
Ghast receives 66 healing from Ghast's purging blight area effect.
Ghoul receives 66 healing from Ghast's purging blight area effect.
Ghast's purging blight area effect hits Orc archer for 82 blight damage.
Ghast receives 66 healing from Ghast's purging blight area effect.
Ghast receives 66 healing from Ghast's purging blight area effect.
Ghast receives 66 healing from Ghast's purging blight area effect.
Ghast's purging blight area effect hits Velemira the orc necromancer for 58 blight damage.
Ghast receives 66 healing from Ghast's purging blight area effect.
Ghoul receives 66 healing from Ghast's purging blight area effect.
Ghast's purging blight area effect hits Dorf for (33 flat reduction), 2 blight (2 total damage).
Ghast receives 131 healing from Ghast's purging blight area effect.
Ghast receives 33 healing from Ghast's purging blight area effect.
Ghast receives 131 healing from Ghast's purging blight area effect.
Ghast receives 33 healing from Ghast's purging blight area effect.
Ghast receives 33 healing from Ghast's purging blight area effect.
Ghast's purging blight area effect hits Velemira the orc necromancer for 58 blight damage.
Ghast's purging blight area effect hits Dorf for (33 flat reduction), 2 blight (2 total damage).
Ghast receives 33 healing from Ghast's purging blight area effect.
Ghast receives 33 healing from Ghast's purging blight area effect.
Ghast receives 33 healing from Ghast's purging blight area effect.
Dorf the level 47 cornac skirmisher was infected to death by a ghast on level 1 of Ambush!.