












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. 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:
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Doctornull's Class Pack 1.5.10This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. Verdant Class Pack 1.7.2Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: Deathknight 1.7.4Adds the Deathknight class. See forum thread for details. Items Vault 1.7.0Donators/Buyers bonus! Class: Hekatonkheire 1.7.0This adds three new classes, two of which are loosely based on the Headless Horror, plus a mini-adventurer that gets talents from all three. Hekatonkhieres are spell-using melee combatants who mix armed and unarmed attacks while accompanied by their eldritch Wandering Eyes. New Talents Advanced Talents Old Talents: By special request: New Talents Advanced Talents Old Talents: Kharybdians are ocean mages who mix attack spells, summons, and a precise sense of timing. New Talents Advanced Talents Generic Talents Old Talents: Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Somebody shut that dog up 1.0.5Removes certain ambient sound effects: 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 Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. 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. Incantor of Flame 1.7.4Adds the Incantor of Flame, a mage subclass. The Incantor of Flame is a Fire-focused caster and melee shield fighter. Their primary stats are Magic and Strength. Generic: Class: Combat Techniques -Locked- Talent icons from https://game-icons.net Rage Quit 1.7.0Adds a suitably spleen-venting option to the Eidolon plane death chat, and an "Exit game" option to the death dialog. EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit 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 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: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Cornac |
Class | Incantor of Flame |
Level / Exp | 28 / 73% |
Size | medium |
Lifes / Deaths | Killed by Isliyabeth the black ooze at level 19 on the 20th Dusk 122nd year of Ascendancy at 19:30 0 / 6Killed by Porimina the brecklorn at level 21 on the 27th Dusk 122nd year of Ascendancy at 17:10 Killed by Voryvena the cutpurse at level 21 on the 28th Dusk 122nd year of Ascendancy at 02:29 Killed by Glorusethra the armoured skeleton warrior at level 24 on the 35th Dusk 122nd year of Ascendancy at 15:57 Killed by Weirdling Beast at level 27 on the 40th Dusk 122nd year of Ascendancy at 15:31 Killed by venom wyrm at level 28 on the 76th Dusk 122nd year of Ascendancy at 18:23 |
Primary Stats
Strength | 60 (base 45) |
Dexterity | 34 (base 23) |
Constitution | 68 (base 14) |
Magic | 68 (base 54) |
Willpower | 57 (base 10) |
Cunning | 75 (base 10) |
Resources
Mana | 439/439 |
Life | 1084/1084 |
Positive | 111/111 |
Stamina | 268/268 |
Steam | 100/100 |
Healing Factor | 1.3681295749342 |
Regeneration | 6.3858090609244 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -55% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 11 |
Infravision | 7 |
See Stealth | 70.273540507369 |
See Invisible | 80.477448949626 |
Offense: Mainhand
Damage | 79 |
Accuracy | 54 |
Crit Chance | 50% |
APR | 30 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 42 |
Crit Chance | 25% |
Speed | 1 |
Offense: Mind
Mindpower | 47 |
Crit Chance | 22% |
Speed | 1 |
Offense: Damage Bonus
Arcane | +6% |
Mind | +10% |
All | 0% |
Lightning | +10% |
Light | +6% |
Temporal | +12% |
Cold | +6% |
Fire | +25% |
Darkness | +20% |
Offense: Damage Penetration
Lightning | +17% |
Mind | +25% |
Temporal | +10% |
Cold | +18% |
Arcane | +25% |
Fire | +51% |
All | 0% |
Defense: Base
Armour (hardiness) | 81.556234269081 (99.292586063405%) |
Defense | 34 |
Ranged Defense | 34 |
Fatigue | 2 |
Physical Save | 46 |
Spell Save | 47 |
Mental Save | 65 |
Defense: Resistances
Acid | + 18%( 70%) |
Arcane | + 16%( 70%) |
Cold | + 29%( 70%) |
All | + 7%( 70%) |
Darkness | + 13%( 70%) |
Mind | + 28%( 70%) |
Temporal | + 16%( 70%) |
Physical | + 14%( 70%) |
Lightning | + 33%( 70%) |
Fire | + 76%( 76%) |
Nature | + 16%( 70%) |
Defense: Immunities
Teleport Resistance | 100% |
Pinning Resistance | 15% |
Disarm Resistance | 90% |
Confusion Resistance | 33% |
Silence Resistance | 10% |
Stun Resistance | 52% |
Instadeath Resistance | 100% |
Knockback Resistance | 100% |
Inscriptions (3/3)
Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 186 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 17 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 96 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. |
Runes | Effective talent level: 2.5 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1625% for 10 turns (204 total) and instantly restoring 81 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Strength stat. |
Class Talents
Technique / Combat techniques | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Forge | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Fire | 1.30 |
| 4/5 |
| 4/5 |
| 2/5 |
| 1/5 |
Technique / Shield defense | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Spell / Wildfire | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 4/5 |
Generic Talents
Technique / Combat training | 1.30 |
| 2/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 2/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Tempered | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Divination | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Staff combat | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Chants | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Burning Wake |
talent | Shield Wall |
talent | Chant of Fortitude |
talent | Keen Senses |
talent | Wildfire |
detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you gained talent category Celestial / Chants (at mastery 1.00). | done |
You failed to protect the lost sun paladin from death by Wrathroot. Escort: lost sun paladin (level 4 of Old Forest) | failed |
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Ruins of Kor'Pul. Escort: repented thief (level 1 of Ruins of Kor'Pul)As a reward you improved talent Misdirection (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | 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 Possessed. | 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. | 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed electric eel tail. * You've found the needed bear paw. * You've found the needed skeleton mage skull. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
Equipment
On feet | ![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Str +6 Cun +3 Con dps ---------- Res.pen +5% lightning ----- def ----- Armour +3 Fatigue +2% Phys.save +21 (+7 eff.) Mind.save +11 (+3 eff.) Pinning- +15% Knockbk- +15% Teleport- +100% ---------- misc Infravis +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 1.0 T3 lite [Rare] Psionic While equipped: Stats +1 Str +5 Wil +5 Cun dps ---------- Mind.crit +2% Crit.mult +10.00% Dmg.mod +7% mind Melee Ret 2 mind ---------- misc Max.hate +8.00 Max.psi +20.00 Light +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 2.0 T3 head armor [Random Unique] Nature/Master/Psionic While equipped: Stats +4 Mag +14 Cun +8 Con dps ---------- Res.pen +10% temporal Acc +7 (+2 eff.) On Melee Ret: * 12% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +3 Defense +6 (+3 eff.) Fatigue +3% Resists +19% mind +3% temporal Mind.save +33 (+8 eff.) Confus- +21% A cap made of leather. |
On hands | ![]() 1.5 T2 hands armor Reqs Heavy armour training [Ego+] Arcane While equipped: Stats +10 Con ----- def ----- Armour +9 Hardiness +6% Fatigue +3% Resists +6% physical Disarm- +90% ---------- misc Talents +4 Iron Grip Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() 2.0 T3 wand charm [Random Unique] Arcane While equipped: dps ---------- S.pwr/crit +4 Phasing +10% ----- def ----- Spell.save +12 (+4 eff.) Def/telep +10 Res/telep +10% Dur/telep +10% Create a shield absorbing up to 248 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. 100% to increase all damage penetration by 13% for 2 turns. 100% to reduce 2 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() 0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +1 Cun +3 Wil dps ---------- Dmg.mod +6% arcane ----- def ----- Resists +6% temporal Mind.save +6 (+2 eff.) Silence- +10% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Light +1 Rings make your fingers look great! |
On fingers | ![]() 0.1 T3 ring jewelry [Random Unique] Nature/Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +10% lightning +12% fire +12% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 24% ----- def ----- Resists +23% lightning +24% fire +6% darkness Mind.save +8 (+2 eff.) Rings make your fingers look great! |
Around neck | ![]() 0.1 T2 amulet jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +2 Wil dps ---------- Mind.pwr +7 (+2 eff.) Melee+ 7 light 6 darkness Dmg.mod +12% temporal +6% light +8% darkness Res.pen +5% cold On Melee Ret: * 6% chance to reduce damage dealt by 24% * 8% chance to blind ----- def ----- Fatigue -6% Mind.save +6 (+2 eff.) HP.reg +1.00 Confus- +12% Amulets make your neck look great! |
In main hand | ![]() 3.0 T3 longsword 1H weapon [Rare] Nature Power 128% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +24 Crit +23.5% Atk.spd 100% Melee+ +8 cold On Hit.r1 +4 mind On Crit.r2 +25 lightning +18 cold While equipped: dps ---------- Mov.spd +35% Dmg.mod +6% cold Res.pen +12% lightning +13% cold +10% mind +25% arcane On Hit (Melee): * 20% chance to reduce all saves and defense by 29 ----- def ----- Resists +3% mind +5% arcane Sharp, long, and deadly. |
Around waist | ![]() 1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -26% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +110 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
In off hand | ![]() 7.0 T2 shield armor Reqs Shield usage training [Random Unique] Nature/Master When used to Attack: Power 115% Range: 1.2x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +2.0% proc dam (max 200%) Apr +1 Crit +3.0% Block +42 While equipped: Stats +4 Str +3 Dex dps ---------- Phys.crit +5.0% Acc +6 (+2 eff.) On shield block: * Cause enemies within radius 6 to bleed for 200 physical damage over 5 turns (1/turn) ----- def ----- Armour +4 Fatigue +8% Resists +6% acid +9% fire +5% lightning +7% cold ---------- misc Stam/turn +1.00 Light +2 Talents +1 Block Handheld deflection devices. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +2 Mag +2 Wil dps ---------- Phys.crit +2.0% Apr +6 Melee Ret 2 mind On Hit (Melee): * 10% chance to reduce all saves and defense by 29 ----- def ----- Defense +1 (+1 eff.) Resists +1% physical +10% nature +10% cold Spell.save +6 (+2 eff.) ---------- misc Max.mana +45.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 17.0 T2 massive armor Reqs Massive armour training [Random Unique] Nature/Master/Psionic While equipped: Stats +8 Str +8 Dex +8 Mag +12 Wil +13 Cun +8 Con dps ---------- Mind.pwr +5 (+1 eff.) Dmg.mod +3% mind Res.pen +15% mind ----- def ----- Armour +15 Fatigue +18% Resists +6% acid +7% cold +5% arcane Phys.save +6 (+2 eff.) Mind.save +10 (+3 eff.) ---------- misc Breathe water A suit of armour made of metal plates. |
Inventory
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 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 Spell (100% of a turn) Is a spell usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1008% for 10 turns (126 total) and instantly restoring 50 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +6 Cun dps ---------- Dmg.mod +3% light ----- def ----- Resists +6% physical Mind.save +3 (+1 eff.) ---------- misc Stam/turn +0.30 Light +3 Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Rare] Master While equipped: Stats +2 Con dps ---------- On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 22 ----- def ----- Armour +2 ---------- misc Masteries +0.11 Technique/Combat training Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Con ----- def ----- Resists +11% lightning Stun/Frz- +23% Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +4 Dex +2 Mag dps ---------- Phys.crit +3.0% Crit.mult +5.00% S.pwr/crit +4 ----- def ----- Armour +6 Fatigue -5% HP.reg +2.00 ---------- misc Mana/turn +0.10 Max.mana +24.00 Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Ego+] Nature/Master While equipped: Stats +8 Lck dps ---------- Acc +6 (+2 eff.) ----- def ----- Defense +5 (+3 eff.) Unseen.red 10% ---------- misc Masteries +0.11 Spell/Forge 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, 286 strength, based on Magic) for 5 turns. Uses 20 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 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +11% fire Res.pen +10% lightning +5% fire Melee Ret 2 lightning 6 fire ----- def ----- Resists +22% fire Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +2 Wil ----- def ----- Mind.save +4 (+1 eff.) Silence- +22% ---------- misc Mana/turn +0.13 Rings make your fingers look great! |
![]() 5.0 T3 staff 2H weapon [Ego+] Arcane Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Crit.mult +21.00% Spell.pwr +14 (+5 eff.) Melee+ 25 fire Dmg.mod +20% blight ---------- misc See.Invis +11 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T3 staff 2H weapon [Ego] Arcane Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+3 eff.) Dmg.mod +20% fire ---------- misc Mana/turn +0.10 Max.mana +54.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T4 staff 2H weapon [Ego++] Arcane Power 129% Range: 1.2x Uses 80% Mag Dmg Physical Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Crit.mult +27.00% Spell.pwr +17 (+6 eff.) Melee+ 18 fire Dmg.mod +25% darkness Res.pen +12% darkness ---------- misc See.Invis +7 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T3 greatmaul 2H weapon [Rare] Arcane Power 152% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +21 Crit +1.5% Atk.spd 100% Phasing +21% Melee+ +8 arcane While equipped: Stats +3 Wil dps ---------- Dmg.mod +6% blight +9% darkness +18% acid ----- def ----- Resists +9% acid ---------- misc Max.mana +60.00 Massive two-handed mauls. |
![]() 12.0 T3 greatsword 2H weapon [Unique] Psionic Power 161% Range: 1.6x Uses 129% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +9 Crit +9.0% Atk.spd 100% Melee+ +49 light +49 darkness On Hit: * 9% chance to stun or confuse the target The wise ones say that truth is a three-edged sword. And sometimes, the truth hurts. |
![]() 3.0 T3 greatsword 2H weapon [Rare] Psionic Power 146% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +19 darkness Against +16% Living On Hit.r1 +20 mind While equipped: dps ---------- Mind.pwr +15 (+5 eff.) ----- def ----- Resists +6% lightning Max.HP +40.00 HP.reg +4.00 Poison- +20% Pinning- +20% Massive two-handed swords. |
![]() 3.0 T4 greatsword 2H weapon [Ego] Arcane/Master Power 167% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 73 damage Massive two-handed swords. |
![]() 3.0 T1 longsword 1H weapon [Unique] Nature/Master Power 111% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +5.0% Atk.spd 100% Melee+ +10 bleed On Crit.r2 +20 fire While equipped: ---------- misc Masteries +0.20 Wild-gift/Volcanism A long shard of obsidian, a weapon never seen in use these days. It belongs in a museum. |
![]() 3.0 T3 longsword 1H weapon [Ego] Arcane Power 125% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +13 Crit +3.5% Atk.spd 100% Phasing +12% Sharp, long, and deadly. |
![]() 3.0 T3 longsword 1H weapon [Ego] Disrupt/Psionic Power 123% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% Melee+ +7 darkness Against +10% Living +13% Unnatural While equipped: Stats +3 Wil Sharp, long, and deadly. |
![]() 3.0 T3 mace 1H weapon [Rare] Master Power 134% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% While equipped: dps ---------- Dmg.mod +9% darkness +12% cold Res.pen +10% lightning +25% cold Acc +9 (+3 eff.) Melee Ret 4 lightning 10 cold ----- def ----- Defense +7 (+4 eff.) Disarm- +31% Blunt and deadly. |
![]() 3.0 T1 waraxe 1H weapon [Rare] Arcane Power 106% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +16 temporal On Hit.r1 +25 fire On Hit: * 10% chance to reduce damage dealt by 24% While equipped: dps ---------- Dmg.mod +3% temporal ----- def ----- Def/telep +5 Res/telep +5% Dur/telep +5% One-handed war axes. |
![]() 3.0 T1 waraxe 1H weapon [Unique] Arcane Power 121% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +12.0% Atk.spd 100% HP.leech +10% Dmg.conv 25% blight While equipped: dps ---------- Dmg.mod +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
![]() 3.0 T3 waraxe 1H weapon [Rare] Arcane Power 121% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Hit.r1 +16 darkness +7 fire While equipped: dps ---------- Res.pen +25% lightning +10% nature Melee Ret 6 darkness On Hit (Melee): * 20% chance to reduce damage dealt by 24% ----- def ----- Resists +3% nature +6% darkness One-handed war axes. |
![]() 3.0 T3 waraxe 1H weapon [Normal] Power 124% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% One-handed war axes. |
![]() 3.0 T3 waraxe 1H weapon [Normal] Power 120% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% One-handed war axes. |
![]() 3.0 T3 waraxe 1H weapon [Random Unique] Master/Psionic Power 128% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Hit.r1 +16 blight +4 nature On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: dps ---------- Dmg.mod +6% nature Res.pen +8% all Acc +11 (+4 eff.) Apr +8 ----- def ----- Resists +9% blight One-handed war axes. |
![]() 1.0 T3 dagger 1H weapon [Unique] Arcane Potentially it would go with a sword in the future. Power 129% Range: 1.3x Uses 50% Mag, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +20.0% Atk.spd 111% Melee+ +5 temporal Dmg.conv 30% temporal While equipped: dps ---------- Mov.spd +20% Dmg.mod +5% temporal ----- def ----- Defense +10 (+5 eff.) Spell.save +10 (+3 eff.) Def/telep +10 Res/telep +5% Dur/telep +15% ---------- misc Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
![]() 3.0 T2 mindstar 1H weapon [Rare] Nature Power 87% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% On Hit: * 20 arcane resource burn * 20% chance to reduce all saves and defense by 29 While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) Dmg.mod +3% darkness ----- def ----- Resists +5% arcane +6% fire Spell.save +3 (+1 eff.) Heal.mod +15% Heal/summ +25 ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T3 mindstar 1H weapon [Ego] Nature/Psionic Power 96% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) Melee+ 6 mind 5 darkness Dmg.mod +4% mind +4% darkness ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T4 steamsaw 1H weapon [Random Unique] Nature/Master/Psionic/Steamtech Power 147% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Crit +4.0% Atk.spd 100% Block +68 Melee+ +9 darkness Against +7% Living Uses 1.0 Steam While equipped: Stats +2 Mag +9 Wil +11 Con dps ---------- Dmg.mod +6% cold ----- def ----- Armour +5 Defense +8 (+4 eff.) Fatigue +10% Resists +6% cold Max.HP +45.00 ---------- misc Infravis +3 Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 4.0 T3 longbow 2H weapon Reqs Shoot [Ego+] Disrupt/Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 Ranged+ +15 nature On Crit: * silences the target While equipped: Stats +5 Dex dps ---------- Res.pen +11% nature +9% physical Longbows are used to shoot arrows at your foes. |
![]() 4.0 T3 longbow 2H weapon Reqs Shoot [Rare] Arcane Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 Ranged+ +20 fire On Hit.r1 +8 temporal While equipped: Stats +4 Str +5 Mag dps ---------- Spell.crit +2% Spell.pwr +15 (+5 eff.) Dmg.mod +20% fire Res.pen +25% arcane ----- def ----- Def/telep +15 Res/telep +15% Dur/telep +15% Longbows are used to shoot arrows at your foes. |
![]() 4.0 T3 sling 1H weapon Reqs Shoot [Ego] Arcane/Nature Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 Ranged+ +11 fire While equipped: Stats +1 Con dps ---------- Dmg.mod +10% fire ---------- misc Masteries +0.20 Wild-gift/Fungus Regenerate 126 life over 5 turns Puts all charms on 17 cooldown Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 T2 steamgun 1H weapon Reqs Shoot [Rare] Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +6 Atk.spd 100% Range +8 Proj.spd +600% Ranged+ +8 nature On Hit: * 20% chance to reduce armor by 32% Uses 2.0 Steam While equipped: Stats +3 Dex dps ---------- Dmg.mod +12% acid Res.pen +20% fire On Hit (Ranged): * 10% chance to slow global speed by 57% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 4.0 T2 steamgun 1H weapon Reqs Shoot [Rare] Nature/Steamtech Acc+ +0.2% base dam (max 20%) Apr +6 Atk.spd 100% Range +7 Proj.spd +600% Ranged+ +8 cold On Hit.r1 +16 nature On Crit.r2 +14 acid +15 nature On Hit: * 20% chance to slow global speed by 57% Uses 2.0 Steam While equipped: dps ---------- Dmg.mod +3% cold Res.pen +12% acid +5% cold +12% nature Apr +7 Melee Ret 6 nature 4 cold ----- def ----- Resists +6% light Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 4.0 T3 steamgun 1H weapon Reqs Shoot [Normal] Steamtech Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +8 Proj.spd +600% Uses 2.0 Steam Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 3.0 T2 arrow ammo [Rare] Arcane Power 127% Range: 1.4x Uses 70% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +8.5% Capacity 21 Proj.spd +200% Ranged+ +11 blight On Hit: * 20% chance to reduce strength, dexterity, and constitution by 22 While equipped: ---------- misc Reload +4 Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T2 arrow ammo [Rare] Arcane Power 125% Range: 1.4x Uses 70% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.5% Capacity 19 Ranged+ +8 lightning +4 temporal On Hit.r1 +8 mind +20 lightning On Crit.r2 +8 lightning +20 temporal +16 mind On Hit: * 25% chance for lightning to strike from the target to a second target dealing 73 damage Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T3 arrow ammo [Ego+] Master Power 138% Range: 1.4x Uses 50% Str, 70% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +14.0% Capacity 20 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Arrows are used with bows to pierce your foes to death. |
Timekeeper (12 def, 4 armour, 132% power, 74 block) Timekeeper (12 def, 4 armour, 132% power, 74 block)7.0 T1 shield armor Reqs Shield usage training [Unique] Arcane When used to Attack: Power 132% Range: 1.1x Uses 100% Str Dmg Physical Crit +5.0% Block +74 While equipped: ----- def ----- Armour +4 Defense +12 (+6 eff.) Rng.Def +9 (+5 eff.) Fatigue +6% Resists +14% temporal +14% darkness +14% cold Teleport- +100% ---------- misc Talents +3 Block Improves its stats based on your level. At levels 11, 21, 31 and 41 it blocks a new damage type. This is your shield. There are many like it, but this one is yours. You must master your shield as you master your life. |
![]() 7.0 T1 shield armor Reqs Shield usage training [Rare] Master When used to Attack: Power 93% Range: 1.2x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +21 On Hit.r1 +12 physical While equipped: Stats +2 Str +4 Con dps ---------- Melee Ret 4 physical ----- def ----- Armour +2 Fatigue +8% Resists +6% acid +15% cold ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T2 shield armor Reqs Shield usage training [Random Unique] Nature/Psionic When used to Attack: Power 111% Range: 1.2x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +42 Melee+ +15 physical While equipped: Stats +3 Cun +2 Wil dps ---------- Res.pen +5% lightning ----- def ----- Armour +4 Fatigue +8% Resists +6% acid +12% physical +5% lightning +6% fire +12% mind +6% cold Shield.near.proj +24 Proj.slow +13% ---------- misc Equi/ret +0.16 Talents +1 Block Handheld deflection devices. |
![]() 7.0 T3 shield armor Reqs Shield usage training [Rare] Master When used to Attack: Power 130% Range: 1.2x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +80 On Crit.r2 +8 darkness On Hit: * 20% chance to reduce strength, dexterity, and constitution by 22 While equipped: dps ---------- Dmg.mod +6% blight Melee Ret 4 darkness ----- def ----- Armour +6 Fatigue +8% Resists +12% physical +3% darkness +9% light ---------- misc Light +3 Talents +1 Block Handheld deflection devices. |
![]() 7.0 T3 shield armor Reqs Shield usage training [Rare] Arcane When used to Attack: Power 130% Range: 1.2x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +80 Melee+ +13 lightning On Hit.r1 +16 acid On Hit: * 20% chance to reduce damage dealt by 24% While equipped: Stats +3 Dex dps ---------- Dmg.mod +30% mind Melee Ret 10 lightning 4 mind ----- def ----- Armour +6 Fatigue +8% Resists +13% lightning ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T4 shield armor Reqs Shield usage training [Ego] Nature/Psionic When used to Attack: Power 162% Range: 1.2x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +141 On Hit: * 11% chance to reduce armor by 32% While equipped: dps ---------- Melee+ 7 acid Melee Ret 7 acid ----- def ----- Armour +8 Fatigue +8% Resists +13% mind ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 2.0 T2 cloth armor [Rare] Master While equipped: Stats +3 Wil dps ---------- On Hit (Melee): * 20% chance to slow global speed by 57% ----- def ----- Armour +3 Defense +3 (+2 eff.) Resists +9% all Phys.save +19 (+6 eff.) Mind.save +6 (+2 eff.) ---------- misc Equi/ret +0.40 Max.psi +10.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 cloth armor [Ego] Arcane While equipped: dps ---------- Dmg.mod +15% darkness ----- def ----- Resists +22% darkness +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 cloth armor [Ego+] Nature/Disrupt While equipped: dps ---------- On Melee Ret: * 5% chance to slow global speed by 57% * 3 arcane resource burn ----- def ----- Resists +8% blight +11% all Max.HP +48.00 HP.reg +2.80 Heal.mod +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 T2 light armor [Ego+] Master While equipped: Stats +6 Str ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +7% Resists +12% darkness +6% physical ---------- misc Light +2 Track: Puts all charms on 25 cooldown Level 4.5 Pwr.cost 25 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 28 for 7 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
![]() 9.0 T3 light armor [Rare] Disrupt While equipped: Stats +3 Str dps ---------- Phys.pwr +10 (+3 eff.) Dmg.mod +15% nature Apr +6 Melee Ret 4 nature ----- def ----- Armour +6 Defense +9 (+5 eff.) Fatigue +8% Resists +13% blight +11% nature +6% darkness A suit of armour made of leather. |
![]() 9.0 T3 light armor [Ego] Arcane While equipped: ----- def ----- Armour +6 Defense +9 (+5 eff.) Fatigue +8% Resists +6% arcane +10% light +13% darkness Spell.save +12 (+4 eff.) A suit of armour made of leather. |
![]() 14.0 T1 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +10 Defense +2 (+1 eff.) Fatigue +12% Resists +16% cold A suit of armour made of mail. |
![]() 14.0 T2 heavy armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +3% darkness Res.pen +10% darkness +20% nature Melee Ret 4 nature ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +12% nature +7% physical Phys.save +10 (+3 eff.) ---------- misc Light +3 A suit of armour made of mail. |
![]() 14.0 T3 heavy armor Reqs Heavy armour training [Ego+] Nature/Master While equipped: ----- def ----- Armour +16 Defense +3 (+2 eff.) Fatigue +12% Max.HP +31.00 HP.reg +1.00 Heal.mod +10% A suit of armour made of mail. |
![]() 17.0 T2 massive armor Reqs Massive armour training [Rare] Master While equipped: dps ---------- Mind.crit +3% Mind.pwr +20 (+6 eff.) On Hit (Melee): * 10% chance to reduce all saves and defense by 29 ----- def ----- Armour +9 Fatigue +22% Resists +15% mind +7% physical Phys.save +15 (+5 eff.) Mind.save +6 (+2 eff.) A suit of armour made of metal plates. |
![]() 1.0 T1 belt armor [Rare] Arcane While equipped: Stats +5 Cun +2 Wil dps ---------- Spell.pwr +3 (+1 eff.) ----- def ----- Mind.save +6 (+2 eff.) Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Mana/turn +0.08 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Ego] Master While equipped: ----- def ----- Defense +8 (+4 eff.) Stealth +6 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Ego+] Arcane/Master While equipped: Stats +3 Dex +4 Cun +6 Lck ----- def ----- Resists +6% light +5% darkness Stealth +6 ---------- misc T.Disarm +5 Infravis +3 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% acid Res.pen +25% fire Melee Ret 10 acid 4 fire 4 blight ----- def ----- Resists +21% acid +8% fire +8% cold A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Rare] Nature While equipped: Stats +4 Str +2 Wil +3 Cun +4 Con dps ---------- Phys.crit +2.0% ----- def ----- Resists +6% fire +5% arcane +12% nature HP.reg +1.50 Heal.mod +17% A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Ego+] Master While equipped: Stats +4 Dex +4 Cun +7 Lck ----- def ----- Stealth +7 ---------- misc T.Disarm +11 Infravis +3 A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Ego+] Master While equipped: Stats +2 Cun +2 Dex dps ---------- Acc +4 (+1 eff.) Apr +4 ----- def ----- Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Ego] Master While equipped: Stats +1 Cun +1 Dex ----- def ----- Armour +5 Defense +1 (+1 eff.) Resists +11% cold 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 +3 Dex +2 Wil +3 Cun +1 Con dps ---------- Dmg.mod +6% acid ----- def ----- Defense +2 (+1 eff.) Resists +21% acid Max.HP +36.00 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 [Ego] Master While equipped: Stats +2 Cun +2 Dex ----- def ----- Defense +2 (+1 eff.) 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: Stats +1 Str +4 Dex +1 Mag +4 Wil dps ---------- Spell.crit +6% Spell.pwr +25 (+9 eff.) ----- def ----- Armour +3 Defense +6 (+3 eff.) ---------- misc Mana/turn +0.08 A pair of boots made of leather. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Con dps ---------- Dmg.mod +6% physical Melee Ret 6 nature ----- def ----- Armour +3 Defense +10 (+5 eff.) Fatigue -2% Phys.save +6 (+2 eff.) ---------- misc Max.enc +20 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Cun +1 Con dps ---------- Dmg.mod +3% mind Res.pen +5% fire On Hit (Melee): * 20% chance to slow global speed by 57% ----- def ----- Armour +3 Fatigue +2% Phys.save +11 (+3 eff.) Mind.save +11 (+3 eff.) ---------- misc Max.hate +4.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +3 Fatigue +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+0 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
![]() 1.0 T2 hands armor [Unique] Arcane/Master While equipped: Stats +3 Mag dps ---------- Spell.crit +3% Spell.pwr +2 (+1 eff.) S.pwr/crit +4 Dmg.mod +8% darkness +8% temporal Res.pen +10% darkness +10% temporal ----- def ----- Resists +8% darkness +8% temporal ---------- misc N.En/turn +0.20 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. On Spell Hit: 10% Dust to Dust 2 Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
![]() 1.5 T1 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: dps ---------- Melee+ 5 mind Dmg.mod +3% lightning +6% cold +3% mind Res.pen +10% acid +25% cold ----- def ----- Armour +1 Fatigue +1% Resists +6% mind Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Ego+] Arcane While equipped: Stats +2 Mag +2 Wil dps ---------- Melee+ 4 acid 3 fire 3 cold 5 lightning ----- def ----- Armour +2 Fatigue +3% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T1 head armor [Ego+] Arcane While equipped: dps ---------- Spell.crit +2% Spell.pwr +3 (+1 eff.) ----- def ----- Defense +1 (+1 eff.) Resists +4% lightning +4% temporal +4% light +4% fire +4% nature +4% acid +4% blight +4% cold +4% darkness ---------- misc Mana/turn +0.13 A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Rare] Arcane While equipped: Stats +3 Str dps ---------- Dmg.mod +18% darkness +12% acid Acc +5 (+2 eff.) ----- def ----- Armour +6 Defense +12 (+6 eff.) Resists +18% darkness +1% physical Phys.save +12 (+4 eff.) A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +4 Str +6 Dex +5 Con dps ---------- Dmg.mod +12% light Res.pen +15% lightning ----- def ----- Armour +3 Fatigue +3% A hat made of leather. Very stylish. |
![]() 2.0 T3 head armor [Ego++] Master While equipped: Stats +3 Str +4 Wil +3 Con dps ---------- Phys.pwr +4 (+1 eff.) ----- def ----- Armour +3 Fatigue +3% Resists +7% blight Mind.save +7 (+2 eff.) A hat made of leather. Very stylish. |
![]() 2.0 T3 head armor [Random Unique] Master While equipped: Stats +2 Str +3 Dex dps ---------- On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +10 Defense +5 (+3 eff.) Fatigue +3% Resists +12% temporal +4% all Phys.save +9 (+3 eff.) Def/telep +5 Res/telep +5% Dur/telep +5% Skullcracker: Puts all charms on 17 cooldown Level 4.5 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 189.6 Physical damage. If the attack hits, the target is confused (35% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A hat made of leather. Very stylish. |
![]() 2.0 T3 head armor [Ego++] Nature/Master While equipped: Stats +3 Str +2 Con ----- def ----- Armour +3 Fatigue +3% Resists +7% acid +8% fire +7% lightning +7% cold Phys.save +7 (+2 eff.) Mind.save +10 (+3 eff.) Battle Cry: Puts all charms on 23 cooldown Level 3.5 Pwr.cost 23 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 6, lowering their Defense by 24 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +2 Str dps ---------- Dmg.mod +12% light ----- def ----- Armour +9 Fatigue +3% Resists +6% lightning +3% darkness +6% nature Max.HP +20.00 Disease- +20% Knockbk- +20% ---------- misc Light +2 Skullcracker: Puts all charms on 17 cooldown Level 4.5 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 189.6 Physical damage. If the attack hits, the target is confused (35% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str dps ---------- Dmg.mod +6% acid +3% fire Res.pen +15% acid +15% fire ----- def ----- Armour +3 Fatigue +5% Skullcracker: Puts all charms on 17 cooldown Level 4.5 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 189.6 Physical damage. If the attack hits, the target is confused (35% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +7 Con dps ---------- Res.pen +20% acid Melee Ret 10 acid ----- def ----- Armour +4 Fatigue +4% Resists +9% darkness ---------- misc Light +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str +5 Con dps ---------- Dmg.mod +3% darkness +6% cold Res.pen +20% cold On Hit (Melee): * 20% chance to reduce damage dealt by 24% ----- def ----- Armour +4 Fatigue +4% Resists +12% cold Crit.chn- 5.00% Phys.save +6 (+2 eff.) Mind.save +8 (+2 eff.) ---------- misc See.Invis +6 Battle Cry: Puts all charms on 23 cooldown Level 3.5 Pwr.cost 23 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 6, lowering their Defense by 24 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A 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 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 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 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 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 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 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 25 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% When used in a prism: Prism damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T1 lite [Rare] Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +5% mind +3% acid On Hit (Melee): * 20% chance to reduce armor by 32% * 20% chance to reduce all saves and defense by 29 ----- def ----- Resists +3% mind ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(114 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 T1 lite [Ego] Master While equipped: ---------- misc Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 0.0 T2 steamtech tinker [Normal] Steamtech Attachable to head When attached: ----- def ----- Silence- +20% Returns 2 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
![]() 3.0 T1 digger tool [Ego] Master While equipped: Stats +2 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Ego+] Master While equipped: Stats +1 Cun +1 Str dps ---------- Acc +4 (+1 eff.) ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 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 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 25 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 166 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 T2 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 135 physical damage Puts all charms on 10 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T1 totem charm [Rare] Nature While equipped: Stats +2 Str dps ---------- Res.pen +25% lightning ----- def ----- Armour +6 Resists +3% nature ---------- misc Stam/turn +1.00 Sting an enemy dealing 122 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 13 cooldown 100% to increase all damage penetration by 10% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Achievements
By Flame the Cornac Incantor of Flame level 23
32nd Dusk 122nd year of Ascendancy at 20:38 see stats
By Flame the Cornac Incantor of Flame level 27
40th Dusk 122nd year of Ascendancy at 18:37 see stats
By Flame the Cornac Incantor of Flame level 10
3rd Mirth 122nd year of Ascendancy at 00:54 see stats
By Flame the Cornac Incantor of Flame level 20
22nd Dusk 122nd year of Ascendancy at 00:51 see stats
By Flame the Cornac Incantor of Flame level 27
40th Dusk 122nd year of Ascendancy at 17:26 see stats
By Flame the Cornac Incantor of Flame level 7
79th Pyre 122nd year of Ascendancy at 03:44 see stats
By Flame the Cornac Incantor of Flame level 25
36th Dusk 122nd year of Ascendancy at 07:25 see stats
By Flame the Cornac Incantor of Flame level 20
24th Dusk 122nd year of Ascendancy at 21:50 see stats
By Flame the Cornac Incantor of Flame level 25
36th Dusk 122nd year of Ascendancy at 09:15 see stats
By Flame the Cornac Incantor of Flame level 18
12nd Dusk 122nd year of Ascendancy at 00:13 see stats
Log
Melee retaliation hits Venom wyrm for 19 light, 2 mind (21 total damage).
Venom drake hatchling hits Flame for 4 fire, 14 physical (18 total damage).
Venom wyrm hits Flame for 6 fire, 21 physical (27 total damage).
Venom wyrm's corrosive acid area effect hits Venom drake hatchling for 0 acid damage.
Venom wyrm's corrosive acid area effect hits Flame for 10 fire, 34 acid (44 total damage).
Flame the level 28 cornac incantor of flame was corroded to death by a venom wyrm on level 1 of Ruined Dungeon.
You have no more lives left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Venom wyrm's corrosive acid area effect killed Flame!
Saving game...
Resting starts...
Talent Infusion: Healing is ready to use.
Talent Inferno is ready to use.
Talent Flameshock is ready to use.
Talent Shield Wall is ready to use.
Flame activates Shield Wall.
Talent Chant of Fortitude is ready to use.
Talent Rune: Shatter Afflictions is ready to use.
Flame activates Chant of Fortitude.
Talent Infusion: Healing is ready to use.
Talent Keen Senses is ready to use.
Talent Wildfire is ready to use.
Talent Burning Wake is ready to use.
Flame activates Burning Wake.
Flame activates Keen Senses.
Flame activates Wildfire.
Rested for 29 turns (stop reason: all resources and life at maximum).
Saving done.