









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
Improved Combat Text v2 Custom Edit 1.7.5This is a custom edit of the "Improved Combat Text v2" mod. All credit for the original work goes to to the original mod by Codefly
DescriptionThis addon replaces ToME's floating combat text:
Custom Edit
The original addon is great, but I was always frustrated with the excessive amount of floating talent text and other garbage that just wasn't relevant to combat.
Installation:
* For Steam users: subscribe to this mod Remove: or make it easy in game:
Note for LeoMaven or CodeFly
If either of you want to just steal my code and put it in your addons that is completely fine with me. Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: 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 New Alchemist 1.7.6Full remake of Alchemist and gems: Changes for gems: Remake of Golem: Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Opt-in Adventurers Parties 1.7.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. Select First Escort 1.7.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it Free Respec 1.7.2Allow trial and error for character building without restarting new game while minimizing inbalance. You can respec stats, talents, categories and prodigies freely at any time. Based on Full Respecialization. Fix the Error for prodigies learning introduced v1.7. Warning: Weight: 100 Superload: Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Skeleton |
Class | Reaver |
Level / Exp | 31 / 38% |
Size | medium |
Lifes / Deaths | Killed by Layonor the elven guard at level 12 on the 25th Dusk 122nd year of Ascendancy at 20:41 0 / 8Killed by Polivena the deformed giant venus flytrap at level 17 on the 43rd Dusk 122nd year of Ascendancy at 19:58 Killed by Belyma the deformed cave bear at level 17 on the 43rd Dusk 122nd year of Ascendancy at 21:34 Killed by Grand Corruptor at level 28 on the 64th Haze 122nd year of Ascendancy at 00:00 Killed by Celia at level 28 on the 70th Haze 122nd year of Ascendancy at 16:40 Killed by Celia at level 28 on the 70th Haze 122nd year of Ascendancy at 18:55 Killed by Veletta the rattlesnake at level 31 on the 67th Pyre 123rd year of Ascendancy at 14:06 Killed by Gyyawen the master vampire at level 31 on the 68th Pyre 123rd year of Ascendancy at 04:53 |
Primary Stats
Strength | 110 (base 60) |
Dexterity | 44 (base 11) |
Constitution | 27 (base 10) |
Magic | 107 (base 60) |
Willpower | 35 (base 10) |
Cunning | 37 (base 14) |
Resources
Life | -108/989 |
Mana | 285/405 |
Vim | 135/285 |
Healing Factor | 1.3786945338483 |
Regeneration | 10.133404823785 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 12 |
See Stealth | 12 |
See Invisible | 8 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 119 |
Accuracy | 59 |
Crit Chance | 28% |
APR | 12 |
Speed | 1.00 |
Offense: Offhand
Damage | 75 |
Accuracy | 59 |
Crit Chance | 30% |
APR | 16 |
Speed | 1.00 |
Offense: Spell
Spellpower | 61 |
Crit Chance | 11% |
Speed | 1 |
Offense: Mind
Mindpower | 37 |
Crit Chance | 11% |
Speed | 1 |
Offense: Damage Bonus
Physical | +15% |
Fire | +33% |
Temporal | +5% |
Mind | +3% |
Arcane | +6% |
Cold | +9% |
All | 0% |
Offense: Damage Penetration
Fire | +22% |
Cold | +7% |
Defense: Base
Armour (hardiness) | 42.104573345417 (84.647538266536%) |
Defense | 28 |
Ranged Defense | 28 |
Fatigue | 26 |
Physical Save | 44 |
Spell Save | 36 |
Mental Save | 31 |
Defense: Resistances
Acid | + 37%( 70%) |
Blight | + 20%( 70%) |
Arcane | + 5%( 70%) |
Cold | + 22%( 70%) |
All | 0%( 70%) |
Physical | + 4%( 70%) |
Lightning | + 37%( 70%) |
Light | + 9%( 70%) |
Temporal | + 13%( 70%) |
Mind | + 15%( 70%) |
Darkness | + 7%( 70%) |
Fire | + 34%( 70%) |
Nature | + 23%( 70%) |
Defense: Immunities
Teleport Resistance | 40% |
Silence Resistance | 34% |
Bleed Resistance | 100% |
Instadeath Resistance | 100% |
Fear Resistance | 100% |
Disarm Resistance | 25% |
Poison Resistance | 100% |
Blind Resistance | 46% |
Inscriptions (4/4)
Runes | Effective talent level: 2.5 Rune: Biting GaleUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 296.48 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Strength stat. |
Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 88 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: BlinkUse mode: Activated Range: 9 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 9 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 25%, your defense is increased by 25 and all your resistances by 25%. Its effects scale with your Magic stat. |
Runes | Effective talent level: 2.5 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 388 damage for 4 turns. Its effects scale with your Strength stat. |
Class Talents
Corruption / Scourge | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Corruption / Bone | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Corruption / Reaving combat | 1.30 |
| 4/5 |
| 1/5 |
| 3/5 |
| 3/5 |
Corruption / Rot | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Corruption / Vim | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Corruption / Sanguisuge | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Plague | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Undead / Skeleton | 1.10 |
| 1/5 |
| 4/5 |
| 4/5 |
| 4/5 |
Corruption / Vile life | 1.00 |
| 4/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Spell / Staff combat | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 4/5 |
| 1/5 |
Corruption / Torment | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Hexes | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a 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. | active |
You successfully escorted the injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Old Forest. Escort: lone alchemist (level 4 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Old Forest. Escort: lost defiler (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Dreadfell. Escort: lost defiler (level 2 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Dreadfell. Escort: lost warrior (level 3 of Dreadfell)As a reward you improved Strength 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 Shardskin. * 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 ice dragon that dwelled there. | 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. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 198. | 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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed giant spider spinneret. * You've found the needed vial of fire wyrm saliva. * You've found the needed sandworm tooth. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed black mamba head. * You've found the needed minotaur nose. * You've found the needed pouch of faeros ash. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed vial of squid ink. * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed honey tree root. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' | 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! | 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 |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. In the aftermath you turned against the Grand Corruptor and dispatched him. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Dmg.mod +3% physical Apr +2 ----- def ----- Armour +3 Fatigue +2% Resists +5% lightning +6% temporal Crit.chn- 15.00% Die.at -20.00 life HP.reg +4.00 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] Nature While equipped: Stats +2 Cun dps ---------- Mind.pwr +15 (+6 eff.) ----- def ----- Resists +6% fire +5% arcane +15% mind Max.HP +60.00 Teleport- +20% ---------- misc Psi/ret +0.08 Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 2.0 T5 head armor [Random Unique] Master While equipped: Stats +7 Str +2 Wil ----- def ----- Armour +5 Fatigue +5% Resists +9% acid Phys.save +16 (+5 eff.) Spell.save +3 (+2 eff.) Mind.save +11 (+6 eff.) Blind- +20% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Light +1 Skullcracker: Puts all charms on 20 cooldown Level 4.5 Pwr.cost 20 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 682.8 Physical damage. If the attack hits, the target is confused (38% 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. |
On hands | ![]() 1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Arcane/Psionic While equipped: Stats +6 Str +2 Dex +3 Mag +4 Cun +1 Con dps ---------- Melee+ 10 temporal Ranged+ 8 temporal Dmg.mod +5% temporal Acc +7 (+2 eff.) ----- def ----- Armour +2 Fatigue +3% Resists +7% temporal +6% light +7% darkness Phys.save +7 (+2 eff.) Mind.save +6 (+3 eff.) Disarm- +25% ---------- misc Infravis +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Starfall: Puts all charms on 20 cooldown Level 2.5 Pwr.cost 20 out of 20/20. Range 6 Travel.spd instantaneous Is a spell Description: A star falls on a radius 1 area, doing 104.10 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() 2.0 T5 torque charm [Random Unique] Psionic While equipped: dps ---------- Dmg.mod +12% fire Res.pen +15% fire Melee Ret 4 fire ----- def ----- Resists +3% lightning Project a gust of wind in a cone knocking all creatures back 14 spaces and dealing 546 physical damage Puts all charms on 15 cooldown 100% to heal for 65. 100% to cleanse 2 total effects of type disease, wound, or poison. 100% to gain a 26% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T3 ring jewelry [Random Unique] Arcane While equipped: Stats +5 Str +5 Dex +15 Mag +12 Wil +5 Cun +7 Con dps ---------- Spell.pwr +9 (+2 eff.) Dmg.mod +3% mind Melee Ret 4 light ----- def ----- Resists +3% light Blind- +26% Silence- +34% ---------- misc Mana/turn +0.28 Infravis +5 See.Stealth +12 See.Invis +8 Rings make your fingers look great! |
On fingers | ![]() 0.1 T3 ring jewelry [Ego+] Arcane While equipped: Stats +5 Str +5 Dex +10 Mag +11 Wil +5 Cun +5 Con dps ---------- Spell.pwr +10 (+3 eff.) Rings make your fingers look great! |
Around neck | ![]() 0.1 T2 amulet jewelry [Rare] Arcane While equipped: Stats +4 Mag dps ---------- Melee Ret 10 temporal On Hit (Melee): * 20% chance to reduce damage dealt by 20% ----- def ----- Resists +15% cold Def/telep +15 Res/telep +15% Dur/telep +15% Amulets make your neck look great! |
In main hand | ![]() 3.0 T2 waraxe 1H weapon [Random Unique] Arcane/Master/Psionic Power 14.5 - 20.3 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +8 darkness Against +7% Living On Hit: * Create an explosion dealing 102 cold damage (1/turn) On Crit: * Wound the target dealing 278 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +7.0% Phys.pwr +7 (+2 eff.) Dmg.mod +6% arcane +9% cold Res.pen +7% cold ----- def ----- Armour +2 Teleport- +20% One-handed war axes. |
Around waist | ![]() 1.0 T5 belt armor [Random Unique] Nature/Master While equipped: Stats +5 Dex +7 Cun +7 Lck dps ---------- Dmg.mod +3% physical Acc +10 (+3 eff.) ----- def ----- Resists +8% acid +4% physical +7% cold +8% fire +9% lightning Stealth +8 HP.reg +3.10 Heal.mod +24% ---------- misc T.Disarm +9 Stam/turn +1.00 Infravis +6 A belt that goes around your waist. |
In off hand | ![]() 1.0 T3 dagger 1H weapon [Random Unique] Arcane/Master Power 18.5 - 24.1 Physical Uses 50% Dex, 50% Str Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +11 blight On Hit.r1 +8 arcane +8 fire On Crit.r2 +12 arcane On Hit: * 11% chance to reduce strength, dexterity, and constitution by 29 * Create an explosion dealing 102 fire damage (1/turn) On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +7.0% Dmg.mod +21% fire Res.pen +7% fire Sharp, short and deadly. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Phys.pwr +30 (+7 eff.) Dmg.mod +9% physical ----- def ----- Defense +1 (+1 eff.) Resists +3% nature Max.HP +31.00 Def/telep +10 Res/telep +10% Dur/telep +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 14.0 T5 heavy armor Reqs Heavy armour training [Unique] Nature/Master Kroltar's head would turn up the heat. While equipped: Stats +5 Str +3 Dex +4 Con ----- def ----- Armour +18 Defense +10 (+5 eff.) Fatigue +16% Resists +20% acid +20% blight +20% fire +20% nature +20% lightning Max.HP +120.00 Devouring Flame: Level 4.5 Pwr.cost 50 out of 80/80. Range 10 Travel.spd instantaneous Is a mind power a nature gift Description: Spit a cloud of flames, doing 39.20 fire damage in a radius of 4 each turn for 8 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
Inventory
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 20 Travel.spd 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. 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 [Normal] Arcane When inscribed on your body: Level 2.5 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 57.77 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. 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 create a protective shield absorbing at most 504 damage for 4 turns. 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. |
![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Str dps ---------- Crit.mult +5.00% Mind.pwr +10 (+4 eff.) Melee Ret 2 mind ---------- misc Psi/ret +0.20 Light +1 Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +4 Dex +4 Cun +3 Con dps ---------- Mov.spd +10% Melee+ 6 light 7 darkness Dmg.mod +6% light +6% darkness On Melee Ret: * 6% chance to reduce damage dealt by 20% * 6% chance to blind ----- def ----- Fatigue -5% HP.reg +2.00 ---------- misc Stam/turn +0.40 Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Con ----- def ----- Resists +5% physical ---------- misc Stam/turn +0.30 Amulets make your neck look great! |
![]() 0.1 T2 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +4 Dex +5 Wil +5 Cun dps ---------- Mind.pwr +7 (+3 eff.) Dmg.mod +17% light Acc +8 (+2 eff.) Melee Ret 6 cold ----- def ----- Resists +22% light +9% cold Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Rare] Master While equipped: Stats +1 Str +1 Dex +4 Wil dps ---------- Res.pen +10% lightning Melee Ret 4 lightning ----- def ----- HP.reg +2.00 Stun/Frz- +20% ---------- misc Infravis +2 Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +12% fire ----- def ----- Resists +24% fire Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego+] Arcane While equipped: Stats +5 Str +5 Dex +9 Mag +5 Wil +9 Cun +5 Con dps ---------- Spell.pwr +7 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego+] Nature While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con ----- def ----- Resists +11% nature +8% blight Poison- +15% Disease- +15% Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego+] Master While equipped: Stats +11 Str +5 Dex +5 Mag +5 Wil +5 Cun +11 Con dps ---------- Phys.pwr +7 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Nature/Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +11% lightning ----- def ----- Resists +22% lightning Mind.save +6 (+3 eff.) Rings make your fingers look great! |
![]() 1.0 T4 dagger 1H weapon [Random Unique] Arcane/Master/Psionic Power 37.0 - 48.1 Physical Uses 50% Dex, 50% Str Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% Melee+ +13 darkness +16 lightning Against +16% Living On Hit: 20% Netherblast 4 On Hit: * Create an explosion dealing 102 lightning damage (1/turn) While equipped: Stats +2 Dex +2 Cun +2 Con dps ---------- Dmg.mod +5% lightning Res.pen +11% lightning ----- def ----- Resists +6% lightning On Spell Hit: 20% Netherblast 4 Sharp, short and deadly. |
![]() 1.0 T3 dagger 1H weapon [Unique] Arcane Power 27.0 - 35.1 Physical Uses 35% Str, 20% Mag, 55% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +8 Crit +9.0% Atk.spd 100% On Hit: 15% Disperse Magic 1 On Hit: * steals up to 50 mana from the target While equipped: Stats +6 Cun +6 Mag ----- def ----- Resists +12% arcane Spell.save +12 (+5 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
![]() 1.0 T2 dagger 1H weapon [Ego++] Master Power 11.0 - 14.3 Physical Uses 50% Str, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +2 Con dps ---------- Phys.crit +7.0% Phys.pwr +7 (+2 eff.) Res.pen +8% physical ----- def ----- Disarm- +15% Sharp, short and deadly. |
![]() 5.0 T3 greatmaul 2H weapon [Rare] Arcane Power 40.5 - 60.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% Melee+ +8 light +27 cold On Crit.r2 +12 fire While equipped: dps ---------- Dmg.mod +12% blight +9% fire Res.pen +15% blight +5% light On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 29 ----- def ----- Resists +9% light Massive two-handed mauls. |
![]() 3.0 T3 greatsword 2H weapon [Rare] Arcane Power 36.0 - 57.6 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +19 cold While equipped: dps ---------- Res.pen +10% cold ----- def ----- Resists +2% physical +12% nature +9% cold Die.at -80.00 life Heal.mod +10% Poison- +20% Massive two-handed swords. |
![]() 3.0 T4 greatsword 2H weapon [Ego+] Master Power 69.5 - 111.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Res.pen +9% physical Acc +13 (+3 eff.) Apr +19 Massive two-handed swords. |
![]() 3.0 T4 greatsword 2H weapon [Ego++] Master Power 51.0 - 81.6 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% While equipped: Stats +7 Str dps ---------- Dmg.mod +12% physical Res.pen +13% physical Acc +14 (+4 eff.) Apr +13 Massive two-handed swords. |
![]() 4.0 T3 longbow 2H weapon Reqs Shoot [Rare] Arcane Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 Ranged+ +12 physical On Hit: 10% Arcane Vortex 3 While equipped: Stats +5 Dex +6 Mag dps ---------- Phys.crit +2.0% Spell.pwr +12 (+3 eff.) Dmg.mod +14% arcane On Hit (Ranged): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +12% cold Def/telep +15 Res/telep +15% Dur/telep +15% Longbows are used to shoot arrows at your foes. |
![]() 4.0 T3 longbow 2H weapon Reqs Shoot [Ego] Arcane/Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 Ranged+ +17 lightning While equipped: dps ---------- Phys.crit +8.0% Dmg.mod +18% lightning Acc +12 (+3 eff.) Longbows are used to shoot arrows at your foes. |
![]() 3.0 T4 longsword 1H weapon [Unique] Master/Unknown Power 40.0 - 56.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +12 Crit +7.0% Atk.spd 100% Melee+ +18 draining blight On Crit: * grows in power On Kill: * grows dramatically in power While equipped: dps ---------- Crit.mult +2.00% Dmg.mod +5% blight ----- def ----- Cut- -25% ---------- misc Max.vim +20.00 Thick straps encircle this blade. Jagged edges like teeth travel down the blade, bisecting it. It fights to overcome the straps, but lacks the strength. |
![]() 3.0 T2 longsword 1H weapon [Rare] Arcane Power 13.5 - 18.9 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +16 acid +20 fire +30 temporal On Crit.r2 +8 temporal While equipped: dps ---------- Dmg.mod +9% fire Res.pen +25% temporal ----- def ----- Resists +8% temporal Sharp, long, and deadly. |
![]() 3.0 T1 longsword 1H weapon [Ego] Master Power 10.5 - 14.7 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Acc +5 (+1 eff.) ----- def ----- Defense +6 (+3 eff.) Disarm- +21% Sharp, long, and deadly. |
![]() 3.0 T4 longsword 1H weapon [Ego] Arcane/Master Power 40.5 - 56.7 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% Melee+ +21 cold Sharp, long, and deadly. |
![]() 3.0 T3 longsword 1H weapon [Ego+] Master Power 23.0 - 32.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +3 Str dps ---------- Dmg.mod +8% physical Acc +13 (+3 eff.) Sharp, long, and deadly. |
![]() 3.0 T3 longsword 1H weapon [Ego++] Arcane/Master Power 22.5 - 31.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% Melee+ +9 blight On Hit: 20% Epidemic 3 On Hit: * 10% chance to reduce strength, dexterity, and constitution by 29 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +8.0% ----- def ----- Disease- +14% Sharp, long, and deadly. |
![]() 3.0 T2 mace 1H weapon [Rare] Master Power 21.0 - 29.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Crit.mult +20.00% Mind.pwr +20 (+7 eff.) Dmg.mod +12% mind Res.pen +15% light ---------- misc Max.hate +8.00 Light +3 Blunt and deadly. |
![]() 3.0 T3 mindstar 1H weapon [Rare] Nature Power 8.0 - 8.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% Melee+ +20 acid +12 fire +16 mind On Crit.r2 +12 mind +16 fire While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) Res.pen +20% acid ----- def ----- Resists +6% acid Heal.mod +13% Heal/summ +30 ---------- 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 mindstar 1H weapon [Ego+] Nature/Psionic Power 13.0 - 14.3 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) ----- def ----- Resists +5% lightning +11% fire +16% cold Max.HP +25.00 HP.reg +0.80 ---------- misc Talents +1 Attune Mindstar Masteries +0.10 Psionic/Voracity +0.20 Psionic/Absorption 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 T2 mindstar 1H weapon [Ego] Nature/Psionic Power 5.5 - 6.1 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: Stats +3 Cun dps ---------- Mind.crit +2% Crit.mult +10.00% Mind.pwr +4 (+2 eff.) ----- def ----- Mind.save +5 (+3 eff.) ---------- misc Max.psi +18.00 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 mindstar 1H weapon [Ego+] Nature/Psionic Power 12.5 - 13.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +10.5% Atk.spd 100% On Hit: * 9% chance to slow global speed by 51% * 9% chance to reduce armor by 39% While equipped: Stats +5 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) ----- def ----- Spell.save +5 (+3 eff.) ---------- misc Talents +1 Attune Mindstar Divide the mindstar in two Puts all charms on 1 cooldown Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 5.0 T2 staff 2H weapon [Rare] Master Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +9% Crit.mult +13.00% Spell.pwr +6 (+2 eff.) Dmg.mod +12% lightning +15% light +18% darkness Melee Ret 4 darkness ----- def ----- Resists +12% lightning +15% nature +12% acid ---------- misc Max.P.En +10.00 Max.N.En +10.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T2 staff 1H weapon [Random Unique] Master Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +1 Mag +3 Wil dps ---------- Phys.crit +6.0% Spell.crit +17% Crit.mult +22.00% Phys.pwr +8 (+2 eff.) Spell.pwr +12 (+3 eff.) Dmg.mod +15% blight Acc +6 (+2 eff.) ----- def ----- Resists +5% arcane ---------- misc Light +3 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T2 staff 2H weapon [Rare] Nature Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Mind.crit +3% Spell.pwr +6 (+2 eff.) Dmg.mod +15% lightning +27% temporal +15% acid Res.pen +25% acid On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Defense +7 (+4 eff.) ---------- misc Equi/ret +0.12 Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.5 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 129.68 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T2 staff 2H weapon [Normal] Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+2 eff.) Dmg.mod +15% fire ---------- misc 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 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +2 Mag +3 Wil dps ---------- Spell.crit +4% Spell.pwr +23 (+6 eff.) Dmg.mod +25% darkness Phasing +22% ----- def ----- Defense +14 (+7 eff.) Shield.pwr +7% ---------- misc Max.mana +59.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T4 staff 1H weapon [Ego++] Arcane/Master Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +6.0% Spell.crit +8% Phys.pwr +8 (+2 eff.) Spell.pwr +30 (+8 eff.) Dmg.mod +25% blight Acc +8 (+2 eff.) ---------- misc Mana/turn +0.15 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T3 staff 2H weapon [Rare] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+2 eff.) Dmg.mod +20% darkness Res.pen +15% mind ----- def ----- Armour +7 Hardiness +8% Resists +15% temporal Phys.save +7 (+2 eff.) Die.at -40.00 life HP.reg +4.00 Knockbk- +20% Teleport- +20% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T3 steamsaw 1H weapon Reqs Steam Pool [Ego++] Master/Steamtech Power 25.0 - 37.5 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +50 Uses 1.0 Steam While equipped: Stats +3 Str +3 Dex dps ---------- Phys.spd +10% Dmg.mod +7% physical Acc +18 (+5 eff.) ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +8% ---------- misc 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! |
![]() 3.0 T4 steamsaw 1H weapon Reqs Steam Pool [Ego++] Nature/Master/Steamtech Power 29.5 - 44.2 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +4.0% Atk.spd 100% Block +71 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +3 Wil +5 Con dps ---------- Phys.pwr +10 (+2 eff.) Res.pen +9% physical On shield block: * Deals 128 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) ----- def ----- Armour +5 Defense +8 (+4 eff.) Fatigue +10% Resists +16% cold Disarm- +10% ---------- misc 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! |
![]() 3.0 T3 waraxe 1H weapon [Unique] Nature/Master Power 33.0 - 46.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +7.0% Atk.spd 100% Dmg.conv 50% ice On Hit: 15% Ice Breath 2 While equipped: dps ---------- Res.pen +20% cold ----- def ----- Armour +20 Ice.pen +25% A hand axe carved out of the most frozen parts of the northern wasteland. |
![]() 1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +3 (+1 eff.) ----- def ----- Resists +3% mind Spell.save +5 (+3 eff.) Die.at -60.00 life Max.HP +40.00 Blind- +20% Disarm- +10% ---------- misc Size +1 A belt that goes around your waist. |
![]() 1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+1 eff.) Mind.pwr +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
![]() 2.0 T3 cloth armor [Ego++] Arcane While equipped: dps ---------- Dmg.mod +8% acid +8% physical +6% fire +10% cold ----- def ----- Resists +8% lightning +8% darkness +21% fire +11% all +11% acid +12% physical +8% blight +24% cold +8% light Phys.save +13 (+4 eff.) Spell.save +26 (+10 eff.) Mind.save +14 (+7 eff.) ---------- misc Cooldown Refit Golem -4 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T4 cloth armor [Ego] Arcane While equipped: dps ---------- Dmg.mod +17% arcane +12% blight ----- def ----- Resists +12% blight +13% all ---------- misc Max.mana +42.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T4 cloth armor [Random Unique] Arcane While equipped: Stats +11 Mag +4 Wil +3 Cun dps ---------- Spell.crit +4% Spell.pwr +6 (+2 eff.) Dmg.mod +43% temporal +16% arcane +15% light Res.pen +25% fire ----- def ----- Armour +6 Defense +6 (+3 eff.) Resists +8% darkness +26% temporal +10% light +13% all Max.HP +34.00 ---------- misc Max.mana +60.00 Max.hate +4.00 Light +2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T4 cloth armor [Ego+] Nature While equipped: Stats +5 Str +4 Mag +5 Wil dps ---------- Dmg.mod +6% lightning +15% physical +17% cold ----- def ----- Resists +11% lightning +9% cold +13% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T2 cloth armor [Normal] While equipped: ----- def ----- Resists +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 feet armor [Ego++] Master While equipped: dps ---------- Phys.crit +7.0% Phys.pwr +8 (+2 eff.) Res.pen +7% physical Apr +5 ----- def ----- Armour +3 A pair of boots made of leather. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +3 Str +3 Con ----- def ----- Armour +4 Fatigue -3% Phys.save +8 (+2 eff.) ---------- misc Max.enc +28 Rush: Puts all charms on 25 cooldown Level 3.5 Pwr.cost 25 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T4 hands armor [Random Unique] Arcane/Master While equipped: Stats +10 Dex +4 Cun dps ---------- Spell.crit +3% Spell.pwr +11 (+3 eff.) Dmg.mod +12% temporal Acc +26 (+7 eff.) Apr +8 Melee Ret 2 temporal On Hit (Melee): * 20% chance to slow global speed by 51% * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +3 Resists +3% nature Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Mana/turn +0.19 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 20 cooldown Level 4.5 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 176% damage with a 29% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T4 hands armor [Ego+] Disrupt/Psionic While equipped: ----- def ----- Armour +3 Resists +12% blight +10% darkness +11% arcane Affinity +13% nature Spell.save +8 (+4 eff.) HP.reg +3.00 ---------- misc Stam/turn +0.90 Max.stam +22.00 Masteries +0.20 Wild-gift/Antimagic 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. |
![]() 1.0 T1 hands armor [Ego] Master/Psionic While equipped: Stats +3 Str dps ---------- Phys.pwr +5 (+1 eff.) Acc +5 (+1 eff.) ----- def ----- Armour +1 Phys.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Disarm- +20% 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. |
![]() 2.0 T4 head armor [Unique] Unknown While equipped: Stats +10 Mag +12 Wil +10 Cun dps ---------- Spell.pwr +12 (+3 eff.) Mind.pwr +12 (+5 eff.) ----- def ----- Defense +8 (+4 eff.) Fear- -60% Assault the mind of a foe to utterly dominate it. Uses 100 power out of 150/150 This headwear seems made entirely out of half-rotten brain matter. Do you really want to put that over your head? |
![]() 2.0 T3 head armor [Random Unique] Nature/Master/Psionic While equipped: Stats +5 Str +4 Dex +14 Wil -10 Cun dps ---------- Phys.pwr +8 (+2 eff.) ----- def ----- Armour +3 Fatigue +3% Resists +6% blight +7% physical +16% mind Phys.save +7 (+2 eff.) Mind.save +16 (+8 eff.) Max.HP +60.00 Confus- +42% Stun/Frz- +10% A cap made of leather. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +5 Dex ----- def ----- Armour +4 Fatigue +4% Resists +15% darkness ---------- misc Infravis +4 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 [Ego+] Nature/Master While equipped: Stats +4 Dex ----- def ----- Armour +4 Fatigue +4% Resists +7% acid +8% fire +7% lightning +8% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 14.0 T4 heavy armor Reqs Heavy armour training [Ego++] Nature/Master While equipped: Stats +6 Str +4 Wil ----- def ----- Armour +8 Defense +4 (+2 eff.) Fatigue +12% Resists +21% blight +9% physical +30% darkness ---------- misc Light +4 Track: Puts all charms on 30 cooldown Level 3.5 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 19 for 6 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
![]() 14.0 T4 heavy armor Reqs Heavy armour training [Ego+] Nature/Master While equipped: Stats +1 Wil ----- def ----- Armour +8 Defense +4 (+2 eff.) Fatigue +12% Resists +22% blight +7% physical +14% darkness Phys.save +11 (+3 eff.) ---------- misc Light +1 A suit of armour made of mail. |
![]() 9.0 T2 light armor [Rare] Master While equipped: dps ---------- Mind.crit +6% Spell.pwr +30 (+8 eff.) S.pwr/crit +10 Dmg.mod +9% blight ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +7% Resists +7% physical Phys.save +16 (+5 eff.) ---------- misc Hate/m.crit +4.00 Max.vim +40.00 A suit of armour made of leather. |
![]() 9.0 T5 light armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +7 Cun +7 Wil dps ---------- Phys.crit +3.0% Crit.mult +15.00% Phys.pwr +7 (+2 eff.) ----- def ----- Armour +8 Defense +20 (+10 eff.) Fatigue +8% Resists +3% darkness +12% arcane +3% mind Phys.save +9 (+3 eff.) Spell.save +17 (+7 eff.) Mind.save +28 (+12 eff.) A suit of armour made of leather. |
![]() 9.0 T4 light armor [Ego++] Master/Psionic While equipped: Stats +4 Cun +6 Wil dps ---------- Phys.crit +4.0% Crit.mult +10.00% Phys.pwr +7 (+2 eff.) ----- def ----- Armour +7 Defense +12 (+6 eff.) Fatigue +8% Mind.save +20 (+10 eff.) A suit of armour made of leather. |
![]() 9.0 T3 light armor [Rare] Master While equipped: Stats +6 Wil dps ---------- Crit.mult +10.00% Dmg.mod +3% cold Res.pen +15% mind Melee Ret 4 cold ----- def ----- Armour +6 Defense +9 (+5 eff.) Fatigue +8% Resists +24% acid +12% darkness Mind.save +3 (+2 eff.) A suit of armour made of leather. |
![]() 7.0 T2 shield armor Reqs Shield usage training [Rare] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +7 Cun +2 Wil dps ---------- Mind.pwr +25 (+9 eff.) Melee+ 12 lightning Dmg.mod +9% cold Res.pen +25% mind Melee Ret 6 lightning ----- def ----- Armour +4 Fatigue +8% Resists +5% arcane Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T3 shield armor Reqs Shield usage training [Ego] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Melee+ 11 cold Melee Ret 5 ice ----- def ----- Armour +6 Fatigue +8% Resists +19% fire ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 3.0 T4 arrow ammo [Unique] Psionic Power 24.0 - 33.6 Mind Uses 20% Wil, 60% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +8 Crit +2.0% Capacity 20 On Crit: * dominate the target Powerful telepathic forces emanate from the arrows of this quiver. The tips appear dull, but touching them causes you intense pain. |
![]() 0.0 T1 black gem Reqs Gem related talents [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 When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem Reqs Gem related talents [Normal] While equipped: Heal.mod +20% Item imbue powers: Heal.mod +20% When used as an alchemist bomb: Increases healing factor by 30% for 3 turns (stacks for 3 times) Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem Reqs Gem related talents [Normal] While equipped: Resists +30% lightning Item imbue powers: Resists +30% lightning When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem Reqs Gem related talents [Normal] While equipped: Mana/turn +2.00 Item imbue powers: Mana/turn +2.00 When used as an alchemist bomb: Mana regain 40 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T3 digger tool [Random Unique] Arcane/Master While equipped: Stats +7 Str +1 Mag +6 Wil dps ---------- Phys.crit +8.0% Mind.crit +8% Crit.mult +10.00% Res.pen +24% physical ----- def ----- Mind.save +9 (+5 eff.) ---------- misc Psi/ret +0.04 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Rare] Arcane While equipped: Stats +1 Str +2 Mag dps ---------- Spell.crit +5% Melee Ret 6 mind On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 29 ----- def ----- Defense +15 (+8 eff.) Resists +12% acid HP.reg +2.00 ---------- misc Max.mana +20.00 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 +4 Str dps ---------- On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 29 * 10% chance to reduce all saves and defense by 24 ----- def ----- Fatigue -4% Resists +20% blight While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 0.0 T1 green gem Reqs Gem related talents [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) When used as an alchemist bomb: Deals 50% extra poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 1.0 T3 lite [Random Unique] Nature/Disrupt/Psionic While equipped: Stats +1 Cun dps ---------- Mind.crit +2% ----- def ----- Resists +3% all Spell.save +8 (+4 eff.) Mind.save +8 (+4 eff.) Max.HP +56.00 ---------- misc Hate/m.crit +2.00 Max.hate +6.00 Light +7 See.Stealth +9 See.Invis +21 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 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.(90 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 1.0 T3 lite [Ego] Psionic While equipped: ----- def ----- Mind.save +6 (+3 eff.) ---------- misc Light +4 See.Stealth +10 See.Invis +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 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. |
![]() 1.0 T3 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +52.00 ---------- misc Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 T3 lite [Ego+] Disrupt/Master While equipped: ----- def ----- Resists +3% all Spell.save +8 (+4 eff.) ---------- misc Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 T3 lite [Ego+] Psionic While equipped: dps ---------- Mind.crit +6% Mind.pwr +6 (+3 eff.) ----- def ----- Mind.save +14 (+7 eff.) ---------- misc Light +4 See.Stealth +11 See.Invis +12 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 T3 lite [Ego+] Psionic While equipped: dps ---------- Mind.crit +6% Mind.pwr +8 (+3 eff.) ----- def ----- Mind.save +16 (+8 eff.) ---------- misc Light +4 See.Stealth +11 See.Invis +9 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 0.0 T3 lite [Ego+] Arcane While equipped: Stats +3 Mag dps ---------- Spell.pwr +8 (+2 eff.) ---------- misc Light +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 T3 lite [Ego+] Arcane While equipped: dps ---------- Dmg.mod +6% darkness Melee Ret 10 fire ----- def ----- Resists +7% light +7% fire Affinity +5% darkness ---------- misc Light +4 Infravis +3 Moonlight Ray: Puts all charms on 8 cooldown Level 5.5 Pwr.cost 8 out of 8/8. Range 10 Travel.spd instantaneous Is a spell Description: Focuses the power of the Moon into a beam of shadows, doing 193.41 damage. The damage dealt will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 T3 lite [Ego+] Arcane While equipped: dps ---------- Dmg.mod +9% light Melee Ret 14 fire ----- def ----- Resists +11% darkness +7% fire Affinity +5% light ---------- misc Light +6 Sun Flare: Puts all charms on 30 cooldown Level 4.5 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Invokes the Sun to cause a flare within radius 4, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 188.27 light damage. At talent level 3 you gain 36% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 T3 lite [Ego+] Master While equipped: ----- def ----- Blind- +26% Confus- +16% ---------- misc Light +9 See.Stealth +7 See.Invis +11 Track: Puts all charms on 40 cooldown Level 5.5 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 23 for 8 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 0.0 T4 red gem Reqs Gem related talents [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +12% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +12% all When used as an alchemist bomb: Deals 24% extra fireburn damage Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 red gem Reqs Gem related talents [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +6% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +6% all When used as an alchemist bomb: Deals 12% extra fireburn damage Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem Reqs Gem related talents [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +9% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +9% all When used as an alchemist bomb: Deals 18% extra fireburn damage Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 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 T1 wand charm [Ego] Arcane Create a shield absorbing up to 110 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to increase all damage by 10% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.0 T3 white gem Reqs Gem related talents [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% When used as an alchemist bomb: Deals 10% extra physical knockback damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 white gem Reqs Gem related talents [Normal] While equipped: Defense +16 (+8 eff.) Phys.save +16 (+5 eff.) Spell.save +16 (+7 eff.) Mind.save +16 (+8 eff.) Item imbue powers: Defense +16 (+8 eff.) Phys.save +16 (+5 eff.) Spell.save +16 (+7 eff.) Mind.save +16 (+8 eff.) When used as an alchemist bomb: Deals 12% extra ice damage, may freeze or wet target. Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 white gem Reqs Gem related talents [Normal] While equipped: Defense +10 (+5 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+5 eff.) Item imbue powers: Defense +10 (+5 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+5 eff.) When used as an alchemist bomb: Bomb thrown range +4 Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 yellow gem Reqs Gem related talents [Normal] While equipped: Spell.spd +10% Item imbue powers: Spell.spd +10% When used as an alchemist bomb: 50% chance to cleanse one magical debuff Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem Reqs Gem related talents [Normal] While equipped: Defense +10 (+5 eff.) Item imbue powers: Defense +10 (+5 eff.) When used as an alchemist bomb: gain 20 defense for 5 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem Reqs Gem related talents [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 When used as an alchemist bomb: Lights terrain (power 100) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem Reqs Gem related talents [Normal] While equipped: Armour +10 Item imbue powers: Armour +10 When used as an alchemist bomb: 50% chance to daze for 2 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Cooper the Skeleton Reaver level 28
64th Haze 122nd year of Ascendancy at 02:36 see stats
By Cooper the Skeleton Reaver level 28
63rd Haze 122nd year of Ascendancy at 07:08 see stats
By Cooper the Skeleton Reaver level 30
30th Pyre 123rd year of Ascendancy at 23:24 see stats
By Cooper the Skeleton Reaver level 22
71st Dusk 122nd year of Ascendancy at 11:54 see stats
By Cooper the Skeleton Reaver level 29
18th Pyre 123rd year of Ascendancy at 19:38 see stats
By Cooper the Skeleton Reaver level 27
5th Haze 122nd year of Ascendancy at 07:31 see stats
By Cooper the Skeleton Reaver level 10
10th Mirth 122nd year of Ascendancy at 10:32 see stats
By Cooper the Skeleton Reaver level 20
54th Dusk 122nd year of Ascendancy at 14:18 see stats
By Cooper the Skeleton Reaver level 30
29th Pyre 123rd year of Ascendancy at 09:45 see stats
By Cooper the Skeleton Reaver level 22
71st Dusk 122nd year of Ascendancy at 13:25 see stats
By Cooper the Skeleton Reaver level 23
73rd Dusk 122nd year of Ascendancy at 00:20 see stats
By Cooper the Skeleton Reaver level 30
31st Pyre 123rd year of Ascendancy at 02:50 see stats
By Cooper the Skeleton Reaver level 17
43rd Dusk 122nd year of Ascendancy at 19:56 see stats
By Cooper the Skeleton Reaver level 9
8th Mirth 122nd year of Ascendancy at 03:48 see stats
By Cooper the Skeleton Reaver level 15
35th Dusk 122nd year of Ascendancy at 14:34 see stats
By Cooper the Skeleton Reaver level 22
60th Dusk 122nd year of Ascendancy at 18:32 see stats
By Cooper the Skeleton Reaver level 17
42nd Dusk 122nd year of Ascendancy at 07:13 see stats
By Cooper the Skeleton Reaver level 31
67th Pyre 123rd year of Ascendancy at 14:06 see stats
Log
Gyyawen the master vampire is silenced!
Cooper's spell attains critical power!
Ruin hits Cooper for 20 healing, 24 healing (0 total damage) [44 healing].
Cooper hits Gyyawen the master vampire for (27 parried), 134 physical, 8 darkness, 10 temporal, 36 blight, 39 cold, (27 parried), 100 physical, 13 blight, (13 ignored), 0 temporal, 43 blight, 10 arcane, 13 fire, 232 fire (639 total damage).
Cooper receives 74 healing from Blood Splash.
Gyyawen the master vampire uses Flurry.
Gyyawen the master vampire performs a melee critical strike against Cooper!
Cooper's spell attains critical power!
Cooper's spell attains critical power!
Gyyawen the master vampire performs a melee critical strike against Cooper!
Cooper is covered in acid!
Acid Splash from Cooper hits Gyyawen the master vampire for 22 acid damage.
Melee retaliation hits Gyyawen the master vampire for 13 temporal, 6 fire, 7 light, 13 temporal, (6 ignored), 0 fire, 7 light, 13 temporal, 6 fire, 7 light, 12 temporal, 6 fire, 7 light, 12 temporal, 6 fire, 7 light, 13 temporal, 6 fire, 7 light (149 total damage).
Decrepitude Disease from Cooper hits Gyyawen the master vampire for 40 blight damage.
Gyyawen the master vampire hits Cooper for 128 physical, 107 physical, 158 physical, 117 physical, 109 physical, 155 physical (773 total damage).
Gyyawen the master vampire's Quickdraw Knife performs a melee critical strike against Cooper!
A carrion worm mass bursts forth from your wounds, softening the blow and reducing damage taken by 77.
Gyyawen the master vampire's Quickdraw Knife hits Cooper for 188 physical damage.
Acid Splash from Gyyawen the master vampire hits Cooper for 5 acid damage.
Melee retaliation hits Gyyawen the master vampire for 13 temporal, 6 fire, 7 light (26 total damage).
Gyyawen the master vampire uses Dual Strike.
A carrion worm mass bursts forth from your wounds, softening the blow and reducing damage taken by 62.
Cooper's armor corrodes!
Blade Flurry performs a melee critical strike against Carrion worm mass!
Cooper is stunned!
A carrion worm mass bursts forth from your wounds, softening the blow and reducing damage taken by 64.
Gyyawen the master vampire hits Cooper for 151 physical, 155 physical (306 total damage).
Blade Flurry hits Carrion worm mass for 132 physical damage.
Melee retaliation hits Gyyawen the master vampire for 13 temporal, 6 fire, 7 light, 5 temporal, 3 fire, 3 light (37 total damage).
Cooper the level 31 skeleton reaver was decapitated to death by Gyyawen the master vampire on level 4 of Dreadfell.