










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! 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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: 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. 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 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 | Krog |
Class | Mindslayer |
Level / Exp | 50 / 628% |
Size | huge |
Lifes / Deaths | Killed by rogue at level 1 on the 74th Pyre 122nd year of Ascendancy at 11:38 0 / 9Killed by skeleton magus at level 7 on the 1st Mirth 122nd year of Ascendancy at 07:30 Killed by Glolessra the deformed giant venus flytrap at level 16 on the 20th Dusk 122nd year of Ascendancy at 21:33 Killed by Isimira the cave bear at level 24 on the 7th Decay 122nd year of Ascendancy at 03:02 Killed by Xaneleralaith the skeleton archer at level 30 on the 78th Regrowth 123rd year of Ascendancy at 14:32 Killed by Betheressra the corrupted plasmic disruptor at level 35 on the 9th Pyre 123rd year of Ascendancy at 23:48 Killed by Argoniel at level 50 on the 43rd Haze 123rd year of Ascendancy at 13:29 Killed by Elandar at level 50 on the 43rd Haze 123rd year of Ascendancy at 15:16 Killed by multi-hued drake at level 50 on the 43rd Haze 123rd year of Ascendancy at 15:23 |
Antimagic | Follower |
Primary Stats
Strength | 84 (base 60) |
Dexterity | 51 (base 27) |
Constitution | 41 (base 8) |
Magic | 20 (base 16) |
Willpower | 109 (base 61) |
Cunning | 93 (base 64) |
Resources
Life | -143/1832 |
Equilibrium | 0 |
Psi | 190/232 |
Healing Factor | 1.7281403954778 |
Regeneration | 97.171991477539 |
Speed
Mental | +10% |
Attack | 0% |
Movement | +68.000000000006% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 14 |
Infravision | 6 |
See Stealth | 76.527245065421 |
See Invisible | 79.527245065421 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 158 |
Accuracy | 71 |
Crit Chance | 92% |
APR | 55 |
Speed | 0.91 |
Offense: Offhand
Damage | 79 |
Accuracy | 71 |
Crit Chance | 94% |
APR | 55 |
Speed | 0.91 |
Offense: Spell
Spellpower | 6.75 |
Crit Chance | 34% |
Speed | 1 |
Offense: Mind
Mindpower | 66 |
Crit Chance | 35% |
Speed | 1 |
Offense: Damage Bonus
Mind | +21% |
Lightning | +6% |
Light | +6% |
Nature | +29% |
Blight | +6% |
Physical | +11% |
Fire | +20% |
All | 0% |
Offense: Damage Penetration
Lightning | +33% |
All | +14% |
Physical | +45% |
Cold | +31% |
Nature | +29% |
Defense: Base
Armour (hardiness) | 57 (48.304188961773%) |
Defense | 68 |
Ranged Defense | 68 |
Fatigue | 0 |
Physical Save | 48 |
Spell Save | 60 |
Mental Save | 62 |
Defense: Resistances
Acid | + 49%( 77%) |
Blight | + 75%( 77%) |
Arcane | + 51%( 77%) |
Cold | + 54%( 77%) |
All | + 25%( 77%) |
Physical | + 29%( 77%) |
Lightning | + 49%( 77%) |
Light | + 40%( 77%) |
Temporal | + 51%( 77%) |
Mind | + 32%( 77%) |
Darkness | + 40%( 77%) |
Fire | + 77%( 77%) |
Nature | + 49%( 77%) |
Defense: Immunities
Stun Resistance | 82% |
Confusion Resistance | 19% |
Poison Resistance | 15% |
Blind Resistance | 100% |
Disarm Resistance | 100% |
Bleed Resistance | 0% |
Pinning Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 0% |
Inscriptions (5/5)
Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 825 life over 5 turns. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 2.5 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -753 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 1506 life, 14 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 852% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 2.5 Infusion: WildUse 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 cure yourself of one random magical effect and reduce all damage taken by 39% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 2.5 Infusion: Wild GrowthUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Causes thick vines to spring from the ground and entangle all targets within 5 squares for 10 turns, pinning them in place for 5 turns and dealing 91.61 physical damage and 212.94 nature damage. The vines also grow all around you, increasing your armour by 50 and armour hardiness by 30. |
Class Talents
Psionic / Absorption | 1.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 2/5 |
Psionic / Kinetic mastery | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Psionic / Projection | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Psionic / Augmented striking | 1.30 |
| 2/5 |
| 2/5 |
| 2/5 |
| 5/5 |
Psionic / Voracity | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 4/5 |
Psionic / Focus | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Psionic / Psi-fighting | 1.30 |
| 2/5 |
| 5/5 |
| 4/5 |
| 4/5 |
Generic Talents
Wild-gift / Fungus | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Wild-gift / Mindstar mastery | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 2/5 |
| 1/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Psionic / Augmented mobility | 1.50 |
| 3/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Wild-gift / Antimagic | 1.40 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Race / Krog | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Psionic / Finer energy manipulations | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the injured seer from death by Kra'Tor the Gluttonous. Escort: injured seer (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Dreadfell. Escort: lone alchemist (level 3 of Dreadfell)As a reward you improved Willpower by +5. | done |
You failed to protect the lone alchemist from death by Belobrevea the elder vampire. Escort: lone alchemist (level 4 of Dreadfell) | failed |
You failed to protect the lost defiler from death by cold drake. Escort: lost defiler (level 1 of Daikara) | failed |
You failed to protect the lost warrior from death by Isimira the cave bear. Escort: lost warrior (level 3 of Old Forest) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. * You encountered Sun Paladin Aeryn who blamed you for the loss of the Sunwall, but you spared her. | active |
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 |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
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 Shax 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. * 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: 1116. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Agrimley the hermit is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of avoidance without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of precision. Marus of Elvala has completed an elixir of the savior without your aid. Marus of Elvala has completed an elixir of mastery without your aid. You have aided Agrimley the hermit in creating an elixir of explosive force. You have aided Agrimley the hermit in creating an elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
Psionic focus | ![]() 3.0 T5 battleaxe 1H weapon [Random Unique] Master/Psionic Power 58.5 - 87.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 5 turns (checks Confusion immunity) On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +10 Con dps ---------- Phys.crit +21.0% Crit.mult +15.00% Phys.pwr +19 (+5 eff.) Dmg.mod +9% nature Res.pen +21% physical Acc +21 (+5 eff.) On Hit (Melee): * 20 arcane resource burn ----- def ----- Defense +19 (+5 eff.) Resists +12% acid +3% cold Disarm- +104% ---------- misc Equi/ret +0.16 Massive two-handed battleaxes. |
On hands | ![]() 1.5 T4 hands armor Reqs Heavy armour training [Random Unique] Nature/Disrupt/Master While equipped: Stats +4 Cun +3 Wil dps ---------- Melee+ 10 physical 15 fire Dmg.mod +11% fire +11% physical On Hit (Melee): * 20% chance to reduce damage dealt by 30% On Melee Ret: * 32 arcane resource burn ----- def ----- Armour +19 Fatigue +5% Resists +15% cold +10% fire Spell.save +26 (+6 eff.) Mind.save +12 (+3 eff.) Max.HP +80.00 ---------- misc See.Invis +3 Unarmed combat: Power 39.5 - 55.3 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Acc +13 Apr +15 Crit +10.0% Atk.spd 83% On Hit.r1 +15 physical On Crit.r2 +14 fire +9 physical On Hit: 10% Battle Shout 5 On Hit: 10% Fire Breath 5 On Hit: 10% Sand Breath 5 On Hit: * 35 arcane resource burn Metal gloves protecting the hands up to the middle of the lower arm. |
Light source | ![]() 1.0 T5 lite [Random Unique] Nature/Master While equipped: Stats +6 Con dps ---------- Dmg.mod +6% light Res.pen +14% all Apr +15 On Hit (Melee): * 20% chance to reduce damage dealt by 30% ----- def ----- Resists +18% blight +3% fire +6% mind +9% temporal Max.HP +80.00 HP.reg +16.00 ---------- misc Light +14 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() 2.0 T3 head armor [Unique] Nature While equipped: Stats +6 Cun +8 Wil dps ---------- Dmg.mod +20% nature Res.pen +15% nature ----- def ----- Defense +8 (+2 eff.) Mind.save +12 (+3 eff.) Blind- +100% ---------- misc Infravis +2 See.Stealth +15 See.Invis +15 Masteries +0.10 Wild-gift/Moss Earth's Eyes: Level 3.5 Pwr.cost 26 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 10. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
On feet | ![]() 0.0 T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex dps ---------- Mov.spd +10% ----- def ----- Defense +4 (+1 eff.) Fatigue -10% Resists +5% physical Pinning- +100% ---------- misc Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Level 6.8 Pwr.cost 15 out of 20/20. Range 7 Travel.spd instantaneous Is a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 7 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
Tool | ![]() 2.0 T5 totem charm [Unique] Nature/Disrupt While equipped: Stats +10 Wil dps ---------- Mind.pwr +8 (+2 eff.) On Melee Ret: * 18% chance to slow global speed by 66% ----- def ----- Resists +20% blight +20% arcane Spell.save +20 (+5 eff.) ---------- misc Masteries +0.10 Wild-gift/Fungus +0.10 Wild-gift/Antimagic Call forth an immobile antimagic pillar for 10 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.). Uses 37 power out of 31/50 This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. This item has been sent to the Item's Vault. |
On fingers | ![]() 0.1 T4 ring jewelry [Ego++] Nature While equipped: ----- def ----- Resists +12% nature +8% blight Max.HP +72.00 HP.reg +15.00 Heal.mod +15% Poison- +15% Disease- +21% Rings make your fingers look great! |
Around neck | ![]() 0.1 T5 amulet jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +9 Str +10 Dex +6 Wil +9 Cun +10 Con dps ---------- Mind.pwr +14 (+3 eff.) Mov.spd +10% Dmg.mod +9% mind +9% fire Res.pen +10% physical Acc +5 (+1 eff.) On Hit (Melee): * 20% chance to slow global speed by 66% * 20 arcane resource burn ----- def ----- Armour +8 Defense +9 (+2 eff.) Fatigue -9% Resists +9% fire Res.Cap +7% all Phys.save +24 (+8 eff.) Mind.save +13 (+3 eff.) HP.reg +5.00 Confus- +19% ---------- misc Stam/turn +3.50 Amulets make your neck look great! |
In main hand | ![]() 3.0 T5 longsword 1H weapon [Random Unique] Nature/Master Power 41.5 - 58.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% On Crit.r2 +43 lightning +27 cold On Hit: * 10% chance to reduce damage dealt by 30% On Crit: * Wound the target dealing 272 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +6 Dex dps ---------- Phys.crit +15.0% Spell.crit +3% Phys.pwr +12 (+3 eff.) Spell.pwr +15 (+2 eff.) Mov.spd +48% Phys.spd +10% Dmg.mod +6% blight Res.pen +19% lightning +17% cold Acc +25 (+6 eff.) ----- def ----- Spell.save +9 (+2 eff.) Sharp, long, and deadly. |
Around waist | ![]() 1.0 T5 belt armor [Random Unique] Nature/Psionic While equipped: Stats +6 Str +5 Wil +5 Con dps ---------- Crit.mult +5.00% Phys.pwr +14 (+3 eff.) Dmg.mod +6% lightning +12% mind ----- def ----- Resists +12% lightning Phys.save +13 (+4 eff.) Mind.save +19 (+5 eff.) Max.HP +78.00 HP.reg +2.90 Heal.mod +25% ---------- misc Hate/m.crit +3.00 Size +1 A belt that goes around your waist. |
In off hand | ![]() 3.0 T5 waraxe 1H weapon [Random Unique] Nature/Master Power 41.0 - 57.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Melee+ +16 nature On Crit: * Wound the target dealing 272 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +25.0% Crit.mult +35.00% Phys.pwr +10 (+2 eff.) Apr +15 ----- def ----- Defense +25 (+6 eff.) Resists +3% mind +6% temporal Phys.save +3 (+1 eff.) Max.HP +60.00 Disease- +10% One-handed war axes. |
Cloak | ![]() 2.0 T5 cloak armor [Rare] Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.crit +8% ----- def ----- Armour +8 Defense +18 (+5 eff.) Mind.save +3 (+1 eff.) HP.reg +4.00 Heal.mod +10% Blind- +20% Disease- +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 | ![]() 9.0 T5 light armor [Unique] Nature/Disrupt While equipped: dps ---------- Mind.pwr +10 (+2 eff.) ----- def ----- Armour +10 Defense +10 (+3 eff.) Fatigue +20% Resists +20% lightning +20% temporal +20% light +20% fire +20% nature +10% all +20% acid +20% blight +20% cold +15% arcane +20% darkness Spell.save +20 (+5 eff.) This lightweight armor appears to have been woven of countless sprouts, still curling and growing. When you put it on, you feel the weight of the world on your shoulders, in spite of how light it feels in your hands. |
Inventory
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 27 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 8 turns. While Heroism is active, you will only die when reaching -821 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 1642 life, 16 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 32 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -718 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 1436 life, 12 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 779% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 2.5 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 432 life over 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 26% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 37% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+5 eff.) Spell.save +15 (+4 eff.) Mind.save -7 (-2 eff.) Max.HP +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
![]() 0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+4 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
![]() 0.1 T2 amulet jewelry [Rare] Master While equipped: dps ---------- Melee Ret 4 nature ----- def ----- Fatigue -6% Resists +6% temporal Crit.chn- 10.00% Phys.save +9 (+3 eff.) Max.HP +100.00 HP.reg +2.00 Blind- +20% Def/telep +10 Res/telep +10% Dur/telep +10% Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +3% lightning Res.pen +15% cold ----- def ----- Armour +12 Resists +3% cold +2% physical +17% temporal Die.at -40.00 life Poison- +10% Pinning- +36% Knockbk- +31% Def/telep +5 Res/telep +5% Dur/telep +5% Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +4 Con dps ---------- Crit.mult +20.00% Spell.pwr +20 (+2 eff.) Dmg.mod +12% arcane On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +12% blight Phys.save +14 (+4 eff.) Max.HP +59.00 HP.reg +7.00 ---------- misc Vim/s.crit +2.00 Max.mana +100.00 Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Fatigue -5% HP.reg +1.00 Heal.mod +11% Cut- +50% Heal: Puts all charms on 26 cooldown Level 3.5 Pwr.cost 26 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 425 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
![]() 1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 8 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() 0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +1 Con +3 Wil dps ---------- Crit.mult +10.00% Apr +3 ----- def ----- Armour +2 Mind.save +4 (+1 eff.) Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Rare] Nature While equipped: dps ---------- Spell.pwr +20 (+2 eff.) S.pwr/crit +10 Dmg.mod +16% lightning +31% fire +18% light Phasing +31% ----- def ----- Resists +32% lightning ---------- misc Mana/turn +0.28 Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +6 Str +8 Wil +6 Cun +8 Con dps ---------- Phys.pwr +27 (+7 eff.) Mind.pwr +15 (+4 eff.) Dmg.mod +18% cold Res.pen +10% physical On Hit (Melee): * 20% chance to slow global speed by 66% ----- def ----- Armour +4 Fatigue -10% Resists +3% blight +36% cold +3% temporal +3% physical ---------- misc Max.enc +40 Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Random Unique] Nature/Master While equipped: Stats +17 Con dps ---------- On Hit (Melee): * 21 arcane resource burn ----- def ----- Resists +3% cold +12% nature +3% darkness Phys.save +16 (+5 eff.) Spell.save +43 (+11 eff.) ---------- misc Max.stam +66.00 Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Random Unique] Nature/Master While equipped: Stats +16 Str +8 Con dps ---------- Phys.pwr +15 (+4 eff.) Dmg.mod +12% light Melee Ret 4 cold ----- def ----- Armour +18 Resists +12% light Max.HP +66.00 HP.reg +14.00 Heal.mod +10% ---------- misc Light +1 Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Rare] Master While equipped: Stats +12 Cun dps ---------- Phys.pwr +15 (+4 eff.) Dmg.mod +15% mind Melee Ret 10 cold ----- def ----- Armour +6 Defense +18 (+5 eff.) Resists +27% fire Phys.save +9 (+3 eff.) ---------- misc Hate/m.crit +3.00 Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Rare] Master While equipped: Stats +5 Con dps ---------- Dmg.mod +6% light ----- def ----- Resists +16% mind +24% fire +6% light +5% arcane Crit.chn- 15.00% Max.HP +42.00 Disarm- +44% Pinning- +44% Knockbk- +65% Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +10% fire ----- def ----- Resists +20% fire Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Ego+] Nature/Master While equipped: Stats +7 Str +8 Con dps ---------- Phys.pwr +13 (+3 eff.) Dmg.mod +17% fire ----- def ----- Resists +34% fire Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Ego++] Nature/Master While equipped: dps ---------- Phys.pwr +9 (+2 eff.) Spell.pwr +11 (+2 eff.) Mind.pwr +14 (+3 eff.) Dmg.mod +7% all ----- def ----- Max.HP +90.00 HP.reg +15.00 Heal.mod +16% Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Ego++] Arcane While equipped: Stats +6 Cun +12 Mag dps ---------- Spell.pwr +9 (+1 eff.) Melee+ 23 light Ranged+ 14 light Dmg.mod +15% light Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Ego++] Arcane While equipped: Stats +6 Cun +12 Mag dps ---------- Spell.pwr +10 (+1 eff.) Melee+ 31 light Ranged+ 20 light Dmg.mod +17% light Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Master/Psionic While equipped: Stats +2 Wil ----- def ----- Mind.save +4 (+1 eff.) Max.HP +24.00 Disarm- +23% Pinning- +20% Knockbk- +25% Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Ego++] Master While equipped: Stats +6 Con dps ---------- Acc +17 (+4 eff.) Apr +15 ----- def ----- Defense +14 (+4 eff.) Spell.save +19 (+5 eff.) ---------- misc Max.stam +24.00 Disengage: Puts all charms on 8 cooldown Level 3.5 Pwr.cost 8 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 178% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Ego] Master While equipped: ----- def ----- Phys.save +11 (+3 eff.) Spell.save +12 (+3 eff.) Mind.save +11 (+3 eff.) Max.HP +30.00 Disarm- +39% Pinning- +31% Knockbk- +29% Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego++] Nature/Master While equipped: Stats +8 Cun +6 Dex dps ---------- Dmg.mod +10% blight Acc +7 (+2 eff.) ----- def ----- Max.HP +51.00 HP.reg +8.00 Heal.mod +10% Rings make your fingers look great! It was corrupted by the digestive sack. |
![]() 0.1 T5 ring jewelry [Ego+] Psionic While equipped: Stats +7 Cun +7 Wil dps ---------- Mind.pwr +13 (+3 eff.) Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +2 Con dps ---------- Dmg.mod +10% fire ----- def ----- Resists +20% fire Phys.save +4 (+1 eff.) Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Ego+] Nature While equipped: Stats +7 Con ----- def ----- Phys.save +14 (+4 eff.) Max.HP +64.00 HP.reg +14.00 Heal.mod +14% Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Ego++] Nature While equipped: ----- def ----- Resists +8% nature +9% blight Max.HP +88.00 HP.reg +11.00 Heal.mod +15% Poison- +18% Disease- +19% Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Ego+] Nature While equipped: ----- def ----- Resists +15% nature +15% blight Poison- +30% Disease- +25% Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Ego+] Nature While equipped: dps ---------- Dmg.mod +17% fire ----- def ----- Resists +11% blight +34% fire +11% nature Poison- +25% Disease- +27% Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Ego++] Nature While equipped: ----- def ----- Resists +10% nature +12% blight Max.HP +79.00 HP.reg +13.00 Heal.mod +18% Poison- +22% Disease- +26% Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +17 (+4 eff.) Apr +17 ----- def ----- Defense +16 (+4 eff.) Disengage: Puts all charms on 8 cooldown Level 3.5 Pwr.cost 8 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 178% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 3.0 T5 battleaxe 2H weapon [Ego++] Nature/Disrupt Power 59.0 - 88.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% Against +38% Unnatural On Crit.r2 +31 acid +14 nature On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% While equipped: dps ---------- Res.pen +24% acid +17% nature Apr +16 Massive two-handed battleaxes. |
![]() 3.0 T5 battleaxe 2H weapon [Ego+] Arcane/Master Power 57.5 - 86.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% Melee+ +42 cold On Crit: * Wound the target dealing 272 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +20.0% Phys.pwr +13 (+3 eff.) Massive two-handed battleaxes. |
![]() 5.0 T5 greatmaul 2H weapon [Random Unique] Nature/Master Power 71.5 - 107.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% Phasing +20% On Hit.r1 +8 blight On Crit.r2 +16 physical On Hit: * 27% chance to reduce strength, dexterity, and constitution by 5 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +19 Str +16 Dex +19 Mag +16 Wil +19 Cun +19 Con dps ---------- Phys.crit +21.0% Dmg.mod +12% darkness Res.pen +19% all Acc +35 (+9 eff.) Apr +19 Melee Ret 4 darkness ----- def ----- Armour +10 Massive two-handed mauls. |
![]() 3.0 T5 greatsword 2H weapon [Unique] Master Power 60.0 - 96.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +22 Crit +10.0% Atk.spd 100% On Hit: * 25% chance to strike the target again. While equipped: Stats +10 Str +5 Dex +15 Con ---------- misc Masteries +0.20 Technique/Two-handed assault This impressive looking sword features two massive blades aligned in parallel. They seem weighted remarkably well. |
![]() 3.0 T5 greatsword 2H weapon [Unique] Arcane/Master Power 67.0 - 107.2 Physical Uses 20% Con, 115% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +22 Crit +12.0% Atk.spd 100% On Hit: * releases a burst of light, dealing 7 light damage (based on Spellpower) in a radius 3 cone. While equipped: Stats +12 Str +6 Mag +7 Con ---------- misc Cooldown Sun Ray -1 Absorption Strike -1 Flash of the Blade -1 Masteries +0.20 Celestial/Sun +0.10 Celestial/Radiance +0.20 Celestial/Crusader Increases the damage of Sun Beam by 15%. Attack everything in a line out to range 4, dealing 100% weapon damage (as light), and healing for 50% of the damage dealt. Uses 22 power out of 30/30 This impressive looking sword features a golden engraving of a sun in its hilt. Etched into its blade are a series of runes claiming that only one who has mastered both their body and mind may wield this sword effectively. |
![]() 3.0 T2 greatsword 2H weapon [Ego+] Master/Psionic Power 20.0 - 32.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: dps ---------- Acc +13 (+3 eff.) ----- def ----- Defense +10 (+3 eff.) Disarm- +38% Massive two-handed swords. |
![]() 3.0 T4 greatsword 2H weapon [Ego+] Nature Power 47.0 - 75.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% Melee+ +20 nature On Crit.r2 +52 acid +52 nature While equipped: dps ---------- Res.pen +30% acid +27% nature Apr +16 Massive two-handed swords. |
![]() 3.0 T5 greatsword 2H weapon [Rare] Master Power 64.5 - 103.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% Melee+ +8 lightning While equipped: Stats +6 Dex dps ---------- Phys.crit +19.0% Crit.mult +34.00% Apr +14 ----- def ----- Resists +9% acid +9% light +5% arcane Spell.save +18 (+4 eff.) Massive two-handed swords. |
![]() 3.0 T5 longsword 1H weapon [Ego++] Nature/Disrupt Power 42.5 - 59.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% Against +30% Unnatural On Crit.r2 +50 fire On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% While equipped: dps ---------- All.spd +11% Res.pen +25% fire Sharp, long, and deadly. |
![]() 3.0 T5 mace 1H weapon [Rare] Master Power 57.0 - 79.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% While equipped: Stats +2 Cun +5 Wil dps ---------- Crit.mult +20.00% Dmg.mod +6% light Acc +15 (+4 eff.) ----- def ----- Die.at -80.00 life Blunt and deadly. |
![]() 3.0 T2 mindstar 1H weapon [Unique] 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 +13 Crit +7.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) ----- def ----- HP.reg +2.00 Heal.mod +20% ---------- misc Masteries +0.30 Wild-gift/Fungus Bloom Heal: (Instant) Level 2.5 Pwr.cost 29 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Call upon the power of nature to regenerate your body for 62 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body. |
![]() 3.0 T3 mindstar 1H weapon [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. Power 10.0 - 11.0 Lightning Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +6% Mind.pwr +12 (+3 eff.) Dmg.mod +15% lightning Res.pen +9% lightning ----- def ----- Resists +15% lightning Mind.save +9 (+2 eff.) ---------- misc Max.psi +30.00 Talents +1 Psionic Maelstrom Masteries +0.15 Psionic/Charged mastery Electrical energies are focussed in the core of this mindstar. |
![]() 3.0 T2 mindstar 1H weapon [Unique] Nature Nature requires balance in these matters. Power 8.0 - 8.8 Fire Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) All.spd +5% Dmg.mod +10% fire Res.pen +10% fire ----- def ----- Resists -10% cold On Mind Hit: 10% Flame Fury 2 This mindstar glows with a bright warm light, but seems somehow incomplete. |
![]() 3.0 T4 mindstar 1H weapon [Unique] Nature Power 16.0 - 17.6 Physical Uses 50% Wil, 20% Str, 10% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +2.5% Atk.spd 100% Dmg.conv 20% acid 20% physical 20% cold 20% fire 20% lightning While equipped: dps ---------- Phys.crit +5.0% Mind.crit +5% Phys.pwr +10 (+2 eff.) Mind.pwr +10 (+2 eff.) Dmg.mod +12% lightning +12% physical +12% fire +12% cold +12% acid ----- def ----- Resists +10% acid +10% physical +10% fire +10% cold +10% lightning ---------- misc Masteries +0.30 Wild-gift/Venom drake aspect +0.30 Wild-gift/Cold drake aspect +0.30 Wild-gift/Fire drake aspect +0.30 Wild-gift/Storm drake aspect +0.30 Wild-gift/Sand drake aspect The breath attack has a chance to shift randomly between Fire, Ice, Lightning, Acid, and Sand each turn. Sand Breath: Level 5.5 Pwr.cost 22 out of 30/30. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: You breathe sand in a frontal cone of radius 9. Any target caught in the area will take 234.62 physical damage, and will be blinded for 3 turns. The damage will increase with your Strength, the critical chance is based on your Mental crit rate, and the Blind apply power is based on your Mindpower. Each point in sand drake talents also increases your physical resistance by 0.5%. A black iris cuts through the core of this mindstar, which shifts with myriad colours. It darts around, as if searching for something. |
![]() 3.0 T3 mindstar 1H weapon [Unique] Nature Power 10.0 - 11.0 Nature Uses 30% Wil, 50% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +2.5% Atk.spd 100% While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.crit +6% Mind.pwr +12 (+3 eff.) Dmg.mod +8% fire +8% physical +8% cold ----- def ----- Heal/summ +30 ---------- misc Max.summ +2 Masteries +0.10 Wild-gift/Summoning (utility) +0.10 Wild-gift/Summoning (augmentation) +0.10 Wild-gift/Summoning (melee) +0.10 Wild-gift/Summoning (distance) +0.10 Wild-gift/Summoning (advanced) Gives a 30% chance that your nature summons appear as wild summons. This mindstar constantly emits a low tone. Life seems to be pulled towards it. |
![]() 3.0 T2 mindstar 1H weapon [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. Power 6.0 - 6.6 Physical Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) Dmg.mod +10% physical Res.pen +6% physical ----- def ----- Resists +10% physical Phys.save +6 (+2 eff.) ---------- misc Psi/m.crit +1.00 Talents +1 Psionic Maelstrom Masteries +0.10 Psionic/Kinetic mastery Kinetic energies are focussed in the core of this mindstar. This item has been sent to the Item's Vault. |
![]() 3.0 T2 mindstar 1H weapon [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. Power 6.0 - 6.6 Physical Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) Dmg.mod +10% physical Res.pen +6% physical ----- def ----- Resists +10% physical Phys.save +6 (+2 eff.) ---------- misc Psi/m.crit +1.00 Talents +1 Psionic Maelstrom Masteries +0.10 Psionic/Kinetic mastery Kinetic energies are focussed in the core of this mindstar. |
![]() 3.0 T4 mindstar 1H weapon [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. Power 14.0 - 15.4 Fire Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +5.0% Atk.spd 100% Dmg.conv 50% cold While equipped: dps ---------- Mind.crit +8% Mind.pwr +16 (+4 eff.) Dmg.mod +20% fire +20% cold Res.pen +12% fire +12% cold ----- def ----- Resists +20% fire +20% cold Spell.save +12 (+3 eff.) ---------- misc Psi/turn +1.00 Talents +1 Psionic Maelstrom Masteries +0.20 Psionic/Thermal mastery Thermal energies are focussed in the core of this mindstar. This item has been sent to the Item's Vault. |
![]() 3.0 T4 waraxe 1H weapon [Random Unique] Nature/Master/Psionic Power 32.0 - 44.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% On Hit: * 20% chance to reduce all saves and defense by 37 * 50% chance to put 1 talent on cooldown for 5 turns (checks Confusion immunity) While equipped: Stats +13 Con +11 Wil dps ---------- Spell.pwr +10 (+1 eff.) Res.pen +9% physical Acc +17 (+4 eff.) Apr +9 On Hit (Melee): * 20% chance to reduce all saves and defense by 37 ----- def ----- Max.HP +62.00 ---------- misc Mana/turn +0.12 One-handed war axes. |
![]() 3.0 T5 waraxe 1H weapon [Ego+] Nature/Master Power 50.5 - 70.7 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% While equipped: Stats +13 Str +13 Dex +12 Mag +13 Wil +13 Cun +13 Con One-handed war axes. |
![]() 1.0 T3 belt armor [Random Unique] Disrupt/Master While equipped: Stats +3 Dex dps ---------- Phys.crit +5.0% Crit.mult +8.00% Phys.pwr +4 (+1 eff.) ----- def ----- Armour +14 Defense +8 (+2 eff.) Resists +8% acid +6% mind +3% darkness +9% blight Phys.save +15 (+5 eff.) A belt that goes around your waist. |
![]() 1.0 T2 belt armor [Unique] Nature While equipped: Stats +7 Cun +8 Wil dps ---------- Mind.crit +15% Mind.pwr +15 (+4 eff.) ---------- misc Masteries +0.20 Wild-gift/Harmony The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
![]() 1.0 T5 belt armor [Random Unique] Nature/Master While equipped: Stats +5 Str +6 Dex +5 Wil +5 Cun +4 Con dps ---------- On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +11% lightning +9% temporal +6% light +14% fire +12% cold Crit.chn- 5.00% Phys.save +17 (+5 eff.) Spell.save +15 (+4 eff.) Mind.save +18 (+5 eff.) A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Ego] Nature While equipped: ----- def ----- Resists +5% lightning +5% temporal HP.reg +0.70 Heal.mod +10% A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +9% nature Melee Ret 4 lightning ----- def ----- Resists +3% darkness +3% lightning Max.HP +30.00 A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Cun +2 Con dps ---------- On Hit (Melee): * 20% chance to reduce damage dealt by 30% ----- def ----- Armour +2 Defense +1 (+0 eff.) Crit.chn- 10.00% Die.at -20.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T5 cloak armor [Unique] Nature It would go well with another part of Ureslak. While equipped: ----- def ----- Resists +20% lightning +20% darkness +20% cold +20% fire -30% arcane +20% nature Res.Cap +10% lightning +10% darkness +10% cold +10% fire -30% arcane +10% nature Energize the scales for 16 turns, increasing resistance to Fire, Cold, Lightning, Nature, or Darkness damage by 15% just before you are damaged. (This effect lasts 5 turns and only works on one type of damage.). Uses 37 power out of 50/50 This cloak is fashioned from the scales of some large reptilian creature. It appears to reflect every color of the rainbow. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Con dps ---------- Acc +10 (+3 eff.) ----- def ----- Armour +12 Defense +1 (+0 eff.) Resists +1% physical +11% cold Heal.mod +10% ---------- misc Max.stam +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T5 cloak armor [Ego++] Arcane/Master While equipped: Stats +6 Dex +4 Mag +6 Wil +6 Cun dps ---------- Spell.crit +8% Acc +9 (+2 eff.) Apr +9 ----- def ----- Defense +3 (+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 T5 cloth armor [Random Unique] Nature/Psionic While equipped: Stats +8 Str +16 Mag +20 Wil +2 Con dps ---------- Dmg.mod +27% lightning +25% physical +26% cold ----- def ----- Resists +14% lightning +15% cold +20% blight +15% all Max.HP +84.00 HP.reg +6.00 Heal.mod +25% ---------- misc Mana/turn +0.26 Psi/turn +0.40 Equi/ret +0.16 Psi/ret +0.08 Hate/m.crit +2.00 Light +2 See.Invis +12 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Ego+] Arcane/Psionic While equipped: dps ---------- Mind.crit +6% Spell.pwr +20 (+2 eff.) Mind.pwr +6 (+1 eff.) Dmg.mod +20% all ----- def ----- Resists +15% all Mind.save +30 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: ----- def ----- Armour +8 Defense +15 (+4 eff.) Fatigue +3% Resists +6% fire +3% light +15% cold Die.at -80.00 life Cut- +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T1 feet armor [Rare] Master While equipped: Stats +4 Str +2 Dex +2 Cun dps ---------- Phys.pwr +15 (+4 eff.) Acc +5 (+1 eff.) ----- def ----- Armour +1 Spell.save +6 (+1 eff.) ---------- misc Max.stam +10.00 Disengage: Puts all charms on 11 cooldown Level 2.5 Pwr.cost 11 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 157% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Unique] Master While equipped: Stats +20 Str -6 Dex +10 Con dps ---------- Phys.pwr +10 (+2 eff.) Dmg.mod +15% physical ----- def ----- Armour +20 Hardiness +20% Defense +8 (+2 eff.) Fatigue +12% Resists +15% acid +15% physical Knockbk- +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
![]() 2.0 T3 feet armor [Random Unique] Master While equipped: Stats +2 Dex +6 Cun +6 Con dps ---------- Phys.crit +5.0% Phys.pwr +4 (+1 eff.) Acc +10 (+3 eff.) Apr +5 ----- def ----- Armour +7 Defense +20 (+5 eff.) Phys.save +30 (+10 eff.) Mind.save +25 (+6 eff.) Die.at -40.00 life A pair of boots made of leather. |
![]() 1.0 T1 hands armor [Rare] Psionic While equipped: dps ---------- Dmg.mod +3% physical ----- def ----- Armour +3 Resists +1% physical Die.at -40.00 life HP.reg +2.00 ---------- misc Stam/turn +0.60 Hate/m.crit +2.00 Max.stam +21.00 Unarmed combat: Power 7.5 - 8.2 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 100% On Hit: 10% Nightmare 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T4 hands armor Reqs Heavy armour training [Random Unique] Disrupt/Master While equipped: Stats +3 Str +3 Wil +3 Con dps ---------- Phys.pwr +9 (+2 eff.) Acc +9 (+2 eff.) Apr +8 ----- def ----- Armour +3 Fatigue +5% Resists +6% acid +14% darkness +21% blight +6% fire +10% arcane +6% light Affinity +9% nature Spell.save +48 (+12 eff.) Disarm- +30% ---------- misc Masteries +0.20 Technique/Grappling +0.20 Wild-gift/Antimagic Unarmed combat: Power 30.5 - 42.7 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% base dam (max 20%) Apr +23 Crit +10.0% Atk.spd 83% On Hit: 10% Disarm 5 On Crit: 20% Call of the Ooze 2 On Hit: * 16% chance to slow global speed by 66% * 17% chance to reduce armor by 12% Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T5 hands armor Reqs Heavy armour training [Unique] Arcane/Master While equipped: Stats +6 Str +6 Mag dps ---------- Phys.crit +10.0% Spell.crit +10% Crit.mult +50.00% Dmg.mod +10% physical ----- def ----- Armour +6 Unarmed combat: Power 36.0 - 50.4 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Apr +10 Crit +10.0% Atk.spd 83% Melee+ +20 arcane On Hit: 10% Displacement Shield 3 On Hit: 15% Wave of Power 1 Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
![]() 1.0 T3 hands armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +8 Disarm- +40% Stun/Frz- +30% Knockbk- +30% ---------- misc Cooldown Clinch -2 Unarmed combat: Power 19.0 - 20.9 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +7.0% Atk.spd 100% On Hit: 20% Clinch 3 On Hit: 10% Maim 3 On Hit: 10% Take Down 3 These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
![]() 1.0 T3 hands armor [Unique] Nature This would be great with a mighty matching belt. While equipped: Stats +4 Str ----- def ----- Armour +2 Resists +10% lightning +10% cold Max.HP +60.00 Knockbk- +50% Unarmed combat: Power 17.0 - 18.7 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.0% Atk.spd 100% Melee+ +10 lightning +10 cold On Hit: 25% Call Lightning 5 Throw Boulder: Level 3.5 Pwr.cost 5 out of 6/6. Range 10 Travel.spd instantaneous Is a nature gift Description: Throw a huge boulder, dealing 226.11 physical damage and knocking targets back 6 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
![]() 1.0 T1 hands armor [Rare] Nature While equipped: Stats +1 Wil dps ---------- Mind.crit +2% Melee+ 6 lightning Dmg.mod +4% lightning ----- def ----- Armour +1 Resists +6% lightning +3% light ---------- misc Equi/ret +0.04 Light +1 Unarmed combat: Power 8.5 - 9.4 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 100% On Crit.r2 +6 lightning On Hit: 10% Lightning Breath 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T4 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 6 cold Dmg.mod +15% darkness +10% cold ----- def ----- Armour +3 Defense +30 (+8 eff.) Resists +6% mind +8% cold +3% darkness +2% physical Blind- +20% Unarmed combat: Power 25.5 - 28.1 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +5.0% Atk.spd 100% On Crit.r2 +8 ice On Hit: 10% Ice Breath 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T4 hands armor Reqs Heavy armour training [Ego+] Master While equipped: dps ---------- Phys.crit +10.0% Spell.crit +14% Mind.crit +13% Crit.mult +11.00% ----- def ----- Armour +3 Fatigue +5% Unarmed combat: Power 37.0 - 51.8 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Apr +15 Crit +21.0% Atk.spd 83% On Crit: 20% Cripple 5 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T3 head armor [Rare] Nature While equipped: Stats +6 Wil +4 Cun +7 Lck dps ---------- Phys.crit +3.0% Spell.crit +4% Mind.crit +4% Crit.mult +5.00% Dmg.mod +9% mind ----- def ----- Armour +3 Fatigue +3% ---------- misc Equi/ret +0.08 Hate/m.crit +2.00 Max.hate +8.00 A cap made of leather. |
![]() 2.0 T3 head armor [Rare] Nature While equipped: Stats +13 Str +10 Dex +7 Cun +8 Con dps ---------- Dmg.mod +15% arcane ----- def ----- Armour +3 Fatigue +3% Resists +5% arcane Crit.chn- 15.00% A cap made of leather. |
![]() 2.0 T5 head armor [Rare] Arcane While equipped: Stats +5 Con dps ---------- Phys.crit +8.0% Crit.mult +20.00% Phys.pwr +20 (+5 eff.) Dmg.mod +20% darkness +27% physical Acc +41 (+10 eff.) ----- def ----- Defense +44 (+11 eff.) Resists +4% physical +30% darkness +12% light A pointy cloth hat, very wizardly... |
![]() 2.0 T5 head armor [Random Unique] Nature/Psionic While equipped: Stats +6 Cun +6 Wil dps ---------- Mind.crit +4% Mind.pwr +12 (+3 eff.) Dmg.mod +15% acid +19% physical +7% darkness +18% fire +6% light ----- def ----- Defense +3 (+1 eff.) Resists +22% acid +20% physical +13% darkness +12% fire ---------- misc Max.hate +11.00 Light +3 A pointy cloth hat, very wizardly... |
![]() 3.0 T5 head armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +7 Str +5 Dex +3 Mag +14 Cun +11 Lck dps ---------- Phys.crit +4.0% Spell.crit +4% Mind.crit +6% Dmg.mod +3% acid Acc +9 (+2 eff.) Apr +6 On Melee Ret: * 15% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +5 Defense +9 (+2 eff.) Fatigue +5% Crit.chn- 10.00% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T3 head armor [Rare] Nature While equipped: Stats +4 Cun ----- def ----- Armour +3 Fatigue +3% Resists +5% nature +6% fire Spell.save +18 (+4 eff.) Max.HP +63.00 Heal.mod +12% ---------- misc Equi/ret +0.16 Hate/m.crit +2.00 Max.psi +20.00 A cap made of leather. |
![]() 14.0 T4 heavy armor Reqs Heavy armour training [Rare] Master While equipped: ----- def ----- Armour +22 Defense +19 (+5 eff.) Fatigue +12% Resists +6% darkness Crit.chn- 15.00% Spell.save +15 (+4 eff.) Mind.save +6 (+2 eff.) Die.at -60.00 life Max.HP +80.00 A suit of armour made of mail. |
![]() 14.0 T2 heavy armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Phys.pwr +10 (+2 eff.) Dmg.mod +21% mind ----- def ----- Armour +14 Defense +27 (+7 eff.) Fatigue +12% Resists +19% lightning ---------- misc Max.psi +30.00 A suit of armour made of mail. |
![]() 14.0 T2 heavy armor Reqs Heavy armour training [Ego+] Arcane/Master While equipped: ----- def ----- Armour +13 Defense +2 (+1 eff.) Fatigue +12% Resists +8% acid +9% physical +9% lightning +9% fire +7% arcane +9% cold Spell.save +16 (+4 eff.) A suit of armour made of mail. |
![]() 9.0 T2 light armor [Unique] Nature/Disrupt While equipped: Stats +3 Wil +4 Con ----- def ----- Armour +6 Defense +8 (+2 eff.) Rng.Def +4 (+1 eff.) Fatigue +8% Resists +20% nature +25% arcane Spell.save +18 (+4 eff.) HP.reg +1.00 Heal.mod +20% Stun/Frz- +25% ---------- misc Masteries +0.20 Wild-gift/Antimagic Worn by Protector Ardon, who first formed the Ziguranth during the mage wars between the Humans and the Halflings. This armour is infused with the powers of nature, and protected against the disruptive forces of magic. |
![]() 3.0 animal misc [Unique] Nature Invoke your inner bearness. Uses 73 power out of 100/100 The very essence of bearness! |
![]() 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 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 0.0 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 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+2 eff.) 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 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 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. |
![]() 3.0 T3 digger tool [Rare] Master While equipped: Stats +5 Str +3 Dex +2 Wil +9 Cun +4 Con dps ---------- Dmg.mod +21% nature ----- def ----- Fatigue -8% Crit.chn- 15.00% ---------- misc See.Invis +9 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T5 digger tool [Random Unique] Master While equipped: Stats +8 Str +6 Cun dps ---------- Dmg.mod +3% cold Res.pen +5% cold Acc +10 (+3 eff.) On Hit (Melee): * 10% chance to slow global speed by 66% ----- def ----- Armour +2 Fatigue -10% Resists +6% blight +10% fire +10% darkness Crit.chn- 17.75% Max.HP +60.00 Poison- +24% ---------- misc Infravis +9 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str dps ---------- Dmg.mod +3% mind +6% blight Res.pen +20% blight Apr +5 On Hit (Melee): * 20% chance to reduce all saves and defense by 37 ----- def ----- Resists +12% fire While carried: ---------- misc Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 19 cooldown Level 4.5 Pwr.cost 19 out of 26/26. Range melee/personal Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +93 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
![]() 2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
![]() 0.0 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 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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 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. |
![]() 2.0 T3 gross misc [Unique] Unknown While equipped: dps ---------- Melee Ret 25 darkness ----- def ----- Disarm- +100% The arm can sometimes reach out to a foe in radius 5 and grab it to you with a tentacle pull. This action is not your own choice, it has a mind of its own. The arm appears desiccated, but you swear that you see something wriggling underneath its ashen skin. |
![]() 1.0 T3 lite [Rare] Nature While equipped: Stats +4 Wil dps ---------- Mind.pwr +15 (+4 eff.) Dmg.mod +6% fire Res.pen +10% nature Melee Ret 10 fire ----- def ----- Max.HP +41.00 ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 T5 lite [Random Unique] Nature/Disrupt/Master While equipped: dps ---------- Dmg.mod +12% nature Res.pen +15% lightning +7% all Apr +8 Melee Ret 4 nature 2 lightning On Hit (Melee): * 20% chance to slow global speed by 66% ----- def ----- Resists +3% lightning +3% all Spell.save +7 (+2 eff.) Max.HP +70.00 ---------- misc Light +7 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 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. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() 0.0 T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T2 rod charm [Unique] Unknown While carried: ---------- misc Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 70% of the healing done. This effect scales with your Magic stat.. Uses 55 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 146 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 361.20 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 19 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
![]() 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 tool misc [Unique] While equipped: Stats +8 Cun dps ---------- Dmg.mod +15% lightning ----- def ----- Resists +15% lightning Phys.save +18 (+6 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
![]() 2.0 T2 torque charm [Rare] Psionic While equipped: Stats +2 Wil ----- def ----- Resists +6% light +6% fire Max.HP +100.00 Heal.mod +20% Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 200 physical damage Puts all charms on 11 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 totem charm [Unique] Disrupt/Psionic While equipped: Stats +8 Wil dps ---------- Mind.pwr +10 (+2 eff.) Dmg.mod +12% mind Convince all non arcane users in radius 10 to turn on their spellcasting friends for 6 turns (chance increases with your Mindpower). Uses 19 power out of 25/25 During the Age of Dusk a rash of anti-magic activities took place in the Nargol Kingdom immediately after the Spellblaze. Citizens would turn on those with magical powers, burning them alive on stakes of wood. When the authorities found the perpetrators they executed them and planted their heads on stakes throughout their capital city. Despite this however, the citizenry continued to burn alive the enemies of nature. Unbeknownst to the authorities, the heads of the dead perpetrators continued to spread their message long after their deaths. This stake of wood appears to one of those used to prop up one of the executed heads. It has seemingly absorbed the will of the head it propped up, and holding it you can hear the Ziguranth's message echo through your mind. |
![]() 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. |
![]() 2.0 T3 wand charm [Random Unique] Arcane While equipped: dps ---------- Dmg.mod +9% blight Res.pen +25% blight Melee Ret 2 blight ----- def ----- Resists +6% cold Create a shield absorbing up to 260 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 15 cooldown 100% to increase all damage penetration by 15% for 2 turns. 100% to reduce fatigue by 28% for 2 turns. 100% to increase all damage by 17% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 22 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 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+3 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
Achievements
By IWillDoThis the Krog Mindslayer level 35
6th Pyre 123rd year of Ascendancy at 17:01 see stats
By IWillDoThis the Krog Mindslayer level 34
4th Pyre 123rd year of Ascendancy at 13:12 see stats
By IWillDoThis the Krog Mindslayer level 15
12nd Dusk 122nd year of Ascendancy at 20:07 see stats
By IWillDoThis the Krog Mindslayer level 40
18th Pyre 123rd year of Ascendancy at 16:56 see stats
By IWillDoThis the Krog Mindslayer level 41
29th Pyre 123rd year of Ascendancy at 19:07 see stats
By IWillDoThis the Krog Mindslayer level 46
31st Dusk 123rd year of Ascendancy at 10:18 see stats
By IWillDoThis the Krog Mindslayer level 38
15th Pyre 123rd year of Ascendancy at 16:31 see stats
By IWillDoThis the Krog Mindslayer level 28
7th Regrowth 123rd year of Ascendancy at 12:57 see stats
By IWillDoThis the Krog Mindslayer level 37
12nd Pyre 123rd year of Ascendancy at 08:32 see stats
By IWillDoThis the Krog Mindslayer level 32
2nd Pyre 123rd year of Ascendancy at 03:53 see stats
By IWillDoThis the Krog Mindslayer level 22
76th Haze 122nd year of Ascendancy at 17:39 see stats
By IWillDoThis the Krog Mindslayer level 27
2nd Regrowth 123rd year of Ascendancy at 08:34 see stats
By IWillDoThis the Krog Mindslayer level 32
1st Pyre 123rd year of Ascendancy at 05:49 see stats
By IWillDoThis the Krog Mindslayer level 50
40th Haze 123rd year of Ascendancy at 18:24 see stats
By IWillDoThis the Krog Mindslayer level 44
59th Pyre 123rd year of Ascendancy at 02:27 see stats
By IWillDoThis the Krog Mindslayer level 42
29th Pyre 123rd year of Ascendancy at 21:58 see stats
By IWillDoThis the Krog Mindslayer level 10
1st Summertide 122nd year of Ascendancy at 09:59 see stats
By IWillDoThis the Krog Mindslayer level 20
66th Haze 122nd year of Ascendancy at 17:02 see stats
By IWillDoThis the Krog Mindslayer level 30
60th Regrowth 123rd year of Ascendancy at 23:41 see stats
By IWillDoThis the Krog Mindslayer level 40
18th Pyre 123rd year of Ascendancy at 09:47 see stats
By IWillDoThis the Krog Mindslayer level 50
9th Haze 123rd year of Ascendancy at 17:31 see stats
By IWillDoThis the Krog Mindslayer level 50
39th Haze 123rd year of Ascendancy at 20:17 see stats
By IWillDoThis the Krog Mindslayer level 29
34th Regrowth 123rd year of Ascendancy at 15:07 see stats
By IWillDoThis the Krog Mindslayer level 33
3rd Pyre 123rd year of Ascendancy at 05:13 see stats
By IWillDoThis the Krog Mindslayer level 28
6th Regrowth 123rd year of Ascendancy at 17:43 see stats
By IWillDoThis the Krog Mindslayer level 37
12nd Pyre 123rd year of Ascendancy at 11:44 see stats
By IWillDoThis the Krog Mindslayer level 14
6th Dusk 122nd year of Ascendancy at 18:55 see stats
By IWillDoThis the Krog Mindslayer level 9
3rd Mirth 122nd year of Ascendancy at 21:05 see stats
By IWillDoThis the Krog Mindslayer level 43
51st Pyre 123rd year of Ascendancy at 08:14 see stats
By IWillDoThis the Krog Mindslayer level 24
5th Decay 122nd year of Ascendancy at 23:41 see stats
By IWillDoThis the Krog Mindslayer level 19
62nd Haze 122nd year of Ascendancy at 18:40 see stats
By IWillDoThis the Krog Mindslayer level 50
43rd Haze 123rd year of Ascendancy at 15:16 see stats
By IWillDoThis the Krog Mindslayer level 33
3rd Pyre 123rd year of Ascendancy at 21:51 see stats
Log
Argoniel slows down.
IWillDoThis resists the disease!
Argoniel performs a melee critical strike against IWillDoThis!
IWillDoThis is crippled.
Argoniel receives 143 healing from Blood Splash.
Melee retaliation hits Argoniel for 24 arcane, 24 arcane (48 total damage).
Ruin hits Argoniel for 6 healing, 5 healing (0 total damage) [11 healing].
Argoniel hits IWillDoThis for 226 physical, (8 to psi shield), 12 blight, 239 physical, (6 to psi shield), 9 blight (485 total damage).
Quasit rushes out!
Quasit misses IWillDoThis.
Burning from Multi-hued drake hits Multi-hued drake hatchling for 106 fire damage.
Multi-hued drake breathes ice!
Quasit shrugs off the effect 'Frozen'!
Argoniel resists the freeze!
Mirror Image (Elandar) is encased in ice!
IWillDoThis resists the freeze!
Multi-hued drake hatchling is encased in ice!
Multi-hued drake breathes sand!
Quasit shrugs off the effect 'Blinded'!
Multi-hued drake hits Multi-hued drake hatchling for 425 cold damage.
Multi-hued drake hits Quasit for 634 cold damage.
Multi-hued drake hits IWillDoThis for 374 cold damage.
Multi-hued drake hits Argoniel for 167 cold damage.
Multi-hued drake hits Mirror Image (Elandar) for 1 cold damage.
Multi-hued drake hits Quasit for 416 physical damage.
Multi-hued drake hits IWillDoThis for 470 physical damage.
Multi-hued drake hits Multi-hued drake hatchling for 416 physical damage.
Multi-hued drake hits Argoniel for 137 physical damage.
Multi-hued drake hits Mirror Image (Elandar) for 1 physical damage.
IWillDoThis the level 50 krog mindslayer was minced to death by a multi-hued drake on level 11 of High Peak.