











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 | Female |
Race | Drem |
Class | Writhing One |
Level / Exp | 49 / 2% |
Size | medium |
Lifes / Deaths | Killed by Poliremira the poison ivy at level 10 on the 27th Voratun 122nd year of Ascendancy at 16:21 0 / 9Killed by StupidMfer's Inner Demon at level 15 on the 7th Wealth 122nd year of Ascendancy at 20:11 Killed by worm that walks (servant of StupidMfer) at level 25 on the 1st Loss 122nd year of Ascendancy at 16:06 Killed by StupidMfer's Inner Demon at level 27 on the 4th Loss 122nd year of Ascendancy at 14:14 Killed by worm that walks (servant of StupidMfer) at level 32 on the 6th Stralite 123rd year of Ascendancy at 01:00 Killed by Aruwen the chitinous spider at level 38 on the 36th Stralite 123rd year of Ascendancy at 10:54 Killed by Ivirima the orc pyromancer at level 47 on the 22nd Dearth 123rd year of Ascendancy at 04:17 Killed by Salyda the bloated horror at level 48 on the 23rd Dearth 123rd year of Ascendancy at 17:19 Killed by Vor, Grand Geomancer of the Pride at level 49 on the 23rd Dearth 123rd year of Ascendancy at 17:50 |
Primary Stats
Strength | 103 (base 66) |
Dexterity | 21 (base 24) |
Constitution | 43 (base 12) |
Magic | 107 (base 60) |
Willpower | 37 (base 9) |
Cunning | 79 (base 60) |
Resources
Life | -433/1710 |
Mana | 523/523 |
Equilibrium | 0 |
Insanity | 31/100 |
Healing Factor | 1.5397742564935 |
Regeneration | 55.816816797889 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +54.60995032651% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 14 |
Infravision | 5 |
See Stealth | 45.350416095169 |
See Invisible | 55.350416095169 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 209 |
Accuracy | 51 |
Crit Chance | 41% |
APR | 51 |
Speed | 1.00 |
Offense: Spell
Spellpower | 69 |
Crit Chance | 30% |
Speed | 1 |
Offense: Mind
Mindpower | 38 |
Crit Chance | 22% |
Speed | 1 |
Offense: Damage Bonus
Blight | +40% |
Physical | +66% |
Cold | +20% |
All | 0% |
Darkness | +62% |
Light | +10% |
Temporal | +39% |
Mind | +6% |
Fire | +9% |
Nature | +15% |
Offense: Damage Penetration
Darkness | +5% |
Fire | +10% |
Temporal | +15% |
Defense: Base
Armour (hardiness) | 31 (64.574340358689%) |
Defense | 49 |
Ranged Defense | 49 |
Fatigue | 0.1710401681608 |
Physical Save | 37 |
Spell Save | 39 |
Mental Save | 40 |
Defense: Resistances
Acid | + 39%( 70%) |
Physical | + 36%( 70%) |
Cold | + 27%( 70%) |
All | + 21%( 70%) |
Darkness | + 34%( 70%) |
Light | + 33%( 70%) |
Lightning | + 27%( 70%) |
Fire | + 31%( 70%) |
Nature | + 21%( 70%) |
Defense: Immunities
Stun Resistance | 82% |
Confusion Resistance | 100% |
Teleport Resistance | 20% |
Blind Resistance | 100% |
Silence Resistance | 50% |
Disarm Resistance | 35% |
Pinning Resistance | 38% |
Instadeath Resistance | 100% |
Knockback Resistance | 100% |
Inscriptions (5/5)
Runes | Effective talent level: 1.0 Rune: StormshieldUse 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 summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 40 up to 5 times. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 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 127 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 Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 42% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 34 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 -923 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 1845 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 Strength stat. |
Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 33 up to 8 times. Its effects scale with your Strength stat. |
Class Talents
Demented / Tentacles | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Demented / Path of horror | 1.30 |
| 2/5 |
| 1/5 |
| 4/5 |
| 5/5 |
Demented / Disfigured face | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Demented / Friend of the worm | 1.30 |
| 5/5 |
| 2/5 |
| 4/5 |
| 4/5 |
Demented / Horrific body | 1.30 |
| 4/5 |
| 4/5 |
| 4/5 |
| 3/5 |
Demented / Controlled horrors | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 3/5 |
| 3/5 |
| 2/5 |
| 4/5 |
| 5/5 |
| 0/5 |
Wild-gift / Harmony | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Race / Drem | 1.00 |
| 1/5 |
| 3/5 |
| 3/5 |
| 1/5 |
Demented / Beyond sanity | 1.30 |
| 5/5 |
| 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 |
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 grave | active |
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 kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! 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 | completed |
You successfully escorted the injured seer to the recall portal on level 2 of Daikara. Escort: injured seer (level 2 of Daikara)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 4 of Dreadfell. Escort: lost defiler (level 4 of Dreadfell)As a reward you improved Magic by +5. | done |
You failed to protect the lost sun paladin from death by Aryyaba the treant. Escort: lost sun paladin (level 3 of Old Forest) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 6 of Dreadfell. Escort: lost sun paladin (level 6 of Dreadfell)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost warrior (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Strength by +5. | done |
You failed to protect the repented thief from death by Ce'Nyma the weaver young. Escort: repented thief (level 1 of Daikara) | failed |
You successfully escorted the repented thief to the recall portal on level 3 of Dreadfell. Escort: repented thief (level 3 of Dreadfell)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
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 Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * 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: 1567. | 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. | active |
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 |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Stire of Derth. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Stire of Derth has completed an elixir of avoidance without your aid. Stire of Derth has completed an elixir of precision without your aid. You have aided Marus of Elvala in creating an elixir of mysticism. Marus of Elvala has completed an elixir of mastery without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the 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 brawn. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of stoneskin. You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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 |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | 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* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * You have destroyed Grushnak. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to 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
On feet | ![]() 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 (+3 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. |
Light source | ![]() 1.0 T3 lite [Rare] Nature While equipped: Stats +2 Wil ----- def ----- Resists +15% light Phys.save +3 (+1 eff.) Spell.save +9 (+3 eff.) Max.HP +64.00 HP.reg +2.00 Heal.mod +5% Knockbk- +20% Teleport- +20% ---------- misc Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +10 Mag +10 Wil +10 Con dps ---------- Dmg.mod +10% light ----- def ----- Armour +6 Fatigue +4% Resists +10% darkness Blind- +60% Confus- +60% ---------- misc Light +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
Tool | ![]() 2.0 T5 totem charm [Rare] Nature While equipped: Stats +2 Dex +6 Wil +2 Con dps ---------- Phys.crit +2.0% Dmg.mod +6% mind ----- def ----- Defense +25 (+9 eff.) ---------- misc Psi/ret +0.08 Max.stam +20.00 Heal yourself and all friendly characters within 10 spaces for 536 Puts all charms on 9 cooldown Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 T4 ring jewelry [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +9% fire Res.pen +5% darkness +10% fire Melee Ret 2 fire ----- def ----- Resists +6% darkness +6% fire Max.HP +132.00 HP.reg +19.00 Heal.mod +17% Disarm- +35% Pinning- +38% Stun/Frz- +32% Knockbk- +44% Rings make your fingers look great! |
On fingers | ![]() 0.1 T5 ring jewelry [Random Unique] Arcane/Nature While equipped: Stats +8 Cun +7 Mag dps ---------- Spell.pwr +7 (+1 eff.) Dmg.mod +15% nature +9% temporal Res.pen +15% temporal Melee Ret 10 nature On Hit (Melee): * 20% chance to slow global speed by 51% ----- def ----- Max.HP +71.00 HP.reg +15.00 Heal.mod +18% Silence- +50% ---------- misc Mana/turn +0.26 Rings make your fingers look great! |
Around waist | ![]() 1.0 T5 belt armor [Rare] Master While equipped: Stats +6 Cun +8 Wil dps ---------- Dmg.mod +24% darkness +9% physical Against +38% Summoned Apr +4 ----- def ----- D.Red.from +20% Summoned Die.at -60.00 life ---------- misc Stam/turn +3.00 Max.stam +30.00 A belt that goes around your waist. |
In main hand | ![]() 3.0 T4 longsword 1H weapon [Unique] Arcane Power 40.0 - 56.0 Physical Uses 70% Mag, 90% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +40 Crit +8.0% Atk.spd 100% Dmg.conv 20% temporal On Hit: * deals 127 temporal damage and slows enemies in radius 6 of the target by 137% based on Magic While equipped: dps ---------- Dmg.mod +30% temporal +30% physical ----- def ----- Def/telep +20 Res/telep +20% Dur/telep +20% Blink Blade: Level 4.0 Pwr.cost 6 out of 10/10. Range 8 Travel.spd instantaneous Is a spell Description: Teleport to the target and attack with your melee weapons for 94% damage. Then teleport next to a second random enemy, attacking for 94% damage. Blink Blade can hit the same target multiple times. The remnants of a damaged timeline, this blade shifts and fades at random. |
On hands | ![]() 1.5 T4 hands armor Reqs Heavy armour training [Unique] Psionic While equipped: dps ---------- Melee+ 15 darkness 15 cold Dmg.mod +20% darkness +20% cold ----- def ----- Armour +5 Die.at -100.00 life Heal.mod -10% ---------- misc Max.hate +20.00 Unarmed combat: Power 26.0 - 36.4 Physical Uses 50% Mag, 40% Cun, 40% Wil 40% Str, 40% Dex Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Atk.spd 83% On Hit: 10% Dominate 3 On Hit: 5% Slash 3 Instill Fear: Level 3.0 Pwr.cost 12 out of 30/30. Range 8 Travel.spd instantaneous Is a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 15.37 mind and 23.50 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 17% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 16. Terrified: Deals 3.71 mind and 5.67 darkness damage per turn and increases cooldowns by 27%. Haunted: Causes the target to suffer 6.08 mind and 9.29 darkness damage for each detrimental mental effect every turn. Crafted for a warlord who wanted to keep his subjects under a stralite grip. Dark thoughts went into the making of these gauntlets, literally. |
Main armor | ![]() 2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +15 Mag +5 Cun +5 Con dps ---------- Spell.crit +8% Spell.pwr +15 (+3 eff.) Mov.spd +32% Dmg.mod +22% blight ----- def ----- Resists +13% all Dmg.red +30 all Carrion Feet: Level 3.9 Pwr.cost 9 out of 20/20. Range 8 Travel.spd instantaneous Is a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 32%. You can also activate this talent to instantly destroy more worms, letting you jump in range 8 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
Cloak | ![]() 2.0 T3 cloak armor [Rare] Nature While equipped: dps ---------- Phys.crit +8.0% Dmg.mod +12% physical Acc +10 (+4 eff.) On Hit (Melee): * 20% chance to slow global speed by 51% ----- def ----- Defense +27 (+9 eff.) Resists +8% acid +4% physical +7% fire +8% cold +8% lightning ---------- misc Stam/turn +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+1 eff.) ----- def ----- Blind- +100% ---------- misc See.Invis +10 Summon an elder vampire with Taunt to your side for 15 turns. Uses 36 power out of 30/60 The evilness of undeath radiates from this amulet. |
Inventory
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 254 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 747% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature 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 nature gift Description: Activate the infusion to increase movement speed by 714% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 433 life over 5 turns. Its effects scale with your Constitution 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 Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 462 life over 5 turns. 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 13 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 754 life over 5 turns. 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 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 516 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental 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 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 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a cone dealing 265.60 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd 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 166 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 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 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 T2 amulet jewelry [Unique] Arcane While equipped: ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
![]() 0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +3 Str +1 Mag +2 Cun ----- def ----- Fatigue -4% Resists +3% darkness HP.reg +1.00 Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +15% lightning Heal.mod +16% Cut- +60% Stun/Frz- +29% Heal: Puts all charms on 21 cooldown Level 2.0 Pwr.cost 21 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 226 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
![]() 0.1 T4 amulet jewelry [Ego++] Nature/Psionic While equipped: Stats +4 Wil dps ---------- Mind.pwr +13 (+5 eff.) ----- def ----- Mind.save +9 (+3 eff.) Blind- +26% Confus- +18% ---------- misc Infravis +5 Sight +2 See.Invis +10 Amulets make your neck look great! |
![]() 1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 6 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] Nature While equipped: dps ---------- Dmg.mod +11% cold Res.pen +5% mind ----- def ----- Resists +6% mind +22% cold Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Dmg.mod +25% lightning +25% fire +25% arcane +25% cold Res.pen +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
![]() 0.1 T4 ring jewelry [Rare] Arcane While equipped: dps ---------- Phys.pwr +13 (+2 eff.) Spell.pwr +13 (+3 eff.) Mind.pwr +10 (+4 eff.) Dmg.mod +6% arcane +24% darkness Res.pen +15% blight +25% arcane Melee Ret 4 darkness On Hit (Melee): * 20% chance to reduce damage dealt by 20% ----- def ----- Resists +6% blight +6% darkness Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Random Unique] Nature/Master While equipped: Stats +4 Str +8 Dex +6 Con dps ---------- Crit.mult +5.00% Phys.pwr +9 (+2 eff.) Dmg.mod +16% cold Acc +16 (+6 eff.) Melee Ret 2 mind On Melee Ret: * 33% chance to reduce strength, dexterity, and constitution by 31 * 29% chance to reduce damage dealt by 20% ----- def ----- Resists +3% acid +32% cold +12% nature ---------- misc Psi/ret +0.04 Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +10 Str +9 Wil +17 Con dps ---------- Phys.pwr +10 (+2 eff.) Dmg.mod +6% light +3% mind Res.pen +10% acid +10% light +10% mind ----- def ----- Resists +12% mind Phys.save +20 (+7 eff.) Mind.save +18 (+6 eff.) Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +19% lightning ----- def ----- Fatigue -8% Resists +38% lightning +1% physical +12% darkness +6% acid Max.HP +35.00 Blind- +20% Disarm- +42% Pinning- +41% Knockbk- +52% ---------- misc Max.enc +33 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego+] Arcane While equipped: Stats +5 Mag +4 Wil dps ---------- Spell.pwr +7 (+1 eff.) Dmg.mod +11% blight ----- def ----- Resists +11% blight Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego+] Master While equipped: Stats +3 Str +9 Dex +3 Mag +3 Wil +10 Cun +3 Con dps ---------- Acc +10 (+4 eff.) Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego+] Nature While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con ----- def ----- Resists +10% nature +8% blight Poison- +19% Disease- +22% Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego++] Master/Psionic While equipped: Stats +3 Cun +2 Con dps ---------- Melee+ 13 physical Ranged+ 13 physical On Hit (Melee): * 12% chance to reduce all saves and defense by 25 On Hit (Ranged): * 12% chance to reduce all saves and defense by 25 ----- def ----- Spell.save +10 (+4 eff.) ---------- misc Hate/m.crit +1.00 Max.stam +19.00 Max.hate +7.00 Bleeding Edge: Puts all charms on 12 cooldown Level 3.0 Pwr.cost 12 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Master While equipped: ----- def ----- Phys.save +7 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +7 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego+] Arcane While equipped: Stats +2 Str +2 Dex +5 Mag +2 Wil +5 Cun +2 Con dps ---------- Spell.pwr +7 (+1 eff.) Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego+] Arcane While equipped: Stats +2 Str +2 Dex +5 Mag +2 Wil +2 Cun +2 Con dps ---------- Melee+ 17 light Ranged+ 14 light Dmg.mod +13% light Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Normal] Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Normal] Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +2 Mag dps ---------- Dmg.mod +11% darkness ----- def ----- Resists +22% darkness Spell.save +4 (+2 eff.) Rings make your fingers look great! |
![]() 3.0 T4 battleaxe 2H weapon [Ego+] Nature Power 42.5 - 63.8 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +7.5% Atk.spd 100% While equipped: Stats +5 Str +10 Dex +13 Mag +14 Wil +13 Cun +13 Con Massive two-handed battleaxes. |
![]() 3.0 T5 battleaxe 2H weapon [Ego+] Disrupt/Psionic Power 59.0 - 88.5 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% Melee+ +20 darkness Against +24% Living +27% Unnatural 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% Massive two-handed battleaxes. |
![]() 1.0 T4 dagger 1H weapon Reqs Dex 35 [Random Unique] Nature/Psionic Power 32.0 - 41.6 Physical Uses 50% Str, 50% Mag, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Crit.r2 +73 fire On Hit: * 20% chance to reduce all saves and defense by 25 * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) While equipped: dps ---------- All.spd +9% Dmg.mod +3% mind +15% temporal Res.pen +5% temporal +17% fire On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) * 20% chance to reduce all saves and defense by 25 ----- def ----- Resists +3% mind +3% temporal Sharp, short and deadly. |
![]() 1.0 T5 dagger 1H weapon Reqs Wil 42 [Unique] Psionic Power 38.0 - 49.4 Physical Uses 30% Wil, 40% Dex, 50% Mag 30% Str Acc+ +0.2% crit chance (max 25%) Apr +40 Crit +10.0% Atk.spd 100% While equipped: dps ---------- Phys.pwr +15 (+3 eff.) Res.pen +30% physical Acc +8 (+3 eff.) ---------- misc Masteries +0.20 Psionic/Augmented striking Fire a bolt of kinetic force (range 8), dealing 150% (physical) weapon damage. Uses 6 power out of 10/10 A simple, rudely crafted stone hilt, this object manifests a blade of wavering, nearly invisible force, like a heat haze, as you grasp it. Despite its simple appearance, it is capable of shearing through solid granite, in the hands of those with the necessary mental fortitude to use it properly. |
![]() 1.0 T4 dagger 1H weapon Reqs Dex 35 [Ego++] Master Power 28.0 - 36.4 Physical Uses 50% Dex, 50% Mag, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +4 Con dps ---------- Phys.crit +13.0% Phys.pwr +11 (+2 eff.) Res.pen +10% physical ----- def ----- Disarm- +22% Sharp, short and deadly. |
![]() 5.0 T5 greatmaul 2H weapon [Random Unique] Master/Psionic Power 81.0 - 121.5 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) On Crit: * Wound the target dealing 350 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +1 Dex +3 Con dps ---------- Phys.crit +17.0% Phys.pwr +16 (+3 eff.) Dmg.mod +12% blight ---------- misc Infravis +2 Massive two-handed mauls. |
![]() 3.0 T5 greatsword 2H weapon [Ego+] Arcane/Psionic Power 62.5 - 100.0 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% On Hit: * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) On Crit: * Splash the target with acid dealing 188 damage over 5 turns and reducing armor and accuracy by 24 Massive two-handed swords. |
![]() 3.0 T3 greatsword 2H weapon [Ego+] Master Power 36.5 - 58.4 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Crit: * Wound the target dealing 350 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +12.0% Phys.pwr +10 (+2 eff.) Massive two-handed swords. |
![]() 3.0 T4 longsword 1H weapon [Rare] Arcane Power 32.5 - 45.5 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% On Hit.r1 +16 fire While equipped: Stats +7 Cun dps ---------- Mind.crit +8% Dmg.mod +18% arcane Res.pen +26% blight ----- def ----- Def/telep +16 Res/telep +16% Dur/telep +16% ---------- misc Psi/ret +0.24 Sharp, long, and deadly. |
![]() 3.0 T4 longsword 1H weapon [Unique] Master/Unknown Power 40.0 - 56.0 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +12 Crit +8.0% Atk.spd 100% Melee+ +18 draining blight On Crit: * grows in power On Kill: * grows dramatically in power While equipped: dps ---------- Crit.mult +4.00% 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 T3 mace 1H weapon [Random Unique] Nature/Master Power 27.5 - 38.5 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% Melee+ +9 nature On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +4 Str +6 Dex +6 Mag +6 Wil +8 Cun +6 Con dps ---------- Phys.crit +8.0% Res.pen +15% mind On Hit (Melee): * 20% chance to reduce all saves and defense by 25 ---------- misc Hate/m.crit +2.00 Blunt and deadly. |
![]() 3.0 T4 mace 1H weapon [Ego+] Nature Power 37.0 - 51.8 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% While equipped: Stats +10 Con +10 Wil ----- def ----- Max.HP +54.00 Blunt and deadly. |
![]() 3.0 T5 mindstar 1H weapon Reqs Wil 48 [Ego++] Nature/Psionic Power 16.0 - 17.6 Mind Uses 50% Wil, 50% Mag, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +4 Str +5 Dex +5 Mag +5 Wil +4 Cun +4 Con dps ---------- Mind.crit +13% Mind.pwr +10 (+4 eff.) Melee+ 14 lightning Dmg.mod +16% lightning Res.pen +15% lightning ----- def ----- Resists +17% lightning ---------- misc Hate/m.crit +4.00 Psi/m.crit +5.00 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. |
![]() 4.0 T5 sling 1H weapon Reqs Dex 48 Shoot [Rare] Arcane Power 0.0 - 0.0 Physical Uses 50% Mag Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 Ranged+ +20 acid On Hit.r1 +12 fire On Crit.r2 +21 arcane +21 fire While equipped: dps ---------- Dmg.mod +22% acid +6% fire +18% cold ----- def ----- Resists +32% fire Slings are used to hurl stones or metal shots at your foes. |
![]() 5.0 T5 staff 2H weapon [Rare] Arcane Power 30.0 - 36.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +6 Mag +6 Wil dps ---------- Phys.crit +8.0% Spell.crit +5% Spell.pwr +20 (+5 eff.) Dmg.mod +16% blight +9% temporal +30% physical Res.pen +20% blight Apr +8 On Hit (Melee): * 21% chance to gain 10% of a turn (3/turn limit) ---------- misc Max.mana +108.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Ego+] Arcane Power 30.0 - 36.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +20 (+5 eff.) S.pwr/crit +5 Dmg.mod +30% fire ---------- misc Talents +1 Command Staff Conjure elemental energy in a radius 10 cone, dealing 99.79 to 119.75 fire damage Puts all charms on 5 cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T1 staff 2H weapon [Ego+] Arcane Power 10.0 - 12.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +7 (+1 eff.) Dmg.mod +10% cold Phasing +14% ----- def ----- Defense +13 (+5 eff.) Shield.pwr +8% Phys.save +7 (+3 eff.) Spell.save +7 (+3 eff.) Mind.save +7 (+2 eff.) ---------- 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 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Crit.mult +27.00% Spell.pwr +19 (+4 eff.) Melee+ 20 fire Dmg.mod +25% fire ----- def ----- Resists +12% fire ---------- misc See.Invis +13 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T3 staff 1H weapon [Ego++] Arcane/Master Power 20.0 - 24.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +3 Mag +1 Wil dps ---------- Phys.crit +7.0% Spell.crit +5% Phys.pwr +7 (+1 eff.) Spell.pwr +20 (+5 eff.) Dmg.mod +20% lightning Acc +8 (+3 eff.) ---------- misc Max.mana +26.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T1 staff 2H weapon [Ego++] Arcane Power 10.0 - 12.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +13 (+3 eff.) Dmg.mod +10% arcane ----- def ----- Resists +6% darkness +6% temporal Def/telep +7 Res/telep +8% Dur/telep +9% ---------- misc Mana/turn +0.17 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 18 cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T5 waraxe 1H weapon [Random Unique] Nature/Master Power 40.0 - 56.0 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% On Hit.r1 +12 darkness On Crit.r2 +90 fire While equipped: Stats +7 Dex +2 Mag +15 Wil +1 Cun +16 Con dps ---------- All.spd +6% Phys.spd +10% Res.pen +20% darkness +25% fire Acc +20 (+7 eff.) ----- def ----- Max.HP +102.00 One-handed war axes. |
![]() 3.0 T5 waraxe 1H weapon [Ego++] Nature/Master Power 40.0 - 56.0 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% On Crit.r2 +58 fire While equipped: dps ---------- All.spd +7% Res.pen +20% fire +11% all Acc +21 (+7 eff.) Apr +9 One-handed war axes. |
![]() 1.0 T1 belt armor [Rare] Master While equipped: Stats +1 Mag +2 Wil dps ---------- Phys.pwr +3 (+1 eff.) Melee Ret 2 mind 4 fire On Hit (Melee): * 20% chance to reduce all saves and defense by 25 ----- def ----- Spell.save +7 (+3 eff.) ---------- misc Size +1 A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Random Unique] Arcane/Master While equipped: Stats +12 Dex +11 Cun +18 Lck dps ---------- Spell.pwr +9 (+2 eff.) Dmg.mod +3% arcane +9% darkness Melee Ret 4 darkness ----- def ----- Resists +15% acid +5% arcane +9% darkness Mind.save +12 (+4 eff.) Stealth +22 ---------- misc T.Disarm +49 Infravis +11 A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Rare] Arcane While equipped: Stats +5 Str +5 Con dps ---------- Spell.pwr +11 (+2 eff.) Dmg.mod +9% arcane Res.pen +25% light +20% physical Apr +3 ----- def ----- Armour +10 Resists +5% arcane Mind.save +10 (+3 eff.) ---------- misc Max.stam +31.61 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Nature While equipped: Stats +3 Str +4 Mag dps ---------- Melee Ret 6 light ----- def ----- Resists +7% lightning +6% temporal A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Random Unique] Nature/Master While equipped: Stats +7 Cun +8 Wil dps ---------- Crit.mult +15.00% Against +42% Summoned On Hit (Melee): * 21% chance to slow global speed by 51% ----- def ----- D.Red.from +45% Summoned Max.HP +130.00 Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Vim/s.crit +2.00 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Ego] Nature While equipped: ----- def ----- Resists +6% lightning +6% temporal A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Phys.crit +4.0% Crit.mult +5.00% Phys.pwr +4 (+1 eff.) Dmg.mod +12% physical ----- def ----- Armour +8 Defense +5 (+2 eff.) Resists +3% nature A belt that goes around your waist. |
![]() 2.0 T5 cloak armor [Unique] Arcane While equipped: Stats +12 Mag dps ---------- Dmg.mod +25% cold Melee Ret 60 ice ----- def ----- Defense +12 (+4 eff.) Resists +25% cold -15% fire +8% all Release a radius 4 chilling blast, instantly dealing 475.20 cold damage and condensing the air into freezing vapors that deal 158.40 cold damage (based on Magic) each turn for 10 turns. Uses 18 power out of 30/30 All that remains of the Glacial Legion. This cloak seems to exude an icy cold vapor that freezes all it touches. |
![]() 2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +6 Str dps ---------- Phys.crit +2.0% ----- def ----- Defense +1 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Max.HP +20.00 Cut- +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Rare] Nature While equipped: dps ---------- Phys.crit +7.0% Melee Ret 8 darkness ----- def ----- Defense +2 (+1 eff.) Phys.save +8 (+3 eff.) Mind.save +7 (+2 eff.) Die.at -130.00 life ---------- misc Stam/turn +3.00 Max.stam +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Ego] Master While equipped: ----- def ----- Defense +7 (+3 eff.) Phys.save +5 (+2 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 cloak armor [Ego+] Nature While equipped: dps ---------- Acc +30 (+10 eff.) ----- def ----- Defense +3 (+1 eff.) Fatigue -7% Max.HP +95.00 ---------- misc Max.stam +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T4 cloth armor [Random Unique] Arcane/Psionic While equipped: Stats +2 Cun +1 Mag dps ---------- Mind.crit +3% Mind.pwr +8 (+3 eff.) Dmg.mod +13% temporal +35% darkness +28% physical Res.pen +10% temporal +10% darkness +20% physical ----- def ----- Resists +3% light +45% darkness +13% all Spell.save +9 (+3 eff.) Anom.red +11 Confus- +20% ---------- misc Max.hate +9.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +6 Mag +6 Wil +6 Cun dps ---------- Spell.pwr +15 (+3 eff.) Dmg.mod +12% all Melee Ret 15 arcane ----- def ----- Armour +10 Defense +10 (+4 eff.) Resists +10% lightning +10% cold +10% fire +10% arcane +13% all Spell.save +20 (+7 eff.) Mind.save +15 (+5 eff.) Silence- +50% ---------- misc Mana/turn +2.00 Light +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
![]() 2.0 T5 cloth armor [Ego+] Arcane While equipped: Stats +2 Cun dps ---------- Spell.crit +8% Spell.pwr +8 (+2 eff.) Dmg.mod +16% light +19% darkness ----- def ----- Resists +15% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Ego+] Arcane/Psionic While equipped: Stats +5 Cun dps ---------- Spell.crit +5% Spell.pwr +8 (+2 eff.) Dmg.mod +22% light +27% darkness +25% mind ----- def ----- Resists +25% mind +15% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Ego++] Arcane While equipped: Stats +4 Mag +4 Wil dps ---------- Spell.crit +5% Spell.pwr +5 (+1 eff.) Dmg.mod +14% acid +26% temporal +25% fire +16% cold +12% arcane +17% physical ----- def ----- Resists +12% acid +15% physical +12% fire +18% cold +15% all ---------- misc Max.mana +89.00 Cooldown Refit Golem -5 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Ego+] Nature While equipped: Stats +7 Con dps ---------- Dmg.mod +30% nature +15% fire ----- def ----- Resists +15% all +22% fire Poison- +34% Disease- +36% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T2 feet armor [Unique] Master While equipped: Stats +3 Cun ----- def ----- Armour +1 Defense +2 (+1 eff.) Fatigue +2% ---------- misc Masteries +0.20 Cunning/Survival Boost speed by 60% (based on Cunning). Uses 30 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
![]() 2.0 T3 feet armor [Rare] Nature While equipped: Stats +2 Str +2 Dex +2 Mag +6 Wil dps ---------- On Hit (Melee): * 20% chance to slow global speed by 51% ----- def ----- Armour +3 Resists +3% lightning HP.reg +4.00 Heal.mod +13% A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Rare] Arcane While equipped: dps ---------- Spell.pwr +7 (+1 eff.) ----- def ----- Armour +3 Defense +30 (+10 eff.) Resists +12% cold Die.at -80.00 life Heal.mod +10% Poison- +20% Teleport- +20% A pair of boots made of leather. |
![]() 2.0 T5 feet armor [Random Unique] Master/Psionic While equipped: Stats +2 Str +9 Dex +6 Wil +8 Cun +6 Con dps ---------- Mind.pwr +8 (+3 eff.) Res.pen +10% physical ----- def ----- Armour +5 Resists +21% acid +3% temporal +6% lightning +9% blight Blindside: Puts all charms on 15 cooldown Level 3.0 Pwr.cost 15 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 49% (at 0 Hate) to 163% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 30 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
![]() 2.0 T1 feet armor [Ego] Arcane/Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +1 Resists +5% fire +5% cold A pair of boots made of leather. |
![]() 2.0 T5 feet armor [Ego] Master While equipped: ----- def ----- Armour +12 ---------- misc Infravis +2 A pair of boots made of leather. |
![]() 2.0 T5 feet armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +4 Mag +9 Wil +6 Con dps ---------- Phys.crit +3.0% Mind.pwr +7 (+3 eff.) Res.pen +10% physical Melee Ret 6 physical 2 temporal ----- def ----- Armour +5 Defense +32 (+11 eff.) Phys.save +9 (+4 eff.) ---------- misc Stam/turn +1.30 Max.stam +37.00 Blink to a nearby random location (rad 14) Puts all charms on 15 cooldown A pair of boots made of leather. |
![]() 1.5 T4 hands armor Reqs Heavy armour training [Random Unique] Arcane/Nature/Master While equipped: Stats +2 Cun +12 Con dps ---------- Crit.mult +10.00% Melee Ret 8 mind ----- def ----- Armour +20 Hardiness +13% Fatigue +5% Resists +6% cold +8% physical Mind.save +9 (+3 eff.) Max.HP +65.00 HP.reg +5.40 ---------- misc Stam/turn +1.00 Psi/turn +0.15 Equi/ret +0.04 Max.hate +2.00 Unarmed combat: Power 39.0 - 54.6 Physical Uses 40% Dex, 40% Cun, 50% Mag 40% Str Acc+ +0.2% base dam (max 20%) Acc +13 Apr +15 Crit +10.0% Atk.spd 83% On Hit: 10% Battle Shout 5 On Hit: 5% Stone Touch 5 On Hit: 10% Second Wind 1 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T3 hands armor Reqs Heavy armour training [Unique] Master/Psionic While equipped: Stats +3 Str +3 Wil +3 Cun dps ---------- Mind.pwr +3 (+2 eff.) Dmg.mod +8% physical ----- def ----- Armour +4 Defense +8 (+3 eff.) Disarm- +40% ---------- misc Masteries +0.20 Technique/Grappling Unarmed combat: Power 25.0 - 35.0 Physical Uses 40% Str, 40% Dex, 50% Mag 40% Cun Acc+ +0.2% base dam (max 20%) Apr +10 Crit +10.0% Atk.spd 87% On Hit: 20% Poisonous Bite 3 On Hit: 10% Quick as Thought 3 On Hit: 5% Implode 1 Mindhook: Level 4.0 Pwr.cost 10 out of 24/24. Range 6 Travel.spd instantaneous Is a mind power Description: Briefly extend your telekinetic reach to grab an enemy, haul them towards you and daze them for 1 turn. Works on enemies up to 6 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. |
![]() 1.0 T2 hands armor [Random Unique] Arcane/Master While equipped: Stats +1 Str +3 Dex +3 Cun dps ---------- Melee+ 7 blight 8 temporal Ranged+ 8 temporal Dmg.mod +6% blight +5% temporal +9% physical Acc +5 (+2 eff.) Apr +5 ----- def ----- Armour +2 Resists +6% blight +6% temporal +6% acid +1% physical Unarmed combat: Power 18.0 - 19.8 Physical Uses 40% Dex, 40% Cun, 50% Mag 40% Str Acc+ +0.2% crit chance (max 25%) Acc +7 Apr +8 Crit +3.0% Atk.spd 100% On Crit.r2 +7 blight On Hit: 15% Perfect Strike 3 On Hit: 20% Soul Rot 3 On Hit: * 7% chance to gain 10% of a turn (3/turn limit) Steady Shot: Puts all charms on 12 cooldown Level 3.0 Pwr.cost 12 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T4 hands armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Mind.pwr +25 (+9 eff.) Melee+ 15 nature Dmg.mod +18% fire +11% nature +15% mind ----- def ----- Armour +3 Fatigue +5% Resists +21% lightning +9% fire +10% nature +9% mind ---------- misc Equi/ret +0.12 Max.hate +10.54 Unarmed combat: Power 29.0 - 40.6 Physical Uses 40% Cun, 40% Str, 50% Mag 40% Dex Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Atk.spd 83% On Crit.r2 +15 nature On Hit: 10% Venomous Breath 5 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T1 hands armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: Stats +2 Str dps ---------- Phys.pwr +5 (+1 eff.) Melee+ 6 blight Dmg.mod +4% blight ----- def ----- Armour +1 Fatigue +1% Resists +5% blight Unarmed combat: Power 14.5 - 20.3 Physical Uses 40% Str, 40% Dex, 50% Mag 40% Cun Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.0% Atk.spd 83% On Crit.r2 +5 blight On Hit: 20% Soul Rot 1 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.0 T4 hands armor [Ego+] Arcane/Master While equipped: Stats +4 Mag dps ---------- Dmg.mod +8% arcane ----- def ----- Armour +8 Mind.save +14 (+4 eff.) Max.HP +69.00 Unarmed combat: Power 36.0 - 39.6 Physical Uses 40% Dex, 40% Cun, 50% Mag 40% Str Acc+ +0.2% crit chance (max 25%) Acc +10 Apr +5 Crit +5.0% Atk.spd 100% Melee+ +6 arcane On Crit.r2 +11 arcane On Hit: 10% Battle Shout 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T1 hands armor [Rare] Master While equipped: Stats +3 Str +3 Dex +3 Cun +2 Con dps ---------- Res.pen +10% light On Hit (Melee): * 20% chance to reduce armor by 41% ----- def ----- Armour +1 Resists +9% acid Phys.save +13 (+5 eff.) Die.at -80.00 life ---------- misc Cooldown Double Strike -1 Unarmed combat: Power 8.0 - 8.8 Physical Uses 40% Dex, 40% Cun, 50% Mag 40% Str Acc+ +0.2% crit chance (max 25%) Acc +5 Apr +1 Crit +6.0% Atk.spd 100% On Hit: 10% Set Up 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 [Rare] Master While equipped: Stats +5 Str dps ---------- Phys.pwr +20 (+4 eff.) Dmg.mod +27% darkness Melee Ret 11 darkness On Hit (Melee): * 21% chance to reduce damage dealt by 20% ----- def ----- Armour +3 Fatigue +5% Resists +6% lightning +15% cold +18% nature +6% blight ---------- misc Light +3 Unarmed combat: Power 39.0 - 54.6 Physical Uses 40% Cun, 40% Str, 50% Mag 40% Dex Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Atk.spd 83% Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T1 head armor [Rare] Master While equipped: Stats +2 Str ----- def ----- Armour +5 Fatigue +1% Spell.save +9 (+3 eff.) HP.reg +4.00 Blind- +20% Disease- +20% Skullcracker: Puts all charms on 12 cooldown Level 3.0 Pwr.cost 12 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 901.5 Physical damage. If the attack hits, the target is confused (31% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
![]() 3.0 T4 head armor Reqs Heavy armour training [Unique] Master Kroltar's power resides in his scales. While equipped: Stats +5 Str +5 Wil +5 Con -4 Lck dps ---------- Dmg.mod +10% physical +10% fire ----- def ----- Armour +9 Defense +5 (+2 eff.) Fatigue +10% ---------- misc Masteries +0.20 Wild-gift/Fire drake aspect Bellowing Roar: Level 3.0 Pwr.cost 27 out of 45/45. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: You let out a powerful roar that sends your foes in radius 5 into utter confusion (power: 38%) for 3 turns. The sound wave is so strong, your foes also take 186.31 physical damage. The damage improves with your Strength. Each point in fire drake talents also increases your fire resistance by 1%. A visored steel helm, embossed and embellished with gold, that bears as its crest the head of Kroltar, the greatest of the fire drakes. |
![]() 3.0 T5 head armor Reqs Heavy armour training [Random Unique] Arcane/Master While equipped: Stats +12 Str +8 Dex dps ---------- Dmg.mod +12% nature Res.pen +20% nature +15% arcane ----- def ----- Armour +5 Fatigue +5% Resists +14% blight +8% darkness +5% arcane +12% nature Spell.save +13 (+5 eff.) Mind.save +12 (+4 eff.) Circle of Sanctity: (Instant) Puts all charms on 18 cooldown Level 3.0 Pwr.cost 18 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 21 light damage to everyone else who enters. The circle lasts 4 turns. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T5 head armor [Rare] Nature While equipped: Stats +10 Cun dps ---------- Dmg.mod +12% mind +12% acid Acc +12 (+4 eff.) On Melee Ret: * 19% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +5 Defense +27 (+9 eff.) Fatigue +5% Resists +6% acid +21% cold Phys.save +18 (+7 eff.) Mind.save +18 (+6 eff.) Disease- +21% Silence- +21% A cap made of leather. |
![]() 2.0 T5 head armor [Ego++] Arcane While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.pwr +13 (+3 eff.) ----- def ----- Defense +3 (+1 eff.) ---------- misc Mana/turn +1.30 Mana/ret +2.10 Max.mana +87.00 Manaflow: Puts all charms on 24 cooldown Level 1.0 Pwr.cost 24 out of 40/40. Range melee/personal Travel.spd instantaneous Is a spell Description: Engulf yourself in a surge of mana, quickly restoring 13 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
![]() 3.0 T5 head armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +5 Fatigue +5% Phys.save +16 (+6 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 14.0 T3 heavy armor Reqs Heavy armour training [Ego+] Arcane While equipped: dps ---------- Melee+ 15 acid 17 fire Melee Ret 10 acid 13 fire ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +18% acid +17% fire A suit of armour made of mail. |
![]() 14.0 T5 heavy armor Reqs Heavy armour training [Ego+] Nature While equipped: ----- def ----- Armour +14 Defense +5 (+2 eff.) Fatigue +12% Resists +11% acid +7% cold ---------- misc Breathe water A suit of armour made of mail. |
![]() 17.0 T4 massive armor Reqs Massive armour training [Rare] Arcane While equipped: Stats +10 Cun dps ---------- Dmg.mod +6% fire Res.pen +25% fire On Hit (Melee): * 21% chance to reduce strength, dexterity, and constitution by 31 ----- def ----- Armour +13 Fatigue +22% Resists +9% arcane +12% fire Spell.save +22 (+8 eff.) Mind.save +6 (+2 eff.) ---------- misc Max.psi +40.00 A suit of armour made of metal plates. |
![]() 17.0 T5 massive armor Reqs Massive armour training [Ego+] Arcane While equipped: Stats +6 Con ----- def ----- Armour +16 Fatigue +33% Resists +9% fire -15% light +10% darkness Phys.save +7 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) A suit of armour made of metal plates. |
![]() 7.0 T5 shield armor Reqs Shield usage training [Unique] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Melee Ret 10 darkness ----- def ----- Armour +9 Defense +12 (+4 eff.) Rng.Def +15 (+5 eff.) Fatigue +28% ---------- misc Talents +1 Block Masteries +0.20 Technique/Shield defense +0.20 Technique/Shield offense +0.20 Corruption/Doom shield ShadowPwr +5 Increases all resists by 0.4% for each point of your Shadow Power. "With this, no one will ever harm you again." |
![]() 3.0 animal misc [Unique] Nature Invoke your inner bearness. Uses 60 power out of 100/100 The very essence of bearness! |
![]() 3.0 T5 arrow ammo Reqs Dex 48 [Rare] Arcane Power 52.5 - 73.5 Physical Uses 50% Str, 50% Mag, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +18 Crit +3.0% Capacity 22 Ranged+ +30 light +21 blight +21 arcane +21 nature Against +45% Undead On Hit.r1 +21 arcane On Crit.r2 +21 nature On Hit: * 21% chance to slow global speed by 51% Arrows are used with bows to pierce your foes to death. |
![]() 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 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 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 (+3 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+3 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 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 +2 Dex dps ---------- Phys.crit +1.0% Dmg.mod +3% darkness +3% physical Res.pen +20% darkness Melee Ret 8 darkness On Hit (Melee): * 20% chance to slow global speed by 51% ----- def ----- Fatigue -6% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +2 Str dps ---------- Mind.crit +1% ----- def ----- Defense +15 (+5 eff.) Fatigue -5% ---------- misc Equi/ret +0.04 Max.hate +6.00 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 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 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+4 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+4 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. |
![]() 2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 T1 lite [Rare] Nature While equipped: ----- def ----- Defense +5 (+2 eff.) Resists +9% darkness +6% light Phys.save +6 (+3 eff.) Mind.save +3 (+1 eff.) HP.reg +2.00 Heal.mod +12% Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 T1 lite [Rare] Nature While equipped: ----- def ----- Defense +10 (+4 eff.) Resists +3% light Max.HP +41.00 Pinning- +20% ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 T1 lite [Ego] Arcane While equipped: dps ---------- Melee Ret 11 fire ----- def ----- Resists +5% fire ---------- 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++] Arcane/Master While equipped: dps ---------- Spell.crit +4% Spell.pwr +4 (+1 eff.) ----- def ----- Resists +7% blight +7% darkness Blind- +28% Confus- +12% ---------- misc Light +7 Infravis +4 See.Stealth +7 See.Invis +17 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 18 cooldown Level 2.0 Pwr.cost 18 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 35 blight damage or heals 37 life. Creatures standing in the retch also have 17% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() 0.0 T5 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con Resists +20% arcane +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane Combine with a suit of body armor (makes a non enchanted armour into an artifact). Uses 1 power out of 1/1 This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
![]() 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 Activate a portal. Uses 6 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 1.0 orb [Plot Item] Unknown While carried: 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: 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: 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 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 120 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. |
![]() 3.0 T4 shot ammo Reqs Dex 35 [Ego++] Master/Psionic Power 53.5 - 64.2 Physical Uses 70% Dex, 50% Mag, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +10 Crit +9.5% Capacity 21 Proj.spd +200% Ranged+ +17 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 154 physical damage Shots are used with slings to pummel your foes to death. |
![]() 2.0 T4 totem charm [Unique] Nature While equipped: Stats +5 Str dps ---------- Dmg.mod +5% physical ----- def ----- Resists +10% nature Phys.save +10 (+4 eff.) HP.reg +0.15 Heal.mod +10% ---------- misc Talents +1 Battle Trance This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
![]() 2.0 T3 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +3% light +6% darkness +6% nature Res.pen +15% nature Melee Ret 6 darkness ----- def ----- Resists +6% nature ---------- misc Light +3 Heal yourself and all friendly characters within 10 spaces for 284 Puts all charms on 9 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 9 cooldown 100% to increase the duration of 1 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
![]() 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. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 18 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 (+4 eff.) Phys.save +10 (+4 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+4 eff.) Phys.save +10 (+4 eff.) Spell.save +10 (+4 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 Disease- +15% 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. It was changed by the digestive sack. |
![]() 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 StupidMfer the Drem Writhing One level 35
12nd Stralite 123rd year of Ascendancy at 17:50 see stats
By StupidMfer the Drem Writhing One level 35
10th Stralite 123rd year of Ascendancy at 19:50 see stats
By StupidMfer the Drem Writhing One level 41
7th Voratun 123rd year of Ascendancy at 10:27 see stats
By StupidMfer the Drem Writhing One level 46
26th Wealth 123rd year of Ascendancy at 15:35 see stats
By StupidMfer the Drem Writhing One level 38
35th Stralite 123rd year of Ascendancy at 18:32 see stats
By StupidMfer the Drem Writhing One level 29
42nd Steel 123rd year of Ascendancy at 17:11 see stats
By StupidMfer the Drem Writhing One level 37
31st Stralite 123rd year of Ascendancy at 19:15 see stats
By StupidMfer the Drem Writhing One level 36
30th Stralite 123rd year of Ascendancy at 11:50 see stats
By StupidMfer the Drem Writhing One level 22
28th Dearth 122nd year of Ascendancy at 15:33 see stats
By StupidMfer the Drem Writhing One level 37
30th Stralite 123rd year of Ascendancy at 18:55 see stats
By StupidMfer the Drem Writhing One level 28
5th Loss 122nd year of Ascendancy at 14:21 see stats
By StupidMfer the Drem Writhing One level 42
7th Voratun 123rd year of Ascendancy at 19:14 see stats
By StupidMfer the Drem Writhing One level 10
26th Voratun 122nd year of Ascendancy at 22:20 see stats
By StupidMfer the Drem Writhing One level 20
27th Wealth 122nd year of Ascendancy at 09:19 see stats
By StupidMfer the Drem Writhing One level 30
10th Gold 123rd year of Ascendancy at 23:53 see stats
By StupidMfer the Drem Writhing One level 40
38th Stralite 123rd year of Ascendancy at 20:08 see stats
By StupidMfer the Drem Writhing One level 28
40th Steel 123rd year of Ascendancy at 05:27 see stats
By StupidMfer the Drem Writhing One level 36
29th Stralite 123rd year of Ascendancy at 10:05 see stats
By StupidMfer the Drem Writhing One level 30
11st Gold 123rd year of Ascendancy at 02:11 see stats
By StupidMfer the Drem Writhing One level 17
18th Wealth 122nd year of Ascendancy at 11:25 see stats
By StupidMfer the Drem Writhing One level 37
32nd Stralite 123rd year of Ascendancy at 00:19 see stats
By StupidMfer the Drem Writhing One level 22
36th Dearth 122nd year of Ascendancy at 11:23 see stats
By StupidMfer the Drem Writhing One level 9
24th Voratun 122nd year of Ascendancy at 07:59 see stats
By StupidMfer the Drem Writhing One level 43
23rd Voratun 123rd year of Ascendancy at 04:48 see stats
By StupidMfer the Drem Writhing One level 12
31st Voratun 122nd year of Ascendancy at 09:31 see stats
By StupidMfer the Drem Writhing One level 43
31st Voratun 123rd year of Ascendancy at 15:10 see stats
By StupidMfer the Drem Writhing One level 27
4th Loss 122nd year of Ascendancy at 05:32 see stats
By StupidMfer the Drem Writhing One level 18
20th Wealth 122nd year of Ascendancy at 13:01 see stats
By StupidMfer the Drem Writhing One level 48
23rd Dearth 123rd year of Ascendancy at 17:19 see stats
By StupidMfer the Drem Writhing One level 34
10th Stralite 123rd year of Ascendancy at 08:25 see stats
Log
Vor, Grand Geomancer of the Pride hits Vor, Grand Geomancer of the Pride for (16 absorbed), 0 fire (0 total damage).
Vor, Grand Geomancer of the Pride's Ice Shards hits Worm that walks (servant of StupidMfer) for 301 cold damage.
Vor, Grand Geomancer of the Pride's Ice Shards hits StupidMfer for (30 flat reduction), 390 cold (390 total damage).
Vor, Grand Geomancer of the Pride's Ice Shards killed Worm that walks (servant of StupidMfer)!
LIFE LOST WARNING!
--------------------------------
StupidMfer casts Pustulent Fulmination.
Vor, Grand Geomancer of the Pride casts a protective shield just in time!
StupidMfer's spell attains critical power!
StupidMfer hits Vor, Grand Geomancer of the Pride for (12 absorbed), 0 darkness (0 total damage).
StupidMfer receives 101 healing.
StupidMfer casts Carrion Feet.
StupidMfer uses Infusion: Heroism.
StupidMfer casts Carrion Feet.
Vor, Grand Geomancer of the Pride casts Flame.
Vor, Grand Geomancer of the Pride's spell attains critical power!
Vor, Grand Geomancer of the Pride loses 50 mana from using a non-Arcane talent!
Vor, Grand Geomancer of the Pride hits StupidMfer for (30 flat reduction), 478 fire (478 total damage).
StupidMfer's defiled blood area effect performs a melee critical strike against Vor, Grand Geomancer of the Pride!
StupidMfer's defiled blood area effect performs a melee critical strike against Vor, Grand Geomancer of the Pride!
Vor, Grand Geomancer of the Pride slows down.
Vor, Grand Geomancer of the Pride is covered in black blood!
Vor, Grand Geomancer of the Pride HEALS from cold damage!
StupidMfer's defiled blood area effect hits Vor, Grand Geomancer of the Pride for (8 absorbed), 0 darkness, (158 absorbed), 0 physical, (3 absorbed), 0 darkness, (2 absorbed), 0 cold, 28 healing, (55 absorbed), 0 darkness, (3 absorbed), 0 darkness, (2 absorbed), 0 cold, 28 healing, (3 absorbed), 0 darkness, (2 absorbed), 0 cold, 27 healing (0 total damage) [83 healing].
Vor, Grand Geomancer of the Pride's cleansing fire area effect hits StupidMfer for (30 flat reduction), 91 fire (91 total damage).
Burning from Vor, Grand Geomancer of the Pride hits StupidMfer for (30 flat reduction), 292 fire (292 total damage).
Vor, Grand Geomancer of the Pride's cleansing fire area effect hits StupidMfer for (30 flat reduction), 170 fire (170 total damage).
Carrion worm mass's wormblight area effect hits Vor, Grand Geomancer of the Pride for (28 absorbed), 0 blight (0 total damage).
StupidMfer the level 49 drem writhing one was slowly cooked to death by Vor, Grand Geomancer of the Pride and used as target practice for initiate mages on level 3 of Vor Pride.