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.
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:
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.
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 Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Dwarf |
Class | Stone Warden |
Level / Exp | 33 / 96% |
Size | medium |
Lifes / Deaths | Killed by Neroldakira the giant acid ant at level 33 on the 28th Iron 123rd year of Ascendancy at 12:53 / 1 |
Primary Stats
Strength | 21 (base 12) |
Dexterity | 21 (base 10) |
Constitution | 20 (base 10) |
Magic | 62 (base 60) |
Willpower | 50 (base 36) |
Cunning | 54 (base 40) |
Resources
Life | -404/1258 |
Mana | 236/492 |
Equilibrium | 15 |
Healing Factor | 1.0870588855781 |
Regeneration | 4.6200002637069 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +35% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Offense: Mainhand
Damage | 93 |
Accuracy | 26 |
Crit Chance | 19% |
APR | 16 |
Speed | 1.00 |
Offense: Spell
Spellpower | 49 |
Crit Chance | 47% |
Speed | 1 |
Offense: Mind
Mindpower | 38 |
Crit Chance | 28% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +27% |
Acid | +26% |
Cold | +38% |
Blight | +20% |
Physical | +56% |
Mind | +17% |
All | +14% |
Offense: Damage Penetration
Physical | +50% |
Acid | +30% |
Cold | +35% |
All | +25% |
Defense: Base
Armour (hardiness) | 32 (51.69962066283%) |
Defense | 62 |
Ranged Defense | 62 |
Fatigue | 0 |
Physical Save | 55 |
Spell Save | 53 |
Mental Save | 58 |
Defense: Resistances
Acid | + 31%( 70%) |
Blight | + 25%( 70%) |
Cold | + 56%( 70%) |
All | + 19%( 70%) |
Lightning | + 27%( 70%) |
Light | + 21%( 70%) |
Mind | + 26%( 70%) |
Darkness | + 33%( 70%) |
Fire | + 33%( 70%) |
Nature | + 26%( 70%) |
Defense: Immunities
Stun Resistance | 10% |
Confusion Resistance | 23% |
Poison Resistance | 20% |
Disarm Resistance | 23% |
Bleed Resistance | 0% |
Teleport Resistance | 10% |
Pinning Resistance | 22% |
Silence Resistance | 20% |
Instadeath Resistance | 100% |
Knockback Resistance | 65% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse 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 create a protective shield absorbing and reflecting at most 410 damage for 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 66 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 Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 190 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 586% 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 Magic stat. |
Class Talents
Wild-gift / Earthen vines | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Wild-gift / Dwarven nature | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Eldritch shield | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Earth | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 4/5 |
Wild-gift / Earthen power | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Stone | 1.30 |
| 1/5 |
| 3/5 |
| 5/5 |
| 2/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 2/5 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 2/5 |
Spell / Staff combat | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You failed to protect the lost sun paladin from death by Betholdabeth the lesser vampire. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved talent Misdirection (+1 level(s)). | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | 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. * 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: 104. | 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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed green worm. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed snow giant kidney. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed honey tree root. * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | pair of drakeskin leather boots 'Arthufast' (0 def, 5 armour) pair of drakeskin leather boots 'Arthufast' (0 def, 5 armour)2.0 T5 feet armor [Random Unique] Nature/Master While equipped: Stats +7 Cun +5 Con dps ---------- Mov.spd +10% ----- def ----- Armour +5 Fatigue -5% Resists +11% fire +9% cold Phys.save +23 (+7 eff.) Mind.save +25 (+7 eff.) Max.HP +41.00 ---------- misc Stam/turn +0.60 Psi/ret +0.12 Max.psi +30.00 A pair of boots made of leather. |
Quiver | Hornet Stingers (20/20, 18-25 power, 10 apr) Hornet Stingers (20/20, 18-25 power, 10 apr)3.0 T2 arrow ammo [Unique] Nature Power 18.0 - 25.2 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +5.0% Capacity 20 On Hit: * afflicts the target with a poison dealing 20 damage per turn and causing actions to fail 20% of the time for 6 turns A vile poison drips from the tips of these arrows. |
Light source | brass lantern 'Adyvea' brass lantern 'Adyvea'2.0 T1 lite [Rare] Nature While equipped: Stats +6 Dex dps ---------- Dmg.mod +3% mind ----- def ----- Armour +6 Resists +6% fire +6% cold Max.HP +40.00 ---------- 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. |
On head | Toroblek (2 def, 0 armour) Toroblek (2 def, 0 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +6 Wil dps ---------- Dmg.mod +15% physical Res.pen +25% physical ----- def ----- Defense +2 (+0 eff.) Resists +15% acid Phys.save +20 (+6 eff.) Die.at -80.00 life A pointy cloth hat, very wizardly... |
Tool | ash wand of lightning storm 'Rotsquall' [power 194] (15 cooldown) ash wand of lightning storm 'Rotsquall' [power 194] (15 cooldown)2.0 T2 wand charm [Rare] Arcane While equipped: ----- def ----- Resists +3% light +6% nature Max.HP +100.00 HP.reg +4.00 Silence- +20% Create a radius 3 storm for 5 turns. Each turn, creatures within take 49 lightning damage and will be dazed for 1 turn (246 total damage) Puts all charms on 15 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | Xubrelle the Freezerend Xubrelle the Freezerend0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +12% cold Res.pen +10% cold ----- def ----- Armour +14 Resists +9% mind +24% cold Spell.save +12 (+4 eff.) Max.HP +80.00 Poison- +20% Stun/Frz- +10% Def/telep +5 Res/telep +5% Dur/telep +5% Rings make your fingers look great! |
On fingers | Elurithra Elurithra0.1 T2 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +5 Cun +5 Dex dps ---------- Dmg.mod +12% acid Res.pen +5% acid Acc +6 (+3 eff.) ----- def ----- Resists +3% nature Mind.save +5 (+2 eff.) Max.HP +20.00 Disarm- +23% Confus- +23% Pinning- +22% Knockbk- +25% Teleport- +10% Rings make your fingers look great! |
Around waist | Mighty Girdle Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
In main hand | Bolbum's Big Knocker (64-77 power, 10 apr, physical element) Bolbum's Big Knocker (64-77 power, 10 apr, physical element)5.0 T3 staff 2H weapon [Unique] Arcane Power 64.0 - 76.8 Physical Uses 140% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +10 Atk.spd 100% Melee+ +10% confusion While equipped: dps ---------- Spell.crit +18% Spell.pwr +12 (+4 eff.) Dmg.mod +20% physical Acc +7 (+4 eff.) ---------- misc Masteries +0.20 Spell/Staff combat Channel Staff: Level 2.4 Pwr.cost 9 out of 20/20. Range 8 Travel.spd 2000% of base Is a spell Description: Channel raw mana through your staff, projecting a bolt of your staff's damage type, doing 88% staff damage. The bolt will only hurt hostile targets, and pass safely through friendly ones. This attack always has a 100% chance to hit, and ignores the target's Armour. When projecting a bolt with your staff its damage modifier is increased by 20%. A thick staff with a heavy knob on the end. It was said to be used by the grand alchemist Bolbum in the Age of Allure. Much renowned is the fear of his students for their master, and the high rate of cranial injuries amongst them. Bolbum died with seven daggers in his back and his much-cursed staff went missing after. |
On hands | blighted drakeskin leather gloves of war-making (0 def, 3 armour) blighted drakeskin leather gloves of war-making (0 def, 3 armour)1.0 T4 hands armor [Ego+] Arcane/Master While equipped: dps ---------- Phys.crit +5.0% Spell.crit +15% Mind.crit +14% Crit.mult +9.00% Melee+ 5 blight Dmg.mod +6% blight ----- def ----- Armour +3 Resists +8% blight Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | stormwoven silk robe of power (0 def, 0 armour) stormwoven silk robe of power (0 def, 0 armour)2.0 T4 cloth armor [Ego++] Arcane/Nature While equipped: Stats +5 Str +4 Mag +5 Wil dps ---------- Spell.pwr +14 (+5 eff.) Dmg.mod +13% lightning +7% physical +12% cold +14% all ----- def ----- Resists +10% lightning +7% cold +13% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | Bleakpain (21 def, 0 armour) Bleakpain (21 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Dex +2 Cun +2 Con dps ---------- Acc +4 (+2 eff.) Apr +6 Melee Ret 2 fire 4 darkness 2 physical ----- def ----- Defense +21 (+5 eff.) Resists +18% darkness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Feathersteel Amulet Feathersteel Amulet0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+3 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. |
Inventory
Blood of Undeath Blood of Undeath0.4 potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
Primal Infusion (affinity 15%; reduction 3; dur 4; cd 18) Primal Infusion (affinity 15%; reduction 3; dur 4; cd 18)0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 15% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
healing infusion (heal 57; cd 11) healing infusion (heal 57; cd 11)0.1 infusion scroll [Normal] 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 instantly heal yourself for 57 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
healing infusion of the duelist (heal 98; cd 11) healing infusion of the duelist (heal 98; cd 11)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 instantly heal yourself for 98 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
healing infusion of the sneak (heal 153; cd 13) healing infusion of the sneak (heal 153; cd 13)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 153 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
movement infusion (speed 570%; cd 17) movement infusion (speed 570%; cd 17)0.1 infusion scroll [Normal] 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 570% 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. Press to compare to your current inscriptions |
regeneration infusion of the wizard (heal 300; 14 cd) regeneration infusion of the wizard (heal 300; 14 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 300 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. |
Mirror Image Rune (dur 6; cd 24) Mirror Image Rune (dur 6; cd 24)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
manasurge rune (regen 600% over 10 turns; mana 30; cd 12) manasurge rune (regen 600% over 10 turns; mana 30; cd 12)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 600% for 10 turns (0 total) and instantly restoring 30 mana. Also when resting your mana will regenerate at 0.5 per turn. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune (absorb 306; dur 4; cd 18) shielding rune (absorb 306; dur 4; cd 18)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 306 damage for 4 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the sneak (absorb 465; dur 6; cd 14) shielding rune of the sneak (absorb 465; dur 6; cd 14)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 465 damage for 6 turns. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Camostir the copper amulet Camostir the copper amulet0.1 T1 amulet jewelry [Rare] Arcane While equipped: Stats +2 Mag dps ---------- Spell.crit +3% S.pwr/crit +4 Dmg.mod +6% arcane Phasing +10% ---------- misc Mana/turn +0.11 Mana/s.crit +2.00 Vim/s.crit +2.00 Max.mana +24.00 Amulets make your neck look great! |
savior's steel amulet savior's steel amulet0.1 T2 amulet jewelry [Ego+] Master While equipped: ----- def ----- Phys.save +14 (+5 eff.) Spell.save +13 (+5 eff.) Mind.save +11 (+3 eff.) Amulets make your neck look great! |
stabilizing steel amulet of mastery (0.17 Spell / Staff combat) stabilizing steel amulet of mastery (0.17 Spell / Staff combat)0.1 T2 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +13% temporal Pinning- +22% Knockbk- +21% ---------- misc Masteries +0.17 Spell/Staff combat Amulets make your neck look great! |
wanderer's steel amulet of healing =4con= wanderer's steel amulet of healing =4con=0.1 T2 amulet jewelry [Ego+] Nature/Master While equipped: Stats +4 Dex +5 Cun +4 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -4% HP.reg +2.00 Heal.mod +11% Cut- +50% ---------- misc Stam/turn +0.30 Heal: Puts all charms on 35 cooldown Level 2.0 Pwr.cost 35 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! |
copper citrine ring copper citrine ring0.1 T1 ring jewelry [Ego+] Master While equipped: Stats +5 Cun +5 Dex dps ---------- Acc +5 (+3 eff.) ---------- misc Light +4 Infravis +4 Rings make your fingers look great! |
copper ring copper ring0.1 T1 ring jewelry [Normal] Rings make your fingers look great! |
copper ring 'Getylin' copper ring 'Getylin'0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +2 Cun dps ---------- Mind.crit +1% Dmg.mod +3% mind +11% fire ----- def ----- Resists +22% fire Phys.save +15 (+5 eff.) Rings make your fingers look great! |
conjurer's steel ring of misery conjurer's steel ring of misery0.1 T2 ring jewelry [Ego++] Arcane/Psionic While equipped: Stats +6 Mag +5 Wil +3 Cun dps ---------- Spell.pwr +7 (+2 eff.) Melee+ 11 physical Ranged+ 10 physical On Hit (Melee): * 11% chance to reduce all saves and defense by 25 On Hit (Ranged): * 10% chance to reduce all saves and defense by 25 ---------- misc Hate/m.crit +2.00 Max.hate +7.00 Bleeding Edge: Puts all charms on 20 cooldown Level 4.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
mule's steel ring mule's steel ring0.1 T2 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -4% ---------- misc Max.enc +27 Rings make your fingers look great! |
steel citrine ring steel citrine ring0.1 T2 ring jewelry [Ego+] Arcane While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.pwr +6 (+2 eff.) ---------- misc Light +4 Infravis +4 Rings make your fingers look great! |
Eilinuma the Dimwild (15-18 power, 3 apr, blight element) Eilinuma the Dimwild (15-18 power, 3 apr, blight element)5.0 T2 staff 2H weapon [Rare] Nature Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+2 eff.) Dmg.mod +15% blight Res.pen +25% darkness On Hit (Melee): * 20% chance to reduce all saves and defense by 25 ----- def ----- Defense +9 (+2 eff.) Resists +15% acid +6% darkness ---------- misc Max.P.En +15.00 Max.N.En +15.00 Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 115.13 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
ash starstaff 'Khelileg' (15-18 power, 3 apr, darkness element) ash starstaff 'Khelileg' (15-18 power, 3 apr, darkness element)5.0 T2 staff 1H weapon [Random Unique] Arcane/Master Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +6.0% Spell.crit +18% Phys.pwr +6 (+3 eff.) Spell.pwr +13 (+4 eff.) S.pwr/crit +4 Dmg.mod +15% darkness Acc +5 (+3 eff.) ----- def ----- Spell.save +6 (+2 eff.) ---------- misc Mana/s.crit +2.00 Max.mana +20.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
ash starstaff 'Mayygata' (15-18 power, 3 apr, darkness element) ash starstaff 'Mayygata' (15-18 power, 3 apr, darkness element)5.0 T2 staff 2H weapon [Rare] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +3 Mag +3 Wil dps ---------- Spell.crit +2% Spell.pwr +12 (+4 eff.) Dmg.mod +15% darkness Res.pen +10% temporal ----- def ----- Resists +6% acid +3% physical +5% arcane +20% blight Spell.save +3 (+1 eff.) Disarm- +20% ---------- misc Max.mana +32.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
ash starstaff of wizardry (15-18 power, 3 apr, temporal element) ash starstaff of wizardry (15-18 power, 3 apr, temporal element)5.0 T2 staff 2H weapon [Ego+] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +2 Mag +3 Wil dps ---------- Spell.crit +2% Spell.pwr +10 (+3 eff.) Dmg.mod +15% temporal ---------- misc Max.mana +40.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
ash vilestaff 'Glille' (15-18 power, 3 apr, acid element) ash vilestaff 'Glille' (15-18 power, 3 apr, acid element)5.0 T2 staff 2H weapon [Rare] Nature Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +2.0% Spell.crit +2% Spell.pwr +6 (+2 eff.) Dmg.mod +15% acid ----- def ----- Defense +9 (+2 eff.) Resists +5% physical +5% arcane +6% temporal Spell.save +12 (+4 eff.) HP.reg +4.00 Poison- +20% ---------- misc Max.mana +60.00 Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 115.13 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
shimmering ash magestaff of channeling (15-18 power, 3 apr, lightning element) shimmering ash magestaff of channeling (15-18 power, 3 apr, lightning element)5.0 T2 staff 2H weapon [Ego+] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +15 (+5 eff.) Dmg.mod +15% lightning ---------- misc Mana/turn +0.38 Max.mana +56.00 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. |
short yew vilestaff of illumination (20-24 power, 4 apr, acid element) short yew vilestaff of illumination (20-24 power, 4 apr, acid element)5.0 T3 staff 1H weapon [Ego] Nature/Master Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+3 eff.) Dmg.mod +20% acid ----- def ----- Defense +8 (+2 eff.) ---------- misc Light +4 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 115.13 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
Hurevon the Thunderwild (21-32 power, 2 apr) Hurevon the Thunderwild (21-32 power, 2 apr)3.0 T2 battleaxe 2H weapon [Rare] Arcane Power 21.0 - 31.5 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Melee+ +16 light +16 darkness Against +16% Undead On Hit.r1 +16 lightning While equipped: Stats +3 Wil dps ---------- Spell.crit +3% S.pwr/crit +8 Res.pen +20% blight +15% lightning Phasing +20% Massive two-handed battleaxes. |
steel battleaxe 'Grinodunadin' (22-33 power, 2 apr) steel battleaxe 'Grinodunadin' (22-33 power, 2 apr)3.0 T2 battleaxe 2H weapon [Rare] Arcane Power 22.0 - 33.0 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 84 damage While equipped: Stats +4 Con dps ---------- Crit.mult +10.00% Mind.pwr +30 (+10 eff.) ----- def ----- Mind.save +6 (+2 eff.) ---------- misc Max.psi +50.00 See.Invis +18 Massive two-handed battleaxes. |
Breneleg (24-39 power, 2 apr) Breneleg (24-39 power, 2 apr)3.0 T2 greatsword 2H weapon [Rare] Nature Power 24.5 - 39.2 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +12 nature On Hit: * 20% chance to reduce all saves and defense by 25 While equipped: Stats +4 Cun ----- def ----- Resists +3% blight Mind.save +6 (+2 eff.) Heal.mod +20% Knockbk- +20% ---------- misc Max.psi +50.00 Massive two-handed swords. |
blue-steel trident of shearing (18-30 power, 8 apr) blue-steel trident of shearing (18-30 power, 8 apr)3.0 T2 trident 2H weapon [Ego+] Master Power 18.5 - 29.6 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +8 Crit +2.0% Atk.spd 100% While equipped: dps ---------- Res.pen +10% all Acc +10 (+5 eff.) Apr +10 A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
warbringer's steel longsword (14-19 power, 3 apr) warbringer's steel longsword (14-19 power, 3 apr)3.0 T2 longsword 1H weapon [Ego+] Master Power 13.5 - 18.9 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +3 Con dps ---------- Phys.pwr +7 (+4 eff.) Res.pen +7% physical ----- def ----- Disarm- +13% Sharp, long, and deadly. |
truestriking dwarven-steel mace of rage (27-38 power, 4 apr) truestriking dwarven-steel mace of rage (27-38 power, 4 apr)3.0 T3 mace 1H weapon Reqs Str 24 [Ego++] Master Power 27.0 - 37.8 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% While equipped: Stats +3 Str dps ---------- Dmg.mod +8% physical Res.pen +7% physical Acc +17 (+9 eff.) Apr +9 Blunt and deadly. |
Earegarab the Sunbone (12-18 power, 3 apr) Earegarab the Sunbone (12-18 power, 3 apr)3.0 T2 waraxe 1H weapon [Rare] Nature Power 12.5 - 17.5 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +7 nature While equipped: dps ---------- Mind.crit +7% Res.pen +15% light On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 25 ---------- misc Max.psi +50.00 One-handed war axes. |
enhanced dwarven-steel dagger of enduring (18-23 power, 7 apr) =stats= enhanced dwarven-steel dagger of enduring (18-23 power, 7 apr) =stats=1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego++] Nature Power 17.5 - 22.8 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% While equipped: Stats +5 Str +5 Dex +8 Mag +13 Wil +5 Cun +13 Con ----- def ----- Max.HP +30.00 Sharp, short and deadly. |
Bloomsoul (8-9 power, 13 apr, nature damage) Bloomsoul (8-9 power, 13 apr, nature damage)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 (+3 eff.) ----- def ----- HP.reg +2.00 Heal.mod +20% ---------- misc Masteries +0.30 Wild-gift/Fungus Bloom Heal: (Instant) Level 1.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Call upon the power of nature to regenerate your body for 32 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. |
Smolderblur the vined mindstar (4-5 power, 18 apr, mind damage) Smolderblur the vined mindstar (4-5 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Rare] Nature/Psionic Power 4.5 - 5.0 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% On Hit: * 20% chance to slow global speed by 51% * 20% chance to reduce armor by 35% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Res.pen +25% fire ----- def ----- Resists +18% lightning +9% cold +5% arcane Spell.save +12 (+4 eff.) Mind.save +4 (+2 eff.) ---------- misc Max.psi +20.00 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. |
Wretchflash Wretchflash4.0 T2 longbow 2H weapon Reqs Shoot [Rare] Nature Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 While equipped: Stats +9 Con +12 Wil dps ---------- Dmg.mod +18% temporal Res.pen +25% nature On Hit (Ranged): * 20% chance to slow global speed by 51% ----- def ----- Resists +6% darkness Max.HP +60.00 Def/telep +15 Res/telep +15% Dur/telep +15% Longbows are used to shoot arrows at your foes. |
steady stralite steamgun of true flight steady stralite steamgun of true flight4.0 T4 steamgun 1H weapon Reqs Dex 35 Shoot Steam Pool [Ego+] Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +12 Atk.spd 100% Range +10 Proj.spd +600% Uses 2.0 Steam While equipped: dps ---------- Phys.crit +12.0% Acc +16 (+8 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
deadly pouch of stralite shots of accuracy (20/20, 56-67 power, 5 apr) deadly pouch of stralite shots of accuracy (20/20, 56-67 power, 5 apr)3.0 T4 shot ammo Reqs Dex 35 [Ego] Master Power 55.5 - 66.6 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Acc +13 Apr +5 Crit +5.5% Capacity 20 Shots are used with slings to pummel your foes to death. |
Coral Spray (8 def, 8 armour, 18-25 power, 48 block) Coral Spray (8 def, 8 armour, 18-25 power, 48 block)7.0 T1 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 18.0 - 25.2 Physical Uses 140% Str Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +2.0% Block +48 Melee+ +10 cold While equipped: dps ---------- On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. ----- def ----- Armour +8 Defense +8 (+2 eff.) Fatigue +12% Resists +15% cold +10% fire ---------- misc Max.Air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
Gludata (0 def, 18 armour, 51-61 power, 203 block) Gludata (0 def, 18 armour, 51-61 power, 203 block)7.0 T4 shield armor Reqs Shield usage training [Random Unique] Nature/Master When used to Attack: Power 51.0 - 61.2 Physical Uses 100% Str Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +203 On Hit: * Deal physical damage equal to your armor (32) While equipped: Stats +5 Cun +2 Mag ----- def ----- Armour +18 Fatigue +8% Resists +21% lightning Crit.chn- 15.00% ---------- misc Light +2 Talents +1 Block Handheld deflection devices. |
stralite shield of patience (0 def, 8 armour, 48-58 power, 140.5 block) stralite shield of patience (0 def, 8 armour, 48-58 power, 140.5 block)7.0 T4 shield armor Reqs Shield usage training Str 35 [Ego+] Arcane When used to Attack: Power 48.0 - 57.6 Physical Uses 100% Str Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +140 While equipped: ----- def ----- Armour +8 Fatigue +8% Resists +14% temporal ---------- misc Talents +1 Block Temporal Shield: (Instant) Puts all charms on 30 cooldown Level 5.0 Pwr.cost 30 out of 30/30. Range 10 Travel.spd instantaneous Is a spell usable during Aether Avatar Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (373) is absorbed, or the time runs out (10 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). The shield's max absorption will increase with your Spellpower. Handheld deflection devices. |
wrathful stralite shield of shrapnel (0 def, 8 armour, 48-57 power, 139.5 block) wrathful stralite shield of shrapnel (0 def, 8 armour, 48-57 power, 139.5 block)7.0 T4 shield armor Reqs Shield usage training Str 35 [Ego++] Arcane/Master When used to Attack: Power 47.5 - 57.0 Physical Uses 100% Str Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +140 On Crit.r2 +19 light +19 fire While equipped: dps ---------- On shield block: * Deals 126 light and fire damage to each enemy blocked * Cause enemies within radius 6 to bleed for 141 physical damage over 5 turns (1/turn) ----- def ----- Armour +8 Fatigue +8% Resists +9% light +11% fire ---------- misc Talents +1 Block Handheld deflection devices. |
Silk Current (12 def, 0 armour) Silk Current (12 def, 0 armour)2.0 T1 cloth armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+2 eff.) Mov.spd +15% Dmg.mod +10% cold Res.pen +8% cold Melee Ret 10 cold ----- def ----- Defense +12 (+3 eff.) Resists +7% all +15% cold ---------- misc Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
Porubrewen (3 def, 3 armour) Porubrewen (3 def, 3 armour)2.0 T2 cloth armor [Rare] Master While equipped: Stats +7 Wil dps ---------- Crit.mult +10.00% Mind.pwr +30 (+10 eff.) ----- def ----- Armour +3 Defense +3 (+0 eff.) Resists +9% all Phys.save +19 (+6 eff.) Mind.save +9 (+3 eff.) ---------- misc Equi/ret +0.08 Psi/ret +0.20 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
timebroken woollen robe of alchemy (0 def, 0 armour) timebroken woollen robe of alchemy (0 def, 0 armour)2.0 T2 cloth armor [Ego++] Arcane While equipped: Stats +3 Mag +3 Wil dps ---------- Spell.crit +2% Spell.pwr +3 (+1 eff.) Dmg.mod +8% acid +5% temporal +11% fire +7% cold +7% arcane +5% physical ----- def ----- Resists +10% acid +10% physical +12% fire +12% cold +9% all ---------- misc Max.mana +23.00 Cooldown Refit Golem -2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
tormentor's woollen robe (0 def, 0 armour) tormentor's woollen robe (0 def, 0 armour)2.0 T2 cloth armor [Ego+] Psionic While equipped: Stats +4 Cun dps ---------- Crit.mult +13.00% ----- def ----- Resists +9% all ---------- misc Hate/m.crit +3.00 Psi/m.crit +2.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven silk robe of alchemy (0 def, 0 armour) mindwoven silk robe of alchemy (0 def, 0 armour)2.0 T4 cloth armor [Ego+] Arcane/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +3 (+1 eff.) Dmg.mod +12% acid +11% physical +5% fire +14% cold ----- def ----- Resists +10% acid +11% physical +12% fire +13% cold +13% all Mind.save +21 (+6 eff.) ---------- misc Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
cured leather armour 'Blindoracle' (14 def, 10 armour) cured leather armour 'Blindoracle' (14 def, 10 armour)9.0 T2 light armor [Rare] Psionic While equipped: Stats +3 Cun dps ---------- Dmg.mod +18% light Res.pen +25% lightning On Hit (Melee): * 20% chance to reduce damage dealt by 20% ----- def ----- Armour +10 Defense +14 (+3 eff.) Fatigue +7% Resists +21% lightning Mind.save +16 (+5 eff.) ---------- misc Light +3 A suit of armour made of leather. |
cured leather armour 'Olinaristir' (36 def, 4 armour) cured leather armour 'Olinaristir' (36 def, 4 armour)9.0 T2 light armor [Rare] Master While equipped: ----- def ----- Armour +4 Defense +36 (+9 eff.) Fatigue +7% Resists +18% lightning +5% arcane +12% blight Phys.save +9 (+3 eff.) Die.at -80.00 life Max.HP +100.00 A suit of armour made of leather. |
Glulrama the Rootwind (2 def, 6 armour) Glulrama the Rootwind (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Dmg.mod +30% darkness Res.pen +10% lightning +20% darkness +10% nature Melee Ret 4 nature On Hit (Melee): * 20% chance to slow global speed by 51% ----- def ----- Armour +6 Defense +2 (+0 eff.) Fatigue +12% Resists +12% lightning Mind.save +15 (+4 eff.) A suit of armour made of mail. |
Samolenik (2 def, 6 armour) Samolenik (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Crit.mult +20.00% Dmg.mod +9% acid +9% mind ----- def ----- Armour +6 Defense +2 (+0 eff.) Fatigue +12% Mind.save +18 (+5 eff.) Max.HP +40.00 HP.reg +4.00 Heal.mod +13% ---------- misc Max.hate +6.00 A suit of armour made of mail. |
searing steel mail armour of delving (2 def, 6 armour) searing steel mail armour of delving (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego++] Arcane/Master While equipped: Stats +6 Str dps ---------- Melee+ 9 acid 13 fire Melee Ret 10 acid 10 fire ----- def ----- Armour +6 Defense +2 (+0 eff.) Fatigue +12% Resists +14% acid +14% fire +14% darkness +7% physical ---------- misc Light +2 Track: Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 18 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
radiant stralite mail armour of delving (4 def, 8 armour) radiant stralite mail armour of delving (4 def, 8 armour)14.0 T4 heavy armor Reqs Heavy armour training Str 38 [Ego++] Nature/Master While equipped: Stats +6 Str +3 Wil ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +12% Resists +14% blight +9% physical +29% darkness ---------- misc Light +3 Track: Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 18 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
cleansing steel plate armour of clarity (0 def, 9 armour) cleansing steel plate armour of clarity (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training Str 28 [Ego] Disrupt/Psionic While equipped: ----- def ----- Armour +9 Fatigue +22% Resists +12% blight +6% mind +11% nature Mind.save +12 (+4 eff.) A suit of armour made of metal plates. |
rough leather belt of unlife =unlif= rough leather belt of unlife =unlif=1.0 T1 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Charbreaker the linen cloak (1 def, 0 armour) Charbreaker the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: Stats +3 Dex dps ---------- Dmg.mod +6% fire Res.pen +10% fire Acc +5 (+3 eff.) Melee Ret 8 fire ----- def ----- Defense +1 (+0 eff.) Max.HP +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of hardened leather boots 'Aroyalaith' (0 def, 6 armour) =all= pair of hardened leather boots 'Aroyalaith' (0 def, 6 armour) =all=2.0 T3 feet armor [Random Unique] Master While equipped: Stats +3 Str +3 Mag +2 Cun +5 Con dps ---------- Res.pen +10% arcane ----- def ----- Armour +6 Phys.save +13 (+5 eff.) Spell.save +9 (+3 eff.) Mind.save +13 (+4 eff.) ---------- misc Infravis +2 Rush: Puts all charms on 25 cooldown Level 2.0 Pwr.cost 25 out of 25/25. Range 7 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
pair of hardened leather boots 'Bethanne' (0 def, 3 armour) =6con= pair of hardened leather boots 'Bethanne' (0 def, 3 armour) =6con=2.0 T3 feet armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +5 Str +6 Con dps ---------- Phys.pwr +6 (+3 eff.) Spell.pwr +7 (+2 eff.) Mind.pwr +6 (+2 eff.) Dmg.mod +6% physical ----- def ----- Armour +3 Resists +9% fire +8% cold Crit.chn- 15.00% Cut- +20% Pinning- +10% ---------- misc Size +1 A pair of boots made of leather. |
heroic hardened leather gloves of spellstriking (0 def, 5 armour) heroic hardened leather gloves of spellstriking (0 def, 5 armour)1.0 T2 hands armor [Ego++] Arcane/Master While equipped: Stats +4 Mag +3 Wil dps ---------- Spell.pwr +6 (+2 eff.) Melee+ 10 arcane Dmg.mod +5% arcane ----- def ----- Armour +5 Resists +5% arcane Mind.save +7 (+2 eff.) Max.HP +46.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
heroic hardened leather gloves of strength (+2) (0 def, 5 armour) heroic hardened leather gloves of strength (+2) (0 def, 5 armour)1.0 T2 hands armor [Ego+] Master While equipped: Stats +2 Str dps ---------- Phys.pwr +8 (+4 eff.) ----- def ----- Armour +5 Mind.save +7 (+2 eff.) Max.HP +58.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Demongore (0 def, 3 armour) =7c= Demongore (0 def, 3 armour) =7c=1.0 T4 hands armor [Random Unique] Master While equipped: Stats +8 Str +4 Wil +7 Con dps ---------- Phys.pwr +15 (+7 eff.) Dmg.mod +15% fire Res.pen +10% fire Melee Ret 10 darkness ----- def ----- Armour +3 Phys.save +16 (+5 eff.) Spell.save +7 (+3 eff.) Mind.save +7 (+2 eff.) Disarm- +76% ---------- misc Masteries +0.20 Technique/Grappling Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Bleaksweep the dwarven-steel gauntlets (0 def, 2 armour) Bleaksweep the dwarven-steel gauntlets (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: dps ---------- Dmg.mod +24% darkness Res.pen +25% darkness +25% cold Acc +8 (+4 eff.) Melee Ret 10 darkness ----- def ----- Armour +2 Fatigue +3% Phys.save +7 (+3 eff.) Mind.save +7 (+2 eff.) Disarm- +29% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Galehue (0 def, 2 armour) Galehue (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +2 Str +6 Mag +2 Con dps ---------- Dmg.mod +30% lightning Acc +8 (+4 eff.) ----- def ----- Armour +2 Fatigue +3% Phys.save +8 (+3 eff.) Mind.save +7 (+2 eff.) Disarm- +28% ---------- misc See.Invis +9 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
heroic voratun gauntlets of the juggernaut (0 def, 7 armour) heroic voratun gauntlets of the juggernaut (0 def, 7 armour)1.5 T4 hands armor Reqs Heavy armour training [Ego++] Master While equipped: Stats +3 Con ----- def ----- Armour +7 Fatigue +5% Phys.save +24 (+7 eff.) Spell.save +6 (+2 eff.) Mind.save +16 (+5 eff.) Max.HP +43.00 Disarm- +45% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 30 cooldown Level 4.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
Veluba the hardened leather cap (0 def, 3 armour) Veluba the hardened leather cap (0 def, 3 armour)2.0 T3 head armor [Random Unique] Nature/Master/Psionic While equipped: Stats +3 Str +3 Dex +3 Wil +4 Cun +3 Con dps ---------- Mind.pwr +4 (+2 eff.) Phasing +20% ----- def ----- Armour +3 Fatigue +3% Resists +8% nature Phys.save +8 (+3 eff.) Spell.save +4 (+2 eff.) Mind.save +10 (+3 eff.) Die.at -80.00 life Max.HP +67.00 Heal.mod +12% Battle Cry: Puts all charms on 28 cooldown Level 2.0 Pwr.cost 28 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
bladed hardened leather cap of constitution (+5) (0 def, 3 armour) =4c= bladed hardened leather cap of constitution (+5) (0 def, 3 armour) =4c=2.0 T3 head armor [Ego+] Master While equipped: Stats +5 Str +4 Con ----- def ----- Armour +3 Fatigue +3% Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 72.4 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. |
5 agate 5 agate0.0 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. |
10 spinel 10 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 ametrine 6 ametrine0.0 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. |
5 citrine 5 citrine0.0 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. |
12 zircon 12 zircon0.0 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. |
2 aquamarine 2 aquamarine0.0 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. |
opal opal0.0 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. |
topaz topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 amethyst 4 amethyst0.0 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. |
6 onyx 6 onyx0.0 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. |
lapis lazuli lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+2 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. |
4 emerald 4 emerald0.0 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. |
2 garnet 2 garnet0.0 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. |
quartz quartz0.0 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. |
591 alchemist agate 591 alchemist agate0.0 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. |
woodsman's iron pickaxe (dig speed 38 turns) woodsman's iron pickaxe (dig speed 38 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +5% nature ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Eye of the Dreaming One Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+3 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 9 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification Chest2.0 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. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Duredehell the Muckreeve [power 116] (15 cooldown) Duredehell the Muckreeve [power 116] (15 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +6% fire +3% nature +3% cold Res.pen +5% nature ----- def ----- Resists +3% nature Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 cooldown 100% to increase all damage by 10% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
piercing ash totem of healing [power 182] (15 cooldown) piercing ash totem of healing [power 182] (15 cooldown)2.0 T2 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 182 Puts all charms on 15 cooldown 100% to increase all damage penetration by 15% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
powerful yew totem of healing [power 266] (15 cooldown) powerful yew totem of healing [power 266] (15 cooldown)2.0 T3 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 266 Puts all charms on 15 cooldown 100% to increase all damage by 11% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
supercharged elm wand of lightning storm [power 140] (17 cooldown) supercharged elm wand of lightning storm [power 140] (17 cooldown)2.0 T1 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 35 lightning damage and will be dazed for 1 turn (177 total damage) Puts all charms on 17 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Heart of the Sandworm Queen Heart of the Sandworm Queen0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Achievements
By king the Dwarf Stone Warden level 25
12nd Loss 122nd year of Ascendancy at 01:19 see stats
By king the Dwarf Stone Warden level 11
8th Profit 122nd year of Ascendancy at 18:33 see stats
By king the Dwarf Stone Warden level 28
23rd Shortage 122nd year of Ascendancy at 18:08 see stats
By king the Dwarf Stone Warden level 23
14th Wealth 122nd year of Ascendancy at 22:00 see stats
By king the Dwarf Stone Warden level 31
10th Iron 123rd year of Ascendancy at 13:33 see stats
By king the Dwarf Stone Warden level 10
30th Voratun 122nd year of Ascendancy at 07:47 see stats
By king the Dwarf Stone Warden level 20
1st Wealth 122nd year of Ascendancy at 08:26 see stats
By king the Dwarf Stone Warden level 30
3rd Iron 123rd year of Ascendancy at 01:47 see stats
By king the Dwarf Stone Warden level 25
23rd Wealth 122nd year of Ascendancy at 18:50 see stats
By king the Dwarf Stone Warden level 6
18th Voratun 122nd year of Ascendancy at 20:40 see stats
By king the Dwarf Stone Warden level 10
3rd Acquisition 122nd year of Ascendancy at 07:12 see stats
By king the Dwarf Stone Warden level 25
2nd Loss 122nd year of Ascendancy at 22:15 see stats
By king the Dwarf Stone Warden level 10
1st Acquisition 122nd year of Ascendancy at 04:26 see stats
By king the Dwarf Stone Warden level 24
18th Wealth 122nd year of Ascendancy at 13:45 see stats
By king the Dwarf Stone Warden level 17
32nd Profit 122nd year of Ascendancy at 02:56 see stats
Log
king hits Neroldakira the giant acid ant for (93 to psi shield), (57 rampage shugs off), 82 physical (82 total damage).
King shrugs off the effect 'Slow'!
king reflects damage back to Neroldakira the giant acid ant!
Neroldakira the giant acid ant's static net area effect hits king for (79 absorbed), 0 lightning (0 total damage).
king hits Neroldakira the giant acid ant for 79 reflected damage.
Neroldakira the giant acid ant has shrugged off 74 damage and is ready for more.
Neroldakira the giant acid ant uses Slash.
Neroldakira the giant acid ant performs a melee critical strike against king!
Your shield crumbles under the damage!
The shield around king crumbles.
King is cut deeply.
King has a cursed wound!
king reflects damage back to Neroldakira the giant acid ant!
Neroldakira the giant acid ant hits king for (331 absorbed), 178 physical, 3 acid, 56 physical, 24 fire (261 total damage).
Melee retaliation hits Neroldakira the giant acid ant for (1 to psi shield), 1 physical, 1 darkness, 1 fire (4 total damage).
king hits Neroldakira the giant acid ant for (74 rampage shugs off), 331 reflected (331 total damage).
King casts Pulverizing Auger.
King uses Resilience of the Dwarves.
King's skin turns to stone.
King casts Pulverizing Auger.
King's spell attains critical power!
Deep Wound from Neroldakira the giant acid ant hits king for 62 physical damage.
king hits Neroldakira the giant acid ant for (113 to psi shield), 185 physical (185 total damage).
Neroldakira the giant acid ant envelops king with acid.
Neroldakira the giant acid ant performs a melee critical strike against king!
king is no longer being stalked by Neroldakira the giant acid ant.
Neroldakira the giant acid ant hits king for (37 flat reduction), 373 acid (373 total damage).
Melee retaliation hits Neroldakira the giant acid ant for (1 to psi shield), 1 physical, 1 darkness, 1 fire (4 total damage).
king the level 33 dwarf stone warden was scalded to death by Neroldakira the giant acid ant on level 2 of Tempest Peak.