











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | The Hammer of Urh'Rok: Part I 1.7.4The Hammer of Urh'Rok, Part I ((This Addon requires the Ashes of Urh'rok DLC)) In this timeline, the Scourge from the West died after using the Demonic Orb of Many Ways, giving the demons everything they needed to get through the planetary shield. As a Bringer of Doom in service to the demonic invasion, you will fight your way across a dozen new zones, uncover mysteries, pillage cities, join evil cults, and bring ruin to the land of Maj'Eyal. Future updates will bring better art, more variety, and all sorts of content. Now with 4 pieces of art by rexorcorum! Items Vault 1.7.6Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. 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.
Audiomancy 1.7.4Version 1.2.1 released Jan 16, 2023; see change notes. Audiomancy is an audio enhancement for ToME that does not affect music. It started with the High Quality Sounds mod (thanks to Gurkoz), but it does a bit more than replace sounds. It enhances the code introducing random variance, layering, and new trigger points. Weapon types (sword, great axe, mace, sling, bows, etc.) have distinct sounds in combat, along with NPC types having different impact sounds. Many weapons have distinct critical hit sounds as well. Ranged weapons have separated attack and hit sounds. Melee and ranged talents you would have expected to produce sound before likely will with this mod. Multiple hits trigger multiple sounds, e.g. the Volley talent. There is still more to do, especially in terms of providing distinct sound effects for various game mechanics and talents, but the code as-is will affect almost every sound played in the game while adding more. I attempted to maximize compatibility, replacing a single function and using superloading and hooking for the rest. Feel free to reach out to me with any issues you discover or ideas/suggestions you may have on Steam or at theclawhorn@protonmail.com. Credits: https://pastebin.com/xirEZ2FY Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2805820365 PS: Somehow the website tags got duplicated and I'm unable to edit them. Version 1.2.1: Version 1.2.0: Version 1.1.0: 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:
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: 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. Class: Martyr 1.7.0A new demented class, the Martyr. This addon requires the Forbidden Cults DLC to function. Unlike the magical folk of the Hidden Sanctuary, Martyrs' Insanity manifests in mental powers. New Talents: Advanced Talents: Old Talents: Korean Translation by khelerd https://te4.org/games/addons/tome/kotr-martyr is included 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: Faster Egress Artifact Rolling 1.7.4Immediately gives you 3 appropriate artifacts upon entering the egress instead of having to brute-force combinations. |
Campaign | Demons |
Mode | Insane Roguelike |
Sex | Female |
Race | Krog |
Class | Mindslayer |
Level / Exp | 41 / 73% |
Size | big |
Lifes / Deaths | Killed by shadow at level 41 on the 169th Vengeance 123rd year of Ascendancy at 09:16 / 1 |
Antimagic | Follower |
Primary Stats
Strength | 18 (base 11) |
Dexterity | 46 (base 41) |
Constitution | 16 (base 10) |
Magic | 8 (base 10) |
Willpower | 76 (base 60) |
Cunning | 74 (base 60) |
Resources
Life | -130/1116 |
Steam | 100/100 |
Equilibrium | 30 |
Psi | 10/166 |
Healing Factor | 1.2645771506546 |
Regeneration | 0.31614428766365 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +9.999999999997% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 6 |
See Stealth | 56.665011327408 |
See Invisible | 56.665011327408 |
Offense: Mainhand
Damage | 48 |
Accuracy | 62 |
Crit Chance | 31% |
APR | 25 |
Speed | 1.00 |
Offense: Offhand
Damage | 21 |
Accuracy | 62 |
Crit Chance | 29% |
APR | 24 |
Speed | 1.00 |
Offense: Spell
Spellpower | 4 |
Crit Chance | 20% |
Speed | 1 |
Offense: Mind
Mindpower | 51 |
Crit Chance | 40% |
Speed | 1 |
Offense: Damage Bonus
Acid | +3% |
Light | +6% |
Lightning | +36% |
Nature | +41% |
Physical | +61% |
Mind | +25% |
All | 0% |
Offense: Damage Penetration
Physical | +87% |
Arcane | +40% |
Nature | +30% |
All | +5% |
Defense: Base
Armour (hardiness) | 26 (68.304188961773%) |
Defense | 60 |
Ranged Defense | 60 |
Fatigue | 0 |
Physical Save | 26 |
Spell Save | 32 |
Mental Save | 40 |
Defense: Resistances
Acid | + 18%( 70%) |
Arcane | + 26%( 70%) |
Cold | + 20%( 70%) |
All | + 18%( 70%) |
Lightning | + 54%( 70%) |
Physical | + 55%( 70%) |
Darkness | + 18%( 70%) |
Mind | + 26%( 70%) |
Fire | + 18%( 70%) |
Nature | + 70%( 70%) |
Defense: Immunities
Stun Resistance | 98% |
Teleport Resistance | 100% |
Pinning Resistance | 100% |
Disarm Resistance | 66% |
Silence Resistance | 30% |
Instadeath Resistance | 100% |
Knockback Resistance | 63% |
Inscriptions (3/3)
Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 432 life over 5 turns. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 11 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 and physical effect and reduce all damage taken by 34% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
Psionic / Absorption | 1.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 3/5 |
Psionic / Kinetic mastery | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Psionic / Projection | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Psionic / Thermal mastery | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Psionic / Augmented striking | 1.30 |
| 2/5 |
| 2/5 |
| 2/5 |
| 2/5 |
Psionic / Voracity | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Psionic / Focus | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Charged mastery | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Psionic / Psi-fighting | 1.30 |
| 2/5 |
| 3/5 |
| 5/5 |
| 1/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.20 |
| 3/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Psionic / Augmented mobility | 1.50 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Race / Krog | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Psionic / Finer energy manipulations | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Prodigies
| 1/1 |
Effects
Quests
The fearscape was in position. The armies were ready. The research was done. Then a vast horde of void creatures descended. Invaders InvadedFight them off, and take back the portal! The portal is secure once again. The invasion begins! | done |
Observation of the eyalites has identified a caravan carrying critical supplies into the Allied Kingdoms. Supply LinesIt will be travelling between the Iron Throne mountains and Last Hope. Make sure it never arrives. | done |
You've landed on Eyal. The BeachheadFirst, terminate any eyalite that might be an immediate threat. * The landing zone has been purged of eyalites. | done |
The peoples of Maj'Eyal are divided into many different kingdoms and organizations. Their power must be broken so that they may be punished properly. The Fall of Maj'EyalThe largest resistance is expected to come from the wizards of Angolwen. Khulmanar has taken the bulk of our forces to confront them. The Ambassador has been assigned to deal with scattered groups all throughout the northern reaches of Maj'Eyal. Your job will be to sabotage, assassinate, and destroy various targets to weaken the Eyalites. * The sher'tul-made horrors beneath the lake overwhelmed the imps, but you managed to recover their records. * It turns out that dwarves aren't Eyalites at all. The decision has been made to consider them fellow victims of the Sher'tul, and specialists dispatched to handle them appropriately. They seem quite responsive to offers of material goods... * You must destroy the town of Derth, a focal point of Allied agriculture and trade. * In the southern forests is a hidden city of elves. Find a way to defeat them. * You must gather your strength before dealing with Last Hope. | active |
Three demons have been trapped on Eyal since the disaster. They could be useful to our cause. Seek them out. The Old OnesKryl-Feijan is reborn, and has pledged to aid you. Shassy'Kaish will help you. Probably. Walrog has agreed to aid you in destroying the Allied Kingdoms. * You have found each of the old ones. | done |
Equipment
Psionic focus | ![]() 3.0 Encumbrance T5 greatsword 2H weapon Reqs Str 48 [Ego+] Master Weapon Damage 73.0 - 116.8 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +5.0% Attack Speed 100% On Hit: * shock your foe dealing 29 damage and draining some of their resources While equipped: offense ------ Ignore resists +17% physical Accuracy +26 (+7 eff.) Ignore Armor +9 Massive two-handed swords. |
On hands | ![]() 1.5 Encumbrance T5 hands armor [Unique] Disrupt/Master While equipped: Stats +10 Cun +10 Wil offense ------ Mind Crit +15% Mindpower +12 (+4 eff.) Damage +25% nature Ignore resists +25% nature defense ------ Armor +8 Defense +6 (+2 eff.) Spell save +15 (+7 eff.) Life +100.00 other ------- Light +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 151.00 arcane damage and stunned). Uses 67 power out of 150/150 These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
Light source | ![]() 2.0 Encumbrance T1 lite [Rare] Nature While equipped: offense ------ Mind Crit +5% defense ------ Resistance +5% arcane +3% cold Physical save +6 (+3 eff.) Life +100.00 Healmod +11% other ------- 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 | ![]() 2.0 Encumbrance T3 head armor [Ego] Nature/Psionic While equipped: Stats +4 Cun offense ------ Damage +14% physical defense ------ Defense +2 (+1 eff.) Resistance +14% physical Mind save +8 (+2 eff.) Silence Resist +30% A pointy cloth hat, very wizardly... |
On feet | ![]() 0.0 Encumbrance T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex offense ------ Move Speed +10% defense ------ Defense +4 (+1 eff.) Fatigue -10% Resistance +5% physical Physical save +12 (+6 eff.) Pinning Resist +120% Knockbk Resist +20% Teleport Resist +100% other ------- Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Effective talent level: 6.8 Power cost 14 out of 9/20. Range 7 Cooldown: 15 Travel.spd instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 7 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
Tool | ![]() 3.0 Encumbrance T3 digger tool [Rare] Nature While equipped: Stats +2 Str offense ------ Physical Crit +5.0% Damage +7% nature Ignore resists +25% physical defense ------ Armor +6 Resistance +12% nature Crit Resistance 15.00% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 Encumbrance T4 ring jewelry [Rare] Master While equipped: offense ------ Damage +21% lightning Ignore resists +15% arcane On-Hit (Melee): * 20% chance to slow global speed by 59% defense ------ Resistance +5% arcane +9% nature Life +30.00 Disarm Resist +38% Pinning Resist +40% Knockbk Resist +43% Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Rare] Psionic While equipped: offense ------ Physical Power +5 (+2 eff.) Damage +10% mind Accuracy +10 (+3 eff.) defense ------ Defense +20 (+5 eff.) Resistance +10% mind Physical save +3 (+1 eff.) Unlife -60.00 life Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: offense ------ Damage +15% lightning When Hit 2 acid On-Hit (Melee): * 10% chance to slow global speed by 59% defense ------ Resistance +11% lightning Stun Resist +21% Amulets make your neck look great! |
In main hand | ![]() 3.0 Encumbrance T4 waraxe 1H weapon Reqs Str 35 [Ego++] Master Weapon Damage 32.5 - 45.5 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +6.5% Attack Speed 100% On Hit: * shock your foe dealing 29 damage and draining some of their resources While equipped: Stats +2 Con offense ------ Physical Power +9 (+3 eff.) Ignore resists +5% all +9% physical Accuracy +9 (+3 eff.) Ignore Armor +5 defense ------ Disarm Resist +14% One-handed war axes. |
Around waist | ![]() 1.0 Encumbrance T5 belt armor [Rare] Master While equipped: Stats +2 Str offense ------ Critical power +15.00% Damage +6% light +25% physical Ignore resists +20% physical defense ------ Defense +30 (+8 eff.) Resistance +9% lightning +4% physical Unlife -60.00 life A belt that goes around your waist. |
In off hand | ![]() 3.0 Encumbrance T3 waraxe 1H weapon Reqs Str 24 [Rare] Master Weapon Damage 20.5 - 28.7 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% On Hit: * shock your foe dealing 29 damage and draining some of their resources While equipped: Stats +3 Dex +4 Wil +2 Con offense ------ Physical Power +6 (+2 eff.) Ignore resists +11% physical defense ------ Defense +5 (+2 eff.) Crit Resistance 15.00% Disarm Resist +14% other ------- Max stamina +30.00 One-handed war axes. |
Cloak | ![]() 2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: offense ------ Damage +3% acid When Hit 2 acid defense ------ Defense +1 (+1 eff.) Resistance +24% lightning Crit Resistance 5.00% Life +32.00 Healmod +10% Stun Resist +40% Teleport Resist +20% Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.0 Encumbrance T3 cloth armor [Rare] Nature While equipped: offense ------ Damage +22% physical +9% nature +15% mind Ignore resists +20% arcane defense ------ Armor +3 Hardiness +20% Fatigue +3% Resistance +22% physical +20% nature +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 375 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. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 13 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 22% for 2 turns. Also removes cross-tier effects of the affected types for free. 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 |
![]() 0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 10 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 20% for 2 turns. Also removes cross-tier effects of the affected types for free. 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 |
![]() 0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 22 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 13% all resistance, you move 42% faster, and you are invisible (power 12). Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +3 Str defense ------ Armor +6 Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Rare] Nature While equipped: offense ------ Damage +3% acid +3% fire +13% nature On-Hit (Melee): * 20% chance to reduce damage dealt by 25% defense ------ Resistance +26% nature +12% darkness Rings make your fingers look great! |
![]() 5.0 Encumbrance T2 staff 2H weapon Reqs Mag 16 [Rare] Arcane Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +2 Str +2 Wil +3 Cun +4 Con offense ------ Spell Crit +7% Spellpower +6 (+3 eff.) Damage +15% arcane +24% fire Ignore resists +10% arcane When Hit 10 arcane defense ------ Physical save +9 (+4 eff.) Spell save +9 (+4 eff.) Mind save +9 (+3 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T2 staff 2H weapon Reqs Mag 24 [Unique] Arcane/Nature Weapon Damage 15.0 - 18.0 Nature Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Attack Speed 100% While equipped: offense ------ Spell Crit +10% Spellpower +15 (+6 eff.) defense ------ Resistance +30% blight +30% nature Affinity +20% nature Spell save +15 (+7 eff.) other ------- Talents +1 Command Staff Cure up to 2 diseases or poisons (based on Magic). Uses 7 power out of 60/60 A powerful staff sent in secret to Angolwen by the Shaloren, to aid their fighting of the plagues following the Spellblaze. Its power is not to harm, but to heal and protect. |
![]() 5.0 Encumbrance T3 staff 2H weapon Reqs Mag 24 [Rare] Arcane Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +5 Str +3 Con offense ------ Spell Crit +3% Spellpower +23 (+8 eff.) Damage +20% fire Ignore resists +15% temporal On-Hit (Melee): * 20% chance to slow global speed by 59% * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Mana/turn +0.40 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 20 turn cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T3 staff 2H weapon Reqs Mag 24 [Rare] Master Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +11 Str +6 Mag +4 Con offense ------ Spell Crit +14% Critical power +16.00% Spellpower +9 (+4 eff.) Damage +20% fire On-Hit (Melee): * 20% chance to slow global speed by 59% defense ------ Mind save +9 (+3 eff.) other ------- Hate-on-crit +3.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T4 staff 2H weapon Reqs Mag 35 [Rare] Master Weapon Damage 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Spell Crit +17% Critical power +18.00% Spellpower +12 (+6 eff.) Damage +25% blight +18% temporal +15% arcane Ignore resists +10% arcane When Hit 8 arcane defense ------ Resistance +5% arcane +15% temporal other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T4 staff 2H weapon Reqs Mag 35 [Ego] Nature/Master Weapon Damage 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Spell Crit +16% Critical power +14.00% Spellpower +12 (+6 eff.) Damage +25% acid defense ------ Defense +10 (+3 eff.) other ------- Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 4 turn cooldown Effective talent level: 3.5 Power cost 4 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 8 that illuminates the area and deals 55.27 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. |
![]() 3.0 Encumbrance T1 battleaxe 2H weapon [Ego] Arcane Weapon Damage 15.5 - 23.2 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +4.5% Attack Speed 100% On-hit +7 light Damage Against +10% Undead Massive two-handed battleaxes. |
![]() 3.0 Encumbrance T3 battleaxe 2H weapon Reqs Str 24 [Rare] Psionic Weapon Damage 32.5 - 48.8 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +6.5% Attack Speed 100% Ignore Shields +30% On-hit +24 mind On Hit: * 30% chance to reduce all saves and defense by 31 While equipped: Stats +7 Cun +7 Wil offense ------ Spell Crit +8% Critical power +10.00% Ignore resists +15% arcane On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Vim-on-crit +2.00 Massive two-handed battleaxes. |
![]() 5.0 Encumbrance T1 greatmaul 2H weapon Reqs Str 25 [Unique] Master Weapon Damage 30.0 - 51.0 Physical Uses 130% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +7 Critical Rate +1.5% Attack Speed 100% While equipped: Shattering Blow: Effective talent level: 3.5 Power cost 14 out of 20/20. Range melee/personal Cooldown: 11 Travel.spd instantaneous Description: Hits the target with your weapon, doing 139% damage. If the attack hits, the target's armour and saves are reduced by 18 for 7 turns. Also if the target is protected by any temporary magical or psionic damage absorbing shields there is 64% chance to shatter a random shield. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
![]() 5.0 Encumbrance T2 greatmaul 2H weapon [Rare] Arcane Weapon Damage 27.5 - 41.2 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.0% Attack Speed 100% On-hit +20 cold On-crit, radius 2 +20 cold On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage While equipped: offense ------ Mind Crit +6% Damage +18% mind other ------- Max hate +10.00 Massive two-handed mauls. |
![]() 5.0 Encumbrance T3 greatmaul 2H weapon Reqs Str 24 [Rare] Arcane Weapon Damage 41.0 - 61.5 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.5% Attack Speed 100% On-hit +8 acid While equipped: Stats +7 Mag +5 Wil +5 Cun offense ------ Mind Crit +2% Spellpower +13 (+6 eff.) Ignore resists +20% arcane other ------- Psi when Hit +0.04 Max psi +20.00 Massive two-handed mauls. |
![]() 3.0 Encumbrance T1 greatsword 2H weapon [Normal] Weapon Damage 16.5 - 26.4 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +1 Critical Rate +2.5% Attack Speed 100% Massive two-handed swords. |
![]() 3.0 Encumbrance T1 greatsword 2H weapon [Normal] Weapon Damage 17.5 - 28.0 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +1 Critical Rate +2.5% Attack Speed 100% Massive two-handed swords. |
![]() 3.0 Encumbrance T3 greatsword 2H weapon Reqs Str 24 [Rare] Arcane Weapon Damage 37.0 - 59.2 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-Hit, radius 1 +16 light +12 temporal On Critical: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 While equipped: offense ------ Damage +9% light Ignore resists +25% light On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +18% light Massive two-handed swords. |
![]() 3.0 Encumbrance T5 greatsword 2H weapon Reqs Str 48 [Ego++] Master Weapon Damage 63.5 - 101.6 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +5.0% Attack Speed 100% On Critical: * Wound the target dealing 170 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +12.0% Physical Power +7 (+3 eff.) Ignore resists +10% physical Accuracy +12 (+3 eff.) Ignore Armor +9 Massive two-handed swords. |
![]() 3.0 Encumbrance T3 trident 2H weapon Reqs Str 24 [Ego++] Arcane/Master Weapon Damage 28.5 - 45.6 Physical Uses 120% Str Mastery Exotic Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +10 Critical Rate +2.5% Attack Speed 100% On-hit +10 blight On Hit: 20% Epidemic level 3 On Hit: * 13% chance to reduce strength, dexterity, and constitution by 5 On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +14.0% defense ------ Disease Resist +21% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() 3.0 Encumbrance T4 trident 2H weapon Reqs Str 35 [Ego++] Master Weapon Damage 41.0 - 65.6 Physical Uses 120% Str Mastery Exotic Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +13 Critical Rate +3.5% Attack Speed 100% On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +13.0% Ignore resists +16% physical Accuracy +19 (+5 eff.) Ignore Armor +17 A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() 3.0 Encumbrance T2 mace 1H weapon [Rare] Master Weapon Damage 14.5 - 20.3 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +1.0% Attack Speed 100% While equipped: offense ------ Damage +12% mind Ignore resists +15% mind +25% acid Accuracy +9 (+3 eff.) defense ------ Defense +9 (+3 eff.) Disarm Resist +32% other ------- Psi when Hit +0.16 Hate-on-crit +5.00 Blunt and deadly. |
![]() 3.0 Encumbrance T3 mace 1H weapon Reqs Str 24 [Ego++] Disrupt/Psionic Weapon Damage 28.5 - 39.9 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +1.5% Attack Speed 100% On Hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) On Critical: * Deals 87 Manaburn damage and puts 1 random spell talent on cooldown for 4 turns (checks Confusion immunity) Blunt and deadly. |
![]() 3.0 Encumbrance T1 waraxe 1H weapon [Rare] Nature Weapon Damage 11.5 - 16.1 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-hit +5 nature On Hit: * 10% chance to slow global speed by 59% While equipped: offense ------ Ignore resists +5% lightning +5% nature One-handed war axes. |
![]() 3.0 Encumbrance T1 waraxe 1H weapon [Rare] Master Weapon Damage 12.0 - 16.8 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-hit +4 mind While equipped: offense ------ Accuracy +6 (+2 eff.) On-Hit (Melee): * 10% chance to slow global speed by 59% defense ------ Armor +4 Defense +5 (+2 eff.) Life Regen +4.00 Disarm Resist +21% Knockbk Resist +20% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% One-handed war axes. |
![]() 3.0 Encumbrance T1 waraxe 1H weapon [Normal] Weapon Damage 11.0 - 15.4 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% One-handed war axes. |
![]() 3.0 Encumbrance T2 waraxe 1H weapon [Random Unique] Master/Psionic Weapon Damage 11.0 - 15.4 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On-hit +7 mind On Hit: * 11% chance to reduce all saves and defense by 31 * 10% chance to reduce damage dealt by 25% * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) While equipped: Stats +2 Cun +2 Wil offense ------ Damage +6% nature Ignore resists +6% physical Accuracy +9 (+3 eff.) Ignore Armor +5 On-Hit (Melee): * 10% chance to slow global speed by 59% * 10% chance to reduce damage dealt by 25% One-handed war axes. |
![]() 3.0 Encumbrance T3 waraxe 1H weapon Reqs Str 24 [Rare] Master Weapon Damage 30.5 - 42.7 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% On-hit +12 lightning On-crit, radius 2 +12 lightning While equipped: Stats +5 Wil +6 Cun +6 Con offense ------ Damage +12% lightning +9% fire When Hit 8 lightning One-handed war axes. |
![]() 3.0 Encumbrance T5 waraxe 1H weapon Reqs Str 48 [Ego+] Master Weapon Damage 40.5 - 56.7 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% While equipped: offense ------ Ignore resists +9% all Accuracy +24 (+6 eff.) Ignore Armor +9 defense ------ Defense +9 (+3 eff.) Disarm Resist +29% One-handed war axes. |
![]() 1.0 Encumbrance T2 dagger 1H weapon [Rare] Arcane Weapon Damage 12.5 - 16.2 Physical Uses 50% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +8 Critical Rate +9.0% Attack Speed 100% On-Hit, radius 1 +10 fire While equipped: defense ------ Resistance +6% physical +15% nature +6% fire other ------- Max stamina +30.00 Sharp, short and deadly. |
![]() 1.0 Encumbrance T4 dagger 1H weapon [Ego+] Arcane/Master Weapon Damage 35.0 - 45.5 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% On-hit +10 blight On Hit: 20% Epidemic level 4 On Hit: * 5% chance to reduce strength, dexterity, and constitution by 5 While equipped: defense ------ Disease Resist +20% Sharp, short and deadly. |
![]() 1.0 Encumbrance T4 dagger 1H weapon [Rare] Arcane Weapon Damage 28.0 - 36.4 Physical Uses 50% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% On-hit +15 blight +12 acid On-Hit, radius 1 +8 acid On-crit, radius 2 +20 acid On Hit: 20% Epidemic level 4 On Hit: * 20% chance to reduce armor by 9% * 17% chance to reduce strength, dexterity, and constitution by 5 While equipped: offense ------ Damage +12% blight Ignore resists +25% acid When Hit 8 blight defense ------ Disease Resist +30% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Sharp, short and deadly. |
![]() 3.0 Encumbrance T1 mindstar 1H weapon [Normal] Nature Weapon Damage 2.5 - 2.8 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Mind Crit +1% Mindpower +2 (+1 eff.) other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 Encumbrance T1 mindstar 1H weapon [Normal] Nature Weapon Damage 2.5 - 2.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Mind Crit +1% Mindpower +2 (+1 eff.) other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 Encumbrance T2 mindstar 1H weapon [Unique] Nature Nature requires balance in these matters. Weapon Damage 8.0 - 8.8 Cold Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Mind Crit +4% Mindpower +8 (+3 eff.) Damage +10% cold Ignore resists +10% cold defense ------ Armor +10 Resistance -10% fire On Mind Hit: 10% Winter's Fury level 2 This mindstar glows with a dim cool light, but seems somehow incomplete. |
![]() 3.0 Encumbrance T4 mindstar 1H weapon [Ego++] Nature Weapon Damage 13.0 - 14.3 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +32 Critical Rate +10.5% Attack Speed 100% On Hit: * 9% chance to slow global speed by 59% * 9% chance to reduce armor by 9% While equipped: offense ------ Mind Crit +4% Mindpower +8 (+3 eff.) On-Hit 5 cold Damage +4% cold Ignore resists +11% cold defense ------ Armor +11 Resistance +10% cold other ------- Talents +1 Attune Mindstar Divide the mindstar in two Puts all charms on 1 turn cooldown Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 Encumbrance T2 steamsaw 1H weapon [Rare] Arcane/Steamtech Weapon Damage 14.5 - 21.8 Phys.bleed Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +2.0% Attack Speed 100% Block +22 On Hit: 20% Curse of Vulnerability level 2 Uses 1.0 Steam While equipped: Stats +4 Cun +5 Wil offense ------ Mind Crit +3% Critical power +20.00% Ignore resists +25% cold When Hit 10 arcane defense ------ Armor +3 Defense +4 (+1 eff.) Fatigue +6% other ------- Max hate +4.00 Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 Encumbrance T2 steamsaw 1H weapon [Rare] Master/Steamtech Weapon Damage 24.5 - 36.8 Phys.bleed Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% Block +22 On-hit +20 blight On-crit, radius 2 +8 nature Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ Physical Crit +9.0% Physical Power +9 (+3 eff.) Accuracy +20 (+5 eff.) defense ------ Armor +3 Defense +4 (+1 eff.) Fatigue +6% Resistance +9% blight other ------- Stamina/turn +2.00 Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 4.0 Encumbrance T3 longbow 2H weapon Reqs Shoot [Rare] Arcane Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +8 Projectile Speed +200% While equipped: Stats +2 Mag offense ------ Damage +20% physical +24% temporal Ignore resists +12% physical +17% temporal Accuracy +25 (+7 eff.) When Hit 10 arcane other ------- Reload +3 Infravision +3 Cooldown Arrow Stitching -1 Longbows are used to shoot arrows at your foes. |
![]() 4.0 Encumbrance T3 sling 1H weapon Reqs Shoot [Rare] Arcane Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +8 On-ranged-hit +20 fire On-Hit, radius 1 +16 mind On-crit, radius 2 +16 temporal On Hit: * 20% chance to reduce all saves and defense by 31 While equipped: offense ------ Damage +9% temporal +6% mind +16% fire Ignore resists +10% mind defense ------ Resistance +15% mind +9% temporal Slings are used to hurl stones or metal shots at your foes. |
![]() 3.0 Encumbrance T4 arrow ammo [Ego+] Master Weapon Damage 57.0 - 79.8 Physical Uses 50% Str, 70% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +14 Critical Rate +20.5% Capacity 24 On Critical: * Wound the target dealing 170 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
![]() 7.0 Encumbrance T4 shield armor Reqs - Shield usage training ,Str 35 [Rare] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ Physical Crit +20.0% Physical Power +13 (+5 eff.) Damage +9% blight +12% physical Ignore resists +15% blight +15% arcane defense ------ Armor +23 Fatigue +8% Physical save +15 (+7 eff.) other ------- Talents +1 Block Handheld deflection devices. |
![]() 2.0 Encumbrance T1 cloth armor [Normal] While equipped: defense ------ Resistance +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T1 cloth armor [Ego] Nature While equipped: offense ------ Damage +11% cold defense ------ Resistance +7% all +16% cold A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T1 cloth armor [Ego] Master While equipped: defense ------ Armor +2 Defense +2 (+1 eff.) Resistance +7% all Physical save +16 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil offense ------ Mind Crit +4% Mindpower +8 (+3 eff.) Damage +5% mind +5% physical Ignore resists +10% mind +10% physical defense ------ Armor +8 Defense +12 (+3 eff.) Resistance +15% acid +12% physical +9% all Physical save +10 (+5 eff.) Send out a range 5 beam of kinetic energy, dealing 83.72 to 104.65 physical damage (based on Willpower and Cunning) with knockback. Uses 7 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
![]() 2.0 Encumbrance T3 cloth armor [Rare] Nature While equipped: Stats +3 Dex offense ------ Damage +13% fire Ignore Armor +3 On-Hit (Melee): * 20 arcane resource burn defense ------ Resistance +19% fire +3% cold +11% all Physical save +9 (+4 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T4 cloth armor [Rare] Arcane While equipped: Stats +2 Str +8 Con offense ------ Critical power +15.00% Damage +9% temporal +26% arcane +12% physical Accuracy +20 (+5 eff.) defense ------ Armor +10 Resistance +13% all other ------- Max mana +50.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T5 cloth armor [Rare] Nature While equipped: offense ------ Damage +21% lightning +6% cold Ignore resists +10% arcane +20% fire defense ------ Resistance +31% lightning +18% cold +9% fire +5% arcane +15% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Norgos's Pelt (3 def, 5 armour) Norgos's Pelt (3 def, 5 armour)9.0 Encumbrance T1 light armor [Unique] Master While equipped: Stats +5 Str +15 Con offense ------ On-Hit 10 % chance to stun defense ------ Armor +5 Defense +3 (+1 eff.) Ranged Defense +10 (+3 eff.) Fatigue +10% Resistance +15% cold other ------- Stamina/turn +1.00 Max stamina +45.00 A barbarian's garb, made from the hide of a giant bear. Despite the fur, it remains constantly cool to the touch. |
![]() 9.0 Encumbrance T2 light armor [Rare] Master While equipped: offense ------ Spellpower +30 (+10 eff.) Ignore Shields +30% defense ------ Armor +4 Defense +6 (+2 eff.) Fatigue +7% Resistance +21% lightning +15% temporal other ------- Mana/turn +0.24 Vim-on-crit +2.00 A suit of armour made of leather. |
![]() 9.0 Encumbrance T3 light armor [Rare] Nature While equipped: Stats +3 Con +3 Wil offense ------ Critical power +20.00% Spellpower +30 (+10 eff.) Ignore resists +25% blight defense ------ Armor +6 Defense +9 (+3 eff.) Fatigue +8% Spell save +18 (+8 eff.) Life Regen +5.60 other ------- Stamina/turn +1.50 A suit of armour made of leather. |
![]() 9.0 Encumbrance T4 light armor [Rare] Psionic While equipped: offense ------ Damage +12% acid +18% fire Ignore resists +20% fire On-Hit (Melee): * 20% chance to slow global speed by 59% defense ------ Armor +7 Defense +12 (+3 eff.) Fatigue +8% Resistance +9% acid +8% mind +18% nature Mind save +22 (+7 eff.) A suit of armour made of leather. |
![]() 9.0 Encumbrance T4 light armor [Ego+] Nature While equipped: offense ------ On-Hit 8 fire On-Ranged-Hit 7 fire defense ------ Armor +16 Defense +12 (+3 eff.) Fatigue +8% Resistance +18% fire +12% physical A suit of armour made of leather. |
![]() 17.0 Encumbrance T3 massive armor Reqs - Massive armour training ,Str 35 [Rare] Psionic While equipped: Stats +11 Dex +3 Wil +3 Cun offense ------ Damage +15% mind defense ------ Armor +11 Fatigue +22% Resistance +8% mind Mind save +16 (+5 eff.) other ------- See Invisibility +24 A suit of armour made of metal plates. |
![]() 17.0 Encumbrance T4 massive armor Reqs - Massive armour training ,Str 48 [Ego] Master While equipped: defense ------ Armor +26 Fatigue +22% Resistance +9% physical Physical save +16 (+8 eff.) A suit of armour made of metal plates. |
![]() 17.0 Encumbrance T4 massive armor Reqs - Massive armour training ,Str 48 [Rare] Nature While equipped: Stats +5 Wil offense ------ Damage +24% arcane +9% temporal Ignore resists +25% cold defense ------ Armor +13 Fatigue +22% Resistance +25% blight +15% temporal +26% darkness +5% arcane other ------- Light +2 A suit of armour made of metal plates. |
![]() 1.0 Encumbrance T3 belt armor [Rare] Psionic While equipped: offense ------ Mindpower +4 (+1 eff.) defense ------ Resistance +12% lightning +6% cold +3% light Physical save +8 (+4 eff.) Unlife -60.00 life Stun Resist +10% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% A belt that goes around your waist. |
![]() 1.0 Encumbrance T3 belt armor [Rare] Nature While equipped: offense ------ Damage +24% nature +6% mind Ignore resists +25% lightning defense ------ Life +38.00 A belt that goes around your waist. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Psionic While equipped: Stats +2 Wil offense ------ Spell Crit +1% Damage +6% mind defense ------ Defense +1 (+1 eff.) Mind save +6 (+2 eff.) other ------- Mana-on-crit +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 cloak armor [Ego] Master While equipped: defense ------ Defense +6 (+2 eff.) Physical 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 Encumbrance T1 cloak armor [Ego] Master While equipped: defense ------ Armor +5 Defense +1 (+1 eff.) Resistance +12% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +3 Str +6 Dex +3 Con offense ------ Ignore resists +25% nature Ignore Armor +6 On-Hit (Melee): * 20% chance to slow global speed by 59% defense ------ Defense +2 (+1 eff.) Resistance +15% light +3% physical A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T3 cloak armor [Ego+] Arcane While equipped: Stats +3 Mag +3 Wil defense ------ Defense +2 (+1 eff.) Spell save +7 (+3 eff.) other ------- Max mana +52.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +6 Lck +3 Dex defense ------ Armor +1 Resistance +18% cold Spell save +3 (+1 eff.) Mind save +3 (+1 eff.) Stealth +6 Unlife -20.00 life Stun Resist +10% A pair of boots made of leather. |
![]() 2.0 Encumbrance T3 feet armor [Rare] Nature While equipped: offense ------ Move Speed +10% defense ------ Armor +3 Defense +10 (+3 eff.) Fatigue -6% Resistance +1% physical +12% nature +6% cold Mind save +3 (+1 eff.) Life +41.00 other ------- Stamina/turn +0.40 A pair of boots made of leather. |
![]() 2.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +10 Lck +4 Dex offense ------ Critical power +20.00% Damage +3% acid Ignore resists +25% light defense ------ Armor +3 Stealth +8 other ------- EQ when Hit +0.12 A pair of boots made of leather. |
![]() 1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil offense ------ Mindpower +2 (+1 eff.) Damage +5% nature defense ------ Resistance +10% nature Poison Resist +20% other ------- Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
![]() 1.0 Encumbrance T4 hands armor [Ego++] Arcane/Master While equipped: Stats +3 Str +4 Dex +3 Mag +10 Wil +2 Cun offense ------ Spellpower +8 (+4 eff.) On-Hit 7 arcane Damage +6% arcane defense ------ Armor +3 Resistance +7% arcane Physical save +8 (+4 eff.) other ------- Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 Encumbrance T4 hands armor [Rare] Nature While equipped: Stats +5 Cun +4 Wil offense ------ Mindpower +30 (+10 eff.) On-Hit 15 cold Damage +12% darkness +9% cold On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +3 Fatigue +5% Resistance +9% cold other ------- Max psi +50.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 Encumbrance T5 hands armor [Unique] Steamtech The more steam the better! While equipped: Stats +6 Str +6 Dex offense ------ Physical Crit +10.0% Steam Crit +10% Critical power +30.00% Damage +8% all defense ------ Armor +12 Disarm Resist +50% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Gauntlets. But with steam power! |
![]() 2.0 Encumbrance T3 head armor [Ego++] Arcane While equipped: offense ------ Damage +7% acid +3% lightning +5% cold +6% arcane +11% fire defense ------ Defense +2 (+1 eff.) Resistance +5% lightning +5% temporal +5% light +5% fire +5% nature +5% acid +5% blight +4% cold +6% darkness A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T3 head armor [Rare] Disrupt While equipped: Stats +0 Cun +2 Con offense ------ Damage +12% cold Ignore resists +20% physical Ignore Armor +4 defense ------ Armor +9 Defense +20 (+5 eff.) Fatigue +3% Resistance +8% nature +5% blight A hat made of leather. Very stylish. |
![]() 2.0 Encumbrance T3 head armor [Rare] Master While equipped: offense ------ Spell Crit +8% Critical power +20.00% Spellpower/crit +10 Damage +15% arcane defense ------ Armor +3 Fatigue +3% Physical save +19 (+9 eff.) other ------- Max vim +30.00 A hat made of leather. Very stylish. |
![]() 2.0 Encumbrance T3 head armor [Ego+] Nature/Master While equipped: Stats +6 Dex defense ------ Armor +3 Fatigue +3% Resistance +9% nature Spell save +5 (+2 eff.) Life +49.00 Healmod +12% A cap made of leather. |
![]() 0.0 Encumbrance 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 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical 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 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance 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 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical 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. |
![]() 0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance 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 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Physical save +8 (+4 eff.) Spell save +8 (+4 eff.) Mind save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Physical save +8 (+4 eff.) Spell save +8 (+4 eff.) Mind save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+3 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance 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. |
![]() 0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 red gem [Normal] While equipped: Stun Resist +60% Item imbue powers: Stun Resist +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 red gem [Normal] While equipped: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Item imbue powers: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance 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. |
![]() 2.0 Encumbrance T1 lite [Rare] Psionic While equipped: Stats +1 Wil offense ------ Critical power +10.00% Ignore resists +15% arcane Ignore Shields +10% When Hit 2 blight defense ------ Mind save +6 (+2 eff.) other ------- Light +3 See Stealth +7 See Invisibility +6 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 Encumbrance T1 lite [Normal] While equipped: other ------- 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 Encumbrance T1 lite [Rare] Disrupt While equipped: offense ------ On-Hit (Melee): * 10% chance to reduce armor by 9% defense ------ Resistance +12% acid +3% light +9% blight +3% lightning +3% all Spell save +5 (+2 eff.) other ------- 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 Encumbrance T1 lite [Ego] Psionic While equipped: defense ------ Mind save +5 (+1 eff.) other ------- Light +3 See Stealth +6 See Invisibility +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 1.0 Encumbrance T3 lite [Rare] Nature While equipped: Stats +5 Dex +2 Mag +2 Wil +3 Con defense ------ Physical save +7 (+3 eff.) Healmod +21% other ------- Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 Encumbrance T3 lite [Rare] Psionic While equipped: Stats +8 Cun defense ------ Resistance +18% blight +20% nature +5% arcane Crit Resistance 15.00% Mind save +11 (+3 eff.) other ------- Light +4 See Stealth +16 See Invisibility +17 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 0.0 Encumbrance power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 0.0 Encumbrance T4 steamtech tinker [Normal] Steamtech Attachable to head When attached: Stats +8 Cun defense ------ Mind save +12 (+4 eff.) Tinkers can be attached to normal items to improve them with steam power! |
![]() 3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +1 Str offense ------ Damage +6% cold Ignore resists +25% nature When Hit 6 cold On-Hit (Melee): * 10% chance to slow global speed by 59% other ------- Infravision +2 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T3 digger tool [Ego+] Master While equipped: Stats +4 Str offense ------ Ignore Armor +9 While carried: other ------- Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 18 turn cooldown Effective talent level: 5.5 Power cost 18 out of 26/26. Range melee/personal Cooldown: 25 Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +106 accuracy and allowing you to attack creatures you cannot see without penalty for the next 6 turns. Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 135 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 Encumbrance T1 torque charm [Rare] Psionic While equipped: offense ------ Damage +9% blight Ignore resists +10% temporal Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 169 physical damage Puts all charms on 10 turn cooldown 100% to increase the duration of 1 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T4 totem charm [Rare] Nature While equipped: offense ------ On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 5 defense ------ Resistance +9% lightning +5% arcane +15% darkness +15% mind Unlife -80.00 life Sting an enemy dealing 587 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 10 turn cooldown 100% to reduce 3 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T4 totem charm [Ego+] Nature Harden the skin for 7 turns increasing armour by 47 and armour hardiness by 60% Puts all charms on 11 turn cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T3 wand charm [Rare] Arcane While equipped: Stats +7 Dex +6 Con offense ------ Damage +21% arcane defense ------ Resistance +15% cold Teleport Resist +20% other ------- See Invisibility +9 Create a radius 3 storm for 5 turns. Each turn, creatures within take 77 lightning damage and will be dazed for 1 turn (386 total damage) Puts all charms on 10 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Fuggh the Krog Mindslayer level 23
84th Vengeance 123rd year of Ascendancy at 15:33 see stats
By Fuggh the Krog Mindslayer level 32
125th Vengeance 123rd year of Ascendancy at 05:18 see stats
By Fuggh the Krog Mindslayer level 36
163rd Vengeance 123rd year of Ascendancy at 00:04 see stats
By Fuggh the Krog Mindslayer level 10
72nd Vengeance 123rd year of Ascendancy at 00:44 see stats
By Fuggh the Krog Mindslayer level 20
78th Vengeance 123rd year of Ascendancy at 06:41 see stats
By Fuggh the Krog Mindslayer level 30
96th Vengeance 123rd year of Ascendancy at 08:38 see stats
By Fuggh the Krog Mindslayer level 40
163rd Vengeance 123rd year of Ascendancy at 07:37 see stats
By Fuggh the Krog Mindslayer level 38
163rd Vengeance 123rd year of Ascendancy at 03:14 see stats
By Fuggh the Krog Mindslayer level 21
79th Vengeance 123rd year of Ascendancy at 03:05 see stats
By Fuggh the Krog Mindslayer level 26
95th Vengeance 123rd year of Ascendancy at 06:12 see stats
Log
Shadow hits Fuggh for (48 to psi shield), 71 physical (71 total damage).
Talent Augmentation is ready to use.
Shadow casts Fade.
Shadow fades!
Shadow resists the stun!
Fuggh resists the stun!
Shadow fades for a moment and then reforms whole again!
Emelynn the Blightborn's physical stun area effect hits Shadow for 0 physical damage.
Emelynn the Blightborn's physical stun area effect hits Fuggh for (32 to psi shield), 48 physical (48 total damage).
Emelynn the Blightborn's physical stun area effect hits Shadow for 0 physical damage.
Emelynn the Blightborn's cleansing fire area effect hits Fuggh for (21 to psi shield), 32 physical (32 total damage).
Fuggh's Beyond the Flesh hits Shadow for 0 physical, 0 nature, 0 lightning (0 total damage).
Fuggh starts to bleed.
Emelynn the Blightborn's Earthen Missiles hits Fuggh for (48 to psi shield), 72 physical, (8 to psi shield), 13 physical (84 total damage).
You are unable to move!
You carry too much--you are encumbered!
Drop some of your items.
Fuggh activates Augmentation.
You are no longer encumbered.
Fuggh resists!
Shadow casts Blindside.
Shadow hits Fuggh for (45 to psi shield), 68 physical (68 total damage).
Shadow hits Fuggh for (20 to psi shield), 31 physical (31 total damage).
Melee retaliation hits Shadow for 4 acid damage.
Melee retaliation hits Shadow for 4 acid damage.
Something hits Fuggh for (89 to psi shield), 270 physical (270 total damage).
Fuggh the level 41 krog mindslayer was pierced to death by a shadow on level 1 of inside a giant tentacle.
You carry too much--you are encumbered!
Drop some of your items.