








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! True Full Respec 1.7.2Allow trial and error for character building without restarting new game while minimizing inbalance. You can respec stats, talents, categories and prodigies freely at any time. Yakri: I wasn't stoked about the inability to respec starting categories, as I'm a huge weirdo who likes to unspec things I don't like and mastery boost other categories. I am not the original mod creator, I just updated the update youhei created based on Full Respecialization by Time to Die Weight: 100 Superload: Calligrapher 1.7.4Adds the Calligrapher, a short-ranged mage class that uses ceaseless aggression and high mobility to debilitate their enemies in a whirl of bloodied ink. Planned changes: I like to think that I've been fairly thorough in playtesting, but there are probably still bugs and exploits lurking. 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. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! Nekomancer 1.5.10Adds the Nekomancer class. Nekomancers are summon-based mages that focus on debilitating their enemies while reinforcing their allies. They primarily deal physical and light damage. Uniquely, they do not use mana like other mage subclasses, relying souly on the soul resource. They use the soul resource in a much different way then Necromancer does, since they naturally regain one soul a turn. Combined with a relatively low soul maximum, they run completely counter to the standard ToME resources with tiny regeneration rates and huge maximums. Aside from the usual unlocked Combat Training and Survival, Nekomancer uses completely unique trees. It has 4 unlocked class trees, one locked class tree and two generic trees. Changelog: 1.0.1: Updated description somewhat 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: 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.
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 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. 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:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] 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:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: 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 | Male |
| Race | Ghoul |
| Class | Calligrapher |
| Level / Exp | 50 / 1260% |
| Size | small |
| Lifes / Deaths | Killed by hes finding out's Inner Demon at level 50 on the 213rd Vengeance 123rd year of Ascendancy at 06:00 / 2Killed by Porerin the shadowblade at level 50 on the 224th Vengeance 123rd year of Ascendancy at 14:54 |
Primary Stats
| Strength | 50 (base 42) |
| Dexterity | 68 (base 60) |
| Constitution | 34 (base 10) |
| Magic | 96 (base 60) |
| Willpower | 28 (base 10) |
| Cunning | 77 (base 60) |
Resources
| Mana | 464/484 |
| Vim | 266/296 |
| Life | -360/1318 |
| Ink | 40/100 |
| Steam | 100/100 |
| Healing Factor | 1.185336564623 |
| Regeneration | 0.29633414115576 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +80% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 5 |
| See Stealth | 40.391578486422 |
| See Invisible | 40.391578486422 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 73 |
| Accuracy | 57 |
| Crit Chance | 27% |
| APR | 19 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 78 |
| Crit Chance | 38% |
| Speed | 1 |
Offense: Mind
| Mindpower | 46 |
| Crit Chance | 27% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +24% |
| Physical | +21% |
| Lightning | +70% |
| Cold | +95% |
| Arcane | +95% |
| Fire | +70% |
| All | +15% |
Offense: Damage Penetration
| Lightning | +96% |
| Acid | +40% |
| Cold | +50% |
| Blight | +40% |
| Arcane | +50% |
| Fire | +65% |
| All | +25% |
Defense: Base
| Armour (hardiness) | 43 (40.65183292883%) |
| Defense | 77 |
| Ranged Defense | 77 |
| Fatigue | 0 |
| Physical Save | 44 |
| Spell Save | 50 |
| Mental Save | 47 |
Defense: Resistances
| Physical | + 42%( 70%) |
| Lightning | + 70%( 70%) |
| Cold | + 70%( 70%) |
| Temporal | + 41%( 70%) |
| Blight | + 40%( 70%) |
| Arcane | + 52%( 70%) |
| Fire | + 47%( 70%) |
| All | + 36%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 50% |
| Silence Resistance | 50% |
| Bleed Resistance | 100% |
| Teleport Resistance | 100% |
| Pinning Resistance | 25% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 25% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 36 up to 7 times. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 83 up to 4 times. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to 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 114 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. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 116 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
Class Talents
| Writing / Punctuation | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Writing / Symbols | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Writing / Formula | 1.30 |
| 4/5 |
| 3/5 |
| 5/5 |
| 3/5 |
| Writing / Inner code | 1.30 |
| 5/5 |
| 2/5 |
| 2/5 |
| 2/5 |
| Writing / Calligraphy | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 4/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Race / Halfling | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Corruption / Vile life | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Undead / Ghoul | 1.00 |
| 2/5 |
| 2/5 |
| 2/5 |
| 2/5 |
| Spell / Staff combat | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Writing / Tattoos | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Prodigies
| 1/1 |
| 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 |
The beachhead is under concentrated attack by Thaloren elves and the plants and animals of their forest. Invasion InvadedReturn at once and help fight them off! * The Thaloren are defeated and the beachhead is safe. | 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... * One way or another, Derth lies in ruins. * Your Rhaloren allies have plunged Elvala into chaos. It will be easy to round up the survivors. * The Thaloren counterattack has been defeated, and the incineration of their forests is proceeding according to schedule. * 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 OnesSeek out the wounded ancient Kryl-Feijan in his isolated crypt. Seek out the ancient explorer Shassy'Kaish among her cultists in the Daikara mountains. Seek out the ancient necromancer Walrog along the ocean shore. | active |
Strange energies of unusual strength have been detected beneath the western sands. What Lies BeneathPerhaps they could prove useful in our struggle for revenge. Investigate. | done |
Equipment
| On feet | Aetherwalk (6 def, 0 armour) 2.0 Encumbrance T4 feet armor [Unique] Arcane While equipped: Stats +8 Cun +8 Mag offense ------ Spellpower +15 (+3 eff.) Damage +25% arcane defense ------ Defense +6 (+2 eff.) Fatigue +1% Resistance +25% arcane Physical save +15 (+5 eff.) Pinning Resist +25% Knockbk Resist +25% Teleport Resist +100% Out-of-Phase Defense +20 Out-of-Phase Resistance +20% Out-of-Phase Resilience +20% Creates an arcane explosion dealing 244 arcane damage based on magic in a radius of 3 around the user after any teleport. Phase door up to range 6, within radius 2 of the target location. Uses 15 power out of 15/24 A wispy purple aura surrounds these translucent black boots. |
| Light source | void-walker's dwarven lantern of illusion1.0 Encumbrance T5 lite [Ego++] Arcane/Psionic While equipped: defense ------ Defense +12 (+3 eff.) Resistance +8% cold +8% temporal Physical save +16 (+5 eff.) Spell save +15 (+5 eff.) Mind save +14 (+5 eff.) Out-of-Phase Defense +15 Out-of-Phase Resistance +20% Out-of-Phase Resilience +26% other ------- Light +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Steam Powered Helm (3 def, 12 armour) 3.0 Encumbrance T5 head armor [Unique] Steamtech The more steam the better! While equipped: Stats +5 Str +5 Con defense ------ Armor +12 Defense +3 (+1 eff.) Fatigue +10% Resistance +10% all Blind Resist +50% Silence Resist +50% A Helmet. But with steam power! |
| Tool | Eye of the Dreaming One2.0 Encumbrance T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil offense ------ Mindpower +5 (+2 eff.) defense ------ Mind save +10 (+3 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Effective talent level: 3.0 Power cost 12 out of 25/25. Range 7 Cooldown: 6 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 11 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. |
| On fingers | Elemental Fury0.1 Encumbrance T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag offense ------ Damage +25% lightning +25% fire +25% arcane +25% cold Ignore resists +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
| On fingers | Ring of the Dead0.1 Encumbrance T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck defense ------ Physical save +10 (+3 eff.) Spell save +10 (+3 eff.) Mind save +10 (+3 eff.) Unlife -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
| Around waist | hardened leather belt 'Isloriwe' 1.0 Encumbrance T3 belt armor [Rare] Psionic While equipped: Stats +3 Wil offense ------ Damage +6% physical Accuracy +30 (+8 eff.) defense ------ Defense +10 (+3 eff.) Fatigue -20% Mind save +9 (+3 eff.) Unlife -80.00 life Life +57.00 other ------- Encumbrance +50 Max stamina +30.00 A belt that goes around your waist. |
| In main hand | Fireglean the dragonbone starstaff (30-36 power, 6 apr, lightning element) 5.0 Encumbrance T5 staff 2H weapon [Random Unique] Arcane Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +18% Spellpower +26 (+5 eff.) Damage +9% acid +30% cold +30% fire +30% arcane +30% lightning Ignore resists +15% blight +15% fire +15% acid defense ------ Resistance +6% blight +6% fire other ------- Mana/turn +5.00 Talents +1 Command Staff On Spell Hit: 25% Lightning level 5 On Spell Hit: 10% Glacial Vapour level 4 Staves designed for wielders of magic, by the greats of the art. |
| On hands | stone warden's drakeskin leather gloves of war-making (0 def, 11 armour)1.0 Encumbrance T4 hands armor [Ego++] Arcane/Master While equipped: Stats +8 Con offense ------ Physical Crit +12.0% Spell Crit +9% Mind Crit +12% Critical power +12.00% defense ------ Armor +11 Hardiness +5% Resistance +9% physical 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 | Turthel's Robe (10 def, 20 armour) Turthel's Robe (10 def, 20 armour) 2.0 Encumbrance T5 cloth armor [Unique] Arcane While equipped: Stats +10 Mag +10 Wil offense ------ Physical Crit -15.0% Spell Crit -15% Mind Crit -15% Critical power +75.00% Spellpower +15 (+3 eff.) Damage +15% all Ignore resists +20% lightning defense ------ Armor +20 Defense +10 (+3 eff.) Resistance +25% lightning +15% cold +15% all Crit Resistance 35.00% Spell save +20 (+7 eff.) other ------- Mana/turn +2.00 Talent level: +1 to all lightning damage spells. A woolen robe with blue trim, still as perfect now as on the day - thousands of years ago - that it was made. |
| Cloak | Frozen Shroud (12 def, 0 armour) 2.0 Encumbrance T5 cloak armor [Unique] Arcane While equipped: Stats +12 Mag offense ------ Damage +25% cold When Hit 60 ice defense ------ Defense +12 (+3 eff.) Resistance +30% lightning +25% cold -15% fire +8% all Stun Resist +50% Release a radius 4 chilling blast, instantly dealing 707.85 cold damage and condensing the air into freezing vapors that deal 235.95 cold damage (based on Magic) each turn for 10 turns. Uses 18 power out of 30/30 All that remains of the Glacial Legion. This cloak seems to exude an icy cold vapor that freezes all it touches. |
| Around neck | Cloudoracle the stralite amulet0.1 Encumbrance T4 amulet jewelry [Rare] Nature While equipped: Stats +5 Dex +4 Con offense ------ Mind Crit +4% Mindpower +25 (+9 eff.) Ignore resists +26% lightning Accuracy +15 (+4 eff.) Ignore Armor +6 When Hit 10 lightning 6 physical defense ------ Resistance +26% fire +26% cold Amulets make your neck look great! |
Inventory
medical injector implant (efficiency 136% / cooldown 56%)0.1 Encumbrance T1 implant scroll [Normal] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 136% efficiency and cooldown mod of 56%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the titan (efficiency 147% / cooldown 75%)0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 147% efficiency and cooldown mod of 75%. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
movement infusion (speed 715%; cd 11)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 715% 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. |
movement infusion of the psychic (speed 492%; cd 16)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 492% 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 Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the duelist (heal 332; 17 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 17 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 332 life over 5 turns. 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. |
regeneration infusion of the duelist (heal 340; 12 cd)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 340 life over 5 turns. 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. |
blink rune (range 7; phase 27; cd 16)0.1 Encumbrance T1 rune scroll [Normal] Arcane When inscribed on your body: Range 7 Cooldown: 16 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 7 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 27%, your defense is increased by 27 and all your resistances by 27%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune (absorb 29; cd 12)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 12 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 29 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
stormshield rune (threshold 29; blocks 5; dur 4; cd 17)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 17 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 29 up to 5 times. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
schematic: Ablative Armour0.1 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. |
2 schematic: Acid Groove0.1 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. |
schematic: Air Recycler0.1 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. |
schematic: Alchemist's Helper0.1 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. |
4 schematic: Antimagic Shell0.1 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. |
schematic: Armour Reinforcement0.1 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. |
schematic: Back Support0.1 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. |
2 schematic: Corrosive Shell0.1 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. |
schematic: Crystal Plating0.1 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. |
2 schematic: Deflection Field0.1 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. |
schematic: Flare Shell0.1 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. |
5 schematic: Flash Powder0.1 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. |
3 schematic: Focus Lens0.1 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. |
2 schematic: Frost Salve0.1 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. |
schematic: Fungal Web0.1 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. |
schematic: Galvanic Retributor0.1 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. |
2 schematic: Incendiary Groove0.1 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. |
schematic: Kinetic Stabiliser0.1 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. |
4 schematic: Magnetic Shell0.1 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. |
2 schematic: Mental Stimulator0.1 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. |
schematic: Moss Tread0.1 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. |
schematic: Pain Suppressor Salve0.1 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. |
3 schematic: Poison Groove0.1 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. |
schematic: Razor Edge0.1 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. |
schematic: Rustproof Coating0.1 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. |
schematic: Saw Projector0.1 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. |
schematic: Saw Shell0.1 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. |
schematic: Shocking Touch0.1 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. |
3 schematic: Silver Filigree0.1 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. |
2 schematic: Solid Shell0.1 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. |
4 schematic: Spike Attachment0.1 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. |
3 schematic: Steamgun0.1 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. |
3 schematic: Steamsaw0.1 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. |
2 schematic: Thunder Grenade0.1 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. |
3 schematic: Thunderclap Coating0.1 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. |
schematic: Viral Injector0.1 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. |
schematic: Viral Needlegun0.1 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. |
schematic: Voltaic Shell0.1 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. |
3 schematic: Water Salve0.1 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. |
schematic: Waterproof Coating0.1 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. |
copper amulet of dexterity (+3)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex Amulets make your neck look great! |
restful copper amulet0.1 Encumbrance T1 amulet jewelry [Ego] Master While equipped: defense ------ Fatigue -4% Life Regen +1.00 Amulets make your neck look great! |
restful steel amulet of healing0.1 Encumbrance T2 amulet jewelry [Ego] Nature/Master While equipped: defense ------ Fatigue -5% Life Regen +2.00 Healmod +13% Cut Resist +40% Heal: Puts all charms on 21 turn cooldown Effective talent level: 3.0 Power cost 21 out of 35/35. Range melee/personal Cooldown: 16 Travel.spd instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 301 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
gold amulet 'Aeralewe'0.1 Encumbrance T3 amulet jewelry [Random Unique] Arcane/Master While equipped: offense ------ Critical power +27.00% Spellpower +8 (+2 eff.) On-Hit 8 light 7 darkness Damage +11% blight +8% fire +10% light +7% darkness Ignore resists +10% blight Accuracy +7 (+2 eff.) Ignore Armor +14 On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) When Hit: * 10% chance to reduce damage dealt by 24% * 8% chance to blind defense ------ Resistance +15% blight Amulets make your neck look great! |
Pendant of the Sun and Moons0.1 Encumbrance T4 amulet jewelry [Unique] Arcane While equipped: offense ------ Spell Crit +5% Spellpower +8 (+2 eff.) Damage +8% light +8% darkness Ignore resists +15% light +15% darkness defense ------ Resistance +10% light +10% darkness Max Resistance +5% light +5% darkness All your damage is converted and split into light and darkness. Circle of Sanctity: (Instant) Effective talent level: 3.0 Power cost 18 out of 60/60. Range melee/personal Cooldown: 20 Travel.spd instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 24 light damage to everyone else who enters. The circle lasts 4 turns. This small pendant depicts a hematite moon eclipsing a golden sun and according to legend was worn by one of the Sunwall's founders. |
serendipitous stralite amulet of perfection (0.31 Steamtech / Physics,0.31 Cunning / Survival)0.1 Encumbrance T4 amulet jewelry [Ego++] Nature/Master While equipped: Stats +12 Lck offense ------ Accuracy +12 (+3 eff.) defense ------ Defense +11 (+3 eff.) Resist unseen 16% other ------- Masteries +0.31 Steamtech/Physics +0.31 Cunning/Survival Amulets make your neck look great! |
warmaker's stralite amulet of the eclipse0.1 Encumbrance T4 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +8 Str +7 Dex +8 Wil offense ------ On-Hit 9 light 13 darkness Damage +13% light +8% darkness When Hit: * 13% chance to reduce damage dealt by 24% * 12% chance to blind Amulets make your neck look great! |
Lustrepower the copper ring0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +2 Str +1 Dex offense ------ Critical power +10.00% When Hit 2 physical defense ------ Fatigue -5% Unlife -40.00 life other ------- Encumbrance +21 Light +2 Rings make your fingers look great! |
Shinespar the copper ring0.1 Encumbrance T1 ring jewelry [Rare] Psionic While equipped: Stats +1 Cun +1 Str offense ------ Mind Crit +2% When Hit 4 mind defense ------ Resistance +6% light Mind save +6 (+2 eff.) Confus Resist +21% other ------- Light +2 Rings make your fingers look great! |
copper ring of corrosion (+20%)0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: offense ------ Damage +10% acid defense ------ Resistance +20% acid Rings make your fingers look great! |
copper ring of fire (+22%)0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: offense ------ Damage +11% fire defense ------ Resistance +22% fire Rings make your fingers look great! |
rogue's copper ring of perseverance0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +3 Cun defense ------ Defense +6 (+2 eff.) Life Regen +1.00 Stun Resist +21% Rings make your fingers look great! |
Splendourpiety the steel ring0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: defense ------ Resistance +6% light Life Regen +4.00 Confus Resist +20% Pinning Resist +20% Stun Resist +30% Knockbk Resist +20% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Rings make your fingers look great! |
Gleamvagrant the stralite ring0.1 Encumbrance T4 ring jewelry [Rare] Nature While equipped: Stats +3 Dex +6 Con offense ------ Damage +12% acid +15% light When Hit 6 physical defense ------ Armor +8 Defense +20 (+5 eff.) Resistance +24% acid Unlife -80.00 life Rings make your fingers look great! |
Adewen0.1 Encumbrance T5 ring jewelry [Rare] Master While equipped: Stats +10 Str +5 Wil +10 Con offense ------ Critical power +20.00% Physical Power +11 (+4 eff.) Accuracy +15 (+4 eff.) When Hit 6 physical defense ------ Resistance +6% nature +9% mind Spell save +9 (+3 eff.) Mind save +9 (+3 eff.) other ------- Psi when Hit +0.20 Rings make your fingers look great! |
Mnemonic0.1 Encumbrance T5 ring jewelry [Unique] Psionic While equipped: Stats +8 Wil offense ------ Mindpower +12 (+4 eff.) defense ------ Resistance +25% mind Mind save +20 (+7 eff.) Confus Resist +40% other ------- Psi/turn +0.50 Masteries +0.20 Psionic/Mentalism On Mind Hit: 10% Mental Refresh level 1 When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Mental Shielding: (Instant) Effective talent level: 2.0 Power cost 18 out of 30/30. Range melee/personal Cooldown: 16 Travel.spd instantaneous Is: a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 2 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
voratun bloodstone ring0.1 Encumbrance T5 ring jewelry [Ego+] Nature While equipped: defense ------ Resistance +15% nature +7% blight Poison Resist +18% Disease Resist +29% Stun Resist +60% Rings make your fingers look great! |
Lelehir the ash magestaff (15-18 power, 3 apr, lightning element)5.0 Encumbrance T2 staff 2H weapon [Rare] Nature 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 +3 Dex +14 Con offense ------ Physical Crit +2.0% Spell Crit +2% Spellpower +11 (+2 eff.) Damage +15% lightning +6% physical defense ------ Defense +30 (+7 eff.) Crit Resistance 10.00% Unlife -40.00 life Life Regen +0.90 Healmod +15% other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Plague-Fire Sceptre (24-29 power, 4 apr, physical element)5.0 Encumbrance T3 staff 1H weapon [Unique] Arcane Weapon Damage 24.0 - 28.8 Fire Uses 125% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Attack Speed 100% While equipped: offense ------ Spell Crit +7% Spellpower +27 (+6 eff.) Damage +20% blight +20% fire Plaguefire detonates when its victim dies, spreading to other enemies up to two times. Fire a bolt of plaguefire, dealing damage over time based on your magic stat. Uses 9 power out of 15/15 The flames of Mal'Rok can be more stubborn than most. When they run out of fuel they have been known go out of their way to find more. |
lifebinding yew starstaff (20-24 power, 4 apr, darkness element)5.0 Encumbrance T3 staff 2H weapon [Ego+] Nature 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 Con offense ------ Spell Crit +3% Spellpower +16 (+3 eff.) Damage +20% darkness defense ------ Life Regen +1.40 Healmod +21% other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
infernal elven-wood magestaff of illumination (25-30 power, 5 apr, fire element)5.0 Encumbrance T4 staff 2H weapon [Ego+] Arcane/Nature 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 +4% Critical power +35.00% Spellpower +18 (+4 eff.) On-Hit 31 fire Damage +25% fire defense ------ Defense +13 (+3 eff.) other ------- Light +5 See Invisibility +13 Talents +1 Command Staff Illuminate: Puts all charms on 4 turn cooldown Effective talent level: 2.0 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 7 that illuminates the area and deals 161.94 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. |
potent elven-wood magestaff of protection (35-42 power, 5 apr, arcane element)5.0 Encumbrance T4 staff 2H weapon [Ego+] Arcane Weapon Damage 35.0 - 42.0 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 +4% Spellpower +16 (+3 eff.) Damage +35% arcane defense ------ Resistance +18% arcane other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Neremiremira the dragonbone vilestaff (30-36 power, 6 apr, darkness element)5.0 Encumbrance T5 staff 2H weapon [Random Unique] Arcane Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +1 Dex offense ------ Spell Crit +12% Critical power +38.00% Spellpower +25 (+5 eff.) On-Hit 20 fire Damage +30% darkness defense ------ Resistance +12% cold Physical save +10 (+3 eff.) Spell save +14 (+5 eff.) Mind save +10 (+3 eff.) Life +40.00 Cut Resist +20% Pinning Resist +20% Stun Resist +10% other ------- See Invisibility +14 Talents +1 Command Staff On Spell Hit: 10% Curse of Death level 5 Staves designed for wielders of magic, by the greats of the art. |
Skywither the dragonbone magestaff (30-36 power, 6 apr, arcane element)5.0 Encumbrance T5 staff 2H weapon [Random Unique] Arcane/Nature Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +5 Mag +3 Wil offense ------ Spell Crit +5% Spellpower +22 (+5 eff.) Damage +9% lightning +30% arcane +9% light Ignore resists +10% light defense ------ Defense +15 (+4 eff.) Resistance +21% lightning other ------- Max mana +110.00 Light +5 Talents +1 Command Staff On Spell Hit: 10% Earthen Missiles level 5 Illuminate: Puts all charms on 4 turn cooldown Effective talent level: 1.0 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 6 that illuminates the area and deals 120.25 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. |
greater dragonbone magestaff of the prodigy (30-36 power, 6 apr, lightning element)5.0 Encumbrance T5 staff 2H weapon [Ego++] Arcane Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +14 Mag +18 Wil +10 Cun offense ------ Spell Crit +5% Spellpower +24 (+5 eff.) Spellpower/crit +6 Damage +30% lightning +30% cold +30% arcane +30% fire other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
infernal dragonbone vilestaff of protection (30-36 power, 6 apr, blight element)5.0 Encumbrance T5 staff 2H weapon [Ego++] Arcane Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +5% Critical power +37.00% Spellpower +24 (+5 eff.) On-Hit 33 fire Damage +30% blight defense ------ Resistance +15% blight other ------- See Invisibility +20 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
hateful stralite battleaxe of erosion (45-68 power, 3 apr)3.0 Encumbrance T4 battleaxe 2H weapon [Ego] Nature/Psionic Weapon Damage 45.0 - 67.5 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +7.5% Attack Speed 100% On-hit +19 nature +24 darkness Damage Against +24% Living Massive two-handed battleaxes. |
quick iron greatsword of shearing (16-26 power, 1 apr)3.0 Encumbrance T1 greatsword 2H weapon [Ego++] Master Weapon Damage 16.0 - 25.6 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +1 Critical Rate +2.5% Attack Speed 100% While equipped: Stats +5 Dex offense ------ Combat Speed +10% Ignore resists +10% all Accuracy +24 (+6 eff.) Ignore Armor +10 Massive two-handed swords. |
Blade of Distorted Time (40-56 power, 40 apr)3.0 Encumbrance T4 longsword 1H weapon [Unique] Arcane Weapon Damage 40.0 - 56.0 Physical Uses 20% Mag, 90% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +40 Critical Rate +8.0% Attack Speed 100% Damage Conversion 20% temporal On Hit: * deals 116 temporal damage and slows enemies in radius 6 of the target by 126% based on Magic While equipped: offense ------ Damage +30% temporal +30% physical defense ------ Out-of-Phase Defense +20 Out-of-Phase Resistance +20% Out-of-Phase Resilience +20% Blink Blade: Effective talent level: 4.0 Power cost 6 out of 10/10. Range 8 Cooldown: 8 Travel.spd instantaneous Is: a spell Description: Teleport to the target and attack with your melee weapons for 94% damage. Then teleport next to a second random enemy, attacking for 94% damage. Blink Blade can hit the same target multiple times. The remnants of a damaged timeline, this blade shifts and fades at random. |
The Black Spike (48-67 power, 20 apr)3.0 Encumbrance T5 longsword 1H weapon [Unique] Arcane Weapon Damage 48.0 - 67.2 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +20 Critical Rate +5.0% Attack Speed 100% Damage Conversion 50% darkness While equipped: Stats +10 Str +8 Mag offense ------ Damage +25% darkness Ignore resists +15% darkness defense ------ Resistance +18% darkness +12% blight other ------- Shadow Power +5 Increases all damage penetration by 1% for each point of your Shadow Power. "All the better to pierce the heart of the world." |
thought-forged stralite mace of ruin (35-49 power, 5 apr)3.0 Encumbrance T4 mace 1H weapon [Ego+] Master/Psionic Weapon Damage 35.0 - 49.0 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +2.5% Attack Speed 100% On-hit +12 mind On Hit: * 22% chance to reduce all saves and defense by 29 While equipped: Stats +6 Cun +6 Wil offense ------ Physical Crit +13.0% Critical power +30.00% Ignore Armor +12 Blunt and deadly. |
Tiderage (46-65 power, 6 apr)3.0 Encumbrance T5 mace 1H weapon [Random Unique] Nature/Master Weapon Damage 46.5 - 65.1 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +3.0% Attack Speed 100% On-hit +20 nature On-crit, radius 2 +88 fire While equipped: Stats +2 Dex offense ------ Physical Crit +16.0% Critical power +34.00% Global Speed +9% Damage +6% cold Ignore resists +25% fire Accuracy +20 (+5 eff.) Ignore Armor +15 defense ------ Armor +4 Unlife -80.00 life other ------- Stamina/turn +3.88 Blunt and deadly. |
Giligogund the stralite waraxe (30-43 power, 5 apr)3.0 Encumbrance T4 waraxe 1H weapon [Rare] Nature Weapon Damage 30.5 - 42.7 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +6.5% Attack Speed 100% On-hit +17 nature On-crit, radius 2 +20 arcane While equipped: offense ------ Ignore resists +15% arcane defense ------ Resistance +21% nature +12% acid Physical save +12 (+4 eff.) Spell save +15 (+5 eff.) Life Regen +5.28 Healmod +20% Stun Resist +26% Teleport Resist +26% One-handed war axes. |
blooming pulsing mindstar of sand (13-14 power, 32 apr, mind damage)3.0 Encumbrance T4 mindstar 1H weapon Reqs Wil 35 [Ego+] Nature Weapon Damage 13.0 - 14.3 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +32 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Mind Crit +4% Mindpower +8 (+3 eff.) On-Hit 16 physical Damage +17% physical Ignore resists +12% physical defense ------ Resistance +17% physical Healmod +23% Heal-on-summon +49 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. |
Grinder (36-54 power, 20 apr)3.0 Encumbrance T4 steamsaw 1H weapon [Unique] Psionic/Steamtech Weapon Damage 36.0 - 54.0 Phys.bleed Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +14.0% Attack Speed 100% Block +50 Lifesteal +5% On-hit +10% gloom effects Uses 1.0 Steam While equipped: defense ------ Armor +8 Defense +12 (+3 eff.) Fatigue +10% other ------- Talents +2 Block On Taking Damage: Blindside the attacker (range 6). Originally a kitchen implement used by the giants to saw through tough, frozen carcasses. Something is especially sinister about this example though. |
blazebringer's voratun steamgun of piercing4.0 Encumbrance T5 steamgun 1H weapon Reqs Shoot [Ego++] Nature/Master/Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Attack Speed 100% Range +10 Projectile Speed +600% On-crit, radius 2 +85 fire Uses 2.0 Steam While equipped: offense ------ Global Speed +9% Ignore resists +8% all +25% fire Accuracy +24 (+6 eff.) Ignore Armor +10 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Borurefang the quiver of elven-wood arrows (20/20, 66-93 power, 14 apr)3.0 Encumbrance T4 arrow ammo [Rare] Nature Weapon Damage 66.5 - 93.1 Physical Uses 70% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +14 Critical Rate +10.5% Capacity 20 Projectile Speed +458% On-ranged-hit +24 blight On-Hit, radius 1 +26 mind On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 132 physical damage While equipped: other ------- Reload +5 Arrows are used with bows to pierce your foes to death. |
Frozen Shards (25/25, 32-38 power, 15 apr)3.0 Encumbrance T4 shot ammo [Unique] Arcane Weapon Damage 32.0 - 38.4 Ice Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Critical Rate +10.0% Capacity 25 On Hit: * bursts into an icy cloud In this dark blue pouch lie several small orbs of ice. A strange vapour surrounds them, and touching them chills you to the bone. |
psychokinetic pouch of stralite shots of daylight (23/23, 46-55 power, 5 apr)3.0 Encumbrance T4 shot ammo [Ego+] Arcane/Psionic Weapon Damage 45.5 - 54.6 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +5.5% Capacity 23 On-ranged-hit +13 light +33 physical Damage Against +15% Undead On Hit: * 20% chance to knock the target back 3 spaces and deal 185 physical damage Shots are used with slings to pummel your foes to death. |
Fire Dragon Shield (16 def, 9 armour, 220 block)7.0 Encumbrance T4 shield armor Reqs - Shield usage training [Unique] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ On shield block: * 30% chance that you'll breathe fire in a cone at the attacker (if within range 6). This can only occur up to 4 times per turn. When Hit 17 fire defense ------ Armor +9 Defense +16 (+4 eff.) Ranged Defense +15 (+4 eff.) Fatigue +20% Resistance +35% fire Affinity +15% fire other ------- Talents +1 Block On block: 30% chance that you'll breathe fire in a cone at the attacker (if within range 6). This can only occur up to 4 times per turn. This large shield was made using scales of many fire drakes from the lost land of Tar'Eyal. |
impervious stralite shield of earthen fury (0 def, 28 armour, 251.5 block)7.0 Encumbrance T4 shield armor Reqs - Shield usage training [Ego++] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +7 Con defense ------ Armor +28 Fatigue +8% Physical save +13 (+4 eff.) other ------- Talents +1 Block Handheld deflection devices. |
Temporal Rift (8 def, 4 armour, 325 block)7.0 Encumbrance T5 shield armor Reqs - Shield usage training [Unique] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ Spellpower +12 (+3 eff.) defense ------ Armor +4 Defense +8 (+2 eff.) Ranged Defense +10 (+3 eff.) Resistance +30% temporal Damage Reduction +20 all Spell save +20 (+7 eff.) Slow Projectiles +50% other ------- Talents +1 Block Some mad Chronomancer appears to have affixed a handle to this hole in spacetime. It looks highly effective, in its own strange way. |
voratun shield of patience (0 def, 10 armour, 200 block)7.0 Encumbrance T5 shield armor Reqs - Shield usage training [Ego+] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: defense ------ Armor +10 Fatigue +8% Resistance +19% temporal other ------- Talents +1 Block Temporal Shield: (Instant) Puts all charms on 18 turn cooldown Effective talent level: 5.0 Power cost 18 out of 30/30. Range 10 Cooldown: 18 Travel.spd instantaneous Is: a spell and 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 (487) 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. |
spellwoven linen robe of Angolwen (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Ego+] Arcane While equipped: Stats +3 Mag +3 Wil offense ------ Spell Crit +3% Spellpower +11 (+2 eff.) Spellpower/crit +3 defense ------ Resistance +7% all Spell save +18 (+6 eff.) Silence Resist +25% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe of alchemy (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego+] Arcane While equipped: offense ------ Damage +10% acid +12% physical +9% fire +13% cold defense ------ Resistance +13% acid +14% physical +14% fire +14% cold +9% all other ------- Cooldown Refit Golem -4 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
cashmere robe (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Normal] While equipped: defense ------ Resistance +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Worm Nest (0 def, 0 armour)2.0 Encumbrance T4 cloth armor [Unique] Arcane While equipped: Stats +15 Mag offense ------ Spell Crit +8% Spellpower +15 (+3 eff.) Move Speed +32% Damage +22% blight When Hit 0 physical defense ------ Resistance +13% all Damage Reduction +22 all Carrion Feet: Effective talent level: 3.0 Power cost 9 out of 20/20. Range 7 Cooldown: 15 Travel.spd instantaneous Is: a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 26%. You can also activate this talent to instantly destroy more worms, letting you jump in range 7 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
silk robe (0 def, 0 armour)2.0 Encumbrance T4 cloth armor [Normal] While equipped: defense ------ Resistance +13% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
fearwoven elven-silk robe (0 def, 0 armour)2.0 Encumbrance T5 cloth armor [Ego+] Psionic While equipped: offense ------ Mind Crit +5% Mindpower +8 (+3 eff.) Damage +27% darkness +21% physical Ignore resists +17% darkness +18% physical defense ------ Resistance +15% all other ------- Max hate +15.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
The Untouchable (14 def, 12 armour)9.0 Encumbrance T3 light armor [Unique] Arcane While equipped: Stats +8 Cun offense ------ Ignore Armor +10 defense ------ Armor +12 Defense +14 (+4 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
Snowborn the drakeskin leather armour (20 def, 8 armour)9.0 Encumbrance T5 light armor [Rare] Arcane While equipped: offense ------ Damage +9% fire +9% darkness +21% temporal Ignore resists +30% cold +30% temporal When Hit 8 fire 13 cold On-Hit (Melee): * 26% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +8 Defense +20 (+5 eff.) Fatigue +8% Resistance +18% cold +12% fire +20% light +20% darkness A suit of armour made of leather. |
Chromatic Harness (10 def, 14 armour)14.0 Encumbrance T5 heavy armor [Unique] Nature While equipped: Stats +6 Str +6 Wil +4 Cun +10 Lck defense ------ Armor +14 Defense +10 (+3 eff.) Fatigue +16% Resistance +20% lightning +20% physical +20% fire +20% cold +20% acid Blind Resist +50% Stun Resist +25% Knockbk Resist +50% other ------- Telepathy Dragon Cooldown Ice Breath -3 Lightning Breath -3 Sand Breath -3 Fire Breath -3 Corrosive Breath -3 This dragon scale harness shines with multiple colors, quickly shifting through them in a seemingly chaotic manner. |
rejuvenating voratun plate armour of delving (0 def, 16 armour)17.0 Encumbrance T5 massive armor Reqs - Massive armour training ,Str 60 [Ego+] Nature/Master While equipped: Stats +8 Str defense ------ Armor +16 Fatigue +22% Resistance +19% darkness +15% physical Life Regen +6.20 other ------- Stamina/turn +2.50 Light +2 Track: Puts all charms on 18 turn cooldown Effective talent level: 2.0 Power cost 18 out of 30/30. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 20 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
Durorantir the Plagueclash1.0 Encumbrance T3 belt armor [Rare] Nature While equipped: offense ------ Damage +9% lightning +9% nature Ignore resists +20% arcane +20% temporal When Hit 10 arcane On-Hit (Melee): * 20% chance to slow global speed by 56% * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Life Regen +2.40 Healmod +22% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% A belt that goes around your waist. |
Woegasher the hardened leather belt1.0 Encumbrance T3 belt armor [Rare] Nature While equipped: Stats +9 Str +2 Mag +3 Wil offense ------ When Hit 4 fire defense ------ Resistance +7% acid +9% darkness +7% fire +7% cold +5% lightning other ------- Infravision +2 A belt that goes around your waist. |
Zubywyn1.0 Encumbrance T5 belt armor [Rare] Nature While equipped: Stats +10 Dex +4 Mag +2 Wil +9 Cun defense ------ Resistance +15% lightning +15% temporal Crit Resistance 16.02% other ------- EQ when Hit +0.12 Psi when Hit +0.16 Light +3 See Invisibility +9 A belt that goes around your waist. |
Wrap of Stone (0 def, 0 armour)2.0 Encumbrance T2 cloak armor [Unique] Arcane While equipped: offense ------ Spellpower +6 (+1 eff.) Damage +5% physical defense ------ Resistance +5% physical other ------- Masteries +0.20 Chronomancy/Gravity +0.20 Spell/Stone +0.10 Chronomancy/Matter +0.20 Spell/Earth Stone Wall: Effective talent level: 1.0 Power cost 36 out of 60/60. Range melee/personal Cooldown: 60 Travel.spd instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 7 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 149.49 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
Anadan the cashmere cloak (12 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +1 Cun +2 Dex defense ------ Defense +12 (+3 eff.) Resistance +9% darkness Unlife -80.00 life Silence Resist +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak of the voidstalker (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Ego+] Arcane While equipped: defense ------ Defense +2 (+1 eff.) Resistance +14% darkness +13% temporal Out-of-Phase Defense +13 Out-of-Phase Resistance +10% Out-of-Phase Resilience +18% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 6 turn cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Archack the pair of hardened leather boots (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +4 Dex +4 Wil +3 Con +10 Lck offense ------ Mindpower +5 (+2 eff.) Damage +18% lightning +9% arcane Ignore resists +7% physical defense ------ Armor +3 Resistance +5% arcane Stealth +10 Silence Resist +30% Confus Resist +31% Stun Resist +35% Blindside: Puts all charms on 15 turn cooldown Effective talent level: 2.0 Power cost 15 out of 25/25. Range 6 Cooldown: 11 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 15 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
Radiancewake (0 def, 5 armour)2.0 Encumbrance T5 feet armor [Rare] Master While equipped: Stats +11 Str offense ------ Physical Crit +10.5% Physical Power +39 (+13 eff.) Damage +18% light Ignore resists +33% physical defense ------ Armor +5 Resistance +15% fire +13% cold Physical save +15 (+5 eff.) A pair of boots made of leather. |
Scorched Boots (4 def, 4 armour)3.0 Encumbrance T5 feet armor [Unique] Arcane While equipped: offense ------ Spell Crit +6% Spellpower +13 (+3 eff.) Damage +15% blight +15% fire +15% darkness defense ------ Armor +4 Defense +4 (+1 eff.) Fatigue +8% Poison Storm: Effective talent level: 3.0 Power cost 18 out of 40/40. Range melee/personal Cooldown: 24 Travel.spd instantaneous Is: a spell Description: A furious storm of blighted poison rages around the caster in a radius of 4 for 8 turns. Each creature hit by the storm takes 28.58 blight damage and is poisoned for 114.31 blight damage over 4 turns. At talent level 2 you have a chance to inflict Insidious Blight, which reduces healing by 56%. At talent level 4 you have a chance to inflict Numbing Blight, which reduces all damage dealt by 30%. At talent level 6 you have a chance to inflict Crippling Blight, which causes talents to have a 27% chance of failure. Each possible effect is equally likely. The poison damage dealt is capable of a critical strike. The damage will increase with your Spellpower. The master blood mage Ru'Khan was the first orc to experiment with the power of the Sher'Tul farportals in the Age of Pyre. However, that first experiment was not particularly successful, and after the explosion of energy all that could be found of Ru'Khan was a pair of scorched boots. |
fleetfooted pair of voratun boots (21 def, 5 armour)3.0 Encumbrance T5 feet armor [Ego+] Master While equipped: Stats +15 Dex defense ------ Armor +5 Defense +21 (+5 eff.) Fatigue +4% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
rough leather gloves 'Vorira' (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Rare] Psionic While equipped: offense ------ Ignore resists +15% acid defense ------ Armor +1 Resistance +9% fire Mind save +3 (+1 eff.) Life +80.00 Life Regen +1.00 Disease Resist +10% other ------- Stamina/turn +0.60 Max stamina +13.00 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. |
temporal rough leather gloves (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Ego] Arcane While equipped: offense ------ On-Hit 6 temporal On-Ranged-Hit 5 temporal Damage +3% temporal defense ------ Armor +1 Resistance +6% temporal 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. |
Getagrim the Galespawner (0 def, 3 armour)1.0 Encumbrance T4 hands armor [Rare] Arcane While equipped: offense ------ On-Hit 19 temporal On-Ranged-Hit 14 temporal Damage +9% lightning +30% temporal defense ------ Armor +3 Resistance +20% temporal Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Light +3 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. |
Porimira (0 def, 3 armour)1.0 Encumbrance T4 hands armor [Rare] Arcane While equipped: offense ------ Spell Crit +5% Spellpower +30 (+6 eff.) On-Hit 18 darkness Damage +11% darkness When Hit 10 blight defense ------ Armor +3 Resistance +14% darkness +15% temporal other ------- Mana-on-crit +2.00 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. |
Sparkcrypt the rough leather cap (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Damage +6% lightning When Hit 2 fire On-Hit (Melee): * 20% chance to slow global speed by 56% defense ------ Armor +1 Fatigue +1% Resistance +3% lightning +7% cold other ------- Breathe water A cap made of leather. |
Eye of the Forest (8 def, 0 armour)2.0 Encumbrance T3 head armor [Unique] Nature While equipped: Stats +6 Cun +8 Wil offense ------ Damage +20% nature Ignore resists +15% nature defense ------ Defense +8 (+2 eff.) Mind save +12 (+4 eff.) Blind Resist +100% other ------- Infravision +2 See Stealth +15 See Invisibility +15 Masteries +0.10 Wild-gift/Moss Earth's Eyes: Effective talent level: 2.0 Power cost 21 out of 35/35. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a mind power and a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
Lorudrachik (3 def, 0 armour)2.0 Encumbrance T5 head armor [Rare] Nature While equipped: Stats +5 Str +10 Dex +9 Wil offense ------ Damage +20% nature Ignore resists +20% blight On-Hit (Melee): * 26% chance to gain 10% of a turn (3/turn limit) defense ------ Defense +3 (+1 eff.) Resistance +30% nature +19% temporal other ------- Light +4 A pointy cloth hat, very wizardly... |
Yaldan Baoth (0 def, 10 armour)3.0 Encumbrance T4 head armor [Unique] Master While equipped: Stats +10 Str +10 Con offense ------ Damage +15% light defense ------ Armor +10 Fatigue +4% Resistance +15% light +25% darkness Max Resistance +10% darkness Resist unseen 33% other ------- Light -2 Sight -2 Blind-Fight: No penalty when attacking invisible/stealthed Lower the helmet's visor, blinding yourself (and protecting from other blinds) for 6 turns. If the helmet is taken off, the effect will end early.. Uses 24 power out of 40/40 The golden bascinet crown, affiliated with Veluca of Yaldan. King of the mythical city of Yaldan, that was struck from the face of Eyal by the arrogance of its people. Lone survivor of his kin, he spent his last years wandering the early world, teaching man to stand against the darkness. With his dying words, "Fear no evil", the crown was passed onto his successor. |
Dragonskull Helm (0 def, 20 armour)3.0 Encumbrance T5 head armor [Unique] Master While equipped: defense ------ Armor +20 Fatigue +12% Resistance +15% acid +15% physical +15% cold +15% fire +15% lightning Physical save +12 (+4 eff.) Spell save +12 (+4 eff.) Mind save +12 (+4 eff.) other ------- Telepathy Dragon Traces of a dragon's power still remain in this bleached and cracked skull. |
3 agate0.0 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. |
10 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical 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 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 citrine0.0 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. |
5 zircon0.0 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. |
aquamarine0.0 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. |
2 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 amethyst0.0 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. |
6 onyx0.0 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. |
7 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical 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. |
5 emerald0.0 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. |
8 garnet0.0 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. |
4 quartz0.0 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. |
2 sapphire0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Physical save +8 (+3 eff.) Spell save +8 (+3 eff.) Mind save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 eff.) Physical save +8 (+3 eff.) Spell save +8 (+3 eff.) Mind save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 jade0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 turquoise0.0 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. |
5 ruby0.0 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. |
3 amber0.0 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. |
2 bloodstone0.0 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. |
fire opal0.0 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. |
3 diamond0.0 Encumbrance T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
moonstone0.0 Encumbrance T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Physical save +10 (+3 eff.) Spell save +10 (+3 eff.) Mind save +10 (+3 eff.) Item imbue powers: Defense +10 (+3 eff.) Physical save +10 (+3 eff.) Spell save +10 (+3 eff.) Mind save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 pearl0.0 Encumbrance T5 white gem [Normal] While equipped: Armor +5 Resistance +5% all Item imbue powers: Armor +5 Resistance +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Crystal Heart0.0 Encumbrance T5 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con Resistance +20% arcane +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane Combine with a suit of body armor (makes a non enchanted armour into an artifact). Uses 1 power out of 1/1 This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
Runed Skull3.0 Encumbrance T5 red gem [Unique] Arcane While carried: Spellpower +7 (+2 eff.) When Hit 25 fire Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
156 alchemist agate0.0 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. |
Kindlemight the brass lantern2.0 Encumbrance T1 lite [Rare] Nature While equipped: offense ------ Ignore resists +5% lightning +10% fire When Hit 2 fire defense ------ Resistance +12% lightning +12% fire +6% nature Life +41.00 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. |
Summertide Phial1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(81 power, based on Willpower). Uses 6 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Sunvagrant the brass lantern2.0 Encumbrance T1 lite [Rare] Psionic While equipped: Stats +1 Str +7 Wil +1 Cun offense ------ Damage +6% mind When Hit 8 light other ------- Light +3 Infravision +2 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. |
void-walker's alchemist's lamp1.0 Encumbrance T3 lite [Ego+] Arcane While equipped: defense ------ Resistance +6% cold +5% temporal Out-of-Phase Defense +15 Out-of-Phase Resistance +13% Out-of-Phase Resilience +22% other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Automated Portable Extractor0.0 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. |
stralite spike attachment0.0 Encumbrance T4 steamtech tinker [Normal] Steamtech Attachable to body When attached: offense ------ When Hit 40 physical defense ------ Armor +16 Fatigue +1% Tinkers can be attached to normal items to improve them with steam power! |
Rungof's Fang1.0 Encumbrance fang misc [Unique] Nature While carried: offense ------ Ignore Armor +7 other ------- Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Yvalrawe the iron pickaxe (dig speed 38 turns)3.0 Encumbrance T1 digger tool [Rare] Nature While equipped: Stats +1 Str offense ------ Damage +6% nature defense ------ Resistance +11% nature Crit Resistance 5.00% Life +40.00 Disease Resist +20% Disarm Resist +20% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe 'Duryleg' (dig speed 38 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +2 Str +3 Mag offense ------ Spell Crit +1% Ignore resists +10% arcane When Hit 2 arcane defense ------ Fatigue -5% other ------- Mana/turn +0.08 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe 'Chalythad' (dig speed 24 turns)3.0 Encumbrance T3 digger tool [Rare] Arcane While equipped: Stats +8 Str +5 Wil offense ------ Physical Crit +10.0% Spell Crit +4% Mind Crit +9% Critical power +20.00% Ignore resists +15% mind When Hit 10 mind other ------- Mana/turn +0.16 Mana-on-crit +2.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Sleetrend (dig speed 12 turns)3.0 Encumbrance T5 digger tool [Rare] Master While equipped: Stats +6 Str offense ------ Physical Crit +2.0% Ignore resists +50% physical On-Hit (Melee): * 20% chance to slow global speed by 56% defense ------ Resistance +15% cold Spell save +6 (+2 eff.) Mind save +18 (+6 eff.) other ------- Max stamina +30.30 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Qog's Essentials2.0 Encumbrance T5 injector tool [Unique] Arcane/Nature/Master/Psionic/Unknown/Steamtech While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Gain a random beneficial effect. Uses 18 power out of 30/30 Activation is instant. A hypospray full of ...something. There is no telling what you're injecting yourself with. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 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. |
Rod of Recall (3/3)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 122 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. |
Arcnail [power 245] (9 cooldown)2.0 Encumbrance T3 torque charm [Rare] Psionic While equipped: Stats +5 Cun offense ------ Damage +12% lightning +12% mind Ignore resists +15% temporal defense ------ Resistance +15% lightning Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- EQ when Hit +0.12 Psi when Hit +0.08 Project a gust of wind in a cone knocking all creatures back 9 spaces and dealing 296 physical damage Puts all charms on 9 turn cooldown 100% to reduce 3 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
Goreoath [power 169] (15 cooldown)2.0 Encumbrance T5 torque charm [Random Unique] Psionic While equipped: Stats +7 Wil offense ------ Mind Crit +1% Ignore resists +10% mind On-Hit (Melee): * 26% chance to slow global speed by 56% defense ------ Resistance +9% darkness other ------- Max hate +4.00 Setup a psionic shield, reducing all damage taken by 169 for 5 turns Puts all charms on 15 turn cooldown 100% to gain a 40% chance to evade weapon attacks for 2 turns. 100% to increase all damage penetration by 30% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Dourguile the elven-wood totem of stinging [power 398] (9 cooldown)2.0 Encumbrance T4 totem charm [Rare] Nature While equipped: offense ------ Damage +18% darkness +30% fire Ignore resists +25% darkness defense ------ Resistance +15% darkness Sting an enemy dealing 458 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 9 turn cooldown 100% to heal for 94. Natural totems are made by powerful wilders to store nature power. |
overpowered elven-wood totem of healing [power 656] (12 cooldown)2.0 Encumbrance T4 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 656 Puts all charms on 12 turn cooldown Natural totems are made by powerful wilders to store nature power. |
Achievements
A Fistful of Gold (Insane (Roguelike) difficulty)
Buy an item from an AAA.By hes finding out the Halfling Calligrapher level 42
156th Vengeance 123rd year of Ascendancy at 13:14 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By hes finding out the Halfling Calligrapher level 50
175th Vengeance 123rd year of Ascendancy at 14:29 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By hes finding out the Halfling Calligrapher level 45
161st Vengeance 123rd year of Ascendancy at 09:49 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By hes finding out the Halfling Calligrapher level 42
158th Vengeance 123rd year of Ascendancy at 09:41 see stats
Got eggs? (Insane (Roguelike) difficulty)
Finish the Pikataclysm event.By hes finding out the Halfling Calligrapher level 37
147th Vengeance 123rd year of Ascendancy at 00:18 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By hes finding out the Halfling Calligrapher level 10
73rd Vengeance 123rd year of Ascendancy at 03:28 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By hes finding out the Halfling Calligrapher level 20
80th Vengeance 123rd year of Ascendancy at 10:24 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By hes finding out the Halfling Calligrapher level 30
104th Vengeance 123rd year of Ascendancy at 14:41 see stats
Level 40 (Insane (Roguelike) difficulty)
Got a character to level 40.By hes finding out the Halfling Calligrapher level 40
147th Vengeance 123rd year of Ascendancy at 01:21 see stats
Level 50 (Insane (Roguelike) difficulty)
Got a character to level 50.By hes finding out the Halfling Calligrapher level 50
171st Vengeance 123rd year of Ascendancy at 05:18 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By hes finding out the Halfling Calligrapher level 48
169th Vengeance 123rd year of Ascendancy at 11:38 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By hes finding out the Halfling Calligrapher level 33
106th Vengeance 123rd year of Ascendancy at 05:36 see stats
The Hammer Falls (Insane (Roguelike) difficulty)
Requisition an item from the Forge GiantsBy hes finding out the Halfling Calligrapher level 50
186th Vengeance 123rd year of Ascendancy at 17:06 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By hes finding out the Halfling Calligrapher level 36
146th Vengeance 123rd year of Ascendancy at 23:22 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By hes finding out the Halfling Calligrapher level 24
83rd Vengeance 123rd year of Ascendancy at 02:14 see stats
Wiser Than Thou (Insane (Roguelike) difficulty)
Defeat the Thaloren counterattackBy hes finding out the Halfling Calligrapher level 50
185th Vengeance 123rd year of Ascendancy at 23:05 see stats
Log
Hes finding out's storm dissipates.
Talent Flourish is ready to use.
Talent Blazing Ink is ready to use.
Shrouded in Darklight from Xydana the last hope guard hits hes finding out for (181 stormshielded), (0 warded), 0 light, (14 deciphered), (34 warded), (63 absorbed), 0 darkness (0 total damage).
Porerin the shadowblade rushes out!
Porerin the shadowblade shrugs off the effect 'Blinded'!
Porerin the shadowblade hits hes finding out for (14 deciphered), (33 warded), (61 absorbed), 0 mind, (1 deciphered), (3 warded), (5 absorbed), 0 lightning, (1 deciphered), (2 warded), (4 absorbed), 0 acid, (2 deciphered), (4 warded), (8 absorbed), 0 darkness, (1 deciphered), (3 warded), (5 absorbed), 0 lightning, (1 deciphered), (2 warded), (4 absorbed), 0 acid, (2 deciphered), (4 warded), (8 absorbed), 0 darkness (0 total damage).
Melee retaliation hits Porerin the shadowblade for 1 light, 1 darkness, 1 light, 1 darkness, 1 light, 1 darkness, 1 light, 1 darkness, (1 deflected), 1 light, (1 deflected), 1 darkness, (1 deflected), 1 light, (1 deflected), 1 darkness, (1 deflected), 1 light, (1 deflected), 1 darkness, (1 deflected), 1 light, (1 deflected), 1 darkness, (2 deflected), 4 light, (2 deflected), 4 darkness, (2 deflected), 4 light, (2 deflected), 4 darkness, (2 deflected), 4 light, (2 deflected), 4 darkness, (2 deflected), 4 light, (2 deflected), 4 darkness, 1 light, 1 darkness, 1 light, 1 darkness, 1 light, 1 darkness, 1 light, 1 darkness, 1 light, 1 darkness, 1 light, 1 darkness, 1 light, 1 darkness, 1 light, 1 darkness, (1 deflected), 1 light, (1 deflected), 1 darkness, (1 deflected), 1 light, (1 deflected), 1 darkness, (1 deflected), 1 light, (1 deflected), 1 darkness, (1 deflected), 1 light, (1 deflected), 1 darkness, (2 deflected), 4 light, (2 deflected), 4 darkness, (2 deflected), 4 light, (2 deflected), 4 darkness, (2 deflected), 4 light, (2 deflected), 4 darkness, (2 deflected), 4 light, (2 deflected), 4 darkness, 1 light, 1 darkness, 1 light, 1 darkness, 1 light, 1 darkness, 1 light, 1 darkness (106 total damage).
Xydana the last hope guard stops regenerating health quickly.
Glitta the bandit is no longer stained!
Ivumira the halfling guard is no longer stained!
Last hope guard aims less carefully.
Stained from Hes finding out hits Porerin the shadowblade for (5 deflected), 6 light, (5 deflected), 6 darkness, (5 deflected), 6 light, (5 deflected), 6 darkness, (5 deflected), 6 light, (5 deflected), 6 darkness, (5 deflected), 6 light, (5 deflected), 6 darkness (45 total damage).
Stained from Hes finding out hits Last hope guard for 12 light, 12 darkness, 12 light, 12 darkness, 12 light, 12 darkness, 12 light, 12 darkness (94 total damage).
Xydana the last hope guard's Corona hits hes finding out for (28 deciphered), (66 warded), (122 absorbed), 0 light (0 total damage).
The shield around hes finding out crumbles.
Hes finding out casts Blazing Ink.
Hes finding out's ink is primed to ignite!
Porerin the shadowblade's creeping dark hits Xydana the last hope guard for 49 darkness damage.
Xydana the last hope guard casts Moonlight Ray.
Xydana the last hope guard's spell attains critical power!
hes finding out deflects the projectile from Xydana the last hope guard to the northwest!
Xydana the last hope guard hits hes finding out for (107 deciphered), (73 warded), 232 darkness (232 total damage).
Hes finding out is no longer out of phase.
Shrouded in Darklight from Xydana the last hope guard hits hes finding out for (53 deciphered), (53 warded), 98 light, (34 deciphered), (34 warded), 62 darkness (161 total damage).
Porerin the shadowblade uses Willful Strike.
Porerin the shadowblade's mind surges with critical power!
Porerin the shadowblade hits hes finding out for (616 resilience), (171 deciphered), (73 warded), 415 physical (415 total damage).
hes finding out the level 50 ghoul calligrapher was bludgeoned to death by Porerin the shadowblade on level 1 of Fields of Hope.






















































































































































