Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Octopodes 1.7.6Adds a variety of random youkai that have weird and/or stupid quirks, generally pertaining to equipment slots. Takonyudo (octopode): namesake of the addon. Start with poison unlocked. 4 weapon and 4 offhands, 8 rings, and no armor except helmet. Hinnagami (vengeful grave soil golem): equip any weapon, armor, or jewelry you like, but the total quantity of items you can equip is limited by level. Takanyudo (giant): too big to wear any armor or jewelry, but they can wear 5 gloves like little finger hats. Also high life rating and size category. Mekurabe (pile of skulls): 16 head slots and no other armor. Roll around stealthily as a bunch of heads, then assemble yourself to frighten anyone you stare at. Kyorinrin (sentient scroll): no armor slots. Gain stats and extra talent levels by picking up lore pieces depending on how long the lore scrap was. Aoandon (lantern spirit): no armor slots. Gain stats by picking up lore pieces, and walk around with an AoE terror aura that reduces power and saves. Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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.
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: Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. 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. 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:
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: Faster Egress Artifact Rolling 1.7.4Immediately gives you 3 appropriate artifacts upon entering the egress instead of having to brute-force combinations. |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Takonyudo |
Class | Mindslayer |
Level / Exp | 40 / 60% |
Size | small |
Lifes / Deaths | Killed by minotaur at level 40 on the 63rd Haze 123rd year of Ascendancy at 00:02 / 1 |
Primary Stats
Strength | 29 (base 13) |
Dexterity | 44 (base 10) |
Constitution | 30 (base 10) |
Magic | 23 (base 10) |
Willpower | 84 (base 60) |
Cunning | 84 (base 60) |
Resources
Life | -219/555 |
Stamina | 402/412 |
Psi | 154/194 |
Healing Factor | 1.9692147729954 |
Regeneration | 33.968954834171 |
Speed
Mental | +20% |
Attack | 0% |
Movement | -2.0206059048178E-12% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 6 |
See Stealth | 50.852263939808 |
See Invisible | 50.852263939808 |
Offense: Mainhand
Damage | 56 |
Accuracy | 60 |
Crit Chance | 86% |
APR | 97 |
Speed | 0.83 |
Damage | 57 |
Accuracy | 60 |
Crit Chance | 88% |
APR | 61 |
Speed | 0.83 |
Damage | 54 |
Accuracy | 60 |
Crit Chance | 85% |
APR | 73 |
Speed | 0.83 |
Damage | 66 |
Accuracy | 60 |
Crit Chance | 88% |
APR | 79 |
Speed | 0.83 |
Offense: Offhand
Damage | 37 |
Accuracy | 68 |
Crit Chance | 84% |
APR | 83 |
Speed | 0.83 |
Damage | 25 |
Accuracy | 60 |
Crit Chance | 84% |
APR | 72 |
Speed | 0.83 |
Damage | 26 |
Accuracy | 60 |
Crit Chance | 88% |
APR | 77 |
Speed | 0.83 |
Damage | 30 |
Accuracy | 60 |
Crit Chance | 83% |
APR | 65 |
Speed | 0.67 |
Offense: Spell
Spellpower | 24 |
Crit Chance | 23% |
Speed | 1 |
Offense: Mind
Mindpower | 62 |
Crit Chance | 30% |
Speed | 1 |
Offense: Damage Bonus
Nature | +8% |
Darkness | +12% |
Light | +16% |
Temporal | +30% |
Blight | +15% |
Physical | +41% |
Mind | +33% |
All | 0% |
Offense: Damage Penetration
Acid | +40% |
Lightning | +40% |
Nature | +50% |
Darkness | +50% |
Physical | +88% |
Cold | +50% |
All | +25% |
Defense: Base
Armour (hardiness) | 22 (30%) |
Defense | 70 |
Ranged Defense | 70 |
Fatigue | 0 |
Physical Save | 36 |
Spell Save | 39 |
Mental Save | 52 |
Defense: Resistances
Acid | + 24%( 70%) |
Physical | + 21%( 70%) |
Cold | + 43%( 70%) |
All | + 19%( 70%) |
Darkness | + 31%( 70%) |
Temporal | + 24%( 70%) |
Mind | + 31%( 70%) |
Fire | + 26%( 70%) |
Nature | + 27%( 70%) |
Defense: Immunities
Pinning Resistance | 0% |
Confusion Resistance | 24% |
Disarm Resistance | 28% |
Stun Resistance | 98% |
Instadeath Resistance | 100% |
Blind Resistance | 100% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 622 life over 5 turns. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 223 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 215 damage for 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 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 138 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 Willpower stat. |
Class Talents
Psionic / Absorption | 1.60 |
| 5/5 |
| 3/5 |
| 3/5 |
| 2/5 |
Psionic / Projection | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Poisons | 0.80 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Psionic / Augmented striking | 1.30 |
| 3/5 |
| 2/5 |
| 2/5 |
| 2/5 |
Psionic / Voracity | 1.30 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Psionic / Focus | 1.60 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Psi-fighting | 1.30 |
| 2/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Staff combat | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Psionic / Augmented mobility | 1.30 |
| 1/5 |
| 3/5 |
| 2/5 |
| 2/5 |
Cunning / Scoundrel | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Psionic / Finer energy manipulations | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Prodigies
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Willpower by +5. | done |
You failed to protect the lost defiler from death by fox. Escort: lost defiler (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You failed to protect the lost defiler from death by Cyretira the vampire. Escort: lost defiler (level 3 of Dreadfell) | failed |
You failed to protect the lost sun paladin from death by Emelylaith the wolf. Escort: lost sun paladin (level 2 of Daikara) | failed |
You failed to protect the lost tinker from death by Aroda the patchwork troll. Escort: lost tinker (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost warrior to the recall portal on level 4 of Dreadfell. Escort: lost warrior (level 4 of Dreadfell)As a reward you improved talent Exotic Weapons Mastery (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you gained talent category Cunning / Scoundrel (at mastery 1.00). | done |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Trollmire. Escort: temporal explorer (level 2 of Trollmire)As a reward you improved Willpower by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 1259. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
Tool | ![]() 2.0 Encumbrance T2 wand charm [Rare] Arcane While equipped: Stats +2 Wil +1 Con offense ------ Physical Crit +6.0% Ignore resists +15% physical Ignore Armor +2 defense ------ Armor +4 Defense +10 (+3 eff.) Create a shield absorbing up to 194 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() 0.1 Encumbrance T4 ring jewelry [Unique] Psionic While equipped: defense ------ Fatigue -5% Mind save -7 (-2 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 1041.74 You won the Ring of Blood trial, and this is your reward. |
On fingers | ![]() 0.1 Encumbrance T3 ring jewelry [Rare] Master While equipped: Stats +5 Cun +3 Con offense ------ Critical power +10.00% Ignore resists +25% darkness defense ------ Defense +30 (+8 eff.) Resistance +2% physical other ------- Stamina/turn +3.00 Light +3 Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Rare] Psionic While equipped: offense ------ Critical power +10.00% Ignore resists +5% physical defense ------ Armor +4 Mind save +6 (+2 eff.) Confus Resist +24% other ------- Max stamina +10.00 Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T3 ring jewelry [Rare] Master While equipped: Stats +6 Cun offense ------ Mindpower +25 (+7 eff.) Damage +12% mind Ignore resists +15% acid When Hit 4 darkness defense ------ Resistance +6% acid Mind save +15 (+5 eff.) Life Regen +6.00 Stun Resist +38% Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil offense ------ Damage +8% nature +8% physical defense ------ Resistance +10% nature Physical save +8 (+4 eff.) Life Regen +3.00 Healmod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Ego++] Nature/Master While equipped: Stats +5 Cun +5 Dex offense ------ Accuracy +5 (+2 eff.) defense ------ Life +41.00 Life Regen +8.00 Healmod +11% Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T4 ring jewelry [Ego+] Arcane While equipped: Stats +7 Mag offense ------ On-Hit 15 light On-Ranged-Hit 19 light Damage +16% light defense ------ Stun Resist +60% Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T5 ring jewelry [Unique] Arcane While equipped: Stats +8 Cun +6 Mag offense ------ Critical power +10.00% On-Hit 41 physical On-Ranged-Hit 24 physical Damage +3% physical Accuracy +5 (+2 eff.) On-Hit (Melee): * 29% chance to reduce all saves and defense by 36 On-Hit (Ranged): * 29% chance to reduce all saves and defense by 36 defense ------ Physical save +9 (+4 eff.) Spell save +12 (+4 eff.) other ------- Stamina/turn +1.00 Hate-on-crit +3.00 Max hate +16.00 Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Puts all charms on 1 turn cooldown "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
Around neck | ![]() 0.1 Encumbrance T2 amulet jewelry [Unique] Arcane While equipped: offense ------ Spellpower +5 (+2 eff.) defense ------ Resistance +15% darkness Unlife -100.00 life Blind Resist +100% other ------- Infravision +6 Masteries +0.20 Corruption/Black-magic Shadow Power +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
In main hand | ![]() 3.0 Encumbrance T4 longsword 1H weapon Reqs Str 44 [Unique] Arcane Weapon Damage 40.0 - 56.0 Physical Uses 20% Mag, 90% Str Mastery Weapons Mastery 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 43 temporal damage and slows enemies in radius 6 of the target by 53% 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 9 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. |
In main hand | ![]() 3.0 Encumbrance T4 longsword 1H weapon Reqs Str 30 [Unique] Master Weapon Damage 46.0 - 64.4 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +10.0% Attack Speed 100% While equipped: offense ------ Physical Crit +20.0% Combat Speed +20% defense ------ Defense +40 (+10 eff.) Evasion +10% This very thin sword cuts through the air with ease, allowing remarkably quick movement. |
In main hand | ![]() 3.0 Encumbrance T5 waraxe 1H weapon Reqs Str 42 [Unique] Psionic Weapon Damage 38.0 - 53.2 Phys.bleed Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +16 Critical Rate +7.0% Attack Speed 100% While equipped: Stats +4 Str +4 Dex offense ------ Ignore resists +30% physical Accuracy +40 (+11 eff.) Ignore Armor +30 This mighty axe can cleave through armour like the sharpest swords, yet hit with all the impact of a heavy club. It is said the wielder will slowly grow mad. This, however, has never been proven - no known possessor of this item has lived to tell the tale. |
In main hand | ![]() 3.0 Encumbrance T5 greatsword 2H weapon Reqs Str 35 [Unique] Master Weapon Damage 60.0 - 96.0 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +22 Critical Rate +10.0% Attack Speed 100% On Hit: * 25% chance to strike the target again. While equipped: Stats +10 Str +5 Dex +15 Con other ------- Masteries +0.20 Technique/Two-handed assault This impressive looking sword features two massive blades aligned in parallel. They seem weighted remarkably well. |
Light source | ![]() 1.0 Encumbrance T3 lite [Rare] Nature While equipped: offense ------ Damage +3% darkness Ignore resists +15% lightning When Hit 2 lightning defense ------ Resistance +6% temporal +9% fire Spell save +9 (+3 eff.) Life +57.00 other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
In off hand | ![]() 3.0 Encumbrance T4 mindstar 1H weapon [Unique] Nature/Psionic Weapon Damage 15.0 - 16.5 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +26 Critical Rate +6.0% Attack Speed 100% While equipped: Stats +8 Wil offense ------ Mind Crit +7% Mindpower +14 (+4 eff.) defense ------ Resistance +15% mind Mind save +25 (+8 eff.) other ------- Max psi +20.00 Masteries +0.30 Psionic/Focus +0.30 Psionic/Absorption Reduce damage from attackers more than 3 tiles away by 25% This bright violet gem exudes a calming, focusing force. Holding it, you feel protected against outside forces. |
In off hand | ![]() 1.0 Encumbrance T3 dagger 1H weapon [Random Unique] Arcane/Master Weapon Damage 19.5 - 25.4 Physical Uses 50% Dex, 50% Str Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +15 Critical Rate +6.0% Attack Speed 100% Ignore Shields +12% On-Hit, radius 1 +4 nature On-crit, radius 2 +12 nature On Hit: * 10% chance to slow global speed by 64% On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 185 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +16.0% Physical Power +9 (+3 eff.) Ignore resists +25% nature Sharp, short and deadly. |
In off hand | ![]() 1.0 Encumbrance T3 dagger 1H weapon [Unique] Nature Weapon Damage 15.0 - 19.5 Physical Uses 100% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +10.0% Attack Speed 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex defense ------ Slow Projectiles +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
In off hand | ![]() 3.0 Encumbrance T3 whip 1H weapon [Unique] Nature Weapon Damage 28.0 - 30.8 Physical Uses 100% Dex Mastery Exotic Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +8 Critical Rate +5.0% Attack Speed 125% On-hit +22 poison +22 bleed On Hit: 30% Disarm level 3 While equipped: offense ------ Accuracy +10 (+3 eff.) other ------- See Stealth +9 See Invisibility +9 A long whip of linked metal joints finished with a viciously sharp barb leaking terrible venom. |
On head | ![]() 2.0 Encumbrance T5 head armor [Rare] Master While equipped: offense ------ Damage +15% blight +21% mind +9% darkness Ignore resists +25% cold When Hit 8 darkness On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 14 defense ------ Armor +14 Defense +8 (+2 eff.) Fatigue +5% Resistance +30% cold +7% all Physical save +15 (+6 eff.) A cap made of leather. |
Psionic focus | ![]() 3.0 Encumbrance T5 battleaxe 1H weapon Reqs Str 48 [Ego++] Master Weapon Damage 55.5 - 83.2 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +8.0% Attack Speed 100% While equipped: Stats +3 Con offense ------ Physical Crit +14.0% Critical power +35.00% Physical Power +12 (+4 eff.) Ignore resists +13% physical Ignore Armor +19 defense ------ Disarm Resist +28% Massive two-handed battleaxes. |
Inventory
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 120 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 9 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 524% 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 Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 9 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 658% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 37% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Range melee/personal Cooldown: 17 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 214.80 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 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 83 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 |
![]() 0.1 Encumbrance scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+2 eff.) On-Hit 5 mind On-Ranged-Hit 5 mind other ------- See Stealth +10 See Invisibility +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +2 Str offense ------ When Hit 2 physical On-Hit (Melee): * 20% chance to reduce armor by 24% defense ------ Resistance +10% light +11% darkness Blind Resist +20% other ------- Stamina/turn +1.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego+] Arcane/Master While equipped: Stats +3 Mag offense ------ Physical Power +6 (+2 eff.) Combat Speed +10% Damage +6% physical Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil defense ------ Resistance +15% blight +15% darkness +15% acid Physical save +15 (+6 eff.) Spell save +15 (+5 eff.) Mind save -7 (-2 eff.) Life +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
![]() 0.1 Encumbrance T2 amulet jewelry [Ego] Nature/Master While equipped: Stats +4 Wil defense ------ Fatigue -5% Life Regen +2.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Unique] Arcane While equipped: offense ------ Physical Power +5 (+2 eff.) Spellpower +5 (+2 eff.) defense ------ Blind Resist +100% other ------- See Invisibility +10 Summon an elder vampire with Taunt to your side for 15 turns. Uses 51 power out of 60/60 The evilness of undeath radiates from this amulet. |
![]() 0.1 Encumbrance T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con defense ------ Teleport Resist +100% Teleport: Effective talent level: 4.0 Power cost 31 out of 36/36. Range 10 Cooldown: 30 Travel.spd instantaneous Is: a spell Description: Teleports you randomly within a large range (124). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: defense ------ Resistance +6% blight +3% cold Life +23.00 Disarm Resist +22% Pinning Resist +21% Stun Resist +10% Knockbk Resist +23% Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +5 Str +6 Mag +6 Con offense ------ Physical Power +6 (+2 eff.) Damage +6% blight Ignore resists +10% fire defense ------ Resistance +9% fire other ------- See Invisibility +12 Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Dex offense ------ Physical Power +5 (+2 eff.) Spellpower +5 (+2 eff.) Mindpower +6 (+2 eff.) Accuracy +4 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Psionic While equipped: Stats +3 Wil defense ------ Mind save +6 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +4 Str +5 Dex +5 Cun offense ------ Physical Crit +2.0% Physical Power +5 (+2 eff.) Spellpower +5 (+2 eff.) Mindpower +7 (+2 eff.) Accuracy +7 (+3 eff.) defense ------ Armor +2 Defense +5 (+1 eff.) Life Regen +2.00 Stun Resist +24% Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Rare] Arcane While equipped: Stats +12 Cun offense ------ Damage +14% darkness Ignore resists +20% fire +25% physical defense ------ Resistance +28% darkness Unlife -80.00 life Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego++] Arcane/Master While equipped: Stats +5 Str +3 Mag +5 Con offense ------ Physical Power +6 (+2 eff.) On-Hit 11 light On-Ranged-Hit 22 light Damage +13% light Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Dex offense ------ Damage +10% acid Accuracy +4 (+2 eff.) defense ------ Resistance +20% acid Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Nature/Psionic While equipped: Stats +3 Wil offense ------ Damage +11% acid defense ------ Resistance +22% acid Mind save +6 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego+] Arcane/Master While equipped: Stats +3 Cun +2 Mag offense ------ On-Hit 16 light On-Ranged-Hit 10 light Damage +11% light defense ------ Defense +6 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego+] Master While equipped: Stats +5 Mag +5 Con offense ------ Physical Power +9 (+3 eff.) Spellpower +7 (+3 eff.) Mindpower +9 (+3 eff.) Damage +10% lightning +10% fire +10% cold +5% all other ------- Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam level 2 Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Rare] Arcane While equipped: offense ------ Damage +9% lightning +18% physical defense ------ Defense +10 (+3 eff.) Unlife -80.00 life Blind Resist +28% other ------- Stamina/turn +3.00 Max stamina +30.00 Infravision +4 See Stealth +11 See Invisibility +12 Rings make your fingers look great! |
![]() 0.1 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. |
![]() 0.1 Encumbrance T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil offense ------ Damage +5% physical defense ------ Armor +5 Resistance +5% physical Physical save +12 (+5 eff.) Knockbk Resist +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
![]() 0.1 Encumbrance T3 ring jewelry [Random Unique] Arcane/Nature/Psionic While equipped: offense ------ Damage +13% blight +12% fire Ignore resists +10% blight Ignore Shields +30% defense ------ Resistance +13% blight +24% fire Mind save +7 (+2 eff.) Confus Resist +26% other ------- Mana/turn +0.16 Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego+] Psionic While equipped: Stats +4 Cun offense ------ On-Hit 14 physical On-Ranged-Hit 6 physical On-Hit (Melee): * 13% chance to reduce all saves and defense by 36 On-Hit (Ranged): * 12% chance to reduce all saves and defense by 36 defense ------ Stun Resist +30% other ------- Hate-on-crit +2.00 Max hate +7.00 Bleeding Edge: Puts all charms on 17 turn cooldown Effective talent level: 2.0 Power cost 17 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego++] Nature/Master While equipped: offense ------ Accuracy +10 (+3 eff.) Ignore Armor +7 defense ------ Defense +10 (+3 eff.) Resistance +8% nature +6% blight Poison Resist +19% Disease Resist +16% Stun Resist +30% Disengage: Puts all charms on 9 turn cooldown Effective talent level: 2.0 Power cost 9 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego] Nature/Master While equipped: Stats +4 Cun offense ------ Damage +13% physical defense ------ Defense +8 (+2 eff.) Resistance +13% physical Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Ego++] Master/Psionic While equipped: Stats +5 Cun +5 Wil offense ------ Mindpower +8 (+2 eff.) Move Speed +17% Accuracy +8 (+3 eff.) defense ------ Defense +9 (+2 eff.) Blinding Speed: Puts all charms on 34 turn cooldown Effective talent level: 2.0 Power cost 34 out of 40/40. Range melee/personal Cooldown: 55 Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 23% for 5 turns. Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +7 Cun +1 Str offense ------ Physical Crit +1.0% Critical power +20.00% Physical Power +12 (+4 eff.) Spellpower +9 (+4 eff.) Mindpower +12 (+3 eff.) Damage +6% all Ignore resists +5% physical defense ------ Defense +14 (+4 eff.) Unlife -40.00 life Blind Resist +44% other ------- Stamina/turn +2.00 Infravision +5 See Stealth +15 See Invisibility +17 Rings make your fingers look great! |
![]() 5.0 Encumbrance T4 staff 2H weapon Reqs Mag 35 [Random Unique] Nature/Master Weapon Damage 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: Stats +6 Con offense ------ Spell Crit +13% Critical power +17.00% Spellpower +19 (+9 eff.) Damage +25% acid Ignore resists +15% fire On-Hit (Melee): * 10% chance to slow global speed by 64% defense ------ Defense +5 (+1 eff.) Resistance +6% nature +6% temporal Life Regen +1.20 Healmod +21% other ------- Light +4 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 1.0 Power cost 6 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 57.83 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. |
![]() 5.0 Encumbrance T4 staff 2H weapon Reqs Mag 35 [Random Unique] Arcane/Master Weapon Damage 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: Stats +1 Wil offense ------ Spell Crit +13% Critical power +14.00% Spellpower +12 (+6 eff.) Damage +25% cold Ignore resists +15% blight +10% cold defense ------ Armor +9 Hardiness +6% Physical save +6 (+3 eff.) other ------- Max vim +10.00 Max positive +15.00 Max negative +15.00 Talents +1 Command Staff On Spell Hit: 10% Lightning level 4 Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T5 staff 2H weapon Reqs Mag 48 [Random Unique] Arcane Weapon Damage 41.0 - 49.2 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 +4 Wil offense ------ Spell Crit +5% Mind Crit +1% Spellpower +28 (+14 eff.) Damage +41% physical +41% temporal +41% light +41% darkness defense ------ Armor +9 Defense +9 (+2 eff.) Mind save +3 (+1 eff.) other ------- Hate-on-crit +3.00 Max hate +4.00 Wards +3 physical +3 temporal +3 light +3 darkness Talents +4 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T5 staff 2H weapon Reqs Mag 48 [Random Unique] Arcane/Master 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 +23 Mag +16 Wil +14 Cun +4 Con offense ------ Spell Crit +18% Critical power +18.00% Spellpower +15 (+7 eff.) Spellpower/crit +9 Damage +30% lightning +9% nature defense ------ Armor +8 Defense +7 (+2 eff.) Crit Resistance 15.00% other ------- Wards +2 lightning Talents +3 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T2 greatmaul 2H weapon [Ego+] Nature Weapon Damage 27.0 - 40.5 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.0% Attack Speed 100% While equipped: Stats +12 Con +9 Wil defense ------ Life +17.00 Massive two-handed mauls. |
![]() 5.0 Encumbrance T4 greatmaul 2H weapon Reqs Str 35 [Random Unique] Arcane/Master Weapon Damage 54.0 - 81.0 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +2.5% Attack Speed 100% On-hit +23 light Damage Against +35% Undead While equipped: offense ------ Ignore resists +13% all +16% physical Accuracy +44 (+12 eff.) Ignore Armor +33 defense ------ Armor +6 Defense +10 (+3 eff.) Resistance +9% lightning +9% darkness +3% mind Massive two-handed mauls. |
![]() 5.0 Encumbrance T5 greatmaul 2H weapon Reqs Str 48 [Ego+] Master Weapon Damage 79.0 - 118.5 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Ignore resists +16% physical Accuracy +35 (+10 eff.) Ignore Armor +13 Massive two-handed mauls. |
![]() 3.0 Encumbrance T3 greatsword 2H weapon [Rare] Nature Weapon Damage 36.0 - 57.6 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +13 Str +5 Dex +7 Mag +7 Wil +7 Cun +12 Con offense ------ Critical power +15.00% Damage +12% nature On-Hit (Melee): * 10% chance to slow global speed by 64% defense ------ Physical save +12 (+5 eff.) other ------- Stamina/turn +2.00 Massive two-handed swords. |
![]() 3.0 Encumbrance T3 trident 2H weapon [Ego+] Nature/Master Weapon Damage 27.0 - 43.2 Physical Uses 120% Str Mastery Exotic Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +10 Critical Rate +2.5% Attack Speed 100% While equipped: Stats +12 Con +14 Wil offense ------ Accuracy +7 (+3 eff.) defense ------ Defense +12 (+3 eff.) Life +14.00 Disarm Resist +39% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() 3.0 Encumbrance T5 longsword 1H weapon Reqs Str 40 [Unique] Master/Psionic Weapon Damage 48.0 - 67.2 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +12 Critical Rate +10.0% Attack Speed 100% On Hit: * Attempt to devour a low HP enemy, striking again and possibly killing it instantly. On Kill: * Enter a Rampage (Shared cooldown). While equipped: Stats +10 Str +7 Cun +10 Wil offense ------ Accuracy +18 (+5 eff.) other ------- Masteries +0.20 Cursed/Rampage +0.20 Cursed/Slaughter Enter Rampage if health falls below 20% Be it corruption, madness or eccentric boredom, the halfling butcher by the name of Caleb once took to eating his kin instead of cattle. His spree was never ended and nobody knows where he disappeared to. Only the blade remained, stuck fast in a bloodied block. Beneath, a carving said "This was fun, let's do it again some time." |
![]() 3.0 Encumbrance T5 longsword 1H weapon Reqs Str 48 [Random Unique] Nature/Master Weapon Damage 43.0 - 60.2 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-Hit, radius 1 +16 acid On Hit: * 20% chance to reduce armor by 24% While equipped: Stats +6 Str +17 Wil +15 Con offense ------ Physical Power +5 (+2 eff.) Damage +14% physical Ignore resists +15% mind +9% physical Accuracy +25 (+7 eff.) defense ------ Life +46.00 Disarm Resist +29% other ------- Hate-on-crit +1.00 Sharp, long, and deadly. |
![]() 3.0 Encumbrance T3 waraxe 1H weapon Reqs Str 40 [Unique] Nature/Master Weapon Damage 33.0 - 46.2 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +7.0% Attack Speed 100% Damage Conversion 50% ice On Hit: 15% Ice Breath level 2 While equipped: offense ------ Ignore resists +20% cold defense ------ Armor +20 Pierce Iceblocks +25% A hand axe carved out of the most frozen parts of the northern wasteland. |
![]() 3.0 Encumbrance T4 waraxe 1H weapon Reqs Str 35 [Ego+] Nature/Master Weapon Damage 41.0 - 57.4 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +6.5% Attack Speed 100% While equipped: Stats +7 Str +8 Dex +11 Mag +8 Wil +7 Cun +8 Con One-handed war axes. |
![]() 3.0 Encumbrance T5 waraxe 1H weapon Reqs Str 48 [Random Unique] Nature/Disrupt/Master Weapon Damage 40.5 - 56.7 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% On-hit +4 light On-Hit, radius 1 +16 acid On Hit: * 23 arcane resource burn While equipped: Stats +7 Str +13 Wil +10 Con offense ------ Damage +13% physical Ignore resists +5% light +5% acid Accuracy +19 (+6 eff.) On-Hit (Melee): * 20% chance to reduce armor by 24% defense ------ Life +39.00 One-handed war axes. |
![]() 1.0 Encumbrance T1 dagger 1H weapon [Unique] Arcane Weapon Damage 15.0 - 19.5 Physical Uses 45% Str, 55% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +25 Attack Speed 100% Ignore Shields +50% While equipped: offense ------ Accuracy +20 (+6 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
![]() 1.0 Encumbrance T3 dagger 1H weapon [Unique] Arcane The star shines alone in a moonless sky. Weapon Damage 10.0 - 13.0 Light Uses 20% Str, 20% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 125% On Hit: * Deal 70 Light damage. While equipped: other ------- Light +1 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
![]() 1.0 Encumbrance T4 dagger 1H weapon [Unique] Nature/Psionic Weapon Damage 35.0 - 45.5 Physical Uses 50% Dex, 50% Str Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +15.0% Attack Speed 100% On-hit +30 cold On Critical: * freezes the target On Kill: * explodes a frozen creature (damage scales with willpower) While equipped: Stats +6 Cun +6 Wil offense ------ Damage +25% cold defense ------ Pierce Iceblocks +50% other ------- Hate/kill +4.00 As any scryer knows, the link between the murderer and the murdered is the murder weapon, and a scryer can follow that link from the murdered to the weapon to the murderer. One rather cold blooded killer thought of a way around this. By carving blades out of ice, they could kill as they wished and the link would just melt away. Their killing spree ended when one of the victims got lucky and managed to stab the murderer in the heart with the icey blade. After being united with the cold heart that created it, the final ice blade has never melted. |
![]() 3.0 Encumbrance T3 mindstar 1H weapon [Random Unique] Nature Weapon Damage 8.0 - 8.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% On Hit: 20% Netherblast level 3 While equipped: offense ------ Mind Crit +3% Mindpower +6 (+2 eff.) On-Hit 5 acid Damage +4% nature +10% acid Ignore resists +8% acid defense ------ Resistance +11% blight +6% fire +4% acid Physical save +9 (+4 eff.) Life +28.00 Life Regen +4.30 Disease Resist +15% Stun Resist +10% Teleport Resist +20% other ------- Talents +1 Attune Mindstar On Spell Hit: 20% Netherblast level 3 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 Encumbrance T4 mindstar 1H weapon [Unique] Nature/Psionic/Unknown Weapon Damage 17.0 - 18.7 Darkness Uses 40% Wil, 30% Mag Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +27 Critical Rate +5.0% Attack Speed 100% On Hit: * 15% chance to cast Tendrils Eruption level 3 on your target While equipped: Stats +6 Wil +6 Mag offense ------ Spell Crit +12% Mind Crit +12% Spellpower +12 (+6 eff.) Mindpower +12 (+3 eff.) Damage +10% blight +10% mind +10% darkness This writhing mass of tentacles appears to have infested a mindstar, creating some bizarre fusion between natural and unnatural. The once clear gem now seems more like a shard of black obsidian with tentacles striking out from it like whips. You do not want to think of the implications of this horror being able to fuse with Nature itself. |
![]() 3.0 Encumbrance T5 mindstar 1H weapon [Unique] Nature/Psionic Weapon Damage 22.0 - 24.2 Mind Uses 60% Wil, 20% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +3 Cun +6 Wil offense ------ Mind Crit +9% Mindpower +18 (+5 eff.) Damage +20% mind Ignore resists +20% mind defense ------ Resistance +20% mind Confus Resist +30% Wayist: (Instant) Effective talent level: 1.0 Power cost 51 out of 60/60. Range 4 Cooldown: 46 Travel.spd instantaneous Is: a mind power Description: Reach through the collective psionic gestalt of the yeeks, the Way, to call for immediate help. Summons up to 3 yeek mindslayers to your side for 6 turns. All their primary stats will be set to 51 (based on your Willpower and Talent Level). Your increased damage, damage penetration, and many other stats will be inherited. The vast psionic force of the Way reverberates through this gemstone. With a single touch, you can sense overwhelming power, and hear countless thoughts. |
![]() 1.0 Encumbrance T4 hands armor [Ego+] Master While equipped: offense ------ Physical Crit +7.0% Spell Crit +20% Mind Crit +20% Critical power +13.00% defense ------ Armor +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. |
![]() 2.0 Encumbrance T5 head armor [Rare] Nature While equipped: Stats +7 Str +3 Mag +7 Wil offense ------ Spell Crit +3% Physical Power +12 (+4 eff.) Damage +30% arcane +27% blight When Hit 4 cold defense ------ Armor +5 Fatigue +5% Resistance +15% physical Physical save +15 (+6 eff.) Spell save +9 (+3 eff.) A cap made of leather. |
![]() 0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+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. |
![]() 0.0 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. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+2 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. |
![]() 0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Physical save +8 (+4 eff.) Spell save +8 (+3 eff.) Mind save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 eff.) Physical save +8 (+4 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. |
![]() 0.0 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. |
![]() 0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+3 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 white gem [Plot Item] Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance T1 lite [Rare] Nature While equipped: offense ------ Physical Power +15 (+5 eff.) Damage +6% physical Accuracy +5 (+2 eff.) defense ------ Armor +4 Defense +10 (+3 eff.) Life +40.00 other ------- Stamina/turn +1.00 Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 Encumbrance T1 lite [Rare] Nature While equipped: defense ------ Resistance +1% physical +3% temporal +3% fire Life +40.00 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. |
![]() 2.0 Encumbrance T1 lite [Rare] Disrupt While equipped: Stats +2 Con offense ------ Physical Power +5 (+2 eff.) Ignore resists +25% nature defense ------ Resistance +9% acid +3% blight +3% all Spell save +6 (+2 eff.) other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 1.0 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.(138 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 2.0 Encumbrance T1 lite [Normal] While equipped: other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 1.0 Encumbrance T3 lite [Rare] Psionic While equipped: Stats +4 Mag offense ------ Critical power +20.00% Ignore Shields +30% When Hit 4 blight defense ------ Resistance +3% physical Mind save +10 (+3 eff.) other ------- Mana/turn +0.08 Light +4 See Stealth +17 See Invisibility +14 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 Encumbrance T5 lite [Random Unique] Arcane/Master/Psionic While equipped: Stats +2 Dex +1 Con offense ------ Mindpower +10 (+3 eff.) Damage +12% mind Ignore resists +11% all Accuracy +10 (+3 eff.) Ignore Armor +13 When Hit 29 fire defense ------ Defense +15 (+4 eff.) Resistance +6% fire Mind save +13 (+4 eff.) other ------- Light +6 See Stealth +12 See Invisibility +10 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 1.0 Encumbrance misc [Plot Item] An athame, covered in blood runes. It radiates power. |
![]() 3.0 Encumbrance T1 digger tool [Ego] Nature While equipped: Stats +1 Str offense ------ Damage +6% nature defense ------ Resistance +11% nature While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+1 eff.) other ------- Disarm Traps +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown Activate a portal. Uses 9 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 Encumbrance T1 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 22 turn cooldown 100% to increase all damage penetration by 10% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T1 wand charm [Rare] Arcane While equipped: Stats +5 Cun offense ------ When Hit 4 arcane other ------- Light +3 Create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 turn cooldown 100% to increase all damage by 11% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Achievements
By gggrrr the Takonyudo Mindslayer level 36
74th Pyre 123rd year of Ascendancy at 16:38 see stats
By gggrrr the Takonyudo Mindslayer level 35
33rd Regrowth 123rd year of Ascendancy at 06:48 see stats
By gggrrr the Takonyudo Mindslayer level 39
4th Flare 123rd year of Ascendancy at 12:27 see stats
By gggrrr the Takonyudo Mindslayer level 38
8th Mirth 123rd year of Ascendancy at 14:13 see stats
By gggrrr the Takonyudo Mindslayer level 36
67th Pyre 123rd year of Ascendancy at 13:38 see stats
By gggrrr the Takonyudo Mindslayer level 11
38th Dusk 122nd year of Ascendancy at 13:09 see stats
By gggrrr the Takonyudo Mindslayer level 37
4th Mirth 123rd year of Ascendancy at 03:18 see stats
By gggrrr the Takonyudo Mindslayer level 36
67th Pyre 123rd year of Ascendancy at 14:28 see stats
By gggrrr the Takonyudo Mindslayer level 21
17th Haze 122nd year of Ascendancy at 16:14 see stats
By gggrrr the Takonyudo Mindslayer level 23
21st Haze 122nd year of Ascendancy at 16:14 see stats
By gggrrr the Takonyudo Mindslayer level 31
3rd Regrowth 123rd year of Ascendancy at 17:44 see stats
By gggrrr the Takonyudo Mindslayer level 10
26th Dusk 122nd year of Ascendancy at 03:36 see stats
By gggrrr the Takonyudo Mindslayer level 20
15th Haze 122nd year of Ascendancy at 08:34 see stats
By gggrrr the Takonyudo Mindslayer level 30
7th Decay 122nd year of Ascendancy at 10:21 see stats
By gggrrr the Takonyudo Mindslayer level 40
58th Haze 123rd year of Ascendancy at 17:19 see stats
By gggrrr the Takonyudo Mindslayer level 35
24th Pyre 123rd year of Ascendancy at 13:17 see stats
By gggrrr the Takonyudo Mindslayer level 30
1st Regrowth 123rd year of Ascendancy at 17:10 see stats
By gggrrr the Takonyudo Mindslayer level 38
4th Mirth 123rd year of Ascendancy at 20:24 see stats
By gggrrr the Takonyudo Mindslayer level 34
31st Regrowth 123rd year of Ascendancy at 16:11 see stats
By gggrrr the Takonyudo Mindslayer level 9
13rd Dusk 122nd year of Ascendancy at 13:28 see stats
By gggrrr the Takonyudo Mindslayer level 15
65th Dusk 122nd year of Ascendancy at 08:09 see stats
By gggrrr the Takonyudo Mindslayer level 20
16th Haze 122nd year of Ascendancy at 12:36 see stats
By gggrrr the Takonyudo Mindslayer level 15
62nd Dusk 122nd year of Ascendancy at 01:49 see stats
By gggrrr the Takonyudo Mindslayer level 34
32nd Regrowth 123rd year of Ascendancy at 16:14 see stats
Log
Deadly Poison from Gggrrr hits Minotaur for 17 nature damage.
Gggrrr's Beyond the Flesh misses Minotaur.
Minotaur uses Stunning Blow.
Gggrrr resists the stunning blow!
Minotaur hits gggrrr for (107 to psi shield), 153 physical (153 total damage).
Melee retaliation hits Minotaur for 1 lightning, 11 darkness (13 total damage).
Orc grand summoner is no longer attuned.
Minotaur uses Sunder Armour.
Gggrrr has temporarily forgotten Relentless Pursuit for 2 turns!
Giant spider hits Iceblock for 82 nature damage.
Melee retaliation hits Minotaur for 2 lightning, 11 darkness (13 total damage).
Minotaur hits gggrrr for (107 to psi shield), 198 physical (198 total damage).
Deadly Poison from Gggrrr hits Minotaur for 17 nature damage.
Gggrrr's Beyond the Flesh performs a melee critical strike against Orc grand summoner!
Orc grand summoner resonates with the damage.
Orc grand summoner attunes to the damage.
Orc grand summoner is poisoned!
Orc grand summoner starts to bleed.
Talent Charged Strike is ready to use.
Minotaur uses Stunning Blow.
Gggrrr resists the stunning blow!
Minotaur hits gggrrr for (107 to psi shield), 238 physical (238 total damage).
Melee retaliation hits Minotaur for 1 lightning, 11 darkness (13 total damage).
Melee retaliation hits Minotaur for 2 lightning, 11 darkness (13 total damage).
Gggrrr's Beyond the Flesh hits Orc grand summoner for 372 physical, 13 light, 45 physical (430 total damage).
Minotaur hits gggrrr for (69 to psi shield), 104 physical (104 total damage).
Bloodcaller hits gggrrr for 18 healing, 2 healing (0 total damage) [21 healing].
gggrrr the level 40 takonyudo mindslayer was chopped into tiny pieces to death by a minotaur on level 1 of Gorbat Pride.
You carry too much--you are encumbered!
Drop some of your items.