











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game 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: Better Sandworm Lair 1.5.10This addon aims to make Sandworm Lair less terrible. It does so by doing four things: Enabling natural tunnels, disabling burrowers, replacing the walls with their stable counterparts, and removing the alt version. These changes are accomplished by overloading the zone and npc files with edits and commented out sections. Please consider checking out the following addons that are probably better at dealing with the annoyance offered by SWL: codyfun123's "Sandworm Lair Tweaks" Updates: 1.0.1 |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Cornac |
Class | Marauder |
Level / Exp | 41 / 10% |
Size | medium |
Lifes / Deaths | Killed by Golbug the Destroyer at level 41 on the 11st Dusk 124th year of Ascendancy at 03:07 / 1 |
Antimagic | Follower |
Primary Stats
Strength | 72 (base 60) |
Dexterity | 76 (base 60) |
Constitution | 24 (base 10) |
Magic | 22 (base 10) |
Willpower | 57 (base 19) |
Cunning | 47 (base 36) |
Resources
Life | -256/1131 |
Stamina | 210/368 |
Equilibrium | 30 |
Healing Factor | 1.5672674059367 |
Regeneration | 74.844639505759 |
Speed
Mental | +4.4408920985006E-14% |
Attack | 0% |
Movement | +68% |
Spell | 0% |
Global | +106% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 5 |
See Stealth | 36.659795546394 |
See Invisible | 42.659795546394 |
Offense: Mainhand
Damage | 132 |
Accuracy | 60 |
Crit Chance | 51% |
APR | 60 |
Speed | 1.00 |
Offense: Offhand
Damage | 98 |
Accuracy | 60 |
Crit Chance | 49% |
APR | 60 |
Speed | 1.00 |
Offense: Spell
Spellpower | 21 |
Crit Chance | 12% |
Speed | 1 |
Offense: Mind
Mindpower | 46 |
Crit Chance | 14% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +6% |
Light | +6% |
Darkness | +12% |
Physical | +3% |
Mind | +3% |
All | 0% |
Offense: Damage Penetration
Acid | +45% |
Lightning | +77% |
Nature | +54% |
Cold | +68% |
Physical | +25% |
Fire | +41% |
All | +25% |
Defense: Base
Armour (hardiness) | 27 (49.007671158813%) |
Defense | 87 |
Ranged Defense | 87 |
Fatigue | 0 |
Physical Save | 44 |
Spell Save | 27 |
Mental Save | 39 |
Defense: Resistances
Acid | + 22%( 70%) |
Physical | + 24%( 70%) |
Cold | + 41%( 70%) |
All | + 15%( 70%) |
Darkness | + 23%( 70%) |
Light | + 20%( 70%) |
Mind | + 28%( 70%) |
Lightning | + 47%( 70%) |
Fire | + 38%( 70%) |
Nature | + 25%( 70%) |
Defense: Immunities
Stun Resistance | 59% |
Confusion Resistance | 97% |
Instadeath Resistance | 100% |
Poison Resistance | 0% |
Disarm Resistance | 25% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 552 life over 5 turns. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 31% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 211 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 808% 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 Dexterity stat. |
Class Talents
Technique / Combat techniques | 1.30 |
| 1/5 |
| 3/5 |
| 2/5 |
| 5/5 |
Technique / Bloodthirst | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Technique / Duelist | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Battle tactics | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 4/5 |
Technique / Throwing knives | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Generic Talents
Wild-gift / Fungus | 1.00 |
| 3/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| 5/5 |
Technique / Thuggery | 1.30 |
| 1/5 |
| 2/5 |
| 2/5 |
| 2/5 |
Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
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 |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You successfully escorted the injured seer to the recall portal on level 6 of Dreadfell. Escort: injured seer (level 6 of Dreadfell)As a reward you improved Willpower by +5. | done |
You failed to protect the lost defiler from death by 3-headed hydra. Escort: lost defiler (level 3 of Norgos Lair) | failed |
You successfully escorted the lost defiler to the recall portal on level 4 of Dreadfell. Escort: lost defiler (level 4 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 5 of Dreadfell. Escort: lost defiler (level 5 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Dreadfell. Escort: lost sun paladin (level 2 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 8 of Dreadfell. Escort: lost sun paladin (level 8 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You failed to protect the lost warrior from death by orc soldier. Escort: lost warrior (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You failed to protect the lost warrior from death by Emelykira the giant yellow ant. Escort: lost warrior (level 4 of Old Forest) | failed |
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. | active |
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: 636. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed naga tongue. * You've found the needed minotaur nose. * You've found the needed vial of squid ink. Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * You've found the needed vial of fire wyrm saliva. * You've found the needed electric eel tail. * You've found the needed warg claw. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed giant spider spinneret. * You've found the needed storm wyrm claw. * You've found the needed length of troll intestine. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed vial of greater demon bile. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed snow giant kidney. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | 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 within3 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 2.0 T3 feet armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% lightning Res.pen +25% lightning +25% cold +15% nature On Hit (Melee): * 20% chance to slow global speed by 56% ----- def ----- Armour +3 Resists +30% lightning HP.reg +7.00 Heal.mod +15% A pair of boots made of leather. |
Light source | ![]() 2.0 T1 lite [Rare] Master While equipped: Stats +1 Str dps ---------- Dmg.mod +3% physical On Hit (Melee): * 20% chance to reduce all saves and defense by 29 ----- def ----- Defense +30 (+6 eff.) ---------- misc Stam/turn +3.00 Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +8 Str +7 Dex ----- def ----- Armour +10 Defense +25 (+5 eff.) Fatigue +4% Resists +6% light +2% physical HP.reg +4.00 Confus- +20% Skullcr.mult +2 Skullcracker: Puts all charms on 17 cooldown Level 3.9 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 461.6 Physical damage. If the attack hits, the target is confused (43% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | ![]() 1.0 T1 hands armor [Rare] Master While equipped: Stats +2 Con dps ---------- Crit.mult +20.00% Phys.pwr +30 (+7 eff.) ----- def ----- Armour +1 Phys.save +11 (+4 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Disarm- +25% ---------- misc Max.stam +30.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 25 cooldown Level 2.0 Pwr.cost 25 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. This object's appearance was changed to Ruthless Grip. |
Tool | ![]() 2.0 T2 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 21 cooldown 100% to reduce fatigue by 21% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T2 ring jewelry [Rare] Master While equipped: Stats +3 Dex +4 Wil +6 Cun +4 Con dps ---------- Dmg.mod +6% light ----- def ----- Crit.chn- 15.00% HP.reg +3.00 Stun/Frz- +27% Rings make your fingers look great! |
On fingers | ![]() 0.1 T4 ring jewelry [Random Unique] Nature/Master While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con dps ---------- Mind.crit +2% Crit.mult +10.00% Mind.pwr +10 (+3 eff.) Mov.spd +19% Dmg.mod +3% mind Acc +24 (+6 eff.) Apr +9 ----- def ----- Defense +23 (+4 eff.) Mind.save +3 (+1 eff.) Max.HP +88.00 HP.reg +17.00 Heal.mod +16% ---------- misc Max.psi +50.00 Blinding Speed: Puts all charms on 33 cooldown Level 3.9 Pwr.cost 33 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 35% for 5 turns. Rings make your fingers look great! |
Around neck | ![]() 0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +6 Wil +2 Mag dps ---------- Phys.pwr +20 (+5 eff.) Acc +10 (+3 eff.) ----- def ----- Resists +15% mind Phys.save +15 (+5 eff.) Confus- +35% ---------- misc Stam/turn +3.00 Amulets make your neck look great! |
In main hand | ![]() 1.0 T5 dagger 1H weapon [Random Unique] Nature Power 37.5 - 48.8 Physical Uses 50% Dex, 50% Str Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Hit.r1 +4 temporal On Crit.r2 +45 acid +66 fire +45 cold +45 nature +22 lightning While equipped: Stats +3 Dex +7 Mag +1 Con dps ---------- All.spd +6% Mov.spd +49% Res.pen +20% acid +16% fire +18% cold +14% nature +17% lightning Apr +14 ---------- misc See.Invis +6 Sharp, short and deadly. |
Around waist | ![]() 1.0 T3 belt armor [Rare] Master While equipped: Stats +4 Con dps ---------- Phys.crit +3.0% Phys.pwr +15 (+4 eff.) Dmg.mod +12% darkness Apr +5 On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 13 ----- def ----- Resists +11% fire +9% darkness +9% cold Phys.save +15 (+5 eff.) A belt that goes around your waist. |
In off hand | ![]() 1.0 T4 dagger 1H weapon [Ego+] Master Power 28.0 - 36.4 Physical Uses 50% Str, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +9.0% Sharp, short and deadly. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Cun dps ---------- On Hit (Melee): * 10% chance to slow global speed by 56% ----- def ----- Armour +6 Defense +1 (+0 eff.) Resists +3% physical +11% cold Die.at -40.00 life ---------- misc Hate/m.crit +1.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. This object's appearance was changed to elven-silk cloak. |
Main armor | ![]() 9.0 T4 light armor [Random Unique] Nature/Master While equipped: dps ---------- Phys.crit +4.0% Mind.pwr +10 (+3 eff.) Res.pen +10% lightning Apr +11 Melee Ret 4 lightning ----- def ----- Armour +7 Defense +21 (+4 eff.) Fatigue +8% Resists +8% acid +5% physical +8% lightning +16% fire +12% nature +10% cold Spell.save +3 (+1 eff.) Max.HP +56.00 HP.reg +9.00 Heal.mod +14% ---------- misc Stam/turn +0.90 Second Wind: (Instant) Puts all charms on 29 cooldown Level 5.0 Pwr.cost 29 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Take a deep breath to recover 161 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
Inventory
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 167 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 35 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -518 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 1036 life, 12 duration) If your life is below 0 when this effect wears off it will be set to 1. 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. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 797% 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 Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 665% 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 Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 324 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 33% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 31% for 3 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. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 27% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 86.00 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 22% all resistance, you move 40% faster, and you are invisible (power 11). Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 271 damage for 5 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +10 Str +2 Dex +4 Wil +2 Cun dps ---------- Mind.pwr +25 (+8 eff.) ---------- misc Light +3 Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Rare] Psionic While equipped: Stats +3 Wil dps ---------- Crit.mult +20.00% Mind.pwr +8 (+2 eff.) Dmg.mod +24% darkness Res.pen +10% fire Melee Ret 4 darkness ----- def ----- Mind.save +8 (+3 eff.) Confus- +13% Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +4 Str dps ---------- Res.pen +15% light ----- def ----- Resists +12% temporal +6% light +30% cold Spell.save +18 (+9 eff.) Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Rare] Psionic While equipped: Stats +5 Dex +3 Wil +7 Con dps ---------- Mind.pwr +7 (+2 eff.) Dmg.mod +9% physical Acc +25 (+7 eff.) ----- def ----- Resists +5% arcane +3% light Mind.save +8 (+3 eff.) Confus- +14% Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Ego] Disrupt While equipped: ----- def ----- Resists +15% nature +14% blight Poison- +20% Disease- +22% Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +15% lightning Stun/Frz- +27% Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Ego] Arcane/Master While equipped: Stats +3 Mag ----- def ----- Fatigue -4% HP.reg +2.00 Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Ego+] Nature/Master While equipped: dps ---------- Crit.mult +12.00% Acc +6 (+2 eff.) Apr +12 ----- def ----- Resists +14% temporal Pinning- +20% Knockbk- +22% Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Rare] Arcane While equipped: Stats +5 Wil +4 Mag dps ---------- Spell.crit +5% Spell.pwr +5 (+2 eff.) S.pwr/crit +8 Dmg.mod +6% acid +6% lightning +6% cold +12% mind +7% fire Phasing +30% On Hit (Melee): * 20% chance to reduce all saves and defense by 29 ---------- misc Mana/turn +0.24 Max.vim +40.00 Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +9% acid Res.pen +25% acid +10% cold +10% nature Melee Ret 4 acid On Hit (Melee): * 20% chance to slow global speed by 56% ----- def ----- Resists +18% cold +21% temporal Pinning- +31% Knockbk- +38% Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Ego++] Master/Psionic While equipped: Stats +3 Wil dps ---------- Mind.pwr +6 (+2 eff.) ----- def ----- Mind.save +8 (+3 eff.) Confus- +14% ---------- misc Masteries +0.17 Technique/Battle tactics +0.17 Technique/Duelist Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Ego+] Nature While equipped: Stats +10 Lck dps ---------- Acc +9 (+3 eff.) ----- def ----- Defense +10 (+2 eff.) Unseen.red 10% Amulets make your neck look great! |
![]() 0.1 T4 amulet jewelry [Ego+] Nature While equipped: Stats +6 Dex +4 Con ----- def ----- Phys.save +10 (+4 eff.) Max.HP +41.00 HP.reg +4.00 Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +1 Str +6 Con dps ---------- Dmg.mod +11% nature ----- def ----- Resists +22% nature Phys.save +6 (+2 eff.) ---------- misc Stam/turn +3.00 Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +2 Cun dps ---------- Crit.mult +15.00% Melee+ 5 physical Ranged+ 8 physical On Hit (Melee): * 11% chance to reduce all saves and defense by 29 On Hit (Ranged): * 11% chance to reduce all saves and defense by 29 ----- def ----- Defense +5 (+1 eff.) Resists +9% nature +5% arcane Poison- +10% ---------- misc Hate/m.crit +2.00 Max.hate +6.00 Bleeding Edge: Puts all charms on 17 cooldown Level 5.2 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 171% weapon damage. If the attack hits, the target will bleed for 322% weapon damage over 7 turns, and all healing will be reduced by 69%. Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Rare] Psionic While equipped: dps ---------- Dmg.mod +12% nature On Hit (Melee): * 10% chance to slow global speed by 56% ----- def ----- Resists +9% lightning +18% nature Mind.save +6 (+2 eff.) Confus- +22% Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Normal] Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +6 HP.reg +2.00 Stun/Frz- +20% Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +2 Mag ----- def ----- Spell.save +4 (+2 eff.) Mind.save +5 (+2 eff.) Confus- +21% Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Rare] Psionic While equipped: Stats +2 Con +4 Wil dps ---------- Phys.crit +5.0% Dmg.mod +3% physical +12% fire ----- def ----- Mind.save +8 (+3 eff.) ---------- misc Stam/turn +3.00 Max.stam +20.00 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +6% nature +12% acid Melee Ret 6 mind 10 nature On Hit (Melee): * 20% chance to slow global speed by 56% * 10% chance to reduce armor by 22% ----- def ----- HP.reg +2.00 Stun/Frz- +21% Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Rare] Master While equipped: Stats +8 Mag dps ---------- Spell.crit +2% Dmg.mod +18% arcane +6% light ----- def ----- Max.HP +30.00 Disarm- +23% Pinning- +28% Knockbk- +32% ---------- misc Vim/s.crit +2.00 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego+] Nature While equipped: ----- def ----- Max.HP +47.00 HP.reg +7.00 Heal.mod +12% ---------- misc Light +4 Infravis +4 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego+] Nature While equipped: dps ---------- Res.pen +10% all Acc +10 (+3 eff.) ----- def ----- Max.HP +50.00 HP.reg +9.00 Heal.mod +14% Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Random Unique] Master/Psionic While equipped: dps ---------- Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Phys.pwr +14 (+4 eff.) Spell.pwr +10 (+5 eff.) Mind.pwr +11 (+3 eff.) Dmg.mod +15% mind +14% all Acc +12 (+3 eff.) Apr +9 ----- def ----- Defense +11 (+2 eff.) Resists +15% mind +9% darkness Crit.chn- 5.00% Confus- +20% Teleport- +10% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Equi/ret +0.04 Disengage: Puts all charms on 9 cooldown Level 2.6 Pwr.cost 9 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 5 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 159% 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 T3 ring jewelry [Ego+] Master While equipped: Stats +5 Cun +7 Dex dps ---------- Acc +8 (+2 eff.) ----- def ----- Stun/Frz- +30% Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +4 Dex +4 Wil dps ---------- Dmg.mod +10% mind Acc +8 (+2 eff.) ----- def ----- Resists +9% fire +10% mind +9% cold Spell.save +6 (+3 eff.) Mind.save +8 (+3 eff.) ---------- misc Light +2 Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Rare] Nature While equipped: dps ---------- S.pwr/crit +10 Dmg.mod +9% arcane +15% physical Phasing +20% ----- def ----- Resists +12% light +17% physical +12% darkness +5% arcane Confus- +10% ---------- misc Max.vim +30.00 Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego+] Master While equipped: Stats +6 Cun +6 Dex dps ---------- Res.pen +10% all Acc +19 (+5 eff.) Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego++] Master/Psionic While equipped: Stats +10 Cun +6 Dex dps ---------- Melee+ 11 physical Ranged+ 13 physical Acc +8 (+2 eff.) On Hit (Melee): * 11% chance to reduce all saves and defense by 29 On Hit (Ranged): * 14% chance to reduce all saves and defense by 29 ---------- misc Hate/m.crit +1.00 Max.hate +7.00 Bleeding Edge: Puts all charms on 17 cooldown Level 2.6 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 150% weapon damage. If the attack hits, the target will bleed for 287% weapon damage over 7 turns, and all healing will be reduced by 53%. Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Ego+] Nature/Master While equipped: Stats +6 Str +7 Con dps ---------- Phys.pwr +5 (+2 eff.) Dmg.mod +15% fire ----- def ----- Resists +30% fire Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Ego+] Master While equipped: Stats +6 Str +6 Con dps ---------- Phys.pwr +10 (+3 eff.) ---------- misc Light +4 Infravis +4 Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Ego+] Nature/Master While equipped: Stats +4 Con dps ---------- Acc +10 (+3 eff.) Apr +11 ----- def ----- Defense +11 (+2 eff.) Phys.save +8 (+3 eff.) Disengage: Puts all charms on 9 cooldown Level 2.6 Pwr.cost 9 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 5 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 159% 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! |
![]() 3.0 T5 battleaxe 2H weapon [Random Unique] Master Power 71.5 - 107.2 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% On Hit: * 10% chance to reduce armor by 22% On Crit: * Wound the target dealing 281 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +14.0% Phys.pwr +19 (+5 eff.) Dmg.mod +3% mind Res.pen +5% acid Acc +7 (+2 eff.) On Hit (Melee): * 10% chance to reduce armor by 22% ----- def ----- Defense +21 (+4 eff.) Resists +12% mind Disarm- +46% Massive two-handed battleaxes. |
![]() 3.0 T3 longsword 1H weapon [Ego+] Arcane/Master Power 22.5 - 31.5 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +15 Crit +3.5% Atk.spd 100% Phasing +13% While equipped: Stats +3 Dex dps ---------- Phys.spd +10% Acc +12 (+3 eff.) Sharp, long, and deadly. |
![]() 3.0 T3 waraxe 1H weapon [Unique] Nature/Master Power 33.0 - 46.2 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +7.0% Atk.spd 100% Dmg.conv 50% ice On Hit: 15% Ice Breath 2 While equipped: dps ---------- Res.pen +20% cold ----- def ----- Armour +20 Ice.pen +25% A hand axe carved out of the most frozen parts of the northern wasteland. |
![]() 1.0 T3 dagger 1H weapon [Rare] Master Power 19.0 - 24.7 Physical Uses 50% Dex, 50% Str Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +20 blight On Hit: * 20% chance to reduce all saves and defense by 29 On Crit: * Wound the target dealing 281 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +9.0% Phys.pwr +11 (+3 eff.) Res.pen +20% blight Melee Ret 10 acid On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 13 * 20% chance to reduce armor by 22% ----- def ----- Resists +21% acid Sharp, short and deadly. |
![]() 1.0 T3 dagger 1H weapon Reqs Mag 24 [Unique] Arcane Potentially it would go with a sword in the future. Power 25.0 - 32.5 Physical Uses 50% Mag, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +20.0% Atk.spd 111% Melee+ +5 temporal Dmg.conv 30% temporal While equipped: dps ---------- Mov.spd +20% Dmg.mod +5% temporal ----- def ----- Defense +10 (+2 eff.) Spell.save +10 (+5 eff.) Def/telep +10 Res/telep +5% Dur/telep +15% ---------- misc Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
![]() 1.0 T3 dagger 1H weapon [Rare] Master Power 18.5 - 24.1 Physical Uses 50% Dex, 50% Str Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +4 cold On Hit.r1 +16 blight On Hit: * 20% chance to gain 10% of a turn (3/turn limit) While equipped: dps ---------- Acc +11 (+3 eff.) Melee Ret 4 blight On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 13 ----- def ----- Defense +11 (+2 eff.) Resists +9% blight +12% temporal Disarm- +38% Sharp, short and deadly. |
![]() 1.0 T3 dagger 1H weapon [Random Unique] Nature/Disrupt Power 21.0 - 27.3 Physical Uses 50% Dex, 50% Str Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Hit.r1 +12 lightning On Crit.r2 +25 acid +22 nature On Hit: * 8% chance to slow global speed by 56% While equipped: Stats +6 Str +4 Dex +5 Mag +5 Wil +6 Cun +9 Con dps ---------- Res.pen +10% acid +10% nature Apr +9 ----- def ----- Resists +3% acid +5% arcane Crit.chn- 10.00% Silence- +20% Sharp, short and deadly. |
![]() 1.0 T3 dagger 1H weapon [Unique] Nature Power 15.0 - 19.5 Physical Uses 100% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +10.0% Atk.spd 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 ----- def ----- Proj.slow +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
![]() 1.0 T3 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +15.0% Atk.spd 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex ----- def ----- Hardiness +20% Defense +15 (+3 eff.) Phys.save +15 (+5 eff.) Disarm- +50% ---------- misc Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
![]() 1.0 T3 dagger 1H weapon [Ego+] Psionic Power 16.5 - 21.4 Physical Uses 50% Str, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Hit: * Projects up to 1 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Sharp, short and deadly. |
![]() 1.0 T4 dagger 1H weapon [Ego++] Nature/Master Power 26.5 - 34.5 Physical Uses 50% Str, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Crit.r2 +21 lightning +13 cold While equipped: dps ---------- Mov.spd +24% Res.pen +10% lightning +17% cold +9% all Acc +13 (+4 eff.) Apr +8 Sharp, short and deadly. |
![]() 1.0 T4 dagger 1H weapon [Random Unique] Nature/Disrupt/Master Power 30.0 - 39.0 Physical Uses 50% Dex, 50% Str Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% Melee+ +15 nature On Crit: * Deals 79 Manaburn damage and puts 1 random spell talent on cooldown for 4 turns (checks Confusion immunity) While equipped: dps ---------- Res.pen +9% physical Acc +14 (+4 eff.) Apr +9 On Hit (Melee): * 20% chance to slow global speed by 56% * 20 arcane resource burn ----- def ----- Resists +3% blight +9% darkness Sharp, short and deadly. |
![]() 1.0 T4 dagger 1H weapon [Ego+] Disrupt Power 29.5 - 38.4 Physical Uses 50% Str, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% Against +25% Unnatural On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% Sharp, short and deadly. |
![]() 1.0 T5 dagger 1H weapon [Unique] Master Power 45.0 - 58.5 Physical Uses 50% Str, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +11 Crit +18.0% Atk.spd 100% While equipped: Stats +4 Cun +5 Dex dps ---------- Dmg.mod +8% light +10% physical ----- def ----- Pinning- +50% ---------- misc Light +1 Telepathy Humanoid/Orc During the invasion of Eldoral the Halfling Rogue Herah is said to have slain over one hundred orcs while defending a group of refugees. |
![]() 1.0 T5 dagger 1H weapon [Ego+] Master Power 38.5 - 50.1 Physical Uses 50% Str, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% While equipped: Stats +4 Dex dps ---------- Phys.spd +10% Acc +18 (+5 eff.) Sharp, short and deadly. |
![]() 2.0 T3 cloth armor [Rare] Psionic While equipped: dps ---------- Dmg.mod +21% mind Res.pen +25% mind ----- def ----- Armour +6 Defense +30 (+6 eff.) Resists +3% physical +21% mind +11% all Phys.save +18 (+6 eff.) ---------- misc Stam/turn +3.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 T3 light armor [Unique] Master While equipped: Stats +5 Wil +4 Con ----- def ----- Armour +7 Defense +6 (+1 eff.) Fatigue +7% Resists +35% nature Crit.chn- 30.00% Transfers a bleed, poison, or wound to its source or a nearby enemy every 4 turns. No rogue blades shall incapacitate the wearer of this armour. |
![]() 9.0 T4 light armor [Ego++] Nature/Master While equipped: Stats +3 Str +5 Dex ----- def ----- Armour +12 Defense +17 (+3 eff.) Fatigue +8% Resists +9% acid +7% cold Phys.save +12 (+4 eff.) ---------- misc Breathe water A suit of armour made of leather. |
![]() 9.0 T5 light armor [Random Unique] Nature/Master/Psionic While equipped: Stats +7 Cun +8 Wil dps ---------- Melee+ 9 fire Ranged+ 8 fire ----- def ----- Armour +21 Defense +20 (+4 eff.) Fatigue +8% Resists +29% physical +6% darkness +15% light +3% nature +28% fire +5% arcane +30% cold Mind.save +25 (+8 eff.) A suit of armour made of leather. |
![]() 1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Melee Ret 4 physical On Hit (Melee): * 10 arcane resource burn ----- def ----- Armour +6 Resists +6% lightning +6% temporal +6% darkness Spell.save +6 (+3 eff.) A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Nature While equipped: Stats +1 Str dps ---------- Phys.pwr +15 (+4 eff.) Res.pen +15% physical Melee Ret 4 acid ----- def ----- Resists +1% physical Max.HP +34.00 A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Rare] Master While equipped: Stats +5 Cun +5 Dex dps ---------- Phys.crit +9.0% Mind.crit +11% Dmg.mod +6% light Res.pen +20% light Melee Ret 10 darkness ----- def ----- Resists +12% lightning +18% cold +12% darkness +6% acid A belt that goes around your waist. |
![]() 2.0 T3 cloak armor [Rare] Master While equipped: ----- def ----- Armour +6 Defense +13 (+2 eff.) Resists +12% nature Phys.save +29 (+10 eff.) Spell.save +15 (+7 eff.) HP.reg +4.00 Disarm- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Unique] Nature While equipped: Stats +4 Dex +4 Wil +4 Cun dps ---------- Dmg.mod +20% nature Res.pen +20% nature ----- def ----- Defense +20 (+4 eff.) Poison- +50% ---------- misc Masteries +0.20 Cunning/Stealth +0.50 Cunning/Poisons On Mind Hit: 10% Poison Strike 1 Cunning and malice seem to emanate from this cloak. |
![]() 2.0 T3 feet armor [Rare] Master While equipped: Stats +6 Wil +4 Cun +4 Con dps ---------- Mind.crit +2% Phys.pwr +20 (+5 eff.) Dmg.mod +15% physical ----- def ----- Armour +3 Defense +15 (+3 eff.) Phys.save +18 (+6 eff.) Mind.save +17 (+6 eff.) Silence- +20% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Stam/turn +2.00 A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Random Unique] Master While equipped: dps ---------- Phys.crit +5.0% Phys.pwr +5 (+2 eff.) Dmg.mod +6% lightning +3% temporal Apr +9 Melee Ret 8 lightning On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +3 Defense +13 (+2 eff.) Def/telep +10 Res/telep +10% Dur/telep +10% Evasion: (Instant) Puts all charms on 25 cooldown Level 5.2 Pwr.cost 25 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 35% chance to evade melee and ranged attacks and 46 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
![]() 0.0 T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex dps ---------- Mov.spd +10% ----- def ----- Defense +4 (+0 eff.) Fatigue -10% Resists +5% physical Pinning- +100% ---------- misc Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Level 3.0 Pwr.cost 17 out of 20/20. Range 5 Travel.spd instantaneous Is a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 5 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
![]() 2.0 T3 feet armor [Rare] Master While equipped: Stats +5 Str +3 Dex +5 Wil +7 Cun dps ---------- Dmg.mod +30% cold On Hit (Melee): * 20% chance to reduce damage dealt by 24% ----- def ----- Armour +3 ---------- misc Light +3 Disengage: Puts all charms on 13 cooldown Level 2.6 Pwr.cost 13 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 5 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 159% 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. A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Rare] Master While equipped: dps ---------- On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 13 ----- def ----- Armour +8 Resists +12% blight +15% fire Mind.save +6 (+2 eff.) Die.at -40.00 life HP.reg +4.00 Silence- +20% ---------- misc Infravis +2 A pair of boots made of leather. |
![]() 1.0 T4 hands armor [Random Unique] Disrupt/Master While equipped: Stats +3 Str +9 Dex +7 Cun dps ---------- Mind.crit +1% Res.pen +15% mind Acc +22 (+6 eff.) Melee Ret 4 mind On Melee Ret: * 24 arcane resource burn ----- def ----- Armour +3 Resists +3% nature Phys.save +10 (+4 eff.) Spell.save +15 (+7 eff.) ---------- misc Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T4 hands armor [Ego++] Master While equipped: Stats +4 Con ----- def ----- Armour +6 Phys.save +16 (+6 eff.) Spell.save +5 (+2 eff.) Mind.save +12 (+4 eff.) Max.HP +47.00 Disarm- +30% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 25 cooldown Level 2.0 Pwr.cost 25 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +6 Wil dps ---------- Dmg.mod +6% nature ----- def ----- Defense +2 (+0 eff.) Resists +4% physical Crit.chn- 15.00% Phys.save +15 (+5 eff.) Mind.save +3 (+1 eff.) Poison- +20% Disease- +20% A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +5 Dex dps ---------- Dmg.mod +6% blight ----- def ----- Armour +3 Defense +30 (+6 eff.) Fatigue +3% Resists +19% darkness +2% physical Crit.chn- 15.00% Max.HP +40.00 Cut- +20% Silence- +20% Stun/Frz- +20% ---------- misc Infravis +5 A cap made of leather. |
![]() 2.0 T3 head armor [Ego++] Arcane/Master While equipped: Stats +5 Mag +9 Wil dps ---------- Spell.crit +3% Dmg.mod +6% blight +11% arcane ----- def ----- Armour +3 Fatigue +3% Resists +8% blight Mind.save +8 (+3 eff.) A cap made of leather. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +6 Con dps ---------- Dmg.mod +18% nature Res.pen +20% mind +10% nature On Hit (Melee): * 10% chance to reduce all saves and defense by 29 ----- def ----- Armour +4 Fatigue +4% Resists +9% nature +12% mind A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +2 Cun +3 Con dps ---------- Acc +6 (+2 eff.) On Melee Ret: * 13% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +8 Defense +8 (+1 eff.) Fatigue +4% Resists +8% acid +16% fire +15% cold +6% mind +8% lightning ---------- misc Infravis +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Disrupt While equipped: Stats +3 Str dps ---------- Dmg.mod +30% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 24% ----- def ----- Armour +4 Fatigue +4% Resists +11% blight +9% nature +5% arcane Spell.save +18 (+9 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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 T2 blue gem [Normal] While equipped: Defense +4 (+0 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+0 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 25 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc 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.(114 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 1.0 T3 lite [Rare] Psionic While equipped: Stats +2 Str +2 Dex +4 Cun +7 Con ----- def ----- Resists +15% light Crit.chn- 15.00% Mind.save +10 (+3 eff.) ---------- misc Light +7 See.Stealth +14 See.Invis +15 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 3.0 T3 digger tool [Rare] Nature While equipped: Stats +2 Str +2 Wil +1 Cun dps ---------- Crit.mult +10.00% Mind.pwr +20 (+6 eff.) Dmg.mod +9% darkness Res.pen +10% lightning ----- def ----- Resists +8% darkness Affinity +15% darkness ---------- misc Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T5 digger tool [Random Unique] Arcane/Nature/Master While equipped: Stats +13 Str +10 Wil dps ---------- Phys.crit +15.0% Mind.crit +14% Crit.mult +20.00% Phys.pwr +10 (+3 eff.) Dmg.mod +10% nature Apr +7 ----- def ----- Resists +9% blight +3% physical +14% nature +5% arcane Mind.save +6 (+2 eff.) While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Mind.save +10 (+3 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 17 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 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. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 166 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 T2 torque charm [Rare] Psionic While equipped: Stats +3 Wil dps ---------- Acc +20 (+5 eff.) On Hit (Melee): * 20% chance to reduce damage dealt by 24% ----- def ----- Armour +12 Resists +20% darkness ---------- misc Infravis +2 Blast the opponent's mind dealing 180 mind damage and silencing them for 4 turns Puts all charms on 13 cooldown 100% to increase the duration of 2 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 totem charm [Rare] Nature While equipped: Stats +5 Con dps ---------- Phys.crit +5.0% Crit.mult +20.00% Dmg.mod +24% mind ---------- misc Max.hate +6.00 Harden the skin for 7 turns increasing armour by 33 and armour hardiness by 40% Puts all charms on 17 cooldown 100% to heal for 44. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T3 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +3% cold Apr +1 ----- def ----- Resists +9% cold +6% temporal Crit.chn- 15.00% Max.HP +40.00 Summon a resilient tentacle up to 5 spaces away for 5 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 500 Base Damage: 294 Armor: 3 All Resist: 11 Puts all charms on 21 cooldown 100% to heal for 63. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T4 totem charm [Random Unique] Nature While equipped: Stats +4 Wil dps ---------- Crit.mult +5.00% Res.pen +10% mind ----- def ----- Resists +3% lightning Mind.save +9 (+3 eff.) Summon a resilient tentacle up to 5 spaces away for 6 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 647 Base Damage: 320 Armor: 9 All Resist: 2 Puts all charms on 21 cooldown 100% to increase all damage penetration by 22% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T4 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 338 Puts all charms on 13 cooldown 100% to increase all damage by 17% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Achievements
By Pochero the Cornac Marauder level 38
3rd Mirth 124th year of Ascendancy at 23:31 see stats
By Pochero the Cornac Marauder level 31
67th Haze 123rd year of Ascendancy at 02:00 see stats
By Pochero the Cornac Marauder level 38
2nd Mirth 124th year of Ascendancy at 00:14 see stats
By Pochero the Cornac Marauder level 34
77th Regrowth 124th year of Ascendancy at 07:35 see stats
By Pochero the Cornac Marauder level 30
58th Haze 123rd year of Ascendancy at 21:04 see stats
By Pochero the Cornac Marauder level 8
3rd Summertide 122nd year of Ascendancy at 08:24 see stats
By Pochero the Cornac Marauder level 22
60th Pyre 123rd year of Ascendancy at 14:53 see stats
By Pochero the Cornac Marauder level 35
8th Pyre 124th year of Ascendancy at 11:42 see stats
By Pochero the Cornac Marauder level 22
58th Pyre 123rd year of Ascendancy at 12:19 see stats
By Pochero the Cornac Marauder level 31
66th Haze 123rd year of Ascendancy at 21:45 see stats
By Pochero the Cornac Marauder level 10
5th Dusk 122nd year of Ascendancy at 18:53 see stats
By Pochero the Cornac Marauder level 20
74th Regrowth 123rd year of Ascendancy at 18:27 see stats
By Pochero the Cornac Marauder level 30
70th Dusk 123rd year of Ascendancy at 22:45 see stats
By Pochero the Cornac Marauder level 40
6th Dusk 124th year of Ascendancy at 08:20 see stats
By Pochero the Cornac Marauder level 30
29th Haze 123rd year of Ascendancy at 14:40 see stats
By Pochero the Cornac Marauder level 31
67th Haze 123rd year of Ascendancy at 02:00 see stats
By Pochero the Cornac Marauder level 7
78th Pyre 122nd year of Ascendancy at 19:57 see stats
By Pochero the Cornac Marauder level 31
67th Haze 123rd year of Ascendancy at 02:00 see stats
By Pochero the Cornac Marauder level 31
3rd Decay 123rd year of Ascendancy at 05:56 see stats
By Pochero the Cornac Marauder level 7
1st Mirth 122nd year of Ascendancy at 12:24 see stats
By Pochero the Cornac Marauder level 31
1st Decay 123rd year of Ascendancy at 22:00 see stats
By Pochero the Cornac Marauder level 34
65th Regrowth 124th year of Ascendancy at 06:03 see stats
By Pochero the Cornac Marauder level 20
20th Pyre 123rd year of Ascendancy at 09:26 see stats
By Pochero the Cornac Marauder level 37
1st Mirth 124th year of Ascendancy at 10:12 see stats
Log
Pochero is no longer poisoned.
Pochero is free from the epidemic.
Pochero slows down.
Pochero uses Feint.
Neramira the patchwork troll is pinned to the ground.
Neramira the patchwork troll is no longer pinned.
Neramira the patchwork troll has recovered!
Orc soldier uses Orcish Fury.
Orc soldier enters a state of bloodlust.
Bleeding from Pochero hits Neramira the patchwork troll for 27 physical damage.
Orc soldier uses Orcish Fury.
Orc soldier enters a state of bloodlust.
Icy orc wyrmic uses Pride of the Orcs.
Neramira the patchwork troll casts Curse of Impotence.
Pochero is cursed.
Icy orc wyrmic receives 229 healing from Pride of the Orcs.
Golbug the Destroyer uses Blinding Speed.
Golbug the Destroyer speeds up.
Golbug the Destroyer uses Assault.
Pochero is recovering from the damage!
Pochero reacts to an attack from Golbug the Destroyer, mitigating the blow!.
Greater Weapon Focus from Golbug the Destroyer performs a melee critical strike against Pochero!
Golbug the Destroyer performs a melee critical strike against Pochero!
Pochero reacts to an attack from Golbug the Destroyer, mitigating the blow!.
Golbug the Destroyer hits Pochero for 65 physical, (11 antimagic), 0 acid, (29 parried), (76 reacted , -5 stam), 136 physical, (7 antimagic), 0 nature, (11 antimagic), 0 acid, (121 reacted , -5 stam), 229 physical (430 total damage).
Greater Weapon Focus from Golbug the Destroyer hits Pochero for (29 parried), 30 physical, (11 antimagic), 0 acid, 296 physical, (7 antimagic), 0 nature, (11 antimagic), 0 acid, (39 antimagic), 5 fire (332 total damage).
Melee retaliation hits Golbug the Destroyer for 2 lightning, 2 lightning, 2 lightning, 2 lightning, 2 lightning (10 total damage).
Pochero the level 41 cornac marauder was disembowelled to death by Golbug the Destroyer on level 4 of Lost Dwarven Kingdom of Reknor.
Golbug the Destroyer prepares for the next kill!
Pochero no longer revels in blood quite so much.