Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.7.6Donators/Buyers bonus! Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Possessor Bonus Class 1.7.4Donators/Buyers bonus! ZOmnibus Lite 1.7.4A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons:
Frequently Asked Questions: Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
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. EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit 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:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Plenum Tooltip Custom Edit 1.7.4Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Ogre |
Class | Psyshot |
Level / Exp | 27 / 59% |
Size | big |
Lifes / Deaths | Killed by Gunsnake at level 14 on the 33rd Haze 122nd year of Ascendancy at 22:32 / 2Killed by Xerubeth the elven guard at level 27 on the 71st Regrowth 123rd year of Ascendancy at 18:05 |
Primary Stats
Strength | 34 (base 10) |
Dexterity | 32 (base 27) |
Constitution | 33 (base 10) |
Magic | 16 (base 10) |
Willpower | 81 (base 57) |
Cunning | 62 (base 36) |
Resources
Life | -230/845 |
Steam | 28/100 |
Equilibrium | 0 |
Psi | 201/211 |
Healing Factor | 1.4689294477289 |
Regeneration | 15.790991563085 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +20% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 12 |
See Stealth | 21 |
See Invisible | 19 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 50 |
Accuracy | 59 |
Crit Chance | 20% |
APR | 10 |
Speed | 1.00 |
Offense: Offhand
Damage | 71 |
Accuracy | 72 |
Crit Chance | 19% |
APR | 31 |
Speed | 1.00 |
Offense: Spell
Spellpower | 22 |
Crit Chance | 16% |
Speed | 1 |
Offense: Mind
Mindpower | 67 |
Crit Chance | 19% |
Speed | 1 |
Offense: Damage Bonus
Fire | +27% |
Acid | +9% |
Nature | +14% |
Darkness | +6% |
Cold | +15% |
Physical | +10% |
Mind | +9% |
All | 0% |
Offense: Damage Penetration
Physical | +5% |
Darkness | +15% |
Nature | +8% |
All | 0% |
Defense: Base
Armour (hardiness) | 26 (30%) |
Defense | 30 |
Ranged Defense | 30 |
Fatigue | 15 |
Physical Save | 35 |
Spell Save | 42 |
Mental Save | 49 |
Defense: Resistances
Acid | + 25%( 70%) |
Blight | + 44%( 70%) |
Cold | + 46%( 70%) |
All | + 23%( 70%) |
Darkness | + 27%( 70%) |
Light | + 27%( 70%) |
Lightning | + 29%( 70%) |
Mind | + 27%( 70%) |
Nature | + 53%( 70%) |
Defense: Immunities
Teleport Resistance | 100% |
Disarm Resistance | 100% |
Instadeath Resistance | 100% |
Confusion Resistance | 19% |
Knockback Resistance | 25% |
Pinning Resistance | 15% |
Poison Resistance | 34% |
Blind Resistance | 28% |
Inscriptions (4/4)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 13.5 steam per turn. Can be activated for an instant burst of 67 steam. Its effects scale with your Cunning stat. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 175% efficiency and cooldown mod of 97%. Its effects scale with your Cunning stat. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 140% efficiency and cooldown mod of 79%. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 33% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
Class Talents
Steamtech / Psytech gunnery | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Psionic fog | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Steamtech / Avoidance | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Psionic / Action at a distance | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Steamtech / Mechstar | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Psionic / Gestalt | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Steamtech / Thoughts of iron | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Generic Talents
Wild-gift / Mindstar mastery | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.20 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 3/5 |
| 2/5 |
| 2/5 |
| 5/5 |
Race / Ogre | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Engineering | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
beneficial effect | The target is surrounded by a psionic shield, absorbing 56/56 damage before it crumbles. Psionic Damage Shield |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | 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 talent Psiblades (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by Aerysera the wolf. Escort: lost sun paladin (level 2 of Old Forest) | failed |
You successfully escorted the worried loremaster to the recall portal on level 1 of Old Forest. Escort: worried loremaster (level 1 of Old Forest)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 Wrathroot. * 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 |
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. | 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 |
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 AlchemistsMarus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * You've found the needed wretchling eyeball. * You've found the needed vial of wight ectoplasm. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * You've found the needed warg claw. * You've found the needed black mamba head. You have aided Agrimley the hermit in creating an elixir of focus. 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 giant spider spinneret. * You've found the needed electric eel tail. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within18 lumberjacks have died. | 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 | Frost Treads (1 def, 4 armour) Frost Treads (1 def, 4 armour) 2.0 Encumbrance T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Cun +4 Wil offense ------ Move Speed +20% Damage +15% cold defense ------ Armor +4 Defense +1 (+0 eff.) Fatigue +7% Resistance +10% nature +20% cold Physical save +9 (+4 eff.) Pinning Resist +15% Knockbk Resist +15% Teleport Resist +100% other ------- Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Quiver | pouch of dwarven-steel shots of torment (18/18, 141% power, 3 apr) pouch of dwarven-steel shots of torment (18/18, 141% power, 3 apr) 3.0 Encumbrance T3 shot ammo [Ego+] Psionic Weapon Damage 141% Range: 1.0x-1.2x Uses 50% Cun, 70% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +5.0% Capacity 18 On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: other ------- Talents +3 Explosive Shell Shots are used with slings to pummel your foes to death. |
Light source | Eleldassra the alchemist's lamp Eleldassra the alchemist's lamp1.0 Encumbrance T3 lite [Random Unique] Nature/Master While equipped: offense ------ Ignore resists +5% physical Accuracy +20 (+5 eff.) defense ------ Armor +8 Life +42.00 Blind Resist +28% Confus Resist +19% other ------- Light +11 See Stealth +11 See Invisibility +9 Track: Puts all charms on 40 turn cooldown Effective talent level: 3.6 Power cost 40 out of 40/40. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 24 for 6 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour) 3.0 Encumbrance T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +10 Cun +5 Con offense ------ Damage +10% physical defense ------ Armor +6 Fatigue +8% Physical save +12 (+5 eff.) Spell save +12 (+4 eff.) Mind save +27 (+9 eff.) other ------- Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
On hands | Blazeenvy the hardened leather gloves (0 def, 2 armour) Blazeenvy the hardened leather gloves (0 def, 2 armour) 1.0 Encumbrance T2 hands armor [Rare] Master While equipped: Stats +4 Str +3 Wil +2 Con offense ------ Damage +9% acid +9% mind defense ------ Armor +2 Resistance +9% lightning +6% mind +3% acid Disarm Resist +102% other ------- Talents +3 Iron Grip Masteries +0.20 Technique/Grappling Unarmed combat: Weapon Damage 117% Range: 1.0x-1.1x Uses 40% Str, 40% Cun, 40% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On Hit: 10% Disarm level 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | dwarven-steel torque of psionic shield 'Borivor' [power 81] (2/25 cooldown) dwarven-steel torque of psionic shield 'Borivor' [power 81] (2/25 cooldown)2.0 Encumbrance T3 torque charm [Rare] Psionic While equipped: Stats +7 Wil offense ------ Spellpower/crit +4 defense ------ Resistance +6% light Life Regen +2.00 Knockbk Resist +10% Setup a psionic shield, reducing all damage taken by 81 for 5 turns Puts all charms on 25 turn cooldown 100% to increase the duration of 1 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
On fingers | gold ring 'Phoenixfoe' gold ring 'Phoenixfoe'0.1 Encumbrance T3 ring jewelry [Random Unique] Nature/Master While equipped: Stats +4 Dex +4 Cun offense ------ Damage +27% fire Accuracy +8 (+2 eff.) When Hit 2 light defense ------ Defense +8 (+4 eff.) Life +61.00 Life Regen +7.00 Healmod +14% Rings make your fingers look great! |
On fingers | gold ring 'Shadewinter' =stats= gold ring 'Shadewinter' =stats=0.1 Encumbrance T3 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +6 Str +4 Mag +7 Con offense ------ Physical Power +7 (+1 eff.) Damage +6% darkness Ignore resists +15% darkness defense ------ Resistance +6% blight +6% darkness Spell save +21 (+7 eff.) other ------- Max stamina +18.00 Rings make your fingers look great! |
Around neck | Withering Orbs Withering Orbs0.1 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+1 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... |
In main hand | throat-seeking stralite steamgun throat-seeking stralite steamgun 4.0 Encumbrance T4 steamgun 1H weapon Reqs Dex 35 [Ego+] Disrupt/Steamtech Mastery Psyshot Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +12 Attack Speed 100% Range +9 Projectile Speed +600% On-ranged-hit +10 nature On-Hit, radius 1 +80 20% chance of physical repulsion On Critical: * silences the target Uses 2.0 Steam While equipped: offense ------ Ignore resists +8% nature Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Around waist | noble's rough leather belt of unlife noble's rough leather belt of unlife 1.0 Encumbrance T1 belt armor [Ego++] Arcane/Master While equipped: Stats +4 Cun +3 Wil offense ------ Against +16% Summoned defense ------ Resistance +6% blight Resist Against +15% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
In off hand | Unlightblight (100% power, 24 apr, mind damage) Unlightblight (100% power, 24 apr, mind damage) 3.0 Encumbrance T3 mindstar 1H weapon [Rare] Nature Weapon Damage 100% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Mind 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 +12 cold On-Hit, radius 1 +80 20% chance of physical repulsion On-crit, radius 2 +8 darkness +8 mind On Hit: * 20% chance to reduce damage dealt by 30% While equipped: offense ------ Mind Crit +3% Mindpower +6 (+1 eff.) Damage +6% nature On-Hit (Melee): * 20% chance to slow global speed by 66% defense ------ Resistance +7% blight +20% nature Disease Resist +19% other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Cloak | Aeryriakira the linen cloak (16 def, 0 armour) Aeryriakira the linen cloak (16 def, 0 armour) 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Dex +2 Cun +2 Con offense ------ When Hit 6 physical defense ------ Defense +16 (+8 eff.) Resistance +10% nature +10% cold Physical save +6 (+3 eff.) Mind save +12 (+4 eff.) Life +45.00 other ------- EQ when Hit +0.08 Max psi +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | verdant silk robe of life (0 def, 6 armour) =+7 con= verdant silk robe of life (0 def, 6 armour) =+7 con=2.0 Encumbrance T4 cloth armor [Ego++] Nature While equipped: Stats +7 Con offense ------ Damage +8% nature defense ------ Armor +6 Resistance +9% blight +13% all Crit Resistance 21.00% Life +59.00 Life Regen +1.50 Healmod +15% Poison Resist +34% Disease Resist +31% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
movement infusion of the psychic (speed 702%; cd 9) movement infusion of the psychic (speed 702%; cd 9)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 702% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the psychic (speed 715%; cd 17) movement infusion of the psychic (speed 715%; cd 17)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 17 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 715% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. 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. |
wild infusion of the psychic (res 32%; magical; dur 4; cd 11) wild infusion of the psychic (res 32%; magical; dur 4; cd 11)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 magical effect and reduce all damage taken by 32% 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. Press to compare to your current inscriptions |
shatter afflictions rune of the duelist (absorb 73; cd 22) shatter afflictions rune of the duelist (absorb 73; cd 22)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 22 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 73 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Acid Groove schematic: Acid Groove0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Alchemist's Helper schematic: Alchemist's Helper0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Antimagic Shell 2 schematic: Antimagic Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Deflection Field schematic: Deflection Field0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Explosive Shell 3 schematic: Explosive Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fireproof Coating schematic: Fireproof Coating0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Focus Lens 4 schematic: Focus Lens0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Frost Salve schematic: Frost Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Headlamp 3 schematic: Headlamp0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Hook Shell schematic: Hook Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Itching Powder schematic: Itching Powder0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Kinetic Stabiliser schematic: Kinetic Stabiliser0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Moss Tread schematic: Moss Tread0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Pain Suppressor Salve schematic: Pain Suppressor Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Razor Edge schematic: Razor Edge0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Rocket Boots 2 schematic: Rocket Boots0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Saw Shell 2 schematic: Saw Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Spring Grapple 2 schematic: Spring Grapple0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Steamsaw 3 schematic: Steamsaw0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Thunderclap Coating 3 schematic: Thunderclap Coating0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Viral Needlegun schematic: Viral Needlegun0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Water Salve schematic: Water Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
clarifying steel amulet of dexterity (+4) clarifying steel amulet of dexterity (+4)0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: Stats +4 Dex defense ------ Resistance +10% mind Confus Resist +22% Amulets make your neck look great! |
clarifying steel amulet of mastery (0.11 Wild-gift / Mindstar mastery) clarifying steel amulet of mastery (0.11 Wild-gift / Mindstar mastery)0.1 Encumbrance T2 amulet jewelry [Ego] Nature/Master While equipped: defense ------ Resistance +11% mind Confus Resist +22% other ------- Masteries +0.11 Wild-gift/Mindstar mastery Amulets make your neck look great! |
steel amulet steel amulet0.1 Encumbrance T2 amulet jewelry [Normal] Amulets make your neck look great! |
wanderer's steel amulet wanderer's steel amulet0.1 Encumbrance T2 amulet jewelry [Ego+] Master While equipped: Stats +3 Dex +5 Cun +3 Con offense ------ Move Speed +10% defense ------ Fatigue -5% Life Regen +2.00 other ------- Stamina/turn +0.50 Amulets make your neck look great! |
Eilinywen Eilinywen0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +4 Str +4 Dex +5 Con offense ------ Physical Crit +2.0% Physical Power +6 (+1 eff.) Spellpower/crit +2 defense ------ Physical save +9 (+4 eff.) Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% Rings make your fingers look great! |
marksman's copper ring of the mind (+11%) marksman's copper ring of the mind (+11%)0.1 Encumbrance T1 ring jewelry [Ego] Master/Psionic While equipped: Stats +2 Dex offense ------ Damage +11% mind Accuracy +4 (+1 eff.) defense ------ Resistance +11% mind Rings make your fingers look great! |
Vargh Redemption Vargh Redemption0.1 Encumbrance T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con offense ------ Damage +15% cold defense ------ Resistance +10% nature +25% cold other ------- Max mana +20.00 Max stamina +20.00 Max psi +20.00 Max air +50.00 Summon a radius 3 tidal wave that expands slowly over 7 turns, dealing 20.90 cold and 19.99 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
marksman's steel ring of power marksman's steel ring of power0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Dex offense ------ Physical Power +6 (+1 eff.) Spellpower +5 (+1 eff.) Mindpower +6 (+1 eff.) Accuracy +6 (+1 eff.) Rings make your fingers look great! |
solipsist's steel ring solipsist's steel ring0.1 Encumbrance T2 ring jewelry [Ego+] Psionic While equipped: Stats +5 Cun +5 Wil offense ------ Mindpower +6 (+1 eff.) Rings make your fingers look great! |
gold emerald ring gold emerald ring0.1 Encumbrance T3 ring jewelry [Ego+] Psionic While equipped: Stats +5 Cun +6 Wil offense ------ Mindpower +8 (+2 eff.) defense ------ Armor +3 Resistance +3% all Rings make your fingers look great! |
titan's gold ring of frost (+20%) titan's gold ring of frost (+20%)0.1 Encumbrance T3 ring jewelry [Ego] Nature While equipped: Stats +2 Con offense ------ Damage +10% cold defense ------ Resistance +20% cold Physical save +4 (+2 eff.) Rings make your fingers look great! |
Writhing Ring of the Hunter =HUNTER= Writhing Ring of the Hunter =HUNTER=0.1 Encumbrance T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
solipsist's stralite ring solipsist's stralite ring0.1 Encumbrance T4 ring jewelry [Ego+] Psionic While equipped: Stats +7 Cun +5 Wil offense ------ Mindpower +6 (+1 eff.) Rings make your fingers look great! |
caustic stralite battleaxe of amnesia (155% power, 3 apr) caustic stralite battleaxe of amnesia (155% power, 3 apr)3.0 Encumbrance T4 battleaxe 2H weapon Reqs Str 35 [Ego++] Nature/Psionic Weapon Damage 155% Range: 1.0x-1.5x Uses 120% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +7.5% Attack Speed 100% On-crit, radius 2 +30 acid +33 nature On Hit: * 50% chance to put 1 talent on cooldown for 5 turns (checks Confusion immunity) While equipped: offense ------ Ignore resists +23% acid +19% nature Ignore Armor +16 Massive two-handed battleaxes. |
Skullcleaver (120% power, 4 apr) Skullcleaver (120% power, 4 apr)3.0 Encumbrance T1 waraxe 1H weapon [Unique] Arcane Weapon Damage 120% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +12.0% Attack Speed 100% Lifesteal +10% Damage Conversion 25% blight While equipped: offense ------ Damage +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
caustic stralite waraxe of ruin (134% power, 5 apr) caustic stralite waraxe of ruin (134% power, 5 apr)3.0 Encumbrance T4 waraxe 1H weapon Reqs Str 35 [Ego++] Nature/Master Weapon Damage 134% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +6.5% Attack Speed 100% On-crit, radius 2 +9 acid +17 nature While equipped: offense ------ Physical Crit +9.0% Critical power +18.00% Ignore resists +8% acid +15% nature Ignore Armor +16 One-handed war axes. |
flaming stralite waraxe of shearing (141% power, 5 apr) flaming stralite waraxe of shearing (141% power, 5 apr)3.0 Encumbrance T4 waraxe 1H weapon Reqs Str 35 [Ego+] Arcane/Master Weapon Damage 141% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +6.5% Attack Speed 100% On-Hit, radius 1 +9 fire While equipped: offense ------ Ignore resists +9% all Accuracy +17 (+4 eff.) Ignore Armor +12 One-handed war axes. |
Ivadheba (118% power, 7 apr) =statstick= Ivadheba (118% power, 7 apr) =statstick=1.0 Encumbrance T3 dagger 1H weapon [Random Unique] Nature/Psionic Weapon Damage 118% Range: 1.0x-1.3x Uses 50% Dex, 50% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On-hit +4 acid +20 nature +7 mind On Hit: * 15% chance to reduce all saves and defense by 38 While equipped: Stats +3 Cun +3 Wil offense ------ Critical power +10.00% Damage +6% blight defense ------ Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% Sharp, short and deadly. |
dwarven-steel dagger 'Xeridatta' (117% power, 7 apr) =statstick= dwarven-steel dagger 'Xeridatta' (117% power, 7 apr) =statstick=1.0 Encumbrance T3 dagger 1H weapon [Random Unique] Master/Psionic Weapon Damage 117% Range: 1.0x-1.3x Uses 50% Dex, 50% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On-hit +11 mind On Hit: * 17% chance to reduce all saves and defense by 38 While equipped: Stats +5 Wil +3 Cun +4 Con offense ------ Damage +3% mind Ignore resists +15% physical Accuracy +15 (+3 eff.) Ignore Armor +19 other ------- EQ when Hit +0.04 Sharp, short and deadly. |
Natureweeper the thorny mindstar (97% power, 24 apr, mind damage) Natureweeper the thorny mindstar (97% power, 24 apr, mind damage)3.0 Encumbrance T3 mindstar 1H weapon [Rare] Nature/Psionic Weapon Damage 97% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Mind 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 +8 acid +12 nature While equipped: Stats +4 Wil offense ------ Mind Crit +3% Mindpower +6 (+1 eff.) Damage +18% lightning Ignore resists +15% nature defense ------ Resistance +9% nature +6% lightning Spell save +4 (+1 eff.) other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
pulsing mindstar 'Getyderegodas' (108% power, 32 apr, nature damage) pulsing mindstar 'Getyderegodas' (108% power, 32 apr, nature damage)3.0 Encumbrance T4 mindstar 1H weapon [Rare] Nature/Psionic Weapon Damage 108% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Nature Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +32 Critical Rate +4.5% Attack Speed 100% On-crit, radius 2 +12 mind While equipped: offense ------ Mind Crit +4% Mindpower +8 (+2 eff.) On-Hit 10 mind 13 darkness Damage +5% mind +6% darkness Accuracy +25 (+6 eff.) Ignore Armor +5 defense ------ Resistance +15% temporal +9% fire Spell save +12 (+4 eff.) Healmod +15% other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
gifted living mindstar of balance (116% power, 40 apr, mind damage) gifted living mindstar of balance (116% power, 40 apr, mind damage)3.0 Encumbrance T5 mindstar 1H weapon [Ego] Nature Weapon Damage 116% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Mind Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% On-Hit, radius 1 +0 20% chance of physical repulsion While equipped: offense ------ Mind Crit +5% Mindpower +14 (+3 eff.) defense ------ Physical save +2 (+1 eff.) Spell save +3 (+1 eff.) Mind save +3 (+1 eff.) other ------- EQ when Hit +0.80 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Blindsquall the hardened leather sling Blindsquall the hardened leather sling4.0 Encumbrance T3 sling 1H weapon [Rare] Arcane Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +8 On-ranged-hit +14 fire On-Hit, radius 1 +20 nature While equipped: offense ------ Damage +12% light +17% fire Ignore resists +25% light +25% arcane other ------- Light +3 Slings are used to hurl stones or metal shots at your foes. |
steady dwarven-steel steamgun of piercing steady dwarven-steel steamgun of piercing4.0 Encumbrance T3 steamgun 1H weapon [Ego+] Master/Steamtech Mastery Psyshot Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Attack Speed 100% Range +8 Projectile Speed +600% On-Hit, radius 1 +0 20% chance of physical repulsion Uses 2.0 Steam While equipped: offense ------ Physical Crit +3.0% Ignore resists +7% all Accuracy +14 (+3 eff.) Ignore Armor +7 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Nerylle the stralite steamgun Nerylle the stralite steamgun4.0 Encumbrance T4 steamgun 1H weapon Reqs Dex 35 [Rare] Master/Steamtech Mastery Psyshot Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +12 Attack Speed 100% Range +10 Projectile Speed +600% On-Hit, radius 1 +12 arcane Uses 2.0 Steam While equipped: offense ------ Physical Crit +13.0% Mind Crit +5% Accuracy +13 (+3 eff.) other ------- Psi when Hit +0.24 Hate-on-crit +4.00 Max hate +8.00 Max psi +40.00 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
pouch of dwarven-steel shots 'Burnoblivion' (20/20, 140% power, 3 apr) pouch of dwarven-steel shots 'Burnoblivion' (20/20, 140% power, 3 apr)3.0 Encumbrance T3 shot ammo [Rare] Nature Weapon Damage 140% Range: 1.0x-1.2x Uses 70% Dex, 50% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +5.0% Capacity 20 On-ranged-hit +16 fire +13 nature +8 arcane On-Hit, radius 1 +16 arcane +8 fire On-crit, radius 2 +16 cold +16 arcane +20 fire Shots are used with slings to pummel your foes to death. |
Firewalker (15 def, 2 armour) =cool= Firewalker (15 def, 2 armour) =cool=2.0 Encumbrance T3 cloth armor [Unique] Arcane While equipped: Stats +6 Cun +10 Mag offense ------ Spellpower +12 (+2 eff.) Damage +20% fire Ignore resists +20% fire When Hit 18 fire defense ------ Armor +2 Defense +15 (+7 eff.) Resistance +50% fire -10% cold +11% all Damage all enemies in range 4 for 40 fire damage and yourself for 5 fire damage every turn. This fiery robe was worn by the mad pyromancer Halchot, who terrorised many towns in the late Age of Dusk, burning and looting villages as they tried to recover from the Spellblaze. Eventually he was tracked down by the Ziguranth, who cut out his tongue, chopped off his head, and rent his body to shreds. The head was encased in a block of ice and paraded through the streets of nearby towns amidst the cheers of the locals. Only this robe remains of the flames of Halchot. |
Spider-Silk Robe of Spydrë (10 def, 15 armour) =spydre= Spider-Silk Robe of Spydrë (10 def, 15 armour) =spydre=2.0 Encumbrance T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil offense ------ Mind Crit +5% Mindpower +10 (+2 eff.) Damage +15% acid +15% nature +15% mind When Hit 20 nature slow 20 poison defense ------ Armor +15 Hardiness +30% Defense +10 (+5 eff.) Resistance +30% nature +11% all Physical save +10 (+5 eff.) Spell save +10 (+3 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Beteba (0 def, 0 armour) =blight= Beteba (0 def, 0 armour) =blight=2.0 Encumbrance T4 cloth armor [Random Unique] Nature/Disrupt While equipped: Stats +4 Dex offense ------ Damage +23% nature When Hit: * 7% chance to slow global speed by 66% * 8 arcane resource burn defense ------ Resistance +12% lightning +3% light +17% blight +3% cold +34% nature +13% all Life +72.00 Life Regen +4.20 Healmod +26% other ------- Infravision +1 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Crimson Robe (12 def, 0 armour) =crimson= Crimson Robe (12 def, 0 armour) =crimson=2.0 Encumbrance T5 cloth armor [Unique] Psionic While equipped: Stats +10 Cun +10 Wil offense ------ Mind Crit +9% Mindpower +20 (+5 eff.) On-Hit 35 mind 10% gloom effects Ignore resists +20% all When Hit 35 mind 10% gloom effects defense ------ Defense +12 (+6 eff.) Resistance +15% all other ------- Psi/turn +0.20 Hate-on-crit +4.00 Psi-on-crit +4.00 Hate/kill +2.00 Masteries +0.20 Psionic/Focus +0.20 Cursed/Punishments +0.20 Cursed/Slaughter +0.10 Psionic/Solipsism On Mind Hit: 8% Agony level 2 On Mind Hit: 8% Hateful Whisper level 2 Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. This robe was formerly owned by Callister the Psion, a powerful Psionic that pioneered many Psionic abilities. After his wife was murdered, Callister became obsessed with finding her killer, using his own hatred as a fuel for new and disturbing arts. After forcing the killer to torture himself to death, Callister walked the land, forcing any he found to kill themselves - his way of releasing them from the world's horrors. One day, he simply disappeared. This robe, soaked in blood, was the only thing he left behind. |
mindwoven elven-silk robe of fire (+21%) (0 def, 0 armour) mindwoven elven-silk robe of fire (+21%) (0 def, 0 armour)2.0 Encumbrance T5 cloth armor [Ego] Nature/Psionic While equipped: offense ------ Mind Crit +3% Mindpower +3 (+1 eff.) Damage +14% fire defense ------ Resistance +15% all +21% fire Mind save +19 (+7 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Behemoth Hide (4 def, 6 armour) =behemoth= Behemoth Hide (4 def, 6 armour) =behemoth=9.0 Encumbrance T2 light armor [Unique] Master While equipped: Stats +5 Str +3 Con defense ------ Armor +6 Defense +4 (+2 eff.) Ranged Defense +8 (+4 eff.) Fatigue +10% Life +45.00 Life Regen +2.00 Knockbk Resist +50% other ------- Encumbrance +20 Stamina/turn +1.00 Max stamina +45.00 Size +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
Rogue Plight (6 def, 7 armour) Rogue Plight (6 def, 7 armour)9.0 Encumbrance T3 light armor [Unique] Master While equipped: Stats +5 Wil +4 Con defense ------ Armor +7 Defense +6 (+3 eff.) Fatigue +7% Resistance +35% nature Crit Resistance 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. |
marauder's reinforced leather armour of acid resistance (17 def, 7 armour) marauder's reinforced leather armour of acid resistance (17 def, 7 armour)9.0 Encumbrance T4 light armor [Ego+] Master While equipped: Stats +7 Str +6 Dex defense ------ Armor +7 Defense +17 (+8 eff.) Fatigue +8% Resistance +21% acid Physical save +7 (+3 eff.) A suit of armour made of leather. |
hardened stralite mail armour of acid resistance (4 def, 16 armour) hardened stralite mail armour of acid resistance (4 def, 16 armour)14.0 Encumbrance T4 heavy armor Reqs - Heavy armour training Str 38 [Ego+] Master While equipped: defense ------ Armor +16 Defense +4 (+2 eff.) Fatigue +12% Resistance +31% acid +6% physical +7% cold +7% lightning +8% fire A suit of armour made of mail. |
rejuvenating stralite mail armour of fire resistance (4 def, 8 armour) rejuvenating stralite mail armour of fire resistance (4 def, 8 armour)14.0 Encumbrance T4 heavy armor Reqs - Heavy armour training Str 38 [Ego] Nature/Master While equipped: defense ------ Armor +8 Defense +4 (+2 eff.) Fatigue +12% Resistance +27% fire Life Regen +5.10 other ------- Stamina/turn +1.20 A suit of armour made of mail. |
Aeroritha the rough leather belt =+3 con + 3wil= Aeroritha the rough leather belt =+3 con + 3wil=1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +2 Wil +3 Con offense ------ Physical Crit +3.0% Mindpower +4 (+1 eff.) Accuracy +15 (+3 eff.) defense ------ Defense +10 (+5 eff.) Resistance +1% physical Mind save +6 (+2 eff.) other ------- Max stamina +20.00 A belt that goes around your waist. |
Yvutira the Blastzephyr Yvutira the Blastzephyr1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +4 Dex +4 Cun +6 Lck offense ------ Damage +3% lightning +3% light Ignore resists +15% lightning When Hit 8 lightning defense ------ Resistance +6% light Stealth +6 other ------- Disarm Traps +5 Infravision +3 A belt that goes around your waist. |
Rimespar Rimespar1.0 Encumbrance T3 belt armor [Rare] Nature While equipped: Stats +4 Cun +2 Wil offense ------ When Hit 10 mind defense ------ Resistance +6% cold Life +39.00 other ------- EQ when Hit +0.04 A belt that goes around your waist. |
Cyrewyn (15 def, 4 armour) Cyrewyn (15 def, 4 armour)3.0 Encumbrance T3 feet armor [Rare] Arcane/Master/Psionic While equipped: Stats +4 Cun +4 Mag offense ------ Physical Power +6 (+1 eff.) Spellpower +7 (+1 eff.) Mindpower +10 (+2 eff.) Damage +27% physical defense ------ Armor +4 Defense +15 (+7 eff.) Fatigue +3% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
sand rough leather gloves of butchering (0 def, 7 armour) =splendide= sand rough leather gloves of butchering (0 def, 7 armour) =splendide=1.0 Encumbrance T1 hands armor [Ego+] Nature/Disrupt While equipped: offense ------ Physical Power +5 (+1 eff.) On-Hit 6 physical Damage +4% physical Accuracy +5 (+1 eff.) Ignore Armor +6 defense ------ Armor +7 Resistance +6% blight Spell save +10 (+3 eff.) Unarmed combat: Weapon Damage 91% Range: 1.0x-1.1x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +1.0% Attack Speed 100% On-Hit, radius 1 +6 physical On-crit, radius 2 +6 physical On Hit: 10% Sand Breath level 1 On Hit: * 11% chance to slow global speed by 66% * 10% chance to reduce armor by 22% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
cashmere wizard hat 'Gloomhunger' (2 def, 0 armour) =+12 dex= cashmere wizard hat 'Gloomhunger' (2 def, 0 armour) =+12 dex=2.0 Encumbrance T3 head armor [Rare] Arcane While equipped: Stats +3 Str +12 Dex +3 Wil +5 Con offense ------ Spell Crit +4% Spellpower +5 (+1 eff.) On-Hit (Melee): * 20% chance to reduce damage dealt by 30% defense ------ Defense +2 (+1 eff.) Resistance +12% darkness other ------- Mana/turn +0.28 A pointy cloth hat, very wizardly... |
Bethayalle (0 def, 3 armour) =+6 cun= Bethayalle (0 def, 3 armour) =+6 cun=2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +6 Cun defense ------ Armor +3 Fatigue +1% Stun Resist +20% Teleport Resist +10% other ------- Hate-on-crit +3.00 Infravision +1 A hat made of leather. Very stylish. |
Urthygund the Earthroar (0 def, 1 armour) =+3 con= Urthygund the Earthroar (0 def, 1 armour) =+3 con=2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +2 Str +2 Mag +1 Cun +3 Con offense ------ Ignore resists +10% nature When Hit 6 mind defense ------ Armor +1 Fatigue +1% Mind save +3 (+1 eff.) A hat made of leather. Very stylish. |
Morningrupture (0 def, 3 armour) =stats= Morningrupture (0 def, 3 armour) =stats=2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +5 Str +7 Dex +3 Mag +1 Wil defense ------ Armor +3 Fatigue +3% other ------- Light +2 Infravision +3 Skullcracker: Puts all charms on 20 turn cooldown Effective talent level: 3.6 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 237.2 Physical damage. If the attack hits, the target is confused (34% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
14 agate 14 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 spinel 3 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+0 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+0 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 ametrine 6 ametrine0.0 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. |
6 citrine 6 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 zircon 10 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 aquamarine 7 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 opal 5 opal0.0 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. |
6 topaz 6 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+1 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+1 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 amethyst 9 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
onyx onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 emerald 4 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
garnet garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 quartz 3 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
sapphire sapphire0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+4 eff.) Physical save +8 (+4 eff.) Spell save +8 (+2 eff.) Mind save +8 (+3 eff.) Item imbue powers: Defense +8 (+4 eff.) Physical save +8 (+4 eff.) Spell save +8 (+2 eff.) Mind save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
amber amber0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Crystal Focus Crystal Focus0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +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. |
180 alchemist agate 180 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Airrazor the brass lantern Airrazor the brass lantern2.0 Encumbrance T1 lite [Rare] Nature While equipped: Stats +5 Con offense ------ Ignore resists +10% lightning Ignore Armor +3 defense ------ Defense +20 (+10 eff.) Life +40.00 other ------- Stamina/turn +3.00 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. |
Automated Portable Extractor Automated Portable Extractor0.0 Encumbrance power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
good ablative armour good ablative armour0.0 Encumbrance T2 steamtech tinker [Normal] Steamtech Attachable to body When attached: defense ------ Armor +4 Crit Resistance 14.00% Tinkers can be attached to normal items to improve them with steam power! |
iron rocket boots iron rocket boots0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to feet When attached: other ------- Talents +1 Rocket Boots Tinkers can be attached to normal items to improve them with steam power! |
steel grip steel grip0.0 Encumbrance T2 steamtech tinker [Normal] Steamtech Attachable to hands When attached: defense ------ Disarm Resist +70% other ------- Talents +2 Iron Grip Tinkers can be attached to normal items to improve them with steam power! |
crude head lamp crude head lamp0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to head When attached: offense ------ Accuracy +1 (+0 eff.) other ------- Light +3 Tinkers can be attached to normal items to improve them with steam power! |
good head lamp good head lamp0.0 Encumbrance T2 steamtech tinker [Normal] Steamtech Attachable to head When attached: offense ------ Accuracy +4 (+1 eff.) other ------- Light +4 Tinkers can be attached to normal items to improve them with steam power! |
well-made head lamp well-made head lamp0.0 Encumbrance T3 steamtech tinker [Normal] Steamtech Attachable to head When attached: offense ------ Accuracy +9 (+2 eff.) other ------- Light +5 Tinkers can be attached to normal items to improve them with steam power! |
mastercraft head lamp mastercraft head lamp0.0 Encumbrance T4 steamtech tinker [Normal] Steamtech Attachable to head When attached: offense ------ Accuracy +16 (+4 eff.) other ------- Light +6 Tinkers can be attached to normal items to improve them with steam power! |
well-made antimagic shell well-made antimagic shell0.0 Encumbrance T3 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: other ------- Talents +3 Antimagic Shell Tinkers can be attached to normal items to improve them with steam power! |
good explosive shell good explosive shell0.0 Encumbrance T2 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: other ------- Talents +2 Explosive Shell Tinkers can be attached to normal items to improve them with steam power! |
crude saw shell crude saw shell0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: other ------- Talents +1 Saw Shell Tinkers can be attached to normal items to improve them with steam power! |
well-made thunderclap coating well-made thunderclap coating0.0 Encumbrance T3 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: On-Hit, radius 1 +60 20% chance of physical repulsion Strikes can trigger a thunderclap that damages and repel foes. Tinkers can be attached to normal items to improve them with steam power! |
well-made thunderclap coating well-made thunderclap coating0.0 Encumbrance T3 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: On-Hit, radius 1 +60 20% chance of physical repulsion Strikes can trigger a thunderclap that damages and repel foes. Tinkers can be attached to normal items to improve them with steam power! |
simple frost salve [power 21] simple frost salve [power 21]1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech Using medical injector with 175% efficiency and 97% cooldown modifier. Remove 1 physical effects and grants a frost aura (21% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
powerful frost salve [power 31] powerful frost salve [power 31]1.0 Encumbrance T3 salve misc [Normal] Nature/Steamtech Using medical injector with 175% efficiency and 97% cooldown modifier. Remove 2 physical effects and grants a frost aura (31% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
simple healing salve [power 262] simple healing salve [power 262]1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech Using medical injector with 175% efficiency and 97% cooldown modifier. Heal 262 Puts Talent Medical Injector on 15 turn cooldown Medical salve. |
potent healing salve [power 344] potent healing salve [power 344]1.0 Encumbrance T2 salve misc [Normal] Nature/Steamtech Using medical injector with 175% efficiency and 97% cooldown modifier. Heal 344 Puts Talent Medical Injector on 15 turn cooldown Medical salve. |
powerful water salve [power 31] powerful water salve [power 31]1.0 Encumbrance T3 salve misc [Normal] Nature/Steamtech Using medical injector with 175% efficiency and 97% cooldown modifier. Remove 2 mental effects and grants a water aura (31% blight, mind and acid affinity). Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
Rungof's Fang =RUNGOF= Rungof's Fang =RUNGOF=1.0 Encumbrance fang misc [Unique] Nature While carried: offense ------ Ignore Armor +7 other ------- Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Islotira (dig speed 14 turns) =whyy= Islotira (dig speed 14 turns) =whyy=3.0 Encumbrance T3 digger tool [Rare] Master While equipped: Stats +7 Str +2 Dex +5 Wil offense ------ On-Hit (Melee): * 20 arcane resource burn defense ------ Crit Resistance 15.00% Life +28.00 other ------- Max stamina +20.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Tyhir the Scorchmire [power 76] (2/20 cooldown) Tyhir the Scorchmire [power 76] (2/20 cooldown)2.0 Encumbrance T5 totem charm [Random Unique] Nature While equipped: offense ------ Damage +6% fire Ignore resists +20% cold When Hit 6 fire defense ------ Resistance +12% cold +3% fire Harden the skin for 7 turns increasing armour by 76 and armour hardiness by 70% Puts all charms on 20 turn cooldown 100% to increase all damage by 24% for 2 turns. 100% to increase the duration of 3 beneficial effects by 2. 100% to increase all damage penetration by 19% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
quick ash wand of shielding [power 152] (2/13 cooldown) quick ash wand of shielding [power 152] (2/13 cooldown)2.0 Encumbrance T2 wand charm [Ego] Arcane Create a shield absorbing up to 152 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 13 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Ogrehon the Ogre Psyshot level 12
1st Dusk 122nd year of Ascendancy at 20:28 see stats
By Ogrehon the Ogre Psyshot level 21
4th Allure 123rd year of Ascendancy at 18:25 see stats
By Ogrehon the Ogre Psyshot level 10
10th Mirth 122nd year of Ascendancy at 14:46 see stats
By Ogrehon the Ogre Psyshot level 20
6th Decay 122nd year of Ascendancy at 15:12 see stats
By Ogrehon the Ogre Psyshot level 24
13rd Regrowth 123rd year of Ascendancy at 08:31 see stats
By Ogrehon the Ogre Psyshot level 5
2nd Mirth 122nd year of Ascendancy at 06:10 see stats
By Ogrehon the Ogre Psyshot level 12
28th Haze 122nd year of Ascendancy at 03:52 see stats
By Ogrehon the Ogre Psyshot level 17
74th Haze 122nd year of Ascendancy at 05:06 see stats
By Ogrehon the Ogre Psyshot level 14
33rd Haze 122nd year of Ascendancy at 22:32 see stats
Log
Talent Iron Grip is ready to use.
Talent Implant: Medical Injector is ready to use.
Talent Improved Gestalt is ready to use.
Ogrehon's Explosive Shell misses shadow.
Shadow is knocked back!
Xerubeth the elven guard resists the knockback!
Layenor the elven cultist is silenced!
Layenor the elven cultist slows down.
Ogrehon's Explosive Shell hits Xerubeth the elven guard for (54 absorbed), 0 physical, (21 absorbed), (10 mana), 0 physical (0 total damage).
Ogrehon's Explosive Shell hits Shadow for 90 physical, 35 physical (126 total damage).
Ogrehon's Explosive Shell hits Layenor the elven cultist for 27 physical, 75 physical, 0 mind, 4 nature (108 total damage).
Ogrehon hits Xerubeth the elven guard for (21 absorbed), (21 mana), 0 physical (0 total damage).
Ogrehon hits Layenor the elven cultist for 29 mind, 5 cold, 0 mind (35 total damage).
Ogrehon is not dazed anymore.
Shadow casts Fade.
Shadow fades!
Shadow hits Ogrehon for (39 flat reduction), 3 physical (3 total damage).
Melee retaliation hits Shadow for 0 physical, 0 light, 0 fire (0 total damage).
Layenor the elven cultist speeds up.
Layenor the elven cultist has recovered!
Layenor the elven cultist uses Steady Shot.
Ogrehon deflects the projectile from Layenor the elven cultist to the north!
Layenor the elven cultist's Steady Shot performs a ranged critical strike against Ogrehon!
Ogrehon is covered in acid!
Layenor the elven cultist's Steady Shot hits Ogrehon for (39 flat reduction), 624 physical, (15 flat reduction), 0 fire (624 total damage).
Something strikes Ogrehon in the darkness (+51% damage).
Something hits Ogrehon for (39 flat reduction), 289 lightning (289 total damage).
Ogrehon the level 27 ogre psyshot was bolted to death by Xerubeth the elven guard on level 3 of Dark crypt.
A psionic shield forms around Ogrehon.
Ogrehon deactivates her cloak's restoration systems.