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! 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. 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.
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: 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:
Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
Beholder (Continuation) 1.1.5Adds Beholders as a playable race. Created by ajfluffy (design, code and conception) and rexorcorum (ideas and artwork), this addon is now being maintained by Nagyhal under the guidance of rexorcorum in ajfluffy's absence. Edit: Had to change the addon's short_name, and so v1.0.6's automatic upload helpfully made us a completely new addon page. Of course it's all on Steam, which is beautiful (thank you DG!), but I'm hoping we can merge the older versions into this thread. We'll look at it tomorrow. Edit of the edit: In the meantime, players who have fallen afoul of my clumsy Flame Laser bug are encouraged to upgrade to v5.9.2 for compatibility reasons. Have fun and happy facemelting! 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 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. 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 |
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Female |
Race | Dwarf |
Class | Cursed |
Level / Exp | 29 / 40% |
Size | big |
Lifes / Deaths | Killed by worm that walks at level 14 on the 20th Profit 122nd year of Ascendancy at 09:20 0 / 7Killed by Emowyn the awoken tentacle tree at level 15 on the 27th Profit 122nd year of Ascendancy at 04:48 Killed by angery thiccboi at level 20 on the 17th Wealth 122nd year of Ascendancy at 05:45 Killed by elven cultist at level 28 on the 20th Steel 123rd year of Ascendancy at 00:32 Killed by elven blood mage at level 28 on the 20th Steel 123rd year of Ascendancy at 00:45 Killed by Esndimil the thalore at level 29 on the 28th Steel 123rd year of Ascendancy at 00:05 Killed by Grand Corruptor at level 29 on the 32nd Steel 123rd year of Ascendancy at 15:57 |
Primary Stats
Strength | 101.15814452237 (base 45) |
Dexterity | 20 (base 10) |
Constitution | 55 (base 42) |
Magic | 15 (base 10) |
Willpower | 86 (base 39) |
Cunning | 30 (base 10) |
Resources
Life | -78/988 |
Hate | 61/100 |
Healing Factor | 1.6044167752282 |
Regeneration | 5.2143545194918 |
Speed
Mental | +34.95626644044% |
Attack | +34.95626644044% |
Movement | +222.04454368057% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 2 |
See Stealth | 10 |
See Invisible | 10 |
Offense: Mainhand
Damage | 104 |
Accuracy | 33 |
Crit Chance | 13% |
APR | 22 |
Speed | 0.74 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 15 |
Crit Chance | 6% |
Speed | 1 |
Offense: Mind
Mindpower | 50 |
Crit Chance | 6% |
Speed | 0.74098078316454 |
Offense: Damage Bonus
Lightning | +35% |
Light | +30% |
Physical | +62% |
Cold | +55% |
All | +20% |
Offense: Damage Penetration
Mind | +25% |
Temporal | +5% |
Defense: Base
Armour (hardiness) | 53.08934837382 (81.151787968034%) |
Defense | 21 |
Ranged Defense | 21 |
Fatigue | 0 |
Physical Save | 59 |
Spell Save | 47 |
Mental Save | 50 |
Defense: Resistances
Blight | + 27%( 70%) |
Physical | + 32%( 70%) |
Cold | + 48%( 70%) |
All | + 16%( 70%) |
Lightning | + 21%( 70%) |
Light | + 36%( 70%) |
Mind | + 46%( 70%) |
Darkness | + 47%( 70%) |
Nature | + 49%( 70%) |
Defense: Immunities
Stun Resistance | 39% |
Confusion Resistance | 39% |
Fear Resistance | 39% |
Instadeath Resistance | 100% |
Knockback Resistance | 100% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 19% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 166 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 Strength stat. |
Runes | Effective talent level: 1.0 Rune: PrismaticUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 lightning, 5 cold, 4 arcane, 2 physical |
Class Talents
Cursed / Gloom | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cursed / Predator | 1.30 |
| 2/5 |
| 3/5 |
| 3/5 |
| 5/5 |
Cursed / Rampage | 1.30 |
| 3/5 |
| 2/5 |
| 3/5 |
| 1/5 |
Cursed / Strife | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cursed / Slaughter | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cursed / Endless hunt | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 3/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Cursed / Cursed form | 1.20 |
| 3/5 |
| 3/5 |
| 2/5 |
| 3/5 |
Technique / Combat training | 1.30 |
| 4/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Repel |
talent | Gloom |
talent | Stalk |
talent | Savage Hunter |
detrimental effect | The target is hexed, creating an empathic bond with its victims. It takes 12% feedback damage from all damage done. Empathic Hex |
detrimental effect | The more you use runes, the longer they will take to recharge (+2 cooldowns). Runic Saturation |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
beneficial effect | The target is energized by the cold while wearing the Frost Treads, gaining 20% increased cold damage. Frozen Ground |
detrimental effect | The target is infected by a disease, reducing its strength by 27 and doing 85.07 blight damage per turn. Weakness Disease |
beneficial effect | Hunting: Marked Prey- Grand Corruptor 18% Received damage reduction against: |
beneficial effect | Stalking Grand Corruptor. Bonus level 2: +21 accuracy, +18% melee damage, +1.00 hate/turn prey was hit. Stalking 2251/2413 +2 |
beneficial effect | The target is rampaging! (+182% movement speed, +35% attack speed, +35% mind speed, +24% physical damage, +12 physical save, +12 mental save, 73/73 damage shrugged off this turn) Rampaging |
beneficial effect | The target's unnatural body has responded to damage taken. All damage that the target inflicts is increased by 33%. Strength and Willpower are increased by 9. Poisons and diseases have a 18% chance of being neutralized each turn. Cursed Form |
detrimental effect | The target is cursed, reducing all damage done by 12%. Curse of Impotence |
beneficial effect | The target is protected by a prismatic shield blocking many instances of damage. Remaining: 4 lightning, 5 cold, 4 arcane, 1 physical Prismatic 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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Old Forest. Escort: lost defiler (level 3 of Old Forest)As a reward you improved Cunning by +5. | done |
You failed to protect the repented thief from death by Shardskin. Escort: repented thief (level 4 of Old Forest) | failed |
You successfully escorted the worried loremaster to the recall portal on level 1 of Ruins of Kor'Pul. Escort: worried loremaster (level 1 of Ruins of Kor'Pul)As a reward you improved Willpower by +5. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
You have begun to look for a way to overcome the curse that afflicts you. KeepsakeYou have found a small iron acorn which you keep as a reminder of your past You have destroyed the merchant caravan that you once considered family. Kyless, the one who brought the curse, is dead by your hand. Berethh is dead, may he rest in peace. Your curse has defiled the iron acorn which now serves as a reminder of your vile nature. | done |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
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 named Urkis. The mages of Angolwen are ready to teleport you there. * 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 precision. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * You've found the needed sandworm tooth. * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' 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 ritch stinger. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed vial of fire wyrm saliva. 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 length of troll intestine. * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * You've found the needed chunk of ghoul flesh. | 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 discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | 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 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 | Frost Treads (1 def, 4 armour) Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc 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. |
Light source | nightwalker's brass lantern nightwalker's brass lantern2.0 T1 lite [Ego+] Nature While equipped: Stats +3 Wil dps ---------- Phys.crit +3.0% Crit.mult +11.00% Phys.pwr +6 (+2 eff.) ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | bladed dwarven-steel helm of might (0 def, 4 armour) bladed dwarven-steel helm of might (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Ego++] Master While equipped: Stats +6 Str +3 Con dps ---------- Phys.pwr +4 (+1 eff.) ----- def ----- Armour +4 Fatigue +4% Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 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 575.8 Physical damage. If the attack hits, the target is confused (30% 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 | dwarven-steel gauntlets 'Emytta' (0 def, 2 armour) dwarven-steel gauntlets 'Emytta' (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Arcane/Master While equipped: Stats +4 Str +4 Dex +2 Mag +4 Wil +6 Cun dps ---------- Phys.pwr +5 (+1 eff.) Acc +5 (+2 eff.) Apr +5 ----- def ----- Armour +2 Fatigue +3% Resists +6% light +7% darkness ---------- misc Infravis +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Starfall: Puts all charms on 20 cooldown Level 1.0 Pwr.cost 20 out of 20/20. Range 6 Travel.spd instantaneous Is a spell Description: A star falls on a radius 1 area, doing 39.53 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | Lightbringer's Wand Lightbringer's Wand2.0 T3 wand charm [Unique] Arcane While equipped: dps ---------- Dmg.mod +10% light Melee Ret 18 light ----- def ----- Resists +12% darkness +12% light Spell.save +15 (+5 eff.) ---------- misc Light +2 Summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 83 light damage (based on your Magic and Strength) to your foes within radius 5 each turn. Uses 35 power out of 4/35 This gold-tipped wand shines with an unnatural sheen. |
On fingers | Inertial Twine Inertial Twine0.1 T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil dps ---------- Dmg.mod +5% physical ----- def ----- Armour +5 Resists +5% physical Phys.save +12 (+3 eff.) Knockbk- +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
On fingers | gold emerald ring gold emerald ring0.1 T3 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +12 (+5 eff.) Apr +12 ----- def ----- Armour +3 Defense +10 (+5 eff.) Resists +3% all Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
Around neck | Withering Orbs Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+1 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +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 | stralite longsword 'Turadin' (34-47 power, 5 apr) stralite longsword 'Turadin' (34-47 power, 5 apr)3.0 T4 longsword 1H weapon [Rare] Psionic Power 33.5 - 46.9 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% Melee+ +13 mind On Crit.r2 +20 blight On Hit: * 24% chance to reduce all saves and defense by 31 While equipped: Stats +5 Cun +5 Wil dps ---------- On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 9 ----- def ----- Armour +4 Resists +6% mind +6% light Heal.mod +20% Sharp, long, and deadly. |
Around waist | Churath Churath1.0 T3 belt armor [Rare] Nature While equipped: dps ---------- Res.pen +25% mind +5% temporal On Hit (Melee): * 20% chance to reduce all saves and defense by 31 * 20% chance to reduce strength, dexterity, and constitution by 9 ----- def ----- Max.HP +32.00 A belt that goes around your waist. |
In off hand | Flashfist the stralite shield (0 def, 8 armour, 46-56 power, 180.5 block) Flashfist the stralite shield (0 def, 8 armour, 46-56 power, 180.5 block)7.0 T4 shield armor Reqs Shield usage training [Rare] Master When used to Attack: Power 46.5 - 55.8 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +180 While equipped: Stats +2 Str +5 Mag +3 Wil +4 Con dps ---------- Dmg.mod +15% lightning ----- def ----- Armour +8 Fatigue +8% Resists +6% lightning +15% physical ---------- misc Talents +1 Block Handheld deflection devices. |
Cloak | restorative cashmere cloak of implacability (2 def, 0 armour) restorative cashmere cloak of implacability (2 def, 0 armour)2.0 T3 cloak armor [Ego++] Nature While equipped: ----- def ----- Defense +2 (+1 eff.) Resists +12% nature +13% blight Phys.save +9 (+3 eff.) Mind.save +7 (+2 eff.) Die.at -50.00 life HP.reg +3.00 Heal.mod +12% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Thalore-Wood Cuirass (4 def, 12 armour) Thalore-Wood Cuirass (4 def, 12 armour)12.0 T2 massive armor Reqs Massive armour training [Unique] Nature/Master While equipped: Stats +3 Dex +3 Wil +3 Con ----- def ----- Armour +12 Defense +4 (+2 eff.) Fatigue +14% Resists +18% cold +18% darkness +18% nature Heal.mod +25% Expertly hewn from the bark of trees, this wooden armor provides excellent protection at a low weight. |
Inventory
wild infusion of the sneak (res 22%; magical; dur 4; cd 11) wild infusion of the sneak (res 22%; magical; dur 4; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 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 22% 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. |
Rune of the Rift (494.00 temporal damage, removed from time 4 turns) Rune of the Rift (494.00 temporal damage, removed from time 4 turns)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 16 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 594.61 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of Dissipation ( ) Rune of Dissipation ( )0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 22 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
clarifying copper amulet of constitution (+2) clarifying copper amulet of constitution (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Con ----- def ----- Resists +11% mind Confus- +21% Amulets make your neck look great! |
warrior's copper amulet warrior's copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +6% physical ---------- misc Stam/turn +0.30 Amulets make your neck look great! |
Fanged Collar Fanged Collar0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+4 eff.) Spell.save +15 (+5 eff.) Mind.save -7 (-2 eff.) Max.HP +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
mindweaver's steel amulet of willpower (+6) mindweaver's steel amulet of willpower (+6)0.1 T2 amulet jewelry [Ego+] Nature/Psionic While equipped: Stats +6 Wil dps ---------- Mind.pwr +7 (+2 eff.) ----- def ----- Mind.save +7 (+2 eff.) Confus- +14% Amulets make your neck look great! |
starlit steel amulet starlit steel amulet0.1 T2 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +13% light +11% darkness Blind- +20% Amulets make your neck look great! |
Aerewyn the Torchnigh Aerewyn the Torchnigh0.1 T1 ring jewelry [Rare] Arcane While equipped: dps ---------- Dmg.mod +11% light +9% temporal Res.pen +15% temporal Melee Ret 4 temporal On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +22% light +6% fire Def/telep +15 Res/telep +15% Dur/telep +15% Rings make your fingers look great! |
Taintnull Taintnull0.1 T1 ring jewelry [Rare] Master While equipped: Stats +1 Str dps ---------- On Hit (Melee): * 10% chance to slow global speed by 58% ----- def ----- Resists +6% nature +3% fire HP.reg +1.00 Stun/Frz- +20% Rings make your fingers look great! |
copper emerald ring copper emerald ring0.1 T1 ring jewelry [Random Unique] Nature/Master While equipped: Stats +1 Str +5 Dex +5 Cun dps ---------- Phys.pwr +30 (+8 eff.) Acc +12 (+5 eff.) ----- def ----- Armour +3 Resists +7% blight +6% nature +3% all Die.at -60.00 life HP.reg +2.00 Poison- +12% Disease- +13% Stun/Frz- +24% ---------- misc Stam/turn +1.00 Rings make your fingers look great! |
copper ring of sensing copper ring of sensing0.1 T1 ring jewelry [Ego] Arcane While equipped: ----- def ----- Blind- +21% ---------- misc Infravis +3 See.Stealth +6 See.Invis +6 Rings make your fingers look great! |
Vargh Redemption Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +6 Con +4 Wil dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 29.01 cold and 30.20 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 frost (+24%) marksman's steel ring of frost (+24%)0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +12% cold Acc +6 (+3 eff.) ----- def ----- Resists +24% cold Rings make your fingers look great! |
Shiverriver the gold ring Shiverriver the gold ring0.1 T3 ring jewelry [Rare] Arcane While equipped: Stats +4 Str +5 Mag +4 Cun dps ---------- Spell.pwr +9 (+7 eff.) Dmg.mod +3% cold ----- def ----- Crit.chn- 15.00% Mind.save +18 (+6 eff.) Poison- +20% Rings make your fingers look great! |
gold ring gold ring0.1 T3 ring jewelry [Normal] Rings make your fingers look great! |
gold ring 'Sunvice' gold ring 'Sunvice'0.1 T3 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +21% arcane +13% physical Res.pen +25% arcane +10% fire ----- def ----- Resists +13% physical +9% cold Rings make your fingers look great! |
savage's gold ring of perseverance savage's gold ring of perseverance0.1 T3 ring jewelry [Ego+] Master While equipped: Stats +1 Con ----- def ----- Spell.save +11 (+4 eff.) HP.reg +2.00 Stun/Frz- +23% ---------- misc Max.stam +13.00 Rings make your fingers look great! |
Soottrial Soottrial0.1 T4 ring jewelry [Rare] Master While equipped: Stats +6 Cun +4 Wil dps ---------- Dmg.mod +6% darkness Res.pen +20% mind ----- def ----- Resists +6% darkness Max.HP +42.00 Disarm- +44% Pinning- +43% Knockbk- +44% ---------- misc Infravis +3 Rings make your fingers look great! |
Gravitational Staff (30-36 power, 8 apr, physical element) Gravitational Staff (30-36 power, 8 apr, physical element)5.0 T3 staff 2H weapon Reqs Mag 35 [Unique] Arcane Power 30.0 - 36.0 Gravity pin Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +8 Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Spell.pwr +25 (+15 eff.) Dmg.mod +10% temporal +20% physical ----- def ----- Resists +15% physical ---------- misc Masteries +0.10 Chronomancy/Gravity +0.10 Chronomancy/Matter +0.10 Spell/Earth Gravity Spike: Level 3.0 Pwr.cost 14 out of 14/14. Range 6 Travel.spd instantaneous Is a spell Description: Creates a gravity spike in a radius of 3 that moves all targets towards the spell's center and inflicts 90.01 physical (gravity) damage. Each target moved beyond the first increases the damage by 11.25 (up to a maximum of 45.01 bonus damage). Targets take reduced damage the further they are from the epicenter (20% less per tile). The damage dealt will scale with your Spellpower. Time and Space seem to warp and bend around the massive tip of this stave. |
dwarven-steel greatmaul 'Artholach' (43-64 power, 2 apr) dwarven-steel greatmaul 'Artholach' (43-64 power, 2 apr)5.0 T3 greatmaul 2H weapon [Rare] Arcane Power 43.0 - 64.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% On Hit.r1 +16 fire While equipped: Stats +2 Wil dps ---------- Phys.pwr +15 (+4 eff.) Mind.pwr +10 (+3 eff.) Dmg.mod +12% physical ----- def ----- Armour +12 ---------- misc Psi/ret +0.08 Hate/m.crit +4.00 Max.psi +20.00 Massive two-handed mauls. |
iron longsword 'Rainsnake' (12-18 power, 2 apr) iron longsword 'Rainsnake' (12-18 power, 2 apr)3.0 T1 longsword 1H weapon [Rare] Master Power 12.5 - 17.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% Melee+ +4 mind On Hit: * 10% chance to reduce all saves and defense by 31 While equipped: dps ---------- Dmg.mod +3% light Res.pen +15% mind Acc +6 (+3 eff.) ----- def ----- Defense +6 (+3 eff.) Disarm- +21% Sharp, long, and deadly. |
Morrigor (50-70 power, 12 apr) Morrigor (50-70 power, 12 apr)3.0 T4 longsword 1H weapon Reqs Mag 40 [Unique] Arcane/Unknown Power 50.0 - 70.0 Physical Uses 60% Mag, 60% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +12 Crit +7.0% Atk.spd 100% On Hit: * deal 9.03 arcane and 9.03 darkness damage (based on Magic) in a radius 1 around the target On Kill: * swallows the victim's soul, gaining a new power While equipped: dps ---------- Spell.crit +12% Spell.pwr +24 (+14 eff.) ---------- misc Talents +1 Soul Purge This heavy, ridged blade emanates magical power, yet as you grasp the handle an icy chill runs its course through your spine. You feel the disembodied presence of all those slain by it. In unison, they demand company. |
Skullcleaver (20-28 power, 4 apr) Skullcleaver (20-28 power, 4 apr)3.0 T1 waraxe 1H weapon [Unique] Arcane Power 20.0 - 28.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +12.0% Atk.spd 100% HP.leech +10% Dmg.conv 25% blight While equipped: dps ---------- Dmg.mod +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. |
balanced dwarven-steel waraxe of disruption (22-31 power, 4 apr) balanced dwarven-steel waraxe of disruption (22-31 power, 4 apr)3.0 T3 waraxe 1H weapon [Ego+] Disrupt/Master Power 22.0 - 30.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Against +11% 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% While equipped: dps ---------- Acc +7 (+3 eff.) ----- def ----- Defense +7 (+3 eff.) Disarm- +26% One-handed war axes. |
dwarven-steel waraxe 'Raguroddafang' (18-24 power, 4 apr) dwarven-steel waraxe 'Raguroddafang' (18-24 power, 4 apr)3.0 T3 waraxe 1H weapon [Rare] Psionic Power 17.5 - 24.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +12 mind On Hit: * 38% chance to reduce all saves and defense by 31 While equipped: Stats +3 Cun +2 Wil dps ---------- Dmg.mod +3% mind On Hit (Melee): * 20% chance to reduce all saves and defense by 31 ---------- misc Max.hate +2.00 Infravis +1 One-handed war axes. |
Moldnaught (28-39 power, 5 apr) Moldnaught (28-39 power, 5 apr)3.0 T4 waraxe 1H weapon [Random Unique] Arcane/Master Power 28.0 - 39.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% On Hit.r1 +11 fire +8 temporal On Crit.r2 +8 nature On Crit: * Splash the target with acid dealing 26 damage over 5 turns and reducing armor and accuracy by 4 While equipped: Stats +3 Dex dps ---------- Phys.spd +10% Acc +13 (+5 eff.) ----- def ----- Resists +9% nature One-handed war axes. |
Unerring Scalpel (15-20 power, 25 apr) Unerring Scalpel (15-20 power, 25 apr)1.0 T1 dagger 1H weapon [Unique] Arcane Power 15.0 - 19.5 Physical Uses 55% Dex, 45% Str Acc+ +0.2% crit chance (max 25%) Apr +25 Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+7 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
Umbral Razor (25-32 power, 10 apr) Umbral Razor (25-32 power, 10 apr)1.0 T2 dagger 1H weapon Reqs Dex 32 [Unique] Arcane Power 25.0 - 32.5 Physical Uses 50% Str, 15% Mag, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Resists +10% darkness Stealth +10 Invoke Darkness: Level 3.0 Pwr.cost 20 out of 20/20. Range 10 Travel.spd 2000% of base Is necromancy a spell Description: Conjures up a beam of darkness, doing 65.27 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
Shantiz the Stormblade (15-20 power, 20 apr) Shantiz the Stormblade (15-20 power, 20 apr)1.0 T3 dagger 1H weapon Reqs Dex 30 [Unique] Nature Power 15.0 - 19.5 Physical Uses 100% Dex 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. |
Glywyn the Shadowwilder (18-19 power, 40 apr, nature damage) Glywyn the Shadowwilder (18-19 power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon [Rare] Nature Power 17.5 - 19.2 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% Melee+ +4 lightning +4 darkness On Hit: * 20% chance to reduce damage dealt by 25% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Dmg.mod +9% acid +12% fire +10% physical +12% cold Res.pen +8% acid +7% physical +9% fire +10% mind +7% cold ----- def ----- Resists +15% mind +6% darkness Heal/summ +30 ---------- misc Max.summ +2 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. |
dwarven-steel shield 'Arynn' (0 def, 18 armour, 32-39 power, 122 block) dwarven-steel shield 'Arynn' (0 def, 18 armour, 32-39 power, 122 block)7.0 T3 shield armor Reqs Shield usage training [Rare] Nature When used to Attack: Power 32.5 - 39.0 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +122 Melee+ +13 cold +20 physical While equipped: Stats +2 Str +3 Wil dps ---------- On shield block: * Deals 171 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) ----- def ----- Armour +18 Fatigue +8% Resists +13% cold ---------- misc Talents +1 Block Handheld deflection devices. |
voratun shield 'Xaneda' (0 def, 10 armour, 74-88 power, 189.5 block) voratun shield 'Xaneda' (0 def, 10 armour, 74-88 power, 189.5 block)7.0 T5 shield armor Reqs Shield usage training [Rare] Master When used to Attack: Power 73.5 - 88.2 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +190 On Crit.r2 +12 arcane +20 mind While equipped: Stats +3 Cun dps ---------- Mind.pwr +15 (+5 eff.) Dmg.mod +6% arcane ----- def ----- Armour +10 Fatigue +8% Resists +27% cold ---------- misc Talents +1 Block Handheld deflection devices. |
Robe of Force (12 def, 8 armour) Robe of Force (12 def, 8 armour)2.0 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +8 Defense +12 (+6 eff.) Resists +15% acid +12% physical +9% all Phys.save +10 (+3 eff.) Send out a range 5 beam of kinetic energy, dealing 69.45 to 86.81 physical damage (based on Willpower and Cunning) with knockback. Uses 10 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Iron Mail of Bloodletting (2 def, 4 armour) Iron Mail of Bloodletting (2 def, 4 armour)14.0 T2 heavy armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +2 Str +2 Con ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Resists +10% acid +10% fire +10% darkness +10% blight HP.reg +3.00 Heal.mod +30% ---------- misc Masteries +0.10 Technique/Bloodthirst Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. |
rejuvenating dwarven-steel mail armour of fire resistance (3 def, 8 armour) rejuvenating dwarven-steel mail armour of fire resistance (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego] Nature/Master While equipped: ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +19% fire HP.reg +4.50 ---------- misc Stam/turn +1.60 A suit of armour made of mail. |
Demonkill the stralite mail armour (4 def, 8 armour) Demonkill the stralite mail armour (4 def, 8 armour)14.0 T4 heavy armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +15% darkness ----- def ----- Armour +8 Defense +4 (+2 eff.) Fatigue +12% Resists +53% acid +9% mind +5% arcane +9% light A suit of armour made of mail. |
Bethunne the Lightmire Bethunne the Lightmire1.0 T1 belt armor [Rare] Master While equipped: Stats +2 Str +4 Dex +2 Cun dps ---------- Dmg.mod +6% light Res.pen +25% light Melee Ret 4 arcane ----- def ----- Resists +6% cold +5% fire A belt that goes around your waist. |
Emelyyatira Emelyyatira1.0 T1 belt armor [Rare] Master While equipped: Stats +2 Con dps ---------- Phys.pwr +10 (+3 eff.) Apr +1 ----- def ----- Defense +25 (+12 eff.) Stealth +5 Die.at -20.00 life ---------- misc Max.stam +10.00 A belt that goes around your waist. |
Mighty Girdle Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
blurring hardened leather belt of magery blurring hardened leather belt of magery1.0 T3 belt armor [Ego+] Arcane/Master While equipped: Stats +5 Wil +5 Mag dps ---------- Spell.crit +4% ----- def ----- Defense +11 (+5 eff.) Stealth +8 A belt that goes around your waist. |
Chogrim (8 def, 0 armour) Chogrim (8 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Con +2 Mag dps ---------- On Hit (Melee): * 20 arcane resource burn ----- def ----- Defense +8 (+4 eff.) Resists +9% lightning Crit.chn- 10.00% Phys.save +6 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Crackleoozer the linen cloak (1 def, 6 armour) Crackleoozer the linen cloak (1 def, 6 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% lightning +9% cold +6% darkness Res.pen +10% lightning +10% cold ----- def ----- Armour +6 Defense +1 (+0 eff.) Resists +10% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Umbramortal (1 def, 0 armour) Umbramortal (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Dex +1 Cun +1 Con dps ---------- Phys.crit +3.0% Res.pen +5% darkness +5% fire Acc +5 (+2 eff.) ----- def ----- Defense +1 (+0 eff.) Die.at -80.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
enveloping kruk cloak of the voidstalker (5 def, 0 armour) enveloping kruk cloak of the voidstalker (5 def, 0 armour)2.0 T1 cloak armor [Cosmetic Item] Arcane/Master While equipped: ----- def ----- Defense +5 (+2 eff.) Resists +13% darkness +11% temporal Phys.save +7 (+2 eff.) Def/telep +13 Res/telep +11% Dur/telep +11% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 cooldown A stylish kruk-style cloak, to look awesome. |
linen cloak 'Ravenwire' (6 def, 0 armour) linen cloak 'Ravenwire' (6 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +1 Dex dps ---------- Acc +4 (+2 eff.) Apr +4 ----- def ----- Defense +6 (+3 eff.) Resists +3% acid +3% fire +6% darkness +1% physical A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Adithra the cashmere cloak (2 def, 0 armour) Adithra the cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: Stats +1 Dex +4 Mag dps ---------- Dmg.mod +12% mind ----- def ----- Defense +2 (+1 eff.) Resists +6% mind Max.HP +38.00 ---------- misc See.Invis +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Murand the Quenchseam (2 def, 0 armour) Murand the Quenchseam (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Con dps ---------- Dmg.mod +6% cold On Hit (Melee): * 10% chance to reduce all saves and defense by 31 ----- def ----- Defense +2 (+1 eff.) Resists +9% cold +3% light +9% mind ---------- misc Light +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Flashoracle' (2 def, 0 armour) cashmere cloak 'Flashoracle' (2 def, 0 armour)2.0 T3 cloak armor [Rare] Arcane While equipped: Stats +2 Str +7 Mag +5 Wil +6 Cun dps ---------- Dmg.mod +6% fire ----- def ----- Defense +2 (+1 eff.) Crit.chn- 10.00% ---------- misc Infravis +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Loritir the Airmaster (0 def, 1 armour) Loritir the Airmaster (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +3 Dex +2 Wil +6 Lck dps ---------- Mind.pwr +20 (+6 eff.) Dmg.mod +3% lightning Melee Ret 4 lightning ----- def ----- Armour +1 Resists +3% lightning Stealth +5 ---------- misc Equi/ret +0.04 A pair of boots made of leather. |
pair of rough leather boots 'Flashmaster' (0 def, 1 armour) pair of rough leather boots 'Flashmaster' (0 def, 1 armour)2.0 T1 feet armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +4 Dex +3 Wil +3 Con +6 Lck dps ---------- Mind.pwr +4 (+1 eff.) Mov.spd +25% Dmg.mod +9% mind Res.pen +6% physical Melee Ret 4 blight 6 fire On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) * 20% chance to reduce all saves and defense by 31 ----- def ----- Armour +1 Stealth +7 Blindside: Puts all charms on 25 cooldown Level 2.6 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 47% (at 0 Hate) to 157% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 28 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
pair of rough leather boots 'Frozentreason' (0 def, 1 armour) pair of rough leather boots 'Frozentreason' (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +1 Dex +1 Con dps ---------- Phys.pwr +5 (+1 eff.) Dmg.mod +6% cold +9% physical Res.pen +5% acid Acc +5 (+2 eff.) ----- def ----- Armour +1 Resists +6% cold +5% fire A pair of boots made of leather. |
Daimakhad (7 def, 3 armour) Daimakhad (7 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +6 Dex dps ---------- Dmg.mod +6% temporal +6% arcane +9% mind Res.pen +15% mind ----- def ----- Armour +3 Defense +7 (+3 eff.) Resists +12% temporal A pair of boots made of leather. |
undeterred pair of hardened leather boots of tirelessness (0 def, 3 armour) undeterred pair of hardened leather boots of tirelessness (0 def, 3 armour)2.0 T3 feet armor [Ego+] Arcane/Master While equipped: ----- def ----- Armour +3 Silence- +25% Confus- +35% Stun/Frz- +25% ---------- misc Stam/turn +0.60 Max.stam +16.00 A pair of boots made of leather. |
Barkwend the pair of iron boots (0 def, 3 armour) Barkwend the pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Dmg.mod +3% blight Res.pen +20% lightning On Hit (Melee): * 20% chance to slow global speed by 58% ----- def ----- Armour +3 Fatigue +2% Resists +5% lightning +6% temporal Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
undeterred pair of iron boots of tirelessness (0 def, 3 armour) undeterred pair of iron boots of tirelessness (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego+] Arcane/Master While equipped: ----- def ----- Armour +3 Fatigue +2% Silence- +20% Confus- +22% Stun/Frz- +20% ---------- misc Stam/turn +0.40 Max.stam +13.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Rainveil (0 def, 4 armour) Rainveil (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +3 Dex +2 Mag +2 Wil +4 Con ----- def ----- Armour +4 Fatigue +3% Resists +8% lightning +8% temporal +18% cold Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Sludgegrip (0 def, 0 armour) Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+0 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
scouring hardened leather gloves of butchering (0 def, 2 armour) scouring hardened leather gloves of butchering (0 def, 2 armour)1.0 T2 hands armor [Ego++] Disrupt While equipped: dps ---------- Phys.pwr +7 (+2 eff.) Acc +6 (+3 eff.) Apr +7 On Melee Ret: * 15 arcane resource burn ----- def ----- Armour +2 Resists +7% blight Spell.save +21 (+7 eff.) 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. |
Spellhunt Remnants (1 def, 2 armour) Spellhunt Remnants (1 def, 2 armour)1.5 T1 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +2 Cun +2 Wil dps ---------- Mind.crit +3% Mind.pwr +4 (+1 eff.) Dmg.mod +5% nature Res.pen +5% nature ----- def ----- Armour +2 Defense +1 (+0 eff.) Spell.save +4 (+1 eff.) Max.HP +20.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
Xanylle the Glintparry (0 def, 1 armour) Xanylle the Glintparry (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Melee+ 5 acid Dmg.mod +4% acid Melee Ret 4 light ----- def ----- Armour +1 Fatigue +1% Resists +14% acid +3% light Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Cloud Caller (0 def, 0 armour) Cloud Caller (0 def, 0 armour)2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% lightning +10% cold ----- def ----- Resists +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Level 1.0 Pwr.cost 15 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 55.75 to 167.24 lightning damage (111.50 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
Dazzlewinter (0 def, 1 armour) Dazzlewinter (0 def, 1 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% light Res.pen +15% light On Hit (Melee): * 10% chance to reduce damage dealt by 25% ----- def ----- Armour +1 Fatigue +1% Resists +6% cold +6% temporal ---------- misc Breathe water A cap made of leather. |
iron helm 'Gunynaribers' (20 def, 3 armour) iron helm 'Gunynaribers' (20 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Con dps ---------- Phys.crit +1.0% Acc +15 (+6 eff.) ----- def ----- Armour +3 Defense +20 (+10 eff.) Fatigue +5% Phys.save +3 (+1 eff.) Die.at -40.00 life A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm 'Quenchrage' (0 def, 3 armour) iron helm 'Quenchrage' (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Res.pen +20% mind +5% cold Melee Ret 2 mind ----- def ----- Armour +3 Fatigue +5% Resists +12% cold +6% fire ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Brightpython the dwarven-steel helm (0 def, 4 armour) Brightpython the dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Melee Ret 10 light ----- def ----- Armour +4 Fatigue +4% Resists +12% light Phys.save +16 (+4 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Islotha the dwarven-steel helm (0 def, 4 armour) Islotha the dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Wil ----- def ----- Armour +4 Fatigue +4% Resists +7% cold +8% fire +3% nature +3% light Phys.save +9 (+3 eff.) Mind.save +9 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
10 agate 10 agate0.0 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. |
5 spinel 5 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
9 ametrine 9 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine 4 citrine0.0 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. |
13 zircon 13 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 aquamarine 5 aquamarine0.0 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. |
3 opal 3 opal0.0 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. |
6 topaz 6 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 amethyst 7 amethyst0.0 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. |
3 onyx 3 onyx0.0 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. |
4 lapis lazuli 4 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
emerald emerald0.0 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. |
garnet garnet0.0 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. |
quartz quartz0.0 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. |
amber amber0.0 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. |
Crystal Focus Crystal Focus0.0 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. |
509 alchemist agate 509 alchemist agate0.0 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. |
Aredanne the Fogripper Aredanne the Fogripper2.0 T1 lite [Rare] Psionic While equipped: Stats +6 Mag ----- def ----- Resists +3% darkness Mind.save +6 (+2 eff.) ---------- misc Light +4 See.Stealth +5 See.Invis +16 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. |
Cobralore Cobralore2.0 T1 lite [Rare] Psionic While equipped: Stats +1 Wil dps ---------- Res.pen +10% nature ----- def ----- Resists +3% nature +3% light Mind.save +6 (+2 eff.) ---------- misc Max.hate +6.00 Light +3 See.Stealth +8 See.Invis +7 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. |
Emelivena the brass lantern Emelivena the brass lantern2.0 T1 lite [Rare] Disrupt While equipped: Stats +1 Dex dps ---------- Dmg.mod +6% mind ----- def ----- Resists +12% acid +3% mind +3% all Spell.save +6 (+2 eff.) ---------- misc Light +3 Infravis +1 See.Invis +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. |
brass lantern 'Eilinibeth' brass lantern 'Eilinibeth'2.0 T1 lite [Rare] Arcane While equipped: dps ---------- Melee Ret 12 fire ----- def ----- Defense +10 (+5 eff.) Resists +6% fire +1% physical +3% temporal Crit.chn- 15.00% HP.reg +4.00 ---------- misc 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. |
ethereal brass lantern of clarity ethereal brass lantern of clarity1.0 T1 lite [Ego+] Arcane/Psionic While equipped: Stats +4 Mag dps ---------- Spell.pwr +5 (+5 eff.) ----- def ----- Mind.save +6 (+2 eff.) ---------- misc Light +5 See.Stealth +6 See.Invis +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. |
Planar Beacon Planar Beacon1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 25 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 62.94 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 62.94 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Axe of Fluffy Evil Axe of Fluffy Evil4.0 axe misc [Unique] Unknown Create a ... clockwork gnome. Uses 50 power out of 50/50 It seems there was still one present left. This is a pink ... axe. It obviously is not made for fighting. It looks fluffy. |
Cold Iron Acorn Cold Iron Acorn0.0 T1 trinket misc [Plot Item] Psionic While carried: dps ---------- Mov.spd +20% Dmg.mod +12% physical ----- def ----- Resists +30% mind A small acorn, crafted crudely out of iron. It once belonged to Bander, but now it is yours. The acorn serves as a reminder of who and what you are. |
Kyless' Book Kyless' Book5.0 T1 trinket misc [Plot Item] Psionic This was the book that gave power to Kyless and eventually led to his doom. The book is simple in appearance, bound in leather with no markings on the cover. All of the pages are blank. |
Rimetrail (dig speed 38 turns) Rimetrail (dig speed 38 turns)3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +5% nature Res.pen +5% acid Melee Ret 2 cold On Hit (Melee): * 20% chance to reduce armor by 19% ----- def ----- Resists +11% nature Cut- +20% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Imp Claw Imp Claw2.0 T1 misc tool [Unique] Arcane While equipped: ---------- misc Light +1 See.Stealth +10 Flame: Level 2.0 Pwr.cost 9 out of 9/9. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 88.20 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification Chest2.0 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. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 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. |
soothing steel torque of psionic shield [power 43] (10/25 cooldown) soothing steel torque of psionic shield [power 43] (10/25 cooldown)2.0 T2 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 43 for 5 turns Puts all charms on 25 cooldown 100% to heal for 40. Torques are made by powerful psionics to store psionic powers. |
elm totem of healing [power 110] (10/15 cooldown) elm totem of healing [power 110] (10/15 cooldown)2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
Corrupted heart of the Sandworm Queen Corrupted heart of the Sandworm Queen0.0 heart corpse [Plot Item] Arcane Consume the heart. The heart of the Sandworm Queen, ripped from her dead body and corrupted in the mark of the spellblaze altar. You could ... consume it, should you feel mad enough. |
Forbidden Tome: "A View From The Gallery" Forbidden Tome: "A View From The Gallery"2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
Achievements
By angery thiccboi the Dwarf Cursed level 19
13rd Wealth 122nd year of Ascendancy at 19:01 see stats
By angery thiccboi the Dwarf Cursed level 27
9th Steel 123rd year of Ascendancy at 22:55 see stats
By angery thiccboi the Dwarf Cursed level 29
27th Steel 123rd year of Ascendancy at 23:56 see stats
By angery thiccboi the Dwarf Cursed level 10
4th Profit 122nd year of Ascendancy at 14:43 see stats
By angery thiccboi the Dwarf Cursed level 20
16th Wealth 122nd year of Ascendancy at 22:45 see stats
By angery thiccboi the Dwarf Cursed level 23
42nd Dearth 122nd year of Ascendancy at 08:02 see stats
By angery thiccboi the Dwarf Cursed level 23
42nd Dearth 122nd year of Ascendancy at 08:47 see stats
By angery thiccboi the Dwarf Cursed level 29
21st Steel 123rd year of Ascendancy at 01:25 see stats
By angery thiccboi the Dwarf Cursed level 25
31st Iron 123rd year of Ascendancy at 00:00 see stats
By angery thiccboi the Dwarf Cursed level 5
19th Voratun 122nd year of Ascendancy at 16:49 see stats
By angery thiccboi the Dwarf Cursed level 11
6th Profit 122nd year of Ascendancy at 17:19 see stats
By angery thiccboi the Dwarf Cursed level 19
14th Wealth 122nd year of Ascendancy at 07:20 see stats
By angery thiccboi the Dwarf Cursed level 13
14th Profit 122nd year of Ascendancy at 16:52 see stats
By angery thiccboi the Dwarf Cursed level 19
13rd Wealth 122nd year of Ascendancy at 19:02 see stats
By angery thiccboi the Dwarf Cursed level 27
9th Steel 123rd year of Ascendancy at 10:59 see stats
By angery thiccboi the Dwarf Cursed level 17
41st Profit 122nd year of Ascendancy at 09:06 see stats
Log
Your movements fuel your rampage! (+1 duration)
Lava floor burns angery thiccboi!
Grand Corruptor hits angery thiccboi for (73 rampage shugs off), 28 fire (28 total damage).
Lava floor heals Grand Corruptor!
Grand Corruptor casts Cyst Burst.
Grand Corruptor receives 140 healing.
Grand Corruptor hits angery thiccboi for 81 blight damage.
Lava floor burns angery thiccboi!
Grand Corruptor hits angery thiccboi for 102 fire damage.
Angery thiccboi has shrugged off 73 damage and is ready for more.
Angery thiccboi is no longer cursed.
Talent Slam is ready to use.
angery thiccboi damages herself through Martyrdom!
Grand Corruptor hits angery thiccboi for 0 mind, 0 darkness (1 total damage).
Weakness Disease from Grand Corruptor hits angery thiccboi for (73 rampage shugs off), 15 blight (15 total damage).
Mindrot hits Grand Corruptor for 5 mind, 2 darkness (8 total damage).
Lava floor burns angery thiccboi!
Grand Corruptor hits angery thiccboi for 102 fire damage.
Angery thiccboi uses Slash.
Grand Corruptor is afflicted by a crippling illness!
You feel your rampage slowing down. (-1 duration)
angery thiccboi damages herself through Martyrdom!
Grand Corruptor hits angery thiccboi for 1 mind, 0 mind, (17 to prism), 0 physical, 1 mind (2 total damage).
angery thiccboi hits Grand Corruptor for (570 to bones), 0 physical, 13 mind, 5 mind, 197 physical, 10 mind (224 total damage).
Lava floor heals Grand Corruptor!
Grand Corruptor casts Drain.
Grand Corruptor deactivates Fearscape.