

















Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Items Vault 1.7.6Donators/Buyers bonus! 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. 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 Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
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 Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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. 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.
|
Campaign | Maj'Eyal |
Mode | Nightmare Exploration |
Sex | Female |
Race | Cornac |
Class | Annihilator |
Level / Exp | 43 / 24% |
Size | medium |
Lifes / Deaths | Killed by Spellblaze Crystal at level 11 on the 7th Flare 122nd year of Ascendancy at 00:46 / 33Killed by mecharachnid (servant of 4BIGBOOMS) at level 17 on the 46th Dusk 122nd year of Ascendancy at 20:57 Killed by Gunsnake at level 19 on the 52nd Dusk 122nd year of Ascendancy at 11:12 Killed by cold drake hatchling at level 21 on the 66th Dusk 122nd year of Ascendancy at 11:24 Killed by Harkor'Zun at level 21 on the 66th Dusk 122nd year of Ascendancy at 11:45 Killed by snow giant boulder thrower at level 22 on the 68th Dusk 122nd year of Ascendancy at 18:16 Killed by ritch flamespitter at level 23 on the 69th Dusk 122nd year of Ascendancy at 16:04 Killed by Moving dwarven-steel battleaxe of crippling at level 25 on the 60th Haze 122nd year of Ascendancy at 22:45 Killed by searing horror at level 25 on the 61st Haze 122nd year of Ascendancy at 01:16 Killed by elven corruptor at level 26 on the 1st Decay 122nd year of Ascendancy at 19:27 Killed by Silyldamira the elven guard at level 26 on the 1st Decay 122nd year of Ascendancy at 21:16 Killed by elven mage at level 26 on the 2nd Decay 122nd year of Ascendancy at 22:48 Killed by Acolyte of the Sect of Kryl-Feijan at level 26 on the 3rd Decay 122nd year of Ascendancy at 03:19 Killed by mecharachnid (servant of 4BIGBOOMS) at level 28 on the 1st Regrowth 123rd year of Ascendancy at 19:16 Killed by Emelora the snow giant at level 29 on the 39th Regrowth 123rd year of Ascendancy at 15:51 Killed by Emelora the snow giant at level 29 on the 39th Regrowth 123rd year of Ascendancy at 19:05 Killed by Brrr the halfling at level 29 on the 68th Regrowth 123rd year of Ascendancy at 01:25 Killed by Celia at level 31 on the 72nd Pyre 123rd year of Ascendancy at 11:20 Killed by armoured skeleton warrior at level 31 on the 72nd Pyre 123rd year of Ascendancy at 12:20 Killed by mecharachnid (servant of 4BIGBOOMS) at level 31 on the 74th Pyre 123rd year of Ascendancy at 15:05 Killed by mecharachnid (servant of 4BIGBOOMS) at level 31 on the 76th Pyre 123rd year of Ascendancy at 01:48 Killed by Vaonot the onilug at level 33 on the 4th Mirth 123rd year of Ascendancy at 02:58 Killed by Emodhebeth the worm that walks at level 33 on the 4th Mirth 123rd year of Ascendancy at 08:50 Killed by The Master at level 34 on the 9th Mirth 123rd year of Ascendancy at 00:55 Killed by mecharachnid (servant of 4BIGBOOMS) at level 37 on the 9th Flare 123rd year of Ascendancy at 05:59 Killed by Zubumitha the blade horror at level 38 on the 5th Dusk 123rd year of Ascendancy at 08:32 Killed by faerlhing at level 38 on the 5th Dusk 123rd year of Ascendancy at 09:55 Killed by faerlhing at level 40 on the 14th Dusk 123rd year of Ascendancy at 21:46 Killed by overpowered greater multi-hued wyrm at level 41 on the 15th Dusk 123rd year of Ascendancy at 20:25 Killed by overpowered greater multi-hued wyrm at level 41 on the 15th Dusk 123rd year of Ascendancy at 22:55 Killed by overpowered greater multi-hued wyrm at level 41 on the 16th Dusk 123rd year of Ascendancy at 00:14 Killed by overpowered greater multi-hued wyrm at level 42 on the 16th Dusk 123rd year of Ascendancy at 04:57 Killed by Mirror Image (Greater Mummy Lord) at level 42 on the 6th Haze 123rd year of Ascendancy at 01:16 |
Primary Stats
Strength | 30 (base 14) |
Dexterity | 84 (base 60) |
Constitution | 38 (base 10) |
Magic | 83 (base 44) |
Willpower | 22 (base 10) |
Cunning | 98 (base 60) |
Resources
Life | 979/979 |
Steam | 130/130 |
Healing Factor | 1.2102122670883 |
Regeneration | 0.30255306677206 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +61% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 8 |
See Stealth | 9 |
See Invisible | 19 |
Offense: Mainhand
Damage | 109 |
Accuracy | 75 |
Crit Chance | 53% |
APR | 14 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 37 |
Crit Chance | 27% |
Speed | 1 |
Offense: Mind
Mindpower | 67 |
Crit Chance | 33% |
Speed | 1 |
Offense: Damage Bonus
Acid | +21% |
Blight | +6% |
Physical | +33% |
Mind | +3% |
All | 0% |
Lightning | +9% |
Temporal | +9% |
Fire | +27% |
Cold | +24% |
Offense: Damage Penetration
Lightning | +36% |
Fire | +20% |
Temporal | +10% |
Nature | +5% |
Physical | +29% |
Cold | +34% |
All | 0% |
Defense: Base
Armour (hardiness) | 45 (30%) |
Defense | 56 |
Ranged Defense | 59 |
Fatigue | 0 |
Physical Save | 62 |
Spell Save | 48 |
Mental Save | 38 |
Defense: Resistances
Acid | + 41%( 70%) |
Lightning | + 52%( 70%) |
Cold | + 41%( 70%) |
Temporal | + 52%( 70%) |
Blight | + 39%( 70%) |
Physical | + 40%( 70%) |
Fire | + 40%( 70%) |
All | + 31%( 70%) |
Defense: Immunities
Stun Resistance | 80% |
Teleport Resistance | 100% |
Pinning Resistance | 70% |
Knockback Resistance | 77% |
Disarm Resistance | 100% |
Instadeath Resistance | 100% |
Blind Resistance | 100% |
Inscriptions (5/5)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 12.9 steam per turn. Can be activated for an instant burst of 64 steam. Its effects scale with your Magic 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 144% efficiency and cooldown mod of 77%. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to 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 60 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. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 756% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 280 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Class Talents
Steamtech / Gadgets | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Steamtech / Magnetism | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Demolition | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Steamtech / Artillery | 1.30 |
| 5/5 |
| 4/5 |
| 4/5 |
| 5/5 |
Steamtech / Mecharachnid | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Steamtech / Heavy weapons | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 3/5 |
Steamtech / Turrets | 1.30 |
| 3/5 |
| 2/5 |
| 2/5 |
| 3/5 |
Generic Talents
Steamtech / Engineering | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Combat training | 1.30 |
| 3/5 |
| 2/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.20 |
| 3/5 |
| 2/5 |
| 2/5 |
| 5/5 |
Steamtech / Chemistry | 1.20 |
| 1/5 |
| 1/5 |
| 4/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Exoskeleton |
talent | Chemical Grenade |
talent | Rocket Pod |
beneficial effect | Next melee or ranged attack that deals more than 8% of maximum life is reduced by 40% and triggers a radius 8 conal explosion dealing 28% steamgun damage. 3 stacks remaining. Reactive Armor |
beneficial effect | Has 5 heavy ammunition loaded. Current heavy weapon will be unequiped when no ammunitions are left. 5 Ammo |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
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 have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there again | active |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 6 of Dreadfell. Escort: lost defiler (level 6 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Dreadfell. Escort: lost sun paladin (level 3 of Dreadfell)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Dreadfell. Escort: lost warrior (level 1 of Dreadfell)As a reward you improved Constitution by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved Constitution by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved Constitution by +5. | done |
You failed to protect the repented thief from death by Harkor'Zun. Escort: repented thief (level 1 of Daikara) | failed |
You successfully escorted the repented thief to the recall portal on level 7 of Dreadfell. Escort: repented thief (level 7 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Daikara. Escort: temporal explorer (level 2 of Daikara)As a reward you improved Magic by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | active |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
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 AlchemistsUngrol 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 orc heart. * You've found the needed multi-hued wyrm scale. * You've found the needed black mamba head. | 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! | done |
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 failed to protect her when escorting her out of the crypt. | failed |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | 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 | ![]() 3.0 T5 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Str +8 Dex dps ---------- Dmg.mod +15% fire Res.pen +20% physical ----- def ----- Armour +23 Defense +16 (+5 eff.) Fatigue -5% Phys.save +45 (+12 eff.) Die.at -82.95 life Pinning- +20% Knockbk- +20% Teleport- +100% ---------- misc Max.enc +48 Stam/turn +3.11 Max.stam +31.10 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | ![]() 3.0 T5 shot ammo [Ego++] Master Power 184% Range: 1.2x Uses 70% Dex, 50% Mag, 50% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +14 Crit +18.0% Capacity 20 Proj.spd +200% On Crit: * Wound the target dealing 205 physical damage across 5 turns and reducing healing by 50% While equipped: ---------- misc Talents +4 Hook Shell Shots are used with slings to pummel your foes to death. |
Light source | ![]() 1.0 T3 lite [Random Unique] Nature/Disrupt/Psionic While equipped: dps ---------- Mind.crit +3% Crit.mult +5.00% Mind.pwr +5 (+1 eff.) Dmg.mod +3% mind Melee Ret 6 cold ----- def ----- Defense +10 (+3 eff.) Resists +3% all Phys.save +14 (+4 eff.) Spell.save +21 (+7 eff.) Mind.save +15 (+6 eff.) Max.HP +64.00 ---------- misc Hate/m.crit +3.00 Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +4 Str +3 Dex +5 Mag dps ---------- Mind.crit +3% Crit.mult +20.00% Acc +1 (+0 eff.) ----- def ----- Armour +9 Defense +7 (+2 eff.) Fatigue +3% Resists +12% blight +5% all Crit.chn- 15.00% Phys.save +11 (+3 eff.) ---------- misc Light +3 A hat made of leather. Very stylish. |
On hands | ![]() 1.0 T3 hands armor [Unique] Master While equipped: Stats +5 Con ----- def ----- Armour +9 Disarm- +120% Stun/Frz- +30% Knockbk- +30% ---------- misc Talents +3 Iron Grip Cooldown Clinch -2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
Tool | ![]() 2.0 T3 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 79 for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T5 ring jewelry [Unique] Arcane While equipped: Stats +2 Mag +4 Wil +13 Cun dps ---------- Mind.pwr +11 (+2 eff.) Melee+ 32 physical Ranged+ 29 physical Res.pen +5% nature Melee Ret 10 nature On Hit (Melee): * 20% chance to slow global speed by 66% * 18% chance to reduce all saves and defense by 38 On Hit (Ranged): * 16% chance to reduce all saves and defense by 38 ----- def ----- Spell.save +9 (+3 eff.) Max.HP +38.00 Disarm- +43% Pinning- +50% Knockbk- +27% ---------- misc Mana/s.crit +2.00 Hate/m.crit +2.00 Max.hate +15.00 Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Puts all charms on 1 cooldown "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
On fingers | ![]() 0.1 T4 ring jewelry [Rare] Master While equipped: dps ---------- Mov.spd +18% Dmg.mod +9% lightning +6% cold Res.pen +25% lightning +20% cold +20% fire Acc +13 (+3 eff.) Melee Ret 6 lightning ----- def ----- Defense +8 (+2 eff.) Blinding Speed: Puts all charms on 40 cooldown Level 4.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 35% for 5 turns. Rings make your fingers look great! |
Around neck | ![]() 0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Phys.pwr +5 (+0 eff.) Spell.pwr +5 (+0 eff.) ----- def ----- Blind- +100% ---------- misc See.Invis +10 Summon an elder vampire with Taunt to your side for 15 turns. Uses 60 power out of 60/60 The evilness of undeath radiates from this amulet. |
In main hand | ![]() 4.0 T4 steamgun 1H weapon [Ego++] Nature/Master/Steamtech Power 66% Range: 1.1x Uses 50% Mag Dmg Physical Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +12 Atk.spd 100% Range +10 Proj.spd +600% On Crit.r2 +37 lightning +20 cold On Hit: * burn your foe dealing 84 damage and igniting the ground for 4 turns Uses 2.0 Steam While equipped: dps ---------- Phys.crit +9.0% Mov.spd +43% Res.pen +11% lightning +14% cold Acc +9 (+2 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Around waist | ![]() 1.0 T3 belt armor [Rare] Arcane While equipped: Stats +10 Mag dps ---------- Crit.mult +20.00% Dmg.mod +6% acid +6% blight Melee Ret 4 arcane ----- def ----- Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Mana/turn +0.27 Mana/s.crit +2.00 Max.mana +37.00 A belt that goes around your waist. |
In off hand | ![]() 7.0 T5 shield armor Reqs Shield usage training [Unique] Arcane When used to Attack: Power 162% Range: 1.2x Uses 100% Cun, 70% Mag Dmg Temporal Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +325 On Hit: 25% Turn Back the Clock 3 While equipped: dps ---------- Spell.pwr +12 (+2 eff.) ----- def ----- Armour +4 Defense +8 (+2 eff.) Rng.Def +10 (+3 eff.) Resists +30% temporal Dmg.red +20 all Spell.save +20 (+7 eff.) Proj.slow +50% ---------- misc Talents +1 Block Some mad Chronomancer appears to have affixed a handle to this hole in spacetime. It looks highly effective, in its own strange way. |
Cloak | ![]() 2.0 T3 cloak armor [Ego+] Nature/Master While equipped: dps ---------- Acc +17 (+4 eff.) ----- def ----- Defense +8 (+2 eff.) Fatigue -6% Resists +30% lightning Phys.save +9 (+3 eff.) Max.HP +47.00 Stun/Frz- +50% ---------- misc Max.stam +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.0 T4 cloth armor [Ego++] Arcane While equipped: Stats +8 Str +8 Dex +12 Mag +8 Wil +8 Cun +8 Con dps ---------- Dmg.mod +15% acid +33% physical +12% fire +9% temporal +18% cold Res.pen +10% temporal +9% physical ----- def ----- Resists +14% acid +13% physical +13% fire +14% cold +13% all Anom.red +11 ---------- misc Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 23 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 15.2 steam per turn. Can be activated for an instant burst of 76 steam. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 31 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 9.7 steam per turn. Can be activated for an instant burst of 48 steam. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 211 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 209 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.4 potion [Unique] Nature Quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
![]() 0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 259.42 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +1 Str +2 Dex +3 Con dps ---------- Phys.pwr +10 (+1 eff.) Dmg.mod +12% light Apr +4 ----- def ----- Armour +4 Phys.save +13 (+4 eff.) Max.HP +42.00 HP.reg +7.00 ---------- misc Max.stam +10.00 Amulets make your neck look great! |
![]() 0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Dmg.mod +25% lightning +25% fire +25% arcane +25% cold Res.pen +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
![]() 0.1 T2 ring jewelry [Ego++] Arcane/Psionic While equipped: Stats +5 Mag +5 Wil +1 Cun dps ---------- Spell.pwr +7 (+1 eff.) Melee+ 7 physical Ranged+ 5 physical On Hit (Melee): * 11% chance to reduce all saves and defense by 38 On Hit (Ranged): * 12% chance to reduce all saves and defense by 38 ---------- misc Hate/m.crit +1.00 Max.hate +6.00 Bleeding Edge: Puts all charms on 20 cooldown Level 2.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Rare] Arcane While equipped: Stats +6 Cun +9 Con dps ---------- Dmg.mod +15% darkness +6% light Melee Ret 4 light ----- def ----- Resists +30% darkness +12% mind Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Rare] Nature While equipped: Stats +2 Cun dps ---------- Crit.mult +20.00% Melee Ret 10 mind 2 acid ----- def ----- Resists +8% nature +7% blight Phys.save +6 (+2 eff.) Die.at -40.00 life Poison- +17% Disease- +16% ---------- misc Equi/ret +0.04 Rings make your fingers look great! |
![]() 3.0 T4 battleaxe 2H weapon Reqs Str 35 [Normal] Power 158% Range: 1.5x Uses 50% Mag, 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +7.5% Atk.spd 100% Massive two-handed battleaxes. |
![]() 3.0 T4 greatsword 2H weapon Reqs Str 35 [Ego] Arcane/Nature Power 161% Range: 1.6x Uses 50% Mag, 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% Melee+ +10 nature On Hit: * 25% chance for lightning to strike from the target to a second target dealing 64 damage Massive two-handed swords. |
![]() 3.0 T5 longsword 1H weapon Reqs Str 35 [Unique] Arcane Power 149% Range: 1.4x Uses 50% Mag, 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +10 Crit +10.0% Atk.spd 100% Melee+ +25 ice On Hit: * Create a Winter Storm that gradually expands (from radius 1 to radius 4), dealing 45.39 cold damage (based on Strength) to your enemies each turn and slowing their ability to act by 20%. Subsequent melee strikes will relocate the storm on top of your target and increase its duration. While equipped: dps ---------- Dmg.mod +20% cold Melee Ret 40 ice ----- def ----- Resists +25% cold Ice.pen +35% No Winter Storm Active Precipitate ice walls (lasting 10 turns) within your Winter Storm's area. Uses 30 power out of 40/40 The air seems to freeze around the blade of this sword, draining all heat from the area. It is said the Conclave created this weapon for their warmaster during the dark times of the first allure war. |
![]() 3.0 T4 mindstar 1H weapon Reqs Wil 35 [Rare] Nature/Psionic Power 106% Range: 1.1x Uses 50% Wil, 50% Mag, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +10.5% Atk.spd 100% On Hit.r1 +16 temporal While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) Res.pen +25% blight Acc +20 (+4 eff.) On Hit (Melee): * 21% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +6% temporal Mind.save +9 (+4 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Max.psi +41.00 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. |
![]() 5.0 T5 staff 2H weapon [Normal] Power 137% Range: 1.2x Uses 130% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +15 (+2 eff.) Dmg.mod +30% arcane ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Ego++] Arcane/Nature Power 137% Range: 1.2x Uses 130% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +6 Con dps ---------- Spell.crit +5% Spell.pwr +29 (+4 eff.) S.pwr/crit +9 Dmg.mod +30% acid ----- def ----- HP.reg +1.90 Heal.mod +22% ---------- misc Talents +1 Command Staff Conjure elemental energy in a radius 10 cone, dealing 67.46 to 80.95 acid damage Puts all charms on 8 cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T4 staff 2H weapon [Ego+] Arcane Power 129% Range: 1.2x Uses 130% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +26 (+3 eff.) Dmg.mod +25% fire ---------- misc Mana/turn +0.67 Max.mana +79.00 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 4.0 T2 steamgun 1H weapon [Ego] Arcane/Master/Steamtech Power 66% Range: 1.1x Uses 50% Mag Dmg Physical Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +6 Atk.spd 100% Range +7 Proj.spd +600% Ranged+ +7 lightning Uses 2.0 Steam While equipped: dps ---------- Dmg.mod +9% lightning Acc +6 (+1 eff.) ---------- misc Cooldown Strafe -2 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 3.0 T4 steamsaw 1H weapon Reqs Str 35 [Normal] Steamtech Power 142% Range: 1.5x Uses 50% Mag, 100% Str Dmg Phys.bleed Acc+ +0.2% crit chance (max 25%) Crit +4.0% Atk.spd 100% Block +74 Uses 1.0 Steam While equipped: ----- def ----- Armour +5 Defense +8 (+2 eff.) Fatigue +10% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T4 waraxe 1H weapon Reqs Str 35 [Ego++] Master/Psionic Power 139% Range: 1.4x Uses 50% Mag, 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: dps ---------- Res.pen +9% physical Acc +17 (+4 eff.) Apr +10 One-handed war axes. |
![]() 1.0 T3 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +5% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() 2.0 T5 cloak armor [Ego+] Arcane/Psionic While equipped: Stats +3 Wil dps ---------- Spell.crit +4% Crit.mult +14.00% Spell.pwr +8 (+1 eff.) Dmg.mod +11% arcane Res.pen +10% arcane ----- def ----- Defense +3 (+1 eff.) Mind.save +14 (+5 eff.) ---------- misc Max.mana +70.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Ego] Nature/Master While equipped: Stats +1 Str +3 Con ----- def ----- Defense +2 (+0 eff.) Max.HP +35.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T4 cloth armor [Rare] Nature While equipped: Stats +5 Dex dps ---------- Phys.pwr +10 (+1 eff.) Dmg.mod +6% physical +26% cold Res.pen +20% physical Apr +6 ----- def ----- Armour +12 Defense +15 (+4 eff.) Resists +39% cold +9% mind +13% all Phys.save +12 (+3 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +1 Mag +2 Con ----- def ----- Armour +3 Fatigue +2% Resists +6% mind Max.HP +60.00 Silence- +22% Confus- +24% Stun/Frz- +20% ---------- misc See.Invis +6 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.5 T5 hands armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +6 Str +6 Dex dps ---------- Phys.crit +10.0% Steam.crit +10% Crit.mult +30.00% Dmg.mod +8% all ----- def ----- Armour +12 Disarm- +50% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Gauntlets. But with steam power! |
![]() 3.0 T1 head armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 14.0 T4 heavy armor Reqs Heavy armour training Str 38 [Ego+] Arcane/Psionic While equipped: Stats +4 Cun ----- def ----- Armour +17 Defense +15 (+4 eff.) Fatigue +12% Resists +14% light +13% darkness Mind.save +18 (+7 eff.) A suit of armour made of mail. |
![]() 6.0 T4 mummy armor [Ego] Psionic While equipped: Stats +7 Wil +11 Mag dps ---------- Spell.pwr +10 (+2 eff.) Dmg.mod +15% cold +15% arcane +15% darkness ----- def ----- Armour +2 Defense +5 (+1 eff.) Fatigue +2% Resists -25% fire ---------- misc Mana/turn +0.34 Psi/turn +0.22 Decaying mummy wrappings. |
![]() 6.0 T4 mummy armor [Normal] While equipped: Stats +5 Mag dps ---------- Spell.pwr +10 (+2 eff.) Dmg.mod +15% cold +15% arcane +15% darkness ----- def ----- Armour +2 Defense +5 (+1 eff.) Fatigue +2% Resists -25% fire Decaying mummy wrappings. |
![]() 6.0 T4 mummy armor [Normal] While equipped: Stats +9 Mag dps ---------- Spell.pwr +10 (+2 eff.) Dmg.mod +15% cold +15% arcane +15% darkness ----- def ----- Armour +2 Defense +5 (+1 eff.) Fatigue +2% Resists -25% fire Decaying mummy wrappings. |
![]() 6.0 T4 mummy armor [Normal] While equipped: Stats +3 Mag dps ---------- Spell.pwr +8 (+1 eff.) Dmg.mod +15% cold +15% arcane +15% darkness ----- def ----- Armour +2 Defense +5 (+1 eff.) Fatigue +2% Resists -25% fire Decaying mummy wrappings. |
![]() 6.0 T4 mummy armor [Normal] While equipped: Stats +9 Mag dps ---------- Spell.pwr +9 (+1 eff.) Dmg.mod +15% cold +15% arcane +15% darkness ----- def ----- Armour +2 Defense +5 (+1 eff.) Fatigue +2% Resists -25% fire Decaying mummy wrappings. |
![]() 6.0 T4 mummy armor [Normal] While equipped: Stats +5 Mag dps ---------- Spell.pwr +9 (+1 eff.) Dmg.mod +15% cold +15% arcane +15% darkness ----- def ----- Armour +2 Defense +5 (+1 eff.) Fatigue +2% Resists -25% fire Decaying mummy wrappings. |
![]() 6.0 T4 mummy armor [Normal] While equipped: Stats +8 Mag dps ---------- Spell.pwr +9 (+1 eff.) Dmg.mod +15% cold +15% arcane +15% darkness ----- def ----- Armour +2 Defense +5 (+1 eff.) Fatigue +2% Resists -25% fire Decaying mummy wrappings. |
![]() 6.0 T4 mummy armor [Ego] Nature While equipped: Stats +5 Mag dps ---------- Spell.pwr +9 (+1 eff.) Dmg.mod +15% arcane +15% cold +15% darkness +21% nature ----- def ----- Armour +2 Defense +5 (+1 eff.) Fatigue +2% Resists +31% nature -25% fire Decaying mummy wrappings. |
![]() 6.0 T4 mummy armor [Ego+] Arcane While equipped: Stats +4 Wil +9 Mag dps ---------- Spell.crit +4% Spell.pwr +19 (+2 eff.) Dmg.mod +14% temporal +15% darkness +19% blight +15% cold +28% arcane ----- def ----- Armour +2 Defense +5 (+1 eff.) Fatigue +2% Resists +19% blight -25% fire ---------- misc Max.mana +53.00 Decaying mummy wrappings. |
![]() 7.0 T1 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 117% Range: 1.4x Uses 50% Mag, 140% Cun Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +2.0% Block +48 Melee+ +10 cold While equipped: dps ---------- On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. ----- def ----- Armour +8 Defense +8 (+2 eff.) Fatigue +12% Resists +15% cold +10% fire ---------- misc Max.Air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
![]() 7.0 T4 shield armor Reqs Shield usage training [Unique] Nature/Master When used to Attack: Power 170% Range: 1.2x Uses 50% Mag, 100% Cun Dmg Fire Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +220 While equipped: dps ---------- On shield block: * 30% chance that you'll breathe fire in a cone at the attacker (if within range 6). This can only occur up to 4 times per turn. Melee Ret 17 fire ----- def ----- Armour +9 Defense +16 (+5 eff.) Rng.Def +15 (+4 eff.) Fatigue +20% Resists +35% fire Affinity +15% fire ---------- misc Talents +1 Block On block: 30% chance that you'll breathe fire in a cone at the attacker (if within range 6). This can only occur up to 4 times per turn. This large shield was made using scales of many fire drakes from the lost land of Tar'Eyal. |
![]() 7.0 T5 shield armor Reqs Shield usage training [Unique] Arcane When used to Attack: Power 160% Range: 1.2x Uses 50% Mag, 100% Cun Dmg Ice Acc+ +2.0% proc dam (max 200%) Crit +8.0% Block +150 On Hit: 15% Ice Shards 3 While equipped: ----- def ----- Armour +20 Defense +5 (+1 eff.) Rng.Def +12 (+3 eff.) Fatigue +10% Resists +25% cold +25% fire ---------- misc Talents +1 Shieldsmaiden Aura +1 Block Granted talent can block up to 1 instance of damage each 10 turns. Myths tell of shieldsmaidens, a tribe of warrior women from the northern wastes of Maj'Eyal. Their martial prowess and beauty drew the fascination of swaths of admirers, yet all unrequited. So began the saying, that a shieldsmaiden's heart is as cold and unbreakable as her shield. |
![]() 7.0 T4 shield armor Reqs Shield usage training [Ego++] Arcane/Master When used to Attack: Power 166% Range: 1.2x Uses 50% Mag, 100% Cun Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +146 Melee+ +17 light +10 darkness While equipped: Stats +6 Str +4 Dex +5 Mag +1 Cun dps ---------- Dmg.mod +14% light +15% darkness Acc +11 (+2 eff.) ----- def ----- Armour +8 Fatigue +8% Resists +12% light +14% darkness ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 0.0 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. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T4 forbidden tome [Unique] Unknown Read the book. A gross tome of lost knowledge. Even touching it makes you feel sick. |
![]() 2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
![]() 2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 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. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Phys.save +6 (+2 eff.) Max.HP +41.00 Heal.mod +11% ---------- 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. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 1.0 orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 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. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 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. |
simple frost salve [power 18] simple frost salve [power 18]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 144% efficiency and 77% cooldown modifier. Remove 1 physical effects and grants a frost aura (18% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple healing salve [power 223] simple healing salve [power 223]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 144% efficiency and 77% cooldown modifier. Heal 223 Puts Talent Medical Injector on 15 cooldown Medical salve. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 3.0 T4 shot ammo [Ego+] Arcane/Master Power 162% Range: 1.2x Uses 70% Dex, 50% Mag, 50% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +11 Crit +10.5% Capacity 20 Proj.spd +200% On Crit: * Splash the target with acid dealing 107 damage over 5 turns and reducing armor and accuracy by 14 While equipped: Shots are used with slings to pummel your foes to death. |
![]() 3.0 T5 shot ammo [Ego++] Master Power 173% Range: 1.2x Uses 70% Dex, 50% Mag, 50% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +6 Crit +23.0% Capacity 20 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 205 physical damage across 5 turns and reducing healing by 50% While equipped: Shots are used with slings to pummel your foes to death. |
![]() 3.0 T4 shot ammo [Ego++] Disrupt/Psionic Power 152% Range: 1.2x Uses 70% Dex, 50% Mag, 50% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +5 Crit +5.5% Capacity 19 Ranged+ +17 physical Against +21% 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% * 20% chance to knock the target back 3 spaces and deal 257 physical damage Shots are used with slings to pummel your foes to death. |
![]() 0.0 T4 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Power 66% Range: 1.1x Uses 50% Mag Dmg Physical On Hit.r1 +80 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! |
![]() 2.0 T2 torque charm [Ego] Psionic Blast the opponent's mind dealing 196 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 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. |
![]() 0.0 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. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
Achievements
By 4BIGBOOMS the Cornac Annihilator level 35
3rd Summertide 123rd year of Ascendancy at 20:19 see stats
By 4BIGBOOMS the Cornac Annihilator level 35
10th Mirth 123rd year of Ascendancy at 05:32 see stats
By 4BIGBOOMS the Cornac Annihilator level 39
10th Dusk 123rd year of Ascendancy at 14:13 see stats
By 4BIGBOOMS the Cornac Annihilator level 39
14th Dusk 123rd year of Ascendancy at 13:50 see stats
By 4BIGBOOMS the Cornac Annihilator level 38
4th Dusk 123rd year of Ascendancy at 19:27 see stats
By 4BIGBOOMS the Cornac Annihilator level 15
25th Dusk 122nd year of Ascendancy at 21:07 see stats
By 4BIGBOOMS the Cornac Annihilator level 37
8th Flare 123rd year of Ascendancy at 15:55 see stats
By 4BIGBOOMS the Cornac Annihilator level 38
7th Dusk 123rd year of Ascendancy at 13:05 see stats
By 4BIGBOOMS the Cornac Annihilator level 21
66th Dusk 122nd year of Ascendancy at 14:28 see stats
By 4BIGBOOMS the Cornac Annihilator level 20
55th Dusk 122nd year of Ascendancy at 07:31 see stats
By 4BIGBOOMS the Cornac Annihilator level 29
1st Pyre 123rd year of Ascendancy at 14:33 see stats
By 4BIGBOOMS the Cornac Annihilator level 42
16th Dusk 123rd year of Ascendancy at 06:34 see stats
By 4BIGBOOMS the Cornac Annihilator level 10
10th Mirth 122nd year of Ascendancy at 13:22 see stats
By 4BIGBOOMS the Cornac Annihilator level 20
55th Dusk 122nd year of Ascendancy at 04:39 see stats
By 4BIGBOOMS the Cornac Annihilator level 30
54th Pyre 123rd year of Ascendancy at 08:36 see stats
By 4BIGBOOMS the Cornac Annihilator level 40
14th Dusk 123rd year of Ascendancy at 16:43 see stats
By 4BIGBOOMS the Cornac Annihilator level 24
30th Haze 122nd year of Ascendancy at 19:32 see stats
By 4BIGBOOMS the Cornac Annihilator level 33
4th Mirth 123rd year of Ascendancy at 10:06 see stats
By 4BIGBOOMS the Cornac Annihilator level 26
1st Decay 122nd year of Ascendancy at 10:01 see stats
By 4BIGBOOMS the Cornac Annihilator level 37
9th Flare 123rd year of Ascendancy at 07:12 see stats
By 4BIGBOOMS the Cornac Annihilator level 26
1st Decay 122nd year of Ascendancy at 21:16 see stats
By 4BIGBOOMS the Cornac Annihilator level 10
1st Summertide 122nd year of Ascendancy at 04:26 see stats
By 4BIGBOOMS the Cornac Annihilator level 19
54th Dusk 122nd year of Ascendancy at 11:36 see stats
By 4BIGBOOMS the Cornac Annihilator level 24
41st Haze 122nd year of Ascendancy at 06:32 see stats
By 4BIGBOOMS the Cornac Annihilator level 25
66th Haze 122nd year of Ascendancy at 18:30 see stats
By 4BIGBOOMS the Cornac Annihilator level 42
60th Dusk 123rd year of Ascendancy at 05:35 see stats
By 4BIGBOOMS the Cornac Annihilator level 28
6th Allure 123rd year of Ascendancy at 14:36 see stats
By 4BIGBOOMS the Cornac Annihilator level 18
47th Dusk 122nd year of Ascendancy at 12:07 see stats
By 4BIGBOOMS the Cornac Annihilator level 34
9th Mirth 123rd year of Ascendancy at 03:04 see stats
Log
Rested for 0 turns (stop reason: hostile spotted to the east (carrion worm mass)).
4BIGBOOMS shoots!
4BIGBOOMS's Shoot performs a ranged critical strike against Carrion worm mass!
4BIGBOOMS's Shoot hits Carrion worm mass for 386 physical, 25 physical, 40 lightning, 25 cold (476 total damage).
4BIGBOOMS's Shoot killed Carrion worm mass!
Resting starts...
Talent Grenade Launcher is ready to use.
Rested for 9 turns (stop reason: all resources and life at maximum).
Ran for 5 turns (stop reason: hostile spotted to the north (barrow wight)).
4BIGBOOMS shoots!
4BIGBOOMS's Rocket Pod performs a ranged critical strike against Barrow wight!
Mecharachnid (servant of 4BIGBOOMS) uses Gauss Cannon.
4BIGBOOMS's Rocket Pod hits Barrow wight for 348 fire, 14 physical, 14 lightning, 6 cold, 46 fire (428 total damage).
Mecharachnid (servant of 4BIGBOOMS) uses Haywire Missiles.
Mecharachnid (servant of 4BIGBOOMS)'s Gauss Cannon hits Barrow wight for 149 lightning, 6 fire (155 total damage).
4BIGBOOMS's Shoot hits Barrow wight for 261 physical, 29 physical (290 total damage).
You collect a new ingredient: vial of wight ectoplasm (1).
Mecharachnid (servant of 4BIGBOOMS)'s Advanced Targeting System hits Barrow wight for 75 lightning damage.
Mecharachnid (servant of 4BIGBOOMS)'s Advanced Targeting System killed Barrow wight!
Resting starts...
Mecharachnid (servant of 4BIGBOOMS) uses Implant: Steam Generator.
Talent Grenade Launcher is ready to use.
Rested for 8 turns (stop reason: all resources and life at maximum).
4BIGBOOMS wears (replacing Fire Dragon Shield (16 def, 9 armour, 170% power, 220 block)): Temporal Rift (8 def, 4 armour, 161% power, 325 block).