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! Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. 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: 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:
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. 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:
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. 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 Roguelike |
Sex | Female |
Race | Thalore |
Class | Berserker |
Level / Exp | 40 / 62% |
Size | big |
Lifes / Deaths | Killed by Tortured Mass Glorata at level 40 on the 1st Flare 123rd year of Ascendancy at 19:03 / 1 |
Antimagic | Follower |
Primary Stats
Strength | 137 (base 60) |
Dexterity | 37 (base 20) |
Constitution | 52 (base 30) |
Magic | 8 (base 10) |
Willpower | 100 (base 60) |
Cunning | 47 (base 16) |
Resources
Life | -270/1544 |
Steam | 100/100 |
Stamina | 163/462 |
Equilibrium | 43 |
Healing Factor | 1.469329218765 |
Regeneration | 45.413393543086 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 16 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 229 |
Accuracy | 52 |
Crit Chance | 85% |
APR | 63 |
Speed | 1.00 |
Offense: Spell
Spellpower | 8 |
Crit Chance | 22% |
Speed | 1 |
Offense: Mind
Mindpower | 49 |
Crit Chance | 24% |
Speed | 1 |
Offense: Damage Bonus
Acid | +11% |
Cold | +25% |
Lightning | +11% |
Mind | +9% |
All | +2% |
Offense: Damage Penetration
Darkness | +15% |
Light | +10% |
Mind | +10% |
Defense: Base
Armour (hardiness) | 77.292304923968 (87.807182003187%) |
Defense | 27 |
Ranged Defense | 27 |
Fatigue | 0 |
Physical Save | 46 |
Spell Save | 31 |
Mental Save | 48 |
Defense: Resistances
Blight | + 28%( 70%) |
Arcane | + 23%( 70%) |
Cold | + 45%( 70%) |
All | + 19%( 70%) |
Lightning | + 60%( 70%) |
Light | + 34%( 70%) |
Physical | + 35%( 70%) |
Darkness | + 34%( 70%) |
Fire | + 19%( 70%) |
Nature | + 34%( 70%) |
Defense: Immunities
Stun Resistance | 50% |
Bleed Resistance | 70% |
Teleport Resistance | 20% |
Instadeath Resistance | 100% |
Disarm Resistance | 100% |
Poison Resistance | 70% |
Knockback Resistance | 50% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 687 life over 5 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 47% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1112% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
Class Talents
Technique / Berserker's strength | 1.30 |
| 3/5 |
| 4/5 |
| 4/5 |
| 0/5 |
Technique / Bloodthirst | 1.30 |
| 4/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Two-handed assault | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Generic Talents
Wild-gift / Fungus | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.00 |
| 3/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. * You have killed the necromancers and saved all of the Krogs, well done Ziguranth! | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the injured seer from death by barrow wight. Escort: injured seer (level 6 of Dreadfell) | failed |
You successfully escorted the lone alchemist to the recall portal on level 1 of Dreadfell. Escort: lone alchemist (level 1 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Dreadfell. Escort: lone alchemist (level 3 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 5 of Dreadfell. Escort: lost sun paladin (level 5 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Trollmire. Escort: lost tinker (level 3 of Trollmire)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Dreadfell. Escort: lost warrior (level 2 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 4 of Dreadfell. Escort: repented thief (level 4 of Dreadfell)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Trollmire. Escort: temporal explorer (level 2 of Trollmire)As a reward you improved Willpower by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
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 |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | done |
Inside some of your foes you have found some intact pieces that give you new ideas. Research. Tinker. Annihilate.Keep on killing mechanical contraptions or steam-related foes... * You destroyed a mecharachnid equiped with a flamethrower. Both those things could prove very useful. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. The fortress's current energy level is: 27. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
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 AlchemistsStire of Derth has completed an elixir of the fox without your aid. Stire of Derth has completed an elixir of avoidance without your aid. Stire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed multi-hued wyrm scale. * You've found the needed electric eel tail. * You've found the needed pouch of bone giant dust. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed warg claw. Marus of Elvala has completed an elixir of the savior without your aid. You have aided Marus of Elvala in creating an elixir of mastery. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of brawn. Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * You've found the needed bear paw. * You've found the needed pouch of faeros ash. * You've found the needed vial of squid ink. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 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* Find a Blood-Runed Athame. * Find a Resonating Diamond. | active |
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 | Xerumima the Coalguile (0 def, 5 armour) Xerumima the Coalguile (0 def, 5 armour)3.0 T5 feet armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Res.pen +15% darkness +10% mind ----- def ----- Armour +5 Fatigue +4% Resists +12% darkness HP.reg +6.00 Heal.mod +18% ---------- misc Light +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | nightwalker's alchemist's lamp of focus nightwalker's alchemist's lamp of focus1.0 T3 lite [Ego+] Nature/Psionic While equipped: Stats +7 Wil dps ---------- Phys.crit +4.0% Crit.mult +12.00% Phys.pwr +6 (+1 eff.) Dmg.mod +7% mind ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Islynn (6 def, 10 armour) Islynn (6 def, 10 armour) 2.0 T3 head armor [Random Unique] Master While equipped: Stats +7 Str +8 Wil +11 Cun ----- def ----- Armour +10 Defense +6 (+3 eff.) Fatigue +3% Resists +8% blight +2% all Phys.save +9 (+3 eff.) Mind.save +17 (+6 eff.) 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 413.9 Physical damage. If the attack hits, the target is confused (36% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
Tool | Amudur (dig speed 36 turns) Amudur (dig speed 36 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str dps ---------- Dmg.mod +9% acid Melee Ret 2 acid ----- def ----- Armour +2 Fatigue -5% Resists +5% arcane While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | Shockvagrant Shockvagrant0.1 T2 ring jewelry [Rare] Psionic While equipped: Stats +4 Cun dps ---------- Melee+ 12 physical Ranged+ 15 physical Res.pen +10% light Acc +15 (+5 eff.) Apr +2 On Hit (Melee): * 13% chance to reduce all saves and defense by 30 On Hit (Ranged): * 14% chance to reduce all saves and defense by 30 ----- def ----- Armour +8 Resists +18% lightning +9% light ---------- misc Hate/m.crit +2.00 Max.hate +7.00 Bleeding Edge: Puts all charms on 20 cooldown Level 4.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
On fingers | Vargh Redemption Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con 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 25.00 cold and 20.40 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. |
Around 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. |
In main hand | voratun battleaxe 'Glimmergrinder' (169% power, 24 apr) voratun battleaxe 'Glimmergrinder' (169% power, 24 apr) 3.0 T5 battleaxe 2H weapon [Rare] Master Power 169% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +24 Crit +28.0% Atk.spd 100% While equipped: Stats +5 Cun dps ---------- Phys.crit +7.0% Crit.mult +16.00% Apr +16 Melee Ret 4 light ----- def ----- Resists +6% light Mind.save +18 (+6 eff.) ---------- misc Light +3 Massive two-handed battleaxes. |
On hands | Samuhell the drakeskin leather gloves (0 def, 3 armour) Samuhell the drakeskin leather gloves (0 def, 3 armour) 1.0 T4 hands armor [Random Unique] Nature/Master While equipped: Stats +5 Cun +5 Dex dps ---------- Phys.crit +17.0% Spell.crit +10% Mind.crit +12% Crit.mult +8.00% Melee+ 9 cold Dmg.mod +8% cold Acc +9 (+3 eff.) Apr +7 ----- def ----- Armour +3 Resists +7% cold +3% light +9% nature Spell.save +6 (+3 eff.) Disarm- +100% ---------- misc Light +3 Talents +5 Iron Grip Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | dwarven-steel mail armour 'Zanutir' (8 def, 16 armour) dwarven-steel mail armour 'Zanutir' (8 def, 16 armour) 14.0 T3 heavy armor Reqs Heavy armour training [Random Unique] Master While equipped: Stats +6 Str +6 Con dps ---------- Phys.crit +3.0% Apr +1 ----- def ----- Armour +16 Defense +8 (+4 eff.) Fatigue +12% Phys.save +3 (+1 eff.) Max.HP +94.00 HP.reg +10.00 Poison- +70% Disease- +70% Cut- +70% A suit of armour made of mail. |
Cloak | Betoganor the Chargeraze (3 def, 6 armour) Betoganor the Chargeraze (3 def, 6 armour) 2.0 T5 cloak armor [Rare] Master While equipped: Stats +6 Cun +4 Dex dps ---------- Dmg.mod +9% lightning Acc +7 (+3 eff.) Apr +6 ----- def ----- Armour +6 Defense +3 (+2 eff.) Resists +33% lightning +6% darkness HP.reg +4.00 Stun/Frz- +50% Knockbk- +10% Teleport- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Daneth's Neckguard Daneth's Neckguard2.0 T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con ----- def ----- Armour +10 Fatigue +2% Resists +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
Inventory
medical injector implant (efficiency 123% / cooldown 81%) medical injector implant (efficiency 123% / cooldown 81%)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 123% efficiency and cooldown mod of 81%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the psychic (efficiency 197% / cooldown 82%) medical injector implant of the psychic (efficiency 197% / cooldown 82%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 197% efficiency and cooldown mod of 82%. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the titan (efficiency 189% / cooldown 74%) medical injector implant of the titan (efficiency 189% / cooldown 74%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 189% efficiency and cooldown mod of 74%. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the titan (efficiency 131% / cooldown 66%) medical injector implant of the titan (efficiency 131% / cooldown 66%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 131% efficiency and cooldown mod of 66%. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the duelist (steam 14) steam generator implant of the duelist (steam 14)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 26 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 13.6 steam per turn. Can be activated for an instant burst of 68 steam. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
heroism infusion of the sneak (die at -338; dur 7; cd 30) heroism infusion of the sneak (die at -338; dur 7; cd 30)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 30 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -338 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 677 life, 14 duration) If your life is below 0 when this effect wears off it will be set to 1. 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. |
heroism infusion of the titan (die at -538; dur 7; cd 35) heroism infusion of the titan (die at -538; dur 7; cd 35)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 35 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -538 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 1077 life, 14 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the psychic (heal 583; 15 cd) regeneration infusion of the psychic (heal 583; 15 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 583 life over 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
Mirror Image Rune (dur 6; cd 24) Mirror Image Rune (dur 6; cd 24)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Prismatic Rune (6 turns; lightning, physical, darkness, mind, nature, arcane) Prismatic Rune (6 turns; lightning, physical, darkness, mind, nature, arcane)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd 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: 3 lightning, 4 physical, 3 darkness, 3 mind, 5 nature, 4 arcane Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Air Recycler schematic: Air Recycler0.1 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. |
schematic: Armour Reinforcement schematic: Armour Reinforcement0.1 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. |
2 schematic: Back Support 2 schematic: Back Support0.1 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. |
4 schematic: Crystal Plating 4 schematic: Crystal Plating0.1 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. |
3 schematic: Flare Shell 3 schematic: Flare Shell0.1 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. |
2 schematic: Frost Salve 2 schematic: Frost Salve0.1 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. |
2 schematic: Fungal Web 2 schematic: Fungal Web0.1 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. |
schematic: Headlamp schematic: Headlamp0.1 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. |
schematic: Healing Salve schematic: Healing Salve0.1 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. |
schematic: Itching Powder schematic: Itching Powder0.1 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. |
schematic: Lightning Coil schematic: Lightning Coil0.1 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. |
2 schematic: Magnetic Shell 2 schematic: Magnetic Shell0.1 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. |
3 schematic: Mental Stimulator 3 schematic: Mental Stimulator0.1 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. |
schematic: Moss Tread schematic: Moss Tread0.1 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. |
5 schematic: Pain Suppressor Salve 5 schematic: Pain Suppressor Salve0.1 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. |
schematic: Poison Groove schematic: Poison Groove0.1 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. |
2 schematic: Razor Edge 2 schematic: Razor Edge0.1 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. |
3 schematic: Rocket Boots 3 schematic: Rocket Boots0.1 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. |
schematic: Saw Projector schematic: Saw Projector0.1 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. |
schematic: Saw Shell schematic: Saw Shell0.1 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. |
schematic: Second Skin schematic: Second Skin0.1 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. |
schematic: Shocking Edge schematic: Shocking Edge0.1 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. |
2 schematic: Spike Attachment 2 schematic: Spike Attachment0.1 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. |
3 schematic: Steamsaw 3 schematic: Steamsaw0.1 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. |
2 schematic: Thunderclap Coating 2 schematic: Thunderclap Coating0.1 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. |
schematic: Toxic Shell schematic: Toxic Shell0.1 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. |
schematic: Viral Injector schematic: Viral Injector0.1 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. |
4 schematic: Water Salve 4 schematic: Water Salve0.1 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. |
schematic: White Light Emitter schematic: White Light Emitter0.1 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. |
2 schematic: Winterchill Edge 2 schematic: Winterchill Edge0.1 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. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
surging elven-wood starstaff of warding (129% power, 5 apr, darkness element) surging elven-wood starstaff of warding (129% power, 5 apr, darkness element)5.0 T4 staff 2H weapon Reqs Mag 35 [Ego] Arcane Power 129% Range: 1.2x Uses 80% 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 +12 (+12 eff.) S.pwr/crit +6 Dmg.mod +25% darkness ----- def ----- Armour +4 Defense +4 (+2 eff.) ---------- misc Wards +2 darkness Talents +2 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Sceptre of the Archlich (150% power, 12 apr, darkness element) Sceptre of the Archlich (150% power, 12 apr, darkness element)5.0 T5 staff 2H weapon Reqs Mag 50 [Unique] Arcane It desires to be surrounded by undeath. Power 150% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +12 Atk.spd 100% While equipped: dps ---------- Spell.crit +15% Spell.pwr +40 (+26 eff.) Dmg.mod +35% darkness ---------- misc Masteries +0.20 Spell/Animus +0.20 Spell/Master of flesh +0.20 Spell/Master necromancer +0.20 Spell/Master of bones This sceptre, carved of ancient, blackened bone, holds a single gem of deep obsidian. You feel a dark power from deep within, looking to get out. |
dragonbone starstaff of protection (136% power, 6 apr, darkness element) dragonbone starstaff of protection (136% power, 6 apr, darkness element)5.0 T5 staff 2H weapon Reqs Mag 48 [Ego+] Arcane Power 137% Range: 1.2x Uses 80% 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 (+13 eff.) Dmg.mod +30% darkness ----- def ----- Resists +15% darkness ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
earthen dragonbone vilestaff of fate (136% power, 6 apr, fire element) earthen dragonbone vilestaff of fate (136% power, 6 apr, fire element)5.0 T5 staff 2H weapon Reqs Mag 48 [Ego] Arcane Power 137% Range: 1.2x Uses 80% 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 +10% Spell.pwr +15 (+13 eff.) Dmg.mod +30% fire ----- def ----- Armour +2 Hardiness +8% Phys.save +19 (+6 eff.) Spell.save +9 (+5 eff.) Mind.save +9 (+3 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
imbued dragonbone magestaff of channeling (136% power, 6 apr, cold element) imbued dragonbone magestaff of channeling (136% power, 6 apr, cold element)5.0 T5 staff 2H weapon Reqs Mag 48 [Ego++] Arcane Power 137% Range: 1.2x Uses 80% 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 +27 (+19 eff.) Dmg.mod +30% cold ---------- misc Mana/turn +0.38 Talents +1 Command Staff On Spell Hit: 10% Epidemic 2 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. |
imbued dragonbone vilestaff of breaching (136% power, 6 apr, blight element) imbued dragonbone vilestaff of breaching (136% power, 6 apr, blight element)5.0 T5 staff 2H weapon Reqs Mag 48 [Ego++] Arcane Power 137% Range: 1.2x Uses 80% 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 (+13 eff.) Dmg.mod +30% blight Res.pen +15% blight ---------- misc Talents +1 Command Staff On Spell Hit: 10% Ice Shards 3 Staves designed for wielders of magic, by the greats of the art. |
infernal dragonbone starstaff of protection (136% power, 6 apr, darkness element) infernal dragonbone starstaff of protection (136% power, 6 apr, darkness element)5.0 T5 staff 2H weapon Reqs Mag 48 [Ego++] Arcane Power 137% Range: 1.2x Uses 80% 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% Crit.mult +21.00% Spell.pwr +19 (+15 eff.) Melee+ 27 fire Dmg.mod +30% darkness ----- def ----- Resists +15% darkness ---------- misc See.Invis +9 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Flashward the dwarven-steel battleaxe (139% power, 2 apr) Flashward the dwarven-steel battleaxe (139% power, 2 apr)3.0 T3 battleaxe 2H weapon [Rare] Nature Power 139% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% While equipped: Stats +7 Str +7 Dex +9 Mag +10 Wil +6 Cun +6 Con dps ---------- Dmg.mod +12% light ----- def ----- Resists +3% cold +1% physical Die.at -40.00 life Poison- +10% Confus- +20% Massive two-handed battleaxes. |
caustic voratun battleaxe of disruption (172% power, 4 apr) caustic voratun battleaxe of disruption (172% power, 4 apr)3.0 T5 battleaxe 2H weapon [Ego++] Nature/Disrupt Power 172% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% Against +20% Unnatural On Crit.r2 +13 acid +33 nature 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 ---------- Res.pen +19% acid +26% nature Apr +13 Massive two-handed battleaxes. |
elemental voratun battleaxe of massacre (183% power, 4 apr) elemental voratun battleaxe of massacre (183% power, 4 apr)3.0 T5 battleaxe 2H weapon [Ego+] Arcane/Master Power 183% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% On Hit: * Create an explosion dealing 15 lightning damage (1/turn) While equipped: dps ---------- Dmg.mod +20% lightning Res.pen +30% lightning Massive two-handed battleaxes. |
stormbringer's voratun battleaxe of shearing (168% power, 4 apr) stormbringer's voratun battleaxe of shearing (168% power, 4 apr)3.0 T5 battleaxe 2H weapon [Ego++] Nature/Master Power 168% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% On Crit.r2 +33 lightning +33 cold While equipped: dps ---------- Mov.spd +45% Res.pen +20% lightning +27% cold +13% all Acc +14 (+5 eff.) Apr +14 Massive two-handed battleaxes. |
Bill's Tree Trunk (136% power, 7 apr) Bill's Tree Trunk (136% power, 7 apr)5.0 T1 greatmaul 2H weapon [Unique] Master Power 137% Range: 1.7x Uses 130% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +7 Crit +1.5% Atk.spd 100% While equipped: Shattering Blow: Level 2.6 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Hits the target with your weapon, doing 130% damage. If the attack hits, the target's armour and saves are reduced by 14 for 6 turns. Also if the target is protected by any temporary magical or psionic damage absorbing shields there is 51% chance to shatter a random shield. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
chilling stralite greatsword of ruin (161% power, 3 apr) chilling stralite greatsword of ruin (161% power, 3 apr)3.0 T4 greatsword 2H weapon [Ego+] Arcane/Master Power 162% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% Melee+ +12 cold While equipped: dps ---------- Phys.crit +13.0% Crit.mult +26.00% Apr +7 Massive two-handed swords. |
quick voratun greatsword (174% power, 4 apr) quick voratun greatsword (174% power, 4 apr)3.0 T5 greatsword 2H weapon [Ego+] Master Power 174% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% While equipped: Stats +2 Dex dps ---------- Phys.spd +10% Acc +10 (+4 eff.) Massive two-handed swords. |
voratun greatsword of persecution (173% power, 4 apr) voratun greatsword of persecution (173% power, 4 apr)3.0 T5 greatsword 2H weapon [Ego] Disrupt Power 174% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% Against +23% Unnatural While equipped: Stats +7 Wil Massive two-handed swords. |
Everpyre Blade (147% power, 10 apr) Everpyre Blade (147% power, 10 apr)3.0 T4 longsword 1H weapon [Unique] Nature/Master Power 147% Range: 1.4x Uses 100% Str Dmg Fire Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +10 Crit +18.0% Atk.spd 100% On Hit: 15% Fire Breath 4 While equipped: Stats +7 Str +7 Wil dps ---------- Dmg.mod +20% fire Res.pen +15% fire ----- def ----- Resists +10% nature +15% fire This ornate blade is carved from the wood of a tree said to burn eternally. Its hilt is encrusted with gems, suggesting it once belonged to a figure of considerable status. The flames seem to bend to the will of the sword's holder. |
caustic voratun longsword of amnesia (150% power, 6 apr) caustic voratun longsword of amnesia (150% power, 6 apr)3.0 T5 longsword 1H weapon [Ego++] Nature/Psionic Power 151% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% On Crit.r2 +12 acid +5 nature On Hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) While equipped: dps ---------- Res.pen +11% acid +8% nature Apr +7 Sharp, long, and deadly. |
Blacknaught (147% power, 5 apr) Blacknaught (147% power, 5 apr)3.0 T4 waraxe 1H weapon [Random Unique] Master Power 147% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% While equipped: Stats +3 Con dps ---------- Phys.pwr +9 (+2 eff.) Dmg.mod +12% darkness Res.pen +12% all +9% physical Acc +16 (+6 eff.) Apr +11 ----- def ----- Resists +12% light +3% blight Spell.save +9 (+5 eff.) Disarm- +14% One-handed war axes. |
quick stralite waraxe of rage (141% power, 5 apr) quick stralite waraxe of rage (141% power, 5 apr)3.0 T4 waraxe 1H weapon [Ego++] Master Power 142% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% While equipped: Stats +5 Str +3 Dex dps ---------- Phys.spd +10% Dmg.mod +7% physical Acc +25 (+8 eff.) One-handed war axes. |
chilling voratun waraxe of vileness (150% power, 6 apr) chilling voratun waraxe of vileness (150% power, 6 apr)3.0 T5 waraxe 1H weapon [Ego] Arcane Power 151% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Melee+ +14 blight +24 cold On Hit: * 9% chance to reduce strength, dexterity, and constitution by 5 One-handed war axes. |
truestriking voratun waraxe of erosion (150% power, 6 apr) truestriking voratun waraxe of erosion (150% power, 6 apr)3.0 T5 waraxe 1H weapon [Ego+] Nature/Master Power 150% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Melee+ +20 nature While equipped: dps ---------- Res.pen +9% physical Acc +9 (+3 eff.) Apr +12 One-handed war axes. |
voratun waraxe of amnesia (151% power, 6 apr) voratun waraxe of amnesia (151% power, 6 apr)3.0 T5 waraxe 1H weapon [Ego+] Psionic Power 152% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) One-handed war axes. |
Unerring Scalpel (111% power, 25 apr) Unerring Scalpel (111% power, 25 apr)1.0 T1 dagger 1H weapon [Unique] Arcane Power 111% Range: 1.3x Uses 45% Str, 55% Dex Dmg Physical 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. |
Dagger of the Past (129% power, 20 apr) Dagger of the Past (129% power, 20 apr)1.0 T3 dagger 1H weapon Reqs Mag 24 [Unique] Arcane Potentially it would go with a sword in the future. Power 129% Range: 1.3x Uses 50% Mag, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +20.0% Atk.spd 111% Melee+ +5 temporal Dmg.conv 30% temporal While equipped: dps ---------- Mov.spd +20% Dmg.mod +5% temporal ----- def ----- Defense +10 (+5 eff.) Spell.save +10 (+5 eff.) Def/telep +10 Res/telep +5% Dur/telep +15% ---------- misc Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
Star (100% power, 0 apr) Star (100% power, 0 apr)1.0 T3 dagger 1H weapon [Unique] Arcane The star shines alone in a moonless sky. Power 100% Range: 1.3x Uses 20% Str, 20% Dex Dmg Light Acc+ +0.2% crit chance (max 25%) Atk.spd 125% On Hit: * Deal 70 Light damage. While equipped: ---------- misc Light +1 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
quick stralite dagger (137% power, 9 apr) quick stralite dagger (137% power, 9 apr)1.0 T4 dagger 1H weapon [Ego+] Master Power 137% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% While equipped: Stats +4 Dex dps ---------- Phys.spd +10% Acc +13 (+5 eff.) Sharp, short and deadly. |
quick voratun dagger of rage (147% power, 9 apr) quick voratun dagger of rage (147% power, 9 apr)1.0 T5 dagger 1H weapon Reqs Dex 48 [Ego++] Master Power 147% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% While equipped: Stats +8 Str +4 Dex dps ---------- Phys.spd +10% Dmg.mod +10% physical Acc +28 (+9 eff.) Sharp, short and deadly. |
truestriking voratun dagger (147% power, 9 apr) truestriking voratun dagger (147% power, 9 apr)1.0 T5 dagger 1H weapon Reqs Dex 48 [Ego+] Master Power 147% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% While equipped: dps ---------- Res.pen +9% physical Acc +10 (+4 eff.) Apr +7 Sharp, short and deadly. |
voratun dagger (145% power, 9 apr) voratun dagger (145% power, 9 apr)1.0 T5 dagger 1H weapon Reqs Dex 48 [Normal] Power 146% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% Sharp, short and deadly. |
caller's pulsing mindstar of life (107% power, 32 apr, nature damage) caller's pulsing mindstar of life (107% power, 32 apr, nature damage)3.0 T4 mindstar 1H weapon [Ego+] Nature Power 107% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) Dmg.mod +7% acid +12% fire +7% cold +9% physical Res.pen +5% acid +6% fire +5% cold +3% physical ----- def ----- Max.HP +19.00 HP.reg +1.10 Heal/summ +28 ---------- 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. |
epiphanous living mindstar of balance (114% power, 40 apr, nature damage) epiphanous living mindstar of balance (114% power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon [Ego+] Nature/Psionic Power 114% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +7% Mind.pwr +13 (+4 eff.) Dmg.mod +16% mind ----- def ----- Phys.save +6 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +5 (+2 eff.) ---------- misc Equi/ret +1.30 Psi/m.crit +3.00 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. |
mitotic living mindstar of life (115% power, 40 apr, mind damage) mitotic living mindstar of life (115% power, 40 apr, mind damage)3.0 T5 mindstar 1H weapon [Ego+] Nature Power 115% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +15.0% Atk.spd 100% On Hit: * 11% chance to slow global speed by 58% * 12% chance to reduce armor by 13% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) ----- def ----- Max.HP +23.00 HP.reg +1.20 ---------- misc Talents +1 Attune Mindstar Divide the mindstar in two Puts all charms on 1 cooldown 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. |
Skeletal Claw (167% power, 8 apr) Skeletal Claw (167% power, 8 apr)3.0 T5 whip 1H weapon [Unique] Arcane Power 167% Range: 1.1x Uses 100% Dex Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +8 Crit +9.0% Atk.spd 125% Melee+ +30 bleed On Crit.r2 +50 bleed On Hit: 10% Bone Grab 3 On Hit: 20% Bone Spear 4 While equipped: dps ---------- Spell.pwr +4 (+4 eff.) Phys.spd +10% ----- def ----- Defense +12 (+6 eff.) ---------- misc Masteries +0.25 Corruption/Bone On Spell Hit: 10% Bone Spear 4 Bone Nova: Level 4.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Is a spell Description: Fire bone spears in all directions, hitting all foes within radius 4 for 27.96 physical damage, and inflicting bleeding for another 13.98 damage over 5 turns. The damage will increase with your Spellpower. This whip appears to have been made from a human spine. A handle sits on one end, a sharply honed claw on the other. |
Growspike Growspike4.0 T5 longbow 2H weapon Reqs Dex 48 Shoot [Rare] Nature Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 On Hit.r1 +20 nature While equipped: Stats +4 Wil +5 Con dps ---------- Mind.crit +5% Melee Ret 4 mind ---------- misc Masteries +0.15 Wild-gift/Fungus Regenerate 228 life over 5 turns Puts all charms on 20 cooldown Longbows are used to shoot arrows at your foes. |
steady dragonbone longbow of piercing steady dragonbone longbow of piercing4.0 T5 longbow 2H weapon Reqs Dex 48 Shoot [Ego+] Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 While equipped: dps ---------- Phys.crit +8.0% Res.pen +15% all Acc +47 (+13 eff.) Apr +15 Longbows are used to shoot arrows at your foes. |
drakeskin leather sling 'Earegund' drakeskin leather sling 'Earegund'4.0 T5 sling 1H weapon Reqs Dex 48 Shoot [Random Unique] Arcane/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 Ranged+ +4 blight On Hit.r1 +4 mind On Hit: 20% Arcane Vortex 5 While equipped: Stats +4 Str +12 Mag dps ---------- Phys.pwr +11 (+2 eff.) Spell.pwr +25 (+18 eff.) Dmg.mod +32% arcane Res.pen +5% arcane Melee Ret 8 blight ----- def ----- Resists +3% blight Slings are used to hurl stones or metal shots at your foes. |
steady drakeskin leather sling of acid steady drakeskin leather sling of acid4.0 T5 sling 1H weapon Reqs Dex 48 Shoot [Ego] Arcane/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 Ranged+ +11 acid While equipped: dps ---------- Phys.crit +2.0% Dmg.mod +11% acid Acc +9 (+3 eff.) Slings are used to hurl stones or metal shots at your foes. |
steady drakeskin leather sling of piercing steady drakeskin leather sling of piercing4.0 T5 sling 1H weapon Reqs Dex 48 Shoot [Ego+] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 While equipped: dps ---------- Phys.crit +5.0% Res.pen +11% all Acc +20 (+7 eff.) Apr +7 Slings are used to hurl stones or metal shots at your foes. |
tundral quiver of elven-wood arrows of amnesia (19/19, 151% power, 14 apr) tundral quiver of elven-wood arrows of amnesia (19/19, 151% power, 14 apr)3.0 T4 arrow ammo [Ego+] Nature/Psionic Power 152% Range: 1.4x Uses 50% Str, 70% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +14 Crit +2.5% Capacity 19 Ranged+ +18 cold On Crit.r2 +8 cold On Hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) Arrows are used with bows to pierce your foes to death. |
deadly pouch of stralite shots of accuracy (22/22, 163% power, 5 apr) deadly pouch of stralite shots of accuracy (22/22, 163% power, 5 apr)3.0 T4 shot ammo [Ego] Master Power 163% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +10 Apr +5 Crit +5.5% Capacity 22 Shots are used with slings to pummel your foes to death. |
barbed pouch of voratun shots of grasping (13/22, 175% power, 6 apr) barbed pouch of voratun shots of grasping (13/22, 175% power, 6 apr)3.0 T5 shot ammo Reqs Dex 48 [Ego++] Nature/Master Power 175% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +6 Crit +16.0% Capacity 22 On Hit: * 20% chance to create vines that bind the target to the ground dealing 196 nature damage and pinning them for 3 turns On Crit: * Wound the target dealing 304 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
warded voratun shield of earthen fury (0 def, 14 armour, 206 block) warded voratun shield of earthen fury (0 def, 14 armour, 206 block)7.0 T5 shield armor Reqs Shield usage training [Ego++] Arcane/Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +14 Fatigue +8% ---------- misc Wards +6 lightning +5 temporal +5 darkness +5 fire +5 nature +5 blight +5 cold +4 arcane +6 light Talents +1 Ward +1 Block Handheld deflection devices. |
Worm Nest (0 def, 0 armour) Worm Nest (0 def, 0 armour)2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +15 Mag dps ---------- Spell.crit +8% Spell.pwr +15 (+13 eff.) Mov.spd +32% Dmg.mod +22% blight ----- def ----- Resists +13% all Dmg.red +22 all Carrion Feet: Level 3.0 Pwr.cost 15 out of 20/20. Range 7 Travel.spd instantaneous Is a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 26%. You can also activate this talent to instantly destroy more worms, letting you jump in range 7 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
sunsealed silk robe of alchemy (4 def, 4 armour) sunsealed silk robe of alchemy (4 def, 4 armour)2.0 T4 cloth armor [Ego++] Arcane While equipped: Stats +7 Mag dps ---------- Dmg.mod +12% acid +16% physical +17% light +5% fire +19% cold ----- def ----- Armour +4 Defense +4 (+2 eff.) Resists +14% acid +14% physical +13% light +11% cold +17% fire +10% darkness +13% all Max.HP +53.00 ---------- misc Light +1 Cooldown Refit Golem -5 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Ravenjustice (0 def, 10 armour) Ravenjustice (0 def, 10 armour)2.0 T5 cloth armor [Rare] Psionic While equipped: dps ---------- Spell.crit +3% Spell.pwr +10 (+10 eff.) Dmg.mod +15% physical +21% mind +21% darkness ----- def ----- Armour +10 Resists +21% mind +15% all ---------- misc Mana/s.crit +2.00 Max.mana +80.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
elven-silk robe of Linaniil (0 def, 0 armour) elven-silk robe of Linaniil (0 def, 0 armour)2.0 T5 cloth armor [Ego+] Arcane While equipped: dps ---------- Spell.crit +15% Spell.pwr +23 (+17 eff.) ----- def ----- Resists +15% all ---------- misc Mana/turn +0.19 Max.mana +81.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
shimmering elven-silk robe of the mountain (+21%) (0 def, 0 armour) shimmering elven-silk robe of the mountain (+21%) (0 def, 0 armour)2.0 T5 cloth armor [Ego] Arcane/Nature While equipped: dps ---------- Dmg.mod +15% arcane +21% physical ----- def ----- Resists +15% all +21% physical ---------- misc Max.mana +15.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stargazer's elven-silk robe of power (0 def, 0 armour) stargazer's elven-silk robe of power (0 def, 0 armour)2.0 T5 cloth armor [Ego++] Arcane While equipped: Stats +3 Cun dps ---------- Spell.crit +7% Spell.pwr +22 (+17 eff.) Dmg.mod +18% darkness +8% light +7% all ----- def ----- Resists +15% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant elven-silk robe (0 def, 0 armour) verdant elven-silk robe (0 def, 0 armour)2.0 T5 cloth armor [Ego+] Nature While equipped: Stats +6 Con dps ---------- Dmg.mod +5% nature ----- def ----- Resists +15% all Poison- +40% Disease- +35% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
reinforced leather armour of the void (12 def, 7 armour) reinforced leather armour of the void (12 def, 7 armour)9.0 T4 light armor [Ego+] Arcane While equipped: dps ---------- Melee+ 8 darkness Ranged+ 7 darkness ----- def ----- Armour +7 Defense +12 (+6 eff.) Fatigue +8% Resists +16% darkness +17% temporal Def/telep +16 Res/telep +23% Dur/telep +15% Blink to a nearby random location (rad 9) Puts all charms on 25 cooldown A suit of armour made of leather. |
Masochism (0 def, 0 armour) Masochism (0 def, 0 armour)9.0 T5 light armor [Unique] Arcane/Master With a better grip it would be the destroyer of your enemies. While equipped: Stats +3 Cun +9 Mag dps ---------- Spell.pwr +10 (+10 eff.) Melee+ 25 vim draining blight Melee Ret 25 vim draining blight ----- def ----- Phys.save +10 (+3 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+4 eff.) Disease- +100% ---------- misc Max.vim +25.00 Masteries +0.20 Corruption/Sanguisuge +0.20 Corruption/Blood Reduces all damage by 7% of current vim or 50% of the damage, whichever is lower; but at the cost of vim equal to 5% of the damage blocked. Current Bonus: 0 Blood Grasp: Level 5.0 Pwr.cost 12 out of 12/12. Range 10 Travel.spd 2000% of base Is a spell Description: Project a bolt of corrupted blood, doing 36.39 blight damage and healing you for 20% the damage dealt. 50% of the damage dealt will be gained as maximum life for 7 turns (before the healing). The damage will increase with your Spellpower. Stolen flesh, Stolen pain, To give it up, Is to live again. |
drakeskin leather armour of the hero (20 def, 8 armour) drakeskin leather armour of the hero (20 def, 8 armour)9.0 T5 light armor [Ego+] Arcane/Nature/Master While equipped: Stats +6 Str +4 Dex +3 Mag +6 Wil +6 Cun ----- def ----- Armour +8 Defense +20 (+10 eff.) Fatigue +8% Max.HP +39.00 A suit of armour made of leather. |
enlightening drakeskin leather armour (20 def, 8 armour) enlightening drakeskin leather armour (20 def, 8 armour)9.0 T5 light armor [Ego+] Psionic While equipped: Stats +4 Cun +7 Wil ----- def ----- Armour +8 Defense +20 (+10 eff.) Fatigue +8% Mind.save +16 (+6 eff.) A suit of armour made of leather. |
rejuvenating drakeskin leather armour (20 def, 8 armour) rejuvenating drakeskin leather armour (20 def, 8 armour)9.0 T5 light armor [Ego] Nature While equipped: ----- def ----- Armour +8 Defense +20 (+10 eff.) Fatigue +8% HP.reg +4.00 ---------- misc Stam/turn +1.20 A suit of armour made of leather. |
enlightening steel mail armour of the deep (2 def, 8 armour) enlightening steel mail armour of the deep (2 def, 8 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego++] Nature/Psionic While equipped: Stats +4 Cun +3 Wil ----- def ----- Armour +8 Defense +2 (+1 eff.) Fatigue +12% Resists +7% acid +6% cold Mind.save +10 (+4 eff.) ---------- misc Breathe water A suit of armour made of mail. |
fortifying voratun mail armour of Eyal (5 def, 10 armour) fortifying voratun mail armour of Eyal (5 def, 10 armour)14.0 T5 heavy armor Reqs Heavy armour training [Ego++] Nature/Master While equipped: Stats +4 Str +3 Con ----- def ----- Armour +10 Defense +5 (+3 eff.) Fatigue +12% Max.HP +105.00 HP.reg +7.00 Heal.mod +15% A suit of armour made of mail. |
Borfast's Cage (10 def, 20 armour) Borfast's Cage (10 def, 20 armour)17.0 T3 massive armor Reqs Massive armour training [Unique] Master While equipped: Stats +5 Con ----- def ----- Armour +20 Defense +10 (+5 eff.) Fatigue +24% Resists -15% acid +15% physical Crit.dmg- 20% Phys.save +15 (+5 eff.) Max.HP +50.00 HP.reg +2.00 Knockbk- +30% Inch-thick stralite plates lock together with voratun joints. The whole suit looks impenetrable, but has clearly been subjected to terrible treatment - great dents and misshaping warps, and caustic fissures bored across the surface. Though clearly a powerful piece, it must once have been much greater. |
enlightening voratun plate armour of natural resilience (0 def, 16 armour) enlightening voratun plate armour of natural resilience (0 def, 16 armour)17.0 T5 massive armor Reqs Massive armour training [Ego++] Disrupt/Psionic While equipped: Stats +5 Cun +9 Wil ----- def ----- Armour +16 Fatigue +22% Resists +15% nature +16% blight D.Red.from +8% Unnatural Mind.save +16 (+6 eff.) A suit of armour made of metal plates. |
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 (+1 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. |
dreamer's pair of drakeskin leather boots of speed (0 def, 5 armour) dreamer's pair of drakeskin leather boots of speed (0 def, 5 armour)2.0 T5 feet armor [Ego+] Arcane/Psionic While equipped: Stats +6 Cun +4 Wil dps ---------- Mov.spd +25% ----- def ----- Armour +5 Phys.save +12 (+4 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+3 eff.) A pair of boots made of leather. |
Steam Powered Boots (8 def, 15 armour) Steam Powered Boots (8 def, 15 armour)3.0 T5 feet armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +8 Str +10 Dex dps ---------- Dmg.mod +10% fire ----- def ----- Armour +15 Defense +8 (+4 eff.) Fatigue +8% Pinning- +50% Generate 3 steam each time you walk. Boots. But with steam power! |
invigorating pair of voratun boots of rushing (0 def, 5 armour) invigorating pair of voratun boots of rushing (0 def, 5 armour)3.0 T5 feet armor Reqs Heavy armour training [Ego++] Nature/Master While equipped: Stats +3 Str +3 Con dps ---------- Mov.spd +10% ----- def ----- Armour +5 Fatigue -2% Max.HP +51.00 ---------- misc Stam/turn +0.40 Rush: Puts all charms on 25 cooldown Level 1.3 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
scholar's pair of voratun boots of disengagement (0 def, 5 armour) scholar's pair of voratun boots of disengagement (0 def, 5 armour)3.0 T5 feet armor Reqs Heavy armour training [Ego+] Arcane/Master While equipped: Stats +3 Cun +2 Dex dps ---------- Spell.pwr +7 (+7 eff.) ----- def ----- Armour +5 Fatigue +4% Disengage: Puts all charms on 15 cooldown Level 1.0 Pwr.cost 15 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 2 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 100% 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
dragonslayer's drakeskin leather hat of the bounder (0 def, 5 armour) dragonslayer's drakeskin leather hat of the bounder (0 def, 5 armour)2.0 T5 head armor [Ego++] Nature/Master While equipped: Stats +7 Str +7 Dex ----- def ----- Armour +5 Fatigue +5% Resists +8% acid +11% fire +9% lightning +9% cold 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 413.9 Physical damage. If the attack hits, the target is confused (36% 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 hat made of leather. Very stylish. |
fearwoven elven-silk wizard hat (3 def, 0 armour) fearwoven elven-silk wizard hat (3 def, 0 armour)2.0 T5 head armor [Ego+] Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +7 (+2 eff.) Dmg.mod +10% darkness +12% physical ----- def ----- Defense +3 (+2 eff.) Resists +16% darkness +12% physical ---------- misc Max.hate +9.00 A pointy cloth hat, very wizardly... |
Lightningbright (3 def, 0 armour) Lightningbright (3 def, 0 armour)2.0 T5 head armor [Rare] Psionic While equipped: dps ---------- Mind.crit +6% Mind.pwr +6 (+2 eff.) ----- def ----- Defense +3 (+2 eff.) Resists +9% lightning +21% cold +5% arcane +6% blight Silence- +20% ---------- misc Psi/turn +0.40 Max.psi +30.00 A pointy cloth hat, very wizardly... |
Quasit's Skull (0 def, 12 armour) Quasit's Skull (0 def, 12 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+4 eff.) Stun/Frz- +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
Decayed Visage (0 def, 0 armour) Decayed Visage (0 def, 0 armour)1.0 T3 head armor Reqs Mag 25 [Unique] Arcane/Master While equipped: Stats +4 Str +5 Mag +5 Wil dps ---------- Spell.crit +2% Dmg.mod +20% blight +9% arcane Apr +2 Melee Ret 10 vim draining blight ----- def ----- Spell.save +6 (+3 eff.) Die.at -80.00 life ---------- misc Max.vim +35.00 Vimsense: Level 2.0 Pwr.cost 25 out of 45/45. Range melee/personal Travel.spd instantaneous Is a spell Description: Feel the very existence of creatures around you for 5 turns, in a radius of 10. The evil touch will reduce their blight resistance by 3% and all saves by 5, but also make them aware of you. The resistance and save reduction will improve with your Spellpower. A desiccated mask of human skin, all that remains of a necromancer from the Age of Pyre who failed to achieve lichdom. The transformative process partially succeeded, leaving him unable to die as his body slowly rotted from the inside out over several years. Now his spirit resides within this last bit of mummified flesh, still hungering for eternal life. |
Corrupted Gaze (4 def, 8 armour) Corrupted Gaze (4 def, 8 armour)3.0 T4 head armor Reqs Heavy armour training Mag 16 [Unique] Arcane While equipped: Stats +8 Mag +4 Wil +8 Cun dps ---------- Dmg.mod +20% blight Res.pen +10% blight Acc +10 (+4 eff.) ----- def ----- Armour +8 Defense +4 (+2 eff.) Fatigue +6% Resists +20% blight Disease- +50% ---------- misc See.Stealth +12 See.Invis +12 Masteries +0.30 Corruption/Vim On Spell Hit: 10% Vimsense 3 This helmet radiates a dark power. Its visor seems to twist and corrupt the vision of its wearer. You feel worried that if you were to lower it for long, the visions may affect your mind. |
Steam Powered Helm (3 def, 12 armour) Steam Powered Helm (3 def, 12 armour)3.0 T5 head armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +5 Str +5 Con ----- def ----- Armour +12 Defense +3 (+2 eff.) Fatigue +10% Resists +10% all Blind- +50% A Helmet. But with steam power! |
6 agate 6 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. |
6 spinel 6 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 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. |
5 ametrine 5 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. |
6 citrine 6 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. |
6 zircon 6 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. |
4 aquamarine 4 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. |
8 opal 8 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. |
7 topaz 7 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 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. |
8 amethyst 8 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. |
5 onyx 5 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. |
11 lapis lazuli 11 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
8 garnet 8 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. |
8 quartz 8 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. |
sapphire sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+4 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+4 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
jade jade0.0 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. |
turquoise turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+4 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+4 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 ruby 3 ruby0.0 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. |
bloodstone bloodstone0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Burning Star Burning Star1.0 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. |
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. |
Windborne Azurite Windborne Azurite0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
Glowing Core Glowing Core1.0 T4 white gem [Unique] Arcane While equipped: Resists +50% light +50% fire Affinity +20% light +20% fire Blind- +100% See.Invis +20 While carried: Light +2 Item imbue powers: Resists +50% light +50% fire Affinity +20% light +20% fire Blind- +100% Light +4 See.Invis +20 Latent Damage Type: Light This is all that's left of the Searing Horror. Even after its death, the object in your hand glows just as brightly as it did before. |
699 alchemist agate 699 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. |
Automated Portable Extractor Automated Portable Extractor0.0 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. |
Rungof's Fang Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Heart of Poosh Heart of Poosh5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +2% all Natural balance. Uses 100 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Orb of Many Ways Orb of Many Ways1.0 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. |
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. |
Rod of Spydric Poison (1/1) Rod of Spydric Poison (1/1)2.0 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 236.64 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 25 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
Persistent Will Persistent Will2.0 T2 totem charm [Unique] Disrupt/Psionic While equipped: Stats +8 Wil dps ---------- Mind.pwr +10 (+3 eff.) Dmg.mod +12% mind Convince all non arcane users in radius 10 to turn on their spellcasting friends for 6 turns (chance increases with your Mindpower). Uses 25 power out of 25/25 During the Age of Dusk a rash of anti-magic activities took place in the Nargol Kingdom immediately after the Spellblaze. Citizens would turn on those with magical powers, burning them alive on stakes of wood. When the authorities found the perpetrators they executed them and planted their heads on stakes throughout their capital city. Despite this however, the citizenry continued to burn alive the enemies of nature. Unbeknownst to the authorities, the heads of the dead perpetrators continued to spread their message long after their deaths. This stake of wood appears to one of those used to prop up one of the executed heads. It has seemingly absorbed the will of the head it propped up, and holding it you can hear the Ziguranth's message echo through your mind. |
soothing dragonbone wand of conjuration [power 385] (15 cooldown) soothing dragonbone wand of conjuration [power 385] (15 cooldown)2.0 T5 wand charm [Ego] Arcane Fire a magical bolt dealing 481 cold damage Puts all charms on 15 cooldown 100% to heal for 37. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Thule the Thalore Berserker level 35
42nd Pyre 123rd year of Ascendancy at 16:01 see stats
By Thule the Thalore Berserker level 34
31st Pyre 123rd year of Ascendancy at 10:41 see stats
By Thule the Thalore Berserker level 15
20th Dusk 122nd year of Ascendancy at 02:25 see stats
By Thule the Thalore Berserker level 39
72nd Pyre 123rd year of Ascendancy at 02:21 see stats
By Thule the Thalore Berserker level 37
56th Pyre 123rd year of Ascendancy at 07:04 see stats
By Thule the Thalore Berserker level 26
59th Regrowth 123rd year of Ascendancy at 03:52 see stats
By Thule the Thalore Berserker level 25
21st Regrowth 123rd year of Ascendancy at 18:47 see stats
By Thule the Thalore Berserker level 21
75th Haze 122nd year of Ascendancy at 13:38 see stats
By Thule the Thalore Berserker level 36
48th Pyre 123rd year of Ascendancy at 03:00 see stats
By Thule the Thalore Berserker level 26
24th Regrowth 123rd year of Ascendancy at 18:01 see stats
By Thule the Thalore Berserker level 19
47th Dusk 122nd year of Ascendancy at 04:55 see stats
By Thule the Thalore Berserker level 28
65th Regrowth 123rd year of Ascendancy at 11:39 see stats
By Thule the Thalore Berserker level 19
48th Dusk 122nd year of Ascendancy at 10:14 see stats
By Thule the Thalore Berserker level 10
7th Mirth 122nd year of Ascendancy at 01:01 see stats
By Thule the Thalore Berserker level 20
78th Dusk 122nd year of Ascendancy at 22:04 see stats
By Thule the Thalore Berserker level 30
7th Pyre 123rd year of Ascendancy at 19:52 see stats
By Thule the Thalore Berserker level 40
3rd Summertide 123rd year of Ascendancy at 06:10 see stats
By Thule the Thalore Berserker level 29
70th Regrowth 123rd year of Ascendancy at 16:55 see stats
By Thule the Thalore Berserker level 39
70th Pyre 123rd year of Ascendancy at 08:04 see stats
By Thule the Thalore Berserker level 19
46th Dusk 122nd year of Ascendancy at 14:50 see stats
By Thule the Thalore Berserker level 37
48th Pyre 123rd year of Ascendancy at 10:53 see stats
By Thule the Thalore Berserker level 29
75th Regrowth 123rd year of Ascendancy at 10:34 see stats
By Thule the Thalore Berserker level 9
6th Mirth 122nd year of Ascendancy at 04:26 see stats
By Thule the Thalore Berserker level 21
23rd Haze 122nd year of Ascendancy at 05:34 see stats
By Thule the Thalore Berserker level 21
22nd Haze 122nd year of Ascendancy at 06:57 see stats
By Thule the Thalore Berserker level 26
58th Regrowth 123rd year of Ascendancy at 11:51 see stats
By Thule the Thalore Berserker level 17
42nd Dusk 122nd year of Ascendancy at 06:55 see stats
By Thule the Thalore Berserker level 33
30th Pyre 123rd year of Ascendancy at 14:16 see stats
Log
Melee retaliation hits Tortured Mass Glorata for 1 acid, 2 light, 1 acid, 2 light (6 total damage).
Tortured Mass Glorata hits Thule for 157 physical, (56 antimagic), 0 blight, (11 antimagic), 0 fire (157 total damage).
Shattering Blow is still on cooldown for 5 turns.
Thule performs a melee critical strike against Tortured Mass Glorata!
Thule hits Tortured Mass Glorata for (269 to bones), 0 physical, 5 physical, 5 cold (11 total damage).
Tortured Mass Glorata's Earthen Missiles hits Thule for 112 physical, 19 physical (130 total damage).
Tortured Mass Glorata's Earthen Missiles hits Thule for 201 physical, 34 physical (235 total damage).
Tortured Mass Glorata's Earthen Missiles hits Thule for 112 physical, 19 physical (130 total damage).
Thule performs a melee critical strike against Tortured Mass Glorata!
Thule hits Tortured Mass Glorata for (204 to bones), 0 physical, 5 physical, 5 cold (11 total damage).
Thule HEALS from acid damage!
Acid Splash from Tortured Mass Glorata hits Thule for (18 antimagic), 0 acid, 12 healing (0 total damage) [12 healing].
Bleeding from Tortured Mass Glorata hits Thule for 67 physical damage.
Thule gains 0% of a turn from Ancestral Life.
Tortured Mass Glorata casts Earthen Missiles.
Tortured Mass Glorata casts Earthen Missiles.
Tortured Mass Glorata's spell attains critical power!
Melee retaliation hits Tortured Mass Glorata for 1 acid, 2 light, 1 acid, 2 light (6 total damage).
Tortured Mass Glorata hits Thule for 177 physical, (57 antimagic), 27 blight, (10 antimagic), 0 fire, (11 antimagic), 0 fire (204 total damage).
Tortured Mass Glorata's Earthen Missiles hits Thule for 116 physical damage.
Tortured Mass Glorata's Earthen Missiles hits Thule for 209 physical, 35 physical (244 total damage).
Tortured Mass Glorata's Earthen Missiles hits Thule for 116 physical, 19 physical (135 total damage).
Tortured Mass Glorata's Earthen Missiles hits Thule for 116 physical, 19 physical (135 total damage).
Tortured Mass Glorata's Earthen Missiles hits Thule for 116 physical, 19 physical (135 total damage).
Tortured Mass Glorata's Earthen Missiles hits Thule for 116 physical, 19 physical (135 total damage).
Thule the level 40 thalore berserker was raked to death by Tortured Mass Glorata on level 1 of Hidden Vault - Rak'shor Pride (1).
Thule no longer revels in blood quite so much.
Thule's rage subsides!