Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Items Vault 1.7.0Donators/Buyers bonus! 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 | Normal Roguelike |
Sex | Female |
Race | Higher |
Class | Mindslayer |
Level / Exp | 33 / 1% |
Size | medium |
Lifes / Deaths | Killed by Celia at level 33 on the 62nd Regrowth 123rd year of Ascendancy at 18:51 / 1 |
Primary Stats
Strength | 32 (base 11) |
Dexterity | 35 (base 17) |
Constitution | 31 (base 10) |
Magic | 13 (base 10) |
Willpower | 104 (base 60) |
Cunning | 80 (base 60) |
Resources
Life | -113/840 |
Equilibrium | 18 |
Psi | 189/283 |
Healing Factor | 1.2658714593978 |
Regeneration | 9.1775680806338 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +9.9999999999991% |
Spell | 0% |
Global | +100% |
Vision
Sight | 13 |
Lite | 3 |
Infravision | 7 |
See Stealth | 44.156612690121 |
See Invisible | 44.156612690121 |
Offense: Mainhand
Damage | 71 |
Accuracy | 61 |
Crit Chance | 42% |
APR | 65 |
Speed | 1.00 |
Offense: Offhand
Damage | 53 |
Accuracy | 61 |
Crit Chance | 40% |
APR | 51 |
Speed | 1.00 |
Offense: Spell
Spellpower | 13 |
Crit Chance | 22% |
Speed | 1 |
Offense: Mind
Mindpower | 82 |
Crit Chance | 44% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +12% |
Fire | +10% |
Cold | +11% |
Physical | +11% |
Mind | +5% |
All | 0% |
Offense: Damage Penetration
Physical | +10% |
Acid | +14% |
Mind | +35% |
Nature | +23% |
Defense: Base
Armour (hardiness) | 26 (44.574340358689%) |
Defense | 53 |
Ranged Defense | 53 |
Fatigue | 0 |
Physical Save | 35 |
Spell Save | 42 |
Mental Save | 56 |
Defense: Resistances
Physical | + 41%( 70%) |
Acid | + 33%( 70%) |
Arcane | + 27%( 70%) |
All | + 21%( 70%) |
Defense: Immunities
Teleport Resistance | 20% |
Disarm Resistance | 42% |
Bleed Resistance | 20% |
Confusion Resistance | 10% |
Pinning Resistance | 100% |
Stun Resistance | 22% |
Instadeath Resistance | 100% |
Blind Resistance | 38% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 750% 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 Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 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 37% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 20% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 4 each turn for 4 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 267 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Class Talents
Psionic / Absorption | 1.30 |
| 4/5 |
| 4/5 |
| 4/5 |
| 0/5 |
Psionic / Projection | 1.40 |
| 1/5 |
| 4/5 |
| 2/5 |
| 4/5 |
Psionic / Thermal mastery | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Psionic / Augmented striking | 1.30 |
| 2/5 |
| 4/5 |
| 2/5 |
| 2/5 |
Psionic / Voracity | 1.30 |
| 1/5 |
| 4/5 |
| 3/5 |
| 1/5 |
Psionic / Psi-fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Focus | 1.40 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Wild-gift / Mindstar mastery | 1.20 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Higher | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Augmented mobility | 1.50 |
| 2/5 |
| 5/5 |
| 1/5 |
| 2/5 |
Psionic / Finer energy manipulations | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a 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. | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the injured seer to the recall portal on level 4 of Dreadfell. Escort: injured seer (level 4 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 7 of Dreadfell. Escort: lone alchemist (level 7 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Daikara. Escort: lost defiler (level 2 of Daikara)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Dreadfell. Escort: lost sun paladin (level 1 of Dreadfell)As a reward you improved Strength by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 8 of Dreadfell. Escort: lost sun paladin (level 8 of Dreadfell)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)As a reward you improved Constitution by +5. | done |
You failed to protect the lost warrior from death by large brown snake. Escort: lost warrior (level 2 of Old Forest) | failed |
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 talent Vitality (+1 level(s)). | done |
You failed to protect the worried loremaster from death by master vampire. Escort: worried loremaster (level 5 of Dreadfell) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished 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 |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girl | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 154. | 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. | 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 needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * You've found the needed vial of wight ectoplasm. * You've found the needed electric eel tail. * You've found the needed ice ant stinger. 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 honey tree root. * You've found the needed vial of greater demon bile. * You've found the needed pouch of bone giant dust. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * '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 ice wyrm tooth. * You've found the needed orc heart. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. 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 vial of squid ink. * You've found the needed warg claw. * You've found the needed bloated horror heart. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within8 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
Psionic focus | stralite greatmaul 'Chalylathahell' (181% power, 3 apr) stralite greatmaul 'Chalylathahell' (181% power, 3 apr)Requires: - Strength 35 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 4 It must be held with both hands. Power: 182% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% On weapon crit: * Wound the target dealing 181 physical damage across 5 turns and reducing healing by 50% Damage (Melee): +4 temporal Damage (radius 2) on crit: +45 acid / +30 nature When wielded/worn: Accuracy: +13 (+5 eff.) Armour penetration: +13 Physical crit. chance: +16.0% Physical power: +7 (+2 eff.) Defense: +13 (+4 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +2 Wil Changes resistances penetration: +14% acid / +23% nature / +10% mind Disarm immunity: +42% Maximum hate: +6.00 Mindpower: +5 (+1 eff.) Massive two-handed mauls. |
On hands | Elita (10 def, 2 armour) Elita (10 def, 2 armour)Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Defense: +10 (+3 eff.) Fatigue: +3% Changes resistances penetration: +10% mind Life regen: +5.00 Stamina each turn: +1.00 Maximum life: +100.00 Maximum stamina: +27.00 Maximum hate: +6.00 Maximum psi: +30.00 Mindpower: +10 (+2 eff.) Healing mod.: +10% When used to modify unarmed attacks: Power: 142% Range: 1.4x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 83% When this weapon hits: Nightmare (10% chance level 3). Metal gloves protecting the hands up to the middle of the lower arm. |
Light source | Kekan the brass lantern Kekan the brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Cut immunity: +20% Teleport immunity: +20% Only die when reaching: -20.00 life Maximum life: +63.00 Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | Crown of Command (3 def, 6 armour) Crown of Command (3 def, 6 armour)Requires: - Heavy armour training - Cunning 25 Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +4% Changes stats: +3 Con / +10 Wil Changes resistances: +8% physical Talent masteries: +0.20 Technique / Superiority +0.20 Cunning / Survival Mindpower: +5 (+1 eff.) Activating this item is instant. It can be used to activate talent Indomitable (costing 50 power out of 60/60) : Effective talent level: 1.0 Power cost: 50 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Halflings have one of the most powerful military forces in the known world and have been at war with most other races for thousands of years. Removes 2 stun, daze, or pin effects and grants immunity to stuns, dazes and pins for 2 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
On feet | Wanderer's Rest (4 def, 0 armour) Wanderer's Rest (4 def, 0 armour)Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+1 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 17 power out of 20/20) : Effective talent level: 4.5 Power cost: 17 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
Tool | Eye of the Dreaming One Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+3 eff.) Mindpower: +5 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 17 power out of 25/25) : Effective talent level: 3.0 Power cost: 17 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 19 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
On fingers | copper ring 'Runileg' copper ring 'Runileg'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Con Changes damage: +6% physical Mental save: +3 (+1 eff.) Disease immunity: +10% Stun/Freeze immunity: +22% Life regen: +2.00 Maximum life: +40.00 Maximum stamina: +30.00 Rings make your fingers look great! |
On fingers | gladiator's gold ring of pilfering gladiator's gold ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +9 (+4 eff.) Armour penetration: +9 Physical power: +7 (+2 eff.) Defense: +12 (+4 eff.) Changes stats: +6 Str / +6 Con It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
Around neck | copper amulet 'Salobeth' copper amulet 'Salobeth'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Dex / +2 Wil Maximum hate: +6.00 Mindpower: +30 (+6 eff.) Mental crit. chance: +3% Amulets make your neck look great! |
In main hand | projecting pulsing mindstar of balance (107% power, 32 apr, mind damage) projecting pulsing mindstar of balance (107% power, 32 apr, mind damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Power: 107% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +12% lightning / +10% fire / +11% cold Talent masteries: +0.10 Psionic / Focus +0.10 Psionic / Projection Talent granted: +1 Attune Mindstar Physical save: +6 (+3 eff.) Spell save: +2 (+0 eff.) Mental save: +5 (+1 eff.) Equilibrium when hit: +0.70 Mindpower: +8 (+2 eff.) Mental crit. chance: +4% 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. |
Around waist | skylord's hardened leather belt skylord's hardened leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +4 Str / +2 Dex / +3 Wil / +5 Cun Physical save: +12 (+5 eff.) Spell save: +15 (+5 eff.) Mental save: +11 (+3 eff.) A belt that goes around your waist. |
In off hand | Eremerafang the Pyrewaker (81% power, 18 apr, mind damage) Eremerafang the Pyrewaker (81% power, 18 apr, mind damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Power: 82% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% Damage (radius 1) on hit: +8 fire Damage (radius 2) on crit: +12 mind When wielded/worn: Changes stats: +3 Wil Talent granted: +1 Attune Mindstar Spell save: +4 (+1 eff.) Maximum psi: +50.00 Mindpower: +24 (+5 eff.) Mental crit. chance: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Cloak | cashmere cloak 'Emelyreyawyn' (2 def, 0 armour) cashmere cloak 'Emelyreyawyn' (2 def, 0 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +5 (+2 eff.) Armour penetration: +5 Defense: +2 (+0 eff.) Changes stats: +4 Dex / +2 Mag / +9 Wil / +7 Cun / +4 Con Changes resistances penetration: +5% mind Maximum hate: +8.00 Mindpower: +15 (+3 eff.) Mental crit. chance: +7% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Robe of Force (12 def, 8 armour) Robe of Force (12 def, 8 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +8 Defense: +12 (+4 eff.) Changes stats: +3 Cun / +4 Wil Changes resistances: +15% acid / +12% physical / +9% all Changes resistances penetration: +10% mind / +10% physical Changes damage: +5% mind / +5% physical Physical save: +10 (+5 eff.) Mindpower: +8 (+2 eff.) Mental crit. chance: +4% It can be used to send out a range 5 beam of kinetic energy, dealing 67.78 to 84.73 physical damage (based on Willpower and Cunning) with knockback Activation costs 9 power out of 10/10. This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Inventory
regeneration infusion of the psychic (heal 440; 13 cd) regeneration infusion of the psychic (heal 440; 13 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 440 life over 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
This item will automatically be transmogrified when you leave the level. regeneration infusion of the sneak (heal 526; 15 cd)regeneration infusion of the sneak (heal 526; 15 cd) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 526 life over 5 turns. Its effects scale with your Cunning stat. It can be used to 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 wizard (heal 327; 12 cd) regeneration infusion of the wizard (heal 327; 12 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 327 life over 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the psychic (res 39%; mental; dur 3; cd 16) wild infusion of the psychic (res 39%; mental; dur 3; cd 16)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 39% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the sneak (res 31%; magical; dur 2; cd 10) wild infusion of the sneak (res 31%; magical; dur 2; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 31% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Mirror Image Rune (dur 6; cd 24) Mirror Image Rune (dur 6; cd 24)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: 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. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of Dissipation ( ) Rune of Dissipation ( )Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of the Rift (566.00 temporal damage, removed from time 4 turns) Rune of the Rift (566.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 566.00 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. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Shard of Insanity Shard of InsanityInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Damage (Melee): 5 % chance of confusion Damage when hit (Melee): 5 % chance of confusion Changes resistances: -10% mind Changes resistances penetration: +20% mind Changes damage: +25% mind Mental save: +35 (+9 eff.) Confusion immunity: -100% Mindpower: +8 (+2 eff.) Talent on hit(mindpower): Sunder Mind (8% chance level 1). A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. |
Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+1 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
protective stralite amulet of perfection (0.26 Cunning / Survival,0.26 Psionic / Charged mastery) protective stralite amulet of perfection (0.26 Cunning / Survival,0.26 Psionic / Charged mastery)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +5 Defense: +5 (+1 eff.) Changes resistances cap: +3% all Talent masteries: +0.26 Cunning / Survival +0.26 Psionic / Charged mastery Physical save: +8 (+4 eff.) Amulets make your neck look great! |
wanderer's stralite amulet of constitution (+5) wanderer's stralite amulet of constitution (+5)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -6% Changes stats: +5 Dex / +6 Cun / +9 Con Life regen: +3.00 Stamina each turn: +0.70 Movement speed: +10% Amulets make your neck look great! |
Vargh Redemption Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 22.60 cold and 22.60 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 50 power out of 60/60. This azure ring seems to be always moist to the touch. |
psionicist's steel ring of lightning (+26%) psionicist's steel ring of lightning (+26%)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +26% lightning Changes damage: +13% lightning Mental save: +6 (+2 eff.) Rings make your fingers look great! |
rogue's copper ring of perseverance rogue's copper ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+2 eff.) Changes stats: +3 Cun Stun/Freeze immunity: +22% Life regen: +1.00 Rings make your fingers look great! |
sneakthief's gold ring of frost (+30%) sneakthief's gold ring of frost (+30%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +7 (+3 eff.) Changes stats: +6 Cun / +4 Dex Changes resistances: +30% cold Changes damage: +15% cold Rings make your fingers look great! |
stralite ring stralite ring0.10 Encumbrance. Type: jewelry / ring ; tier 4 Rings make your fingers look great! |
Shantiz the Stormblade (132% power, 20 apr) Shantiz the Stormblade (132% power, 20 apr)Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Power: 132% Range: 1.3x Uses stat: 100% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. When wielded/worn: Changes stats: +20 Dex Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. This surreal dagger crackles with the intensity of a vicious storm. |
This item will automatically be transmogrified when you leave the level. arcing dwarven-steel dagger of massacre (144% power, 7 apr)arcing dwarven-steel dagger of massacre (144% power, 7 apr) Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 144% Range: 1.3x Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. chilling dwarven-steel dagger of erosion (134% power, 7 apr)chilling dwarven-steel dagger of erosion (134% power, 7 apr) Requires: - Dexterity 24 Powered by arcane forces Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 134% Range: 1.3x Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% Damage (Melee): +8 nature / +10 cold Sharp, short and deadly. |
dwarven-steel greatmaul 'Sulfurwreath' (165% power, 2 apr) dwarven-steel greatmaul 'Sulfurwreath' (165% power, 2 apr)Requires: - Strength 24 Infused by nature Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 3 It must be held with both hands. Power: 165% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% On weapon hit: * 10% chance to slow global speed by 73% * 50% chance to put 1 talent on cooldown for 6 turns (checks Confusion immunity) Damage (Melee): +8 cold When wielded/worn: Accuracy: +10 (+4 eff.) Defense: +14 (+4 eff.) Changes stats: +10 Con / +12 Wil Changes resistances: +9% cold Changes damage: +3% nature Disarm immunity: +35% Maximum life: +72.00 Massive two-handed mauls. |
enhanced stralite longsword of massacre (168% power, 5 apr) enhanced stralite longsword of massacre (168% power, 5 apr)Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Power: 168% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes stats: +3 Str / +6 Dex / +7 Mag / +3 Wil / +4 Cun / +8 Con Sharp, long, and deadly. |
inquisitor's stralite longsword of amnesia (156% power, 5 apr) inquisitor's stralite longsword of amnesia (156% power, 5 apr)Requires: - Strength 35 Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Power: 157% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 50% chance to put 1 talent on cooldown for 6 turns (checks Confusion immunity) On weapon crit: * Deals 129 Manaburn damage and puts 1 random spell talent on cooldown for 6 turns (checks Confusion immunity) Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. balanced dwarven-steel mace of crippling (145% power, 4 apr)balanced dwarven-steel mace of crippling (145% power, 4 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 3 Power: 146% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Accuracy: +7 (+3 eff.) Physical crit. chance: +7.0% Defense: +7 (+2 eff.) Disarm immunity: +26% Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. balanced dwarven-steel mace of projection (151% power, 4 apr)balanced dwarven-steel mace of projection (151% power, 4 apr) Requires: - Strength 24 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 3 Power: 151% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% On weapon hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) When wielded/worn: Accuracy: +7 (+3 eff.) Defense: +5 (+1 eff.) Disarm immunity: +26% Blunt and deadly. |
Bloomsoul (94% power, 13 apr, nature damage) Bloomsoul (94% power, 13 apr, nature damage)Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 Power: 95% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +13 Crit. chance: +7.0% Attack speed: 100% When wielded/worn: Talent mastery: +0.30 Wild-gift / Fungus Life regen: +2.00 Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Healing mod.: +20% Activating this item is instant. It can be used to activate talent Bloom Heal (costing 34 power out of 40/40) : Effective talent level: 1.0 Power cost: 34 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Call upon the power of nature to regenerate your body for 59 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body. |
Kinetic Focus (88% power, 18 apr, physical damage) Kinetic Focus (88% power, 18 apr, physical damage)Requires: - Willpower 18 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. You feel two unconnected psionic channels on this item. Power: 89% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Physical Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: +10% physical Changes resistances penetration: +6% physical Changes damage: +10% physical Talent mastery: +0.10 Psionic / Kinetic mastery Talent granted: +1 Psionic Maelstrom Physical save: +6 (+3 eff.) Psi when firing a critical mind attack: +1.00 Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Kinetic energies are focussed in the core of this mindstar. |
inquisitor's mossy mindstar of storms (72% power, 12 apr, mind damage) inquisitor's mossy mindstar of storms (72% power, 12 apr, mind damage)Requires: - Willpower 11 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Power: 72% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% On weapon crit: * Deals 129 Manaburn damage and puts 1 random spell talent on cooldown for 6 turns (checks Confusion immunity) When wielded/worn: Damage (Melee): 4 lightning Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Changes resistances: +5% lightning Changes resistances penetration: +4% lightning Changes damage: +5% lightning Talent granted: +1 Attune Mindstar Mindpower: +2 (+1 eff.) Mental crit. chance: +1% 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. |
This item will automatically be transmogrified when you leave the level. yew starstaff of invocation (139% power, 4 apr, darkness element)yew starstaff of invocation (139% power, 4 apr, darkness element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 139% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% darkness Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +6 Spellpower: +16 (+11 eff.) Spell crit. chance: +3% It can be used to conjure elemental energy in a radius 6 cone, dealing 20.19 to 24.23 darkness damage Activation puts all charms on cooldown for 7 turns. Staves designed for wielders of magic, by the greats of the art. |
stralite waraxe of disruption (154% power, 5 apr) stralite waraxe of disruption (154% power, 5 apr)Requires: - Strength 35 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Power: 154% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon 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% Damage against: +21% Unnatural One-handed war axes. |
Wildrock WildrockCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +2 Str / +6 Dex / +5 Wil / +5 Cun Changes resistances penetration: +20% nature Changes damage: +9% cold Damage against: +26% Summoned Reduced damage from: +27% Summoned See invisible: +18 A belt that goes around your waist. |
cashmere cloak 'Porytta' (2 def, 0 armour) cashmere cloak 'Porytta' (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 43 Changes stats: +4 Str / +3 Con Changes resistances: +12% mind Critical mult.: +10.00% Physical save: +9 (+4 eff.) Equilibrium when hit: +0.24 Maximum life: +56.00 Maximum hate: +6.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
dreamer's woollen robe of alchemy (0 def, 0 armour) dreamer's woollen robe of alchemy (0 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +12% acid / +12% physical / +10% darkness / +11% cold / +11% fire / +11% mind / +9% all Changes damage: +9% acid / +7% physical / +7% fire / +8% cold Talent cooldown: Refit Golem (-3 turns) Physical save: +12 (+5 eff.) Spell save: +12 (+4 eff.) Mental save: +22 (+6 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. mindwoven Robe of the Worm (0 def, 0 armour)mindwoven Robe of the Worm (0 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. [Cosmetic Item] Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +7% all Mental save: +16 (+5 eff.) Mindpower: +3 (+1 eff.) Mental crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. alchemist's voratun gauntlets of the iron hand (0 def, 3 armour)alchemist's voratun gauntlets of the iron hand (0 def, 3 armour) Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Fatigue: +5% Damage (Melee): 7 acid / 5 fire / 5 cold / 5 lightning Changes stats: +3 Str / +2 Mag / +6 Wil / +3 Con Talent mastery: +0.20 Technique / Grappling Disarm immunity: +22% When used to modify unarmed attacks: Power: 152% Range: 1.4x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Disarm (10% chance level 5). Damage (Melee): +6 ice / +18 fire / +14 acid / +19 lightning Metal gloves protecting the hands up to the middle of the lower arm. |
Bileknight (0 def, 5 armour) Bileknight (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +5 Fatigue: +3% Effects on melee hit: * 20% chance to slow global speed by 73% * 20% chance to reduce armor by 17% Damage when hit (Melee): 6 mind / 8 nature Changes damage: +6% mind Critical mult.: +5.00% Mental save: +3 (+1 eff.) Infravision radius: +2 A cap made of leather. |
The Face of Fear (8 def, 0 armour) The Face of Fear (8 def, 0 armour)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +6 Cun / +8 Wil Talent mastery: +0.20 Cursed / Fears Fear immunity: +60% Mindpower: +16 (+4 eff.) It can be used to activate talent Instill Fear (costing 15 power out of 45/45) : Effective talent level: 2.0 Power cost: 15 out of 45/45. Range: 8 Travel Speed: instantaneous Is: a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 25.20 mind and 24.00 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 26% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 26. Terrified: Deals 6.30 mind and 6.00 darkness damage per turn and increases cooldowns by 39%. Haunted: Causes the target to suffer 9.87 mind and 9.40 darkness damage for each detrimental mental effect every turn. This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and its hollow eye sockets seem to stare back into you. |
Xulera (10 def, 3 armour) Xulera (10 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +15 (+5 eff.) Armour: +3 Defense: +10 (+3 eff.) Fatigue: +3% Changes stats: +8 Dex Changes resistances: +19% darkness / +12% blight Changes resistances penetration: +20% physical Physical save: +3 (+1 eff.) Only die when reaching: -40.00 life Maximum stamina: +30.00 Infravision radius: +5 A cap made of leather. |
aegis cashmere wizard hat of madness (2 def, 0 armour) aegis cashmere wizard hat of madness (2 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +4 Cun / +3 Wil Mental save: +22 (+6 eff.) Life regen: +3.30 Mental crit. chance: +6% Damage Shield Power: +7% It can be used to activate talent Hateful Whisper, placing all other charms into a 13 cooldown : Effective talent level: 3.0 Power cost: 13 out of 15/15. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Infect a target's mind with a virulent whisper that deals 254 Mind damage and spreads amongst your foes, dealing damage and feeding you 3.4 Hate for each new victim. Each turn for 3 turns, the initial victim will spread the whisper to a new target within 3 tiles if one is available; beyond this, all affected targets have a 26% chance of spreading the effect each turn for 4 turns. Targets damaged by this ability have a 25% chance of suffering Brainlock. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
grounding iron helm of the depths (0 def, 3 armour) grounding iron helm of the depths (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes resistances: +6% lightning / +6% temporal / +7% cold Allows you to breathe in: water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
psion's cashmere wizard hat of decomposition (2 def, 0 armour) psion's cashmere wizard hat of decomposition (2 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes resistances: +5% lightning / +5% temporal / +4% light / +5% fire / +5% nature / +5% acid / +3% blight / +5% cold / +11% mind / +5% darkness Changes damage: +10% mind Physical save: +7 (+3 eff.) Mental save: +8 (+2 eff.) Maximum psi: +19.00 Mindpower: +7 (+2 eff.) Mental crit. chance: +2% A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. enlightening voratun mail armour (5 def, 10 armour)enlightening voratun mail armour (5 def, 10 armour) Requires: - Heavy armour training - Strength 48 Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+1 eff.) Fatigue: +12% Changes stats: +3 Cun / +4 Wil Mental save: +14 (+4 eff.) A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. impenetrable stralite mail armour of spell shielding (4 def, 13 armour)impenetrable stralite mail armour of spell shielding (4 def, 13 armour) Requires: - Heavy armour training - Strength 38 Powered by arcane forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +13 Defense: +4 (+1 eff.) Fatigue: +12% Changes resistances: +6% arcane Spell save: +13 (+4 eff.) A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. Eel-skin armour (16 def, 0 armour)Eel-skin armour (16 def, 0 armour) Infused by nature 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Defense: +16 (+5 eff.) Fatigue: +2% Changes stats: +3 Cun / +2 Dex Changes resistances: +15% lightning Poison immunity: +50% Pinning immunity: +50% Talent on hit(nature): Call Lightning (10% chance level 2). It can be used to activate talent Call Lightning (costing 21 power out of 50/50) : Effective talent level: 2.0 Power cost: 21 out of 50/50. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 91.89 to 275.66 lightning damage (183.77 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
Nature's Blessing (8 def, 6 armour) Nature's Blessing (8 def, 6 armour)Requires: - Strength 20 Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +8 (+2 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +8% Changes stats: +3 Wil / +4 Con Changes resistances: +20% nature / +25% arcane Talent mastery: +0.20 Wild-gift / Antimagic Spell save: +18 (+6 eff.) Stun/Freeze immunity: +25% Life regen: +1.00 Healing mod.: +20% Worn by Protector Ardon, who first formed the Ziguranth during the mage wars between the Humans and the Halflings. This armour is infused with the powers of nature, and protected against the disruptive forces of magic. |
Rogue Plight (6 def, 7 armour) Rogue Plight (6 def, 7 armour)Requires: - Strength 22 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour: +7 Defense: +6 (+2 eff.) Fatigue: +7% Changes stats: +5 Wil / +4 Con Changes resistances: +35% nature Reduces incoming crit damage: 30.00% Transfers a bleed, poison, or wound to its source or a nearby enemy every 4 turns. No rogue blades shall incapacitate the wearer of this armour. |
This item will automatically be transmogrified when you leave the level. rejuvenating cured leather armour of cold resistance (6 def, 4 armour)rejuvenating cured leather armour of cold resistance (6 def, 4 armour) Requires: - Strength 14 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+2 eff.) Fatigue: +7% Changes resistances: +19% cold Life regen: +3.30 Stamina each turn: +0.50 A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. reinforced dwarven-steel shield of the stars (0 def, 10 armour, 153% power, 121 block)reinforced dwarven-steel shield of the stars (0 def, 10 armour, 153% power, 121 block) Requires: - Shield usage training - Strength 24 Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Power: 153% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.5% Block value: +121 Damage (Melee): +13 light / +13 darkness When wielded/worn: Armour: +10 Fatigue: +8% Changes stats: +2 Cun / +3 Mag Changes resistances: +12% light / +13% darkness Changes damage: +11% light / +12% darkness Talent granted: +1 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. swashbuckler's dwarven-steel shield of winter (0 def, 6 armour, 148% power, 80 block)swashbuckler's dwarven-steel shield of winter (0 def, 6 armour, 148% power, 80 block) Requires: - Shield usage training - Strength 24 Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Power: 149% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.5% Block value: +80 Damage (Melee): +18 cold When wielded/worn: Accuracy: +8 (+3 eff.) Armour: +6 Fatigue: +8% On shield block: * Deals 258 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) Changes stats: +2 Str / +4 Dex / +3 Wil Changes resistances: +13% cold Talent granted: +1 Block Handheld deflection devices. |
9 agate 9 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes 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. |
72 alchemist agate 72 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
5 onyx 5 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes 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. |
7 aquamarine 7 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 lapis lazuli 7 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 opal 8 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes 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. |
5 sapphire 5 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 topaz 8 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe of endurance (dig speed 38 turns) iron pickaxe of endurance (dig speed 38 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +2 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
7 emerald 7 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 jade 2 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
9 spinel 9 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 turquoise 2 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+4 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+4 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Issoldir IssoldirInfused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +9 Str / +5 Wil / +3 Cun Mental save: +10 (+3 eff.) Light radius: +4 Infravision radius: +3 See stealth: +14 See invisible: +13 A normal brass lantern, enhanced by alchemy to make it brighter. |
Light of Revelation Light of RevelationPowered by unknown forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Damage against: +25% Horror Reduced damage from: +25% Horror Light radius: +7 See stealth: +35 See invisible: +35 Sometimes reveals the hidden truths you'd rather not see. The "lantern" appears to be a glowing shard of a glass-like substance. Despite how bright it is, its light deeply disturbs you. It illuminates everything in its wake, including things which you would rather not see. Part of you wants to throw it away, but another part wants to know the unearthly truths it will reveal to you. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
13 garnet 13 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
ruby ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes 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. |
Rod of Recall (2/2) Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 168 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. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 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. |
Dazzleenvy [power 93] (21 cooldown) Dazzleenvy [power 93] (21 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Damage when hit (Melee): 2 lightning Changes resistances: +6% light / +3% lightning Changes damage: +21% light / +12% temporal Light radius: +1 It can be used to setup a psionic shield, reducing all damage taken by 93 for 5 turns Activation puts all charms on cooldown for 21 turns. When used: * Increase the duration of 2 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
The Jolt The JoltInfused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +4 Cun Changes damage: +10% mind / +10% lightning Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to brainlock the target. Upon taking lightning damage >10% of your max life, your mind fires back, dealing 30% of the original damage as mind and trying to brainlock the target. Upon taking mind damage >10% of your max life, you reflexively trigger the jolt, sending an arc of dazing lightning toward the target (damage based on mindpower). This item can have up to 2 charges, with each charge having 4 turn cooldown. This torque feels tingly to the touch, but seems to enhance your thinking. |
piercing stralite torque of gale force [power 310] (13 cooldown) piercing stralite torque of gale force [power 310] (13 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 It can be used to project a gust of wind in a cone knocking all creatures back 11 spaces and dealing 344 physical damage Activation puts all charms on cooldown for 13 turns. When used: * Increase all damage penetration by 14% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
soothing yew totem of healing [power 266] (13 cooldown) soothing yew totem of healing [power 266] (13 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to heal yourself and all friendly characters within 10 spaces for 266 Activation puts all charms on cooldown for 13 turns. When used: * Heal for 35. Natural totems are made by powerful wilders to store nature power. |
15 amethyst 15 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
8 quartz 8 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 amber 2 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 ametrine 4 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 citrine 2 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 zircon 6 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Osou the Higher Mindslayer level 25
24th Haze 122nd year of Ascendancy at 18:33 see stats
By Osou the Higher Mindslayer level 15
32nd Dusk 122nd year of Ascendancy at 15:38 see stats
By Osou the Higher Mindslayer level 18
49th Dusk 122nd year of Ascendancy at 18:54 see stats
By Osou the Higher Mindslayer level 32
48th Regrowth 123rd year of Ascendancy at 11:55 see stats
By Osou the Higher Mindslayer level 32
59th Regrowth 123rd year of Ascendancy at 16:31 see stats
By Osou the Higher Mindslayer level 25
24th Haze 122nd year of Ascendancy at 18:09 see stats
By Osou the Higher Mindslayer level 32
28th Regrowth 123rd year of Ascendancy at 01:36 see stats
By Osou the Higher Mindslayer level 10
3rd Summertide 122nd year of Ascendancy at 03:42 see stats
By Osou the Higher Mindslayer level 20
59th Dusk 122nd year of Ascendancy at 11:01 see stats
By Osou the Higher Mindslayer level 30
19th Regrowth 123rd year of Ascendancy at 21:14 see stats
By Osou the Higher Mindslayer level 25
24th Haze 122nd year of Ascendancy at 18:33 see stats
By Osou the Higher Mindslayer level 26
32nd Haze 122nd year of Ascendancy at 06:28 see stats
By Osou the Higher Mindslayer level 25
24th Haze 122nd year of Ascendancy at 18:33 see stats
By Osou the Higher Mindslayer level 10
3rd Flare 122nd year of Ascendancy at 01:06 see stats
By Osou the Higher Mindslayer level 25
24th Haze 122nd year of Ascendancy at 18:33 see stats
By Osou the Higher Mindslayer level 32
46th Regrowth 123rd year of Ascendancy at 19:49 see stats
By Osou the Higher Mindslayer level 23
8th Haze 122nd year of Ascendancy at 17:48 see stats
Log
Spikes of Decrepitude hits Osou for 30 cold, 30 cold (60 total damage).
Celia casts Ghost Walk.
Celia's form becomes intangible!
Osou feels pain again.
Osou's Beyond the Flesh performs a melee critical strike against Ghast!
Ghast is cut deeply.
Osou's Beyond the Flesh performs a melee critical strike against Ghast!
Ghast is cut deeply.
Talent Charged Strike is ready to use.
Bane of Confusion from Celia hits Osou for 92 cold damage.
Osou's Beyond the Flesh hits Ghast for 125 physical, 3 temporal, 35 acid, 24 nature, 20 physical, 35 acid, 24 nature (267 total damage).
Osou's Beyond the Flesh hits Ghast for 35 acid, 24 nature, 128 physical, 3 temporal, 35 acid, 24 nature, 20 physical (270 total damage).
Osou's Beyond the Flesh hits Ghast for 70 physical, 3 temporal, 18 physical, 31 acid, 24 nature, 31 acid, 24 nature (201 total damage).
Osou's Beyond the Flesh hits Ghoulking for 35 acid, 24 nature, 86 physical, 3 temporal, 20 physical (168 total damage).
Osou's Beyond the Flesh hits Ghast for 35 acid, 24 nature, 35 acid, 24 nature (119 total damage).
Osou's Beyond the Flesh hits Celia for 33 acid, 23 nature (56 total damage).
Osou uses Infusion: Primal.
Osou attunes to the wild.
Osou activates Kinetic Shield.
Osou activates Charged Aura.
Osou uses Thermal Strike.
Osou is confused and fails to use Thermal Leech.
Ghoulking performs a diseased attack against Osou.
Ghoulking misses Osou.
Celia is no longer pinned.
Deep Wound from Osou hits Celia for 29 physical damage.
Celia hits Osou for 99 cold damage.
Celia receives 7 healing from Eternal Night.
Osou the level 33 higher mindslayer was cooled to death by Celia on level 2 of Last Hope Graveyard.