











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Better Item Description Filter 1.7.4A combination of Deogo's Better Item Description and my Item Description Filter Plus (based on yutio's Item Description Filter). Auto Loot Transmo Translated 1.7.4This addon is modified from Auto Loot Transmo by helminthauge, to add support for translation and provide a simple chinese translation QuickTome QoL Changes 1.7.4Changes to make ToME faster to play without providing gameplay advantages. You may freely modify and redistribute this addon and its contents, except where otherwise indicated in the Credits section below. Weight: 216890 Full list of effects- After generating the world map, using zone exits or recalling allows you to teleport to most reachable zones, instead of having to walk through the world map. Recalling can still drag doomelves/doombringers/demonologists to the Anteroom of Agony, and the teleportation won't let you bypass Crypt of Kryl'Feijan, Godfeaster, or the Dreadfell ambush. - Maj'Eyal characters start with the Orb of Communication, which can be used to contact the alchemists, Elder of Last Hope, Protector Myssil, and Zemekkys when appropriate. - Achievement pop-ups and announcing your own achievements in chat can be disabled in the game UI and Online options, respectively. - Added an easily toggleable "digging mode" that automatically uses your Dig talent when you move into a diggable wall with no hostiles in sight. CreditsThe icon used for Toggle Digging Mode is licensed under CC-BY 3.0: https://game-icons.net/1x1/delapouite/war-pick.html Changelog1.1.0- This version is not compatible with savegames from previous versions! 1.0.16- Fixed Drem being able to teleport to Dwarf starting zones 1.0.15- Updated for qt-zone-overhaul version 1.0.32 1.0.14- Updated for qt-zone-overhaul version 1.0.27 1.0.13- Updated for qt-zone-overhaul version 1.0.22 1.0.12- Updated for qt-zone-overhaul version 1.0.18 1.0.11- Updated for ToME4 version 1.4.8 1.0.10- Greatly improve worldmap position handling: zone entrance positions are now auto-detected instead of enumerated, multiple onLevelLoads are no longer added 1.0.9- Fix Murgol Lair exit position 1.0.8- Fix regression in tier 1 zone teleports for non-Zone Overhaul games 1.0.7- Don't try to teleport when exiting damp/intimidating caves, Rat Lich crypt, etc. via the stairs 1.0.6- Allowed teleporting via zone exits, not just the Rod 1.0.5- Updated for qt-zone-overhaul 1.0.13 1.0.4- Fix typo that caused Briagh's Lair to be accessible when it shouldn't 1.0.3- Updated for qt-zone-overhaul 1.0.11 1.0.2- Fixed serialization bug that could leave player with nil wilderness position (requiring save editing to continue) if they teleported with the rod of recall, then saved and reloaded the game, then visited the worldmap without teleporting anywhere else. 1.0.1- Updated for qt-zone-overhaul 1.0.4 1.0.0- Initial release 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:
Timed PS & UF Salve Usage 1.7.4-2.0- Note that this addon changes the CD and usage time of talent Mind Injection, to the same as injector implants, although according to my test these two field don't affect the usage of salves at all, as long as the CD exists. Time the usage of Pain Suppressor Salve and Unstoppable Force Salve to max medical injector efficiency. -1.1- -1.2- -1.3- Less Shaders 1.7.4Adding game options (in the misc tab) to turn off the shaders of stealth, invisible, unstoppable and lightning speed. Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Automated Portable Extractor (APE) Tweak 1.7.4Tweak to make the APE also generate Fortress Energy, for using tinkers in the main Maj'Eyal campain. Also lets Adventurers start with an APE and equipment for tinker classes, even if you haven't unlocked that achievement the normal way. Note: this does not auto-extract gems with Stone Alchemy. 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. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Taste My Pain 1.7.4Disable the target warning when selecting the source of talent Link of Pain, and when selecting the target of Fearless Cleave. Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. 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: QuickTome QoL Changes mod. Grouping 1.7.2This addon requires QuickTome QoL Changes installed. This addon group the destinations for Improved Rod of Recall to make it easier to find the destination. Grouped: Maj'Eyal Main Dungeons are Main Dungeons are sorted by tier. Other Zones are sorted by name. Also add some destinations. P.S. minmay Weight: 216891(QuickTome QoL Changes' value + 1) Overload: Verbose Enemies 1.3.1Makes the monsters of Eyal somewhat more talkative...and prone to insulting you. Featuring taunts from Gaslamp Games' roguelike Dungeons of Dredmor! Also now featuring the EXTENSIVE taunt collection from the iconic Dredmor mod, Death By A Thousand Taunts. This mod was created by Deeborm, and is only included with their approval. Three cheers for Deeborm! Relive your dredmor adventures in the world of Eyal. You can also add your own taunts! To do this create a file named verbose_user_defined_taunts.cfg and place it in your settings folder where it can be friends with all the other .cfg files. Inside this file put: All taunts (base Dredmor taunts, Deeborm's extended dredmor taunts, and custom taunts) can be toggled from the in-game settings, in the Misc tab. 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. Simplified Prodigy Requirements 1.7.4The requirements fo some prodigies are simplified so you don't have to grind for them. Also removed some requirements which if you don't meet, you won't benefit from that prodigy at all. Any requirements that may involve risks are not touched. It also removes the displayment of some requirements related to plots if they're not needed in your current compaign. Prodigies touched are: This addon no longer uses overload and is now compatible with Zomnibus. No AutoTalent on Movement 1.5.10Disable auto-use of talents when player is under some effects so that these effects won't be accidentally broken. Currently these effects include: if you want some other effects included please let me know by responding to the forum post. 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 | Insane Adventure |
Sex | Male |
Race | Drem |
Class | Shadowblade |
Level / Exp | 50 / 2682% |
Size | medium |
Lifes / Deaths | Killed by Isylle the dire wolf at level 10 on the 10th Profit 122nd year of Ascendancy at 13:27 5 / 2Killed by Mayyvea the scourge drake at level 41 on the 11st Shortage 122nd year of Ascendancy at 11:51 |
Primary Stats
Strength | 68 (base 16) |
Dexterity | 139 (base 63) |
Constitution | 52 (base 16) |
Magic | 109 (base 65) |
Willpower | 59 (base 33) |
Cunning | 129 (base 60) |
Resources
Life | 571/1507 |
Mana | 260/319 |
Stamina | 95/340 |
Steam | 100/100 |
Healing Factor | 2.5 |
Regeneration | 138.56544595684 |
Speed
Mental | +73.317415019301% |
Attack | 0% |
Movement | +10% |
Spell | +18.24582049534% |
Global | +126% |
Vision
Sight | 10 |
Lite | -996 |
Infravision | 5 |
See Stealth | 49.537291658803 |
See Invisible | 49.537291658803 |
Stealth | 46 |
Offense: Mainhand
Damage | 173 |
Accuracy | 101 |
Crit Chance | 106% |
APR | 48 |
Speed | 0.58 |
Offense: Offhand
Damage | 107 |
Accuracy | 101 |
Crit Chance | 104% |
APR | 48 |
Speed | 0.58 |
Offense: Spell
Spellpower | 82 |
Crit Chance | 50% |
Speed | 0.84569585276751 |
Offense: Mind
Mindpower | 55 |
Crit Chance | 52% |
Speed | 1 |
Offense: Damage Bonus
Acid | +27% |
Lightning | +10% |
Light | +16% |
Darkness | +27% |
Blight | +40% |
Physical | +138% |
Cold | +19% |
All | +7% |
Offense: Damage Penetration
Darkness | +43% |
Light | +35% |
Temporal | +40% |
Blight | +50% |
Physical | +90% |
Cold | +35% |
All | +25% |
Defense: Base
Armour (hardiness) | 24 (35.65183292883%) |
Defense | 119 |
Ranged Defense | 119 |
Fatigue | 0 |
Physical Save | 86 |
Spell Save | 84 |
Mental Save | 103 |
Defense: Resistances
Cold | + 57%( 70%) |
Acid | + 67%( 70%) |
Darkness | + 65%( 70%) |
Temporal | + 60%( 70%) |
Mind | + 61%( 70%) |
Lightning | + 67%( 70%) |
Fire | + 58%( 70%) |
All | + 53%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 100% |
Teleport Resistance | 100% |
Blind Resistance | 100% |
Silence Resistance | 32% |
Disarm Resistance | 100% |
Pinning Resistance | 25% |
Instadeath Resistance | 100% |
Knockback Resistance | 25% |
Inscriptions (3/3)
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 152% efficiency and cooldown mod of 52%. Current default salve: none |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 160% efficiency and cooldown mod of 54%. Current default salve: amazing pain suppressor salve |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 709% 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. |
Class Talents
Cunning / Shadow magic | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 4/5 |
Technique / Combat techniques | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Cunning / Stealth | 1.30 |
| 1/5 |
| 3/5 |
| 3/5 |
| 1/5 |
Spell / Temporal | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Duelist | 1.00 |
| 2/5 |
| 2/5 |
| 1/5 |
| 2/5 |
Spell / Phantasm | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.00 |
| 2/5 |
| 2/5 |
| 2/5 |
| 3/5 |
Cunning / Dirty fighting | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 2/5 |
Cunning / Ambush | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Generic Talents
Technique / Combat training | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 5/5 |
Steamtech / Physics | 1.00 |
| 4/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Race / Drem | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Steamtech / Chemistry | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 4/5 |
Spell / Conveyance | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Lethality | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 3/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Shadow Feed |
talent | Chant of Fortitude |
talent | Stealth |
talent | Shadow Combat |
talent | Phantasmal Shield |
talent | Essence of Speed |
talent | Probability Travel |
talent | Blade Flurry |
talent | Trained Reactions |
beneficial effect | The target is enveloped in shadows gaining 35 spellpower and defense. Shadowguard |
beneficial effect | Fight to the brink of death, can not die before going under -450 life (but life under 0 is not shown) and increases all resistances by 27%. Pain Suppressor Salve |
beneficial effect | Increases defense by 16. Mobile Defense |
beneficial effect | The target is able to make actions and attacks while remaining stealthed. Shadow Dance |
beneficial effect | The target is wreathed in shadows, increasing life regeneration by 10.1 and stamina regeneration by 2.2. Soothing Darkness |
beneficial effect | The time distortion has created a restoration field, healing the target for 23 each turn. Temporal Restoration Field |
beneficial effect | The target has 38 increased life regeneration. Recovery |
beneficial effect | Increases all saves by 136 and healing factor by 68%. Unstoppable Force Salve |
beneficial effect | The target is immune to all detrimental effects. Shadowguard Immunity |
beneficial effect | Parrying melee and ranged attacks: Has a 62% chance to deflect up to 31 damage from the next 3.2 attack(s). Parried attacks cannot crit. Parrying |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! Tannen revealed himself as the vile scum he really is and trapped you in his tower. | 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 Gylaith the armoured skeleton warrior. Escort: injured seer (level 3 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Daikara. Escort: lost sun paladin (level 1 of Daikara)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Daikara. Escort: lost tinker (level 2 of Daikara)As a reward you gained knowledge of tinker technology. | 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 talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: repented thief (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 6 of Dreadfell. Escort: repented thief (level 6 of Dreadfell)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 7 of Dreadfell. Escort: repented thief (level 7 of Dreadfell)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 5 of Dreadfell. Escort: temporal explorer (level 5 of Dreadfell)As a reward you improved talent Foresight (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Dreadfell. Escort: worried loremaster (level 2 of Dreadfell)As a reward you improved talent Disarm (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | 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 |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | 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 Horned Horror. * 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 |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | 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 must explore the Trollmire and find out what lurks there and what treasures are to be gained! * You have explored the ruins of Kor'Pul and vanquished the Shade. | 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. * The fortress shadow has asked that you come back as soon as possible. * 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: 1965. | 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. | active |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Agrimley the hermit. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. You have aided Stire of Derth in creating an elixir of precision. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mysticism. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit has completed an elixir of explosive force without your aid. 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 has completed an elixir of brawn without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | completed |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle* You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close. * You have closed two books of binding, the castle is now stable and you should probably be able to access the last chapter. * You have killed the Glass Golem and claimed the castle treasures for yourself! | 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 have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | 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 within11 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 3.0 T3 feet armor Reqs Heavy armour training [Random Unique] Arcane/Master/Psionic While equipped: Stats +2 Con +4 Wil dps ---------- Mind.pwr +5 (+1 eff.) Dmg.mod +3% darkness +3% cold Res.pen +10% cold +7% physical Melee Ret 4 darkness 2 cold ----- def ----- Armour +4 Fatigue +3% Resists +11% fire +9% darkness +10% cold Phys.save +15 (+3 eff.) Silence- +32% Confus- +35% Pinning- +25% Stun/Frz- +24% Knockbk- +25% Teleport- +100% Blindside: Puts all charms on 22 cooldown Level 1.0 Pwr.cost 22 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 14 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 1.0 T3 lite [Rare] Nature While equipped: Stats +3 Dex +2 Wil dps ---------- Phys.crit +3.0% Crit.mult +20.00% Melee Ret 4 light ----- def ----- Crit.dmg- 10.00% Phys.save +18 (+4 eff.) Max.HP +59.00 ---------- misc Max.stam +30.00 Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 2.0 T5 head armor [Unique] Master While equipped: Stats +22 Cun +18 Dex dps ---------- Phys.crit +10.0% Steam.crit +15% Dmg.mod +10% physical Res.pen +15% physical Acc +40 (+7 eff.) Apr +15 ----- def ----- Defense +15 (+2 eff.) Mind.save +15 (+2 eff.) Blind- +100% ---------- misc Masteries +0.20 Steamtech/Gunslinging +0.20 Steamtech/Bullets mastery This hat was made from materials from a forest whose name is long since lost, far in the east. It is said to have belonged to one of the first gunslingers. |
On hands | ![]() 1.5 T5 hands armor Reqs Heavy armour training [Unique] Arcane/Master While equipped: Stats +6 Str +6 Mag dps ---------- Phys.crit +10.0% Spell.crit +10% Crit.mult +50.00% Dmg.mod +10% physical ----- def ----- Armour +6 Disarm- +100% ---------- misc Talents +5 Iron Grip Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
Tool | ![]() 2.0 T3 wand charm [Rare] Arcane While equipped: Stats +2 Str +5 Dex +2 Con dps ---------- Phys.pwr +15 (+4 eff.) Dmg.mod +21% physical Res.pen +10% physical On Hit (Melee): * 20% chance to slow global speed by 61% ----- def ----- Die.at -80.00 life Create a radius 3 storm for 5 turns. Each turn, creatures within take 69 lightning damage and will be dazed for 1 turn (345 total damage) Puts all charms on 13 cooldown Increase 3 buffs' duration by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() 0.1 T3 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +12 Str +6 Mag +6 Wil +11 Con dps ---------- Mind.crit +1% Crit.mult +15.00% Phys.pwr +20 (+5 eff.) Spell.pwr +11 (+2 eff.) Dmg.mod +9% cold ----- def ----- Mind.save +9 (+1 eff.) Stun/Frz- +30% Rings make your fingers look great! |
On fingers | ![]() 0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +3 Dex +9 Mag +11 Cun dps ---------- Spell.pwr +22 (+4 eff.) Dmg.mod +6% physical Apr +1 ----- def ----- Armour +4 Defense +20 (+3 eff.) Phys.save +6 (+1 eff.) Mind.save +8 (+1 eff.) Confus- +38% Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
Around neck | ![]() 0.1 T4 amulet jewelry [Ego++] Master While equipped: Stats +7 Dex +6 Cun +5 Con dps ---------- Crit.mult +14.00% Mov.spd +10% Acc +8 (+2 eff.) Apr +14 ----- def ----- Fatigue -7% HP.reg +4.00 ---------- misc Stam/turn +0.30 Amulets make your neck look great! |
In main hand | ![]() 1.0 T5 dagger 1H weapon [Random Unique] Master/Psionic Power 49.5 - 64.4 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) * flashes light on your target dealing 112 damage While equipped: Stats +8 Str +5 Dex dps ---------- Crit.mult +15.00% Phys.spd +10% Acc +13 (+3 eff.) ----- def ----- Teleport- +20% Sharp, short and deadly. |
Around waist | ![]() 1.0 T5 belt armor [Random Unique] Nature/Master While equipped: Stats +6 Cun +6 Dex dps ---------- Phys.crit +14.0% Mind.crit +8% Dmg.mod +3% lightning +25% physical +9% light Res.pen +10% light +16% physical On Hit (Melee): * 10 arcane resource burn ----- def ----- Resists +9% temporal Spell.save +12 (+3 eff.) HP.reg +3.60 Heal.mod +30% A belt that goes around your waist. |
In off hand | ![]() 1.0 T4 dagger 1H weapon [Random Unique] Master Power 39.5 - 51.4 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Hit.r1 +8 darkness On Crit.r2 +16 darkness On Hit: * 20 arcane resource burn * flashes light on your target dealing 114 damage On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +4 Dex dps ---------- Phys.crit +9.0% Crit.mult +15.00% Phys.spd +10% Acc +18 (+3 eff.) On Hit (Melee): * 20% chance to slow global speed by 61% ----- def ----- Resists +3% darkness Sharp, short and deadly. |
Cloak | ![]() 2.0 T5 cloak armor [Rare] Master While equipped: dps ---------- Phys.crit +3.0% Phys.pwr +25 (+6 eff.) Dmg.mod +33% blight +36% physical Res.pen +25% blight Acc +25 (+5 eff.) Apr +5 ----- def ----- Armour +10 Defense +3 (+0 eff.) Fatigue -7% Resists +30% lightning Die.at -104.61 life Stun/Frz- +50% ---------- misc Stam/turn +3.92 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.0 T4 cloth armor [Random Unique] Nature/Psionic While equipped: Stats +10 Str +10 Dex +10 Mag +10 Wil +10 Cun +10 Con dps ---------- Mind.crit +3% Mind.pwr +8 (+2 eff.) Dmg.mod +20% acid +23% physical +17% darkness Res.pen +17% physical +18% darkness +15% temporal Melee Ret 6 darkness 0 physical ----- def ----- Resists +30% acid +6% temporal +14% darkness +17% mind +13% all Phys.save +14 (+3 eff.) Spell.save +16 (+4 eff.) Mind.save +36 (+6 eff.) ---------- misc Max.hate +9.00 The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() 0.4 potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
![]() 0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 16% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
![]() 0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 645 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
![]() 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 (85% of a turn) Won't Break Stealth 100% 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. |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 tome scroll [Plot Item] Unknown Summon Limmir the jeweler at the center of the lake of the moon. Uses 1 power out of 1/1 Magical scrolls can have wildly different effects! |
![]() 0.1 T2 amulet jewelry [Rare] Nature While equipped: dps ---------- Phys.crit +2.0% ----- def ----- Resists +18% lightning +9% temporal +6% blight +12% cold +2% physical Crit.dmg- 15.00% Max.HP +60.00 Stun/Frz- +50% Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+2 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
![]() 0.1 T2 amulet jewelry [Unique] Arcane While equipped: ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
![]() 0.1 T2 amulet jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +4 Str +2 Wil dps ---------- Mind.pwr +6 (+2 eff.) Dmg.mod +6% acid Res.pen +5% acid On Hit (Melee): * 10% chance to reduce armor by 45% ----- def ----- Resists +6% acid Mind.save +6 (+1 eff.) Confus- +11% ---------- misc Masteries +0.18 Spell/Conveyance Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+1 eff.) ----- def ----- Blind- +100% ---------- misc See.Invis +10 Summon an elder vampire with Taunt to your side for 15 turns. Uses 51 power out of 60/60 The evilness of undeath radiates from this amulet. |
![]() 0.1 T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con ----- def ----- Teleport- +100% Teleport: Level 4.0 Pwr.cost 31 out of 36/36. Range 10 Travel.spd instantaneous Is a spell Description: Teleports you randomly within a large range (182). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
![]() 0.1 T3 amulet jewelry [Random Unique] Arcane/Nature While equipped: Stats +4 Con +5 Mag dps ---------- Spell.crit +5% Spell.pwr +4 (+1 eff.) Dmg.mod +5% acid +4% fire +4% cold +5% lightning ----- def ----- Phys.save +9 (+2 eff.) Max.HP +45.00 HP.reg +3.00 Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Mana/turn +0.16 Mana/s.crit +2.00 Amulets make your neck look great! |
![]() 0.1 T4 amulet jewelry [Unique] Arcane/Psionic While equipped: ----- def ----- Resists -25% light Res.Cap -25% light Blind- +100% Confus- +50% ---------- misc Infravis +3 Telepathy Horror Telpty rng +10 Arcane Eye: (Instant) Level 2.0 Pwr.cost 51 out of 60/60. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 16 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 6 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
![]() 0.1 T4 amulet jewelry [Ego] Arcane/Nature While equipped: Stats +4 Mag ----- def ----- Resists +21% mind Confus- +38% Amulets make your neck look great! |
![]() 0.1 T4 amulet jewelry [Ego++] Nature/Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +10 (+3 eff.) ----- def ----- Mind.save +10 (+2 eff.) Blind- +32% Confus- +20% ---------- misc Infravis +6 Sight +2 See.Invis +11 Amulets make your neck look great! |
![]() 0.1 T4 amulet jewelry [Ego+] Arcane/Master While equipped: dps ---------- Crit.mult +14.00% Spell.pwr +10 (+2 eff.) Dmg.mod +9% blight +12% fire ----- def ----- Fatigue -8% HP.reg +3.00 Amulets make your neck look great! |
![]() 0.1 T4 amulet jewelry [Random Unique] Arcane/Nature While equipped: Stats +3 Mag +3 Wil +13 Lck dps ---------- Spell.crit +5% Spell.pwr +6 (+1 eff.) Dmg.mod +6% darkness +6% temporal +6% light +6% physical Res.pen +5% blight Phasing +30% Acc +14 (+3 eff.) Melee Ret 2 arcane On Hit (Melee): * 20% chance to reduce armor by 45% ----- def ----- Defense +9 (+1 eff.) Resists +10% light +16% darkness Spell.save +6 (+2 eff.) Unseen.red 13% Blind- +35% Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Rare] Nature While equipped: Stats +11 Lck dps ---------- Spell.crit +3% Spell.pwr +15 (+3 eff.) Dmg.mod +15% acid Res.pen +15% acid +26% mind Acc +20 (+4 eff.) Melee Ret 10 light On Hit (Melee): * 20% chance to reduce armor by 45% ----- def ----- Defense +20 (+3 eff.) Resists +9% acid Spell.save +15 (+3 eff.) Unseen.red 19% Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Unique] Master Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +10 Str +6 Con ----- def ----- Phys.save +18 (+4 eff.) Mind.save +18 (+3 eff.) Pinning- +100% ---------- misc Masteries +0.10 Technique/Berserker's strength +0.10 Technique/Bloodthirst +0.10 Technique/Warcries +0.10 Technique/Two-handed assault Shattering Shout: Level 4.0 Pwr.cost 9 out of 48/48. Range melee/personal Travel.spd instantaneous Description: Release a powerful shout, doing 651.37 physical damage in a radius 7 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. |
![]() 0.1 T5 amulet jewelry [Random Unique] Arcane/Nature While equipped: Stats +10 Con +6 Mag dps ---------- Spell.crit +6% Spell.pwr +6 (+1 eff.) Melee+ 13 light 15 darkness Dmg.mod +29% acid +15% light +8% lightning +8% cold +8% fire +6% mind +14% darkness On Melee Ret: * 15% chance to reduce damage dealt by 27% * 10% chance to blind ----- def ----- Resists +12% mind +6% light ---------- misc Light +4 Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Random Unique] Nature While equipped: Stats +6 Str dps ---------- Dmg.mod +12% temporal Res.pen +15% cold +5% temporal Melee Ret 4 cold ----- def ----- Resists +9% cold Heal.mod +29% Blind- +26% Cut- +40% ---------- misc Infravis +9 Sight +2 See.Invis +15 Heal: Puts all charms on 30 cooldown Level 1.0 Pwr.cost 30 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 229 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Ego++] Master While equipped: dps ---------- Crit.mult +18.00% Acc +8 (+2 eff.) Apr +20 ----- def ----- Armour +6 Defense +8 (+1 eff.) Res.Cap +4% all Phys.save +22 (+4 eff.) Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Ego+] Arcane/Master While equipped: dps ---------- Crit.mult +16.00% Spell.pwr +5 (+1 eff.) Dmg.mod +12% blight +12% fire ----- def ----- Fatigue -5% HP.reg +4.00 Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Ego++] Arcane/Master While equipped: dps ---------- Crit.mult +17.00% Spell.pwr +11 (+2 eff.) Dmg.mod +11% blight +11% fire ----- def ----- Phys.save +25 (+5 eff.) Spell.save +23 (+5 eff.) Mind.save +15 (+2 eff.) Amulets make your neck look great! |
![]() 1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 9 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() 0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +1 Str +3 Dex +7 Mag +1 Cun dps ---------- Dmg.mod +6% lightning ----- def ----- Resists +6% mind Mind.save +6 (+1 eff.) Confus- +23% Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+1 eff.) Fatigue -7% Mind.save +13 (+2 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Shadowstep: Level 2.6 Pwr.cost 43 out of 50/50. Range 7 Travel.spd instantaneous Is a spell Description: Step through the shadows to your target, dazing it for 4 turns and hitting it with all your weapons for 167% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
![]() 0.1 T2 ring jewelry [Rare] Arcane While equipped: Stats +5 Con dps ---------- Crit.mult +10.00% Mind.pwr +10 (+3 eff.) Dmg.mod +14% blight ----- def ----- Resists +26% blight Phys.save +15 (+3 eff.) Poison- +20% Confus- +20% Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil dps ---------- Dmg.mod +5% physical ----- def ----- Armour +5 Resists +5% physical Phys.save +12 (+2 eff.) Knockbk- +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
![]() 0.1 T3 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +5 Dex +6 Wil +5 Cun dps ---------- Mind.pwr +9 (+3 eff.) Dmg.mod +15% fire Res.pen +10% nature Acc +10 (+2 eff.) ----- def ----- Resists +6% nature Mind.save +8 (+1 eff.) Confus- +30% Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego+] Arcane While equipped: Stats +3 Cun +4 Mag dps ---------- Spell.pwr +8 (+2 eff.) Dmg.mod +10% darkness ----- def ----- Resists +20% darkness Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +6 Mag +6 Wil +4 Con dps ---------- Mind.crit +4% Spell.pwr +10 (+2 eff.) Mind.pwr +15 (+5 eff.) Melee Ret 2 mind On Melee Ret: * 30% chance to reduce strength, dexterity, and constitution by 35 * 24% chance to reduce damage dealt by 27% ----- def ----- Spell.save +13 (+3 eff.) Mind.save +6 (+1 eff.) HP.reg +5.00 Stun/Frz- +35% ---------- misc Equi/ret +0.04 Max.stam +22.00 Max.hate +6.00 Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Unique] Arcane It desires to be surrounded by undeath. While equipped: dps ---------- Spell.pwr +8 (+2 eff.) Dmg.mod +10% darkness +10% cold ----- def ----- Resists +10% darkness +10% cold Spell.save +8 (+2 eff.) Poison- +25% Cut- +25% ---------- misc Max.souls +3.00 This ring is filled with an overwhelming, yet restrained, power. It lashes, grasps from its metal prison, searching for life to snuff out. You alone are unharmed. Perhaps it feels all the death you will bring to others in the near future. |
![]() 0.1 T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck ----- def ----- Phys.save +10 (+2 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+2 eff.) Die.at -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
![]() 0.1 T5 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +6 Cun +7 Dex dps ---------- Dmg.mod +19% mind +9% darkness Res.pen +25% darkness Acc +10 (+2 eff.) ----- def ----- Resists +19% mind +9% darkness Max.HP +75.00 HP.reg +13.00 Heal.mod +14% Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Unique] Master While equipped: dps ---------- Phys.pwr +10 (+3 eff.) Dmg.mod +8% physical Acc +10 (+2 eff.) ----- def ----- Armour +10 Hardiness +20% Defense +5 (+1 eff.) Fatigue -15% Phys.save +45 (+9 eff.) Confus- +50% ---------- misc Max.mana -40.00 Max.stam +40.00 Cooldown Rush -6 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
![]() 0.1 T5 ring jewelry [Unique] Master While equipped: Stats +3 Str +3 Dex +3 Con dps ---------- Phys.crit +5.0% Phys.pwr +10 (+3 eff.) Apr +15 ----- def ----- Talent.cat+ +0.30 Technique A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
![]() 0.1 T5 ring jewelry [Ego++] Arcane/Master While equipped: Stats +8 Cun +7 Dex dps ---------- Acc +9 (+2 eff.) ----- def ----- Resists +25% acid +20% fire +22% lightning +20% cold Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Ego++] Psionic While equipped: Stats +10 Cun +7 Wil dps ---------- Mind.pwr +14 (+4 eff.) Melee+ 18 physical Ranged+ 30 physical On Hit (Melee): * 19% chance to reduce all saves and defense by 33 On Hit (Ranged): * 16% chance to reduce all saves and defense by 33 ---------- misc Hate/m.crit +2.00 Max.hate +12.00 Bleeding Edge: Puts all charms on 17 cooldown Level 4.0 Pwr.cost 17 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! |
![]() 0.1 T5 ring jewelry [Ego] Nature While equipped: Stats +10 Con ----- def ----- Phys.save +20 (+4 eff.) Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Ego+] Arcane While equipped: Stats +5 Str +5 Dex +12 Mag +5 Wil +5 Cun +5 Con dps ---------- Melee+ 25 light Ranged+ 38 light Dmg.mod +20% light Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Ego+] Master While equipped: Stats +8 Cun +7 Dex dps ---------- Acc +11 (+2 eff.) ----- def ----- Stun/Frz- +30% Rings make your fingers look great! |
![]() 7.0 T5 staff 2H weapon [Godslayer] Unknown Power 60.0 - 72.0 Arcane Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Acc +30 Apr +60 Atk.spd 100% While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.crit +15% Spell.pwr +48 (+10 eff.) Dmg.mod +60% lightning +60% fire +60% arcane +60% cold Res.pen +30% lightning +30% fire +30% arcane +30% cold ---------- misc Max.mana +100.00 Max.P.En +50.00 Max.N.En +50.00 Talents +1 Command Staff May understand old Sher'Tul language. This staff offers 60% bonus to fire, cold, lightning, arcane damage. (included above) Absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns. Uses 170 power out of 200/200 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
![]() 1.0 T3 dagger 1H weapon [Unique] Arcane Power 27.0 - 35.1 Physical Uses 35% Cun, 20% Mag, 55% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +8 Crit +9.0% Atk.spd 100% On Hit: 15% Disperse Magic 1 On Hit: * steals up to 50 mana from the target While equipped: Stats +6 Cun +6 Mag ----- def ----- Resists +12% arcane Spell.save +12 (+3 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
![]() 1.0 T4 dagger 1H weapon [Random Unique] Arcane/Master Power 27.5 - 35.8 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +23 Crit +8.0% Atk.spd 100% Phasing +14% Melee+ +5 blight On Hit: 20% Epidemic 4 On Hit: * 10% chance to reduce strength, dexterity, and constitution by 35 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +6.0% ----- def ----- Resists +15% nature Heal.mod +5% Blind- +10% Disease- +19% Confus- +10% ---------- misc Max.hate +4.00 Sharp, short and deadly. |
![]() 1.0 T4 dagger 1H weapon [Ego+] Arcane/Master Power 25.0 - 32.5 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Hit.r1 +15 fire While equipped: dps ---------- Res.pen +12% all Acc +10 (+2 eff.) Apr +5 Sharp, short and deadly. |
![]() 1.0 T4 dagger 1H weapon [Rare] Master Power 40.5 - 52.6 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Hit: * 20 arcane resource burn While equipped: dps ---------- Dmg.mod +6% lightning ----- def ----- Resists +9% blight +18% lightning +6% nature +6% light ---------- misc See.Invis +12 Sharp, short and deadly. |
![]() 1.0 T4 dagger 1H weapon [Ego++] Master Power 31.5 - 41.0 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% While equipped: Stats +6 Str dps ---------- Dmg.mod +11% physical Res.pen +9% physical Acc +18 (+3 eff.) Apr +9 Sharp, short and deadly. |
![]() 1.0 T5 dagger 1H weapon [Unique] Psionic Power 38.0 - 49.4 Physical Uses 30% Wil, 30% Cun, 40% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +40 Crit +10.0% Atk.spd 100% While equipped: dps ---------- Phys.pwr +15 (+4 eff.) Res.pen +30% physical Acc +8 (+2 eff.) ---------- misc Masteries +0.20 Psionic/Augmented striking Fire a bolt of kinetic force (range 8), dealing 150% (physical) weapon damage. Uses 9 power out of 10/10 A simple, rudely crafted stone hilt, this object manifests a blade of wavering, nearly invisible force, like a heat haze, as you grasp it. Despite its simple appearance, it is capable of shearing through solid granite, in the hands of those with the necessary mental fortitude to use it properly. |
![]() 1.0 T5 dagger 1H weapon [Rare] Master Power 51.5 - 67.0 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% While equipped: Stats +5 Cun +4 Wil dps ---------- Mind.crit +2% Crit.mult +20.00% Mind.pwr +25 (+7 eff.) Dmg.mod +12% darkness Melee Ret 10 acid On Hit (Melee): * 20% chance to reduce armor by 45% ----- def ----- Resists +6% light +9% blight Sharp, short and deadly. |
![]() 1.0 T5 dagger 1H weapon [Ego++] Nature Power 39.5 - 51.4 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% While equipped: Stats +5 Str +8 Dex +9 Mag +17 Wil +13 Cun +15 Con ----- def ----- Max.HP +72.00 Sharp, short and deadly. |
![]() 1.0 T5 dagger 1H weapon [Ego+] Nature/Master Power 49.0 - 63.7 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% While equipped: Stats +7 Str +9 Dex +9 Mag +13 Wil +11 Cun +6 Con Sharp, short and deadly. |
![]() 1.0 T5 dagger 1H weapon [Ego] Arcane/Psionic Power 38.5 - 50.1 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% Melee+ +17 darkness Against +10% Living While equipped: Stats +3 Mag +7 Wil dps ---------- Spell.pwr +12 (+2 eff.) Sharp, short and deadly. |
![]() 1.0 T5 dagger 1H weapon [Ego++] Nature/Master Power 38.5 - 50.1 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% While equipped: Stats +4 Dex +11 Wil +7 Con dps ---------- Phys.spd +10% Acc +17 (+3 eff.) ----- def ----- Max.HP +83.00 Sharp, short and deadly. |
![]() 1.0 T5 dagger 1H weapon [Random Unique] Nature/Master Power 53.5 - 69.5 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Crit.r2 +45 acid +33 nature On Hit: * 23% chance to reduce armor by 45% While equipped: Stats +3 Wil dps ---------- Spell.crit +3% S.pwr/crit +4 Res.pen +35% acid +24% nature Acc +11 (+2 eff.) Apr +12 On Hit (Melee): * 20% chance to reduce armor by 45% ----- def ----- Defense +15 (+2 eff.) Resists +3% acid Disarm- +50% Def/telep +15 Res/telep +15% Dur/telep +15% Sharp, short and deadly. |
![]() 2.0 T3 cloth armor [Random Unique] Nature/Psionic While equipped: Stats +6 Con dps ---------- Dmg.mod +29% nature On Hit (Melee): * 20% chance to slow global speed by 61% ----- def ----- Resists +9% acid +12% darkness +3% blight +12% mind +28% nature +11% all Phys.save +13 (+3 eff.) Spell.save +10 (+2 eff.) Mind.save +23 (+4 eff.) Poison- +28% Disease- +29% The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Unique] Arcane While equipped: Stats +7 Mag +7 Wil +7 Cun dps ---------- Spell.crit +12% Spell.pwr +35 (+7 eff.) Dmg.mod +37% lightning +37% temporal +37% cold +37% fire +37% arcane +37% physical ----- def ----- Resists +15% all ---------- misc Mana/turn +2.00 Max.mana +77.00 Masteries +0.10 Spell/Occult technomancy +0.10 Spell/Galvanic technomancy +0.10 Spell/Terrene technomancy 20% chance when casting a technomancy spell (or 10% chance when casting a normal spell) to power-up the internal defense circuits of the robe. The circuit will do one of: if more than one foe is in melee range: teleport away all foes if below 50% life: increase all resistances by 20% for 5 turns if below 20 steam: supercharge the arcane dynamo to produce 4 more steam per 10 mana spent for 5 turns otherwise: reset the cooldown of the spell with the highest remaining cooldown This robe was worn by the Technomancer Galen, infused with technomancy enchantments it is said to react to techno-spells! |
![]() 9.0 T5 light armor [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Phys.crit +8.0% Spell.crit +10% Crit.mult +20.00% Spell.pwr +15 (+3 eff.) Melee+ 15 light 30 fire Ranged+ 15 light 30 fire Dmg.mod +20% fire +5% light +10% all Res.pen +10% light +15% fire Melee Ret 30 fire ----- def ----- Armour +12 Defense +15 (+2 eff.) Resists +20% fire +12% light -5% cold ---------- misc Masteries +0.10 Celestial/Sun +0.10 Spell/Wildfire +0.10 Celestial/Sunlight +0.10 Spell/Fire Blastwave: Level 4.0 Pwr.cost 11 out of 16/16. Range melee/personal Travel.spd instantaneous Is a spell Description: A wave of fire emanates from you with a radius of 5, knocking back anything caught inside and setting them ablaze, doing 182.54 fire damage over 3 turns. The damage will increase with your Spellpower. This mass of fused molten bone from the Heavy Sentinel radiates intense power. It still glows red with the heat of the Sentinel's core, and yet seems to do you no harm. |
![]() 1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Phys.crit +4.0% Crit.mult +15.00% Res.pen +10% physical Apr +4 ----- def ----- Armour +10 Defense +10 (+1 eff.) Resists +1% physical Stealth +7 Die.at -40.00 life A belt that goes around your waist. |
![]() 1.0 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. |
![]() 1.0 T1 belt armor [Rare] Nature While equipped: Stats +2 Con dps ---------- Mind.pwr +4 (+1 eff.) Res.pen +5% lightning ----- def ----- Resists +9% blight +3% fire +6% lightning +3% physical Mind.save +6 (+1 eff.) Stun/Frz- +20% A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Ego+] Arcane/Master While equipped: ----- def ----- Defense +10 (+1 eff.) Resists +6% blight Stealth +5 The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Rare] Nature While equipped: Stats +4 Str +5 Dex +1 Mag +4 Wil +4 Cun dps ---------- Dmg.mod +6% blight ----- def ----- Defense +20 (+3 eff.) Resists +15% temporal Phys.save +21 (+4 eff.) Spell.save +14 (+3 eff.) Mind.save +15 (+2 eff.) HP.reg +4.00 Confus- +20% Stun/Frz- +20% Knockbk- +20% A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Rare] Master While equipped: Stats +4 Cun +5 Dex dps ---------- Phys.crit +10.0% Mind.crit +10% Dmg.mod +15% lightning Melee Ret 4 blight On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 35 ----- def ----- Defense +20 (+3 eff.) Resists +15% acid HP.reg +4.00 Stun/Frz- +20% Def/telep +15 Res/telep +15% Dur/telep +15% A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +18% physical Res.pen +10% light +15% physical ----- def ----- Armour +14 Defense +15 (+2 eff.) Resists +10% acid +6% temporal +9% light +18% cold +9% nature +7% fire +5% arcane +10% lightning Phys.save +23 (+5 eff.) A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Ego++] Nature/Master While equipped: dps ---------- Dmg.mod +16% physical Res.pen +7% physical ----- def ----- Resists +7% acid +8% fire +8% lightning +8% cold A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Ego++] Master While equipped: dps ---------- Phys.crit +5.0% Crit.mult +7.00% Phys.pwr +4 (+1 eff.) ----- def ----- Armour +12 Defense +15 (+2 eff.) Phys.save +19 (+4 eff.) A belt that goes around your waist. |
![]() 2.0 T5 cloak armor [Random Unique] Arcane/Master While equipped: Stats +4 Str +8 Dex +3 Cun +5 Con dps ---------- Spell.crit +5% Crit.mult +20.00% Spell.pwr +7 (+1 eff.) Dmg.mod +6% temporal +10% arcane +3% nature Res.pen +11% arcane Melee Ret 8 nature 6 temporal On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Defense +3 (+0 eff.) Resists +0% lightning +6% temporal Spell.save +11 (+3 eff.) ---------- misc Stam/turn +1.10 Max.mana +66.00 Masteries +0.20 Technique/Combat training A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T5 cloak armor [Unique] Psionic While equipped: Stats +4 Dex +8 Wil +6 Cun dps ---------- Phys.crit +10.0% Mind.crit +10% Mind.pwr +20 (+6 eff.) Melee+ 30 mind 30 darkness Dmg.mod +4% all Melee Ret 30 mind 30 darkness ----- def ----- Defense +14 (+2 eff.) Resists +0% lightning +10% darkness +10% mind Mind.save +10 (+2 eff.) Stealth +12 ---------- misc Hate/kill +5.00 Talents +5 Dark Vision Masteries +0.30 Cursed/Gloom +0.30 Cursed/Darkness On Mind Hit: 10% Creeping Darkness 3 Forget the moons, the starry sky, The warm and greeting sheen of sun, The rays of light will never reach inside, The heart which wishes that it be unseen. |
![]() 2.0 T5 cloak armor [Ego++] Arcane/Master While equipped: Stats +5 Cun +4 Dex dps ---------- Spell.crit +5% Crit.mult +26.00% Spell.pwr +7 (+1 eff.) Dmg.mod +15% arcane Res.pen +12% arcane Acc +6 (+1 eff.) Apr +10 ----- def ----- Defense +3 (+0 eff.) Resists +0% lightning ---------- misc Max.mana +86.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 feet armor [Rare] Master While equipped: dps ---------- Crit.mult +20.00% Phasing +30% ----- def ----- Armour +3 Resists +22% cold +19% fire Die.at -80.00 life Disease- +20% A pair of boots made of leather. |
![]() 0.0 T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex dps ---------- Mov.spd +10% ----- def ----- Defense +4 (+1 eff.) Fatigue -10% Resists +5% physical Pinning- +100% ---------- misc Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Level 3.0 Pwr.cost 17 out of 20/20. Range 5 Travel.spd instantaneous Is a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 5 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
![]() 2.0 T4 feet armor [Unique] Unknown While equipped: Stats +8 Mag +8 Wil dps ---------- Spell.pwr +5 (+1 eff.) ----- def ----- Fatigue +3% Knockbk- +100% Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. Combine it with the Shoes of Moving Quickly. Fast does not always win. Rumoured to be able to combine with the Shoes of Moving Quickly. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Ego++] Arcane/Master While equipped: ----- def ----- Armour +5 Defense +10 (+1 eff.) Fatigue +4% Silence- +50% Confus- +49% Stun/Frz- +39% Evasion: (Instant) Puts all charms on 26 cooldown Level 5.2 Pwr.cost 26 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 41% chance to evade melee and ranged attacks and 73 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T2 hands armor [Ego+] Nature/Master While equipped: dps ---------- Phys.crit +5.0% Spell.crit +8% Mind.crit +5% Crit.mult +7.00% Melee+ 7 physical Dmg.mod +4% physical ----- def ----- Armour +9 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T3 hands armor [Unique] Nature This would be great with a mighty matching belt. While equipped: Stats +4 Str ----- def ----- Armour +2 Resists +10% lightning +10% cold Max.HP +60.00 Knockbk- +50% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Throw Boulder: Level 2.0 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a nature gift Description: Throw a huge boulder, dealing 338.87 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
![]() 2.0 T4 head armor [Unique] Master While equipped: Stats +20 Cun dps ---------- Steam.crit +5% Steampwr +5 (+1 eff.) Acc +20 (+4 eff.) Apr +15 ----- def ----- Defense +10 (+1 eff.) Resists +20% fire Blind- +100% ---------- misc Infravis +3 Sight +1 Masteries +0.20 Steamtech/Physics +0.20 Steamtech/Chemistry No self respecting craftsman would be caught without them! |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 26 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() 0.0 T5 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con Resists +20% arcane +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane Combine with a suit of body armor (makes a non enchanted armour into an artifact). Uses 1 power out of 1/1 This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
![]() 3.0 T5 red gem [Unique] Arcane While carried: Spell.pwr +7 (+1 eff.) Melee Ret 25 fire Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
![]() 0.0 T4 red gem [Unique] Nature While equipped: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.dmg- 23.00% Item imbue powers: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.dmg- 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
![]() 2.0 white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Dmg.mod +7% all Resists +7% all Stun/Frz- +100% Light +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
![]() 0.0 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. |
![]() 0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 0.0 T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T1 lite [Rare] Nature While equipped: Stats +11 Con dps ---------- Res.pen +25% physical Acc +20 (+4 eff.) ----- def ----- Max.HP +48.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 T2 lite [Unique] Unknown While equipped: dps ---------- Against +25% Horror ----- def ----- D.Red.from +25% Horror ---------- misc Light +7 See.Stealth +35 See.Invis +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. |
![]() 1.0 T3 lite [Rare] Nature While equipped: Stats +8 Con dps ---------- Res.pen +20% light +20% physical Melee Ret 10 light ----- def ----- Defense +30 (+4 eff.) Max.HP +64.00 ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 T4 lite [Unique] Arcane While equipped: Stats +5 Mag dps ---------- Phys.pwr +7 (+2 eff.) Melee+ 20 darkness ----- def ----- Resists +30% light Res.Cap +10% light ---------- misc Light -1000 Infravis +7 Masteries +0.20 Cunning/Stealth +0.20 Cursed/Darkness On Spell Hit: 15% Invoke Darkness 4 The heart seems to absorb light when you deal darkness damage. Standing on unlit tiles, you feel stronger. This dark red heart still beats despite being separated from its owner. It also snuffs out any light source that comes near it. |
![]() 1.0 T5 lite [Rare] Arcane While equipped: Stats +6 Cun +3 Wil dps ---------- Dmg.mod +12% blight Res.pen +25% physical Apr +6 Melee Ret 37 fire On Hit (Melee): * 21% chance to reduce strength, dexterity, and constitution by 35 ----- def ----- Resists +25% fire ---------- misc Light +5 Infravis +3 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 1.0 T5 lite [Rare] Psionic While equipped: dps ---------- Mind.crit +4% Crit.mult +20.20% Mind.pwr +30 (+9 eff.) Dmg.mod +6% mind On Hit (Melee): * 20% chance to reduce armor by 45% ----- def ----- Resists +6% mind Mind.save +32 (+5 eff.) ---------- misc Light +5 See.Stealth +25 See.Invis +25 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 1.0 T5 lite [Random Unique] Arcane/Psionic While equipped: dps ---------- Spell.crit +5% Spell.pwr +4 (+1 eff.) Dmg.mod +9% lightning Melee Ret 2 lightning 20 fire ----- def ----- Defense +15 (+2 eff.) Resists +3% lightning +12% darkness +15% blight +9% fire +12% light Phys.save +18 (+4 eff.) Spell.save +18 (+4 eff.) Mind.save +14 (+2 eff.) ---------- misc Light +8 Infravis +5 See.Invis +11 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 26 cooldown Level 2.0 Pwr.cost 26 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 38 blight damage or heals 41 life. Creatures standing in the retch also have 17% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 0.0 T5 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +5 Project Saw Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T5 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +5 Spring Grapple Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T3 steamtech tinker [Normal] Steamtech Attachable to head When attached: ----- def ----- Silence- +30% Returns 3 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T5 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Apr +20 Crit +20.0% Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T5 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Apr +20 Crit +20.0% Tinkers can be attached to normal items to improve them with steam power! |
amazing fiery salve [power 22] amazing fiery salve [power 22]1.0 T5 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 3 magical effects and grants a fiery aura (22% fire, light and lightning affinity) Puts Talent Medical Injector on 22 cooldown Activation is instant. Medical salve. |
amazing frost salve [power 22] amazing frost salve [power 22]1.0 T5 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 3 physical effects and grants a frost aura (22% cold, darkness and nature affinity) Puts Talent Medical Injector on 22 cooldown Activation is instant. Medical salve. |
amazing healing salve [power 322] amazing healing salve [power 322]1.0 T5 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 322 Puts Talent Medical Injector on 13 cooldown Medical salve. |
amazing pain suppressor salve [power 282] amazing pain suppressor salve [power 282]1.0 T5 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Let you fight up to -282 life and reduces all damage by 27% for 7 turns (takes no time to activate) Puts Talent Medical Injector on 9 cooldown Activation is instant. Medical salve. |
amazing unstoppable force salve [power 89] amazing unstoppable force salve [power 89]1.0 T5 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Increases all saves by 89 and healing factor by half Puts Talent Medical Injector on 16 cooldown Activation is instant. Medical salve. |
amazing water salve [power 22] amazing water salve [power 22]1.0 T5 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 3 mental effects and grants a water aura (22% blight, mind and acid affinity). Puts Talent Medical Injector on 22 cooldown Activation is instant. Medical salve. |
![]() 2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 68 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 3.0 T3 digger tool [Rare] Arcane While equipped: Stats +9 Str +3 Dex +7 Wil dps ---------- Phys.crit +11.0% Mind.crit +11% Dmg.mod +12% physical Res.pen +20% acid Acc +25 (+5 eff.) Apr +4 Melee Ret 10 physical ----- def ----- Resists +12% acid While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Mind.save +10 (+2 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 17 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 13 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. |
![]() 2.0 T4 misc tool [Unique] Master While equipped: Stats +10 Lck +5 Cun dps ---------- Acc +12 (+2 eff.) Apr +12 ----- def ----- Defense +12 (+2 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+2 eff.) ---------- misc See.Stealth +12 See.Invis +12 Track: Level 2.0 Pwr.cost 16 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 25 for 5 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
![]() 1.0 orb [Plot Item] Unknown Activate a portal. Uses 9 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
Orb of Communication Orb of Communication0.0 orb [Plot Item] Unknown Speak with someone. Uses 1 power out of 128/128 Activation is instant. This orb can be used to speak with someone far away. It is even capable of teleporting small objects back and forth. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 26 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 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. |
![]() 2.0 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 680.52 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 22 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
![]() 2.0 T3 totem charm [Rare] Nature While equipped: dps ---------- Crit.mult +20.00% Mind.pwr +15 (+5 eff.) Dmg.mod +18% lightning +6% blight Melee Ret 4 mind ---------- misc Max.hate +10.00 Max.psi +20.00 Harden the skin for 7 turns increasing armour by 50 and armour hardiness by 50% Puts all charms on 17 cooldown Reduce 3 talent CDs by 2. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T4 totem charm [Rare] Nature While equipped: Stats +7 Str +4 Con dps ---------- Phys.pwr +20 (+5 eff.) ----- def ----- Armour +10 ---------- misc Stam/turn +3.00 Max.stam +30.00 Summon a resilient tentacle up to 5 spaces away for 11 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 1040 Base Damage: 440 Armor: 40 All Resist: 35 Puts all charms on 22 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T5 totem charm [Rare] Nature While equipped: ----- def ----- Defense +30 (+4 eff.) Resists +9% nature +9% cold +16% mind +21% darkness Die.at -60.00 life Summon a resilient tentacle up to 5 spaces away for 13 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 1200 Base Damage: 500 Armor: 36 All Resist: 46 Puts all charms on 22 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T5 totem charm [Rare] Nature While equipped: Stats +7 Str +8 Mag +8 Wil dps ---------- Dmg.mod +9% darkness Melee Ret 10 darkness On Hit (Melee): * 21% chance to reduce damage dealt by 27% ----- def ----- Crit.dmg- 15.00% Harden the skin for 7 turns increasing armour by 90 and armour hardiness by 70% Puts all charms on 17 cooldown Cleanse 3 disease/wound/poison. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T5 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 758 Puts all charms on 19 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T4 wand charm [Rare] Arcane While equipped: dps ---------- Res.pen +25% lightning Melee Ret 10 lightning ----- def ----- Resists +20% nature +15% temporal Create a shield absorbing up to 410 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 cooldown Gain 34% evasion for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T4 wand charm [Random Unique] Arcane While equipped: Stats +2 Dex ----- def ----- Phys.save +12 (+2 eff.) ---------- misc Stam/turn +3.00 Max.stam +30.00 Create a radius 3 storm for 5 turns. Each turn, creatures within take 87 lightning damage and will be dazed for 1 turn (437 total damage) Puts all charms on 13 cooldown Dmg.mod: + 23% all for 2 turns. Fatigue - 39% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T4 forbidden tome [Unique] Unknown Read the book. A gross tome of lost knowledge. Even touching it makes you feel sick. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
By dremshabla the Drem Shadowblade level 38
1st Shortage 122nd year of Ascendancy at 13:41 see stats
By dremshabla the Drem Shadowblade level 50
19th Iron 123rd year of Ascendancy at 19:11 see stats
By dremshabla the Drem Shadowblade level 38
1st Shortage 122nd year of Ascendancy at 12:31 see stats
By dremshabla the Drem Shadowblade level 44
23rd Shortage 122nd year of Ascendancy at 20:45 see stats
By dremshabla the Drem Shadowblade level 50
25th Iron 123rd year of Ascendancy at 06:54 see stats
By dremshabla the Drem Shadowblade level 50
10th Iron 123rd year of Ascendancy at 21:19 see stats
By dremshabla the Drem Shadowblade level 43
18th Shortage 122nd year of Ascendancy at 08:40 see stats
By dremshabla the Drem Shadowblade level 13
36th Profit 122nd year of Ascendancy at 00:32 see stats
By dremshabla the Drem Shadowblade level 50
19th Iron 123rd year of Ascendancy at 04:18 see stats
By dremshabla the Drem Shadowblade level 40
8th Shortage 122nd year of Ascendancy at 05:19 see stats
By dremshabla the Drem Shadowblade level 35
23rd Loss 122nd year of Ascendancy at 04:48 see stats
By dremshabla the Drem Shadowblade level 33
14th Loss 122nd year of Ascendancy at 18:27 see stats
By dremshabla the Drem Shadowblade level 50
17th Steel 123rd year of Ascendancy at 11:29 see stats
By dremshabla the Drem Shadowblade level 22
29th Wealth 122nd year of Ascendancy at 12:27 see stats
By dremshabla the Drem Shadowblade level 29
22nd Dearth 122nd year of Ascendancy at 11:10 see stats
By dremshabla the Drem Shadowblade level 50
12nd Steel 123rd year of Ascendancy at 21:28 see stats
By dremshabla the Drem Shadowblade level 34
19th Loss 122nd year of Ascendancy at 03:00 see stats
By dremshabla the Drem Shadowblade level 50
25th Iron 123rd year of Ascendancy at 20:08 see stats
By dremshabla the Drem Shadowblade level 50
24th Iron 123rd year of Ascendancy at 00:36 see stats
By dremshabla the Drem Shadowblade level 10
6th Profit 122nd year of Ascendancy at 21:21 see stats
By dremshabla the Drem Shadowblade level 20
20th Wealth 122nd year of Ascendancy at 13:30 see stats
By dremshabla the Drem Shadowblade level 30
26th Dearth 122nd year of Ascendancy at 13:53 see stats
By dremshabla the Drem Shadowblade level 40
8th Shortage 122nd year of Ascendancy at 03:39 see stats
By dremshabla the Drem Shadowblade level 50
10th Iron 123rd year of Ascendancy at 20:39 see stats
By dremshabla the Drem Shadowblade level 50
5th Steel 123rd year of Ascendancy at 21:29 see stats
By dremshabla the Drem Shadowblade level 22
26th Wealth 122nd year of Ascendancy at 13:06 see stats
By dremshabla the Drem Shadowblade level 32
7th Loss 122nd year of Ascendancy at 21:33 see stats
By dremshabla the Drem Shadowblade level 50
9th Steel 123rd year of Ascendancy at 17:36 see stats
By dremshabla the Drem Shadowblade level 42
15th Shortage 122nd year of Ascendancy at 17:58 see stats
By dremshabla the Drem Shadowblade level 35
20th Loss 122nd year of Ascendancy at 13:23 see stats
By dremshabla the Drem Shadowblade level 42
15th Shortage 122nd year of Ascendancy at 14:00 see stats
By dremshabla the Drem Shadowblade level 50
17th Steel 123rd year of Ascendancy at 11:28 see stats
By dremshabla the Drem Shadowblade level 10
7th Profit 122nd year of Ascendancy at 22:35 see stats
By dremshabla the Drem Shadowblade level 50
23rd Iron 123rd year of Ascendancy at 19:31 see stats
By dremshabla the Drem Shadowblade level 32
9th Loss 122nd year of Ascendancy at 09:30 see stats
By dremshabla the Drem Shadowblade level 23
30th Wealth 122nd year of Ascendancy at 09:59 see stats
By dremshabla the Drem Shadowblade level 50
17th Steel 123rd year of Ascendancy at 11:29 see stats
By dremshabla the Drem Shadowblade level 50
23rd Iron 123rd year of Ascendancy at 20:55 see stats
By dremshabla the Drem Shadowblade level 11
16th Profit 122nd year of Ascendancy at 20:33 see stats
By dremshabla the Drem Shadowblade level 45
29th Shortage 122nd year of Ascendancy at 07:35 see stats
By dremshabla the Drem Shadowblade level 22
29th Wealth 122nd year of Ascendancy at 18:03 see stats
By dremshabla the Drem Shadowblade level 25
9th Dearth 122nd year of Ascendancy at 18:23 see stats
By dremshabla the Drem Shadowblade level 19
19th Wealth 122nd year of Ascendancy at 02:02 see stats
By dremshabla the Drem Shadowblade level 37
30th Loss 122nd year of Ascendancy at 13:43 see stats
By dremshabla the Drem Shadowblade level 34
20th Loss 122nd year of Ascendancy at 10:19 see stats
Log
dremshabla performs a melee critical strike against Linaniil, Supreme Archmage of Angolwen!
Dremshabla's tinker attains critical power!
Linaniil, Supreme Archmage of Angolwen is crippled.
Linaniil, Supreme Archmage of Angolwen is dazed!
dremshabla hits Linaniil, Supreme Archmage of Angolwen for 1236 darkness, 3 arcane, 50 darkness, 106 light, 761 darkness, 5 arcane, 3 arcane, 50 darkness, 9 darkness, 18 darkness, 302 light (2542 total damage).
Linaniil, Supreme Archmage of Angolwen's arcane area effect hits dremshabla for 374 arcane damage.
Dremshabla uses Shadow Dance.
You begin your Shadow Dance.
Dremshabla uses Whirlwind.
Dremshabla becomes a whirlwind of weapons!
dremshabla performs a melee critical strike against Linaniil, Supreme Archmage of Angolwen!
Linaniil, Supreme Archmage of Angolwen is not dazed anymore.
Linaniil, Supreme Archmage of Angolwen slows down.
Dremshabla's tinker attains critical power!
dremshabla performs a melee critical strike against Linaniil, Supreme Archmage of Angolwen!
Dremshabla's tinker attains critical power!
Linaniil, Supreme Archmage of Angolwen shrugs off dremshabla's 'Cripple'!
Linaniil, Supreme Archmage of Angolwen is disarmed!
Linaniil, Supreme Archmage of Angolwen resists dremshabla's 'Bleeding'!
dremshabla hits Linaniil, Supreme Archmage of Angolwen for 1403 physical, 3 arcane, 54 darkness, 328 light, 1146 physical, (6 shifted), 0 arcane, 3 arcane, 54 darkness, 10 darkness, 20 darkness, 328 light (3348 total damage).
Dremshabla is recovering from the damage!
Dremshabla's fades into the shadows.
Bleeding from Dremshabla hits dremshabla for 758 physical damage.
Linaniil, Supreme Archmage of Angolwen receives 27 healing from Temporal Restoration Field.
Dremshabla slows down.
Talent Expose Weakness is ready to use.
dremshabla receives 58 healing from Temporal Restoration Field.
LIFE LOST WARNING!