










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.0Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Halfling |
| Class | Temporal Warden |
| Level / Exp | 45 / 45% |
| Size | small |
| Lifes / Deaths | Killed by bloated horror at level 7 on the 2nd Mirth 122nd year of Ascendancy at 07:59 0 / 8Killed by Blood Master at level 21 on the 51st Dusk 122nd year of Ascendancy at 15:16 Killed by Urkis, the High Tempest at level 22 on the 74th Dusk 122nd year of Ascendancy at 21:15 Killed by Emelewe the elven cultist at level 25 on the 26th Haze 122nd year of Ascendancy at 10:34 Killed by Xeroseriatira the crimson ooze at level 36 on the 23rd Regrowth 123rd year of Ascendancy at 20:18 Killed by orc corruptor at level 41 on the 56th Pyre 123rd year of Ascendancy at 15:26 Killed by Doomed Shade of Matt at level 44 on the 2nd Dusk 123rd year of Ascendancy at 22:16 Killed by Cyroda the orc master wyrmic at level 45 on the 9th Dusk 123rd year of Ascendancy at 00:08 |
Primary Stats
| Strength | 18 (base 14) |
| Dexterity | 87 (base 60) |
| Constitution | 53 (base 44) |
| Magic | 106 (base 60) |
| Willpower | 44 (base 19) |
| Cunning | 27 (base 10) |
Resources
| Life | -61/1400 |
| Paradox | 289 |
| Healing Factor | 1.3445784192899 |
| Regeneration | 7.059036701272 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +113.5% |
Vision
| Sight | 10 |
| Lite | 4 |
| See Stealth | 22.026420129311 |
| See Invisible | 28.026420129311 |
Offense: Mainhand
| Damage | 230 |
| Accuracy | 63 |
| Crit Chance | 35% |
| APR | 63 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 67 |
| Crit Chance | 13% |
| Speed | 1 |
| Cooldown Reduction | 10 |
Offense: Mind
| Mindpower | 34 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +13% |
| Light | +8% |
| Temporal | +40% |
| Arcane | +12% |
| Physical | +25% |
| All | +2% |
Offense: Damage Penetration
| Acid | +20% |
| Physical | +34% |
| Temporal | +20% |
| Nature | +27% |
| Arcane | +18% |
| Fire | +27% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 31 (49.007671158813%) |
| Defense | 71 |
| Ranged Defense | 71 |
| Fatigue | 0 |
| Physical Save | 35 |
| Spell Save | 47 |
| Mental Save | 38 |
Defense: Resistances
| Fire | + 35%( 70%) |
| Temporal | + 53%( 75%) |
| Mind | + 34%( 70%) |
| Physical | + 35%( 70%) |
| Cold | + 50%( 70%) |
| All | + 28%( 70%) |
Defense: Immunities
| Stun Resistance | 59% |
| Instadeath Resistance | 100% |
| Silence Resistance | 10% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -740 life. The duration and life will increase by 1% for every 1% life you have lost (currently 1513 life, 14 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 630 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
Class Talents
| Chronomancy / Threaded Combat | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 3/5 |
| Chronomancy / Spacetime Folding | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Temporal Guardian | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Chronomancy / Bow Threading | 1.30 |
| 4/5 |
| 4/5 |
| 2/5 |
| 2/5 |
| Chronomancy / Stasis | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Speed Control | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Temporal Combat | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Chronomancy / Blade Threading | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Generic Talents
| Chronomancy / Chronomancy | 1.30 |
| 3/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Chronomancy / Spacetime Weaving | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 0/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| 3/5 |
| Chronomancy / Fate Weaving | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 4/5 |
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You successfully escorted the injured seer to the recall portal on level 1 of Dreadfell. Escort: injured seer (level 1 of Dreadfell)As a reward you improved Magic by +5. | done |
You failed to protect the injured seer from death by forest wight. Escort: injured seer (level 6 of Dreadfell) | failed |
You successfully escorted the lone alchemist to the recall portal on level 1 of Daikara. Escort: lone alchemist (level 1 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Daikara. Escort: lone alchemist (level 2 of Daikara)As a reward you improved Magic by +5. | done |
You failed to protect the lone alchemist from death by elder vampire. Escort: lone alchemist (level 2 of Dreadfell) | failed |
You successfully escorted the lone alchemist to the recall portal on level 8 of Dreadfell. Escort: lone alchemist (level 8 of Dreadfell)As a reward you improved Magic by +5. | done |
You failed to protect the lost warrior from death by stone troll. Escort: lost warrior (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the repented thief to the recall portal on level 5 of Dreadfell. Escort: repented thief (level 5 of Dreadfell)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 7 of Dreadfell. Escort: temporal explorer (level 7 of Dreadfell)As a reward you improved talent Foresight (+1 level(s)). | done |
The unhallowed morass is the name of the 'zone' surrounding Point Zero. Future EchoesThe temporal spiders that inhabit it are growing restless and started attacking at random. You need to investigate what is going on. * You have explored the morass and destroyed the weaver queen, finding strange traces on it. * You have helped defend Point Zero. | 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 Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
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. | active |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girl | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 1148. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed vampire lord fang. * You've found the needed wretchling eyeball. Stire of Derth has completed an elixir of avoidance without your aid. You have aided Agrimley the hermit in creating an elixir of serendipity. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed ice wyrm tooth. * You've found the needed vial of fire wyrm saliva. * 'Needed: one red crystal shard. I hear these can be found in a cave near Elvala. I also hear that they can cause you to spontaneously combust, so no need to explain if you come back hideously scarred.' 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. | active |
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. | 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 discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You have met what seems to be a future version of yourself. The Way We Weren'tYou were killed by your future self, and thus this event never occured. | 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 within3 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * Find a Resonating Diamond. | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | 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 | Xanerenne the pair of hardened leather boots (0 def, 11 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +6 Physical crit. chance: +4.0% Physical power: +5 (+1 eff.) Armour: +11 Fatigue: -7% Changes resistances: +10% fire / +9% mind / +6% cold Silence immunity: +10% Stun/Freeze immunity: +20% Stamina each turn: +0.40 Maximum life: +43.00 Movement speed: +10% Healing mod.: +5% A pair of boots made of leather. |
| Quiver | barbed quiver of elven-wood arrows of torment (19/21, 58-80 power, 14 apr)Requires: - Dexterity 35 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Base power: 57.5 - 80.5 Uses stats: 70% Dex, 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +14 Crit. chance: +16.5% Capacity: 21 On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns On weapon crit: * Wound the target dealing 298 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
| Light source | void-walker's brass lanternPowered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +6% cold / +5% temporal Light radius: +3 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +12% A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | starseer's cashmere wizard hat of arcana (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +5 Mag / +5 Wil Changes damage: +6% light / +8% temporal / +11% darkness / +3% physical Spellpower: +5 (+2 eff.) A pointy cloth hat, very wizardly... |
| Tool | Xanuwe [power 110] (7/15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Changes stats: +3 Dex See invisible: +6 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to sting an enemy dealing 112 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +17 Defense: +28 (+7 eff.) Changes stats: +8 Mag / +5 Wil / +1 Con Critical mult.: +15.00% Stun/Freeze immunity: +39% Life regen: +5.00 Psi when hit: +0.16 Maximum stamina: +10.00 Spellpower: +11 (+3 eff.) Can be unequipped or rerolled. It can be used to 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 Activation puts all charms on cooldown for 1 turns. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
| On fingers | savior's voratun ring of miseryCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 17% chance to reduce all saves and defense by 23 Damage (Melee): 16 physical Effects on ranged hit: * 17% chance to reduce all saves and defense by 23 Damage (Ranged): 25 physical Changes stats: +6 Cun Physical save: +10 (+5 eff.) Spell save: +14 (+4 eff.) Mental save: +14 (+5 eff.) Hate when firing a critical mind attack: +2.00 Maximum hate: +10.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 4.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: 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! |
| Around waist | skylord's hardened leather belt of recklessnessInfused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +4 (+1 eff.) Changes stats: +4 Str / +3 Dex / +4 Wil / +5 Cun Critical mult.: +8.00% Physical save: +14 (+6 eff.) Spell save: +13 (+4 eff.) Mental save: +16 (+6 eff.) A belt that goes around your waist. |
| In main hand | Samugagrim the FrostwalkerRequires: - Dexterity 35 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 4 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +9 Damage (radius 2) on crit: +44 acid / +87 fire / +56 nature When wielded/worn: Armour penetration: +20 Changes stats: +1 Str / +9 Dex / +3 Mag / +4 Wil / +3 Con Changes resistances: +3% cold Changes resistances penetration: +20% acid / +27% fire / +27% nature / +14% physical Global speed: +14% Longbows are used to shoot arrows at your foes. |
| On hands | heroic drakeskin leather gloves of sorrow (0 def, 7 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +7 Effects on melee hit: * 19% chance to reduce all saves and defense by 23 Damage (Melee): 16 mind / 29 darkness Mental save: +1 (+1 eff.) Maximum life: +46.00 Mindpower: +7 (+3 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Ruined Earth, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Temporal Augmentation Robe - Designed In-Style (9 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 It is part of a set of items. Oddly it never produces a hat. When wielded/worn: Armour: +3 Defense: +9 (+2 eff.) Damage when hit (Melee): 20 physical / 10 temporal Changes stats: +5 Mag / +3 Wil Changes resistances: +10% temporal / +10% physical / +13% all Changes resistances penetration: +20% temporal / +20% physical Changes damage: +20% temporal / +20% physical Spellpower: +23 (+6 eff.) It can be used to activate talent Temporal Reprieve (costing 50 power out of 3/50) : Effective talent level: 1.0 Power cost: 50 out of 3/50. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Transport yourself to a safe place for 1 turns. Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers. |
| Cloak | cashmere cloak 'Isiriarin' (2 def, 10 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +6 (+1 eff.) Armour penetration: +6 Armour: +10 Defense: +2 (+0 eff.) Changes stats: +2 Str / +3 Dex / +3 Cun / +4 Con Changes resistances: +16% cold Changes resistances penetration: +18% arcane Changes damage: +10% arcane Critical mult.: +29.00% Mana each turn: +0.04 Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +53.00 Spellpower: +6 (+2 eff.) Spell crit. chance: +4% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Zemekkys' Broken HourglassPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +4 Wil Changes resistances: +20% temporal Changes resistances cap: +5% temporal Changes damage: +10% temporal Lowers spell cool-downs by: 10% Activating this item is instant. It can be used to activate talent Time Stop (costing 50 power out of 30/80) : Effective talent level: 1.3 Power cost: 50 out of 30/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Gain 1 turns. During this time your damage will be reduced by 100%. This small broken hourglass hangs from a thin gold chain. The glass is cracked and the sand has long since escaped. |
Inventory
This item will automatically be transmogrified when you leave the level.heroism infusion (die at -340; dur 7; cd 34) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 34 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -340 life. The duration and life will increase by 1% for every 1% life you have lost (currently 695 life, 14 duration) If your life is below 0 when this effect wears off it will be set to 1. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the wizard (heal 743; 14 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 743 life over 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Rune of Dissipation ( )Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 10 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
This item will automatically be transmogrified when you leave the level.shielding rune (absorb 265; dur 5; cd 16) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 265 damage for 5 turns. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! |
Adanne the SunpassionCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Armour: +6 Defense: +7 (+2 eff.) Damage when hit (Melee): 4 fire Changes resistances: +20% blight / +6% temporal / +6% darkness / +3% nature Changes resistances cap: +4% all Changes resistances penetration: +10% light Physical save: +16 (+7 eff.) Amulets make your neck look great! |
Dawnvenom the steel amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 30 Changes stats: +6 Dex / +2 Wil / +3 Cun Changes damage: +3% light Talent mastery: +0.22 Chronomancy / Bow Threading Light radius: +3 Infravision radius: +1 Amulets make your neck look great! |
Fiery ChokerPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +5 Mag / +4 Wil / +3 Cun Changes resistances: +20% fire / -20% cold Changes damage: +10% fire / -5% cold Damage affinity(heal): +30% fire Blindness immunity: +40% Spellpower: +7 (+2 eff.) Spell crit. chance: +8% Talent on hit(spell): Volcano (10% chance level 3). A choker made of pure flame, casting forever shifting patterns around the neck of its wearer. Its fire seems to not harm the wearer. |
Oakswift the gold amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Con Changes resistances: +6% nature / +12% blight Changes resistances penetration: +20% blight / +10% nature Changes damage: +12% nature / +21% blight Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Amulets make your neck look great! |
The Far-HandPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +10 Con Teleport immunity: +100% It can be used to activate talent Teleport (costing 36 power out of 36/36) : Effective talent level: 4.0 Power cost: 36 out of 36/36. Range: 10 Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a large range (167). 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. |
This item will automatically be transmogrified when you leave the level.insulating voratun amulet of perfection (0.36 Chronomancy / Stasis,0.36 Chronomancy / Fate Weaving) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes resistances: +20% fire / +19% cold Talent masteries: +0.36 Chronomancy / Stasis +0.36 Chronomancy / Fate Weaving Amulets make your neck look great! |
protective stralite amulet of magic (+6)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +5 Defense: +7 (+2 eff.) Changes stats: +6 Mag Changes resistances cap: +4% all Physical save: +20 (+8 eff.) Amulets make your neck look great! |
This item will automatically be transmogrified when you leave the level.warmaker's voratun amulet of vision Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +7 Str / +7 Dex / +5 Wil Blindness immunity: +33% Infravision radius: +6 Sight radius: +2 See invisible: +5 Amulets make your neck look great! |
This item will automatically be transmogrified when you leave the level.Aeruta the voratun ring Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Changes resistances: +34% lightning Changes damage: +17% lightning Mental save: +15 (+6 eff.) Confusion immunity: +70% Life regen: +18.00 Maximum life: +70.00 Maximum stamina: +20.00 Healing mod.: +37% Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level.Bethuta the voratun ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +30 (+7 eff.) Armour: +16 Changes stats: +2 Dex / +3 Con Changes resistances penetration: +15% physical Reduces incoming crit damage: 15.00% Stun/Freeze immunity: +50% Knockback immunity: +20% Life regen: +7.00 Healing mod.: +15% Rings make your fingers look great! |
Elemental FuryPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances penetration: +25% lightning / +25% fire / +25% arcane / +25% cold Changes damage: +25% lightning / +25% fire / +25% arcane / +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
Lelaroddalerath the stralite ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Damage when hit (Melee): 6 blight Changes stats: +7 Wil Changes resistances penetration: +25% blight Stun/Freeze immunity: +44% Life regen: +7.00 Vim when firing critical spell: +2.00 Spell crit. chance: +6% Damage Shield penetration: +30% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level.Olikath the voratun ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+4 eff.) Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 30 Changes stats: +10 Dex / +3 Wil / +10 Cun Changes resistances penetration: +25% mind Changes damage: +12% blight Mental save: +9 (+4 eff.) Psi when hit: +0.24 Mental crit. chance: +7% Rings make your fingers look great! |
savage's gold ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +2 Con Spell save: +15 (+5 eff.) Disarm immunity: +26% Pinning immunity: +23% Knockback immunity: +26% Maximum life: +32.00 Maximum stamina: +14.00 Rings make your fingers look great! |
titan's gold ring of tenacityInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Con Physical save: +8 (+4 eff.) Disarm immunity: +33% Pinning immunity: +22% Knockback immunity: +31% Maximum life: +25.00 Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level.Earerath the Blizzardviper (59-88 power, 4 apr) Requires: - Magic 48 Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 59.0 - 88.5 Uses stat: 170% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Damage (Melee): +20 arcane Damage (radius 2) on crit: +12 light When wielded/worn: Damage when hit (Melee): 6 cold Changes stats: +3 Cun / +7 Mag Changes resistances: +15% cold Changes resistances penetration: +20% light See invisible: +6 Massive two-handed battleaxes. |
Spelldrinker (27-35 power, 8 apr)Requires: - Dexterity 30 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 27.0 - 35.1 Uses stats: 105% Mag, 55% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +8 Crit. chance: +9.0% Attack speed: 100% When this weapon hits: Disperse Magic (15% chance level 1). On weapon hit: * steals up to 50 mana from the target When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances: +12% arcane Spell save: +12 (+4 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. |
Swordbreaker (25-32 power, 20 apr)Requires: - Dexterity 10 - Cunning 10 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 25.0 - 32.5 Uses stats: 50% Dex, 50% Mag, 50% Cun Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +15.0% Attack speed: 111% On weapon crit: * Breaks enemy weapon. When wielded/worn: Armour Hardiness: +20% Defense: +15 (+4 eff.) Changes stats: +8 Cun / +8 Dex Talent granted: +1 Dagger Block Physical save: +15 (+6 eff.) Disarm immunity: +50% Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
Yaridragund the dwarven-steel dagger (20-26 power, 7 apr)Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 3 Base power: 20.0 - 26.0 Uses stats: 100% Mag, 50% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * 10% chance to gain 10% of a turn (3/turn limit) * Create an explosion dealing 110 lightning damage (1/turn) * 25% chance for lightning to strike from the target to a second target dealing 110 damage Damage (radius 2) on crit: +12 temporal When wielded/worn: Accuracy: +10 (+2 eff.) Changes stats: +3 Str Changes resistances: +5% arcane / +6% temporal Changes resistances penetration: +10% lightning Changes damage: +10% lightning / +7% physical / +3% arcane Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.blazebringer's voratun dagger of erosion (36-47 power, 9 apr) Requires: - Dexterity 48 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 36.0 - 46.8 Uses stats: 50% Dex, 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% Damage (Melee): +15 nature Damage (radius 2) on crit: +44 fire When wielded/worn: Changes resistances penetration: +21% fire Global speed: +8% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.caustic voratun dagger of ruin (38-49 power, 9 apr) Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 37.5 - 48.8 Uses stats: 50% Dex, 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% Damage (radius 2) on crit: +23 acid / +24 nature When wielded/worn: Armour penetration: +17 Physical crit. chance: +10.0% Changes resistances penetration: +17% acid / +13% nature Critical mult.: +26.00% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.warbringer's voratun dagger of rage (39-51 power, 9 apr) Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 39.0 - 50.7 Uses stats: 50% Dex, 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% When wielded/worn: Accuracy: +15 (+4 eff.) Physical power: +11 (+2 eff.) Changes stats: +6 Str / +4 Con Changes resistances penetration: +14% physical Changes damage: +12% physical Disarm immunity: +17% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.stormbringer's voratun greatmaul of ruin (69-104 power, 4 apr) Requires: - Magic 48 Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 69.0 - 103.5 Uses stat: 170% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% Damage (radius 2) on crit: +21 lightning / +37 cold When wielded/worn: Armour penetration: +12 Physical crit. chance: +12.0% Changes resistances penetration: +16% lightning / +24% cold Critical mult.: +21.00% Movement speed: +56% Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level.ranger's dragonbone longbow of piercing Requires: - Dexterity 48 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +10 When wielded/worn: Accuracy: +29 (+7 eff.) Armour penetration: +17 Changes stats: +6 Dex Changes resistances penetration: +17% all Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level.warden's dragonbone longbow of recursion Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +10 When this weapon hits: Shoot (10% chance level 1). When wielded/worn: Ammo reloads per turn: +5 Changes stats: +3 Mag Changes resistances penetration: +11% temporal / +15% physical Changes damage: +11% temporal / +11% physical Talent mastery: +0.30 Chronomancy / Bow Threading Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level.enhanced voratun longsword of evisceration (42-59 power, 6 apr) Requires: - Magic 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 42.5 - 59.5 Uses stat: 150% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * Wound the target dealing 298 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Physical crit. chance: +11.0% Physical power: +6 (+1 eff.) Changes stats: +7 Str / +11 Dex / +9 Mag / +8 Wil / +8 Cun / +8 Con Sharp, long, and deadly. |
elemental stralite mace of vileness (38-52 power, 5 apr)Requires: - Magic 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 37.5 - 52.5 Uses stat: 150% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 17% chance to reduce strength, dexterity, and constitution by 30 * Create an explosion dealing 110 acid damage (1/turn) Damage (Melee): +5 blight When wielded/worn: Changes resistances penetration: +13% acid Changes damage: +9% acid Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.Core of the Forge (24-26 power, 40 apr, dreamforge damage) Requires: - Willpower 40 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Base power: 24.0 - 26.4 Uses stats: 60% Wil, 50% Mag, 20% Cun Damage type: Dreamforge Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +10 (+2 eff.) Physical power: +10 (+2 eff.) Damage (Melee): 30 dreamforge Changes stats: +4 Cun / +6 Wil Changes resistances: +5% physical / +5% mind / +15% fire Changes resistances penetration: +10% mind / +10% physical Changes damage: +10% physical / +10% mind / +10% fire Talent masteries: +0.20 Psionic / Dream Forge +0.20 Psionic / Dream Smith Mindpower: +16 (+7 eff.) Mental crit. chance: +8% It can be used to activate talent Forge Bellows (costing 24 power out of 30/30) : Effective talent level: 3.0 Power cost: 24 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Release the bellows of the forge upon your surroundings, inflicting 18.68 mind damage, 18.68 burning damage, and knocking back your enemies in a radius 4 cone. Empty terrain may be changed (50% chance) for 3 turns into forge walls, which block movement and inflict 1.44 mind and 1.44 fire damage on nearby enemies. The damage and knockback chance will scale with your Mindpower. This blazing hot mindstar beats rhythmically, releasing a burst of heat with each strike. |
This item will automatically be transmogrified when you leave the level.Eyal's Will (22-24 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Base power: 22.0 - 24.2 Uses stats: 60% Wil, 50% Mag, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +10 Wil Changes resistances: +25% blight / +15% nature Changes resistances penetration: +20% nature / +10% acid Changes damage: +20% nature / +10% acid Talent mastery: +0.10 Wild-gift / Mindstar mastery Talent granted: +3 Ooze Spit Mindpower: +18 (+8 eff.) Mental crit. chance: +9% It can be used to activate talent Slime Wave (costing 30 power out of 30/30) : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: A wall of slime oozes out from the caster with radius 1, increasing once every two turns to a maximum eventual radius of 7, doing 31.00 slime damage for 11 turns. The damage and duration will increase with your Mindpower. This smooth green crystal flows with a light green slime in its core. Droplets occasionally form on its surface, tufts of grass growing quickly on the ground where they fall. |
This item will automatically be transmogrified when you leave the level.horrifying living mindstar of storms (16-18 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 16.5 - 18.2 Uses stats: 50% Wil, 50% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage (Melee): 13 lightning / 8 mind / 7 darkness Changes stats: +4 Str / +4 Dex / +2 Mag / +7 Wil / +4 Cun / +1 Con Changes resistances: +14% lightning Changes resistances penetration: +20% lightning Changes damage: +11% lightning / +7% mind / +5% darkness Talent granted: +1 Attune Mindstar Mindpower: +10 (+5 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level.hungering living mindstar of sand (18-19 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 17.5 - 19.2 Uses stats: 50% Wil, 50% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage (Melee): 18 physical Changes resistances: +12% physical Changes resistances penetration: +14% physical Changes damage: +7% physical Talent masteries: +0.10 Psionic / Voracity +0.10 Cursed / Dark sustenance Talent granted: +1 Attune Mindstar Hate per kill: +2.00 Psi per kill: +4.00 Mindpower: +10 (+5 eff.) Mental crit. chance: +5% It can be used to inflict 80.58 mind damage (range 10), gaining psi and hate equal to 10% of the damage done Activation puts all charms on cooldown for 20 turns. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level.inquisitor's living mindstar of disruption (17-19 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 17.0 - 18.7 Uses stats: 50% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% On weapon crit: * Deals 59 Manaburn damage and puts 1 random spell talent on cooldown for 3 turns (checks Confusion immunity) Damage against: +19% Unnatural When wielded/worn: Talent granted: +1 Attune Mindstar Mindpower: +10 (+5 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level.inquisitor's living mindstar of venom (16-18 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 16.0 - 17.6 Uses stats: 50% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * Deals 59 Manaburn damage and puts 1 random spell talent on cooldown for 3 turns (checks Confusion immunity) When wielded/worn: Damage (Melee): 8 acid Changes resistances: +11% acid Changes resistances penetration: +7% acid Changes damage: +10% acid Talent granted: +1 Attune Mindstar Life regen: +3.00 Mindpower: +10 (+5 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level.wrathful living mindstar of clarity (16-17 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 15.5 - 17.1 Uses stats: 50% Wil, 50% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Talent granted: +1 Attune Mindstar Mental save: +6 (+3 eff.) Hate when firing a critical mind attack: +3.00 Psi when firing a critical mind attack: +3.00 Maximum psi: +31.00 Mindpower: +10 (+5 eff.) Mental crit. chance: +11% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level.blighted dragonbone magestaff of channeling (30-36 power, 6 apr, cold element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +30% cold Talent granted: +1 Command Staff Mana each turn: +0.39 Vim when firing critical spell: +4.00 Maximum vim: +28.00 Spellpower: +31 (+8 eff.) Spell crit. chance: +13% It can be used to channel mana (increasing mana regeneration by 2000% for 5 turns) Activation puts all charms on cooldown for 30 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.dragonbone magestaff of fate (30-36 power, 6 apr, cold element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +30% cold Talent granted: +1 Command Staff Physical save: +13 (+6 eff.) Spell save: +5 (+1 eff.) Mental save: +7 (+3 eff.) Spellpower: +15 (+4 eff.) Spell crit. chance: +10% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.dragonbone magestaff of illumination (30-36 power, 6 apr, cold element) Requires: - Magic 48 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Defense: +8 (+2 eff.) Changes damage: +30% cold Talent granted: +1 Command Staff Spellpower: +15 (+4 eff.) Spell crit. chance: +5% Light radius: +3 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 100.77 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.acidic dwarven-steel waraxe of rage (20-28 power, 4 apr) Requires: - Magic 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 20.0 - 28.0 Uses stat: 150% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 183 damage over 5 turns and reducing armor and accuracy by 23 When wielded/worn: Accuracy: +10 (+2 eff.) Changes stats: +4 Str Changes damage: +9% physical One-handed war axes. |
This item will automatically be transmogrified when you leave the level.acidic voratun waraxe of shearing (40-56 power, 6 apr) Requires: - Magic 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 40.0 - 56.0 Uses stat: 150% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 183 damage over 5 turns and reducing armor and accuracy by 23 When wielded/worn: Accuracy: +17 (+4 eff.) Armour penetration: +6 Changes resistances penetration: +11% all One-handed war axes. |
This item will automatically be transmogrified when you leave the level.plaguebringer's stralite waraxe (30-41 power, 5 apr) Requires: - Magic 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 29.5 - 41.3 Uses stat: 150% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 4). On weapon hit: * 9% chance to reduce strength, dexterity, and constitution by 30 Damage (Melee): +10 blight When wielded/worn: Disease immunity: +19% One-handed war axes. |
Cyrugawyn the LoamsliceCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +4 (+1 eff.) Effects on melee hit: * 20% chance to slow global speed by 49% Changes stats: +1 Mag Reduces incoming crit damage: 5.00% Spell save: +7 (+2 eff.) Light radius: +2 Size category: +1 A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level.reinforced drakeskin leather belt of transcendence Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Armour: +12 Defense: +8 (+2 eff.) Physical save: +21 (+8 eff.) Mindpower: +5 (+2 eff.) A belt that goes around your waist. |
spiritwalker's rough leather belt of unlifePowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Mag Changes resistances: +5% blight Mana each turn: +0.14 Maximum mana: +25.00 The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
spellcowled cashmere cloak of the voidstalker (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +3 Mag / +2 Wil Changes resistances: +13% darkness / +18% temporal Spell save: +5 (+1 eff.) Maximum mana: +47.00 Defense after a teleport: +16 Resist all after a teleport: +12% New effects duration reduction after a teleport: +17% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature Activation puts all charms on cooldown for 10 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level.silk robe of Angolwen (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +3 Mag / +4 Wil Changes resistances: +13% all Silence immunity: +37% Spellpower on spell critical (stacks up to 3 times): +5 Spellpower: +17 (+5 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Ce'Neyanne the Tidewreath (0 def, 2 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Damage (Melee): 10 nature Changes resistances: +7% nature / +6% cold Changes damage: +12% cold / +5% nature / +18% mind Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% 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. |
This item will automatically be transmogrified when you leave the level.Hand of the World-Shaper (0 def, 12 armour) Requires: - Heavy armour training Powered by arcane forces Infused by nature 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +12 Changes stats: +6 Str / +6 Mag Changes resistances: +10% physical Changes resistances penetration: +15% physical Changes damage: +12% physical Talent masteries: +0.20 Spell / Stone +0.10 Wild-gift / Sand drake aspect +0.10 Spell / Earth Spellpower: +10 (+3 eff.) Spell crit. chance: +10% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Earthquake (costing 30 power out of 30/30) : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Causes a violent earthquake that deals 75.56 physical damage in a radius of 4 each turn for 7 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. These heavy stone gauntlets make the very ground beneath you bend and warp as they move. |
Xerelraba the hardened leather cap (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +7 Str Changes resistances penetration: +25% temporal Critical mult.: +10.00% Reduces incoming crit damage: 15.00% Mental save: +9 (+4 eff.) See invisible: +15 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A cap made of leather. |
This item will automatically be transmogrified when you leave the level.drakeskin leather cap 'Gunosin' (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +9 Str / +4 Wil Physical save: +41 (+15 eff.) Mana when firing critical spell: +2.00 Maximum vim: +40.00 Spell crit. chance: +2% It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 55.7 Physical damage. If the attack hits, the target is confused (44% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
This item will automatically be transmogrified when you leave the level.mindcaging voratun helm of knowledge (0 def, 5 armour) Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +3 Cun / +2 Wil Changes resistances: +16% mind Mental save: +12 (+5 eff.) Confusion immunity: +46% Mindpower: +4 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level.prismatic voratun mail armour of stability (5 def, 10 armour) Requires: - Heavy armour training - Strength 48 Powered by arcane forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+1 eff.) Fatigue: +12% Changes resistances: +6% physical / +16% light / +11% darkness Physical save: +18 (+7 eff.) A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.Ce'Nura the drakeskin leather armour (20 def, 8 armour) Requires: - Strength 20 Powered by arcane forces Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +20 (+5 eff.) Fatigue: +8% Damage when hit (Melee): 2 arcane Changes stats: +7 Cun / +5 Wil Changes resistances: +20% lightning / +17% temporal Changes resistances penetration: +15% arcane Changes damage: +3% blight Mental save: +13 (+5 eff.) Mana each turn: +0.04 Spell crit. chance: +3% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.marauder's drakeskin leather armour of the wind (40 def, 8 armour) Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +6.0% Armour: +8 Defense: +40 (+10 eff.) Fatigue: +8% Changes stats: +4 Str / +8 Dex Physical save: +17 (+7 eff.) Stamina each turn: +1.00 Activating this item is instant. It can be used to activate talent Second Wind, placing all other charms into a 35 cooldown : Effective talent level: 4.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 76 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.prismatic drakeskin leather armour of the hero (20 def, 8 armour) Requires: - Strength 20 Powered by arcane forces Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +20 (+5 eff.) Fatigue: +8% Changes stats: +6 Str / +6 Dex / +6 Mag / +6 Wil / +6 Cun Changes resistances: +16% light / +16% darkness Maximum life: +30.00 A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.searing drakeskin leather armour of thunder (20 def, 8 armour) Requires: - Strength 20 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +7.0% Physical power: +13 (+3 eff.) Armour: +8 Defense: +20 (+5 eff.) Fatigue: +8% Damage (Melee): 13 acid / 15 fire Damage when hit (Melee): 12 acid / 10 fire Changes stats: +6 Str / +6 Mag / +6 Wil Changes resistances: +15% lightning / +23% fire / +22% acid Spellpower: +13 (+4 eff.) Spell crit. chance: +10% Mindpower: +18 (+8 eff.) Mental crit. chance: +6% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.searing voratun plate armour of implacability (0 def, 25 armour) Requires: - Massive armour training - Strength 60 Powered by arcane forces Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +25 Fatigue: +15% Damage (Melee): 21 acid / 20 fire Damage when hit (Melee): 12 acid / 11 fire Changes resistances: +20% acid / +27% fire Physical save: +14 (+6 eff.) A suit of armour made of metal plates. |
Essence of BearnessInfused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness Activation costs 100 power out of 100/100. The very essence of bearness! |
Woeweeper the quiver of dragonbone arrows (21/21, 53-74 power, 18 apr)Requires: - Dexterity 48 Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 53.0 - 74.2 Uses stats: 100% Mag, 70% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +18 Crit. chance: +9.0% Capacity: 21 On weapon hit: * 20 arcane resource burn * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) Travel speed: +200% Damage (radius 1) on hit: +20 darkness When wielded/worn: Ammo reloads per turn: +4 Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level.barbed quiver of dragonbone arrows of crippling (20/21, 74-103 power, 18 apr) Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 73.5 - 102.9 Uses stats: 70% Dex, 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +18 Crit. chance: +38.0% Capacity: 21 On weapon crit: * Wound the target dealing 298 physical damage across 5 turns and reducing healing by 50% * Cripple the target reducing mind, spell, and combat action speeds by 30% Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level.sentry's quiver of dragonbone arrows of accuracy (57/57, 64-90 power, 30 apr) Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 64.5 - 90.3 Uses stats: 70% Dex, 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +15 Armour Penetration: +30 Crit. chance: +3.0% Capacity: 57 Turns elapse between self-loadings: 1 Arrows are used with bows to pierce your foes to death. |
3 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
431 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
3 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
15 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
15 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
17 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Ulfudin the iron pickaxe (dig speed 19 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +10 (+2 eff.) Changes stats: +1 Str Changes damage: +15% physical Stamina each turn: +3.00 Maximum life: +21.00 Maximum stamina: +16.00 Light radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Forbidden Tome: "Of Knowledge And Horrors"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 4 It can be used to read the book. A gross tome of lost knowledge. Even touching it makes you feel sick. |
3 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of PooshInfused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance Activation costs 100 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
Eldritch PearlPowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 (+3 eff.) Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Allows you to breathe in: water Spellpower: +12 (+3 eff.) Light radius: +6 It can be used to activate talent Tidal Wave (costing 80 power out of 150/150) : Effective talent level: 4.0 Power cost: 80 out of 150/150. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 4, doing 33.46 cold damage and 41.00 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 6 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Light radius: +3 It can be used to activate talent Fearscape Shift (costing 25 power out of 25/25) : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 5 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 137.49 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 137.49 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Blood-Runed Athame1.00 Encumbrance. [Plot Item] Type: misc / misc An athame, covered in blood runes. It radiates power. |
Shard of Crystalized TimePowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +4 Wil / +2 Con Changes damage: +7% temporal Reduces paradox anomalies(equivalent to willpower): +10 An iridescent shard of violet crystal. Its light ebbs and flows, sometimes fast and sometimes slow, keeping pace with the chaotic streams of time itself. It makes you feel both old and young, a newborn child and an ancient being, your flesh simply one instance in a thousand refractions of a single timeless and eternal soul. |
Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
5 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Bizzare Contraption2.00 Encumbrance. [Unique] Type: misc / tool ; tier 2 When wielded/worn: Changes stats: +8 Cun Changes resistances: +15% lightning Changes damage: +15% lightning Physical save: +18 (+7 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
powerful voratun torque of mindblast [power 335] (7/15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 It can be used to blast the opponent's mind dealing 342 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage by 18% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
8 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
This item will automatically be transmogrified when you leave the level.Hazeresolve [power 330] (7/15 cooldown) Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 30 Changes resistances: +9% blight Changes damage: +9% cold It can be used to fire a magical bolt dealing 337 lightning damage Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 21% for 2 turns. * Increase the duration of 2 beneficial effects by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
This item will automatically be transmogrified when you leave the level.piercing dragonbone wand of lightning storm [power 458] (7/15 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 93 lightning damage and will be dazed for 1 turn (467 total damage) Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 19% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
7 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+5 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+4 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+5 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+4 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
7 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
11 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret (Nightmare (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Matt the Halfling Temporal Warden level 32
45th Haze 122nd year of Ascendancy at 03:08 see stats
A different point of view (Nightmare (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Matt the Halfling Temporal Warden level 21
45th Dusk 122nd year of Ascendancy at 06:09 see stats
Against all odds (Nightmare (Adventure) difficulty)
Killed Ukruk in the ambush.By Matt the Halfling Temporal Warden level 32
43rd Haze 122nd year of Ascendancy at 13:01 see stats
Anti-Antimagic! (Nightmare (Adventure) difficulty)
Destroyed the Ziguranth camp with your Rhaloren allies.By Matt the Halfling Temporal Warden level 32
47th Haze 122nd year of Ascendancy at 17:54 see stats
Brave new world (Nightmare (Adventure) difficulty)
Went to the Far East and took part in the war.By Matt the Halfling Temporal Warden level 39
69th Regrowth 123rd year of Ascendancy at 00:52 see stats
Can you bear it? So much bearness! (Nightmare (Adventure) difficulty)
Killed Borius in the Bearscape.By Matt the Halfling Temporal Warden level 35
1st Wintertide 123rd year of Ascendancy at 04:54 see stats
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Matt the Halfling Temporal Warden level 22
65th Dusk 122nd year of Ascendancy at 14:28 see stats
Destroyer of the creation (Nightmare (Adventure) difficulty)
Killed Slasul.By Matt the Halfling Temporal Warden level 39
6th Pyre 123rd year of Ascendancy at 03:27 see stats
Destroyer's bane (Nightmare (Adventure) difficulty)
Killed Golbug the Destroyer.By Matt the Halfling Temporal Warden level 38
66th Regrowth 123rd year of Ascendancy at 00:24 see stats
Don't Poosh it! (Nightmare (Adventure) difficulty)
Killed Kelad in the lost land of Poosh.By Matt the Halfling Temporal Warden level 34
56th Haze 122nd year of Ascendancy at 22:21 see stats
Dragon's Greed (Nightmare (Adventure) difficulty)
Amassed 8000 gold pieces.By Matt the Halfling Temporal Warden level 36
2nd Wintertide 123rd year of Ascendancy at 00:05 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Matt the Halfling Temporal Warden level 18
40th Dusk 122nd year of Ascendancy at 01:25 see stats
Eye of the storm (Nightmare (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Matt the Halfling Temporal Warden level 23
78th Dusk 122nd year of Ascendancy at 18:25 see stats
Fear me not! (Nightmare (Adventure) difficulty)
Survived the Fearscape!By Matt the Halfling Temporal Warden level 25
27th Haze 122nd year of Ascendancy at 03:38 see stats
Flooder (Nightmare (Adventure) difficulty)
Defeated Ukllmswwik while doing his own quest.By Matt the Halfling Temporal Warden level 40
6th Pyre 123rd year of Ascendancy at 09:26 see stats
Home sweet home (Nightmare (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Matt the Halfling Temporal Warden level 21
45th Dusk 122nd year of Ascendancy at 05:40 see stats
Impossible Death (Nightmare (Adventure) difficulty)
Got killed by your future self.By Matt the Halfling Temporal Warden level 17
25th Dusk 122nd year of Ascendancy at 11:40 see stats
Is that how it feels to be an escort quest?! (Nightmare (Adventure) difficulty)
Got saved from death in the Godfeaster by Malyu and managed to escape.By Matt the Halfling Temporal Warden level 35
63rd Haze 122nd year of Ascendancy at 02:00 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Matt the Halfling Temporal Warden level 10
6th Mirth 122nd year of Ascendancy at 11:21 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Matt the Halfling Temporal Warden level 20
41st Dusk 122nd year of Ascendancy at 11:35 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By Matt the Halfling Temporal Warden level 30
41st Haze 122nd year of Ascendancy at 02:01 see stats
Level 40 (Nightmare (Adventure) difficulty)
Got a character to level 40.By Matt the Halfling Temporal Warden level 40
6th Pyre 123rd year of Ascendancy at 07:13 see stats
Paradoxology (Nightmare (Adventure) difficulty)
Both killed your future self and got killed by your future self.By Matt the Halfling Temporal Warden level 17
25th Dusk 122nd year of Ascendancy at 11:40 see stats
Race through fire (Nightmare (Adventure) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Matt the Halfling Temporal Warden level 42
65th Pyre 123rd year of Ascendancy at 09:44 see stats
Rescuer of the lost (Nightmare (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Matt the Halfling Temporal Warden level 22
59th Dusk 122nd year of Ascendancy at 02:56 see stats
Savior of the damsels in distress (Nightmare (Adventure) difficulty)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Matt the Halfling Temporal Warden level 26
28th Haze 122nd year of Ascendancy at 00:58 see stats
Size is everything (Nightmare (Adventure) difficulty)
Did over 1500 damage in one attack.By Matt the Halfling Temporal Warden level 37
64th Regrowth 123rd year of Ascendancy at 01:49 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Matt the Halfling Temporal Warden level 27
35th Haze 122nd year of Ascendancy at 22:14 see stats
Sliders (Nightmare (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Matt the Halfling Temporal Warden level 38
66th Regrowth 123rd year of Ascendancy at 02:20 see stats
That was close (Nightmare (Adventure) difficulty)
Killed your target while having only 1 life left.By Matt the Halfling Temporal Warden level 44
2nd Dusk 123rd year of Ascendancy at 21:49 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Matt the Halfling Temporal Warden level 6
79th Pyre 122nd year of Ascendancy at 09:54 see stats
The Legend of Garkul (Nightmare (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Matt the Halfling Temporal Warden level 21
45th Dusk 122nd year of Ascendancy at 06:09 see stats
The bigger the better! (Nightmare (Adventure) difficulty)
Did over 3000 damage in one attack.By Matt the Halfling Temporal Warden level 43
71st Pyre 123rd year of Ascendancy at 02:45 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Matt the Halfling Temporal Warden level 11
9th Mirth 122nd year of Ascendancy at 11:03 see stats
Thralless (Nightmare (Adventure) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Matt the Halfling Temporal Warden level 21
50th Dusk 122nd year of Ascendancy at 20:52 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By Matt the Halfling Temporal Warden level 25
26th Haze 122nd year of Ascendancy at 23:31 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Matt the Halfling Temporal Warden level 14
10th Flare 122nd year of Ascendancy at 05:27 see stats
Vampire crusher (Nightmare (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Matt the Halfling Temporal Warden level 31
42nd Haze 122nd year of Ascendancy at 18:32 see stats
Wibbly Wobbly Timey Wimey Stuff (Nightmare (Adventure) difficulty)
Killed the weaver queen and the temporal defiler.By Matt the Halfling Temporal Warden level 5
77th Pyre 122nd year of Ascendancy at 18:45 see stats
Log
Mirror Image is crippled.
Blade Flurry misses Matt.
Blade Flurry misses Matt.
Velisemina the orc summoner performs a melee critical strike against Mirror Image!
Ritch flamespitter recovers sight.
Ritch flamespitter spits flames!
Matt's temporal clone's Arrow Stitching hits Cyroda the orc master wyrmic for 205 physical, 30 physical (235 total damage).
Velisemina the orc summoner hits Matt for 4 acid, 6 nature (10 total damage).
Velisemina the orc summoner hits Mirror Image for 31 physical, 4 acid, 6 nature, 33 physical (74 total damage).
Velisemina the orc summoner hits Mirror Image for 4 acid, 6 nature (10 total damage).
Ritch flamespitter hits Mirror Image for 23 fire damage.
Matt stops bleeding.
Matt's awareness returns to normal.
Talent Warp Blade is ready to use.
Matt's Arrow Stitching misses Xunne the orc mage-hunter.
Poison from Giant spider hits Matt for 19 nature damage.
Matt's temporal clone's Arrow Stitching hits Velisemina the orc summoner for (29 parried), 293 physical, 31 physical (325 total damage).
Matt receives 51 healing from Temporal Restoration Field.
Xunne the orc mage-hunter receives 2 healing from Deadly Poison from Xunne the orc mage-hunter.
Deadly Poison from Xunne the orc mage-hunter hits Matt for 5 nature damage.
You collect a new ingredient: orc heart (1).
Cyroda the orc master wyrmic casts Sunburst.
Cyroda the orc master wyrmic's spell attains critical power!
Cyroda the orc master wyrmic roars triumphantly.
Cyroda the orc master wyrmic hits Mirror Image for 152 light damage.
Cyroda the orc master wyrmic hits Matt for 137 light damage.
Cyroda the orc master wyrmic hits Mirror Image for 124 light damage.
Cyroda the orc master wyrmic hits Mirror Image for 152 light, 152 light (304 total damage).
Bleeding from Matt hits Xunne the orc mage-hunter for 79 physical damage.
Matt the level 45 halfling temporal warden was radiated to death by Cyroda the orc master wyrmic on level 2 of Gorbat Pride.





























































































































































