










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | Select your Escorts 1.5.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Mex's Start in Last Hope 1.5.0Changes your starting zone to Last Hope. Mex's Start Rebalance 1.5.0Removes start scumming and drowning and replaces them with rebalance changes. Full details in discussion thread. planned v5 - remove all artifact generation from shops, figure out how to add phy/men wilds v4 - added steamsaw/guns to old man v3 - added dispersion (last hope), track (derth), burrow (shatur) and short staff (angolwen) to shops v2 - rebalanced the old man randart power/egos, now equivalent to what would usually drop from a boss on the relevant difficulties, insane players get 2 tier 3s, madness get 2 tier 5s Embers of Rage 1.5.0Official 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:
Marson's Character Recycler 1.2.3v1.0.0 You can choose to regenerate the current character at the beginning, or to go back to the character generation screen and create a new one. Possessor Bonus Class 1.5.4Donators/Buyers bonus! QuickTome: Arena Skip 1.3.1 Fuck Patrols Addon 1.4.8All World Map Patrols have been disabled because they're fucking annoying and nobody likes them. |
Campaign | Maj'Eyal |
Mode | Madness Roguelike |
Sex | Male |
Race | Ogre |
Class | Temporal Warden |
Level / Exp | 50 / 863% |
Size | big |
Lifes / Deaths | Killed by Yakro the champion of Urh'Rok at level 44 on the 72nd Regrowth 123rd year of Ascendancy at 12:32 / 2Killed by Xanurianne the orc cryomancer at level 50 on the 42nd Dusk 123rd year of Ascendancy at 08:50 |
Primary Stats
Strength | 57 (base 13) |
Dexterity | 129 (base 63) |
Constitution | 36 (base 14) |
Magic | 124 (base 66) |
Willpower | 74 (base 57) |
Cunning | 100.6 (base 31) |
Resources
Mana | 654/654 |
Life | -622/1554 |
Positive | 0/177 |
Paradox | 477 |
Steam | 100/100 |
Healing Factor | 1.1893203883495 |
Regeneration | 0.29733009708737 |
Speed
Mental | +46.074767897185% |
Attack | +46.074767897185% |
Movement | +1.0214051826551E-12% |
Spell | +46.074767897185% |
Global | +130.71651193146% |
Vision
Sight | 10 |
Lite | 10 |
Infravision | 5 |
See Stealth | 32.852022901417 |
See Invisible | 35.852022901417 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 345 |
Accuracy | 104 |
Crit Chance | 112% |
APR | 99 |
Speed | 0.68 |
Offense: Offhand
Damage | 131 |
Accuracy | 104 |
Crit Chance | 111% |
APR | 93 |
Speed | 0.68 |
Offense: Spell
Spellpower | 72 |
Crit Chance | 82% |
Speed | 0.68458092687428 |
Offense: Mind
Mindpower | 63 |
Crit Chance | 70% |
Speed | 0.68458092687428 |
Offense: Damage Bonus
Nature | +21% |
Lightning | +18% |
Mind | +30% |
Darkness | +21% |
Blight | +15% |
Physical | +34% |
Fire | +41% |
All | +12% |
Offense: Damage Penetration
Darkness | +20% |
Temporal | +16% |
Blight | +5% |
Arcane | +5% |
Physical | +27% |
Nature | +10% |
Defense: Base
Armour (hardiness) | 102.08934837382 (96.030927835052%) |
Defense | 86 |
Ranged Defense | 91 |
Fatigue | 31 |
Physical Save | 52 |
Spell Save | 61 |
Mental Save | 58 |
Defense: Resistances
Acid | + 51%( 70%) |
Blight | + 29%( 70%) |
Arcane | + 32%( 70%) |
Cold | + 60%( 70%) |
All | + 24%( 70%) |
Mind | + 35%( 70%) |
Lightning | + 70%( 70%) |
Light | + 29%( 70%) |
Temporal | + 51%( 70%) |
Physical | + 38%( 70%) |
Darkness | + 54%( 70%) |
Fire | + 70%( 70%) |
Nature | + 24%( 70%) |
Defense: Immunities
Stun Resistance | 68% |
Confusion Resistance | 80% |
Blind Resistance | 100% |
Silence Resistance | 65% |
Bleed Resistance | 20% |
Pinning Resistance | 0% |
Disarm Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 36% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 16 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 906 damage for 5 turns. Its effects scale with your Magic stat. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 201% efficiency and cooldown mod of 52%. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (68% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 25. Afterwards you stay out of phase for 8 turns. In this state all new negative status effects duration is reduced by 73%, your defense is increased by 73 and all your resistances by 73%. Its effects scale with your Dexterity stat. |
Class Talents
Chronomancy / Threaded Combat | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 5/5 |
Chronomancy / Spacetime Folding | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Temporal Hounds | 1.30 |
| 4/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Chronomancy / Temporal Guardian | 1.30 |
| 5/5 |
| 3/5 |
| 2/5 |
| 2/5 |
Chronomancy / Bow Threading | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 2/5 |
Chronomancy / Speed Control | 1.30 |
| 1/5 |
| 4/5 |
| 4/5 |
| 0/5 |
Chronomancy / Temporal Combat | 1.30 |
| 2/5 |
| 3/5 |
| 2/5 |
| 1/5 |
Chronomancy / Blade Threading | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 2/5 |
Generic Talents
Chronomancy / Chronomancy | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Chronomancy / Spacetime Weaving | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 3/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Chronomancy / Fate Weaving | 1.10 |
| 1/5 |
| 1/5 |
| 5/5 |
| 4/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Temporal Hounds |
talent | Premonition |
talent | Chant of Fortress |
talent | Weapon Folding |
beneficial effect | Reduces fire damage received by 17%. Premonition Shield |
beneficial effect | The target is out of phase with reality, increasing defense by 50, resist all by 40%, and reducing the duration of detrimental timed effects by 60%. Out of Phase |
beneficial effect | Each turn will fire an arrow at Vor, Grand Geomancer of the Pride. Arrow Echoes |
detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
beneficial effect | Displacing 28% of all damage on to a random enemy. Webs of Fate |
beneficial effect | Inscriptions cooldown twice as fast. Writ Large |
beneficial effect | The target's defense and saves have been increased by 18. 6 Spin |
beneficial effect | The target filled with the spirit of the vorpal bunny! Granting +10% critical chance! Vorpal Bunny! |
detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
beneficial effect | The target's accuracy and power have been increased by 54. 6 Fateweaver |
detrimental effect | Target is drenched with magical water, halving its stun resistance. Wet |
beneficial effect | The target has been affected by space or time manipulations and is becoming more resistant to them (+20). Continuum Destabilization |
beneficial effect | Increases global action speed by 31%. Haste |
detrimental effect | Huge cut that bleeds, doing 27.00 physical damage per turn. Bleeding |
beneficial effect | Focused on Xanurianne the orc cryomancer, +23% critical damage and +23% critical hit chance against this target. Warden's Focus |
detrimental effect | The target is using a two handed weapon in a single hand, reducing physical power, spellpower and mindpower by 20% (based on size); also all damage procs from your offhand are reduced by 50%. Hit Penalty |
beneficial effect | The target filled with the spirit of the bunnies! This looks very very cute! Also whenever you deal damage you have 5% chances to turn into a vorpal bunny, increasing your critical chance by %10. Bunnyficated! |
beneficial effect | Increases attack, spell, and mind speed by 46%. 3 Time Dilation |
detrimental effect | Zone-wide effect: +20 magic, +2 mana regen, -20 accuracy, -20 stealth power. Sorcerous Aura |
beneficial effect | The target has a 38% chance of increasing the duration of one detrimental status effects on targets it damages by one. Seal Fate |
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. | active |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolรซ in Ardhungol and saved the Sun Paladin. Eight legs of wonder | completed |
You successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost anorithil (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Bathe in Light (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost tinker (level 1 of Ruins of Kor'Pul) | done |
You failed to protect the lost tinker from death by Emeledhetira the white wolf. Escort: lost tinker (level 2 of Old Forest) | failed |
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire)As a reward you improved talent Innovation (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Old Forest. Escort: lost tinker (level 3 of Old Forest)As a reward you improved talent Craftsman's Eye (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 4 of Old Forest. Escort: lost tinker (level 4 of Old Forest)As a reward you improved talent Last Engineer Standing (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 4 of Dreadfell. Escort: repented thief (level 4 of Dreadfell)As a reward you improved talent Device Mastery (+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 must explore the morass. | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | active |
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: 44. | 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. | 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 |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Agrimley the hermit. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Stire of Derth has completed an elixir of precision without your aid. You have aided Marus of Elvala in creating an elixir of mysticism. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of the savior. Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have met what seems to be a future version of yourself. The Way We Weren'tYou killed your future self. In the future, you might wish to avoid time-traveling back to this moment... | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within8 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +18 Defense: +10 (+2 eff.) Ranged Defense: +9 (+1 eff.) Fatigue: +5% Changes stats: +7 Wil / +7 Mag Changes resistances: +30% darkness / +30% temporal / +3% light / +5% arcane Changes resistances penetration: +20% darkness / +16% temporal Silence immunity: +65% Confusion immunity: +50% Stun/Freeze immunity: +50% Mana each turn: +0.53 Only die when reaching: -80.00 life Maximum mana: +60.00 Spell crit. chance: +5% Infravision radius: +3 Defense after a teleport: +30 Resist all after a teleport: +19% New effects duration reduction after a teleport: +27% A pair of boots made of leather. |
Light source | ![]() Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Armour: +12 Changes resistances: +6% fire / +9% darkness / +15% cold Reduces incoming crit damage: 15.00% Cut immunity: +20% Confusion immunity: +20% Maximum life: +64.00 Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +65 (+9 eff.) Armour penetration: +15 Physical crit. chance: +10.0% Defense: +16 (+3 eff.) Changes stats: +13 Cun / +19 Dex Changes resistances penetration: +15% physical Changes damage: +10% physical Talent masteries: +0.20 Steamtech / Gunslinging +0.20 Steamtech / Bullets mastery Blindness immunity: +100% Light radius: +7 Steam crit. chance: +15% This hat was made from materials from a forest whose name is long since lost, far in the east. It is said to have belonged to one of the first gunslingers. |
On hands | ![]() Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +9 (+1 eff.) Physical crit. chance: +17.0% Armour: +4 Damage (Melee): 13 fire Changes stats: +4 Mag Changes resistances: +9% fire Changes resistances penetration: +10% nature / +5% arcane Changes damage: +9% fire Talent granted: +5 Iron Grip Critical mult.: +14.00% Physical save: +10 (+4 eff.) Mental save: +11 (+3 eff.) Disarm immunity: +147% Spellpower: +4 (+0 eff.) Spell crit. chance: +25% Mental crit. chance: +18% When used to modify unarmed attacks: Power: 143% Range: 1.4x Uses stats: 40% Dex, 40% Cun, 50% Mag, 40% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +10 Armour Penetration: +15 Crit. chance: +19.0% Attack speed: 83% When this weapon hits: Fire Breath (10% chance level 5). When this weapon hits: Perfect Control (10% chance level 5). When this weapon crits: Cripple (20% chance level 5). Damage (Melee): +8 temporal Burst (radius 2) on crit: +10 fire Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Changes stats: +5 Cun / +1 Dex Changes resistances: +15% mind Changes damage: +9% nature / +18% mind Grants telepathy: All Talent granted: +5 Void Blast It can be used to fire a bolt of a random element with (base) damage 204 to 409, putting all charms on cooldown for 9 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +18 (+2 eff.) Physical crit. chance: +2.0% Physical power: +21 (+3 eff.) Defense: +12 (+2 eff.) Ranged Defense: +11 (+2 eff.) Effects on melee hit: * 20% chance to cause random gloom Damage (Melee): 25 bleed Effects on ranged hit: * 20% chance to cause random gloom Damage (Ranged): 25 bleed Changes stats: +11 Str / +10 Dex / +11 Cun / +11 Con Changes resistances: +9% cold Changes damage: +6% lightning Spell save: +17 (+4 eff.) Hate when firing a critical mind attack: +3.00 Maximum stamina: +5.00 Maximum hate: +15.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings can have magical properties. |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +32 (+4 eff.) Defense: +21 (+4 eff.) Damage when hit (Melee): 8 fire Changes stats: +5 Str / +24 Dex / +24 Cun / +5 Con Changes damage: +3% blight See invisible: +3 Rings can have magical properties. |
Around neck | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +19 (+3 eff.) Armour penetration: +32 Armour: +5 Defense: +4 (+1 eff.) Ranged Defense: +3 (+0 eff.) Changes stats: +10 Str Changes resistances: +9% acid / +6% fire Critical mult.: +38.00% Physical save: +13 (+5 eff.) Amulets can have magical properties. |
In main hand | ![]() Requires: Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 180% Range: 1.3x Uses stat: 180% Mag Damage type: Fire Mastery: Strength of Purpose Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Crit. chance: +14.0% Attack speed: 100% On weapon hit: * flashes light on your target dealing 89 damage Burst (radius 2) on crit: +60 flameshock When wielded/worn: Physical crit. chance: +5.0% Changes stats: +10 Dex / +10 Mag / +10 Cun Changes damage: +20% fire / +10% all Critical mult.: +15.00% Spell crit. chance: +5% Mental crit. chance: +5% Fire opal: Fire It can be used to imbue the hammer with a gem of your choice, costing 9 power out of 10/10. This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it. |
Around waist | ![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +5 (+1 eff.) Effects on melee hit: * Slows global speed by 30% * 30% chance to inflict 15% damage reduction Changes resistances: +3% acid / +6% temporal / +3% light / +6% blight / +5% arcane Changes damage: +9% darkness Critical mult.: +12.00% A belt that goes around your waist. |
In off hand | ![]() Requires: - Dexterity 48 Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Power: 162% Range: 1.3x Uses stats: 45% Dex, 95% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +13.0% Attack speed: 100% On weapon hit: * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) * flashes light on your target dealing 89 damage Damage Shield penetration (this weapon only): +40% Damage (Melee): +21 cold When wielded/worn: Armour penetration: +12 Armour: +3 Changes resistances penetration: +5% blight / +12% physical Changes damage: +12% physical Critical mult.: +15.00% Maximum stamina: +20.00 Spellpower: +6 (+1 eff.) Sharp, short and deadly. |
Cloak | ![]() Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +14 (+2 eff.) Armour penetration: +15 Defense: +4 (+1 eff.) Changes resistances: +10% acid / +10% fire / +10% cold / +40% lightning Critical mult.: +30.00% Stealth bonus: +15 Stun/Freeze immunity: +50% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Requires: - Strength 48 - Talent Heavy Armour Training (level 3) Powered by arcane forces Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 4 When wielded/worn: Physical crit. chance: +8.0% Physical power: +22 (+3 eff.) Armour: +42 Defense: +8 (+2 eff.) Fatigue: +26% Changes stats: +15 Str / +12 Mag / +9 Wil / +6 Con Changes resistances: +31% lightning / +11% physical / +13% cold / +13% acid / +13% fire Talent cooldown: Rush (-5 turns) Critical mult.: +25.00% Reduces incoming crit damage: 35.00% Mental save: +11 (+3 eff.) Disarm immunity: +36% Stun/Freeze immunity: +36% Knockback immunity: +36% Hate when firing a critical mind attack: +2.00 Spellpower: +22 (+4 eff.) Spell crit. chance: +9% Mindpower: +22 (+5 eff.) Mental crit. chance: +9% Infravision radius: +2 Heals friendly targets nearby when you use a nature summon: +30 A suit of armour made of metal plates. |
Inventory
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 14 for 9 turns. While Heroism is active, you will only die when reaching -801 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution 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 ability. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1004% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity 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 ability. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 775 life over 5 turns. Its effects scale with your Dexterity 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 ability. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 20% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength 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 ability. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 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 909 damage for 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 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 634 damage for 8 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() schematic: Solid Shell Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
![]() Powered by unknown forces 0.10 Encumbrance. [Plot Item] Type: scroll / tome It can be used to summon Limmir the jeweler at the center of the lake of the moon, costing 1 power out of 1/1. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 10 cold Changes resistances: +25% cold Changes damage: +12% cold Talent granted: +2 Shivgoroth Form Stun/Freeze immunity: +30% Spellpower: +12 (+2 eff.) Ice block penetration: +20% Gives all your cold damage a 20% chance to freeze the target. This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 9 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +13 (+2 eff.) Armour: +8 Damage when hit (Melee): 16 acid Changes stats: +8 Cun / +9 Dex Changes resistances: +9% darkness / +9% acid Cut immunity: +20% Stun/Freeze immunity: +15% Rings can have magical properties. |
![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 18% chance to cause random gloom Damage (Melee): 21 bleed Effects on ranged hit: * 18% chance to cause random gloom Damage (Ranged): 17 bleed Changes stats: +8 Str / +4 Dex / +3 Mag / +5 Wil / +7 Cun Changes damage: +12% mind / +33% fire Reduces incoming crit damage: 19.00% Hate when firing a critical mind attack: +3.00 Maximum hate: +13.00 See invisible: +15 It can be used to activate talent Bleeding Edge, placing all other charms into a 18 cooldown : Effective talent level: 2.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 43%. Rings can have magical properties. |
![]() Powered by arcane forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +15 (+2 eff.) Changes stats: +10 Mag Changes resistances: +5% arcane / +20% temporal / +12% mind / +9% light Changes resistances penetration: +15% mind Changes damage: +20% temporal / +6% mind / +3% arcane Spell save: +20 (+5 eff.) Silence immunity: +50% Mana each turn: +0.35 Spellpower: +11 (+2 eff.) Mindpower: +14 (+3 eff.) Rings can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +16 Defense: +6 (+1 eff.) Ranged Defense: +6 (+1 eff.) Changes resistances: +15% light / +12% fire / +9% mind / +21% cold Reduces incoming crit damage: 19.00% Mental save: +6 (+2 eff.) Cut immunity: +25% Disarm immunity: +32% Pinning immunity: +38% Knockback immunity: +38% Only die when reaching: -40.00 life Maximum life: +30.00 Rings can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +12% temporal Blindness immunity: +20% Poison immunity: +10% Stun/Freeze immunity: +25% Knockback immunity: +20% Teleport immunity: +10% Life regen: +1.60 Rings can have magical properties. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+1 eff.) Defense: +11 (+2 eff.) Ranged Defense: +11 (+2 eff.) Changes stats: +3 Cun Changes resistances: +28% cold Changes resistances penetration: +15% mind / +33% physical Changes damage: +14% cold / +12% physical Grants telepathy: Demon/Minor Demon/Major Physical save: +18 (+6 eff.) Healing mod.: +45% Rings can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+1 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent masteries: +0.30 Technique / Unarmed discipline +0.30 Technique / Warcries +0.30 Technique / Pugilism +0.30 Technique / Combat training +0.30 Technique / Combat veteran +0.30 Technique / Finishing moves +0.30 Technique / Archery training +0.30 Technique / Archery - slings +0.30 Technique / Superiority +0.30 Technique / Thuggery +0.30 Technique / Shield offense +0.30 Technique / Two-handed weapons +0.30 Technique / Archery prowess +0.30 Technique / Dual techniques +0.30 Technique / Shield defense +0.30 Technique / Two-handed assault +0.30 Technique / Berserker's strength +0.30 Technique / Archery - bows +0.30 Technique / Two-handed maiming +0.30 Technique / Combat techniques +0.30 Technique / Archery excellence +0.30 Technique / Unarmed training +0.30 Technique / Grappling +0.30 Technique / Dual weapons A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 30% chance to blind Changes stats: +4 Wil Changes resistances penetration: +25% light Changes damage: +21% acid / +15% light Mental save: +30 (+8 eff.) Life regen: +1.40 Equilibrium when hit: +0.32 Hate when firing a critical mind attack: +4.00 Maximum life: +79.00 Healing mod.: +26% Rings can have magical properties. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 35% chance to blind Damage (Melee): 50 light Effects on ranged hit: * 25% chance to blind Damage (Ranged): 50 light Changes stats: +8 Wil / +8 Mag Spellpower: +13 (+2 eff.) Rings can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+1 eff.) Damage when hit (Melee): 12 acid Changes stats: +10 Str / +3 Dex / +4 Mag / +3 Wil Infravision radius: +3 Rings can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 (+1 eff.) Changes stats: +5 Str / +4 Con Changes resistances: +15% acid / +5% arcane Changes resistances penetration: +10% fire Changes damage: +18% fire Rings can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +13 (+2 eff.) Armour penetration: +13 Physical power: +11 (+2 eff.) Defense: +13 (+3 eff.) Changes stats: +8 Str / +8 Con It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 88% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Armour: +4 Changes stats: +4 Mag / +2 Wil / +5 Con Changes resistances: +30% acid Changes damage: +15% acid Reduces incoming crit damage: 15.00% Life regen: +1.40 Rings can have magical properties. |
![]() rogue's voratun ring of tenacity Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +20 (+4 eff.) Changes stats: +10 Cun Disarm immunity: +50% Pinning immunity: +38% Knockback immunity: +50% Maximum life: +47.00 Rings can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +18 (+2 eff.) Physical crit. chance: +4.0% Armour: +10 Damage when hit (Melee): 12 mind Changes stats: +9 Dex / +7 Con Changes damage: +18% darkness Physical save: +48 (+14 eff.) Life regen: +0.60 Stamina each turn: +1.40 Rings can have magical properties. |
![]() Requires: - Dexterity 42 Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 4 Power: 144% Range: 1.3x Uses stats: 55% Dex, 95% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +15.0% Attack speed: 100% On weapon hit: * deals physical damage equal to 3% of the target's missing health When wielded/worn: Changes stats: +6 Str / +6 Dex Critical mult.: +20.00% This dagger was used by a nameless healer during the Age of Dusk. The plagues that ravaged his town were beyond the ability of mortal man to treat, so he took to using his dagger to as an act of mercy when faced with hopeless patients. Despite his good intentions, it is now cursed with dark power, letting it kill in a single stroke against those already weakened. |
![]() elemental stralite dagger of amnesia (131% power, 9 apr) Requires: - Dexterity 35 Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Power: 131% Range: 1.3x Uses stats: 95% Mag, 45% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * Random elemental explosion * 25% chance to put talents on cooldown When wielded/worn: Changes resistances penetration: +12% acid / +12% fire / +12% cold / +11% lightning Sharp, short and deadly. |
![]() glacial voratun dagger of massacre (158% power, 9 apr) Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Power: 159% Range: 1.3x Uses stats: 95% Mag, 45% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% Burst (radius 2) on crit: +24 ice When wielded/worn: Armour: +12 Changes resistances penetration: +12% cold Sharp, short and deadly. |
![]() Requires: - Dexterity 48 Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Power: 150% Range: 1.3x Uses stats: 95% Mag, 45% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 13% chance to disease * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Damage (Melee): +16 blight When wielded/worn: Disease immunity: +27% Sharp, short and deadly. |
![]() quick dwarven-steel dagger of phasing (116% power, 16 apr) Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 116% Range: 1.3x Uses stats: 95% Mag, 45% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.5% APR / acc Armour Penetration: +16 Crit. chance: +6.0% Attack speed: 111% Damage Shield penetration (this weapon only): +24% When wielded/worn: Accuracy: +7 (+1 eff.) Changes stats: +4 Dex Sharp, short and deadly. |
![]() thunderous steel dagger (100% power, 6 apr) Requires: - Dexterity 16 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Power: 100% Range: 1.3x Uses stats: 95% Mag, 45% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 14% chance to daze at end of turn When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Changes resistances penetration: +8% lightning Sharp, short and deadly. |
![]() truestriking voratun dagger (145% power, 9 apr) Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Power: 146% Range: 1.3x Uses stats: 95% Mag, 45% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% When wielded/worn: Accuracy: +12 (+2 eff.) Armour penetration: +12 Changes resistances penetration: +11% physical Sharp, short and deadly. |
![]() Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Power: 160% Range: 1.3x Uses stats: 45% Dex, 95% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 15% chance to inflict 15% damage reduction * 20% chance to curse the target When wielded/worn: Armour penetration: +14 Effects on melee hit: * 15% chance to inflict 15% damage reduction Changes stats: +1 Dex / +3 Con Changes resistances: +1% physical Changes resistances penetration: +8% physical Changes damage: +9% physical Critical mult.: +0.00% Healing mod.: +5% Sharp, short and deadly. |
![]() voratun greatmaul 'Sewerburst' (178% power, 4 apr) Requires: - Magic 48 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 179% Range: 1.5x Uses stat: 170% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * Slows global speed by 53% Damage (Melee): +16 acid When wielded/worn: Accuracy: +21 (+3 eff.) Armour penetration: +10 Armour: +6 Changes resistances: +9% acid / +3% physical / +12% blight / +9% mind / +6% arcane Changes resistances penetration: +21% physical Mental save: +40 (+11 eff.) Blindness immunity: +20% Teleport immunity: +10% Massive two-handed mauls. |
![]() Leloromirion Requires: - Dexterity 48 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Power: 66% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 When wielded/worn: Changes stats: +11 Dex / +3 Mag Changes resistances: +6% arcane Changes resistances penetration: +15% blight Critical mult.: +10.00% Maximum mana: +60.00 Spell crit. chance: +6% Resist all after a teleport: +8% New effects duration reduction after a teleport: +20% Longbows are used to shoot arrows at your foes. |
![]() Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Power: 66% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 When wielded/worn: Ammo reloads per turn: +8 Changes stats: +9 Mag Changes resistances penetration: +20% physical / +11% temporal Changes damage: +21% physical / +15% temporal 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. |
![]() Requires: - Willpower 28 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 Power: 111% Range: 1.1x Uses stats: 45% Wil, 50% Mag, 22% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +26 Crit. chance: +6.0% Attack speed: 100% When wielded/worn: Changes stats: +8 Wil Changes resistances: +15% mind Talent masteries: +0.10 Psionic / Focus +0.20 Psionic / Absorption Mental save: +25 (+7 eff.) Maximum psi: +20.00 Mindpower: +14 (+3 eff.) Mental crit. chance: +7% It can be used to activate talent Resonance Field (costing 23 power out of 25/25) : Effective talent level: 3.0 Power cost: 23 out of 25/25. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Activate to create a resonance field that will absorb 50% of all damage you take (335 max absorption). The field will not interfere with Feedback gain. The max absorption value will scale with your Mindpower, and the effect lasts up to ten turns. This bright violet gem exudes a calming, focusing force. Holding it, you feel protected against outside forces. |
![]() wyrm's living mindstar of storms (114% power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural lightning should be returned to the wyrm. The natural wyrm seeks an element. Power: 114% Range: 1.1x Uses stats: 50% Wil, 50% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 30 lightning / 10 physical / 9 cold / 10 fire / 10 acid Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Changes resistances: +30% lightning / +10% physical / +10% cold / +9% acid / +9% fire Changes resistances penetration: +20% lightning Changes damage: +19% lightning Mindpower: +10 (+2 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. |
![]() wyrm's pulsing mindstar of the jelly (107% power, 32 apr, mind damage) Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 It is part of a set of items. The natural wyrm seeks an element. Power: 107% Range: 1.1x Uses stats: 45% Wil, 50% Mag, 25% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 9 lightning / 8 physical / 7 cold / 8 fire / 9 acid Changes resistances: +9% lightning / +9% physical / +7% cold / +9% acid / +9% fire Changes damage: +9% acid Equilibrium when hit: +2.10 Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff It is part of a set of items. Power: 66% Range: 1.2x Uses stat: 50% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Attack speed: 100% When wielded/worn: Changes stats: +4 Mag Changes damage: +20% acid / +20% cold Critical mult.: +20.00% Mental save: +8 (+3 eff.) Confusion immunity: +20% Maximum mana: +50.00 Spell crit. chance: +8% The bottom part of Telos' broken staff. |
![]() Venomoracle the dragonbone vilestaff (136% power, 6 apr, acid element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage Shield penetration (this weapon only): +30% Burst (radius 2) on crit: +20 nature When wielded/worn: Armour: +12 Armour Hardiness: +12% Changes stats: +6 Wil Changes resistances: +15% light / +9% temporal Changes damage: +30% acid Talent granted: +1 Command Staff Physical save: +12 (+4 eff.) Spell save: +12 (+3 eff.) Mental save: +40 (+11 eff.) Blindness immunity: +15% Only die when reaching: -100.00 life Spellpower: +15 (+3 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
![]() infernal dragonbone magestaff of invocation (136% power, 6 apr, lightning element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage (Melee): 35 fire Changes damage: +30% lightning Talent granted: +1 Command Staff Critical mult.: +33.00% Spellpower on spell critical (stacks up to 3 times): +10 Spellpower: +34 (+6 eff.) Spell crit. chance: +5% See invisible: +17 It can be used to conjure elemental energy in a radius 10 cone, dealing 140.50 to 168.60 lightning damage, putting all charms on cooldown for 8 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() lifebinding dragonbone magestaff of invocation (136% power, 6 apr, cold element) Requires: - Magic 48 Powered by arcane forces Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +7 Con Changes damage: +30% cold Talent granted: +1 Command Staff Life regen: +1.70 Spellpower on spell critical (stacks up to 3 times): +10 Spellpower: +35 (+7 eff.) Spell crit. chance: +5% Healing mod.: +27% It can be used to conjure elemental energy in a radius 10 cone, dealing 140.50 to 168.60 cold damage, putting all charms on cooldown for 8 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() void walker's yew magestaff of blasting (120% power, 4 apr, fire element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 121% Range: 1.2x Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes resistances: +9% darkness / +10% temporal Changes damage: +20% fire Talent granted: +1 Command Staff Spellpower: +17 (+3 eff.) Spell crit. chance: +11% Defense after a teleport: +23 Resist all after a teleport: +13% New effects duration reduction after a teleport: +31% Reduces paradox anomalies(equivalent to willpower): +19 It can be used to unleash an elemental blastwave, dealing 123.54 to 148.25 fire damage in a radius 4 around the user, putting all charms on cooldown for 9 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Cunning 30 - Dexterity 40 - Talent Shoot - Talent Steam Pool Powered by steamtech 4.00 Encumbrance. [Unique] Type: weapon / steamgun ; tier 3 Power: 66% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +20 Crit. chance: -10.0% Attack speed: 100% Dam. multiplier: 100% Firing range: +6 On weapon crit: * Burst apart, dealing physical damage equal to 25% of the original damage in a ball of radius 1. Travel speed: +1500% Attacks use: 2.0 Steam When wielded/worn: Talent granted: +3 Surekill Critical mult.: +50.00% "Murderfang came over yesterday, raving about this idea for a steamgun he had. He described it in great detail, everything, except for how it would actually work. What do you even grip it by? Insisted I make it though, left some design notes. They all just say 'make it really flashy'. -Pizurk, Master Tinker |
![]() thunderous stralite steamgun of true shot Requires: - Dexterity 35 - Talent Shoot - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 4 Power: 66% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +20 Attack speed: 100% Firing range: +10 Travel speed: +600% Damage (Ranged): +17 dazing lightning Attacks use: 2.0 Steam When wielded/worn: Accuracy: +12 (+2 eff.) Physical crit. chance: +13.0% Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Changes resistances penetration: +13% lightning Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() reinforced voratun steamsaw of radiance (149% power, 25 apr) Requires: - Magic 48 - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 5 Power: 149% Range: 1.5x Uses stat: 150% Mag Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 Crit. chance: +5.0% Attack speed: 100% Block value: +108 Attacks use: 1.0 Steam When wielded/worn: Armour: +18 Defense: +10 (+2 eff.) Fatigue: +12% Effects when hit in melee: * 39% chance to blind Changes stats: +7 Con / +4 Mag Changes resistances: +20% light Talent granted: +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() Dawnblur the stralite waraxe (154% power, 5 apr) Requires: - Magic 35 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Power: 155% Range: 1.4x Uses stat: 150% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * Slows global speed by 53% When wielded/worn: Effects on melee hit: * 40% chance to blind Changes stats: +4 Wil Changes resistances: +24% acid / +9% fire / +6% temporal Psi when hit: +0.20 Hate when firing a critical mind attack: +4.00 Heals friendly targets nearby when you use a nature summon: +30 One-handed war axes. |
![]() Emelitira the Infernopierce (151% power, 6 apr) Requires: - Magic 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Power: 151% Range: 1.4x Uses stat: 150% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 40% chance to cause random gloom * 25% chance to put talents on cooldown On weapon crit: * cripple the target Burst (radius 1) on hit: +12 fire Burst (radius 2) on crit: +8 physical When wielded/worn: Accuracy: +15 (+2 eff.) Armour penetration: +14 Physical crit. chance: +13.0% Changes stats: +2 Con Changes resistances: +6% mind / +6% blight Changes resistances penetration: +11% physical Life regen: +0.80 Healing mod.: +5% One-handed war axes. |
![]() stralite waraxe 'Airvenom' (157% power, 5 apr) Requires: - Magic 35 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 4 Power: 157% Range: 1.4x Uses stat: 150% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 111% Damage (Melee): +12 lightning / +12 fire Burst (radius 2) on crit: +25 ice / +8 lightning When wielded/worn: Accuracy: +12 (+2 eff.) Armour: +13 Damage when hit (Melee): 4 fire Changes stats: +1 Str / +7 Dex Changes resistances: +3% fire Changes resistances penetration: +13% cold Changes damage: +6% lightning Infravision radius: +2 See invisible: +6 One-handed war axes. |
![]() Requires: - Magic 48 Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Power: 150% Range: 1.4x Uses stat: 150% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 33% chance to cause random gloom * 40% chance to corrode armour by 30% * Projects up to 6 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) * Projects up to 6 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Damage (Melee): +12 blight / +22 mind Burst (radius 2) on crit: +4 lightning When wielded/worn: Effects on melee hit: * 15% chance to corrode armour by 30% Damage when hit (Melee): 12 acid / 16 blight Changes stats: +7 Cun / +7 Wil Changes resistances: +3% lightning Changes damage: +12% acid / +9% blight One-handed war axes. |
![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Armour: +2 Defense: +28 (+6 eff.) Ranged Defense: +9 (+1 eff.) Changes stats: +3 Str Reduced damage from: +39% Summoned Stealth bonus: +12 Mental save: +8 (+3 eff.) Stamina each turn: +0.40 Spellpower: +9 (+1 eff.) A belt that goes around your waist. |
![]() Berion (3 def, 0 armour) Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +9 Str / +2 Mag / +6 Wil / +6 Cun / +13 Con Grants telepathy: Demon/Minor Demon/Major Physical save: +15 (+5 eff.) Maximum life: +110.00 Maximum hate: +6.00 Maximum psi: +30.00 Mental crit. chance: +8% See invisible: +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Effects on melee hit: * 20% chance to disease Changes stats: +3 Mag / +5 Wil / +7 Cun Changes resistances: +0% lightning Changes damage: +12% blight Grants telepathy: Dragon Reduces incoming crit damage: 15.00% Stun/Freeze immunity: +0% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Powered by arcane forces Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +13 (+3 eff.) Fatigue: -8% Changes stats: +2 Dex / +8 Mag / +5 Wil / +2 Cun Changes resistances: +20% blight / +20% nature / +0% lightning Changes damage: +15% darkness Physical save: +13 (+5 eff.) Stun/Freeze immunity: +0% Life regen: +2.90 Maximum life: +59.00 Spell crit. chance: +8% See invisible: +12 Healing mod.: +27% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() dispeller's woollen robe of Angolwen (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +4 Wil / +4 Mag Changes resistances: +9% lightning / +9% darkness / +8% blight / +9% fire / +9% light / +9% cold Physical save: +14 (+5 eff.) Spell save: +28 (+7 eff.) Mental save: +13 (+4 eff.) Silence immunity: +32% Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +11 (+2 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() dreamer's woollen robe of Linaniil (0 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +18% mind / +17% darkness Physical save: +14 (+5 eff.) Spell save: +14 (+3 eff.) Mental save: +27 (+7 eff.) Mana each turn: +0.19 Maximum mana: +61.00 Spellpower: +21 (+4 eff.) Spell crit. chance: +9% The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() stormwoven silk robe of life (3 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +7 Str / +8 Mag / +8 Wil Changes resistances: +17% blight / +9% cold / +13% lightning Changes damage: +17% lightning / +13% physical / +17% cold Life regen: +3.90 Maximum life: +80.00 Healing mod.: +23% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Glorutha the pair of voratun boots (0 def, 5 armour) Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Effects on melee hit: * 50% chance to gain 10% of a turn (3/turn limit) Changes stats: +2 Wil Changes resistances: +12% lightning / +27% temporal / +6% arcane / +6% fire Physical save: +6 (+2 eff.) Disarm immunity: +10% Knockback immunity: +25% Only die when reaching: -40.00 life Maximum hate: +10.00 Mindpower: +10 (+2 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Powered by steamtech 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour: +12 Defense: +10 (+2 eff.) Fatigue: +3% Changes stats: +8 Cun / +8 Dex Pinning immunity: +100% Knockback immunity: -100% Steampower: +5 (+2 eff.) You move 3 spaces at once. Accurately? Less so. |
![]() Requires: - Talent Heavy Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +16 Mag Changes damage: +10% acid / +10% blight Spell save: +8 (+2 eff.) Disease immunity: +44% Spellpower: +10 (+2 eff.) Lowers spell cool-downs by: 10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() grounding pair of drakeskin leather boots of uncanny dodging (10 def, 5 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +10 (+2 eff.) Ranged Defense: +10 (+2 eff.) Fatigue: +5% Changes resistances: +14% lightning / +15% temporal A pair of boots made of leather. |
![]() Requires: - Talent Heavy Armour Training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Accuracy: +0 (+0 eff.) Armour: +12 Defense: +3 (+1 eff.) Fatigue: +10% Changes stats: +5 Str / +0 Cun / +5 Con Changes resistances: +10% all Mental save: +0 (+0 eff.) Blindness immunity: +50% Silence immunity: +0% Light radius: +0 A Helmet. But with steam power! |
![]() Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Damage when hit (Melee): 7 physical Changes stats: +9 Str It can be used to activate talent Skullcracker, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 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 486.0 Physical damage. If the attack hits, the target is confused (46% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() champion's drakeskin leather hat of might (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical power: +6 (+1 eff.) Armour: +5 Fatigue: +5% Changes stats: +11 Str / +6 Wil / +5 Con Mental save: +14 (+4 eff.) Light radius: +2 A hat made of leather. Very stylish. |
![]() Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +10 (+1 eff.) Physical crit. chance: +2.0% Physical power: +2 (+1 eff.) Armour: +6 Defense: +9 (+2 eff.) Ranged Defense: +6 (+1 eff.) Changes stats: +10 Mag / +9 Cun / +15 Con Changes resistances: +6% mind Changes resistances penetration: +15% mind Changes damage: +19% arcane Physical save: +9 (+3 eff.) Mental save: +15 (+4 eff.) Life regen: +0.40 Light radius: +0 It can be used to activate talent Stone Wall, placing all other charms into a 72 cooldown : Effective talent level: 1.0 Power cost: 72 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 7 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 155.03 physical damage. Duration and damage will improve with your Spellpower. A pointy cloth hat, very wizardly... |
![]() stabilizing drakeskin leather cap of strength (+9) (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +9 Str Physical save: +22 (+8 eff.) A cap made of leather. |
![]() spiked reinforced leather armour of Toknor (4 def, 7 armour) Requires: - Strength 18 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Physical crit. chance: +6.0% Physical power: +9 (+1 eff.) Armour: +7 Defense: +4 (+1 eff.) Fatigue: +8% Damage when hit (Melee): 15 physical Critical mult.: +18.00% A suit of armour made of leather. |
![]() searing stralite plate armour (7 def, 13 armour) Requires: - Strength 48 - Talent Heavy Armour Training (level 3) Powered by arcane forces 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Defense: +7 (+1 eff.) Fatigue: +26% Damage (Melee): 20 acid / 18 fire Damage when hit (Melee): 15 acid / 14 fire Changes resistances: +26% acid / +23% fire A suit of armour made of metal plates. |
![]() Requires: - Dexterity 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Power: 165% Range: 1.4x Uses stats: 70% Dex, 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Accuracy: +29 Armour Penetration: +18 Crit. chance: +3.0% Capacity: 52 On weapon hit: * 10% chance to crush the target Damage (Ranged): +20 gravity / +24 arcane / +20 blight When wielded/worn: Ammo reloads per turn: +6 Arrows are used with bows to pierce your foes to death. |
![]() Requires: - Dexterity 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Power: 180% Range: 1.4x Uses stats: 70% Dex, 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +36 Crit. chance: +20.0% Capacity: 18 On weapon hit: * 40 arcane resource burn * Slows global speed by 52% * 10% chance to knock the target back * 25% chance to put talents on cooldown Travel speed: +200% Damage (Ranged): +24 acid / +63 physical / +12 darkness Burst (radius 1) on hit: +8 light Burst (radius 2) on crit: +4 acid Arrows are used with bows to pierce your foes to death. |
![]() Requires: - Dexterity 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Power: 183% Range: 1.4x Uses stats: 70% Dex, 100% Mag Damage type: Fire Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Crit. chance: +3.0% Capacity: 20 On weapon hit: * Slows global speed by 20% * 52 arcane resource burn * 20% chance to torment the target Damage (Ranged): +56 darkness / +59 mind / +24 fire Burst (radius 1) on hit: +12 darkness / +8 fire Arrows are used with bows to pierce your foes to death. |
![]() Requires: - Dexterity 35 Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Power: 155% Range: 1.4x Uses stats: 70% Dex, 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Crit. chance: +2.5% Capacity: 18 On weapon hit: * 40% chance to disease * 45% chance to cause random gloom Damage (Ranged): +20 temporal / +4 blight / +26 nature / +16 fire Burst (radius 2) on crit: +8 blight / +28 fire Arrows are used with bows to pierce your foes to death. |
![]() elemental quiver of elven-wood arrows of accuracy (21/21, 154% power, 14 apr) Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Power: 154% Range: 1.4x Uses stats: 100% Mag, 70% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Accuracy: +32 Armour Penetration: +14 Crit. chance: +2.5% Capacity: 21 On weapon hit: * Random elemental explosion Arrows are used with bows to pierce your foes to death. |
![]() Requires: - Dexterity 48 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Power: 165% Range: 1.4x Uses stats: 100% Mag, 70% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Crit. chance: +3.0% Capacity: 22 When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 23% chance to disease Damage (Ranged): +29 blight / +23 light Damage against: +45% Undead Arrows are used with bows to pierce your foes to death. |
![]() Requires: - Dexterity 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Power: 169% Range: 1.4x Uses stats: 70% Dex, 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +20 Crit. chance: +12.0% Capacity: 22 On weapon hit: * 10% chance to create an air burst On weapon crit: * wounds the target for 7 turns: 25 bleeding, 75% reduced healing Travel speed: +200% Damage (Ranged): +72 insidious poison / +15 bleed Arrows are used with bows to pierce your foes to death. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() Powered 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+3 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. |
![]() Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Fatigue: -10% Effects on melee hit: * 35% chance to blind Changes stats: +12 Str / +4 Con Changes resistances: +12% light / +3% nature Changes resistances penetration: +18% physical Changes damage: +9% nature Maximum life: +40.00 Maximum stamina: +24.00 Light radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Infused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance, costing 90 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
![]() Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Physical power: +5 (+1 eff.) Changes stats: +3 Wil Critical mult.: +11.00% Maximum life: +42.00 Light radius: +2 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. |
![]() Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +13 Changes resistances penetration: +11% all Mental save: +15 (+4 eff.) Light radius: +6 See stealth: +25 See invisible: +25 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+3 eff.) Mindpower: +5 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 18 power out of 25/25) : Effective talent level: 3.0 Power cost: 18 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 15 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
![]() Crafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Accuracy: +12 (+2 eff.) Armour penetration: +12 Defense: +12 (+2 eff.) Changes stats: +10 Lck / +5 Cun Physical save: +10 (+4 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) See stealth: +12 See invisible: +12 It can be used to activate talent Track (costing 17 power out of 35/35) : Effective talent level: 2.0 Power cost: 17 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 36 for 5 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() 0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 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, costing 182 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. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 12, dealing 842.16 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 23 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
amazing pain suppressor salve [power 532] amazing pain suppressor salve [power 532]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 201% efficiency and 52% cooldown modifier. Activating this item is instant. It can be used to let you fight up to -532 life and reduces all damage by 25% for 7 turns (takes no time to activate), putting Talent Medical Injector on cooldown for 9 turns. Medical salve. |
great healing salve [power 524] great healing salve [power 524]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 4 Using medical injector with 201% efficiency and 52% cooldown modifier. It can be used to heal 524, putting Talent Medical Injector on cooldown for 14 turns. Medical salve. |
![]() Powered 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), costing 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. |
![]() pouch of stralite shots 'Moldblood' (20/20, 153% power, 5 apr) Requires: - Dexterity 35 Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 4 Power: 154% Range: 1.2x Uses stats: 70% Dex, 50% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +5.5% Capacity: 20 On weapon hit: * Slows global speed by 53% * 10% chance to knock the target back Damage (Ranged): +43 physical / +16 arcane Burst (radius 1) on hit: +12 arcane / +4 nature Burst (radius 2) on crit: +32 nature / +16 arcane Shots are used with slings to pummel your foes to death. |
![]() sentry's pouch of voratun shots of accuracy (53/53, 179% power, 18 apr) Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 5 Power: 180% Range: 1.2x Uses stats: 50% Cun, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +16 Armour Penetration: +18 Crit. chance: +7.0% Capacity: 53 Turns elapse between self-loadings: 2 Shots are used with slings to pummel your foes to death. |
![]() Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 Attach on item worn on slot 'head' When attach to an other item: Silence immunity: +40% Returns 4 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
![]() Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item of type 'weapon' Deals acid damage that also reduces armour. Tinkers can be attached to normal items to improve them with steam power! |
![]() Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item of type 'weapon' When attach to an other item: Power: 66% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Armour Penetration: +20 Crit. chance: +20.0% Tinkers can be attached to normal items to improve them with steam power! |
![]() Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item of type 'weapon' When attach to an other item: Power: 66% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Armour Penetration: +20 Crit. chance: +20.0% Tinkers can be attached to normal items to improve them with steam power! |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Accuracy: +8 (+1 eff.) Armour: +6 Damage when hit (Melee): 8 physical Changes stats: +2 Con Changes resistances penetration: +10% blight / +25% physical Changes damage: +15% physical It can be used to teleport randomly (rad 39), putting all charms on cooldown for 27 turns. Torques are made by powerful psionics to store psionic powers. |
![]() striking dragonbone wand of conjuration [power 523] (9 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Talent cooldown: Strike (-1 turn) Talent granted: +5 Strike It can be used to fire a bolt of a random element with (base) damage 262 to 523, putting all charms on cooldown for 9 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+4 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+4 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 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. |
Achievements
By Deadeye the Ogre Temporal Warden level 40
64th Regrowth 123rd year of Ascendancy at 16:39 see stats
By Deadeye the Ogre Temporal Warden level 36
47th Regrowth 123rd year of Ascendancy at 16:52 see stats
By Deadeye the Ogre Temporal Warden level 40
63rd Regrowth 123rd year of Ascendancy at 02:15 see stats
By Deadeye the Ogre Temporal Warden level 50
27th Dusk 123rd year of Ascendancy at 10:56 see stats
By Deadeye the Ogre Temporal Warden level 44
75th Regrowth 123rd year of Ascendancy at 01:25 see stats
By Deadeye the Ogre Temporal Warden level 20
53rd Dusk 122nd year of Ascendancy at 16:52 see stats
By Deadeye the Ogre Temporal Warden level 29
21st Haze 122nd year of Ascendancy at 06:37 see stats
By Deadeye the Ogre Temporal Warden level 8
5th Mirth 122nd year of Ascendancy at 09:11 see stats
By Deadeye the Ogre Temporal Warden level 42
71st Regrowth 123rd year of Ascendancy at 14:50 see stats
By Deadeye the Ogre Temporal Warden level 30
63rd Haze 122nd year of Ascendancy at 19:06 see stats
By Deadeye the Ogre Temporal Warden level 32
2nd Allure 123rd year of Ascendancy at 15:38 see stats
By Deadeye the Ogre Temporal Warden level 23
4th Haze 122nd year of Ascendancy at 12:22 see stats
By Deadeye the Ogre Temporal Warden level 23
3rd Haze 122nd year of Ascendancy at 12:54 see stats
By Deadeye the Ogre Temporal Warden level 35
40th Regrowth 123rd year of Ascendancy at 22:27 see stats
By Deadeye the Ogre Temporal Warden level 36
47th Regrowth 123rd year of Ascendancy at 11:37 see stats
By Deadeye the Ogre Temporal Warden level 10
1st Summertide 122nd year of Ascendancy at 17:13 see stats
By Deadeye the Ogre Temporal Warden level 20
53rd Dusk 122nd year of Ascendancy at 03:51 see stats
By Deadeye the Ogre Temporal Warden level 30
63rd Haze 122nd year of Ascendancy at 02:52 see stats
By Deadeye the Ogre Temporal Warden level 40
61st Regrowth 123rd year of Ascendancy at 18:26 see stats
By Deadeye the Ogre Temporal Warden level 50
62nd Pyre 123rd year of Ascendancy at 09:26 see stats
By Deadeye the Ogre Temporal Warden level 50
41st Dusk 123rd year of Ascendancy at 05:59 see stats
By Deadeye the Ogre Temporal Warden level 24
5th Haze 122nd year of Ascendancy at 04:46 see stats
By Deadeye the Ogre Temporal Warden level 29
58th Haze 122nd year of Ascendancy at 10:49 see stats
By Deadeye the Ogre Temporal Warden level 24
5th Haze 122nd year of Ascendancy at 04:46 see stats
By Deadeye the Ogre Temporal Warden level 29
62nd Haze 122nd year of Ascendancy at 22:32 see stats
By Deadeye the Ogre Temporal Warden level 15
21st Dusk 122nd year of Ascendancy at 17:38 see stats
By Deadeye the Ogre Temporal Warden level 43
71st Regrowth 123rd year of Ascendancy at 20:45 see stats
By Deadeye the Ogre Temporal Warden level 36
47th Regrowth 123rd year of Ascendancy at 16:52 see stats
By Deadeye the Ogre Temporal Warden level 36
47th Regrowth 123rd year of Ascendancy at 16:52 see stats
By Deadeye the Ogre Temporal Warden level 30
71st Haze 122nd year of Ascendancy at 04:53 see stats
By Deadeye the Ogre Temporal Warden level 46
25th Pyre 123rd year of Ascendancy at 01:47 see stats
By Deadeye the Ogre Temporal Warden level 12
3rd Flare 122nd year of Ascendancy at 19:29 see stats
By Deadeye the Ogre Temporal Warden level 19
52nd Dusk 122nd year of Ascendancy at 00:11 see stats
By Deadeye the Ogre Temporal Warden level 49
49th Pyre 123rd year of Ascendancy at 13:41 see stats
By Deadeye the Ogre Temporal Warden level 26
11st Haze 122nd year of Ascendancy at 23:44 see stats
By Deadeye the Ogre Temporal Warden level 21
59th Dusk 122nd year of Ascendancy at 14:34 see stats
By Deadeye the Ogre Temporal Warden level 44
72nd Regrowth 123rd year of Ascendancy at 12:32 see stats
By Deadeye the Ogre Temporal Warden level 40
61st Regrowth 123rd year of Ascendancy at 19:34 see stats
Log
Vor, Grand Geomancer of the Pride starts to bleed.
Vor, Grand Geomancer of the Pride resists the searing flame!
Deadeye's temporal clone performs a melee critical strike against Vor, Grand Geomancer of the Pride!
Vor, Grand Geomancer of the Pride moves reluctantly!
Deadeye's temporal clone performs a melee critical strike against Vor, Grand Geomancer of the Pride!
Deadeye's temporal clone performs a melee critical strike against Temporal hound!
Temporal hound resists the mind attack!
Temporal hound shrugs off the critical damage!
Temporal hound slows down.
Temporal hound resists the searing flame!
Temporal hound resists the searing flame!
Deadeye's temporal clone performs a melee critical strike against Temporal hound!
Temporal hound resists the mind attack!
Deadeye's temporal clone performs a melee critical strike against Temporal hound!
Temporal hound shrugs off the critical damage!
Deadeye's temporal clone performs a melee critical strike against Xanurianne the orc cryomancer!
Bleeding from Deadeye hits Temporal hound for 12 physical damage.
Deadeye's Arrow Echoes hits Temporal hound for 1371 physical, 4 acid, 3 temporal, 25 cold, 3 physical, 4 acid, 1 physical, 7 temporal, 7 blight (1425 total damage).
Deadeye's Arrow Echoes hits Temporal hound for 4 acid, 1 physical (5 total damage).
Deadeye's temporal clone hits Vor, Grand Geomancer of the Pride for (130 shifted), 0 mind, 3 fire, 1 physical, 20 temporal, 96 mind, 4 cold, 3 fire, 1 physical, 20 temporal, 366 physical, 2 temporal, 3 fire, 1 physical, 20 temporal, 2 fire (544 total damage).
Deadeye's temporal clone hits Temporal hound for 5 temporal, 3 fire, 3 fire (10 total damage).
Deadeye's temporal clone hits Orc pyromancer for 276 mind, 3 fire, 1 physical, 20 physical, 8 temporal, 10 physical, 16 temporal, 186 mind, 5 cold, 6 fire, 2 physical, 33 temporal, 43 light, 667 physical, 4 temporal, 6 fire, 2 physical, 33 temporal, 5 fire (1328 total damage).
Deadeye's temporal clone hits Xanurianne the orc cryomancer for 347 fire, 1 fire, 1 physical, 16 temporal, 40 light, 243 physical, 4 cold, 1 fire, 1 physical, 16 temporal, 20 temporal, 1 fire, 340 physical, 2 temporal, 1 fire, 1 physical, 20 temporal, 1 fire (1057 total damage).
Deadeye's temporal clone hits Temporal hound for 5 temporal, 39 mind, 3 fire, 1 physical, 5 temporal, 41 mind, 4 cold, 3 fire, 1 physical, 5 temporal, 101 physical, 1 temporal, 3 fire, 1 physical, 5 temporal, 3 fire, 3 fire (226 total damage).
Xanurianne the orc cryomancer uses Emergency Steam Purge.
Xanurianne the orc cryomancer's tinker attains critical power!
Deadeye shrugs off the critical damage!
Temporal hound shrugs off the critical damage!
Xanurianne the orc cryomancer roars triumphantly.
Saving game...