
Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
Addons | Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Tougher Escorts 1.6.0Sets escorts HP to 1000 and life regen to 100. This mod is not intended to be balanced and will make the game easier. Use at your own discretion. Rod of Dissipation 1.6.0Modifies the Storming the City quest to change its reward item to a Rod of Dissipation, essentially identical in functionality to the original Rune of Dissipation but not requiring an inscription slot New Gem Types 1.5.10Adds several new gem types and attempts to fill in some gaps in Tiered gem colors; also adds the Crystal race. This is a continuation of jayseesee's original addon. It's my hope that the gems in this release are balanced, consistent across tiers, and useful to a variety of different characters. Also hopefully all the Crystal's balance issues have been worked out: it should be an interesting tactical challenge to make best use of its unique mobility, find the right time to exploit its Runic Saturation status clear Stasis talent, and optimal self-imbued gemstone for each dungeon. As always, please let me know if you find any issues in terms of bugs, game mechanics, or interface! Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Actually Usable Bathe in Light 1.6.0Modifies Celestials' Bathe in Light talent to affect only the caster and actors not hostile to the caster. More Generous Levels 1.5.10Is a lot more generous with talents, types and stat points for each level gained. Tinker Tinkering 1.5.0A collection of small quality-of life tweaks for tinker-using characters in the Embers of Rage DLC. Notable changes:
Sandworm Lair Tweaks 1.5.10Sandworm lair terrain is automatically revealed. Hope that makes it less annoying. Binds the Zone:create hook. This addon is safe to enable and disable on existing save files, though doing so will not have any effects for characters who have visited the sandworm lair already. TLR's Stat Changes 1.6.7My personal twist on and combination of "Moderately Generous Levels" by Chaotic Heretic, and "Constitution Viability Buff" by Raenarill. This is my first ToME mod, so bear with me, I'm still working on balance and stuff, just give me constructive criticism please! Leveling changes: + 0.2% resist all per level, so 10% at level 50, 20% should you reach level 100. +1 to all saves per level up to level 50. Constitution changes: True Respec 1.5.10Allow respec stats, categories and prodigies. Also remove location and last learnt restrictions. Unlock Exotic Mastery 1.3.1Are you tired of needing to rescue a Warrior escort before you can train Exotic Mastery? Then this is the addon for you! This addon gives access to the Exotic Weapons Mastery talent by default so it can be trained on any character with Technique/Combat Training. It should be compatible will all other addons. Anti Stun Addon 1.4.6Nerfs the debilitating effects of Stun to make it less cancerous. Schematic Recycling 1.6.6Undoes a small change in release 1.1.5 of the Embers of Rage DLC, allowing schematics to once again be transmogrified via the Transmogrification Chest or melted down in the Automated Portable Extractor. Forbidden Cults 1.6.7Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
S&M Training 1.0.0Allows training of Staff Combat from the staff carver in Elvala, and Mindstar Mastery at Night's Star in Shatur. 50 gold buys the tree locked at 1.0, 750 gets it unlocked. Classes who start with the tree locked can pay 750 to unlock it at their mastery level (this may change depending on feedback.) Additionally, the Potion of Martial Prowess in the Infinite Dungeon grants both Staff Combat and Mindstar Mastery as locked trees at 1.0 mastery. Moderately Generous Levels 1.6.0Is moderately generous with talents, types and stat points for each level gained. + 0.2% resist all per level upto level 50. +0.1% resist all per level at levels 51+ + 2 to all saves per level upto level 50. +1 to all saves per level at levels 51+ + 5 to MaxHP per level 4 stat points per level. Cash Grab 1.6.7Reduces value reductions from zones. Feel free to comment, but bear in mind that this is designed for people who WANT to grind for insanely specific end-game loot. If you don't wanna do that, don't download the mod. Those value penalties were put in to discourage a specific style of play, this addon is for people who wanna do that style of play anyway. TODO: Farportals. I've found the code but don't want to overload the large piece of code it's in, and I don't seem to be able to superload the things that define Farportal value. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Merchant on the Map 1.6.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Ashes of Urh'Rok 1.6.7Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
QuickTome QoL Changes 1.6.7Changes to make ToME faster to play without providing gameplay advantages. You may freely modify and redistribute this addon and its contents, except where otherwise indicated in the Credits section below. Weight: 216890 Full list of effects- After generating the world map, using zone exits or recalling allows you to teleport to most reachable zones, instead of having to walk through the world map. Recalling can still drag doomelves/doombringers/demonologists to the Anteroom of Agony, and the teleportation won't let you bypass Crypt of Kryl'Feijan, Godfeaster, or the Dreadfell ambush. - Maj'Eyal characters start with the Orb of Communication, which can be used to contact the alchemists, Elder of Last Hope, Protector Myssil, and Zemekkys when appropriate. - Achievement pop-ups and announcing your own achievements in chat can be disabled in the game UI and Online options, respectively. - Added an easily toggleable "digging mode" that automatically uses your Dig talent when you move into a diggable wall with no hostiles in sight. CreditsThe icon used for Toggle Digging Mode is licensed under CC-BY 3.0: https://game-icons.net/1x1/delapouite/war-pick.html Changelog1.1.0- This version is not compatible with savegames from previous versions! 1.0.16- Fixed Drem being able to teleport to Dwarf starting zones 1.0.15- Updated for qt-zone-overhaul version 1.0.32 1.0.14- Updated for qt-zone-overhaul version 1.0.27 1.0.13- Updated for qt-zone-overhaul version 1.0.22 1.0.12- Updated for qt-zone-overhaul version 1.0.18 1.0.11- Updated for ToME4 version 1.4.8 1.0.10- Greatly improve worldmap position handling: zone entrance positions are now auto-detected instead of enumerated, multiple onLevelLoads are no longer added 1.0.9- Fix Murgol Lair exit position 1.0.8- Fix regression in tier 1 zone teleports for non-Zone Overhaul games 1.0.7- Don't try to teleport when exiting damp/intimidating caves, Rat Lich crypt, etc. via the stairs 1.0.6- Allowed teleporting via zone exits, not just the Rod 1.0.5- Updated for qt-zone-overhaul 1.0.13 1.0.4- Fix typo that caused Briagh's Lair to be accessible when it shouldn't 1.0.3- Updated for qt-zone-overhaul 1.0.11 1.0.2- Fixed serialization bug that could leave player with nil wilderness position (requiring save editing to continue) if they teleported with the rod of recall, then saved and reloaded the game, then visited the worldmap without teleporting anywhere else. 1.0.1- Updated for qt-zone-overhaul 1.0.4 1.0.0- Initial release Egress Artifact Codes 1.5.10Forbidden Cults tweak that adds lore drops containing the random artifact codes that exist for the Occult Egress. This doesn't give you any more artifacts than you would normally get, but makes them easier to find. Cheaper Mastery 1.6.4Lowers cost for mastery upgrades to half a category point, making mastery upgrades a much better option than they are now. Starting prodigy 1.0.4Prodigies have minimal requirements and you can get one at level 1. Arcanum Class Pack 1.6.7Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Bugfix Pack 1.6.7An addon compiling various fixes to bugs in ToME4. ===== Bugs fixed by this addon ===== = Band of Protection = = Quake hitting multiple times = = Proc bonuses/penalties with nested attacks = = Real-time Anomaly Meteors = = Wild Speed, Step Up, etc. resource leak = = Snapshotting for many talents = Unfortunately, this is not all of the snapshottable talents in the game, but it's a start. ===== Compatibility ===== It should otherwise not be destructive. ===== Changelog ===== 1.2.1: 1.2.0: 1.1.9: 1.1.8: 1.1.7: 1.1.6: 1.1.5: 1.1.4: 1.1.3: 1.1.2: 1.1.1: 1.1.0: 1.0.6: 1.0.5: 1.0.4: 1.0.3: 1.0.2: 1.0.1: 1.0.0: Weight: 61428967 Embers of Rage 1.6.7Official 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:
ZOmnibus Addon Pack 1.6.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: No Ruined Dungeon Puzzle 1.6.0Changes the Ruined Dungeon sealed door to open upon killing all six Guardians in lieu of the sequential orb interaction puzzle. Beyond the Flesh Tweak 1.4.9Tweaks beyond the flesh so that each time the talent is activated a check will be made to determine if using 'psi-combat' stats (wil/cun) will be more or less effective for your currently conventionally wielded weapons. If these stats would be worse, the 'use_psi_combat' value is not set for the player, allowing them to use the sustain while using the normal stats for weapons. Mostly useful for Adventurer builds. As of the first version, only checks the mainhand or ammo if you're wielding a ranged weapon, mostly ignores the accuracy issue (save for a single check if you have a staff in your mainhand), also effects the psi focus weapon, and any and all support for shields, unarmed attacks, and talents such as Strength of Purpose or Lethality is entirely incidental. See the forum thread for a list of known issues, mostly just those listed above. As of NSRR Betterment Version 1, most of that's fixed to one degree or another. Check thread for details, or don't and just know it's working better now. Special credit to forum user/addon maker nsrr, who probably deserves more credit for the contents of this addon than I do. Early Boost & Some More Points 1.6.0Significantly more points in the early game. That's it. Items Vault 1.6.0Donators/Buyers bonus! Generous Levels 1.5.5Is more generous with talents, types and stat points for each level gained. Improved Auto-explore and Rest 1.6.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Hedge Clipper 1.3.0Increases the minimum spawn level of the Forest Troll Hedge-Wizard from 3 to 15. (In theory, it could still appear at an earlier level depending on out-of-depth checks in zone generation, but the likelihood of that should be significantly reduced.) Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Select your Escorts 1.6.0Allows 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. Instrinsic Deception - No Cloak Required 1.5.5UPDATE 1.0.2: Fixed issue with escorts not appearing. Fix applies to new characters only. ADDON DETAILS: Fork of kvaak's Uncloak of Inconvenience Addon, so only the faction gets changed to Allied Kingdoms, and the rest of the data (including starting inscriptions) is left unchanged. This enables Undead Tinkers in Maj'Eyal campaign to have the correct starting inscriptions. There is now no Cloak of Deception, existing or needed. Use this instead of the Uncloak of Inconvenience addon. Version 1.0.1 also makes sure that new undead characters are addressed as human by the NPCs that address you by race. With this addon active, all new characters that have the undead attribute will be addressed as human, even Whitehooves from Embers Races in Maj'Eyal Campaign addon: https://te4.org/games/addons/tome/orcsallraces BASE GAME AND ADDON NOTE: I have discovered that because the check in the default 1.5.5 ToME game for Zigur patrols and betraying to Zigur doesn't check whether the player is undead, that Undead Tinkers start friendly to Zigur and can betray to Zigur until they get some spells or runes. However, the appearance of the Zigur town IS dependent on not being undead, so it is not possible to become anti-magic. Also, undead in Maj'Eyal campaign properly can't use infusions or nature powers, so that part is working as intended. So this addon is fine, it's just that the base 1.5.5 game currently doesn't make Zigur hostile and betraying to Zigur impossible merely because you're undead (read: have arcane aura that can be detected by Zigur). It requires you to have spells or runes, which Undead non-tinkers have, but Undead Tinkers only have neutral Steamtech implants or generators. To properly play an Undead Tinker in Maj'Eyal campaign (with or without addons, as this is the same even with only official game and DLC), I suggest that you do not betray to Zigur and don't use arcane disrupting gear (which should disrupt the normal actions of an undead, but doesn't currently in 1.5.5). ADDON PRIORITY (Load order): 1000 These game files are OVERLOADED (replaced with an edited version when the addon is running): So any mod that doesn't touch these overloaded files should be compatible. This function is SUPERLOADED to insert the fake_race and fake_subrace properties (which shouldn't affect anything else apart from making NPCs address you as human): A 'ToME:load' HOOK applies the faction change for the undead player to Allied Kingdoms. Sholtar 1.5.5Sholtar have no racial talents of their own; instead, the four slots can be used to learn talents from defeated enemies (of a high enough rank). In this manner, the Sholtar can improve nearly any class by adding abilities from other calsses, or even talents that are normally exclusive to NPCs. --- The Sholtar were once a great nation, with many vasts cities in the southeastern regions of Maj'Eyal. In spite of the harsh, dry terrain they inhabitied, or perhaps because of it, they were a people of great ingenuity and adaptability. The Cataclysm which tore the world apart centuries ago swept nearly all of the Sholtar lands into the murky depths, and all but erased their people from the face of Eyal. While very few survived, those who did fought for survival with all of the wit and grit that was their birthright. An already adaptable people grew to become even more adaptable through neccessity, and it has become their greatest strength. Sholtar are able to learn abilities by carefully studying others, and, regardless of their class, they can always improve by incorporating the talents of others into thier skill set. Merchant Rerolls 1.3.1This addon adds the ability to 'reroll' a merchant item. More specifically, this allows you to spend 400 gold if you get an item that you don't like, to gain a brand new one. Be warned that once an item is gone, it will forever be gone, and you will never get it back. Tough Melinda 1.5.0This mod give 1000 more hp to Melinda and increase is regeneration of 100 (140 with modificator) Better Item Description 1.6.6This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Sandworm Lair Quick Dig 1.5.10Digging in Sandworm Lair will take only one (1) turn per tile. Invasion Portal Rain Check 1.5.0Adds the ability to temporarily seal a naga invasion portal or Fearscape invasion portal, preventing further spawns from the portal but allowing you to unseal and enter it later. |
Campaign | Maj'Eyal |
Mode | Madness Roguelike |
Sex | Male |
Race | Sholtar |
Class | Arcane Blade |
Level / Exp | 64 / 5% |
Size | gargantuan |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 256 (base 74) |
Dexterity | 203 (base 74) |
Constitution | 112 (base 74) |
Magic | 226 (base 74) |
Willpower | 141 (base 74) |
Cunning | 188 (base 74) |
Resources
Mana | 846/846 |
Life | 3802/3802 |
Paradox | 36 |
Psi | 261/261 |
Vim | 375/375 |
Steam | 148/148 |
Positive | 239/239 |
Stamina | 588/588 |
Equilibrium | 20 |
Healing Factor | 2.265 |
Regeneration | 67.047566358382 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +47.30531578132% |
Spell | -2.2204460492503E-14% |
Global | +120% |
Vision
Sight | 10 |
Lite | 18 |
Infravision | 11 |
See Stealth | 124.77974707626 |
See Invisible | 114.77974707626 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 416 |
Accuracy | 110 |
Crit Chance | 164% |
APR | 42 |
Speed | 1.00 |
Offense: Spell
Spellpower | 129 |
Crit Chance | 100% |
Speed | 1 |
Cooldown Reduction | 10 |
Offense: Mind
Mindpower | 105 |
Crit Chance | 64% |
Speed | 1 |
Offense: Damage Bonus
Acid | +19% |
Blight | +6% |
Arcane | +57% |
Cold | +37% |
All | 0% |
Darkness | +46% |
Light | +102% |
Temporal | +14% |
Physical | +36% |
Fire | +153% |
Lightning | +152% |
Offense: Damage Penetration
Mind | +50% |
Lightning | +128% |
Light | +43% |
Temporal | +35% |
Darkness | +35% |
Physical | +77% |
Fire | +25% |
All | +25% |
Defense: Base
Armour (hardiness) | 181.58157651894 (100%) |
Defense | 133 |
Ranged Defense | 142 |
Fatigue | 0 |
Physical Save | 115 |
Spell Save | 131 |
Mental Save | 126 |
Defense: Resistances
Acid | + 50%( 70%) |
Arcane | + 59%( 70%) |
Cold | + 70%( 70%) |
All | + 41%( 70%) |
Darkness | + 70%( 70%) |
Light | + 69%( 70%) |
Temporal | + 55%( 70%) |
Lightning | + 62%( 70%) |
Fire | + 45%( 70%) |
Mind | + 45%( 70%) |
Defense: Immunities
Teleport Resistance | 100% |
Pinning Resistance | 100% |
Disarm Resistance | 100% |
Confusion Resistance | 0% |
Silence Resistance | 0% |
Stun Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 25% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.3 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 580 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.3 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 693 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.3 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 13 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 2032 damage for 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.3 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 42 up to 10 times. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.3 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 12 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 1230 damage for 5 turns. Its effects scale with your Magic stat. |
Class Talents
Technique / Superiority | 1.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 6/5 |
Technique / Combat veteran | 1.60 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Technique / Combat techniques | 1.60 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Spell / Storm | 1.47 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Cunning / Dirty fighting | 1.80 |
| 5/5 |
| 6/5 |
| 5/5 |
| 5/5 |
Spell / Air | 1.80 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Spell / Enhancement | 1.80 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Technique / Magical combat | 1.80 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Technique / Dual techniques | 1.60 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Stone | 1.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 6/5 |
Spell / Earth | 1.80 |
| 5/5 |
| 6/5 |
| 5/5 |
| 6/5 |
Spell / Fire | 1.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Shield offense | 1.60 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Two-handed assault | 1.60 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Generic Talents
Cunning / Survival | 1.60 |
| 6/5 |
| 6/5 |
| 1/5 |
| 6/5 |
Chronomancy / Chronomancy | 1.80 |
| 6/5 |
| 6/5 |
| 6/5 |
| 1/5 |
Technique / Combat training | 1.60 |
| 6/5 |
| 6/5 |
| 0/5 |
| 6/5 |
| 6/5 |
| 0/5 |
Wild-gift / Harmony | 1.60 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Spell / Divination | 1.80 |
| 5/5 |
| 6/5 |
| 1/5 |
| 6/5 |
Technique / Conditioning | 1.80 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Cunning / Scoundrel | 1.80 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Race / Sholtar | 1.60 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Steamtech / Physics | 1.60 |
| 5/5 |
| 5/5 |
| 5/5 |
| 6/5 |
Spell / Staff combat | 1.73 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Spell / Stone alchemy | 1.80 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Steamtech / Chemistry | 1.60 |
| 5/5 |
| 5/5 |
| 5/5 |
| 6/5 |
Spell / Aegis | 1.60 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Spell / Conveyance | 1.60 |
| 5/5 |
| 5/5 |
| 6/5 |
| 5/5 |
Corruption / Hexes | 1.60 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Celestial / Chants | 1.80 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
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| 1/1 |
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| 1/1 |
Effects
talent | Stone Skin |
talent | Fiery Hands |
talent | Chant of Fortitude |
talent | Range Amplification Device |
talent | Keen Senses |
talent | Arcane Shield |
talent | Guile |
talent | Thunderstorm |
talent | Crystalline Focus |
talent | Feather Wind |
talent | Shock Hands |
talent | Premonition |
talent | Contingency |
talent | Beyond the Flesh |
talent | Arcane Feed |
talent | Hurricane |
talent | Shattering Impact |
talent | Arcane Combat |
talent | Precise Strikes |
talent | Bone Shield |
talent | Daunting Presence |
talent | Augmentation |
talent | Tempest |
talent | Elemental Harmony |
talent | Defensive Posture |
talent | Disruption Shield |
talent | Kinetic Shield |
talent | Shielding |
beneficial effect | The target is ready to dig. Digging Mode |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her failed experiments. You have taken her heart, for your own experiments. You do not plan to fail as she did. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. | active |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 5 of Dreadfell. Escort: injured seer (level 5 of Dreadfell)As a reward you gained talent category Spell / Divination (at mastery 1.00). | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you gained talent category Spell / Stone alchemy (at mastery 1.00). | done |
You successfully escorted the lone alchemist to the recall portal on level 7 of Dreadfell. Escort: lone alchemist (level 7 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Daikara. Escort: lost sun paladin (level 1 of Daikara)As a reward you gained talent category Celestial / Chants (at mastery 1.00). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Norgos Lair. Escort: lost tinker (level 2 of Norgos Lair) | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you gained talent category Technique / Conditioning (at mastery 1.00). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Dreadfell. Escort: repented thief (level 2 of Dreadfell)As a reward you gained talent category Cunning / Scoundrel (at mastery 1.00). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: temporal explorer (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you gained talent category Chronomancy / Chronomancy (at mastery 1.00). | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * You are experienced enough. * You have 'extracted' the heart of one of your fellow necromancers. * Yiilkgur the Sher'tul Fortress is a suitable location. * Yiilkgur has enough energy. * Use the control orb of Yiilkgur to begin the ceremony. | 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 Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded the transmogrification chest to automatically transmute metallic items into gems before transmogrifying them. * You have unlocked the training room. * You have unlocked the hall of reflections. * 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: 1961. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Agrimley the hermit is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of avoidance without your aid. Stire of Derth has completed an elixir of precision without your aid. Marus of Elvala has completed an elixir of the savior without your aid. You have aided Agrimley the hermit in creating an elixir of explosive force. You have aided Agrimley the hermit in creating an elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of brawn. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within1 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. In the aftermath you turned against the Grand Corruptor and dispatched him. | 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
Psionic focus | ![]() 5.0 T5 staff 2H weapon [Ego++] Arcane Power 30.0 - 36.0 Physical Uses 130% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +22 Mag +17 Wil +12 Cun +6 Con dps ---------- Spell.crit +5% Crit.mult +19.00% Spell.pwr +15 (+2 eff.) S.pwr/crit +7 Dmg.mod +30% lightning ---------- misc Mana/turn +5.00 N.En/turn +0.20 Vim/s.crit +6.00 Max.vim +33.00 Max.N.En +31.00 Talents +1 Command Staff On Spell Hit: 25% Lightning 5 Staves designed for wielders of magic, by the greats of the art. |
Quiver | ![]() 3.0 T4 shot ammo [Unique] Nature Power 39.0 - 46.8 Physical Uses 40% Wil, 70% Dex, 50% Mag 50% Cun Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Capacity 25 Proj.spd +100% On Hit: 10% Tornado 2 On Hit: * 35% chance for lightning to arc to a second target These perfectly white spheres appear to have been worn down by years of exposure to strong winds. |
Light source | ![]() 0.0 T3 lite [Rare] Arcane While equipped: Stats +6 Mag dps ---------- Crit.mult +22.72% Spell.pwr +47 (+7 eff.) Dmg.mod +18% arcane +20% light Melee Ret 8 arcane 8 blight On Hit (Melee): * 23% chance to reduce strength, dexterity, and constitution by 46 ----- def ----- Resists +18% light ---------- misc Mana/s.crit +2.27 Light +11 See.Stealth +10 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 2.0 T5 head armor [Random Unique] Arcane/Psionic While equipped: Stats +17 Mag +14 Wil +20 Cun dps ---------- Spell.crit +6% Crit.mult +15.00% Spell.pwr +32 (+5 eff.) Mind.pwr +6 (+1 eff.) Dmg.mod +9% arcane ----- def ----- Defense +3 (+1 eff.) Spell.save +15 (+3 eff.) Mind.save +15 (+2 eff.) ---------- misc Mana/turn +0.48 A pointy cloth hat, very wizardly... |
On feet | ![]() 3.0 T5 feet armor [Random Unique] Nature/Master While equipped: Stats +10 Str +10 Con dps ---------- Phys.crit +5.0% Mind.crit +4% Crit.mult +15.00% Phys.pwr +6 (+1 eff.) Dmg.mod +6% temporal +10% physical Apr +9 Melee Ret 6 temporal ----- def ----- Armour +5 Fatigue -6% Resists +6% fire Phys.save +30 (+5 eff.) HP.reg +10.00 Heal.mod +20% Pinning- +25% Knockbk- +25% Teleport- +100% ---------- misc Max.enc +50 Size +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Tool | ![]() 3.0 T3 digger tool [Rare] Master While equipped: Stats +8 Cun +5 Str dps ---------- Crit.mult +20.00% Res.pen +25% mind +20% lightning On Hit (Melee): * 20% chance to reduce all saves and defense by 51 ----- def ----- Fatigue -8% ---------- misc Max.psi +50.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T4 ring jewelry [Rare] Arcane While equipped: dps ---------- Dmg.mod +12% acid +18% darkness +34% lightning Res.pen +28% lightning Melee Ret 10 blight ----- def ----- Resists +36% darkness +15% acid Spell.save +20 (+3 eff.) ---------- misc Max.vim +40.00 Rings can have magical properties. |
On fingers | ![]() 0.1 T5 ring jewelry [Unique] Arcane While equipped: Stats +4 Str +1 Dex +10 Mag +4 Wil +12 Cun dps ---------- Melee+ 40 light 35 physical Ranged+ 38 light 22 physical Dmg.mod +9% lightning +19% light +20% darkness On Hit (Melee): * 17% chance to reduce all saves and defense by 51 On Hit (Ranged): * 20% chance to reduce all saves and defense by 51 ----- def ----- Resists +40% darkness +6% lightning ---------- misc Hate/m.crit +3.00 Max.hate +15.00 Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Puts all charms on 1 cooldown "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
Around neck | ![]() 0.1 T5 amulet jewelry [Random Unique] Arcane/Master While equipped: Stats +6 Mag dps ---------- Spell.crit +6% Mind.crit +1% Crit.mult +42.72% Phys.pwr +10 (+1 eff.) Spell.pwr +5 (+1 eff.) Phys.spd +10% Dmg.mod +7% acid +10% physical +6% fire +7% cold +8% lightning Acc +9 (+2 eff.) Apr +20 On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 46 ---------- misc Max.hate +11.36 Light +2 Amulets can have magical properties. |
In main hand | ![]() 5.0 T5 staff 2H weapon [Random Unique] Arcane Power 30.0 - 36.0 Physical Uses 130% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +44 (+7 eff.) Dmg.mod +30% lightning +6% blight +30% fire +30% arcane +30% cold Res.pen +18% light ----- def ----- Armour +12 Hardiness +12% Phys.save +10 (+2 eff.) Spell.save +18 (+3 eff.) ---------- misc Mana/turn +5.87 Max.mana +100.00 Max.P.En +20.00 Max.N.En +20.00 Talents +1 Command Staff On Spell Hit: 25% Lightning 5 Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 14 cooldown Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.0 T2 hands armor [Unique] Arcane/Master While equipped: Stats +3 Mag dps ---------- Spell.crit +3% Spell.pwr +2 (+1 eff.) S.pwr/crit +4 Dmg.mod +8% darkness +8% temporal Res.pen +10% darkness +10% temporal ----- def ----- Resists +8% darkness +8% temporal Disarm- +100% ---------- misc N.En/turn +0.20 Talents +5 Iron Grip Unarmed combat: Power 14.0 - 15.4 Physical Uses 70% Mag, 40% Cun, 40% Wil 40% Str, 40% Dex Acc+ +0.3% crit chance (max 25%) Apr +3 Crit +6.0% Atk.spd 100% Dmg.conv 100% void On Hit: 15% Dust to Dust 1 On Hit: 10% Mind Blast 1 On Hit: 10% Turn Back the Clock 1 On Spell Hit: 10% Dust to Dust 2 Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
Around waist | ![]() 1.0 T5 belt armor [Random Unique] Nature/Master While equipped: Stats +6 Str +6 Dex +6 Cun +6 Con +10 Lck dps ---------- Phys.pwr +13 (+1 eff.) ----- def ----- Resists +6% mind +15% temporal Phys.save +15 (+3 eff.) Spell.save +6 (+1 eff.) Stealth +15 Max.HP +60.00 HP.reg +2.70 Heal.mod +30% Disease- +10% Teleport- +24% ---------- misc T.Disarm +30 Stam/turn +0.50 Mana/turn +0.50 Psi/turn +0.50 Infravis +6 Size +1 A belt that goes around your waist. |
Cloak | ![]() 2.0 T5 cloak armor [Random Unique] Arcane/Master While equipped: Stats +23 Mag +17 Wil dps ---------- Spell.crit +18% ----- def ----- Armour +12 Defense +3 (+1 eff.) Resists +30% lightning +30% cold Spell.save +13 (+2 eff.) Stun/Frz- +50% ---------- misc Mana/turn +0.20 Max.mana +198.32 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 14.0 T5 heavy armor [Unique] Arcane While equipped: Stats +15 Str +15 Dex +25 Mag +15 Wil +15 Cun +15 Con dps ---------- Melee Ret 20 ice ----- def ----- Armour +14 Defense +10 (+2 eff.) Fatigue +14% Resists +30% arcane +30% cold +30% light +30% darkness Spell.save +20 (+3 eff.) ---------- misc Spell.cld 10% Shatter: Level 6.5 Pwr.cost 22 out of 50/50. Range 10 Travel.spd instantaneous Is a spell Description: Shatter all frozen (frozen feet counts) or stoned targets in your line of sight, doing 796.88 cold damage. Depending on the target's rank, there will also be an additional effect: * Critters will be instantly killed * +50% critical chance against Normal rank * +25% critical chance against Elites or Bosses All affected foes will get the wet effect. At most, it will affect 9 foes. If you are yourself Frozen, it will be instantly cured. The damage will increase with your Spellpower. While the Kar'Krul were a united group of powerful magi, they still employed more mundane soldiers, and some were given exceptional protection. |
Inventory
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 0 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 285% efficiency and cooldown mod of 55%. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T3 infusion scroll [Plot Item] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Causes thick vines to spring from the ground and entangle all targets within 5 squares for 10 turns, pinning them in place for 5 turns and dealing 176.38 physical damage and 258.67 nature damage. The vines also grow all around you, increasing your armour by 50 and armour hardiness by 30. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 722 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 tome scroll [Plot Item] Magical scrolls can have wildly different effects! |
![]() 0.1 T4 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +8 (+1 eff.) Dmg.mod +8% light +8% darkness Res.pen +15% light +15% darkness ----- def ----- Resists +10% light +10% darkness Res.Cap +5% light +5% darkness All your damage is converted and split into light and darkness. Circle of Sanctity: (Instant) Level 3.9 Pwr.cost 14 out of 60/60. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 4 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 80 light damage to everyone else who enters. The circle lasts 5 turns. This small pendant depicts a hematite moon eclipsing a golden sun and according to legend was worn by one of the Sunwall's founders. |
![]() 0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Dmg.mod +25% lightning +25% fire +25% arcane +25% cold Res.pen +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
![]() 0.1 T3 ring jewelry [Rare] Psionic While equipped: Stats +6 Mag +11 Wil +6 Cun dps ---------- Dmg.mod +18% cold +34% fire ----- def ----- Resists +12% cold Mind.save +14 (+2 eff.) ---------- misc See.Invis +15 Rings can have magical properties. |
![]() 0.1 T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck ----- def ----- Phys.save +10 (+2 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+1 eff.) Die.at -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
![]() 5.0 T5 staff 2H weapon [Random Unique] Arcane Power 30.0 - 36.0 Physical Uses 130% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +15 (+2 eff.) S.pwr/crit +12 Spell.spd +17% Dmg.mod +30% lightning ----- def ----- Armour +9 Hardiness +9% Resists +9% acid +1% physical +6% lightning Crit.dmg- 10.00% Phys.save +17 (+3 eff.) Max.HP +60.00 Pinning- +20% ---------- misc Mana/turn +0.00 Talents +1 Command Staff Paradox regeneration: -5.00 Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T5 greatsword 2H weapon [Unique] Arcane/Master Power 67.0 - 107.2 Physical Uses 40% Wil, 115% Str, 50% Mag 20% Con Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +22 Crit +12.0% Atk.spd 100% On Hit: * releases a burst of light, dealing 261 light damage (based on Spellpower) in a radius 3 cone. While equipped: Stats +12 Str +6 Mag +7 Con ---------- misc Cooldown Sun Ray -1 Absorption Strike -1 Flash of the Blade -1 Masteries +0.20 Celestial/Sun +0.10 Celestial/Radiance +0.20 Celestial/Crusader Increases the damage of Sun Beam by 15%. Attack everything in a line out to range 4, dealing 100% weapon damage (as light), and healing for 50% of the damage dealt. Uses 14 power out of 30/30 This impressive looking sword features a golden engraving of a sun in its hilt. Etched into its blade are a series of runes claiming that only one who has mastered both their body and mind may wield this sword effectively. |
![]() 3.0 T4 mindstar 1H weapon [Unique] Nature/Psionic/Unknown Power 17.0 - 18.7 Darkness Uses 80% Wil, 80% Mag Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +27 Crit +5.0% Atk.spd 100% On Hit: * 15% chance to cast Tendrils Eruption level 3 on your target While equipped: Stats +6 Wil +6 Mag dps ---------- Spell.crit +12% Mind.crit +12% Spell.pwr +12 (+2 eff.) Mind.pwr +12 (+2 eff.) Dmg.mod +10% blight +10% mind +10% darkness This writhing mass of tentacles appears to have infested a mindstar, creating some bizarre fusion between natural and unnatural. The once clear gem now seems more like a shard of black obsidian with tentacles striking out from it like whips. You do not want to think of the implications of this horror being able to fuse with Nature itself. |
![]() 14.0 T5 heavy armor [Unique] Nature While equipped: Stats +6 Str +0 Dex +0 Mag +6 Wil +4 Cun +0 Con +10 Lck ----- def ----- Armour +14 Defense +10 (+2 eff.) Fatigue +16% Resists +20% lightning +20% physical +20% cold +20% fire +20% acid Blind- +50% Stun/Frz- +25% Knockbk- +50% ---------- misc Telepathy Dragon Cooldown Ice Breath -3 Lightning Breath -3 Sand Breath -3 Fire Breath -3 Corrosive Breath -3 This dragon scale harness shines with multiple colors, quickly shifting through them in a seemingly chaotic manner. |
![]() 1.0 T3 belt armor [Unique] Arcane While equipped: Stats +2 Cun +5 Wil ----- def ----- Confus- +30% Stun/Frz- +30% ---------- misc Stam/turn +0.00 Mana/turn +0.00 Psi/turn +0.00 Mana/s.crit +3.00 Surround yourself with a magical shield (strength 1282, based on Magic) for 10 turns. Uses 9 power out of 20/20 Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. |
![]() 1.0 T4 belt armor [Unique] Arcane While equipped: ----- def ----- Hardiness +10% Defense +10 (+2 eff.) Resists +10% lightning +10% fire +10% cold +10% physical Affinity +10% lightning +10% fire +10% cold +10% physical ---------- misc Masteries +0.20 Spell/Elemental fusion Bind Elemental: Level 5.2 Pwr.cost 14 out of 40/40. Range 8 Travel.spd instantaneous Is a spell Description: Binds an elemental into your control, giving you full control over its actions for 18 turns. When the effect ends the elemental will be banished. Instakill immunity will block Bind Elemental. The duration and chance to bind will increase with your Willpower. Each point in Bind Elemental will also increase your elemental damage penetration by 4%. An unknown crafter has bound the elemental threads of creation into this belt. |
![]() 1.0 T4 belt armor [Unique] Master While equipped: Stats +12 Dex +10 Cun +8 Lck ----- def ----- Rng.Def +20 (+3 eff.) Proj.evade +15% Proj.slow +30% Evasion: (Instant) Level 5.2 Pwr.cost 14 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 42% chance to evade melee and ranged attacks and 96 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
![]() 2.0 T1 cloak armor [Rare] Nature While equipped: Stats +3 Str +2 Wil dps ---------- Phys.crit +2.0% ----- def ----- Defense +16 (+3 eff.) Resists +0% lightning +1% physical +0% nature +0% cold Max.HP +34.00 Stun/Frz- +0% ---------- misc Hate/m.crit +1.00 Max.stam +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Unique] Arcane While equipped: dps ---------- Melee Ret 30 fire ----- def ----- Defense +14 (+2 eff.) Resists +0% lightning +10% fire +10% darkness +10% cold Stun/Frz- +0% ---------- misc Masteries +0.20 Corruption/Fearfire All enemies in radius 2 take 20 fire damage each turn and healing you for 10% of the damage dealt. Black fires born of a blackened heart. |
![]() 2.0 T4 cloak armor [Unique] Psionic While equipped: Stats +6 Cun +5 Wil dps ---------- Mind.pwr +6 (+1 eff.) ----- def ----- Defense +10 (+2 eff.) Resists +15% mind Phys.save +10 (+2 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+1 eff.) ---------- misc Masteries +0.10 Psionic/Dreaming +0.10 Psionic/Slumber The wearer is asleep. Lucid Dreamer: May act while sleeping Slumber: Level 3.9 Pwr.cost 5 out of 25/25. Range 10 Travel.spd instantaneous Is a mind power Description: Puts the target into a deep sleep for 4 turns, rendering it unable to act. Every 113 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
![]() 2.0 T4 feet armor [Unique] Arcane While equipped: Stats +8 Cun +8 Mag dps ---------- Spell.pwr +15 (+2 eff.) Dmg.mod +25% arcane ----- def ----- Defense +6 (+1 eff.) Fatigue +1% Resists +25% arcane Def/telep +20 Res/telep +20% Dur/telep +20% Creates an arcane explosion dealing 397 arcane damage based on magic in a radius of 3 around the user after any teleport. Phase door up to range 6, within radius 2 of the target location. Uses 11 power out of 24/24 A wispy purple aura surrounds these translucent black boots. |
Stormpulse Stormpulse1.0 T4 wardstone armor [Unique] Nature While equipped: dps ---------- Mind.crit +8% Mind.pwr +8 (+1 eff.) Dmg.mod +25% lightning +25% cold +25% mind ----- def ----- Defense +8 (+1 eff.) Rng.Def +8 (+1 eff.) Resists +25% lightning +25% cold +25% mind Dmg.red +4 all Proj.slow +25% ---------- misc Wards +4 lightning +4 cold +4 mind Talents +4 Ward Static Field: Level 5.2 Pwr.cost 11 out of 30/30. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Generate an electrical field around you in a radius of 6. Any creature caught inside will lose up to 43.8% of its current life (29.2% if the target is Elite or Rare, 21.9% if the target is a Unique or Boss, and 17.5% if they are an Elite Boss.). This life drain is irresistable, but can be saved against with physical save. Additionally, it will deal 524.92 lightning damage afterwards, regardless of target rank. Current life loss and lightning damage will increase with your Mindpower, and the lightning damage element can critically hit with mental critical chances. Each point in storm drake talents also increases your lightning resistance by 1%. It looks like this wardstone was made from a mindstar. Deep in the crystal swirls a thunderstorm. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.spd +6% Spell.spd +6% Mind.spd +6% Item imbue powers: Phys.spd +6% Spell.spd +6% Mind.spd +6% When used as an alchemist bomb: Additional 60 fire burn damage Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Armour +12 Resists +3% all Item imbue powers: Armour +12 Resists +3% all When used as an alchemist bomb: 35% chance to daze for 3 turns 5% chance to stun for 2 turns Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
tiger's eye tiger's eye0.0 T3 yellow gem [Normal] While equipped: Phys.crit +6.0% Spell.crit +6% Mind.crit +6% Item imbue powers: Phys.crit +6.0% Spell.crit +6% Mind.crit +6% When used as an alchemist bomb: Additional 30 bright light damage Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red gem [Normal] While equipped: Phys.spd +8% Spell.spd +8% Mind.spd +8% Item imbue powers: Phys.spd +8% Spell.spd +8% Mind.spd +8% When used as an alchemist bomb: Additional 75 fire burn damage Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 white gem [Normal] While equipped: Armour +16 Resists +4% all Item imbue powers: Armour +16 Resists +4% all When used as an alchemist bomb: 40% chance to daze for 3 turns 10% chance to stun for 2 turns Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 black pearl 2 black pearl0.0 T5 black gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% When used as an alchemist bomb: Life regen 10% of max life Latent Damage Type: Darkness Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 blue gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con When used as an alchemist bomb: Bomb damage +25% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 green gem [Normal] While equipped: Dmg.mod +10% all Defense +30 (+5 eff.) Item imbue powers: Dmg.mod +10% all Defense +30 (+5 eff.) When used as an alchemist bomb: Additional 50 acid damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Phys.spd +10% Spell.spd +10% Mind.spd +10% Item imbue powers: Phys.spd +10% Spell.spd +10% Mind.spd +10% When used as an alchemist bomb: Additional 90 fire burn damage Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 enormous geode 4 enormous geode0.0 T5 stone gem [Normal] While equipped: HP.reg +2.50 Heal.mod +10% Stam/turn +1.00 Mana/turn +1.00 Psi/turn +1.00 Item imbue powers: HP.reg +2.50 Heal.mod +10% Stam/turn +1.00 Mana/turn +1.00 Psi/turn +1.00 When used as an alchemist bomb: Additional 50 physical damage Latent Damage Type: Mind Gems can be sold for money or used in arcane rituals. |
5 tanzanite 5 tanzanite0.0 T5 violet gem [Normal] While equipped: Crit.mult +10.00% Res.pen +10% all Item imbue powers: Crit.mult +10.00% Res.pen +10% all When used as an alchemist bomb: Mana regain 30 Additional 20 arcane damage Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Armour +22 Resists +5% all Item imbue powers: Armour +22 Resists +5% all When used as an alchemist bomb: 40% chance to daze for 3 turns 20% chance to stun for 3 turns Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 yellow gem [Normal] While equipped: Phys.crit +10.0% Spell.crit +10% Mind.crit +10% Item imbue powers: Phys.crit +10.0% Spell.crit +10% Mind.crit +10% When used as an alchemist bomb: Additional 50 bright light damage Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane A part of set. While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 1.0 T4 lite [Unique] Arcane While equipped: Stats +5 Mag dps ---------- Phys.pwr +7 (+1 eff.) Melee+ 20 darkness Dmg.mod +0% light ----- def ----- Resists +30% light Res.Cap +10% light ---------- misc Light -1000 Infravis +7 See.Stealth +0 Masteries +0.20 Cunning/Stealth +0.20 Cursed/Darkness On Spell Hit: 15% Invoke Darkness 4 The heart seems to absorb light when you deal darkness damage. Standing on unlit tiles, you feel stronger. This dark red heart still beats despite being separated from its owner. It also snuffs out any light source that comes near it. |
![]() 0.0 lite [Unique] Arcane While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con -5 Lck dps ---------- Phys.pwr +12 (+1 eff.) Spell.pwr +12 (+2 eff.) ---------- misc Light +6 Breathe water Tidal Wave: Level 5.2 Pwr.cost 35 out of 150/150. Range melee/personal Travel.spd instantaneous Is a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 6, doing 96.88 cold damage and 96.44 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 10 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
![]() 0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 3.0 T5 digger tool [Random Unique] Master/Psionic While equipped: Stats +7 Str +1 Dex +5 Cun dps ---------- Phys.pwr +5 (+0 eff.) Dmg.mod +15% mind +15% fire Acc +10 (+2 eff.) ----- def ----- Fatigue -10% Resists +6% light Mind.save +12 (+1 eff.) Confus- +10% Knockbk- +20% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Infravis +6 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Orb of Communication Orb of Communication0.0 orb [Plot Item] Unknown Speak with someone. Uses 1 power out of 128/128 Activation is instant. This orb can be used to speak with someone far away. It is even capable of teleporting small objects back and forth. |
![]() 1.0 orb [Plot Item] Unknown Activate a portal. Uses 5 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 14 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 2.0 T2 rod charm [Unique] Unknown While carried: ---------- misc Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 276% of the healing done. This effect scales with your Magic stat.. Uses 33 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
![]() 2.0 T3 rod charm [Unique] Arcane Shoot a cone of flames (radius 5) for 1902.56 fire damage (based on Magic). Uses 22 power out of 75/75 Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
Rod of Dissipation (2/2) Rod of Dissipation (2/2)2.0 rod charm [Unique] Arcane Rune: Dissipation: Level 1.3 Pwr.cost 9 out of 20/20. Range 10 Travel.spd instantaneous Is a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. A golden-hued rod given to you Linaniil, with an elaborate rune inscribed on it near the top end. In the vicinity of the rune, magic feels slightly unstable. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 88 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 1104.00 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 11 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
![]() 2.0 T5 forbidden tome [Unique] Unknown Read the book. A tome of lost knowledge. Touching it you feel both sick and yet strangely at peace. |
Achievements
By Madgic the Sholtar Arcane Blade level 48
25th Regrowth 123rd year of Ascendancy at 07:35 see stats
By Madgic the Sholtar Arcane Blade level 35
59th Haze 122nd year of Ascendancy at 22:46 see stats
By Madgic the Sholtar Arcane Blade level 47
18th Regrowth 123rd year of Ascendancy at 01:12 see stats
By Madgic the Sholtar Arcane Blade level 48
19th Regrowth 123rd year of Ascendancy at 19:21 see stats
By Madgic the Sholtar Arcane Blade level 57
38th Regrowth 123rd year of Ascendancy at 16:58 see stats
By Madgic the Sholtar Arcane Blade level 58
40th Regrowth 123rd year of Ascendancy at 02:40 see stats
By Madgic the Sholtar Arcane Blade level 64
53rd Regrowth 123rd year of Ascendancy at 06:36 see stats
By Madgic the Sholtar Arcane Blade level 52
33rd Regrowth 123rd year of Ascendancy at 16:55 see stats
By Madgic the Sholtar Arcane Blade level 27
40th Haze 122nd year of Ascendancy at 05:25 see stats
By Madgic the Sholtar Arcane Blade level 53
36th Regrowth 123rd year of Ascendancy at 10:00 see stats
By Madgic the Sholtar Arcane Blade level 50
32nd Regrowth 123rd year of Ascendancy at 13:03 see stats
By Madgic the Sholtar Arcane Blade level 37
76th Haze 122nd year of Ascendancy at 16:38 see stats
By Madgic the Sholtar Arcane Blade level 30
46th Haze 122nd year of Ascendancy at 03:07 see stats
By Madgic the Sholtar Arcane Blade level 36
65th Haze 122nd year of Ascendancy at 17:36 see stats
By Madgic the Sholtar Arcane Blade level 54
36th Regrowth 123rd year of Ascendancy at 14:52 see stats
By Madgic the Sholtar Arcane Blade level 35
59th Haze 122nd year of Ascendancy at 18:54 see stats
By Madgic the Sholtar Arcane Blade level 60
40th Regrowth 123rd year of Ascendancy at 03:59 see stats
By Madgic the Sholtar Arcane Blade level 10
5th Mirth 122nd year of Ascendancy at 07:21 see stats
By Madgic the Sholtar Arcane Blade level 20
27th Dusk 122nd year of Ascendancy at 22:19 see stats
By Madgic the Sholtar Arcane Blade level 30
45th Haze 122nd year of Ascendancy at 15:02 see stats
By Madgic the Sholtar Arcane Blade level 40
3rd Allure 123rd year of Ascendancy at 07:14 see stats
By Madgic the Sholtar Arcane Blade level 50
31st Regrowth 123rd year of Ascendancy at 08:30 see stats
By Madgic the Sholtar Arcane Blade level 40
5th Allure 123rd year of Ascendancy at 09:37 see stats
By Madgic the Sholtar Arcane Blade level 35
59th Haze 122nd year of Ascendancy at 22:46 see stats
By Madgic the Sholtar Arcane Blade level 34
57th Haze 122nd year of Ascendancy at 22:16 see stats
By Madgic the Sholtar Arcane Blade level 22
20th Haze 122nd year of Ascendancy at 09:08 see stats
By Madgic the Sholtar Arcane Blade level 40
3rd Allure 123rd year of Ascendancy at 23:01 see stats
By Madgic the Sholtar Arcane Blade level 27
44th Haze 122nd year of Ascendancy at 11:57 see stats
By Madgic the Sholtar Arcane Blade level 22
25th Haze 122nd year of Ascendancy at 12:58 see stats
By Madgic the Sholtar Arcane Blade level 17
25th Dusk 122nd year of Ascendancy at 12:16 see stats
By Madgic the Sholtar Arcane Blade level 51
32nd Regrowth 123rd year of Ascendancy at 14:23 see stats
By Madgic the Sholtar Arcane Blade level 35
59th Haze 122nd year of Ascendancy at 22:46 see stats
By Madgic the Sholtar Arcane Blade level 11
8th Mirth 122nd year of Ascendancy at 14:54 see stats
By Madgic the Sholtar Arcane Blade level 35
59th Haze 122nd year of Ascendancy at 22:46 see stats
By Madgic the Sholtar Arcane Blade level 37
8th Decay 122nd year of Ascendancy at 11:49 see stats
By Madgic the Sholtar Arcane Blade level 24
30th Haze 122nd year of Ascendancy at 08:33 see stats
By Madgic the Sholtar Arcane Blade level 22
25th Haze 122nd year of Ascendancy at 00:52 see stats
By Madgic the Sholtar Arcane Blade level 61
41st Regrowth 123rd year of Ascendancy at 12:54 see stats
By Madgic the Sholtar Arcane Blade level 27
32nd Haze 122nd year of Ascendancy at 10:09 see stats
By Madgic the Sholtar Arcane Blade level 14
10th Mirth 122nd year of Ascendancy at 17:55 see stats
By Madgic the Sholtar Arcane Blade level 46
17th Regrowth 123rd year of Ascendancy at 11:03 see stats
By Madgic the Sholtar Arcane Blade level 57
38th Regrowth 123rd year of Ascendancy at 21:46 see stats
By Madgic the Sholtar Arcane Blade level 62
52nd Regrowth 123rd year of Ascendancy at 05:07 see stats
Log
There is no way out of this level here.
Madgic deactivates Thunderstorm.
The furious lightning storm around Madgic calms down and disappears.
Madgic deactivates Keen Senses.
Madgic deactivates Guile.
Madgic deactivates Kinetic Shield.
Madgic deactivates Arcane Shield.
Madgic deactivates Chant of Fortitude.
Madgic deactivates Disruption Shield.
Madgic deactivates Shock Hands.
Madgic deactivates Hurricane.
Madgic deactivates Tempest.
Madgic deactivates Arcane Combat.
Madgic deactivates Range Amplification Device.
Madgic deactivates Augmentation.
Madgic deactivates Elemental Harmony.
Madgic deactivates Bone Shield.
Madgic deactivates Stone Skin.
Madgic deactivates Feather Wind.
Madgic deactivates Contingency.
Madgic deactivates Precise Strikes.
Madgic deactivates Beyond the Flesh.
Madgic deactivates Premonition.
Madgic deactivates Shielding.
Madgic deactivates Shattering Impact.
Madgic deactivates Crystalline Focus.
Madgic deactivates Defensive Posture.
Madgic deactivates Arcane Feed.
Madgic deactivates Daunting Presence.
Madgic deactivates Fiery Hands.