










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Improved player targetting 1.2.0Player's targetting improvements. Allow Respec Anywhere 1.2.3Adventuring Party 1.5.5Tired of being alone on your adventures? Tired of being an archmage with no one to give that unique battleaxe to? Tired of having no one to use your healing spells on? Tire no more, for now you can create fully controllable additional party members to join you on your adventures, each as capable as your leader. Included is a sustainable talent to control each party member as their turn comes up to allow fully tactical combat when things get rough. -Grants the ability to add any number of additional members to your party each with their own race and class, allowing you to take on higher difficulties. -!Due to how alchemists are designed, you will not be able to take direct control of their golems if the alchemist is not your main character, but should still function correctly elsewise. For a list of changes, please see the change notes on steam or by reading the int.lua file included in each downloadable version. Myth's Minimalist UI 1.5.9This addon changes several user interface elements to provide a more open and cleaner overall appearance.
+++ This addon only works for new characters, unless you edit your save file+++ Instructions for save file editing: Locate your save folder - (Generally in C:\users\*username*) ( The name of you save folder inside your *username* directory is T-Engine ) BACKUP YOUR T-Engine folder TO A SAFE LOCATION - ( You can copy and paste it on your desktop ) Inside your *username* directory, open your T-Engine folder Locate the line that looks like the following: Add inside the { } the following 'myth-minimalist-ui' so that it now looks like: ( Keep in mind the above will look different based on what addons you have installed ) Save your desc.lua and exit the file. QuickTome: Improved Recall 1.4.8Changes to make ToME faster to play without providing gameplay advantages. You may freely modify and redistribute this addon and its contents, except where otherwise indicated in the Credits section below. Weight: 216890 Full list of effects- After generating the world map, using zone exits or recalling allows you to teleport to most reachable zones, instead of having to walk through the world map. Recalling can still drag doomelves/doombringers/demonologists to the Anteroom of Agony, and the teleportation won't let you bypass Crypt of Kryl'Feijan, Godfeaster, or the Dreadfell ambush. - Maj'Eyal characters start with the Orb of Communication, which can be used to contact the alchemists, Elder of Last Hope, Protector Myssil, and Zemekkys when appropriate. - Achievement pop-ups and announcing your own achievements in chat can be disabled in the game UI and Online options, respectively. - Added an easily toggleable "digging mode" that automatically uses your Dig talent when you move into a diggable wall with no hostiles in sight. CreditsThe icon used for Toggle Digging Mode is licensed under CC-BY 3.0: https://game-icons.net/1x1/delapouite/war-pick.html Changelog1.1.0- This version is not compatible with savegames from previous versions! 1.0.16- Fixed Drem being able to teleport to Dwarf starting zones 1.0.15- Updated for qt-zone-overhaul version 1.0.32 1.0.14- Updated for qt-zone-overhaul version 1.0.27 1.0.13- Updated for qt-zone-overhaul version 1.0.22 1.0.12- Updated for qt-zone-overhaul version 1.0.18 1.0.11- Updated for ToME4 version 1.4.8 1.0.10- Greatly improve worldmap position handling: zone entrance positions are now auto-detected instead of enumerated, multiple onLevelLoads are no longer added 1.0.9- Fix Murgol Lair exit position 1.0.8- Fix regression in tier 1 zone teleports for non-Zone Overhaul games 1.0.7- Don't try to teleport when exiting damp/intimidating caves, Rat Lich crypt, etc. via the stairs 1.0.6- Allowed teleporting via zone exits, not just the Rod 1.0.5- Updated for qt-zone-overhaul 1.0.13 1.0.4- Fix typo that caused Briagh's Lair to be accessible when it shouldn't 1.0.3- Updated for qt-zone-overhaul 1.0.11 1.0.2- Fixed serialization bug that could leave player with nil wilderness position (requiring save editing to continue) if they teleported with the rod of recall, then saved and reloaded the game, then visited the worldmap without teleporting anywhere else. 1.0.1- Updated for qt-zone-overhaul 1.0.4 1.0.0- Initial release Ashes of Urh'Rok 1.5.0Official 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:
Extra Dungeons 1.5.5In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: 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:
ZOmnibus Addon Pack 1.5.0Combines 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: Auto Use Tweaks 1.2.1Tweaks the auto use options for talents.
It has 106 options currently, to cover most situations. Bind multiple to left click [don't forget alt+shift+o for this] Talents requiring an enemy will not auto-use if under 50%mana or 25%vim or 25%stam. Changelog (cause comment system's busted): 2/5/2018 Everything is Unique 1.5.2Bite-Sized Update: You spawn at level 12, and can level up to a maximum of 200. Increase your rank as you slay your foes. You can see your kill counts and your rank experience in the quest log. Items Vault 1.5.0Donators/Buyers bonus! Generous Levels 1.5.5Is more generous with talents, types and stat points for each level gained. Myth's Tactical Borders 1.5.9This addon replaces the default tactical borders with a verson that more clearly shows the healthbars while making target identification quick and easy. +++ This addon only works for new characters, unless you edit your save file+++ Instructions for save file editing: Locate your save folder - (Generally in C:\users\*username*) ( The name of you save folder inside your *username* directory is T-Engine ) BACKUP YOUR T-Engine folder TO A SAFE LOCATION - ( You can copy and paste it on your desktop ) Inside your *username* directory, open your T-Engine folder Locate the line that looks like the following: Add inside the { } the following 'myth-minimalist-ui' so that it now looks like: ( Keep in mind the above will look different based on what addons you have installed ) Save your desc.lua and exit the file. Expanded Shop Inventory 1.3.0Significantly increases the number of items available for purchase in all shops, and allows some higher-quality items. Players can set the number of items with the new option appearing in the 'Game Options/Gameplay' tab. Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Revised Alchemist 1.5.5Alch revision description : Buffs Alchemist talents and aims to reduce the irritation of the gem ammo management system, with some other quality of life changes. Idea is to make mana the limiting factor of alchemists, Overall : Alchemist : Golem : Explosion tree: Shockwave bomb replaced with Contained explosion which is a bomb explosion compressed to a single tile. Range scales with talent level. Lightning: Acid : Fire Alchemy: -Body of fire deals MUCH more damage, but drains MUCH more mana, though its sustain cost is reduced to 75 Frost: Golemancy : Advanced Golemancy: Staff Combat : New tree : Stone Alchemy : Changelog: 0.9.1 0.9.0 0.8.9 0.8.8 0.8.6 0.8.4: 0.8.3 0.8.2: 0.8.1: 0.8.0- 0.7.1 0.7.0 - 0.6.0- New locked tree : Jewelcraft. A tree that enables an arcane damage throw bomb infusion and a powerful flat damage reduction ability that is further improved by other abilities in the tree. "Aether Infusion" 0.5.0 - Full Changes Golem : Explosion tree: Shockwave bomb replaced with Contained explosion which functions exactly as throw bomb dealing a maximum amount of explosion expert damage to a single tile. Range scales with talent level. Skill has extremely high mana cost (100), but with a single point is almost certainly the most damaging skill in the game. Lightning: Acid : Fire Alchemy: -Body of fire deals MUCH more damage, but drains MUCH more mana, though its sustain cost is reduced to 75 Frost: Golemancy : Advanced Golemancy: Staff Combat : Stone Alchemy : Warning : Still needs balancing Faerie Race 1.5.2This addon adds in a Faerie, or Fey, race into ToME. This addon was originally created by Kaballah, but he hasn't been online in over a year. --- The Fey are an incredibly quick and agile race, however they are incredibly fragile. Fey stats: Fey skills: -Flight -Fey Luck -Fey Speed -Fey Dust --- Dark Faeries are Faeries that have given up much of their natural agility and defense in exchange for bonus offensive potency. Dark Fey stats: Dark Fey skills: -Powers of the Dark -Fey Clone -Vision of the Shadows -Feyd to Black High Guard 1.5.9Adds the High Guard, a mage subclass. The High Guard is a melee fighter with mid-range spells who can wield any staff in one hand and favors shields in the offhand. Unique Talents: Spell/Battlemage Spell/Magical Assualt Spell/Phasing Spell/Battle Channeling Spell/Sorcerous Might (high level) Spell/Mage Adept (high level) Spell/Medic (generic) Base Talents: Technique/Combat Training (1.3) See the forum thread full talent details. Talent icons from https://game-icons.net Deathknight 1.5.5Adds the Deathknight class. See forum thread for details. 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. Improved Auto-explore and Rest 1.5.5Quality 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. Better Item Description 1.5.5This 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 Recognizable Bossess on Minimap 1.5.5Colorizing unique+ ranked creatures on minimap Forbidden Cults 1.5.9Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Dark Faerie |
| Class | Deathknight |
| Level / Exp | 76 / 68% |
| Size | huge |
| Lifes / Deaths | no deaths recorded 7 / 0 |
Primary Stats
| Strength | 165 (base 86) |
| Dexterity | 65 (base 10) |
| Constitution | 121 (base 80) |
| Magic | 120 (base 86) |
| Willpower | 119 (base 57) |
| Cunning | 123 (base 86) |
Resources
| Life | 1671/1671 |
| Mana | 1010/1010 |
| Soul | 10/10 |
| Healing Factor | 1.8321649484536 |
| Regeneration | 33.253793814433 |
Speed
| Mental | +59.905345968094% |
| Attack | 0% |
| Movement | 0% |
| Spell | +119.81069193619% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
| Infravision | 18 |
| See Stealth | 72.244962105417 |
| See Invisible | 72.244962105417 |
| ESP Range | 10 |
| ESP Kinds | dragon |
Offense: Mainhand
| Damage | 417 |
| Accuracy | 83 |
| Crit Chance | 138% |
| APR | 50 |
| Speed | 0.63 |
Offense: Spell
| Spellpower | 89 |
| Crit Chance | 94% |
| Speed | 0.45493692376452 |
Offense: Mind
| Mindpower | 76 |
| Crit Chance | 78% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +182% |
| Acid | +200% |
| Lightning | +179% |
| Temporal | +182% |
| Darkness | +231% |
| Physical | +189% |
| Fire | +188% |
| All | +173% |
Offense: Damage Penetration
| Acid | +15% |
| Light | +15% |
| Darkness | +74% |
| Physical | +45% |
| Mind | +45% |
| Fire | +10% |
Defense: Base
| Armour (hardiness) | 105.91032493083 (100%) |
| Defense | 62 |
| Ranged Defense | 65 |
| Fatigue | 0 |
| Physical Save | 85 |
| Spell Save | 83 |
| Mental Save | 91 |
Defense: Resistances
| Acid | + 54%( 70%) |
| Blight | + 53%( 76%) |
| Arcane | + 27%( 70%) |
| Cold | + 66%( 70%) |
| All | + 20%( 70%) |
| Lightning | + 44%( 70%) |
| Light | + 61%( 70%) |
| Temporal | + 31%( 70%) |
| Mind | + 40%( 70%) |
| Darkness | + 61%( 76%) |
| Fire | + 70%( 70%) |
| Nature | + 24%( 70%) |
Defense: Immunities
| Pinning Resistance | 75% |
| Disarm Resistance | 80% |
| Confusion Resistance | 50% |
| Knockback Resistance | 70% |
| Stun Resistance | 87% |
| Instadeath Resistance | 100% |
| Blind Resistance | 0% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (63% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 10 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 150 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Spell (45% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 620% for 10 turns and instantly restoring 31 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
| Spell / Frost | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Dread | 1.50 |
| 7/5 |
| 5/5 |
| 5/5 |
| 7/5 |
| Spell / Desecration | 1.30 |
| 7/5 |
| 5/5 |
| 7/5 |
| 5/5 |
| Spell / Necrotic might | 1.30 |
| 5/5 |
| 5/5 |
| 6/5 |
| 7/5 |
| Spell / Dusk | 1.50 |
| 7/5 |
| 5/5 |
| 7/5 |
| 7/5 |
| Spell / Squire | 1.50 |
| 7/5 |
| 1/5 |
| 7/5 |
| 7/5 |
| Spell / Soul | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Spell / Undeath | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Adventure / Partner | 1.00 |
| 0/21 |
| 0/36 |
| 0/3 |
| 0/2 |
| 0/2 |
| 0/2 |
| Spell / Reaping | 1.30 |
| 7/5 |
| 7/5 |
| 1/5 |
| 7/5 |
| Race / Dark-faerie | 1.20 |
| 7/5 |
| 7/5 |
| 0/5 |
| 0/5 |
| Spell / Soulforge | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Technique / Combat training | 1.10 |
| 7/5 |
| 7/5 |
| 0/5 |
| 7/5 |
| 7/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Soul Link |
| talent | Shadow of Death |
| talent | Necrotic Aura |
| talent | Spirit Feed |
| talent | Enshroud |
| talent | Squire: Melee |
| beneficial effect | Prevents the target from dying until they fall below -539 life. Soul Fragment |
| beneficial effect | Next spell gains additional effects. Soulforge |
| beneficial effect | The Dark Faerie gains the following bonuses. Power of the DarkCasting Speed: +120% Combat Speed: +60% All Damage: +165% |
Quests
Your home forest was suddenly overtaken by powerful corruption, and you were forced to flee for your very life. A Corrupted Forest* You managed to escape your corrupted forest, and defeat your fallen guardian... but not another soul was in sight. | done |
A compliation of all your achievements earnt. Heroic AchievementsYou are 48% of the way to your next Rank. You have killed: 25 Uniques 13 Bosses 8 Elite Bosses 2 Veterans 2 Heroics 0 Legends 2 Destroyers 0 Epics 0 Elders 0 Ancients 0 Immortals 0 Demigods | 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * You've found the needed green worm. | active |
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 within13 lumberjacks have died. | done |
Equipment
| On feet | pair of hardened leather boots 'Zuborianne' (4 def, 3 armour)2.0 T3 feet armor [Random Unique] Arcane/Master While equipped: Stats +7 Str +6 Dex +3 Mag +5 Wil +5 Con +10 Lck dps ---------- Mind.crit +1% Mind.pwr +8 (+2 eff.) Dmg.mod +7% physical ----- def ----- Armour +3 Defense +4 (+1 eff.) Rng.Def +7 (+2 eff.) Fatigue +3% Resists +6% mind Stealth +11 ---------- misc Size +1 Telepathy Dragon Blink to a nearby random location (rad 8) Puts all charms on 25 cooldown A pair of boots made of leather. |
| Light source | Guardian's Bell Guardian's Bell1.0 lite [Unique] Nature While equipped: Stats +10 Dex +10 Mag dps ---------- Spell.pwr +30 (+6 eff.) ----- def ----- Resists +12% blight +12% darkness Res.Cap +6% blight +6% darkness ---------- misc Light +5 This bell is rumored to have secret powers granted to each race by the great Faerie Queen of old. A small bell, once defended by your, now fallen, guardian. |
| On head | Wretchkiss the drakeskin leather cap (0 def, 5 armour)2.0 T5 head armor [Random Unique] Nature/Master/Psionic While equipped: Stats +4 Str +15 Dex +20 Wil +5 Cun +4 Con dps ---------- Dmg.mod +15% acid +3% nature On Hit (Melee): * Slows global speed by 30% * 35% chance to corrode armour by 30% ----- def ----- Armour +5 Fatigue +5% Resists +12% lightning +14% temporal +25% darkness +8% fire +12% acid +30% blight +20% cold +19% mind -34% light Mind.save +60 (+11 eff.) HP.reg +6.50 Confus- +50% ---------- misc Infravis +8 Breathe water A cap made of leather. |
| Tool | Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Arcane While equipped: Stats +5 Lck ----- def ----- Defense +5 (+1 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
| On fingers | stralite ring 'Urthakath'0.1 T4 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +8 Str +6 Mag +17 Wil +9 Con dps ---------- Mind.crit +1% Phys.pwr +29 (+4 eff.) Spell.pwr +28 (+6 eff.) Mind.pwr +17 (+4 eff.) Dmg.mod +8% all Res.pen +25% mind ----- def ----- HP.reg +6.40 Stun/Frz- +87% ---------- misc Hate/m.crit +2.00 Max.psi +40.00 Rings can have magical properties. |
| On fingers | stralite ring 'Deepssaw'0.1 T4 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +7 Wil +7 Cun +5 Con dps ---------- Mind.pwr +9 (+3 eff.) Dmg.mod +6% darkness +9% temporal Res.pen +25% darkness Melee Ret 20 darkness On Hit (Melee): * 15% chance to inflict 15% damage reduction ----- def ----- Spell.save +16 (+3 eff.) Max.HP +70.00 Disarm- +56% Pinning- +75% Knockbk- +70% ---------- misc Max.stam +27.00 Rings can have magical properties. |
| Around waist | Nerenn the Eclipsedream1.0 T1 belt armor [Random Unique] Nature/Master While equipped: Stats +4 Str +12 Dex +2 Mag +4 Wil +12 Cun +13 Con +12 Lck dps ---------- Phys.crit +11.0% Mind.crit +7% Crit.mult +7.00% Phys.pwr +15 (+2 eff.) Dmg.mod +9% physical Res.pen +8% physical On Hit (Melee): * 35% chance to inflict 15% damage reduction ----- def ----- Resists +3% darkness Phys.save +7 (+1 eff.) Spell.save +7 (+1 eff.) Stealth +14 Max.HP +37.00 ---------- misc T.Disarm +19 Light +3 Infravis +8 Size +2 A belt that goes around your waist. |
| In main hand | Cleansetyphoon the voratun battleaxe (56.5-84.75 power, 4 apr)3.0 T5 battleaxe 2H weapon [Random Unique] Arcane/Nature/Master/Psionic Power 56.5 - 84.8 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +4 Crit +8.0% Atk.spd 100% Melee+ +8 acid +28 temporal +28 nature On Hit.r1 +8 nature +21 fire On Hit: * 41% chance to corrode armour by 30% * 20% chance to torment the target On Crit: * cripple the target While equipped: dps ---------- Phys.crit +19.0% Dmg.mod +6% nature +3% acid Res.pen +37% physical +20% mind +14% darkness Acc +40 (+8 eff.) Apr +38 On Hit (Melee): * 31% chance to corrode armour by 30% ----- def ----- Resists +6% acid Def/telep +10 Res/telep +10% Dur/telep +10% Massive two-handed battleaxes. |
| On hands | Delatodin the Sunclash (0 def, 1 armour)1.0 T1 hands armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +2 Mag +2 Cun +2 Con dps ---------- Dmg.mod +3% acid +6% fire Res.pen +15% acid +10% fire Melee Ret 8 fire ----- def ----- Armour +1 Resists +3% fire +6% light +6% darkness Phys.save +13 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) HP.reg +1.60 Disarm- +24% ---------- misc Stam/turn +0.70 Max.stam +15.00 Infravis +2 Unarmed combat: Power 7.5 - 8.3 Physical Uses 40% Cun, 40% Str, 50% Mag 40% Dex Acc+ +0.2% crit / acc Apr +1 Crit +1.0% Atk.spd 100% Melee+ +7 physical +4 fire On Crit.r2 +18 light +14 darkness On Hit: 10% Juggernaut 1 On Hit: 10% Slumber 1 On Hit: * 40% chance to corrode armour by 30% Juggernaut: (Instant) Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | stralite mail armour 'Strikepride' (23 def, 21 armour)14.0 T4 heavy armor [Random Unique] Arcane/Nature/Master/Psionic While equipped: Stats +9 Str +4 Dex +8 Mag +9 Wil +5 Cun +4 Con dps ---------- Phys.crit +7.0% Spell.crit +9% Mind.crit +9% Crit.mult +3.00% Phys.pwr +22 (+3 eff.) Spell.pwr +22 (+4 eff.) Mind.pwr +21 (+5 eff.) Dmg.mod +6% lightning Melee Ret 8 lightning ----- def ----- Armour +21 Defense +23 (+5 eff.) Rng.Def +6 (+1 eff.) Fatigue +16% Resists +25% acid +9% arcane +27% cold +6% nature +18% lightning Phys.save +9 (+2 eff.) Spell.save +20 (+4 eff.) Mind.save +22 (+4 eff.) Max.HP +76.00 HP.reg +3.40 Heal.mod +26% A suit of armour made of mail. |
| Cloak | Glimmertorrent (36 def, 0 armour)2.0 T5 cloak armor [Random Unique] Nature/Master While equipped: Stats +5 Cun +5 Dex dps ---------- Dmg.mod +6% darkness Res.pen +15% light Acc +7 (+2 eff.) Apr +8 On Hit (Melee): * 30% chance to blind ----- def ----- Defense +36 (+9 eff.) Resists +58% fire +79% light +6% darkness Phys.save +10 (+2 eff.) Stealth +36 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Burnknight the copper amulet0.1 T1 amulet jewelry [Random Unique] Nature While equipped: Stats +7 Lck +6 Con dps ---------- Dmg.mod +6% acid +9% fire Acc +7 (+2 eff.) Melee Ret 12 acid ----- def ----- Defense +8 (+2 eff.) Resists +44% fire +11% cold Unseen.red 12% Amulets can have magical properties. |
Inventory
healing infusion (heal 72)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 72 and cleanse 1 wound and 1 poison effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the psychic (heal 896 over 5 turns)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (63% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 896 life over 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
regeneration infusion of the wizard (heal 468 over 5 turns)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Standard (63% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 468 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
sun infusion (rad 9; power 22; turns 5; dispels darkness)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (63% of a turn) Is a nature gift Description: Activate the infusion to brighten the area in a radius of 9 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 11). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 22) for 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion (resist 20%; cure physical)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd 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 6 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion (531% speed; 7 turns)0.1 T2 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 531% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heat beam rune of the wizard (1124 fire damage)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 8 Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to fire a beam of heat, doing 1124.44 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. 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 ability. |
starlit copper amulet of cunning (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Cun ----- def ----- Resists +11% light +10% darkness Blind- +22% Amulets can have magical properties. |
Runuroddavor0.1 T1 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +3 Dex +5 Wil +5 Cun +1 Con dps ---------- Crit.mult +3.00% Phys.pwr +4 (+0 eff.) Mind.pwr +7 (+2 eff.) Dmg.mod +6% temporal Acc +6 (+1 eff.) On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Defense +9 (+2 eff.) Rng.Def +9 (+2 eff.) Die.at -60.00 life Blind- +24% Silence- +23% ---------- misc Mana/turn +0.13 Infravis +4 See.Stealth +9 See.Invis +8 Rings can have magical properties. |
mule's copper ring of lightning (+24%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +12% lightning ----- def ----- Fatigue -5% Resists +24% lightning ---------- misc Max.enc +23 Rings can have magical properties. |
rogue's copper ring of perseverance0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Cun ----- def ----- Defense +6 (+1 eff.) HP.reg +0.80 Stun/Frz- +20% Rings can have magical properties. |
Eilinumitta the steel ring0.1 T2 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +4 Cun +3 Str dps ---------- Melee+ 10 bleed Ranged+ 10 bleed On Hit (Melee): * 12% chance to cause random gloom On Hit (Ranged): * 14% chance to cause random gloom ----- def ----- Armour +6 Resists +12% cold +9% temporal Mind.save +6 (+1 eff.) Blind- +10% Cut- +5% Knockbk- +5% ---------- misc Hate/m.crit +2.00 Max.hate +8.00 Bleeding Edge: Puts all charms on 20 cooldown Level 4.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 67%. Rings can have magical properties. |
blighted dragonbone vilestaff of wizardry (30-36 power, 6 apr, darkness element)5.0 T5 staff 2H weapon [Ego++] Arcane Power 30.0 - 36.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +6 Mag +5 Wil dps ---------- Spell.crit +5% Spell.pwr +27 (+5 eff.) Dmg.mod +30% darkness On Hit (Melee): * 13% chance to disease ---------- misc Vim/s.crit +5.00 Max.mana +110.00 Max.vim +40.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
earthen dragonbone vilestaff of wizardry (30-36 power, 6 apr, fire element)5.0 T5 staff 2H weapon [Ego+] Arcane Power 30.0 - 36.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.crit +5% Spell.pwr +24 (+5 eff.) Dmg.mod +30% fire ----- def ----- Armour +9 Hardiness +11% Phys.save +10 (+2 eff.) ---------- misc Max.mana +76.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Emeloldara the iron greatsword (26-41.6 power, 1 apr)3.0 T1 greatsword 2H weapon [Random Unique] Arcane/Master Power 26.0 - 41.6 Temporal Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +1 Crit +2.5% Atk.spd 100% Melee+ +10 blight +4 physical On Crit.r2 +4 physical On Hit: 10% Epidemic 1 On Hit: * 10% chance to disease While equipped: dps ---------- Phys.crit +1.0% Phys.pwr +4 (+0 eff.) Dmg.mod +3% temporal Melee Ret 8 temporal ----- def ----- Armour +2 Phys.save +10 (+2 eff.) Disease- +20% Massive two-handed swords. |
flaming iron greatsword (16-25.6 power, 1 apr)3.0 T1 greatsword 2H weapon [Ego] Arcane Power 16.0 - 25.6 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +1 Crit +2.5% Atk.spd 100% On Hit.r1 +10 fire Massive two-handed swords. |
flaming iron greatsword of massacre (25-40 power, 1 apr)3.0 T1 greatsword 2H weapon [Ego] Arcane/Master Power 25.0 - 40.0 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +1 Crit +2.5% Atk.spd 100% On Hit.r1 +10 fire Massive two-handed swords. |
iron greatsword (15-24 power, 1 apr)3.0 T1 greatsword 2H weapon [Normal] Power 15.0 - 24.0 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +1 Crit +2.5% Atk.spd 100% Massive two-handed swords. |
Todehek (34.5-55.2 power, 2 apr)3.0 T2 greatsword 2H weapon [Random Unique] Arcane/Psionic Power 34.5 - 55.2 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +5.0% Atk.spd 100% Melee+ +13 cold On Hit: * 20% chance to torment the target While equipped: dps ---------- Res.pen +13% mind +10% darkness Melee Ret 8 physical ----- def ----- Armour +8 HP.reg +0.20 Massive two-handed swords. |
steel greatsword of purging (22-35.2 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego+] Disrupt Power 22.0 - 35.2 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.0% Atk.spd 100% Melee+ +16 nature On Hit: * 25% chance to remove a magical effect Massive two-handed swords. |
warbringer's steel greatsword of massacre (38-60.8 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego+] Master Power 38.0 - 60.8 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.0% Atk.spd 100% While equipped: Stats +5 Con dps ---------- Phys.pwr +12 (+1 eff.) Res.pen +10% physical ----- def ----- Disarm- +27% Massive two-handed swords. |
Gloruyabeth (38-60.8 power, 2 apr)3.0 T3 greatsword 2H weapon [Random Unique] Arcane/Master/Psionic Power 38.0 - 60.8 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.5% Atk.spd 100% Melee+ +13 lightning +24 cold +12 mind On Hit: * 40% chance to cause random gloom * 25% chance for lightning to arc to a second target * 20% chance to torment the target While equipped: Stats +6 Con dps ---------- Phys.pwr +10 (+1 eff.) Res.pen +12% physical +12% mind +12% darkness ----- def ----- Resists +5% arcane Spell.save +3 (+1 eff.) Poison- +20% Disarm- +27% Confus- +5% Pinning- +5% Massive two-handed swords. |
Rhegorin the stralite greatsword (69.5-111.2 power, 3 apr)3.0 T4 greatsword 2H weapon [Random Unique] Arcane/Master/Psionic Power 69.5 - 111.2 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +3 Crit +4.5% Atk.spd 111% Melee+ +21 acid +8 physical +12 blight +30 mind On Hit: * 42% chance to cause random gloom * Projects up to 10 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) On Crit: * splashes the target with acid While equipped: Stats +2 Str +9 Dex +9 Wil +9 Cun dps ---------- Spell.pwr +6 (+1 eff.) Dmg.mod +9% blight +36% physical Res.pen +38% physical Acc +19 (+4 eff.) Apr +38 ----- def ----- Defense +10 (+2 eff.) Rng.Def +10 (+2 eff.) Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Max.vim +20.00 Massive two-handed swords. |
Borosk's Hate (60-96 power, 22 apr)3.0 T5 greatsword 2H weapon [Unique] Master Power 60.0 - 96.0 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +22 Crit +10.0% Atk.spd 100% On Hit: * 25% chance to strike the target again. While equipped: Stats +10 Str +5 Dex +15 Con ---------- misc Masteries +0.20 Technique/Two-handed assault This impressive looking sword features two massive blades aligned in parallel. They seem weighted remarkably well. |
iron longsword (11-15.4 power, 2 apr)3.0 T1 longsword 1H weapon [Normal] Power 11.0 - 15.4 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +2.5% Atk.spd 100% Sharp, long, and deadly. |
plaguebringer's iron longsword of shearing (13-18.2 power, 2 apr)3.0 T1 longsword 1H weapon [Ego++] Arcane/Master Power 13.0 - 18.2 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +2.5% Atk.spd 100% Melee+ +8 blight On Hit: 10% Epidemic 1 On Hit: * 8% chance to disease While equipped: dps ---------- Dmg.mod +7% physical Res.pen +6% physical Apr +7 ----- def ----- Disease- +15% Sharp, long, and deadly. |
arcing steel mace of rage (13-18.2 power, 3 apr)3.0 T2 mace 1H weapon [Ego+] Arcane/Master Power 13.0 - 18.2 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +3 Crit +1.0% Atk.spd 100% Melee+ +8 lightning On Hit: * 25% chance for lightning to arc to a second target While equipped: Stats +3 Str dps ---------- Dmg.mod +9% physical Acc +7 (+2 eff.) ---------- misc Stam/ret +1.30 Blunt and deadly. |
Crackletrail the voratun mace (59-82.6 power, 6 apr)3.0 T5 mace 1H weapon [Random Unique] Arcane/Master Power 59.0 - 82.6 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +6 Crit +3.0% Atk.spd 100% Melee+ +20 lightning On Hit: * 25% chance for lightning to arc to a second target * Random elemental explosion On Crit: * cripple the target While equipped: Stats +12 Str +4 Mag +2 Cun +5 Con dps ---------- Phys.crit +40.0% Dmg.mod +15% physical Res.pen +17% acid +15% physical +17% fire +17% lightning +15% cold Acc +29 (+6 eff.) Apr +14 ----- def ----- Fatigue -8% Resists +6% lightning ---------- misc Stam/ret +2.20 Light +2 Blunt and deadly. |
iron waraxe of ruin (12.5-17.5 power, 2 apr)3.0 T1 waraxe 1H weapon [Ego+] Master Power 12.5 - 17.5 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +2 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +7.0% Crit.mult +12.00% Apr +7 One-handed war axes. |
Corpserigor (20.5-28.7 power, 4 apr)3.0 T3 waraxe 1H weapon [Random Unique] Arcane/Nature/Master/Psionic Power 20.5 - 28.7 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +4 Crit +4.5% Atk.spd 125% Melee+ +40 insidious poison +4 temporal +14 light +12 nature +16 arcane Against +20% Undead On Crit.r2 +4 nature On Hit: * Slows global speed by 20% * 20% chance to torment the target * 25% chance to put talents on cooldown On Crit: * wounds the target for 7 turns: 34 bleeding, 86% reduced healing While equipped: Stats +9 Dex +4 Mag +5 Wil dps ---------- Phys.crit +11.0% Phys.pwr +11 (+1 eff.) Spell.pwr +11 (+2 eff.) Dmg.mod +9% temporal Res.pen +10% temporal +10% physical +11% darkness +11% mind Acc +33 (+7 eff.) Apr +11 On Hit (Melee): * 40% chance to gain 10% of a turn (3/turn limit) One-handed war axes. |
Xysenn the Hellstun (41.5-53.95 power, 9 apr)1.0 T4 dagger 1H weapon [Random Unique] Nature/Master/Psionic Power 41.5 - 54.0 Physical Uses 45% Str, 50% Mag, 45% Dex Acc+ +0.5% APR / acc Apr +9 Crit +8.0% Atk.spd 100% Melee+ +14 darkness Against +14% Living On Crit.r2 +4 fire On Hit: * 48% chance to cause random gloom * 25% chance to put talents on cooldown While equipped: dps ---------- Res.pen +10% lightning +11% physical +22% nature +10% mind Acc +21 (+4 eff.) Apr +11 Melee Ret 8 mind 12 fire ----- def ----- Defense +11 (+2 eff.) Resists +12% mind +15% all Disarm- +35% Sharp, short and deadly. |
honing thorny mindstar of the jelly (7.5-8.25 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Ego+] Nature/Psionic This honing mindstar will focus other psionic mindstars. Power 7.5 - 8.3 Nature Uses 40% Wil, 50% Mag, 20% Cun Mastery Psiblades Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) Dmg.mod +5% acid +7% physical Res.pen +5% physical ----- def ----- Resists +7% physical ---------- misc Equi/ret +1.40 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. |
Fogwrither of the Blightspawn (15.5-17.05 power, 42 apr, mind damage)3.0 T5 mindstar 1H weapon [Random Unique] Nature/Psionic This mindstar projects psionic energy if enough is absorbed. Power 15.5 - 17.1 Mind Uses 50% Wil, 50% Mag, 30% Cun Mastery Psiblades Acc uses Wil Apr +42 Crit +20.0% Atk.spd 100% On Hit: * Slows global speed by 18% * 20% chance to corrode armour by 30% While equipped: Stats -20 Cun +20 Wil dps ---------- Phys.crit +4.0% Mind.crit +5% Mind.pwr +10 (+3 eff.) Dmg.mod +21% lightning +25% fire +9% blight +25% cold On Hit (Melee): * 22% chance to disease ----- def ----- Phys.save +10 (+2 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+2 eff.) HP.reg +0.60 ---------- misc Equi/ret +2.20 Masteries +0.10 Psionic/Focus +0.20 Psionic/Projection Divide the mindstar in two Puts all charms on 1 cooldown 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. |
nature's living mindstar of life (15.5-17.05 power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon [Ego] Nature Power 15.5 - 17.1 Nature Uses 50% Wil, 50% Mag, 30% Cun Mastery Psiblades Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Dmg.mod +8% nature ----- def ----- Resists +10% blight Max.HP +50.00 HP.reg +1.80 Disease- +25% 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. |
Coral Spray (8 def, 8 armour, 18-25.2 power, 48 block)7.0 T1 shield armor [Unique] Nature When used to Attack: Power 18.0 - 25.2 Physical Uses 50% Mag, 140% Str Acc+ +2.5% procs dam / acc Crit +2.0% Block +48 Melee+ +10 cold While equipped: ----- def ----- Armour +8 Defense +8 (+2 eff.) Fatigue +12% Resists +15% cold +10% fire ---------- misc Max.Air +20.00 Talents +2 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
iron shield (4 def, 2 armour, 7-8.4 power, 24 block)7.0 T1 shield armor [Normal] When used to Attack: Power 7.0 - 8.4 Physical Uses 50% Mag, 100% Str Acc+ +2.5% procs dam / acc Crit +2.5% Block +24 While equipped: ----- def ----- Armour +2 Defense +4 (+1 eff.) Rng.Def +4 (+1 eff.) Fatigue +6% ---------- misc Talents +1 Block Handheld deflection devices. |
Porata the Noonire (6 def, 18 armour, 12-14.4 power, 140 block)7.0 T2 shield armor [Random Unique] Arcane/Master When used to Attack: Power 12.0 - 14.4 Physical Uses 50% Mag, 100% Str Acc+ +2.5% procs dam / acc Crit +3.0% Block +140 Melee+ +14 fire +41 light On Crit.r2 +22 light +20 darkness On Hit: * 20% chance to blind * reduce the cooldown of your ward talent by 1 While equipped: Stats +7 Str +2 Dex +10 Mag +18 Con dps ---------- Res.pen +5% arcane +20% light Melee Ret 20 fire On Hit (Melee): * 15% chance to blind On Melee Ret: * 60% chance to blind ----- def ----- Armour +18 Defense +6 (+1 eff.) Rng.Def +6 (+1 eff.) Fatigue +8% Resists +21% acid +12% fire +51% light +8% darkness ---------- misc Infravis +3 Wards +3 lightning +3 temporal +3 blight +3 fire +3 cold Talents +1 Ward +2 Block On block: Unleash the fury of the cosmos, dealing light and darkness damage to your attackers Handheld deflection devices. |
wintry steel shield of acid resistance (+18%) (6 def, 2 armour, 16-19.2 power, 40.5 block)7.0 T2 shield armor [Ego+] Nature/Master When used to Attack: Power 16.0 - 19.2 Physical Uses 50% Mag, 100% Str Acc+ +2.5% procs dam / acc Crit +3.0% Block +40 Melee+ +17 cold While equipped: Stats +3 Wil dps ---------- Melee Ret 14 ice ----- def ----- Armour +2 Defense +6 (+1 eff.) Rng.Def +6 (+1 eff.) Fatigue +8% Resists +18% acid +14% cold ---------- misc Talents +2 Block Handheld deflection devices. |
Poralethra (22 def, 19 armour, 46.5-55.8 power, 237.5 block)7.0 T3 shield armor [Random Unique] Arcane/Nature/Master/Psionic When used to Attack: Power 46.5 - 55.8 Physical Uses 50% Mag, 100% Str Acc+ +2.5% procs dam / acc Crit +3.5% Block +238 Against +5% Vermin On Hit.r1 +16 physical On Hit: * 40% chance to cause random gloom * 22% chance to corrode armour by 30% * reduce the cooldown of your ward talent by 1 On Crit: * smash the target with your shield crippling them While equipped: Stats +11 Con dps ---------- Phys.crit +15.0% Phys.pwr +16 (+2 eff.) Melee+ 8 acid Dmg.mod +6% blight Melee Ret 23 acid On Hit (Melee): * 10% chance to cause random gloom On Melee Ret: * 25% chance to cause random gloom ----- def ----- Armour +19 Defense +22 (+5 eff.) Rng.Def +11 (+3 eff.) Fatigue +12% Proj.evade +12% Phys.save +22 (+4 eff.) HP.reg +0.40 ---------- misc Stam/turn +0.40 Wards +4 lightning +4 temporal +4 blight +4 fire +4 cold Talents +1 Ward +3 Block Handheld deflection devices. |
reinforced voratun shield of fire resistance (+30%) (12 def, 11 armour, 66.5-79.8 power, 299.5 block)7.0 T5 shield armor [Ego] Master When used to Attack: Power 66.5 - 79.8 Physical Uses 50% Mag, 100% Str Acc+ +2.5% procs dam / acc Crit +5.0% Block +300 While equipped: ----- def ----- Armour +11 Defense +12 (+3 eff.) Rng.Def +12 (+3 eff.) Fatigue +14% Resists +30% fire ---------- misc Talents +5 Block Handheld deflection devices. |
dispeller's linen robe of Angolwen (0 def, 0 armour)2.0 T1 cloth armor [Ego++] Arcane While equipped: Stats +3 Mag +3 Wil dps ---------- Spell.pwr +7 (+1 eff.) S.pwr/crit +3 ----- def ----- Resists +7% lightning +7% darkness +7% blight +7% fire +7% cold +8% light Phys.save +12 (+2 eff.) Spell.save +23 (+5 eff.) Mind.save +12 (+2 eff.) Silence- +25% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dispeller's cashmere robe of light (+9%) (2 def, 0 armour)2.0 T3 cloth armor [Ego+] Arcane While equipped: dps ---------- Dmg.mod +13% light ----- def ----- Defense +2 (+0 eff.) Resists +9% lightning +10% darkness +9% blight +9% fire +9% cold +28% light Phys.save +15 (+3 eff.) Spell.save +26 (+5 eff.) Mind.save +14 (+3 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
elven-silk robe 'Unrilar' (10 def, 5 armour)2.0 T5 cloth armor [Random Unique] Arcane/Nature/Master/Psionic While equipped: Stats +18 Str +25 Mag +16 Wil +5 Cun dps ---------- Spell.crit +10% Mind.crit +18% Spell.pwr +10 (+2 eff.) Mind.pwr +17 (+4 eff.) Dmg.mod +40% lightning +45% physical +20% light +36% cold +14% darkness +38% temporal Res.pen +15% temporal +15% mind +15% physical ----- def ----- Armour +5 Defense +10 (+2 eff.) Resists +28% lightning +18% temporal +6% physical +30% cold Phys.save +30 (+6 eff.) Mind.save +80 (+15 eff.) Anom.red +15 Die.at -80.00 life Max.HP +30.00 ---------- misc Max.psi +20.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
cured leather armour of the hero (2 def, 4 armour)9.0 T2 light armor [Ego+] Arcane/Nature/Master While equipped: Stats +4 Str +5 Dex +5 Mag +5 Wil +4 Cun ----- def ----- Armour +4 Defense +2 (+0 eff.) Fatigue +7% Max.HP +42.00 A suit of armour made of leather. |
radiant drakeskin leather armour of delving (5 def, 8 armour)9.0 T5 light armor [Ego++] Nature/Master While equipped: Stats +10 Str +6 Wil dps ---------- Melee Ret 12 light ----- def ----- Armour +8 Defense +5 (+1 eff.) Fatigue +8% Resists +13% blight +13% physical +46% darkness ---------- misc Light +4 Track: Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 40 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
iron mail armour (2 def, 4 armour)14.0 T1 heavy armor [Normal] While equipped: ----- def ----- Armour +4 Defense +2 (+0 eff.) Fatigue +12% A suit of armour made of mail. |
Belomina the stralite mail armour (16 def, 21 armour)14.0 T4 heavy armor [Random Unique] Master/Psionic While equipped: Stats +5 Wil +12 Cun +1 Con ----- def ----- Armour +21 Defense +16 (+4 eff.) Rng.Def +3 (+1 eff.) Fatigue +16% Resists +39% lightning Mind.save +31 (+6 eff.) Heal.mod +15% ---------- misc Stam/turn +0.20 Light +2 See.Invis +6 A suit of armour made of mail. |
steel plate armour 'Isureba' (4 def, 11 armour)17.0 T2 massive armor [Random Unique] Nature While equipped: dps ---------- Dmg.mod +9% temporal Res.pen +5% temporal Melee Ret 4 temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) * 20% chance to disease ----- def ----- Armour +11 Defense +4 (+1 eff.) Fatigue +22% Resists +6% acid +8% cold Max.HP +23.00 ---------- misc Breathe water A suit of armour made of metal plates. |
ravager's rough leather belt1.0 T1 belt armor [Ego+] Master While equipped: dps ---------- Dmg.mod +8% physical Res.pen +8% physical A belt that goes around your waist. |
blurring drakeskin leather belt of shielding1.0 T5 belt armor [Ego] Arcane/Master While equipped: ----- def ----- Armour +11 Defense +17 (+4 eff.) Stealth +11 Create a temporary shield that absorbs 410 damage Puts all charms on 30 cooldown A belt that goes around your waist. |
thick linen cloak of protection (1 def, 6 armour)2.0 T1 cloak armor [Ego] Arcane/Master While equipped: ----- def ----- Armour +6 Defense +1 (+0 eff.) Resists +12% cold Spell.save +5 (+1 eff.) Mind.save +5 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
blood-soaked pair of iron boots of uncanny dodging (3 def, 3 armour)3.0 T1 feet armor [Ego+] Master While equipped: dps ---------- Phys.crit +4.0% Phys.pwr +3 (+0 eff.) Apr +4 ----- def ----- Armour +3 Defense +3 (+0 eff.) Rng.Def +3 (+1 eff.) Fatigue +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
traveler's pair of iron boots of uncanny dodging (2 def, 3 armour)3.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +3 Defense +2 (+0 eff.) Rng.Def +2 (+0 eff.) Fatigue -2% Phys.save +5 (+1 eff.) ---------- misc Max.enc +21 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Flamewrought (0 def, 2 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Unarmed combat: Power 6.0 - 6.6 Physical Uses 40% Dex, 40% Cun, 50% Mag 40% Str Acc+ +0.2% crit / acc Apr +7 Crit +1.0% Atk.spd 100% Melee+ +10 fire Dmg.conv 100% fire On Hit: 30% Flamespit 3 Flamespit: Level 3.0 Pwr.cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 254.25 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
heroic hardened leather gloves of the iron hand (0 def, 6 armour)1.0 T3 hands armor [Ego++] Master While equipped: Stats +4 Str +4 Wil +4 Con ----- def ----- Armour +6 Mind.save +10 (+2 eff.) Max.HP +54.00 Disarm- +34% ---------- misc Masteries +0.20 Technique/Grappling Unarmed combat: Power 24.5 - 27.0 Physical Uses 40% Dex, 40% Cun, 50% Mag 40% Str Acc+ +0.2% crit / acc Acc +7 Apr +3 Crit +3.0% Atk.spd 100% On Hit: 10% Disarm 3 On Hit: 10% Battle Shout 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Vorosethra (0 def, 3 armour)1.0 T5 hands armor [Random Unique] Nature/Master/Psionic While equipped: Stats +21 Str +14 Dex +6 Mag +9 Wil +13 Cun +9 Con dps ---------- Spell.crit +6% Phys.pwr +15 (+2 eff.) S.pwr/crit +6 Melee+ 15 fire 15 mind 15 nature Dmg.mod +11% fire +11% mind +11% nature Res.pen +5% blight Acc +10 (+2 eff.) Apr +15 ----- def ----- Armour +3 Resists +9% fire +10% mind +10% nature Phys.save +15 (+3 eff.) Disarm- +81% ---------- misc Vim/s.crit +1.00 Cooldown Double Strike -1 Masteries +0.40 Technique/Grappling Unarmed combat: Power 37.0 - 40.7 Physical Uses 40% Cun, 40% Str, 50% Mag 40% Dex Acc+ +0.2% crit / acc Acc +22 Apr +15 Crit +18.0% Atk.spd 100% Phasing +20% On Crit.r2 +15 fire +15 mind +12 nature On Hit: 20% Disarm 5 On Hit: 10% Set Up 5 On Hit: 10% Poison Breath 5 On Hit: 15% Perfect Strike 5 On Hit: 20% Psychic Lobotomy 5 On Hit: 10% Fire Breath 5 Steady Shot: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
scouring iron gauntlets (0 def, 1 armour)1.5 T1 hands armor [Ego+] Disrupt While equipped: dps ---------- On Melee Ret: * 18% chance to reduce effective powers by 20% * 17 arcane resource burn ----- def ----- Armour +1 Spell.save +11 (+2 eff.) Unarmed combat: Power 11.5 - 16.1 Physical Uses 40% Dex, 40% Cun, 50% Mag 40% Str Acc+ +0.1% dam / acc Apr +3 Crit +2.0% Atk.spd 83% On Hit: * 16% chance to reduce effective powers by 20% * 19 arcane resource burn Metal gloves protecting the hands up to the middle of the lower arm. |
Galeyador the linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Random Unique] Nature/Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +4 (+1 eff.) Dmg.mod +11% lightning +3% blight Res.pen +5% blight +10% mind On Hit (Melee): * 20% chance to disease ----- def ----- Defense +1 (+0 eff.) Resists +16% lightning +6% mind +6% blight A pointy cloth hat, very wizardly... |
Eilinoldath (1 def, 0 armour)2.0 T1 head armor [Random Unique] Arcane/Psionic While equipped: Stats +11 Mag +16 Wil +12 Cun +3 Con dps ---------- Mind.crit +7% Crit.mult +5.00% Spell.pwr +4 (+1 eff.) Mind.pwr +12 (+3 eff.) Dmg.mod +12% light +12% darkness +8% arcane Res.pen +25% acid On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Defense +1 (+0 eff.) Resists +18% light +18% darkness Spell.save +7 (+1 eff.) Heal/summ +20 ---------- misc Equi/ret +0.08 Arcane Eye: (Instant) Puts all charms on 10 cooldown Level 5.0 Pwr.cost 10 out of 10/10. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
Sootvile of the Blightspawn (0 def, 1 armour)2.0 T1 head armor [Random Unique] Nature/Master While equipped: Stats +4 Str +5 Dex -4 Mag +4 Wil +4 Cun dps ---------- Mind.crit +1% Phys.pwr +8 (+1 eff.) ----- def ----- Armour +1 Fatigue +1% Resists +7% lightning +10% temporal +22% darkness +3% light +7% physical Phys.save +7 (+1 eff.) Spell.save +34 (+7 eff.) Mind.save +3 (+1 eff.) ---------- misc Hate/m.crit +1.00 Infravis +4 A cap made of leather. |
Betedatha (0 def, 3 armour)2.0 T3 head armor [Random Unique] Nature/Master/Psionic While equipped: Stats +5 Str +9 Dex +10 Mag +3 Wil +7 Cun +6 Con dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Armour +3 Fatigue -1% Resists +8% fire -29% light +11% cold HP.reg +5.20 ---------- misc Stam/ret +1.70 Equi/ret +1.50 See.Invis +3 A cap made of leather. |
iron helm 'Rhemas' (0 def, 9 armour)3.0 T1 head armor [Random Unique] Nature/Master While equipped: Stats +2 Str +2 Con ----- def ----- Armour +9 Fatigue +5% Resists +6% lightning +6% temporal +3% mind +3% cold Phys.save +16 (+3 eff.) Spell.save +10 (+2 eff.) Mind.save +7 (+1 eff.) Cut- +15% Silence- +5% Knockbk- +10% ---------- misc Infravis +1 Battle Cry: Puts all charms on 28 cooldown Level 2.0 Pwr.cost 28 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
alchemist citrine0.0 T1 yellow alchemist-gem [Normal] When used as an alchemist bomb: Bomb thrown range +1 Gems can be sold for money or used in arcane rituals. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +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. |
iron pickaxe of endurance (dig speed 36 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +3 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 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. |
Rod of Recall (400/400)2.0 rod charm [Plot Item] Unknown Teleport the user to another zone after 40 turns. Uses 1 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. |
Skytreason [power 2] (10 cooldown)2.0 T2 totem charm [Random Unique] Nature While equipped: dps ---------- Dmg.mod +3% blight +12% lightning Res.pen +15% lightning Melee Ret 16 lightning ---------- misc Wards +2 acid +2 nature +2 light Talents +3 Lay Web +1 Ward Cooldown Lay Web -1 Remove up to 2 poisons or diseases from a target within range 10 (based on Willpower) Puts all charms on 10 cooldown Natural totems are made by powerful wilders to store nature power. |
volcanic ash wand of clairvoyance [power 10] (6 cooldown)2.0 T2 wand charm [Ego+] Arcane While equipped: ---------- misc Talents +3 Volcano Cooldown Volcano -2 Reveal the area around you, dispelling darkness (radius 10, power 92 based on Magic), and detect the presence of nearby creatures for 3 turns Puts all charms on 6 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Ebonystake of the Blightspawn [power 409] (10 cooldown)2.0 T4 wand charm [Random Unique] Arcane While equipped: Stats +2 Str dps ---------- Phys.crit +5.0% Dmg.mod +3% physical Res.pen +5% light On Melee Ret: * 33% chance to disease * 36% chance to inflict 15% damage reduction ----- def ----- Resists +12% light +1% physical ---------- misc Wards +5 lightning +7 temporal +9 blight +9 fire +9 cold Talents +2 Ward Fire a bolt of a random element with (base) damage 204 to 409 Puts all charms on 10 cooldown 100% to regenerate 8 negative energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Curse Lifter (Uniques)
Killed Ben Cruthdar the Cursed.By Apex the Dark Faerie Deathknight level 14
3rd Flare 122nd year of Ascendancy at 10:41 see stats
Fear me not! (Uniques)
Survived the Fearscape!By Apex the Dark Faerie Deathknight level 62
59th Dusk 122nd year of Ascendancy at 07:04 see stats
Is that how it feels to be an escort quest?! (Uniques)
Got saved from death in the Godfeaster by Malyu and managed to escape.By Apex the Dark Faerie Deathknight level 52
58th Dusk 122nd year of Ascendancy at 04:38 see stats
Level 10 (Uniques)
Got a character to level 10.By Apex the Dark Faerie Deathknight level 10
74th Pyre 122nd year of Ascendancy at 11:00 see stats
Level 20 (Uniques)
Got a character to level 20.By Apex the Dark Faerie Deathknight level 20
10th Dusk 122nd year of Ascendancy at 03:18 see stats
Level 30 (Uniques)
Got a character to level 30.By Apex the Dark Faerie Deathknight level 30
51st Dusk 122nd year of Ascendancy at 13:44 see stats
Level 40 (Uniques)
Got a character to level 40.By Apex the Dark Faerie Deathknight level 40
53rd Dusk 122nd year of Ascendancy at 00:13 see stats
Level 50 (Uniques)
Got a character to level 50.By Apex the Dark Faerie Deathknight level 50
57th Dusk 122nd year of Ascendancy at 10:17 see stats
Overpowered! (Uniques)
Did over 6000 damage in one attack.By Apex the Dark Faerie Deathknight level 74
60th Dusk 122nd year of Ascendancy at 04:48 see stats
Size is everything (Uniques)
Did over 1500 damage in one attack.By Apex the Dark Faerie Deathknight level 42
54th Dusk 122nd year of Ascendancy at 03:06 see stats
Size matters (Uniques)
Did over 600 damage in one attack.By Apex the Dark Faerie Deathknight level 27
51st Dusk 122nd year of Ascendancy at 07:47 see stats
The Arena (Uniques)
Unlocked Arena mode.By Apex the Dark Faerie Deathknight level 13
2nd Mirth 122nd year of Ascendancy at 11:44 see stats
The bigger the better! (Uniques)
Did over 3000 damage in one attack.By Apex the Dark Faerie Deathknight level 72
59th Dusk 122nd year of Ascendancy at 15:13 see stats
Treasure Hoarder (Uniques)
Amassed 3000 gold pieces.By Apex the Dark Faerie Deathknight level 74
60th Dusk 122nd year of Ascendancy at 08:14 see stats
Treasure Hunter (Uniques)
Amassed 1000 gold pieces.By Apex the Dark Faerie Deathknight level 38
52nd Dusk 122nd year of Ascendancy at 16:47 see stats
Log
Apex activates Necrotic Aura.
Apex deactivates Spirit Feed.
Apex activates Spirit Feed.
Apex deactivates Enshroud.
Apex activates Enshroud.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
You pickup 3.15 gold pieces.
You pickup 3.05 gold pieces.
You pickup 0.75 gold pieces.
You pickup 0.75 gold pieces.
You pickup 0.45 gold pieces.
You pickup 0.65 gold pieces.
There is a ladder to the previous level here (press '' or right click to use).
Ran for 35 turns (stop reason: at exit).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is nowhere left to explore.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is nowhere left to explore.
Undead squire deactivates Dark Aegis.
Apex deactivates Enshroud.
Apex deactivates Soul Link.
Apex deactivates Squire: Melee.
Apex deactivates Shadow of Death.
Apex deactivates Spirit Feed.
Apex deactivates Necrotic Aura.


















































































