











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.6.0Donators/Buyers bonus! Possessor Bonus Class 1.6.6Donators/Buyers bonus! ZOmnibus Lite 1.6.0A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons:
Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: 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:
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. 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.
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 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:
EquipDoll - Clean Item Names 1.6.0Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit |
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Adventurer |
| Level / Exp | 48 / 41% |
| Size | medium |
| Lifes / Deaths | Killed by skeleton assassin at level 8 on the 1st Mirth 122nd year of Ascendancy at 14:30 0 / 8Killed by skeleton assassin at level 8 on the 1st Mirth 122nd year of Ascendancy at 15:22 Killed by Poltergeist Titan at level 19 on the 71st Dusk 122nd year of Ascendancy at 09:47 Killed by Glevena the brown bear at level 21 on the 10th Haze 122nd year of Ascendancy at 00:01 Killed by Silitta the corrupted dendritic hemospinner at level 30 on the 57th Haze 122nd year of Ascendancy at 06:10 Killed by Shasshhiy'Kaish at level 40 on the 19th Pyre 123rd year of Ascendancy at 01:26 Killed by Arurithra the Invoker at level 48 on the 23rd Dusk 123rd year of Ascendancy at 13:21 Killed by The One That Hunts at level 48 on the 23rd Dusk 123rd year of Ascendancy at 15:24 |
Primary Stats
| Strength | 62 (base 13) |
| Dexterity | 59 (base 12) |
| Constitution | 41 (base 14) |
| Magic | 105 (base 60) |
| Willpower | 102 (base 60) |
| Cunning | 100 (base 60) |
Resources
| Mana | 739/782 |
| Psi | 551/612 |
| Vim | 228/228 |
| Life | -4/731 |
| Stamina | 471/471 |
| Steam | 100/100 |
| Healing Factor | 1.6203791469194 |
| Regeneration | 50.636848341233 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +31.20512205326% |
| Spell | 0% |
| Global | +133.43362470435% |
Vision
| Sight | 10 |
| Lite | 9 |
| Infravision | 7 |
| See Stealth | 21.85223861124 |
| See Invisible | 33.85223861124 |
Offense: Mainhand
| Damage | 257 |
| Accuracy | 61 |
| Crit Chance | 78% |
| APR | 53 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 163 |
| Accuracy | 61 |
| Crit Chance | 82% |
| APR | 53 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 87 |
| Crit Chance | 56% |
| Speed | 1 |
Offense: Mind
| Mindpower | 64 |
| Crit Chance | 34% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +38% |
| Nature | +14% |
| Darkness | +17% |
| Blight | +27% |
| Cold | +28% |
| Fire | +30% |
| All | +8% |
Offense: Damage Penetration
| Darkness | +17% |
| Lightning | +22% |
| Nature | +27% |
| Physical | +44% |
| Mind | +22% |
| All | +7% |
Defense: Base
| Armour (hardiness) | 78.292304923968 (100%) |
| Defense | 48 |
| Ranged Defense | 57 |
| Fatigue | 11 |
| Physical Save | 44.68 |
| Spell Save | 52.38 |
| Mental Save | 57 |
Defense: Resistances
| Acid | + 54%( 70%) |
| Blight | + 64%( 70%) |
| Arcane | + 10%( 70%) |
| Cold | + 52%( 70%) |
| All | + 5%( 70%) |
| Lightning | + 54%( 70%) |
| Temporal | + 11%( 70%) |
| Physical | + 15%( 70%) |
| Fire | + 26%( 70%) |
| Nature | + 51%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Disarm Resistance | 100% |
| Bleed Resistance | 70% |
| Confusion Resistance | 17% |
| Stun Resistance | 53% |
| Pinning Resistance | 100% |
| Poison Resistance | 70% |
| Blind Resistance | 70% |
Inscriptions (3/3)
| Implants | Effective talent level: 1.3 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 224% efficiency and cooldown mod of 86%. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.3 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 229 damage for 3 turns. Its effects scale with your Dexterity stat. |
| Implants | Effective talent level: 1.3 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 185% efficiency and cooldown mod of 73%. Its effects scale with your Constitution stat. |
Class Talents
| Psionic / Solipsism | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 2/5 |
| Spell / Air | 1.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 5/5 |
| Technique / Magical combat | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Corruption / Reaving combat | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Corruption / Rot | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Chronomancy / Temporal Guardian | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Corruption / Vile life | 1.30 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Spell / Staff combat | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Feedback | 1.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 2/5 |
| Wild-gift / Harmony | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Physics | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Corruption / Hexes | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Finer energy manipulations | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Thunderstorm |
| talent | Elemental Discord |
| talent | Arcane Combat |
| talent | Feather Wind |
| talent | Infestation |
| talent | Arcane Feed |
| talent | Chant of Fortress |
| talent | Beyond the Flesh |
| detrimental effect | The target is on fire, taking 40.37 fire damage per turn. Burning |
| detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
| beneficial effect | The creature has found a state of clarity and sees the world for what it is (+33% global speed). Clarity |
| detrimental effect | The target is silenced, preventing it from casting spells and using some vocal talents. Silenced |
| detrimental effect | Target is drenched with magical water, halving its stun resistance. Wet |
| beneficial effect | The target is in a magical frenzy, improving spellpower by 66. Bloodlust |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
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 successfully escorted the injured seer to the recall portal on level 1 of Daikara. Escort: injured seer (level 1 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Dreadfell. Escort: lost defiler (level 1 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Dreadfell. Escort: lost warrior (level 3 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: repented thief (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Daikara. Escort: temporal explorer (level 2 of Daikara)As a reward you improved Magic by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | active |
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 |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girl | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished 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. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Stire of Derth has completed an elixir of precision without your aid. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle* You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close. * You have closed two books of binding, the castle is now stable and you should probably be able to access the last chapter. * You have killed the Glass Golem and claimed the castle treasures for yourself! | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | active |
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 |
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 within5 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. * You have destroyed Grushnak. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * Find a Resonating Diamond. | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided 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 | Galunarikath the Voidstalker (30-36 power, 6 apr, lightning element) 5.0 T5 staff 1H weapon [Rare] Master Power 30.0 - 36.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +16% Crit.mult +15.00% Spell.pwr +15 (+3 eff.) Dmg.mod +30% lightning Res.pen +10% darkness +25% physical Apr +2 Melee Ret 4 physical ----- def ----- Defense +20 (+6 eff.) Resists +12% fire ---------- misc Mana/turn +5.00 Talents +1 Command Staff On Spell Hit: 25% Lightning 5 Staves designed for wielders of magic, by the greats of the art. |
| On hands | Steam Powered Gauntlets (0 def, 12 armour) 1.5 T5 hands armor [Unique] Steamtech The more steam the better! While equipped: Stats +6 Str +6 Dex dps ---------- Phys.crit +10.0% Steam.crit +10% Crit.mult +30.00% Dmg.mod +8% all ----- def ----- Armour +12 Disarm- +150% ---------- misc Talents +5 Iron Grip Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Gauntlets. But with steam power! This item has been sent to the Item's Vault. |
| Light source | piercing dwarven lantern of health1.0 T5 lite [Ego+] Nature/Master While equipped: dps ---------- Res.pen +7% all Apr +10 ----- def ----- Max.HP +53.00 ---------- misc Light +6 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Steam Powered Helm (3 def, 12 armour) 3.0 T5 head armor [Unique] Steamtech The more steam the better! While equipped: Stats +5 Str +10 Cun +5 Con ----- def ----- Armour +12 Defense +3 (+1 eff.) Fatigue +10% Resists +10% all Mind.save +15 (+4 eff.) Blind- +50% Silence- +0% A Helmet. But with steam power! |
| On feet | Steam Powered Boots (8 def, 15 armour) 3.0 T5 feet armor [Unique] Steamtech The more steam the better! While equipped: Stats +8 Str +10 Dex dps ---------- Dmg.mod +10% fire ----- def ----- Armour +15 Defense +8 (+2 eff.) Fatigue +8% Stealth +10 Pinning- +50% ---------- misc Talents +5 Moss Tread Generate 3 steam each time you walk. Boots. But with steam power! |
| Tool | Squalorbender [power 99] (9.5/25 cooldown)2.0 T4 torque charm [Rare] Psionic While equipped: dps ---------- On Hit (Melee): * 10% chance to slow global speed by 65% ----- def ----- Resists +5% arcane +15% acid Max.HP +80.00 Blind- +20% Disarm- +20% Setup a psionic shield, reducing all damage taken by 99 for 5 turns Puts all charms on 25 cooldown 100% to heal for 61. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Ce'Ninn the voratun ring0.1 T5 ring jewelry [Random Unique] Nature/Master While equipped: Stats +11 Dex +6 Wil +5 Con dps ---------- Dmg.mod +6% blight +20% cold Acc +18 (+4 eff.) Melee Ret 6 blight ----- def ----- Resists +40% cold Spell.save +20 (+5 eff.) ---------- misc Max.stam +40.00 Infravis +3 Rings can have magical properties. |
| On fingers | Writhing Ring of the Hunter0.1 T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con ---------- misc Talents +1 Arcane Might You have set the ring to grant you Arcane Might! A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
| Around neck | mindweaver's voratun amulet of soulsearing0.1 T5 amulet jewelry [Ego++] Arcane/Psionic While equipped: Stats +6 Wil dps ---------- Crit.mult +17.00% Spell.pwr +13 (+2 eff.) Mind.pwr +13 (+3 eff.) Dmg.mod +13% blight +12% fire ----- def ----- Mind.save +11 (+3 eff.) Confus- +17% Amulets can have magical properties. |
| In main hand | Galepassion (57.5-80.5 power, 26 apr) 3.0 T5 mace 1H weapon [Random Unique] Nature/Master Power 57.5 - 80.5 Physical Uses 150% Mag Mastery Strength of Purpose Acc+ +0.2% base dam (max 20%) Apr +26 Crit +23.0% Atk.spd 100% While equipped: Stats +13 Str +11 Dex +10 Mag +12 Wil +12 Cun +12 Con dps ---------- Res.pen +15% lightning +12% physical Acc +25 (+6 eff.) Apr +15 ----- def ----- Resists +9% nature +6% temporal ---------- misc Light +1 See.Invis +12 Blunt and deadly. This item has been sent to the Item's Vault. |
| Around waist | noble's hardened leather belt of burglary 1.0 T3 belt armor [Ego++] Master While equipped: Stats +4 Dex +5 Wil +9 Cun +8 Lck dps ---------- Against +23% Summoned ----- def ----- Defense +10 (+3 eff.) D.Red.from +26% Summoned Proj.slow +25% Stealth +6 ---------- misc T.Disarm +9 Infravis +4 A belt that goes around your waist. |
| In off hand | plaguebringer's voratun waraxe of corruption (40-56 power, 26 apr) 3.0 T5 waraxe 1H weapon [Ego++] Arcane Power 40.0 - 56.0 Physical Uses 150% Mag Mastery Strength of Purpose Acc+ +0.3% crit chance (max 25%) Apr +26 Crit +27.0% Atk.spd 100% Melee+ +15 blight On Hit: 20% Curse of Impotence 5 On Hit: 20% Epidemic 5 On Hit: * 11% chance to reduce strength, dexterity, and constitution by 36 While equipped: ----- def ----- Disease- +19% One-handed war axes. |
| Cloak | Corruptionspar the elven-silk cloak (3 def, 0 armour) 2.0 T5 cloak armor [Random Unique] Nature While equipped: dps ---------- Dmg.mod +6% nature +9% darkness Res.pen +15% mind +20% nature On Hit (Melee): * 23% chance to slow global speed by 65% * 20% chance to reduce damage dealt by 30% ----- def ----- Defense +3 (+1 eff.) Resists +10% acid +10% fire +36% blight +10% cold +39% nature +40% lightning HP.reg +21.00 Heal.mod +40% Stun/Frz- +50% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | enlightening dwarven-steel mail armour of thunder (3 def, 8 armour) 14.0 T3 heavy armor [Ego++] Arcane/Psionic While equipped: Stats +6 Str +5 Mag +8 Wil +4 Cun dps ---------- Phys.crit +6.0% Spell.crit +6% Mind.crit +4% Phys.pwr +14 (+2 eff.) Spell.pwr +14 (+2 eff.) Mind.pwr +13 (+3 eff.) ----- def ----- Armour +8 Hardiness +0% Defense +3 (+1 eff.) Fatigue +12% Resists +12% lightning Mind.save +13 (+4 eff.) HP.reg +10.00 Poison- +70% Disease- +70% Cut- +70% A suit of armour made of mail. |
Inventory
medical injector implant (efficiency 127% / cooldown 71%)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 1.3 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 127% efficiency and cooldown mod of 71%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
Rune of Dissipation ( )0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
2 schematic: Air Recycler0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Armour Reinforcement0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Corrosive Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Deflection Field0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Flash Powder0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Healing Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Kinetic Stabiliser0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Lightning Coil0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Mana Coil0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Power Distributor0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Razor Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rustproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Shocking Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Solid Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Spike Attachment0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Spring Grapple0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Thunderclap Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Toxic Cannister Launcher0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Unstoppable Force Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Voltaic Sentry0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Feathersteel Amulet0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+5 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
Glimmerscar0.1 T5 amulet jewelry [Rare] Nature While equipped: Stats +3 Cun +1 Wil dps ---------- Dmg.mod +6% light Melee Ret 10 fire ----- def ----- Resists +18% fire +27% cold ---------- misc Light +2 Infravis +2 Amulets can have magical properties. |
Ring of the Dead0.1 T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck ----- def ----- Phys.save +10 (+3 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+3 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. |
solipsist's stralite ring of life0.1 T4 ring jewelry [Ego++] Nature/Psionic While equipped: Stats +5 Cun +8 Wil dps ---------- Mind.pwr +11 (+3 eff.) ----- def ----- Max.HP +80.00 HP.reg +14.00 Heal.mod +15% Rings can have magical properties. |
Glory of the Pride0.1 T5 ring jewelry [Unique] Master While equipped: dps ---------- Phys.pwr +10 (+2 eff.) Dmg.mod +8% physical Acc +10 (+2 eff.) ----- def ----- Armour +10 Hardiness +20% Defense +5 (+1 eff.) Fatigue -15% Phys.save +45 (+12 eff.) Confus- +50% ---------- misc Max.mana -40.00 Max.stam +40.00 Cooldown Rush -6 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
Wheel of Fate0.1 T5 ring jewelry [Unique] Arcane While equipped: Stats +7 Dex +4 Wil +8 Cun dps ---------- Crit.mult +15.00% Phys.pwr +10 (+2 eff.) Spell.pwr +12 (+2 eff.) Mind.pwr +37 (+9 eff.) Acc +12 (+3 eff.) ----- def ----- Fatigue -8% ---------- misc Max.enc +34 Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
Staff of Destruction (20-24 power, 4 apr, arcane element)5.0 T3 staff 2H weapon [Unique] Arcane Power 20.0 - 24.0 Arcane Uses 150% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +15% Spell.pwr +10 (+2 eff.) Dmg.mod +20% lightning +20% fire +20% arcane +20% cold ---------- misc Talents +1 Command Staff On Spell Hit: 10% Impending Doom 1 This unique-looking staff is carved with runes of destruction. |
Kindlespike (30-36 power, 6 apr, cold element)5.0 T5 staff 1H weapon [Random Unique] Arcane/Master Power 30.0 - 36.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +1.3% proc dam (max 250%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +11 Mag +13 Wil +9 Cun dps ---------- Phys.crit +8.0% Spell.crit +15% Phys.pwr +11 (+2 eff.) Spell.pwr +22 (+4 eff.) S.pwr/crit +6 Dmg.mod +3% temporal +12% light +30% cold Acc +11 (+3 eff.) On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +12% temporal Phys.save +11 (+3 eff.) Spell.save +13 (+3 eff.) Mind.save +11 (+3 eff.) ---------- misc Light +3 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Murkusher the dragonbone starstaff (30-36 power, 6 apr, cold element)5.0 T5 staff 2H weapon [Random Unique] Arcane Power 30.0 - 36.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +6 Mag +6 Wil +7 Cun dps ---------- Spell.crit +14% Spell.pwr +35 (+7 eff.) S.pwr/crit +12 Dmg.mod +30% cold Res.pen +5% darkness ----- def ----- Defense +5 (+1 eff.) Resists +6% blight ---------- misc Vim/s.crit +4.00 Max.mana +61.00 Max.vim +40.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
dragonbone vilestaff of channeling (30-36 power, 6 apr, acid element)5.0 T5 staff 2H weapon [Ego+] Arcane Power 30.0 - 36.0 Physical Uses 130% Mag 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 +29 (+5 eff.) Dmg.mod +30% acid ---------- misc Mana/turn +0.48 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. |
magewarrior's short dragonbone magestaff of channeling (30-36 power, 6 apr, cold element)5.0 T5 staff 1H weapon [Ego++] Arcane/Master Power 30.0 - 36.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +1.3% proc dam (max 250%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +8.0% Spell.crit +8% Phys.pwr +7 (+1 eff.) Spell.pwr +41 (+8 eff.) Dmg.mod +30% cold Acc +9 (+2 eff.) ---------- misc Mana/turn +0.42 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. |
Crude Iron Battle Axe of Kroll (68-102 power, 7 apr)3.0 T4 battleaxe 2H weapon [Unique] Master Power 68.0 - 102.0 Physical Uses 180% Mag Mastery Strength of Purpose Acc+ +0.3% crit chance (max 25%) Apr +7 Crit +10.0% Atk.spd 100% While equipped: Stats +2 Dex +2 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Defense +6 (+2 eff.) Stun/Frz- +30% Knockbk- +30% Made in times before the Dwarves learned beautiful craftsmanship, the rough appearance of this axe belies its great power. Only Dwarves may harness its true strength, however. |
voratun greatmaul (66.5-99.75 power, 4 apr)5.0 T5 greatmaul 2H weapon [Normal] Power 66.5 - 99.8 Physical Uses 170% Mag Mastery Strength of Purpose Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% Massive two-handed mauls. |
voratun greatmaul 'Blindwell' (68-102 power, 4 apr)5.0 T5 greatmaul 2H weapon [Random Unique] Arcane/Master Power 68.0 - 102.0 Physical Uses 170% Mag Mastery Strength of Purpose Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% Melee+ +4 temporal On Hit.r1 +27 fire On Hit: 20% Curse of Vulnerability 5 While equipped: Stats +16 Str dps ---------- Dmg.mod +9% light +21% physical Acc +35 (+9 eff.) ----- def ----- Armour +6 Resists +6% blight +3% nature +9% light Die.at -20.00 life Disarm- +10% Massive two-handed mauls. |
stormbringer's voratun greatsword of disruption (61.5-98.4 power, 4 apr)3.0 T5 greatsword 2H weapon [Ego++] Nature/Disrupt Power 61.5 - 98.4 Physical Uses 170% Mag Mastery Strength of Purpose Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% Against +27% Unnatural On Crit.r2 +9 lightning +42 cold On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% While equipped: dps ---------- Mov.spd +35% Res.pen +23% lightning +24% cold Massive two-handed swords. |
Velibeth the voratun waraxe (41-57.4 power, 6 apr)3.0 T5 waraxe 1H weapon [Random Unique] Master Power 41.0 - 57.4 Physical Uses 150% Mag Mastery Strength of Purpose Acc+ +0.3% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 374 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +5 Dex +2 Wil +4 Con dps ---------- Phys.crit +20.0% Phys.pwr +10 (+2 eff.) Phys.spd +10% Dmg.mod +3% physical Acc +30 (+7 eff.) ----- def ----- Armour +6 Defense +10 (+3 eff.) Phys.save +6 (+2 eff.) One-handed war axes. |
manaburning voratun waraxe of shearing (39.5-55.3 power, 6 apr)3.0 T5 waraxe 1H weapon [Ego+] Disrupt/Master Power 39.5 - 55.3 Physical Uses 150% Mag Mastery Strength of Purpose Acc+ +0.3% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% On Hit: * 21 arcane resource burn While equipped: dps ---------- Res.pen +11% all Acc +16 (+4 eff.) Apr +9 One-handed war axes. |
stralite dagger of crippling (28.5-37.05 power, 9 apr)1.0 T4 dagger 1H weapon [Ego+] Master Power 28.5 - 37.1 Physical Uses 95% Mag, 33% Cun Mastery Strength of Purpose Acc+ +0.3% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +9.0% Sharp, short and deadly. |
Arcswift (17-18.7 power, 40 apr, mind damage)3.0 T5 mindstar 1H weapon [Rare] Nature Power 17.0 - 18.7 Mind Uses 50% Wil, 50% Mag, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% Melee+ +20 cold While equipped: Stats +3 Mag +15 Wil +2 Con dps ---------- Mind.crit +5% Mind.pwr +22 (+5 eff.) Res.pen +10% lightning ----- def ----- Resists +15% lightning ---------- misc See.Invis +9 Talents +1 Attune Mindstar 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. |
elemental voratun steamsaw of corruption (38.5-57.75 power, 0 apr)3.0 T5 steamsaw 1H weapon [Ego++] Arcane/Steamtech Power 38.5 - 57.8 Phys.bleed Uses 150% Mag Acc+ +0.3% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +98 On Hit: 20% Curse of Death 5 On Hit: * Create an explosion dealing 135 cold damage (1/turn) Uses 1.0 Steam While equipped: dps ---------- Dmg.mod +25% cold Res.pen +22% cold ----- def ----- Armour +6 Defense +10 (+3 eff.) Fatigue +12% ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
swiftstrike dragonbone longbow of dexterity (+8)4.0 T5 longbow 2H weapon Reqs Shoot [Ego+] Master Power 0.0 - 0.0 Physical Uses 50% Mag Mastery Strength of Purpose Acc+ +0.3% crit chance (max 25%) Atk.spd 100% Range +10 Proj.spd +200% While equipped: Stats +8 Cun +8 Dex dps ---------- Phys.spd +10% Res.pen +12% physical Longbows are used to shoot arrows at your foes. |
spellwoven woollen robe of darkness (+21%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Arcane While equipped: dps ---------- Spell.crit +4% Spell.pwr +4 (+0 eff.) Dmg.mod +14% darkness ----- def ----- Resists +21% darkness +9% all Spell.save +19 (+5 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Evermoss Robe (12 def, 0 armour)2.0 T4 cloth armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.crit +5% Mind.pwr +12 (+3 eff.) Dmg.mod +30% nature Res.pen +10% nature Melee Ret 35 nature slow ----- def ----- Defense +12 (+4 eff.) Resists +25% nature +13% all Phys.save +15 (+4 eff.) HP.reg +0.20 Heal.mod +15% ---------- misc Masteries +0.30 Wild-gift/Moss This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties. |
The Calm (15 def, 0 armour)2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +10 Mag +8 Wil +6 Cun dps ---------- Spell.pwr +20 (+4 eff.) Mov.spd +10% Dmg.mod +25% lightning Res.pen +15% lightning ----- def ----- Defense +15 (+5 eff.) Resists +20% lightning +13% all Proj.slow +15% Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze. This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary. |
stormwoven elven-silk robe of life (0 def, 0 armour)2.0 T5 cloth armor [Ego++] Nature While equipped: Stats +6 Str +5 Mag +7 Wil dps ---------- Dmg.mod +19% lightning +10% physical +24% cold ----- def ----- Resists +10% lightning +12% cold +11% blight +15% all Max.HP +72.00 HP.reg +4.50 Heal.mod +18% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
rejuvenating drakeskin leather armour of the hero (20 def, 8 armour)9.0 T5 light armor [Ego+] Arcane/Nature/Master While equipped: Stats +8 Str +8 Dex +6 Mag +7 Wil +6 Cun ----- def ----- Armour +8 Defense +20 (+6 eff.) Fatigue +8% Max.HP +56.00 HP.reg +6.40 ---------- misc Stam/turn +2.30 A suit of armour made of leather. |
searing drakeskin leather armour of thunder (20 def, 8 armour)9.0 T5 light armor [Ego++] Arcane While equipped: Stats +8 Str +6 Mag +9 Wil dps ---------- Phys.crit +7.0% Spell.crit +6% Mind.crit +7% Phys.pwr +12 (+2 eff.) Spell.pwr +19 (+3 eff.) Mind.pwr +21 (+5 eff.) Melee+ 20 acid 10 fire Melee Ret 12 acid 16 fire ----- def ----- Armour +8 Defense +20 (+6 eff.) Fatigue +8% Resists +25% acid +19% fire +17% lightning A suit of armour made of leather. |
Shiverradiance (0 def, 26 armour)17.0 T5 massive armor [Rare] Master While equipped: dps ---------- Dmg.mod +18% light +9% cold Melee Ret 6 cold ----- def ----- Armour +26 Fatigue +22% Resists +13% acid +13% physical +33% cold +13% lightning +10% fire Crit.dmg- 15.00% Mind.save +9 (+3 eff.) Heal.mod +20% Disease- +20% A suit of armour made of metal plates. |
The Black Plate (25 def, 35 armour)17.0 T5 massive armor [Unique] Arcane While equipped: Stats +6 Wil +4 Cun +3 Con dps ---------- Phys.pwr +10 (+2 eff.) ----- def ----- Armour +35 Defense +25 (+8 eff.) Fatigue +15% Resists +15% acid +20% darkness +15% blight +25% fire +20% cold Phys.save +15 (+4 eff.) Spell.save +25 (+6 eff.) Confus- +100% Fear- +100% ---------- misc Light -2 Infravis +3 Masteries +0.20 Corruption/Doom covenant +0.20 Corruption/Oppression +0.20 Corruption/Wrath +0.20 Corruption/Infernal combat ShadowPwr +10 Grants physical power equal to your Shadow Power. "Wreckage all about you. Is there anything left inside?" |
searing voratun plate armour of command (10 def, 23 armour)17.0 T5 massive armor [Ego++] Arcane/Psionic While equipped: Stats +6 Cun dps ---------- Melee+ 22 acid 15 fire Melee Ret 13 acid 15 fire ----- def ----- Armour +23 Defense +10 (+3 eff.) Fatigue +22% Resists +22% acid +22% fire Mind.save +18 (+5 eff.) A suit of armour made of metal plates. |
Cloak of Daggers (10 def, 0 armour)2.0 T4 cloak armor [Unique] Steamtech While equipped: Stats +6 Cun dps ---------- Phys.pwr +5 (+1 eff.) ----- def ----- Defense +10 (+3 eff.) Resists +0% lightning Phys.save +10 (+3 eff.) Stun/Frz- +0% Has a 50% chance each turn to slash an adjacent enemy for 205 physical damage (based on Cunning), making them bleed. This cloak seems to incorporate a series of blades attached to various spring mechanisms. Apparently the designer believed that the best defense was an active one. |
Gluyanor the pair of voratun boots (18 def, 5 armour)3.0 T5 feet armor [Random Unique] Arcane/Master While equipped: dps ---------- Spell.pwr +21 (+4 eff.) Mov.spd +25% Melee Ret 4 blight ----- def ----- Armour +5 Defense +18 (+6 eff.) Fatigue +4% Mind.save +6 (+2 eff.) ---------- misc Max.mana +60.00 Max.hate +4.00 Max.vim +10.00 Evasion: (Instant) Puts all charms on 30 cooldown Level 2.6 Pwr.cost 30 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 31% chance to evade melee and ranged attacks and 23 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Crystle's Astral Bindings (0 def, 0 armour)1.0 T2 hands armor [Unique] Arcane/Master While equipped: Stats +3 Mag dps ---------- Spell.crit +3% Spell.pwr +2 (+0 eff.) S.pwr/crit +4 Dmg.mod +8% darkness +8% temporal Res.pen +10% darkness +10% temporal ----- def ----- Resists +8% darkness +8% temporal ---------- misc N.En/turn +0.20 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. 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. |
elven-silk wizard hat of the Brotherhood (3 def, 0 armour)2.0 T5 head armor [Ego+] Arcane While equipped: Stats +6 Mag +6 Con dps ---------- Dmg.mod +9% arcane ----- def ----- Defense +3 (+1 eff.) Arcane Eye: (Instant) Puts all charms on 10 cooldown Level 6.5 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 29 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 10 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... |
prismatic drakeskin leather hat of might (0 def, 5 armour)2.0 T5 head armor [Ego+] Nature/Master While equipped: Stats +3 Str +4 Con dps ---------- Phys.pwr +5 (+1 eff.) ----- def ----- Armour +5 Fatigue +5% Resists +15% light +15% darkness A hat made of leather. Very stylish. |
Crown of Eternal Night (0 def, 3 armour)2.0 T4 head armor [Unique] Arcane You need to find something to bind its powers. While equipped: ----- def ----- Armour +3 Fatigue +3% Dmg.red +10 all This crown looks useless, yet you can feel it is woven with fell magics of undeath. Maybe it has a use. |
Helm of Knowledge (0 def, 12 armour)3.0 T3 head armor [Unique] Arcane/Psionic While equipped: Stats +10 Cun +10 Wil ----- def ----- Armour +12 Fatigue +8% Resists +15% mind +10% arcane +15% light HP.reg +2.00 It can be used without being worn. Sense the presence of unique objects. Uses 20 power out of 20/20 A large crown, part metallic part glass that radiates with psionic powers. |
Hailterror (0 def, 5 armour)3.0 T5 head armor [Rare] Master While equipped: Stats +0 Cun +3 Con dps ---------- Mind.crit +4% Crit.mult +20.00% Dmg.mod +6% cold ----- def ----- Armour +5 Fatigue +5% Resists +9% mind Mind.save +0 (+0 eff.) ---------- misc Psi/ret +0.08 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
6 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
6 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
2 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
5 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
7 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 bloodstone0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 diamond0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
7 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+3 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Petrified Wood0.0 T4 red gem [Unique] Nature While equipped: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.dmg- 23.00% Item imbue powers: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.dmg- 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
Windborne Azurite0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
Telos's Staff Crystal0.0 T5 multi-hued gem [Unique] Arcane A part of set. While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resists +30% mind Confus- +30% Fear- +30% Light +2 While carried: Light +2 Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resists +30% mind Confus- +30% Fear- +30% Light +2 Latent Damage Type: Blight Combine with a staff. Uses 1 power out of 1/1 A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
65 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Veloseta1.0 T3 lite [Rare] Master While equipped: Stats +5 Dex dps ---------- Res.pen +10% blight On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 36 * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +12% blight ---------- misc Light +11 A normal brass lantern, enhanced by alchemy to make it brighter. |
Automated Portable Extractor0.0 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. |
voratun armour reinforcement0.0 T5 steamtech tinker [Normal] Steamtech Attachable to body When attached: ----- def ----- Armour +5 Hardiness +20% Fatigue +1% Tinkers can be attached to normal items to improve them with steam power! |
amazing air recycler0.0 T5 steamtech tinker [Normal] Steamtech Attachable to head When attached: ----- def ----- Silence- +50% Returns 5 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
amazing healing salve [power 695] amazing healing salve [power 695]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 224% efficiency and 86% cooldown modifier. Heal 695 Puts Talent Medical Injector on 15 cooldown Medical salve. |
amazing pain suppressor salve [power 608] amazing pain suppressor salve [power 608]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 224% efficiency and 86% cooldown modifier. Let you fight up to -608 life and reduces all damage by 26% for 7 turns (takes no time to activate) Puts Talent Medical Injector on 10 cooldown Activation is instant. Medical salve. |
Essence of Bearness3.0 animal misc [Unique] Nature Invoke your inner bearness. Uses 100 power out of 100/100 The very essence of bearness! |
Blood-Runed Athame1.0 misc [Plot Item] An athame, covered in blood runes. It radiates power. |
iron pickaxe of endurance (dig speed 36 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +2 Str ----- def ----- Fatigue -4% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Orb of Destruction (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
Orb of Many Ways1.0 orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
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 (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Barundur [power 506] (9.5/15 cooldown)2.0 T5 totem charm [Rare] Nature While equipped: dps ---------- S.pwr/crit +6 Phasing +30% Melee Ret 8 acid 6 mind 12 blight ----- def ----- Resists +15% mind +12% acid Spell.save +9 (+2 eff.) Def/telep +17 Res/telep +17% Dur/telep +17% ---------- misc Mana/turn +0.28 Heal yourself and all friendly characters within 10 spaces for 506 Puts all charms on 15 cooldown 100% to increase all damage penetration by 26% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
dragonbone totem of healing 'Quenchoblivion' [power 440] (9.5/15 cooldown)2.0 T5 totem charm [Rare] Nature While equipped: Stats +1 Dex dps ---------- Res.pen +10% cold ----- def ----- Resists +12% lightning HP.reg +2.00 Blind- +10% Pinning- +20% Heal yourself and all friendly characters within 10 spaces for 440 Puts all charms on 15 cooldown 100% to increase all damage by 25% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
elm wand of shielding 'Delurin' [power 122] (9.5/20 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: dps ---------- Spell.crit +3% ----- def ----- Defense +10 (+3 eff.) Resists +5% arcane Die.at -20.00 life Blind- +20% Pinning- +10% Create a shield absorbing up to 122 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Ashstar the elven-wood wand of lightning storm [power 290] (9.5/15 cooldown)2.0 T4 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +15% lightning +6% cold +15% fire Melee Ret 6 fire ----- def ----- Resists +9% fire Create a radius 3 storm for 5 turns. Each turn, creatures within take 80 lightning damage and will be dazed for 1 turn (400 total damage) Puts all charms on 15 cooldown 100% to reduce 1 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Forbidden Tome: "The Illusory Castle"2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
Achievements
A dangerous secret (Nightmare (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Matt Matt the Cornac Adventurer level 36
44th Regrowth 123rd year of Ascendancy at 10:08 see stats
A different point of view (Nightmare (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Matt Matt the Cornac Adventurer level 24
33rd Haze 122nd year of Ascendancy at 20:05 see stats
Against all odds (Nightmare (Adventure) difficulty)
Killed Ukruk in the ambush.By Matt Matt the Cornac Adventurer level 36
7th Allure 123rd year of Ascendancy at 14:02 see stats
Anti-Antimagic! (Nightmare (Adventure) difficulty)
Destroyed the Ziguranth camp with your Rhaloren allies.By Matt Matt the Cornac Adventurer level 32
10th Decay 122nd year of Ascendancy at 12:51 see stats
Are you out of your mind?! (Nightmare (Adventure) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Matt Matt the Cornac Adventurer level 45
22nd Dusk 123rd year of Ascendancy at 18:41 see stats
Brave new world (Nightmare (Adventure) difficulty)
Went to the Far East and took part in the war.By Matt Matt the Cornac Adventurer level 42
70th Pyre 123rd year of Ascendancy at 19:30 see stats
Can you bear it? So much bearness! (Nightmare (Adventure) difficulty)
Killed Borius in the Bearscape.By Matt Matt the Cornac Adventurer level 21
11st Haze 122nd year of Ascendancy at 13:40 see stats
Clone War (Nightmare (Adventure) difficulty)
Destroyed your own Shade.By Matt Matt the Cornac Adventurer level 42
57th Pyre 123rd year of Ascendancy at 23:32 see stats
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Matt Matt the Cornac Adventurer level 41
23rd Pyre 123rd year of Ascendancy at 23:16 see stats
Destroyer's bane (Nightmare (Adventure) difficulty)
Killed Golbug the Destroyer.By Matt Matt the Cornac Adventurer level 39
70th Regrowth 123rd year of Ascendancy at 06:09 see stats
Dethroned (Nightmare (Adventure) difficulty)
Vanquished the Glass Golem without letting it use the glass throne to heal.By Matt Matt the Cornac Adventurer level 27
49th Haze 122nd year of Ascendancy at 10:14 see stats
Dragon's Greed (Nightmare (Adventure) difficulty)
Amassed 8000 gold pieces.By Matt Matt the Cornac Adventurer level 39
70th Regrowth 123rd year of Ascendancy at 02:20 see stats
Earth Master (Nightmare (Adventure) difficulty)
Killed Harkor'Zun and unlocked Stone magic.By Matt Matt the Cornac Adventurer level 29
51st Haze 122nd year of Ascendancy at 15:25 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Matt Matt the Cornac Adventurer level 20
8th Haze 122nd year of Ascendancy at 19:48 see stats
Eye of the storm (Nightmare (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Matt Matt the Cornac Adventurer level 37
54th Regrowth 123rd year of Ascendancy at 10:13 see stats
Guiding Hand (Nightmare (Adventure) difficulty)
Saved all escorted adventurers.By Matt Matt the Cornac Adventurer level 39
67th Regrowth 123rd year of Ascendancy at 07:59 see stats
Home sweet home (Nightmare (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Matt Matt the Cornac Adventurer level 24
33rd Haze 122nd year of Ascendancy at 20:58 see stats
I cleared the room of death and all I got was this lousy achievement! (Nightmare (Adventure) difficulty)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Matt Matt the Cornac Adventurer level 47
22nd Dusk 123rd year of Ascendancy at 21:01 see stats
Is that how it feels to be an escort quest?! (Nightmare (Adventure) difficulty)
Got saved from death in the Godfeaster by Malyu and managed to escape.By Matt Matt the Cornac Adventurer level 30
58th Haze 122nd year of Ascendancy at 15:38 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Matt Matt the Cornac Adventurer level 10
6th Mirth 122nd year of Ascendancy at 18:59 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Matt Matt the Cornac Adventurer level 20
72nd Dusk 122nd year of Ascendancy at 05:58 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By Matt Matt the Cornac Adventurer level 30
54th Haze 122nd year of Ascendancy at 15:13 see stats
Level 40 (Nightmare (Adventure) difficulty)
Got a character to level 40.By Matt Matt the Cornac Adventurer level 40
70th Regrowth 123rd year of Ascendancy at 06:09 see stats
Rescuer of the lost (Nightmare (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Matt Matt the Cornac Adventurer level 17
30th Dusk 122nd year of Ascendancy at 16:27 see stats
Savior of the damsels in distress (Nightmare (Adventure) difficulty)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Matt Matt the Cornac Adventurer level 32
68th Haze 122nd year of Ascendancy at 16:54 see stats
Shasshhiy'Kaish (Nightmare (Adventure) difficulty)
Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By Matt Matt the Cornac Adventurer level 40
19th Pyre 123rd year of Ascendancy at 02:25 see stats
Size is everything (Nightmare (Adventure) difficulty)
Did over 1500 damage in one attack.By Matt Matt the Cornac Adventurer level 26
47th Haze 122nd year of Ascendancy at 02:46 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Matt Matt the Cornac Adventurer level 21
10th Haze 122nd year of Ascendancy at 02:20 see stats
Sliders (Nightmare (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Matt Matt the Cornac Adventurer level 41
47th Pyre 123rd year of Ascendancy at 09:48 see stats
Tales of the Spellblaze (Nightmare (Adventure) difficulty)
Learned the eight chapters of the Spellblaze Chronicles.By Matt Matt the Cornac Adventurer level 24
33rd Haze 122nd year of Ascendancy at 20:05 see stats
That was close (Nightmare (Adventure) difficulty)
Killed your target while having only 1 life left.By Matt Matt the Cornac Adventurer level 32
10th Decay 122nd year of Ascendancy at 12:20 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Matt Matt the Cornac Adventurer level 11
3rd Summertide 122nd year of Ascendancy at 17:29 see stats
The Legend of Garkul (Nightmare (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Matt Matt the Cornac Adventurer level 24
33rd Haze 122nd year of Ascendancy at 20:05 see stats
The Right thing to do (Nightmare (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Matt Matt the Cornac Adventurer level 17
59th Dusk 122nd year of Ascendancy at 03:15 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Matt Matt the Cornac Adventurer level 13
5th Flare 122nd year of Ascendancy at 11:55 see stats
Thralless (Nightmare (Adventure) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Matt Matt the Cornac Adventurer level 17
58th Dusk 122nd year of Ascendancy at 18:07 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By Matt Matt the Cornac Adventurer level 28
51st Haze 122nd year of Ascendancy at 05:00 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Matt Matt the Cornac Adventurer level 18
69th Dusk 122nd year of Ascendancy at 06:14 see stats
Vampire crusher (Nightmare (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Matt Matt the Cornac Adventurer level 35
6th Allure 123rd year of Ascendancy at 11:10 see stats
You were not supposed to see that! (Nightmare (Adventure) difficulty)
Read a Forbidden Tome.By Matt Matt the Cornac Adventurer level 26
48th Haze 122nd year of Ascendancy at 02:38 see stats
Log
Polimira the Invoker casts Flame.
Polimira the Invoker's spell attains critical power!
Polimira the Invoker is surging arcane power.
A carrion worm mass bursts forth from your wounds, softening the blow and reducing damage taken by 83.
Matt Matt converts some damage to Psi!
Polimira the Invoker hits Matt Matt for (100 to ice), 46 to psi, 65 fire (111 total damage).
Polimira the Invoker hits Arurithra the Invoker for (101 to ice), 151 fire (151 total damage).
Matt Matt forces the iceblock to shatter.
Talent Channel Staff is ready to use.
Talent Chain Lightning is ready to use.
The One That Hunts performs a melee critical strike against Carrion worm mass!
The One That Hunts casts Crumble.
A carrion worm mass bursts forth from your wounds, softening the blow and reducing damage taken by 97.
Matt Matt converts some damage to Psi!
The One That Hunts hits Matt Matt for (116 to ice), 54 to psi, 76 darkness (129 total damage).
The One That Hunts hits Carrion worm mass for 57 physical, 183 darkness, 297 darkness (537 total damage).
Burning from Polimira the Invoker hits Matt Matt for (16 to ice), 7 to psi, 10 fire (18 total damage).
Matt Matt the level 48 cornac adventurer was swallowed by the void to death by a The One That Hunts on level 1 of Hidden Vault - Vor Pride (1).
Matt Matt is free from the ice.
Matt Matt deactivates Thunderstorm.
The furious lightning storm around Matt Matt calms down and disappears.
Matt Matt deactivates Elemental Discord.
Matt Matt stops burning.
Matt Matt deactivates Arcane Feed.
Matt Matt deactivates Infestation.
Matt Matt deactivates Arcane Combat.
Matt Matt deactivates Feather Wind.
Matt Matt deactivates Chant of Fortress.
Matt Matt is not silenced anymore.
Matt Matt deactivates Beyond the Flesh.






























































































































































