











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Items Vault 1.7.6Donators/Buyers bonus! QuickTome: Remove Stat Requirements 1.5.5 Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. ZOmnibus Addon Pack 1.7.4Combines 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: QuickTome QoL Changes 1.7.2Changes 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 Better Item Description 1.7.4This 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 Ignore Race/Class Locks 1.7.0Modifies 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: Resourceful Wanderers 1.7.4Help Wanderers make use of trees which are otherwise hard or impossible to use due to:
Any time a category or tree is learned which is dependant on something specific that you don't already have, one or multiple 'Wanderer' trees will be granted locked as well. These trees are usually at x0.8 mastery, and can have less or more than 4 talents, learnable out-of-order. Wanderer trees can be removed under certain conditions, and this will fully refund category and talent points. The exact conditions are detailed in each tree's description. Every Wanderer now knows the Shoot talent from the get-go, and starts with iron mail armour in addition to everything else. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Masterful Wanderers 1.7.4Increase Wanderers' talent masteries to 1.3x. (if you know how to remove tags from an addon listing, please let me know) Overloads adventurer.lua. Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.7.2Quality 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. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Halfling |
Class | Archer |
Level / Exp | 50 / 2938% |
Size | small |
Lifes / Deaths | Killed by Xanigarithra the void horror at level 19 on the 15th Dusk 122nd year of Ascendancy at 13:49 4 / 3Killed by Aeredhenn the patchwork troll at level 37 on the 3rd Regrowth 123rd year of Ascendancy at 23:19 Killed by Aeredhenn the patchwork troll at level 37 on the 4th Regrowth 123rd year of Ascendancy at 02:30 |
Primary Stats
Strength | 106 (base 64) |
Dexterity | 115 (base 64) |
Constitution | 67 (base 25) |
Magic | 125 (base 60) |
Willpower | 36 (base 11) |
Cunning | 86 (base 35) |
Resources
Mana | 0/404 |
Equilibrium | 20 |
Life | 1628/1628 |
Stamina | 272/272 |
Psi | 126/126 |
Healing Factor | 1.7535014349577 |
Regeneration | 88.113447106625 |
Speed
Mental | -1.1102230246252E-14% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +113.5% |
Vision
Sight | 12 |
Lite | 13 |
Infravision | 9 |
See Stealth | 42.25276604189 |
See Invisible | 42.25276604189 |
Offense: Mainhand
Damage | 326 |
Accuracy | 91 |
Crit Chance | 79% |
APR | 62 |
Speed | 1.00 |
Offense: Spell
Spellpower | 69 |
Crit Chance | 47% |
Speed | 1 |
Offense: Mind
Mindpower | 44 |
Crit Chance | 34% |
Speed | 1 |
Offense: Damage Bonus
Acid | +78% |
Arcane | +39% |
Cold | +80% |
All | +27% |
Darkness | +53% |
Light | +38% |
Temporal | +83% |
Physical | +139% |
Lightning | +35% |
Fire | +53% |
Mind | +51% |
Offense: Damage Penetration
Acid | +40% |
Blight | +54% |
Arcane | +40% |
Mind | +35% |
All | +25% |
Temporal | +52% |
Physical | +131% |
Cold | +40% |
Fire | +73% |
Nature | +35% |
Defense: Base
Armour (hardiness) | 21 (41.286633628497%) |
Defense | 92 |
Ranged Defense | 92 |
Fatigue | 0 |
Physical Save | 46 |
Spell Save | 45 |
Mental Save | 54 |
Defense: Resistances
Acid | + 60%( 70%) |
Blight | + 53%( 70%) |
Arcane | + 43%( 70%) |
Cold | + 70%( 70%) |
All | + 37%( 70%) |
Lightning | + 41%( 70%) |
Light | + 51%( 70%) |
Physical | + 52%( 70%) |
Mind | + 39%( 70%) |
Fire | + 70%( 70%) |
Nature | + 37%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 99% |
Disarm Resistance | 0% |
Silence Resistance | 50% |
Instadeath Resistance | 100% |
Knockback Resistance | 0% |
Inscriptions (5/5)
Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 34 up to 7 times. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 42% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 869% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 45 up to 8 times. Its effects scale with your Dexterity stat. |
Class Talents
Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Archery training | 1.60 |
| 2/5 |
| 1/5 |
| 4/5 |
| 2/5 |
Technique / Archery prowess | 1.60 |
| 3/5 |
| 4/5 |
| 5/5 |
| 4/5 |
Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Reflexes | 1.60 |
| 2/5 |
| 3/5 |
| 5/5 |
| 2/5 |
Technique / Sniper | 1.60 |
| 2/5 |
| 2/5 |
| 5/5 |
| 3/5 |
Technique / Marksmanship | 1.60 |
| 5/5 |
| 2/5 |
| 1/5 |
| 4/5 |
Generic Talents
Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Combat training | 1.60 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Wild-gift / Harmony | 1.00 |
| 1/5 |
| 4/5 |
| 1/5 |
| 5/5 |
Technique / Mobility | 1.30 |
| 2/5 |
| 2/5 |
| 5/5 |
| 5/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Aim |
talent | Intuitive Shots |
talent | Trained Reactions |
talent | Elemental Harmony |
talent | Premonition |
talent | Chant of Fortitude |
talent | Concealment |
beneficial effect | The target is concealed, increasing sight and attack range by 2 and chance to avoid damage by 39%. Concealment |
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 have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. | active |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You successfully escorted the injured seer to the recall portal on level 1 of Dreadfell. Escort: injured seer (level 1 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Dreadfell. Escort: lone alchemist (level 4 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You failed to protect the lost sun paladin from death by Aeredhenn the patchwork troll. Escort: lost sun paladin (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 8 of Dreadfell. Escort: lost sun paladin (level 8 of Dreadfell)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost warrior (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Scintillating Caves. Escort: lost warrior (level 2 of Scintillating Caves)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the lost warrior from death by Mayynne the dread. Escort: lost warrior (level 5 of Dreadfell) | failed |
You successfully escorted the temporal explorer to the recall portal on level 2 of Trollmire. Escort: temporal explorer (level 2 of Trollmire)As a reward you improved talent Dream Walk (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Trollmire. Escort: worried loremaster (level 3 of Trollmire)As a reward you improved Dexterity by +5. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 3422. | 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 |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Marus of Elvala. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Stire of Derth has completed an elixir of precision without your aid. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of the savior without your aid. Marus of Elvala has completed an elixir of mastery 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 brawn. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | completed |
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. | 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 within | active |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
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 your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 3.0 T5 feet armor Reqs Heavy armour training [Random Unique] Arcane/Master While equipped: dps ---------- Phys.crit +5.0% Phys.pwr +4 (+0 eff.) Dmg.mod +6% acid Res.pen +13% physical ----- def ----- Armour +5 Fatigue +4% Resists +15% acid +9% light +6% blight +24% fire +5% arcane +14% cold Silence- +50% Confus- +50% Stun/Frz- +48% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | ![]() 3.0 T5 arrow ammo [Ego+] Arcane/Master Power 186% Range: 1.4x Uses 70% Dex, 50% Mag, 50% Str Dmg Physical Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +18 Crit +21.0% Capacity 23 Ranged+ +26 temporal On Hit: * 20% chance to gain 10% of a turn (3/turn limit) On Crit: * Wound the target dealing 374 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
Light source | ![]() 1.0 T5 lite [Random Unique] Arcane/Nature/Psionic While equipped: Stats +5 Con dps ---------- Dmg.mod +13% darkness ----- def ----- Defense +24 (+5 eff.) Resists +20% blight +2% physical +13% light +6% lightning Crit.chn- 10.00% Affinity +5% darkness Phys.save +17 (+6 eff.) Spell.save +17 (+5 eff.) Mind.save +20 (+6 eff.) HP.reg +14.00 ---------- misc Light +8 Infravis +5 Moonlight Ray: Puts all charms on 7 cooldown Level 4.0 Pwr.cost 7 out of 8/8. Range 10 Travel.spd instantaneous Is a spell Description: Focuses the power of the Moon into a beam of shadows, doing 283.46 damage. The damage dealt will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() 2.0 T5 head armor [Rare] Arcane While equipped: Stats +3 Cun dps ---------- Spell.crit +3% Crit.mult +38.24% Mind.pwr +15 (+5 eff.) Dmg.mod +13% physical +11% temporal +11% light +13% darkness Res.pen +29% blight Phasing +35% ----- def ----- Defense +3 (+0 eff.) ---------- misc Psi/ret +0.08 A pointy cloth hat, very wizardly... |
Tool | ![]() 3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str +3 Wil dps ---------- Res.pen +15% physical ----- def ----- Defense +30 (+6 eff.) Resists +3% physical ---------- misc Stam/turn +3.00 Max.stam +30.00 Light +3 Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T5 ring jewelry [Unique] Arcane While equipped: dps ---------- Dmg.mod +9% mind +9% acid Res.pen +10% mind +15% acid On Hit (Melee): * 10% chance to reduce armor by 41% * 10% chance to reduce all saves and defense by 28 ----- def ----- Resists +3% mind +6% acid Mind.save +15 (+5 eff.) Max.HP +159.00 HP.reg +33.00 Heal.mod +39% Confus- +49% Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. 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? |
On fingers | ![]() 0.1 T5 ring jewelry [Unique] Master While equipped: Stats +3 Str +3 Dex +3 Con dps ---------- Phys.crit +5.0% Phys.pwr +10 (+1 eff.) Apr +15 ----- def ----- Talent.cat+ +0.30 Technique A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
Around waist | ![]() 1.0 T5 belt armor [Random Unique] Master While equipped: dps ---------- Phys.crit +6.0% Crit.mult +14.00% Phys.pwr +5 (+1 eff.) Dmg.mod +15% cold +19% physical Res.pen +15% arcane +20% physical Melee Ret 6 arcane ----- def ----- Resists +11% fire +5% arcane +17% cold A belt that goes around your waist. |
In main hand | ![]() 4.0 T5 longbow 2H weapon [Random Unique] Arcane/Nature Power 66% Range: 1.1x Uses 50% Mag Dmg Physical Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 On Crit.r2 +117 fire While equipped: Stats +20 Str +15 Dex +29 Mag +17 Wil +21 Cun +25 Con dps ---------- All.spd +14% Dmg.mod +23% physical +15% temporal Res.pen +14% temporal +23% physical +38% fire ----- def ----- Crit.chn- 10.00% ---------- misc Reload +8 Masteries +0.15 Chronomancy/Bow Threading Instant Weapon Swap Longbows are used to shoot arrows at your foes. |
On hands | ![]() 1.5 T5 hands armor Reqs Heavy armour training [Unique] Arcane/Master While equipped: Stats +6 Str +6 Mag dps ---------- Phys.crit +10.0% Spell.crit +10% Crit.mult +50.00% Dmg.mod +10% physical ----- def ----- Armour +6 Unarmed combat: Power 145% Range: 1.4x Uses 40% Dex, 40% Cun, 50% Mag 40% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +10 Crit +10.0% Atk.spd 83% Melee+ +20 arcane On Hit: 10% Displacement Shield 3 On Hit: 15% Wave of Power 1 Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
Main armor | ![]() 2.0 T5 cloth armor [Random Unique] Arcane While equipped: Stats +8 Mag dps ---------- Mind.crit +6% Spell.pwr +19 (+5 eff.) Dmg.mod +25% acid +47% physical +30% temporal +15% mind +18% fire +15% cold +12% arcane +18% all Res.pen +13% temporal +10% nature +15% physical ----- def ----- Resists +15% acid +17% physical +20% cold +20% fire +15% all Anom.red +14 ---------- misc Cooldown Refit Golem -5 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() 2.0 T3 cloak armor [Rare] Master While equipped: Stats +1 Dex dps ---------- Crit.mult +39.00% Dmg.mod +3% acid Res.pen +20% physical Acc +10 (+2 eff.) Apr +9 Melee Ret 8 acid ----- def ----- Armour +10 Defense +2 (+0 eff.) Resists +2% physical Stealth +7 ---------- misc Max.stam +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T5 amulet jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +10 Cun +6 Mag dps ---------- Spell.crit +6% Crit.mult +19.00% Spell.pwr +6 (+1 eff.) Dmg.mod +8% acid +8% fire +23% cold +8% lightning Res.pen +15% cold +10% fire Acc +10 (+2 eff.) Apr +20 On Hit (Melee): * 27% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +18% cold Def/telep +20 Res/telep +20% Dur/telep +20% Amulets make your neck look great! |
Inventory
![]() 0.1 infusion scroll [Ego] 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 278 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 812% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. 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 nature talent. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Ego] 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 increase movement speed by 804% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Ego] 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 increase movement speed by 881% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 905 life over 5 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 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 Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental and magical effect and reduce all damage taken by 19% for 2 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 nature talent. Press to compare to your current inscriptions |
![]() 0.1 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 cure yourself of one random mental and magical effect and reduce all damage taken by 23% for 2 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 nature talent. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Ego] 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 38% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 33% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 8 Cooldown 11 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 8 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 27%, your defense is increased by 27 and all your resistances by 27%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 10 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 10 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 29%, your defense is increased by 29 and all your resistances by 29%. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 538.02 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 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. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a cone dealing 720.90 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 426.96 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 35% all resistance, you move 63% faster, and you are invisible (power 24). Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 167 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 73 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 67 up to 6 times. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 50 up to 7 times. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 106 with a minimum range of 15. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 tome scroll [Plot Item] Unknown Summon Limmir the jeweler at the center of the lake of the moon. Uses 1 power out of 1/1 Magical scrolls can have wildly different effects! |
![]() 0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+5 eff.) Spell.save +15 (+5 eff.) Mind.save -7 (-2 eff.) Max.HP +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
![]() 0.1 T3 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +2 Dex +7 Con dps ---------- Phys.pwr +7 (+1 eff.) Phys.spd +10% Dmg.mod +7% physical Melee Ret 10 cold ----- def ----- Resists +5% arcane Amulets make your neck look great! |
![]() 0.1 T4 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +16 Dex +12 Cun +7 Con dps ---------- Mind.pwr +30 (+10 eff.) Mov.spd +10% Dmg.mod +3% mind Res.pen +10% mind ----- def ----- Fatigue -8% HP.reg +3.00 ---------- misc Stam/turn +0.90 Psi/ret +0.04 Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Ego+] Arcane/Master While equipped: dps ---------- Crit.mult +16.00% Spell.pwr +15 (+4 eff.) Dmg.mod +12% blight +9% fire ----- def ----- Fatigue -10% HP.reg +3.00 Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Ego++] Master While equipped: Stats +8 Dex +6 Cun +8 Con dps ---------- Crit.mult +15.00% Mov.spd +10% Acc +7 (+2 eff.) Apr +19 ----- def ----- Fatigue -8% HP.reg +1.00 ---------- misc Stam/turn +1.00 Amulets make your neck look great! |
![]() 0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+3 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
![]() 0.1 T2 ring jewelry [Rare] Master While equipped: Stats +4 Cun dps ---------- Dmg.mod +24% physical +9% cold Res.pen +20% mind Apr +5 ----- def ----- Armour +10 Defense +8 (+1 eff.) Resists +12% cold Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Rare] Master While equipped: Stats +4 Wil dps ---------- Dmg.mod +24% mind +12% physical Acc +20 (+4 eff.) On Hit (Melee): * 23% chance to reduce armor by 41% ----- def ----- Defense +15 (+3 eff.) Fatigue -9% Resists +18% acid Phys.save +18 (+6 eff.) ---------- misc Max.enc +32 Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck ----- def ----- Phys.save +10 (+4 eff.) Spell.save +10 (+3 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. |
![]() 0.1 T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
![]() 0.1 T5 ring jewelry [Rare] Arcane While equipped: Stats +8 Mag +4 Wil +8 Con dps ---------- Phys.crit +6.0% Phys.pwr +20 (+3 eff.) Dmg.mod +21% physical +20% arcane +18% darkness ----- def ----- Resists +20% arcane +4% physical ---------- misc Infravis +4 See.Invis +12 Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Unique] Master While equipped: dps ---------- Phys.pwr +10 (+1 eff.) Dmg.mod +8% physical Acc +10 (+2 eff.) ----- def ----- Armour +10 Hardiness +20% Defense +5 (+1 eff.) Fatigue -15% Phys.save +45 (+15 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. |
![]() 0.1 T5 ring jewelry [Rare] Arcane While equipped: Stats +9 Wil dps ---------- Spell.crit +11% Crit.mult +27.20% Spell.pwr +25 (+6 eff.) S.pwr/crit +14 Dmg.mod +15% blight Res.pen +34% arcane ----- def ----- Silence- +50% ---------- misc Mana/turn +0.40 Mana/s.crit +2.72 Light +4 Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Random Unique] Nature/Master While equipped: Stats +8 Str +9 Con dps ---------- Phys.pwr +11 (+2 eff.) Dmg.mod +9% lightning +6% blight Res.pen +10% lightning ----- def ----- Resists +9% lightning +6% blight Max.HP +78.00 HP.reg +12.00 Heal.mod +17% Stun/Frz- +50% Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Ego++] Nature/Master While equipped: dps ---------- Phys.pwr +20 (+3 eff.) Spell.pwr +14 (+3 eff.) Mind.pwr +20 (+7 eff.) Dmg.mod +8% all ----- def ----- Max.HP +100.00 HP.reg +19.00 Heal.mod +20% Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Normal] Rings make your fingers look great! |
![]() 7.0 T5 staff 2H weapon [Godslayer] Unknown Power 172% Range: 1.2x Uses 180% Mag Dmg Arcane Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Acc +30 Apr +60 Atk.spd 100% While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.crit +15% Spell.pwr +48 (+12 eff.) Dmg.mod +60% lightning +60% fire +60% arcane +60% cold Res.pen +30% lightning +30% fire +30% arcane +30% cold ---------- misc Max.mana +100.00 Max.P.En +50.00 Max.N.En +50.00 Talents +1 Command Staff May understand old Sher'Tul language. Absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns. Uses 170 power out of 132/200 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
![]() 3.0 T5 battleaxe 2H weapon [Ego+] Arcane Power 168% Range: 1.5x Uses 50% Mag, 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% On Hit: 20% Curse of Impotence 5 On Hit: * 25% chance for lightning to strike from the target to a second target dealing 113 damage Massive two-handed battleaxes. |
![]() 3.0 T5 battleaxe 2H weapon [Ego+] Arcane/Nature Power 169% Range: 1.5x Uses 50% Mag, 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% Melee+ +26 light Against +42% Undead While equipped: Stats +16 Str +19 Dex +19 Mag +19 Wil +19 Cun +16 Con Massive two-handed battleaxes. |
![]() 3.0 T5 greatsword 2H weapon [Ego+] Master Power 175% Range: 1.6x Uses 50% Mag, 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Res.pen +20% all Acc +35 (+7 eff.) Apr +21 Massive two-handed swords. |
![]() 3.0 T5 longsword 1H weapon [Ego+] Arcane/Master Power 151% Range: 1.4x Uses 50% Mag, 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +26 cold While equipped: dps ---------- Phys.crit +15.0% Crit.mult +35.00% Apr +13 Sharp, long, and deadly. |
![]() 3.0 T5 longsword 1H weapon [Ego] Arcane/Psionic Power 154% Range: 1.4x Uses 50% Mag, 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +20 temporal +24 mind On Hit: * 25% chance to reduce all saves and defense by 28 While equipped: Stats +7 Cun +7 Wil ----- def ----- Resists +19% temporal Sharp, long, and deadly. |
![]() 3.0 T5 waraxe 1H weapon [Ego+] Nature Power 150% Range: 1.4x Uses 50% Mag, 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% On Crit.r2 +90 fire While equipped: dps ---------- All.spd +11% Res.pen +25% fire One-handed war axes. |
![]() 4.0 T5 longbow 2H weapon [Rare] Arcane Power 66% Range: 1.1x Uses 50% Mag Dmg Physical Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 Ranged+ +38 lightning +27 blight While equipped: dps ---------- Dmg.mod +30% lightning Res.pen +34% fire Melee Ret 14 light ----- def ----- Resists +41% acid +27% light +18% blight ---------- misc Light +4 Longbows are used to shoot arrows at your foes. |
![]() 4.0 T5 longbow 2H weapon [Random Unique] Arcane Power 66% Range: 1.1x Uses 50% Mag Dmg Physical Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 Ranged+ +30 lightning +18 fire +4 blight On Hit: 10% Arcane Vortex 5 While equipped: Stats +11 Mag dps ---------- Spell.pwr +20 (+5 eff.) Dmg.mod +21% lightning +27% fire +18% arcane +3% temporal Melee Ret 6 blight On Hit (Ranged): * 10% chance to reduce strength, dexterity, and constitution by 31 ----- def ----- Resists +12% blight Longbows are used to shoot arrows at your foes. |
![]() 4.0 T5 longbow 2H weapon [Random Unique] Arcane/Nature/Master Power 66% Range: 1.1x Uses 50% Mag Dmg Physical Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 Proj.spd +211% Phasing +20% Ranged+ +12 blight On Crit.r2 +128 fire While equipped: Stats +9 Dex dps ---------- Phys.pwr +25 (+4 eff.) Spell.pwr +10 (+2 eff.) S.pwr/crit +6 All.spd +15% Dmg.mod +27% physical +23% temporal Res.pen +15% physical +27% fire +21% temporal ---------- misc Vim/s.crit +2.00 Cooldown Arrow Stitching -1 Longbows are used to shoot arrows at your foes. |
![]() 4.0 T5 longbow 2H weapon [Random Unique] Arcane/Master Power 66% Range: 1.1x Uses 50% Mag Dmg Physical Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 Ranged+ +4 mind On Crit.r2 +4 mind While equipped: Stats +4 Wil +9 Mag dps ---------- Phys.crit +11.0% S.pwr/crit +10 Dmg.mod +44% physical +45% temporal Res.pen +36% physical +35% temporal Acc +21 (+5 eff.) Melee Ret 2 mind On Hit (Ranged): * 10% chance to reduce damage dealt by 23% ---------- misc Reload +6 Mana/s.crit +1.00 Cooldown Arrow Stitching -1 Masteries +0.15 Chronomancy/Bow Threading Instant Weapon Swap Longbows are used to shoot arrows at your foes. |
![]() 3.0 T4 arrow ammo [Unique] Arcane Power 142% Range: 1.4x Uses 60% Dex, 70% Mag, 50% Str Dmg Bright light Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +15 Crit +2.0% Capacity 25 Proj.spd +300% On Hit: * 25% chance to blind Shots beam through all targets. This strange orange quiver is made of brass and etched with many bright red runes that glow and glitter in the light. The arrows themselves appear to be solid shafts of blazing hot light, like rays of sunshine, hammered and forged into a solid state. |
![]() 3.0 T5 arrow ammo [Unique] Master Power 180% Range: 1.4x Uses 50% Dex, 50% Mag, 70% Str Dmg Physical Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +100 Crit +10.0% Capacity 14 25% of all damage splashes in a radius of 1 around the target. These titanic double-helical arrows seem to have been designed more for knocking down towers than for use in regular combat. They'll no doubt make short work of most foes. |
![]() 3.0 T5 arrow ammo [Random Unique] Arcane Power 167% Range: 1.4x Uses 50% Str, 50% Mag, 70% Dex Dmg Physical Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +18 Crit +3.0% Capacity 23 On Hit.r1 +16 fire On Crit.r2 +16 darkness +20 fire On Hit: * 20% chance to reduce damage dealt by 23% * 25% chance for lightning to strike from the target to a second target dealing 113 damage On Crit: * Splash the target with acid dealing 188 damage over 5 turns and reducing armor and accuracy by 24 Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T5 arrow ammo [Unique] Arcane Power 156% Range: 1.4x Uses 70% Dex, 90% Mag, 50% Str Dmg Void Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +120 Crit +6.0% On Hit: 15% Spatial Tether 1 On Hit: 15% Dimensional Anchor 1 An endless supply of arrows lay within this deep black quiver. Tiny white lights dot its surface. |
![]() 3.0 T5 arrow ammo [Ego+] Master Power 187% Range: 1.4x Uses 70% Dex, 50% Mag, 50% Str Dmg Physical Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Acc +26 Apr +18 Crit +26.0% Capacity 24 On Crit: * Wound the target dealing 374 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T5 arrow ammo [Ego++] Master/Psionic Power 191% Range: 1.4x Uses 70% Dex, 50% Mag, 50% Str Dmg Physical Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +18 Crit +24.0% Capacity 24 On Hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) On Crit: * Wound the target dealing 374 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T5 shot ammo [Ego+] Master Power 164% Range: 1.2x Uses 70% Dex, 50% Mag, 50% Cun Dmg Physical Mastery Master Marksman Acc+ +0.2% base dam (max 20%) Apr +6 Crit +20.0% Capacity 21 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Shots are used with slings to pummel your foes to death. |
![]() 7.0 T5 shield armor Reqs Shield usage training [Ego+] Arcane/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +7 Con ----- def ----- Armour +22 Fatigue +8% Resists +17% light +20% darkness Phys.save +15 (+5 eff.) ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 2.0 T5 cloth armor [Rare] Psionic While equipped: Stats +2 Str dps ---------- Phys.crit +5.0% Phys.pwr +32 (+5 eff.) Dmg.mod +18% physical +30% mind +12% nature Res.pen +15% physical ----- def ----- Resists +30% mind +15% all Phys.save +15 (+5 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Random Unique] Arcane While equipped: dps ---------- Spell.pwr +19 (+5 eff.) Dmg.mod +41% temporal +19% darkness +17% all Melee Ret 4 lightning On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +3% lightning +35% temporal +28% darkness +15% all Def/telep +15 Res/telep +15% Dur/telep +15% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Normal] While equipped: ----- def ----- Resists +15% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Random Unique] Nature/Psionic While equipped: Stats +10 Cun dps ---------- Crit.mult +36.00% Dmg.mod +3% nature +19% cold Res.pen +20% nature Melee Ret 4 nature ----- def ----- Resists +3% fire +28% cold +9% nature +15% all ---------- misc Hate/m.crit +8.00 Psi/m.crit +6.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Random Unique] Nature While equipped: Stats +7 Str +7 Mag +6 Wil dps ---------- Dmg.mod +30% lightning +21% physical +6% nature +54% cold On Hit (Melee): * 20% chance to slow global speed by 55% ----- def ----- Resists +13% lightning +6% darkness +17% blight +51% cold +6% light +15% all Max.HP +100.00 HP.reg +5.90 Heal.mod +29% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Ego+] Arcane While equipped: dps ---------- Dmg.mod +25% acid +25% physical +25% fire +24% cold ----- def ----- Resists +19% acid +20% physical +20% fire +20% cold +15% all ---------- misc Cooldown Refit Golem -6 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 T3 light armor [Unique] Arcane While equipped: Stats +8 Cun dps ---------- Apr +10 ----- def ----- Armour +12 Defense +14 (+3 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
![]() 9.0 T5 light armor [Ego] Disrupt/Master While equipped: ----- def ----- Armour +8 Defense +20 (+4 eff.) Fatigue +8% Resists +14% blight +23% cold +20% nature A suit of armour made of leather. |
![]() 9.0 T5 light armor [Ego++] Master/Psionic While equipped: Stats +6 Cun +5 Dex dps ---------- Mov.spd +20% ----- def ----- Armour +17 Defense +51 (+10 eff.) Fatigue +8% Mind.save +20 (+6 eff.) A suit of armour made of leather. |
![]() 17.0 T5 massive armor Reqs Massive armour training [Ego+] Arcane/Master While equipped: dps ---------- Melee+ 21 acid 22 fire Melee Ret 16 acid 16 fire ----- def ----- Armour +16 Fatigue +22% Resists +28% acid +18% fire +30% cold A suit of armour made of metal plates. |
![]() 17.0 T5 massive armor Reqs Massive armour training [Ego++] Arcane/Master While equipped: dps ---------- Melee+ 22 acid 19 fire Melee Ret 14 acid 16 fire ----- def ----- Armour +26 Fatigue +12% Resists +30% acid +27% fire Phys.save +15 (+5 eff.) A suit of armour made of metal plates. |
![]() 1.0 T3 belt armor [Rare] Master While equipped: Stats +2 Dex dps ---------- Dmg.mod +14% physical Res.pen +30% physical On Hit (Melee): * 20% chance to reduce armor by 41% ----- def ----- Resists +2% physical Phys.save +9 (+3 eff.) ---------- misc Max.stam +10.00 A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Random Unique] Nature/Master While equipped: Stats +11 Cun +8 Wil dps ---------- Spell.crit +2% Dmg.mod +3% mind Against +45% Summoned ----- def ----- D.Red.from +51% Summoned Spell.save +12 (+4 eff.) HP.reg +1.30 Heal.mod +19% ---------- misc Max.vim +10.00 A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Random Unique] Nature/Psionic While equipped: Stats +3 Str dps ---------- Mind.pwr +12 (+4 eff.) Dmg.mod +18% physical Melee Ret 10 light ----- def ----- Armour +4 Resists +15% lightning +15% temporal Phys.save +15 (+5 eff.) Max.HP +57.00 ---------- misc Stam/turn +3.00 Max.stam +30.00 A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Unique] Nature While equipped: Stats +5 Con +5 Wil ----- def ----- Resists +15% lightning +15% temporal +15% light +15% fire +15% nature +15% acid +10% physical +15% blight +15% cold +10% arcane +15% darkness Phys.save +15 (+5 eff.) Spell.save +15 (+5 eff.) Mind.save +15 (+5 eff.) Confus- +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
![]() 1.0 T5 belt armor [Random Unique] Master While equipped: dps ---------- Phys.crit +11.0% Crit.mult +25.00% Phys.pwr +11 (+2 eff.) ----- def ----- Defense +23 (+4 eff.) Resists +6% light +6% mind +5% arcane Mind.save +6 (+2 eff.) Stealth +12 Max.HP +40.00 Disarm- +10% Def/telep +10 Res/telep +10% Dur/telep +10% A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Ego] Arcane While equipped: ----- def ----- Armour +15 Resists +15% light +15% darkness Create a temporary shield that absorbs 410 damage Puts all charms on 26 cooldown A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Ego++] Master While equipped: dps ---------- Phys.crit +6.0% Crit.mult +9.00% Phys.pwr +3 (+0 eff.) Dmg.mod +17% physical Res.pen +19% physical A belt that goes around your waist. |
![]() 2.0 T3 cloak armor [Random Unique] Arcane/Master While equipped: Stats +6 Str +3 Dex +3 Mag +3 Wil +4 Con dps ---------- Res.pen +15% lightning ----- def ----- Defense +2 (+0 eff.) Resists +24% lightning Spell.save +13 (+4 eff.) ---------- misc Stam/turn +0.60 Max.mana +55.00 Masteries +0.30 Technique/Combat training A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T5 cloak armor [Random Unique] Master/Psionic While equipped: Stats +5 Dex +8 Wil +13 Cun dps ---------- Mind.crit +7% Acc +8 (+2 eff.) Apr +9 ----- def ----- Armour +13 Defense +3 (+0 eff.) Resists +6% temporal +3% fire +5% arcane +35% cold Spell.save +3 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T5 cloak armor [Rare] Master While equipped: Stats +2 Cun +4 Dex dps ---------- Dmg.mod +27% nature +21% acid On Hit (Melee): * 27% chance to gain 10% of a turn (3/turn limit) ----- def ----- Defense +44 (+8 eff.) Resists +12% lightning Crit.chn- 20.40% Phys.save +12 (+4 eff.) HP.reg +5.44 Confus- +27% Pinning- +27% Knockbk- +27% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T5 cloak armor [Random Unique] Nature/Master While equipped: Stats +5 Cun +5 Dex dps ---------- Crit.mult +20.00% Acc +8 (+2 eff.) Apr +10 ----- def ----- Armour +11 Defense +3 (+0 eff.) Resists +24% cold +3% mind +9% darkness Max.HP +60.00 HP.reg +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T5 cloak armor [Random Unique] Nature/Master While equipped: Stats +4 Str +1 Dex +1 Mag +2 Wil +2 Cun +2 Con ----- def ----- Armour +8 Defense +3 (+0 eff.) Resists +11% blight +18% cold +15% nature HP.reg +6.00 Heal.mod +16% ---------- misc See.Invis +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T2 feet armor [Unique] Master While equipped: Stats +3 Cun ----- def ----- Armour +1 Defense +2 (+0 eff.) Fatigue +2% ---------- misc Masteries +0.20 Cunning/Survival Boost speed by 63% (based on Cunning). Uses 43 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
![]() 2.0 T3 feet armor [Rare] Master While equipped: Stats +10 Lck +5 Dex dps ---------- Dmg.mod +6% darkness Res.pen +10% darkness Melee Ret 4 lightning ----- def ----- Armour +3 Phys.save +15 (+5 eff.) Stealth +7 ---------- misc Stam/turn +3.00 Max.stam +30.00 A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Rare] Psionic While equipped: Stats +3 Con +3 Wil dps ---------- Crit.mult +15.00% Phys.pwr +20 (+3 eff.) Mind.pwr +6 (+2 eff.) Res.pen +10% darkness +7% physical Acc +5 (+1 eff.) ----- def ----- Armour +3 Resists +2% physical Die.at -60.00 life Blindside: Puts all charms on 22 cooldown Level 1.0 Pwr.cost 22 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 20 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
![]() 2.0 T4 feet armor [Unique] Arcane While equipped: Stats +8 Cun +8 Mag dps ---------- Spell.pwr +15 (+4 eff.) Dmg.mod +25% arcane ----- def ----- Defense +6 (+1 eff.) Fatigue +1% Resists +25% arcane Def/telep +20 Res/telep +20% Dur/telep +20% Creates an arcane explosion dealing 285 arcane damage based on magic in a radius of 3 around the user after any teleport. Phase door up to range 6, within radius 2 of the target location. Uses 21 power out of 24/24 A wispy purple aura surrounds these translucent black boots. |
![]() 2.0 T5 feet armor [Ego+] Arcane/Master While equipped: Stats +6 Mag ----- def ----- Armour +14 ---------- misc Spell.cld 10% Infravis +3 A pair of boots made of leather. |
![]() 3.0 T4 feet armor Reqs Heavy armour training [Unique] Psionic While equipped: dps ---------- Phys.pwr +12 (+2 eff.) Apr +15 ----- def ----- Armour +12 Defense +2 (+0 eff.) Fatigue +8% Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Max.HP +80.00 Stun/Frz- +40% ---------- misc Masteries +0.20 Cunning/Trapping +0.20 Cursed/Endless hunt +0.20 Cursed/Predator Boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action). Uses 28 power out of 32/32 Activation is instant. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: dps ---------- Dmg.mod +31% lightning +31% blight Res.pen +26% blight +26% lightning ----- def ----- Armour +5 Fatigue +4% Resists +18% lightning Silence- +50% Confus- +48% Stun/Frz- +46% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +6% fire +9% darkness +3% mind Res.pen +25% darkness +15% mind On Hit (Melee): * 10% chance to reduce damage dealt by 23% ----- def ----- Armour +13 Fatigue +4% Resists +10% lightning +14% temporal HP.reg +6.00 Heal.mod +20% ---------- misc Infravis +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +5 Fatigue +4% Resists +15% fire +15% cold ---------- misc Stam/turn +1.30 Max.stam +40.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Ego+] Master While equipped: ----- def ----- Armour +5 Defense +18 (+3 eff.) Fatigue +4% Evasion: (Instant) Puts all charms on 26 cooldown Level 2.6 Pwr.cost 26 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 37% chance to evade melee and ranged attacks and 37 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. |
![]() 1.0 T4 hands armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +4 Str +4 Wil +4 Cun +4 Con dps ---------- Spell.pwr +25 (+6 eff.) Melee+ 11 blight Dmg.mod +8% blight Res.pen +15% darkness Acc +9 (+2 eff.) ----- def ----- Armour +3 Resists +18% darkness +10% blight Disarm- +40% ---------- misc Vim/s.crit +2.00 Max.vim +10.00 Infravis +4 Masteries +0.20 Technique/Grappling Unarmed combat: Power 133% Range: 1.1x Uses 40% Cun, 40% Str, 50% Mag 40% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Acc +11 Apr +5 Crit +18.0% Atk.spd 100% Melee+ +29 darkness On Crit.r2 +10 blight On Hit: 10% Disarm 5 On Hit: 20% Soul Rot 5 On Crit: 10% Dominate 5 Track: Puts all charms on 13 cooldown Level 2.0 Pwr.cost 13 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 21 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T4 hands armor [Random Unique] Nature While equipped: dps ---------- Melee+ 10 cold 11 fire Dmg.mod +7% fire +9% cold ----- def ----- Armour +5 Resists +9% fire +9% darkness +7% cold Phys.save +9 (+3 eff.) HP.reg +3.00 Confus- +20% ---------- misc Stam/turn +0.90 Psi/turn +0.40 Unarmed combat: Power 134% Range: 1.1x Uses 40% Str, 40% Dex, 50% Mag 40% Cun Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +5.0% Atk.spd 100% On Crit.r2 +14 ice +15 fire On Hit: 10% Ice Breath 5 On Hit: 10% Second Wind 1 On Hit: 10% Fire Breath 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T1 hands armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Melee+ 6 acid Dmg.mod +3% acid +9% fire +3% light Res.pen +5% fire ----- def ----- Armour +1 Fatigue +1% Resists +6% acid +15% fire Unarmed combat: Power 99% Range: 1.4x Uses 40% Dex, 40% Cun, 50% Mag 40% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.0% Atk.spd 83% On Crit.r2 +6 acid On Hit: 10% Corrosive Breath 1 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T4 hands armor Reqs Heavy armour training [Random Unique] Arcane/Psionic While equipped: Stats +5 Mag +6 Wil dps ---------- Spell.pwr +9 (+2 eff.) Melee+ 12 arcane Dmg.mod +7% arcane Acc +9 (+2 eff.) Melee Ret 4 lightning ----- def ----- Armour +3 Fatigue +5% Resists +3% lightning +5% arcane +20% nature Phys.save +7 (+3 eff.) Mind.save +7 (+2 eff.) HP.reg +9.00 Disarm- +34% ---------- misc Stam/turn +0.70 Max.stam +19.00 Unarmed combat: Power 131% Range: 1.4x Uses 40% Dex, 40% Cun, 50% Mag 40% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +9 Apr +15 Crit +10.0% Atk.spd 83% Melee+ +6 arcane On Hit: 10% Perfect Control 5 On Hit: 10% Nightmare 5 On Hit: 10% Manathrust 3 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T4 hands armor Reqs Heavy armour training [Random Unique] Arcane/Master While equipped: Stats +3 Str +3 Dex +3 Mag +4 Wil +4 Cun +3 Con dps ---------- Dmg.mod +9% acid Res.pen +15% acid Acc +22 (+5 eff.) On Hit (Melee): * 20% chance to reduce armor by 41% ----- def ----- Armour +3 Fatigue +5% Resists +12% acid +3% blight +8% darkness +7% light Disarm- +35% ---------- misc Infravis +1 Masteries +0.20 Technique/Grappling Unarmed combat: Power 139% Range: 1.4x Uses 40% Str, 40% Dex, 50% Mag 40% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +9 Apr +15 Crit +16.0% Atk.spd 83% On Crit.r2 +29 light +32 darkness On Hit: 10% Disarm 5 Starfall: Puts all charms on 17 cooldown Level 1.0 Pwr.cost 17 out of 20/20. Range 6 Travel.spd instantaneous Is a spell Description: A star falls on a radius 1 area, doing 117.10 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T4 hands armor Reqs Heavy armour training [Random Unique] Master/Psionic While equipped: Stats +6 Cun +6 Dex dps ---------- Phys.crit +18.0% Spell.crit +14% Mind.crit +14% Crit.mult +13.00% Res.pen +5% nature +15% arcane Acc +8 (+2 eff.) Apr +15 ----- def ----- Armour +3 Fatigue +5% Resists +9% nature +5% arcane HP.reg +8.00 ---------- misc Stam/turn +1.70 Max.stam +30.00 Unarmed combat: Power 140% Range: 1.4x Uses 40% Str, 40% Dex, 50% Mag 40% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +9 Apr +23 Crit +19.0% Atk.spd 83% On Hit: 10% Nightmare 5 On Hit: 15% Perfect Strike 5 On Crit: 20% Cripple 5 Steady Shot: Puts all charms on 17 cooldown Level 4.8 Pwr.cost 17 out of 20/20. Range 12 Travel.spd instantaneous Description: Fire a steady shot, doing 178% damage with a 42% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T5 head armor [Random Unique] Disrupt/Psionic While equipped: Stats +7 Cun +7 Wil dps ---------- Mind.crit +6% Mind.pwr +11 (+4 eff.) ----- def ----- Defense +18 (+3 eff.) Resists +15% blight +15% fire +21% nature Crit.chn- 17.43% HP.reg +4.65 ---------- misc Psi/turn +0.40 A pointy cloth hat, very wizardly... |
![]() 2.0 T5 head armor [Random Unique] Nature While equipped: Stats +2 Dex +2 Con dps ---------- Crit.mult +20.00% Dmg.mod +13% fire Res.pen +5% physical On Hit (Melee): * 10% chance to slow global speed by 55% ----- def ----- Defense +3 (+0 eff.) Resists +14% lightning +12% temporal +28% fire +3% acid +12% cold A pointy cloth hat, very wizardly... |
![]() 2.0 T5 head armor [Ego++] Nature/Master While equipped: Stats +5 Cun +5 Dex dps ---------- Apr +8 ----- def ----- Armour +5 Fatigue +5% Resists +15% nature Spell.save +10 (+3 eff.) Max.HP +108.00 Heal.mod +20% A cap made of leather. |
![]() 3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Wil +4 Mag dps ---------- Dmg.mod +10% light ----- def ----- Armour +6 Fatigue +4% Resists +10% darkness Blind- +30% Confus- +30% ---------- misc Light +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Dmg.mod +6% light +9% arcane ----- def ----- Armour +4 Fatigue +4% Resists +9% blight +13% cold +4% physical Max.HP +40.00 Heal.mod +20% Blind- +20% Pinning- +20% ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T5 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +9 Str dps ---------- Phys.crit +4.0% Crit.mult +36.07% Res.pen +10% physical Apr +5 Melee Ret 4 blight ----- def ----- Armour +5 Fatigue +5% Spell.save +9 (+3 eff.) ---------- misc Mana/turn +0.20 Max.hate +10.54 Max.vim +20.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T5 head armor Reqs Heavy armour training [Ego+] Nature/Master While equipped: ----- def ----- Armour +14 Defense +8 (+1 eff.) Fatigue +5% Resists +25% cold +7% all Phys.save +15 (+5 eff.) ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T5 head armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +5 Str +5 Con dps ---------- Phys.pwr +6 (+1 eff.) ----- def ----- Armour +10 Fatigue +5% ---------- misc Infravis +4 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T5 head armor Reqs Heavy armour training [Random Unique] Arcane/Nature/Master While equipped: Stats +10 Str +8 Mag +7 Wil dps ---------- Spell.crit +5% Dmg.mod +20% blight +19% arcane Res.pen +10% arcane Phasing +30% ----- def ----- Armour +17 Fatigue +5% Resists +15% nature Spell.save +10 (+3 eff.) Max.HP +109.00 Heal.mod +19% ---------- misc Max.vim +50.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 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. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 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. |
![]() 0.0 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. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+1 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+1 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 0.0 T5 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con Resists +20% arcane +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane Combine with a suit of body armor (makes a non enchanted armour into an artifact). Uses 1 power out of 1/1 This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
![]() 0.0 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. |
![]() 0.0 T4 red gem [Unique] Nature While equipped: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.chn- 23.00% Item imbue powers: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.chn- 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
![]() 0.0 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. |
![]() 0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() 3.0 T5 red gem [Unique] Arcane While carried: Spell.pwr +7 (+2 eff.) Melee Ret 25 fire Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 26 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 0.0 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. |
![]() 0.0 T5 white gem [Plot Item] Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Phys.save +10 (+4 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+4 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 2.0 white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Dmg.mod +7% all Resists +7% all Stun/Frz- +100% Light +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
![]() 0.0 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. |
![]() 5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +2% all Natural balance. Uses 85 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
![]() 1.0 misc [Plot Item] An athame, covered in blood runes. It radiates power. |
![]() 3.0 T5 digger tool [Rare] Master While equipped: Stats +6 Cun +7 Str dps ---------- Mind.crit +4% ----- def ----- Mind.save +6 (+2 eff.) Max.HP +33.00 ---------- misc Hate/m.crit +5.00 Max.stam +23.00 See.Invis +9 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 T4 misc tool [Unique] Master While equipped: Stats +10 Lck +5 Cun dps ---------- Acc +12 (+3 eff.) Apr +12 ----- def ----- Defense +12 (+2 eff.) Phys.save +10 (+4 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) ---------- misc See.Stealth +12 See.Invis +12 Track: Level 2.0 Pwr.cost 16 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 21 for 5 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
Orb of Communication Orb of Communication0.0 orb [Plot Item] Unknown Speak with someone. Uses 1 power out of 128/128 Activation is instant. This orb can be used to speak with someone far away. It is even capable of teleporting small objects back and forth. |
![]() 1.0 orb [Plot Item] Unknown 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. |
![]() 1.0 orb [Plot Item] Unknown Activate a portal. Uses 9 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 T3 totem charm [Random Unique] Nature While equipped: Stats +3 Str ----- def ----- Resists +9% cold Crit.chn- 5.00% ---------- misc Light +2 Heal yourself and all friendly characters within 10 spaces for 284 Puts all charms on 13 cooldown 100% to increase all damage by 13% for 2 turns. 100% to gain a 16% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
By Grekdem the Halfling Archer level 22
27th Dusk 122nd year of Ascendancy at 17:57 see stats
By Grekdem the Halfling Archer level 36
10th Allure 123rd year of Ascendancy at 15:31 see stats
By Grekdem the Halfling Archer level 50
19th Pyre 123rd year of Ascendancy at 17:57 see stats
By Grekdem the Halfling Archer level 36
10th Allure 123rd year of Ascendancy at 07:27 see stats
By Grekdem the Halfling Archer level 40
9th Regrowth 123rd year of Ascendancy at 09:33 see stats
By Grekdem the Halfling Archer level 50
61st Regrowth 123rd year of Ascendancy at 07:38 see stats
By Grekdem the Halfling Archer level 39
7th Regrowth 123rd year of Ascendancy at 02:52 see stats
By Grekdem the Halfling Archer level 23
29th Dusk 122nd year of Ascendancy at 22:40 see stats
By Grekdem the Halfling Archer level 38
5th Regrowth 123rd year of Ascendancy at 09:38 see stats
By Grekdem the Halfling Archer level 26
74th Dusk 122nd year of Ascendancy at 05:15 see stats
By Grekdem the Halfling Archer level 31
1st Allure 123rd year of Ascendancy at 14:51 see stats
By Grekdem the Halfling Archer level 50
33rd Pyre 123rd year of Ascendancy at 21:51 see stats
By Grekdem the Halfling Archer level 23
47th Dusk 122nd year of Ascendancy at 00:07 see stats
By Grekdem the Halfling Archer level 29
58th Haze 122nd year of Ascendancy at 23:59 see stats
By Grekdem the Halfling Archer level 35
9th Allure 123rd year of Ascendancy at 10:01 see stats
By Grekdem the Halfling Archer level 50
26th Pyre 123rd year of Ascendancy at 14:34 see stats
By Grekdem the Halfling Archer level 30
1st Wintertide 123rd year of Ascendancy at 04:30 see stats
By Grekdem the Halfling Archer level 42
9th Regrowth 123rd year of Ascendancy at 18:02 see stats
By Grekdem the Halfling Archer level 10
6th Mirth 122nd year of Ascendancy at 22:22 see stats
By Grekdem the Halfling Archer level 20
23rd Dusk 122nd year of Ascendancy at 11:44 see stats
By Grekdem the Halfling Archer level 30
70th Haze 122nd year of Ascendancy at 22:50 see stats
By Grekdem the Halfling Archer level 40
7th Regrowth 123rd year of Ascendancy at 19:57 see stats
By Grekdem the Halfling Archer level 50
53rd Regrowth 123rd year of Ascendancy at 12:41 see stats
By Grekdem the Halfling Archer level 50
23rd Pyre 123rd year of Ascendancy at 10:03 see stats
By Grekdem the Halfling Archer level 50
27th Pyre 123rd year of Ascendancy at 03:42 see stats
By Grekdem the Halfling Archer level 27
76th Dusk 122nd year of Ascendancy at 16:44 see stats
By Grekdem the Halfling Archer level 50
62nd Regrowth 123rd year of Ascendancy at 11:26 see stats
By Grekdem the Halfling Archer level 37
1st Regrowth 123rd year of Ascendancy at 21:47 see stats
By Grekdem the Halfling Archer level 36
10th Allure 123rd year of Ascendancy at 07:24 see stats
By Grekdem the Halfling Archer level 26
74th Dusk 122nd year of Ascendancy at 00:55 see stats
By Grekdem the Halfling Archer level 39
5th Regrowth 123rd year of Ascendancy at 14:23 see stats
By Grekdem the Halfling Archer level 50
33rd Pyre 123rd year of Ascendancy at 21:49 see stats
By Grekdem the Halfling Archer level 7
78th Pyre 122nd year of Ascendancy at 06:57 see stats
By Grekdem the Halfling Archer level 50
23rd Pyre 123rd year of Ascendancy at 15:23 see stats
By Grekdem the Halfling Archer level 50
33rd Pyre 123rd year of Ascendancy at 21:51 see stats
By Grekdem the Halfling Archer level 48
49th Regrowth 123rd year of Ascendancy at 13:23 see stats
By Grekdem the Halfling Archer level 7
1st Mirth 122nd year of Ascendancy at 23:28 see stats
By Grekdem the Halfling Archer level 43
10th Regrowth 123rd year of Ascendancy at 12:00 see stats
By Grekdem the Halfling Archer level 22
26th Dusk 122nd year of Ascendancy at 13:55 see stats
By Grekdem the Halfling Archer level 17
10th Dusk 122nd year of Ascendancy at 02:14 see stats
By Grekdem the Halfling Archer level 35
9th Allure 123rd year of Ascendancy at 16:43 see stats
By Grekdem the Halfling Archer level 50
59th Regrowth 123rd year of Ascendancy at 01:21 see stats
Log
High Sun Paladin Aeryn receives 734 healing.
High Sun Paladin Aeryn casts Barrier.
A shield forms around High Sun Paladin Aeryn.
High Sun Paladin Aeryn casts Bathe in Light.
The fabric of time around High Sun Paladin Aeryn stabilizes to normal.
High Sun Paladin Aeryn receives 102 healing from High Sun Paladin Aeryn's healing light area effect.
High Sun Paladin Aeryn receives 102 healing from High Sun Paladin Aeryn's healing light area effect.
High Sun Paladin Aeryn receives 102 healing from High Sun Paladin Aeryn's healing light area effect.
High Sun Paladin Aeryn receives 102 healing from High Sun Paladin Aeryn's healing light area effect.
High Sun Paladin Aeryn receives 102 healing from High Sun Paladin Aeryn's healing light area effect.
High Sun Paladin Aeryn receives 102 healing from High Sun Paladin Aeryn's healing light area effect.
High Sun Paladin Aeryn activates her voratun shield!
The very fabric of time alters around High Sun Paladin Aeryn.
High Sun Paladin Aeryn receives 102 healing from High Sun Paladin Aeryn's healing light area effect.
High Sun Paladin Aeryn casts Healing Light.
High Sun Paladin Aeryn's spell attains critical power!
High Sun Paladin Aeryn is filled with the Sun's fury!
High Sun Paladin Aeryn receives 1556 healing.
High Sun Paladin Aeryn receives 102 healing from High Sun Paladin Aeryn's healing light area effect.
High Sun Paladin Aeryn receives 102 healing from High Sun Paladin Aeryn's healing light area effect.
High Sun Paladin Aeryn's solar fury subsides.
Today is the 34th Pyre of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Ran for 13 turns (stop reason: interesting terrain).
Ran for 2 turns (stop reason: interesting terrain).
Ran for 17 turns (stop reason: interesting terrain).
Ran for 2 turns (stop reason: interesting terrain).