
Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Possessor Bonus Class 1.6.6Donators/Buyers bonus! Ashes of Urh'Rok 1.6.7Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Select First Escort 1.6.7Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it Embers of Rage 1.6.7Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Plenum Tooltip Custom Edit 1.6.0Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.6.0Donators/Buyers bonus! Post Effects fixes 1.6.0The addon improves gamefield view during different post effects Here is details about what been changed: Streamlined Early Game 1.5.3Removes the tedium of early-game world map navigation. Choose your Alchemist Elixir quest rewards at character creation, and configure your Rod of Recall to take you directly between pre-Dreadfell points of interest. This add-on does not affect game balance or difficulty. All races and classes with required starting zones must still complete those before they can take advantage of the new Rod of Recall functionality. Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Somebody shut that dog up 1.0.5Removes certain ambient sound effects: ZOmnibus Lite 1.6.0A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons:
Frequently Asked Questions: Bromantic Mod Pack 1.6.7Just a mod pack that i use to train my modding skills. Changes to Archmage, Alchemist, Rogue, Wyrmic, Summoner and Prodigies and some other stuff, all changes can be turned off individually. Credit to Housepet and discord community. PS: Im only publishing so my friend can use it, but feel free to try the changes Showing Items Tier in Inventory 1.6.0This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Arcanum Class Pack 1.6.7Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: EquipDoll - Clean Item Names 1.6.0Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Better Item Description 1.6.6This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Nekarcos's Quality of Life 07: Visible Size Categories 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Forbidden Cults 1.6.7Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Halfling |
Class | Wyrmic |
Level / Exp | 50 / 1470% |
Size | big |
Lifes / Deaths | Killed by overpowered greater multi-hued wyrm at level 36 on the 68th Pyre 124th year of Ascendancy at 05:04 3 / 4Killed by multi-hued drake at level 36 on the 68th Pyre 124th year of Ascendancy at 05:33 Killed by Atamathon the Giant Golem at level 41 on the 3rd Regrowth 125th year of Ascendancy at 23:04 Killed by Atamathon the Giant Golem at level 41 on the 4th Regrowth 125th year of Ascendancy at 00:11 |
Primary Stats
Strength | 139 (base 60) |
Dexterity | 36 (base 10) |
Constitution | 75 (base 32) |
Magic | 30 (base 10) |
Willpower | 115.21780805997 (base 60) |
Cunning | 123.60890402999 (base 60) |
Resources
Life | 2599/2599 |
Equilibrium | 47 |
Steam | 100/100 |
Healing Factor | 1.9379591836735 |
Regeneration | 123.06021376912 |
Speed
Mental | +17.57557161474% |
Attack | +17.57557161474% |
Movement | +27.29637637164% |
Spell | 0% |
Global | +100% |
Vision
Sight | 11 |
Lite | 8 |
Infravision | 7.3711528679869 |
See Stealth | 50.735092512002 |
See Invisible | 52.735092512002 |
ESP Range | 10 |
ESP Kinds | dragon |
Offense: Mainhand
Damage | 174 |
Accuracy | 58 |
Crit Chance | 61% |
APR | 46 |
Speed | 0.85 |
Offense: Offhand
Damage | 188 |
Accuracy | 58 |
Crit Chance | 64% |
APR | 76 |
Speed | 0.85 |
Offense: Spell
Spellpower | 20.5 |
Crit Chance | 40% |
Speed | 1 |
Offense: Mind
Mindpower | 101 |
Crit Chance | 84% |
Speed | 0.85051680911805 |
Offense: Damage Bonus
Acid | +39% |
Blight | +27% |
Physical | +64% |
Cold | +39% |
All | +14% |
Darkness | +27% |
Temporal | +17% |
Lightning | +39% |
Mind | +34% |
Fire | +39% |
Nature | +117% |
Offense: Damage Penetration
Acid | +13% |
Blight | +13% |
Physical | +18% |
Cold | +13% |
All | 0% |
Darkness | +13% |
Temporal | +5% |
Lightning | +13% |
Mind | +20% |
Fire | +13% |
Nature | +38% |
Defense: Base
Armour (hardiness) | 116.84521409236 (91.030927835052%) |
Defense | 51 |
Ranged Defense | 51 |
Fatigue | 0 |
Physical Save | 76 |
Spell Save | 63 |
Mental Save | 67 |
Defense: Resistances
Acid | + 60%( 76%) |
Blight | + 58%( 76%) |
Arcane | + 38%( 76%) |
Cold | + 60%( 76%) |
All | + 22%( 76%) |
Physical | + 76%( 76%) |
Lightning | + 76%( 76%) |
Light | + 34%( 76%) |
Temporal | + 38%( 76%) |
Mind | + 63%( 76%) |
Darkness | + 40%( 76%) |
Fire | + 74%( 76%) |
Nature | + 63%( 76%) |
Defense: Immunities
Stun Resistance | 100% |
Bleed Resistance | 70% |
Confusion Resistance | 91% |
Instadeath Resistance | 100% |
Knockback Resistance | 21% |
Poison Resistance | 70% |
Blind Resistance | 79% |
Inscriptions (4/4)
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 155% efficiency and cooldown mod of 57%. |
Infusions | Effective talent level: 1.0 Infusion: Wild GrowthUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Causes thick vines to spring from the ground and entangle all targets within 5 squares for 10 turns, pinning them in place for 5 turns and dealing 203.89 physical damage and 539.78 nature damage. The vines also grow all around you, increasing your armour by 50 and armour hardiness by 30. |
Infusions | Effective talent level: 1.0 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 22% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 4 each turn for 4 turns. Its effects scale with your Willpower stat. |
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 17.7 steam per turn. Can be activated for an instant burst of 89 steam. Its effects scale with your Willpower stat. |
Class Talents
Wild-gift / Cold drake aspect | 1.60 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Wild-gift / Sand drake aspect | 1.80 |
| 5/5 |
| 3/5 |
| 4/5 |
| 5/5 |
Wild-gift / Wind drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Two-handed assault | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Sea drake aspect | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 5/5 |
Wild-gift / Fire drake aspect | 1.60 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Shield offense | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Higher draconic abilities | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 3/5 |
Wild-gift / Venom drake aspect | 1.60 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Wild-gift / Storm drake aspect | 1.60 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
Wild-gift / Fungus | 1.00 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Wild-gift / Mindstar mastery | 1.20 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Steamtech / Physics | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Call of the wild | 1.40 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Wild-gift / Harmony | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Wild-gift / Eyals-embrace | 0.80 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 4/5 |
| 4/5 |
| 2/5 |
| 0/5 |
Wild-gift / Hunter | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Cloud Seer |
talent | Elemental Harmony |
talent | Psiblades |
talent | Icy Skin |
talent | Water Dweller |
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. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved talent Psiblades (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Old Forest. Escort: lone alchemist (level 4 of Old Forest)As a reward you improved talent Thorn Grab (+1 level(s)). | done |
You failed to protect the lone alchemist from death by Bromantic. Escort: lone alchemist (level 7 of Dreadfell) | failed |
You successfully escorted the lost defiler to the recall portal on level 3 of Norgos Lair. Escort: lost defiler (level 3 of Norgos Lair)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire) | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Dreadfell. Escort: lost warrior (level 2 of Dreadfell)As a reward you improved Strength by +5. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Dreadfell. Escort: repented thief (level 1 of Dreadfell)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Daikara. Escort: worried loremaster (level 1 of Daikara)As a reward you improved Constitution 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 Minotaur. * 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 Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 58. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Agrimley the hermit is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Having failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of avoidance. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mastery. Agrimley the hermit has completed an elixir of explosive force without your aid. You have aided Agrimley the hermit in creating an elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of brawn. Ungrol of Last Hope has completed an elixir of foundations without your aid. | 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. | done |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle* You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close. * You have closed two books of binding, the castle is now stable and you should probably be able to access the last chapter. * You have killed the Glass Golem and claimed the castle treasures for yourself! | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of CreationSlasul told you his side of the story. Now you must decide: which of them is corrupt? * You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
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. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 2.0 T3 feet armor [Random Unique] Master/Psionic While equipped: Stats +6 Wil +3 Cun +4 Con dps ---------- Mind.pwr +4 (+1 eff.) Dmg.mod +3% temporal Res.pen +5% temporal +5% physical Melee Ret 4 temporal ----- def ----- Armour +3 Phys.save +7 (+1 eff.) Spell.save +8 (+2 eff.) Mind.save +7 (+2 eff.) Pinning- +0% Knockbk- +0% Teleport- +0% Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Stam/turn +0.50 Max.stam +14.00 Talents +5 Rocket Boots Blindside: Puts all charms on 25 cooldown Level 1.0 Pwr.cost 25 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 25 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
Quiver | ![]() 3.0 T4 shot ammo [Unique] Nature/Steamtech Power 22.0 - 26.4 Nature Uses 40% Wil, 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +8 Crit +2.0% Capacity 20 On Crit: * bursts into an cloud of spydric poison, pinning those inside (with a 10 turn cooldown) While equipped: ---------- misc Talents +5 Saw Shell Ready to trigger! A dedicated technician seems to have built pockets of spider venom into these rounds. It's not clear how happy the spiders were about this. |
Light source | ![]() 0.0 lite [Unique] Arcane While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con -5 Lck dps ---------- Phys.pwr +12 (+3 eff.) Spell.pwr +12 (+2 eff.) ---------- misc Light +6 Breathe water Tidal Wave: Level 4.0 Pwr.cost 80 out of 150/150. Range melee/personal Travel.spd instantaneous Is a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 15.46 cold damage and 18.25 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 4 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
On head | ![]() 3.0 T5 head armor [Unique] Master While equipped: Stats +0 Cun ----- def ----- Armour +20 Fatigue +12% Resists +15% acid +15% physical +15% cold +15% fire +35% mind +15% lightning Phys.save +12 (+3 eff.) Spell.save +12 (+3 eff.) Mind.save +32 (+8 eff.) ---------- misc Telepathy Dragon Talents +4 Arcane Disruption Wave Traces of a dragon's power still remain in this bleached and cracked skull. |
On hands | ![]() 1.5 T5 hands armor [Unique] Disrupt/Master While equipped: Stats +10 Cun +10 Wil dps ---------- Mind.crit +15% Mind.pwr +12 (+2 eff.) Dmg.mod +25% nature Res.pen +25% nature ----- def ----- Armour +8 Defense +6 (+2 eff.) Spell.save +15 (+4 eff.) Max.HP +100.00 ---------- misc Light +1 Talents +5 Spring Grapple Unarmed combat: Power 34.0 - 47.6 Physical Uses 40% Wil, 40% Str, 40% Cun 40% Dex Apr +18 Crit +12.0% Atk.spd 83% Melee+ +20 silence On Hit: 15% Mana Clash 3 On Hit: 15% Antimagic Zone 3 On Hit: * 50 arcane resource burn Can't be worn by those with arcane powers. Attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 229.14 arcane damage and stunned). Uses 100 power out of 150/150 These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
Tool | ![]() 2.0 T4 totem charm [Unique] Nature While equipped: Stats +7 Wil +6 Con dps ---------- Mind.pwr +7 (+2 eff.) Dmg.mod +20% nature ----- def ----- Resists +20% blight +20% nature Heal.mod +25% ---------- misc Masteries +0.10 Wild-gift/Call of the wild +0.10 Wild-gift/Harmony Heals all nearby living creatures by 5 points each turn. Take root increasing health by 300, armor by 20, and armor hardiness by 20% but rooting you in place for 4 turns. Uses 10 power out of 15/15 Activation is instant. This small tree-shaped totem is imbued with powerful healing energies. |
On fingers | ![]() 0.1 T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con ---------- misc Talents +1 I Can Carry The World! You have set the ring to grant you I Can Carry The World!! A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
On fingers | ![]() 0.1 T5 ring jewelry [Unique] Arcane While equipped: Stats +7 Str dps ---------- Phys.pwr +20 (+4 eff.) Spell.pwr +16 (+3 eff.) Mind.pwr +19 (+4 eff.) Dmg.mod +7% all ----- def ----- Armour +14 Resists +9% blight +6% temporal +5% arcane Max.HP +69.00 HP.reg +19.00 Heal.mod +20% Blind- +20% 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? |
Around neck | ![]() 0.1 T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +2 Wil +3 Cun +8 Con ----- def ----- Armour +7 Defense +10 (+3 eff.) Resists +6% darkness +22% mind +5% arcane Res.Cap +6% all Phys.save +30 (+6 eff.) Max.HP +62.00 HP.reg +11.00 Confus- +41% Amulets can have magical properties. |
In main hand | ![]() 3.0 T4 mindstar 1H weapon [Unique] Nature Power 16.0 - 17.6 Physical Uses 133% Wil, 37% Str, 19% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +46 Crit +2.5% Atk.spd 100% Dmg.conv 20% acid 20% physical 20% fire 20% cold 20% lightning On Hit: * chills your foe dealing 36 damage and slowing them by one tenth of a turn While equipped: dps ---------- Phys.crit +5.0% Mind.crit +5% Phys.pwr +10 (+2 eff.) Mind.pwr +19 (+4 eff.) Dmg.mod +12% lightning +12% physical +12% cold +12% fire +12% acid ----- def ----- Resists +10% acid +10% physical +10% cold +10% fire +10% lightning ---------- misc Masteries +0.30 Wild-gift/Venom drake aspect +0.30 Wild-gift/Cold drake aspect +0.30 Wild-gift/Fire drake aspect +0.30 Wild-gift/Storm drake aspect +0.30 Wild-gift/Sand drake aspect The breath attack has a chance to shift randomly between Fire, Ice, Lightning, Acid, and Sand each turn. Fire Breath: Level 6.4 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: You breathe fire in a frontal cone of radius 9. Any target caught in the area will take 1306.93 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. A black iris cuts through the core of this mindstar, which shifts with myriad colours. It darts around, as if searching for something. |
Around 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 (+3 eff.) Spell.save +15 (+4 eff.) Mind.save +15 (+4 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. |
In off hand | ![]() 3.0 T5 mindstar 1H weapon [Unique] Nature/Psionic Power 22.0 - 24.2 Mind Uses 152% Wil, 37% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +76 Crit +5.0% Atk.spd 100% On Hit: * splashes acid on your target dealing 66 damage and reducing their armor While equipped: Stats +6 Cun +11 Wil dps ---------- Mind.crit +9% Mind.pwr +34 (+6 eff.) Dmg.mod +20% mind Res.pen +20% mind ----- def ----- Resists -5% mind Mind.save -20 (-5 eff.) Confus- +30% Wayist: (Instant) Level 1.0 Pwr.cost 60 out of 60/60. Range 4 Travel.spd instantaneous Is a mind power Description: Reach through the collective psionic gestalt of the yeeks, the Way, to call for immediate help. Summons up to 3 yeek mindslayers to your side for 6 turns. All their primary stats will be set to 58 (based on your Willpower and Talent Level). Your increased damage, damage penetration, and many other stats will be inherited. The vast psionic force of the Way reverberates through this gemstone. With a single touch, you can sense overwhelming power, and hear countless thoughts. |
Cloak | ![]() 2.0 T4 cloak armor [Unique] Steamtech While equipped: Stats +6 Cun dps ---------- Phys.pwr +5 (+1 eff.) ----- def ----- Defense +10 (+3 eff.) Resists +30% lightning Phys.save +10 (+2 eff.) Stun/Frz- +50% Has a 50% chance each turn to slash an adjacent enemy for 369 physical damage (based on Cunning), making them bleed. This cloak seems to incorporate a series of blades attached to various spring mechanisms. Apparently the designer believed that the best defense was an active one. |
Main armor | ![]() 17.0 T5 massive armor [Unique] Nature While equipped: dps ---------- Dmg.mod +25% nature +25% physical ----- def ----- Armour +20 Hardiness +10% Defense +15 (+5 eff.) Fatigue +10% Resists +25% fire +25% physical HP.reg +10.00 Blind- +50% Poison- +70% Disease- +70% Cut- +70% ---------- misc Masteries +0.20 Wild-gift/Sand drake aspect +0.20 Wild-gift/Harmony Burrow: (Instant) Level 9.0 Pwr.cost 20 out of 20/20. Range 10 Travel.spd instantaneous Is a mind power a nature gift Description: Allows you to burrow into earthen walls for 9 turns. Your powerful digging abilities also allow you to exploit and smash through enemy defensive weaknesses; You ignore 56 of target armor and 28% of enemy physical damage resistance while this is in effect. At Talent Level 5, this talent can be used instantly, and the cooldown will reduce with levels. Each point in sand drake talents also increases your physical resistance by 0.5%. Tough but flexible scales of a huge sandwurm have been rivetted together to make this massive armour. |
Inventory
![]() 0.4 potion [Unique] Nature Quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
![]() 0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 139% efficiency and cooldown mod of 89%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 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 [Ego+] Master While equipped: Stats +4 Dex +4 Cun +4 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -5% HP.reg +1.00 ---------- misc Stam/turn +0.40 Amulets can have magical properties. |
![]() 0.1 T5 amulet jewelry [Unique] Nature While equipped: dps ---------- Phys.crit +10.0% Spell.crit +10% Mind.crit +10% Melee+ 30 crippling poison Ranged+ 30 crippling poison Apr +10 ----- def ----- Stealth +10 ---------- misc Infravis +5 Masteries +0.20 Wild-gift/Hunter +0.20 Cursed/Predator A disgusting collection of various bits of prey that the Hunter has caught. |
![]() 0.1 T5 amulet jewelry [Ego++] Master While equipped: Stats +7 Str +7 Dex +7 Wil dps ---------- Crit.mult +14.00% Acc +7 (+4 eff.) Apr +14 Amulets can have magical properties. |
![]() 1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() 0.1 T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck ----- def ----- Phys.save +10 (+2 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 [Ego++] Arcane/Psionic While equipped: Stats +5 Str +5 Dex +11 Mag +5 Wil +15 Cun +5 Con dps ---------- Spell.pwr +7 (+2 eff.) Melee+ 22 physical Ranged+ 21 physical On Hit (Melee): * 14% chance to reduce all saves and defense by 50 On Hit (Ranged): * 15% chance to reduce all saves and defense by 50 ---------- misc Hate/m.crit +2.00 Max.hate +5.00 Bleeding Edge: Puts all charms on 20 cooldown Level 4.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 67%. Rings can have magical properties. |
![]() 0.1 T5 ring jewelry [Ego++] Nature/Master While equipped: Stats +4 Con ----- def ----- Spell.save +18 (+5 eff.) Max.HP +82.00 HP.reg +13.00 Heal.mod +16% ---------- misc Max.stam +22.00 Rings can have magical properties. |
![]() 0.1 T5 ring jewelry [Ego+] Nature/Psionic While equipped: Stats +6 Cun +7 Wil dps ---------- Mind.pwr +11 (+2 eff.) Dmg.mod +15% nature ----- def ----- Resists +30% nature Rings can have magical properties. |
![]() 0.1 T5 ring jewelry [Random Unique] Arcane/Master While equipped: dps ---------- Spell.crit +2% Phys.pwr +19 (+4 eff.) Spell.pwr +7 (+2 eff.) Mind.pwr +13 (+3 eff.) Dmg.mod +14% darkness +6% all Phasing +20% Melee Ret 2 temporal ----- def ----- Fatigue -7% Resists +28% darkness +6% temporal ---------- misc Max.enc +29 Max.mana +20.00 Rings can have magical properties. |
![]() 5.0 T2 staff 2H weapon Reqs Mag 32 [Unique] Arcane Power 18.0 - 21.6 Physical Uses 110% Mag, 40% Wil Acc+ +2.5% proc dam (max 250%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +12 (+2 eff.) Dmg.mod +15% darkness +15% physical +15% light +15% temporal ---------- misc P.En/turn +0.10 N.En/turn +0.10 Talents +1 Command Staff Cooldown Twilight -1 Moonlight Ray -1 Searing Light -1 This tall staff is tipped with a pitch black sphere that yet seems to give off a strong light. |
![]() 7.0 T5 staff 2H weapon Reqs Mag 40 [Godslayer] Unknown Power 60.0 - 72.0 Arcane Uses 130% Mag, 40% Wil Acc+ +2.5% proc dam (max 250%) Acc +30 Apr +60 Atk.spd 100% While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.crit +15% Spell.pwr +48 (+8 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 200 power out of 200/200 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 T4 battleaxe 2H weapon [Unique] Master Power 68.0 - 102.0 Physical Uses 40% Wil, 130% Str Acc+ +0.3% crit chance (max 25%) Apr +7 Crit +10.0% Atk.spd 100% While equipped: Stats +2 Dex +2 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Defense +6 (+2 eff.) Stun/Frz- +30% Knockbk- +30% Made in times before the Dwarves learned beautiful craftsmanship, the rough appearance of this axe belies its great power. Only Dwarves may harness its true strength, however. |
![]() 3.0 T5 battleaxe 2H weapon [Unique] Arcane Power 70.0 - 105.0 Physical Uses 40% Wil, 120% Str Acc+ +0.3% crit chance (max 25%) Apr +8 Crit +8.0% Atk.spd 100% Melee+ +50 fire Dmg.conv 20% fire While equipped: dps ---------- Dmg.mod +20% fire Res.pen +25% fire ----- def ----- Resists +20% fire The wearer is treated as a demon. Infernal Breath: Level 3.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a spell Description: Exhale a wave of dark fire with radius 6. Any non demon caught in the area will take 297.57 fire damage, and flames will be left dealing a further 69.56 each turn. Demons will be healed for the same amount. The damage will increase with your Strength Stat. Blackened with soot and covered in spikes, this battleaxe roars with the flames of the Fearscape. Given by Urh'Rok himself to his general, this powerful weapon can burn even the most resilient of foes. |
![]() 3.0 T5 battleaxe 2H weapon [Unique] Nature/Disrupt Power 72.0 - 108.0 Physical Uses 40% Wil, 120% Str Acc+ +0.3% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% Melee+ +50 acid +50 nature slow On Crit: * deal manaburn damage equal to your mindpower in a radius 3 cone While equipped: ---------- misc Cooldown Mana Clash -2 Ice Claw -1 Swallow -2 This huge granite battleaxe is as much mace as it is axe. The shaft is made of blackened wood tightly bound in drakeskin leather and the sharpened granite head glistens with a viscous green fluid. |
![]() 3.0 T3 trident 2H weapon [Unique] Arcane Power 50.0 - 70.0 Physical Uses 40% Wil, 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +10 Crit +5.0% Atk.spd 100% Melee+ +20 shadowflame On Crit.r2 +20 % chance of gloom effects While equipped: dps ---------- Phys.crit +5.0% Spell.crit +5% Mind.crit +5% ---------- misc Hate/m.crit +3.00 Light -1 Infravis +3 (The Gloom burst on critical applies debuffs.) Earthquake: Level 3.0 Pwr.cost 50 out of 50/50. Range 10 Travel.spd instantaneous Is a spell Description: Causes a violent earthquake that deals 50.25 physical damage in a radius of 3 each turn for 6 turns, and has a 25% chance of stunning any creature it affects. The damage will increase with your Spellpower. Forged deep underground by unknown peoples, gloom follows this trident, despite it being constantly flaming. This item has been sent to the Item's Vault. |
![]() 3.0 T5 longsword 1H weapon [Unique] Arcane If the sun doesn't set, dawn's power lasts forever. Power 50.0 - 70.0 Physical Uses 40% Wil, 25% Mag, 80% Str Acc+ +0.4% crit mult (max 40%) Apr +7 Crit +5.0% Atk.spd 100% Dmg.conv 30% light Against +25% Undead +25% Demon While equipped: dps ---------- Spell.crit +4% Spell.pwr +10 (+2 eff.) Dmg.mod +18% light Res.pen +25% light ---------- misc Light +2 Cooldown Healing Light -2 Suncloak -3 Providence -4 Barrier -2 Masteries +0.20 Celestial/Sun +0.20 Celestial/Combat +0.20 Celestial/Light Invoke dawn, inflicting 153.90 light damage in radius 5 (based on Magic) and lighting the area within radius 10. Uses 35 power out of 35/35 Said to have been forged in the earliest days of the Sunwall, this longsword shines with the light of daybreak, capable of banishing all shadows. |
![]() 3.0 T3 mace 1H weapon [Unique] Nature/Disrupt Power 40.0 - 56.0 Physical Uses 40% Wil, 100% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +9.0% Atk.spd 100% Melee+ +10 silence +18 nature While equipped: dps ---------- Acc +6 (+3 eff.) Rush: Level 3.9 Pwr.cost 15 out of 25/25. Range 9 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. This thick-set mace was used by the Spellhunter Vorlan, who crafted it from the wood of an ancient oak that was uprooted during the Spellblaze. Many were the wizards and witches felled by this weapon, brought to justice for the crimes they committed against nature. This item has been sent to the Item's Vault. |
![]() 3.0 T2 mindstar 1H weapon [Unique] Nature Power 8.0 - 8.8 Nature Uses 90% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +13 Crit +7.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) ----- def ----- HP.reg +2.00 Heal.mod +20% ---------- misc Masteries +0.30 Wild-gift/Fungus Bloom Heal: (Instant) Level 1.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Call upon the power of nature to regenerate your body for 65 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body. This item has been sent to the Item's Vault. |
![]() 3.0 T4 mindstar 1H weapon [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. Power 14.0 - 15.4 Fire Uses 90% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +32 Crit +5.0% Atk.spd 100% Dmg.conv 50% cold While equipped: dps ---------- Mind.crit +8% Mind.pwr +16 (+3 eff.) Dmg.mod +20% fire +20% cold Res.pen +12% fire +12% cold ----- def ----- Resists +20% fire +20% cold Spell.save +12 (+3 eff.) ---------- misc Psi/turn +1.00 Talents +1 Psionic Maelstrom Masteries +0.20 Psionic/Thermal mastery Thermal energies are focussed in the core of this mindstar. |
![]() 3.0 T4 mindstar 1H weapon [Ego++] Nature/Psionic Power 13.0 - 14.3 Nature Uses 90% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) Melee+ 11 physical Dmg.mod +11% physical Res.pen +14% physical ----- def ----- Resists +13% mind +11% physical Mind.save +2 (+1 eff.) ---------- misc Psi/turn +0.80 Max.psi +12.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T4 mindstar 1H weapon [Ego++] Nature/Psionic Power 13.5 - 14.9 Mind Uses 90% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: Stats +3 Str +3 Dex +2 Mag +4 Wil +1 Cun +3 Con dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) Melee+ 10 lightning Dmg.mod +7% lightning Res.pen +14% lightning ----- def ----- Resists +15% mind +8% lightning Mind.save +6 (+2 eff.) ---------- misc Psi/turn +0.70 Max.psi +23.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T4 mindstar 1H weapon [Ego++] Nature/Disrupt Power 12.5 - 13.8 Mind Uses 90% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% On Crit: * Deals 151 Manaburn damage and puts 1 random spell talent on cooldown for 7 turns (checks Confusion immunity) While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) Dmg.mod +5% lightning +8% cold +9% physical ----- def ----- Defense +18 (+6 eff.) Pinning- +24% ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T5 mindstar 1H weapon [Unique] Nature/Psionic Power 24.0 - 26.4 Dreamforge Uses 100% Wil, 20% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +4 Cun +6 Wil dps ---------- Mind.crit +8% Phys.pwr +10 (+2 eff.) Mind.pwr +16 (+3 eff.) Melee+ 30 dreamforge Dmg.mod +10% physical +10% mind +10% fire Res.pen +10% mind +10% physical Acc +10 (+5 eff.) ----- def ----- Resists +5% physical +5% mind +15% fire ---------- misc Masteries +0.20 Psionic/Dream Forge +0.20 Psionic/Dream Smith Forge Bellows: Level 3.0 Pwr.cost 24 out of 30/30. Range melee/personal Travel.spd instantaneous Is a mind power Description: Release the bellows of the forge upon your surroundings, inflicting 64.24 mind damage, 66.51 burning damage, and knocking back your enemies in a radius 4 cone. Empty terrain may be changed (50% chance) for 3 turns into forge walls, which block movement and inflict 5.86 mind and 6.07 fire damage on nearby enemies. The damage and knockback chance will scale with your Mindpower. This blazing hot mindstar beats rhythmically, releasing a burst of heat with each strike. |
![]() 3.0 T5 mindstar 1H weapon [Random Unique] Nature/Disrupt/Psionic Power 16.0 - 17.6 Nature Uses 90% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% On Crit.r2 +4 lightning On Hit: * 20% chance to slow global speed by 80% * 20% chance to reduce all saves and defense by 50 On Crit: * Deals 151 Manaburn damage and puts 1 random spell talent on cooldown for 7 turns (checks Confusion immunity) While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) Melee+ 8 lightning 9 physical 8 cold 9 acid 5 fire Dmg.mod +3% lightning +6% mind ----- def ----- Resists +7% lightning +6% physical +8% cold +8% fire +3% mind +8% acid Mind.save +8 (+2 eff.) ---------- misc Max.psi +50.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T5 mindstar 1H weapon [Rare] Nature/Psionic Power 16.5 - 18.2 Nature Uses 90% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +13 Str +6 Dex dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) Dmg.mod +12% temporal +9% mind +12% fire Res.pen +10% mind ----- def ----- Armour +14 Resists +10% mind +9% temporal Dmg.Resnn +22% Def/telep +16 Res/telep +16% Dur/telep +16% ---------- misc Psi/ret +1.70 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T5 mindstar 1H weapon [Ego++] Nature Power 16.5 - 18.2 Nature Uses 90% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) All.spd +7% Melee+ 11 fire Dmg.mod +11% acid +20% fire +10% cold +12% physical Res.pen +5% acid +21% fire +7% cold +3% physical ----- def ----- Resists +10% fire Heal/summ +30 ---------- misc Max.summ +2 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T5 mindstar 1H weapon [Ego++] Nature/Psionic Power 15.5 - 17.1 Mind Uses 90% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) Melee+ 5 cold Dmg.mod +10% cold Res.pen +11% cold ----- def ----- Armour +9 Resists +15% mind +10% cold Mind.save +4 (+1 eff.) ---------- misc Psi/turn +0.50 Max.psi +20.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T5 mindstar 1H weapon [Ego++] Nature/Psionic Power 16.0 - 17.6 Nature Uses 90% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) Melee+ 4 acid Dmg.mod +13% acid Res.pen +13% acid ----- def ----- Resists +12% acid +12% mind Mind.save +7 (+2 eff.) HP.reg +3.00 ---------- misc Psi/turn +0.50 Max.psi +30.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T5 mindstar 1H weapon [Ego+] Nature/Psionic Power 17.0 - 18.7 Mind Uses 90% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) ---------- misc Hate/kill +3.00 Psi/kill +4.00 Talents +1 Attune Mindstar Masteries +0.20 Psionic/Voracity +0.10 Cursed/Dark sustenance Inflict 286.76 mind damage (range 10), gaining psi and hate equal to 10% of the damage done Puts all charms on 20 cooldown Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T5 mindstar 1H weapon [Rare] Nature Power 17.0 - 18.7 Nature Uses 90% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% Melee+ +8 light On Hit.r1 +0 20% chance of physical repulsion On Crit.r2 +8 acid While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) Dmg.mod +12% acid +8% nature +6% light Res.pen +8% nature ----- def ----- Resists +6% lightning +18% blight +5% arcane +10% nature +3% acid ---------- misc Talents +1 Attune Mindstar Masteries +0.20 Wild-gift/Harmony Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T5 mindstar 1H weapon [Rare] Nature Power 18.0 - 19.8 Mind Uses 90% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% Melee+ +22 blight +12 darkness While equipped: Stats +7 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) Res.pen +25% blight +27% darkness +15% arcane Melee Ret 6 arcane ----- def ----- Phys.save +9 (+2 eff.) Spell.save +9 (+2 eff.) Mind.save +9 (+3 eff.) Def/telep +16 Res/telep +16% Dur/telep +16% ---------- misc Equi/ret +1.90 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T5 whip 1H weapon [Unique] Arcane A part of set. Power 55.0 - 60.5 Physical Uses 40% Wil, 100% Dex Mastery Exotic Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +8 Crit +9.0% Atk.spd 125% Melee+ +30 bleed On Crit.r2 +50 bleed On Hit: 10% Bone Grab 3 On Hit: 20% Bone Spear 4 While equipped: dps ---------- Spell.pwr +4 (+1 eff.) Phys.spd +10% ----- def ----- Defense +12 (+4 eff.) ---------- misc Masteries +0.25 Corruption/Bone On Spell Hit: 10% Bone Spear 4 Bone Nova: Level 4.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Is a spell Description: Fire bone spears in all directions, hitting all foes within radius 4 for 81.81 physical damage, and inflicting bleeding for another 40.90 damage over 5 turns. The damage will increase with your Spellpower. This whip appears to have been made from a human spine. A handle sits on one end, a sharply honed claw on the other. |
![]() 4.0 T3 longbow 2H weapon [Unique] Arcane Power 0.0 - 0.0 Physical Uses 40% Wil Acc+ +0.3% crit chance (max 25%) Atk.spd 100% Range +9 Proj.spd +400% On Hit: 100% Arcane Eye 4 While equipped: dps ---------- Ranged+ 25 arcane ---------- misc Light +2 This bow is said to have been the tool of an infamous dwarven spy. Rumours say it allowed him to "steal" the eyes of his enemies. Adversaries struck were left alive, only to unknowingly divulge their secrets to his unwavering sight. |
![]() 3.0 T5 arrow ammo Reqs Dex 48 [Random Unique] Nature/Master Power 70.0 - 98.0 Physical Uses 40% Wil, 50% Str, 70% Dex Acc+ +0.3% crit chance (max 25%) Apr +18 Crit +24.0% Capacity 19 Ranged+ +8 blight +26 nature +20 arcane On Crit.r2 +4 mind On Hit: * 20% chance to reduce all saves and defense by 50 * 20% chance to create vines that bind the target to the ground dealing 352 nature damage and pinning them for 3 turns On Crit: * Wound the target dealing 307 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 [Unique] Master Power 68.0 - 95.2 Physical Uses 40% Wil, 50% Dex, 70% Str Acc+ +0.3% 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 [Unique] Arcane Power 45.0 - 63.0 Void Uses 40% Wil, 70% Dex, 40% Mag 50% Str Acc+ +0.3% crit chance (max 25%) Apr +120 Crit +6.0% Capacity 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 T4 shot ammo [Unique] Arcane Power 32.0 - 38.4 Fire Uses 40% Wil, 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Capacity 20 On Hit: * sets off a powerful explosion Intense heat radiates from this powerful shot. |
![]() 3.0 T5 shot ammo [Unique] Arcane Power 50.0 - 60.0 Hindering blight Uses 40% Wil, 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Capacity 0 While equipped: ----- def ----- HP.reg -1.00 (These shots do blight damage and slow.) You feel a small jolt of magic as you touch this pouch. A small bead of blood forms on your finger where you touched it. It quickly detaches itself and floats into the pouch. |
![]() 7.0 T3 shield armor [Unique] Nature When used to Attack: Power 40.0 - 48.0 Physical Uses 40% Wil, 100% Str Acc+ +2.5% proc dam (max 250%) Crit +5.0% Block +120 While equipped: Stats +5 Wil dps ---------- On shield block: * Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it ----- def ----- Armour +2 Defense +8 (+3 eff.) Rng.Def +8 (+3 eff.) Fatigue +6% Resists +25% blight +25% darkness ---------- misc Talents +1 Block On block: Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it Black, interwoven tendrils form this mesh that can be used as a shield. It reacts visibly to your touch, clinging to your arm and engulfing it in a warm, black mass. This item has been sent to the Item's Vault. |
![]() 7.0 T4 shield armor [Unique] Nature/Master When used to Attack: Power 58.0 - 69.6 Fire Uses 40% Wil, 100% Str Acc+ +2.5% proc dam (max 250%) Crit +4.5% Block +220 While equipped: dps ---------- On shield block: * 30% chance that you'll breathe fire in a cone at the attacker (if within range 6). This can only occur up to 4 times per turn. Melee Ret 17 fire ----- def ----- Armour +9 Defense +16 (+5 eff.) Rng.Def +15 (+5 eff.) Fatigue +20% Resists +35% fire Affinity +15% fire ---------- misc Talents +1 Block On block: 30% chance that you'll breathe fire in a cone at the attacker (if within range 6). This can only occur up to 4 times per turn. This large shield was made using scales of many fire drakes from the lost land of Tar'Eyal. This item has been sent to the Item's Vault. |
![]() 7.0 T4 shield armor [Unique] Master When used to Attack: Power 40.0 - 48.0 Physical Uses 40% Wil, 120% Str Acc+ +2.5% proc dam (max 250%) Crit +9.0% Block +220 HP.leech +8% While equipped: Stats +10 Con dps ---------- Melee Ret 15 draining blight ----- def ----- Armour +15 Fatigue +19% Resists +25% blight +10% light HP.reg +5.00 ---------- misc Talents +1 Block Though tarnished and spattered with blood, the emblem of the Sun still manages to shine through on this shield. This item has been sent to the Item's Vault. |
![]() 7.0 T5 shield armor [Unique] Nature When used to Attack: Power 52.0 - 62.4 Light Uses 40% Wil, 100% Str Acc+ +2.5% proc dam (max 250%) Crit +4.5% Block +260 On Hit: * 30% chance to blind * releases a burst of light While equipped: Stats +3 Cun +5 Wil dps ---------- Mind.pwr +8 (+2 eff.) Dmg.mod +10% fire +15% mind +15% light Res.pen +10% fire +10% light +10% mind ----- def ----- Armour +15 Defense +17 (+6 eff.) Rng.Def +17 (+6 eff.) Fatigue +12% Resists +15% darkness +10% fire +12% mind +20% light Mind.save +18 (+5 eff.) Blind- +100% Confus- +25% ---------- misc Max.psi +20.00 Light +3 Talents +1 Block Send out a range 7 beam, lighting its path and dealing 90.84 to 113.55 light damage (based on Willpower and Cunning). Uses 12 power out of 30/30 A bright light shines from the center of this shield. Holding it clears your mind. |
![]() 7.0 T5 shield armor [Unique] Arcane When used to Attack: Power 52.0 - 62.4 Darkness Uses 40% Wil, 100% Str Acc+ +2.5% proc dam (max 250%) Crit +4.5% Block +200 While equipped: dps ---------- Melee Ret 10 darkness ----- def ----- Armour +9 Defense +12 (+4 eff.) Rng.Def +15 (+5 eff.) Fatigue +28% Resists +2% all ---------- misc Talents +1 Block Masteries +0.20 Technique/Shield defense +0.20 Technique/Shield offense +0.20 Corruption/Doom shield ShadowPwr +5 Increases all resists by 0.4% for each point of your Shadow Power. "With this, no one will ever harm you again." |
![]() 2.0 T5 cloth armor [Unique] Arcane While equipped: Stats +7 Mag +7 Wil +7 Cun dps ---------- Spell.crit +12% Spell.pwr +35 (+6 eff.) Dmg.mod +37% lightning +37% temporal +37% cold +37% fire +37% arcane +37% physical ----- def ----- Resists +15% all ---------- misc Mana/turn +2.00 Max.mana +77.00 Masteries +0.10 Spell/Occult technomancy +0.10 Spell/Galvanic technomancy +0.10 Spell/Terrene technomancy 20% chance when casting a technomancy spell (or 10% chance when casting a normal spell) to power-up the internal defense circuits of the robe. The circuit will do one of: if more than one foe is in melee range: teleport away all foes if below 50% life: increase all resistances by 20% for 5 turns if below 20 steam: supercharge the arcane dynamo to produce 4 more steam per 10 mana spent for 5 turns otherwise: reset the cooldown of the spell with the highest remaining cooldown This robe was worn by the Technomancer Galen, infused with technomancy enchantments it is said to react to techno-spells! |
![]() 2.0 T5 cloth armor [Unique] Nature While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.crit +20% Mind.crit +20% Dmg.mod +30% lightning ----- def ----- Defense +20 (+7 eff.) Resists +20% lightning +20% cold +20% physical +15% all ---------- misc Masteries +0.20 Wild-gift/Winds +0.20 Wild-gift/Weather This is not a robe, this is a smock. It is unclear if it always had stormy enchantments, or whether those appeared when the mage wearing it found out it was really a smock... |
![]() 9.0 T2 light armor [Unique] Arcane/Nature While equipped: Stats +2 Dex ----- def ----- Armour +8 Defense +5 (+2 eff.) Fatigue +3% Resists +15% physical Bone Grab: Level 2.0 Pwr.cost 20 out of 30/30. Range 7 Travel.spd instantaneous Is a spell Description: Grab a target and teleport it to your side or if adjacent up to 6 spaces away from you, pinning it there with a bone rising from the ground for 5 turns. The bone will also deal 42.22 physical damage. The damage will increase with your Spellpower. A gross mass of spinal matter hastily assembled into armour. |
![]() 9.0 T5 light armor [Unique] Nature/Disrupt While equipped: dps ---------- Mind.pwr +10 (+2 eff.) ----- def ----- Armour +10 Defense +10 (+3 eff.) Fatigue +20% Resists +20% lightning +20% temporal +20% light +20% fire +20% nature +20% acid +20% blight +20% cold +15% arcane +20% darkness Spell.save +20 (+5 eff.) This lightweight armor appears to have been woven of countless sprouts, still curling and growing. When you put it on, you feel the weight of the world on your shoulders, in spite of how light it feels in your hands. |
![]() 14.0 T5 heavy armor [Unique] Nature While equipped: Stats +6 Str +6 Wil +4 Cun +10 Lck ----- def ----- Armour +14 Defense +10 (+3 eff.) Fatigue +16% Resists +20% lightning +20% physical +20% cold +20% fire +20% acid Blind- +50% Stun/Frz- +25% Knockbk- +50% ---------- misc Telepathy Dragon Cooldown Ice Breath -3 Lightning Breath -3 Sand Breath -3 Fire Breath -3 Corrosive Breath -3 This dragon scale harness shines with multiple colors, quickly shifting through them in a seemingly chaotic manner. |
![]() 17.0 T3 massive armor [Unique] Arcane/Master While equipped: Stats +5 Mag +5 Con ----- def ----- Armour +20 Defense +8 (+3 eff.) Fatigue +12% Resists +0% acid Crit.dmg- 0.00% Phys.save +12 (+3 eff.) Spell.save +12 (+3 eff.) Mind.save +12 (+3 eff.) Silence- +0% Confus- +0% Pinning- +10% Stun/Frz- +70% Status resistances shift over time to match the statuses you are being hit by. The joints of this armor creak ominously, the frame bends and heaves, almost as if breathing. The scratch and crack of metal mutters of suffering, of loss, perseverance and revenge. |
![]() 17.0 T4 massive armor [Unique] Master While equipped: Stats +15 Con ----- def ----- Armour +50 Hardiness +15% Fatigue +35% Phys.save +45 (+9 eff.) Knockbk- +100% When your effective movement speed (global speed times movement speed) is less than 100%, reduces all incoming damage by a percent equal to the speed detriment (up to 70%). Current reduction bonus: 0% Slow the movement speed of all creatures (including yourself) within range 5 by 40% for 3 turns. Uses 25 power out of 25/25 This massive suit of plate boasts an enormous bulk and overbearing weight. Said to belong to a nameless soldier who safeguarded a passage across the bridge to his village, in defiance to the cohorts of invading orcs. After days of assault failed to fell him, the orcs turned back. The man however, fell dead on the spot - from exhaustion. The armor had finally claimed his life. |
![]() 17.0 T5 massive armor [Unique] Arcane While equipped: Stats +10 Str +10 Con dps ---------- Phys.pwr +10 (+2 eff.) Melee Ret 30 physical ----- def ----- Armour +30 Fatigue +25% Resists +20% physical Phys.save +15 (+3 eff.) HP.reg +0.00 Poison- +0% Disease- +0% Cut- +0% Blood Charges: 0 Drain blood from all creatures within range 5, causing them to bleed for 412.58 physical damage over 4 turns (based on your Physicalpower). For each creature drained (up to 10), the armor gains strength, which fades over 10 turns if it is not fed. Uses 25 power out of 25/25 Worn by a villain long forgotten, this armor was powered by the blood of thousands of innocents. Decrepit and old, the dark lord died in solitude, his dominion crumbled, his subjects gone. Only this cuirass remained, dying to finally taste fresh blood again. |
![]() 17.0 T5 massive armor Reqs - Massive armour training Con 150 [Unique] Arcane While equipped: Stats +15 Str +25 Mag dps ---------- Spell.pwr +25 (+4 eff.) ----- def ----- Armour +50 Defense +40 (+12 eff.) Fatigue +70% Resists +10% all Phys.save +35 (+7 eff.) Spell.save +35 (+9 eff.) Max.HP +270.00 HP.reg +10.00 15% chance when hit to shatter reality around you creating rifts to help you (free cast of a Reality Fracture talent, level 4). This effect has a 30 turns cooldown. If your constitution drops below requirement while using it, it is so heavy you will automatically unequip it. Beware. This 'armour' seems to mostly consist of chunks of a rune etched stone somehow fused with a highly flexible black mesh. The titanic pieces of stone would undoubtedly deflect any blow thrown at you, but you would need obscene strength just to move while wearing this. The glyphs and runes carved into the chunks sometimes light up of their own accord, letting out small bursts of magic. |
![]() 17.0 T5 massive armor [Unique] Arcane While equipped: Stats +6 Wil +4 Cun +3 Con ----- def ----- Armour +35 Defense +25 (+8 eff.) Fatigue +15% Resists +15% acid +20% darkness +15% blight +25% fire +20% cold Phys.save +15 (+3 eff.) Spell.save +25 (+6 eff.) Confus- +100% Fear- +100% ---------- misc Light -2 Infravis +3 Masteries +0.20 Corruption/Doom covenant +0.20 Corruption/Infernal combat +0.20 Corruption/Oppression +0.20 Corruption/Wrath ShadowPwr +10 Grants physical power equal to your Shadow Power. "Wreckage all about you. Is there anything left inside?" |
![]() 17.0 T5 massive armor [Random Unique] Master/Psionic While equipped: Stats +6 Str +7 Wil +8 Cun +5 Con dps ---------- Spell.crit +6% Res.pen +10% blight Melee Ret 4 arcane ----- def ----- Armour +24 Fatigue +16% Phys.save +19 (+4 eff.) Mind.save +24 (+6 eff.) Max.HP +63.00 ---------- misc Mana/s.crit +2.00 A suit of armour made of metal plates. |
![]() 17.0 T5 massive armor [Rare] Psionic While equipped: Stats +3 Str +8 Wil +7 Cun dps ---------- Dmg.mod +6% physical ----- def ----- Armour +16 Hardiness +0% Defense +25 (+8 eff.) Fatigue +22% Resists +6% fire Crit.dmg- 15.00% Mind.save +32 (+8 eff.) HP.reg +0.00 Poison- +0% Disease- +0% Cut- +20% A suit of armour made of metal plates. |
![]() 1.0 T3 belt armor [Unique] Arcane/Steamtech While equipped: Stats +3 Cun dps ---------- Steampwr +5 (+2 eff.) ----- def ----- Phys.save +10 (+2 eff.) Spell.save +10 (+3 eff.) Generate a personal shield that absorbs up to 327 damage and damages attackers striking the wearer for 57 fire damage while it lasts (based on Cunning). Uses 24 power out of 24/24 This belt utilizes an enchanted gem to focus a burst of steam into a powerful barrier. |
![]() 1.0 T3 belt armor [Rare] Master While equipped: Stats +6 Dex +2 Mag +7 Cun +7 Lck dps ---------- Dmg.mod +9% darkness +9% mind Res.pen +10% mind ----- def ----- Fatigue +0% Crit.dmg- 15.00% Stealth +5 ---------- misc T.Disarm +16 Max.enc +0 Infravis +5 A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Ego++] Master While equipped: Stats +4 Dex +4 Cun +7 Lck ----- def ----- Armour +7 Defense +5 (+2 eff.) Phys.save +12 (+3 eff.) Stealth +10 ---------- misc T.Disarm +10 Infravis +3 A belt that goes around your waist. |
![]() 1.0 T4 belt armor [Unique] Arcane While equipped: Stats +8 Mag +8 Con ----- def ----- Armour +8 Hardiness +10% ---------- misc Cooldown Flux -2 Masteries +0.20 Spell/Stone alchemy +0.20 Spell/Morph Transmute some of your life into mana/vim. Uses 20 power out of 20/20 This belt changes shape when you put it on, becoming a perfect fit. |
![]() 1.0 T5 belt armor [Random Unique] Arcane/Master While equipped: Stats +6 Dex +9 Mag +8 Wil +5 Cun dps ---------- Phys.crit +8.0% Spell.crit +5% Mind.crit +12% Spell.pwr +9 (+2 eff.) Dmg.mod +3% light Res.pen +15% cold Melee Ret 4 light ----- def ----- Fatigue +0% Resists +12% lightning +3% cold +3% light Mind.save +12 (+3 eff.) ---------- misc Max.enc +0 A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Crit.mult +10.00% Dmg.mod +3% lightning +3% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 40% ----- def ----- Defense +7 (+2 eff.) Resists +0% fire +0% cold +0% light +0% nature Phys.save +6 (+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 T4 cloak armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% physical Melee Ret 20 blinding physical ----- def ----- Defense +10 (+3 eff.) Resists +10% physical +10% fire Phys.save +10 (+2 eff.) Stealth +10 ---------- misc Masteries +0.20 Wild-curse/Ritch aspect Sandstorm: Level 4.0 Pwr.cost 20 out of 25/25. Range 8 Travel.spd 200% of base Is a nature gift a spell Description: Summons a sandstorm that moves slowly toward its target, following it if it changes position. Any foe caught in its path takes 120.92 physical damage and could be blinded. When it reaches its target, it explodes in a radius of 1 for 63.31 physical damage and possibly blinding. All the sand will also drop onto them, slowing them for 4 turns. The sandstorm will last for 14 turns, or until it reaches its target. Damage will increase with your Spellpower. The outside of the cloak is covered with shifting sands, making it look like a pile of sand on the ground. |
![]() 2.0 T5 cloak armor [Ego+] Master While equipped: Stats +4 Str +3 Con ----- def ----- Defense +3 (+1 eff.) Phys.save +9 (+2 eff.) Max.HP +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Random Unique] Arcane/Master While equipped: Stats +2 Str +2 Dex +1 Mag +2 Wil +2 Cun +2 Con dps ---------- Res.pen +10% mind Acc +5 (+3 eff.) Apr +4 Melee Ret 4 mind On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 12 ----- def ----- Defense +2 (+1 eff.) Resists +0% lightning +0% fire +0% light Spell.save +7 (+2 eff.) Stun/Frz- +0% ---------- misc Max.mana +45.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. This item has been sent to the Item's Vault. |
![]() 2.0 T3 feet armor [Ego++] Arcane/Master While equipped: Stats +3 Dex +5 Mag +2 Cun dps ---------- Spell.pwr +5 (+1 eff.) Dmg.mod +7% acid +7% blight ----- def ----- Armour +3 Disease- +28% Disengage: Puts all charms on 15 cooldown Level 1.0 Pwr.cost 15 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 100% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
![]() 2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Dex +4 Cun dps ---------- Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 A pair of leather boots. Cold to the touch, they radiate a cold blue light. This item has been sent to the Item's Vault. |
![]() 3.0 T5 feet armor [Unique] Master While equipped: Stats +20 Str -6 Dex +10 Con dps ---------- Phys.pwr +10 (+2 eff.) Dmg.mod +15% physical ----- def ----- Armour +20 Hardiness +20% Defense +8 (+3 eff.) Fatigue +12% Resists +15% acid +15% physical Knockbk- +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
![]() 3.0 T5 feet armor [Random Unique] Nature/Psionic While equipped: Stats +5 Cun +10 Wil dps ---------- Crit.mult +20.00% Dmg.mod +3% mind Res.pen +10% mind ----- def ----- Armour +5 Fatigue +4% Phys.save +15 (+3 eff.) Spell.save +14 (+4 eff.) Mind.save +15 (+4 eff.) HP.reg +11.00 Heal.mod +40% ---------- misc Psi/ret +0.08 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 [Random Unique] Master While equipped: Stats +9 Str +14 Dex +9 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +5 Defense +19 (+6 eff.) Fatigue +4% Resists +21% fire +6% nature +14% cold Crit.dmg- 5.00% Poison- +22% Pinning- +20% Stun/Frz- +10% Def/telep +16 Res/telep +16% Dur/telep +16% ---------- misc Size +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Unarmed combat: Power 7.0 - 7.7 Physical Uses 40% Wil, 40% Dex, 40% Str 40% Cun Acc+ +0.3% crit chance (max 25%) Apr +7 Crit +4.0% Atk.spd 100% On Hit: 35% Slime Spit 1 These gloves are coated with a thick, green liquid. |
![]() 1.0 T4 hands armor [Random Unique] Arcane/Master While equipped: Stats +3 Str +5 Dex +5 Cun dps ---------- Phys.pwr +12 (+3 eff.) Melee+ 10 temporal Ranged+ 11 temporal Dmg.mod +14% temporal Res.pen +5% temporal Acc +7 (+4 eff.) Apr +10 ----- def ----- Armour +3 Resists +6% acid +10% temporal +9% light Unarmed combat: Power 31.5 - 34.7 Physical Uses 40% Wil, 40% Dex, 40% Str 40% Cun Acc+ +0.3% crit chance (max 25%) Acc +8 Apr +11 Crit +5.0% Atk.spd 100% On Hit: 15% Perfect Strike 5 On Hit: * 9% chance to gain 10% of a turn (3/turn limit) Steady Shot: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 7.0 T3 hands armor [Unique] Arcane While equipped: dps ---------- Dmg.mod +10% acid +5% physical Res.pen +15% acid +15% physical ----- def ----- Armour +7 Fatigue +10% Resists +20% acid +10% physical Res.Cap +10% acid +5% physical ---------- misc Cooldown Clinch -2 Unarmed combat: Power 27.0 - 37.8 Physical Uses 40% Wil, 30% Dex, 60% Str 30% Cun Acc+ +0.2% base dam (max 20%) Apr +15 Crit +5.0% Atk.spd 83% Melee+ +10 acid On Hit: 10% Corrosive Mist 1 On Hit: 20% Earthen Missiles 3 Fashioned in ancient times by cultists of Harkor'Zun, these heavy granite gauntlets were designed to protect the wearer from the wrath of their dark master. |
![]() 1.5 T4 hands armor [Unique] Psionic While equipped: dps ---------- Melee+ 15 darkness 15 cold Dmg.mod +20% darkness +20% cold ----- def ----- Armour +5 Die.at -100.00 life Heal.mod -10% ---------- misc Max.hate +20.00 Unarmed combat: Power 26.0 - 36.4 Physical Uses 80% Wil, 40% Cun, 40% Dex 40% Str Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Atk.spd 83% On Hit: 10% Dominate 3 On Hit: 5% Slash 3 Instill Fear: Level 3.0 Pwr.cost 20 out of 30/30. Range 8 Travel.spd instantaneous Is a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 47.57 mind and 44.99 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 37% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 37. Terrified: Deals 11.39 mind and 10.77 darkness damage per turn and increases cooldowns by 56%. Haunted: Causes the target to suffer 18.37 mind and 17.37 darkness damage for each detrimental mental effect every turn. Crafted for a warlord who wanted to keep his subjects under a stralite grip. Dark thoughts went into the making of these gauntlets, literally. |
![]() 1.5 T5 hands armor [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 36.0 - 50.4 Physical Uses 40% Wil, 40% Dex, 40% Str 40% Cun 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. |
![]() 1.5 T5 hands armor [Unique] Arcane/Master While equipped: Stats +5 Str +5 Mag dps ---------- Dmg.mod +15% all Res.pen +10% all ----- def ----- Armour +15 ---------- misc Masteries +0.10 Corruption/Wrath +0.10 Corruption/Brutality Unarmed combat: Power 38.0 - 53.2 Physical Uses 10% Mag, 40% Cun, 40% Wil 40% Str, 40% Dex Acc+ +0.2% base dam (max 20%) Apr +10 Crit +7.0% Atk.spd 83% On Hit: 20% Obliterating Smash 3 Your Obliterating Smash can destroy walls. Obliterating Smash: Level 3.0 Pwr.cost 25 out of 25/25. Range 3 Travel.spd instantaneous Is a spell Description: Swing your weapon with incredible force, striking all enemies in a radius 3 semicircle, dealing 145% weapon damage to all targets. Starting from talent level 5, all targets hit will have their armour and saves reduced by 16. This attack can not miss. These massive gauntlets once belonged to a very powerful demon named Ul'Gruth. The behemoth was said to be able to level entire buildings with a single swing of his hands. |
![]() 2.0 T5 head armor [Unique] Master While equipped: Stats +12 Cun +18 Dex dps ---------- Phys.crit +10.0% Steam.crit +15% Dmg.mod +10% physical Res.pen +15% physical Acc +40 (+17 eff.) Apr +15 ----- def ----- Defense +15 (+5 eff.) Blind- +100% ---------- misc Masteries +0.20 Steamtech/Gunslinging +0.20 Steamtech/Bullets mastery This hat was made from materials from a forest whose name is long since lost, far in the east. It is said to have belonged to one of the first gunslingers. |
![]() 2.0 T5 head armor [Random Unique] Nature/Disrupt While equipped: dps ---------- Dmg.mod +21% darkness ----- def ----- Defense +3 (+1 eff.) Resists +31% lightning +27% temporal +11% blight +9% cold +22% nature A pointy cloth hat, very wizardly... |
![]() 2.0 T5 head armor [Ego++] Master While equipped: Stats +6 Str +7 Dex +6 Wil ----- def ----- Armour +5 Fatigue +5% Resists +10% blight Mind.save +11 (+3 eff.) Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 969.5 Physical damage. If the attack hits, the target is confused (38% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A hat made of leather. Very stylish. |
![]() 2.0 T5 head armor [Ego++] Master While equipped: Stats +3 Dex +10 Wil +3 Cun dps ---------- Apr +6 ----- def ----- Armour +5 Fatigue +5% Resists +9% blight Mind.save +7 (+2 eff.) A hat made of leather. Very stylish. |
![]() 2.0 T5 head armor [Rare] Master While equipped: Stats +3 Cun +5 Wil dps ---------- Crit.mult +15.00% Phys.pwr +10 (+2 eff.) Acc +15 (+8 eff.) ----- def ----- Armour +5 Defense +10 (+3 eff.) Fatigue +5% Resists +6% light Phys.save +37 (+8 eff.) A hat made of leather. Very stylish. |
![]() 3.0 T3 head armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +4 Str +4 Mag +9 Wil +7 Cun dps ---------- Spell.crit +3% Crit.mult +5.00% Mind.pwr +9 (+2 eff.) Dmg.mod +8% blight +7% arcane ----- def ----- Armour +4 Fatigue +4% Mind.save +0 (+0 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T4 head armor [Unique] Master Kroltar's power resides in his scales. While equipped: Stats +5 Str +5 Wil +5 Con -4 Lck dps ---------- Dmg.mod +10% physical +10% fire ----- def ----- Armour +9 Defense +5 (+2 eff.) Fatigue +10% ---------- misc Masteries +0.20 Wild-gift/Fire drake aspect Bellowing Roar: Level 4.8 Pwr.cost 45 out of 45/45. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: You let out a powerful roar that sends your foes in radius 6 into utter confusion (power: 49%) for 3 turns. The sound wave is so strong, your foes also take 278.07 physical damage. The damage improves with your Strength. Each point in fire drake talents also increases your fire resistance by 1%. A visored steel helm, embossed and embellished with gold, that bears as its crest the head of Kroltar, the greatest of the fire drakes. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 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 (+2 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+1 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 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 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 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 T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+3 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 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 (+5 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+5 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 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 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. |
![]() 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. |
![]() 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 (+3 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+3 eff.) Phys.save +10 (+2 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. |
![]() 0.0 T5 multi-hued gem [Unique] Arcane A part of set. While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resists +30% mind Confus- +30% Fear- +30% Light +2 While carried: Light +2 Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resists +30% mind Confus- +30% Fear- +30% Light +2 Latent Damage Type: Blight Combine with a staff. Uses 1 power out of 1/1 A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
![]() 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. |
![]() 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 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% When used in a prism: Prism damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life When used in a prism: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
![]() 1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 25 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 84.42 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 84.42 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
![]() 0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 0.0 T2 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +2 Spring Grapple Tinkers can be attached to normal items to improve them with steam power! This item has been sent to the Item's Vault. |
![]() 0.0 T2 steamtech tinker [Normal] Steamtech Attachable to feet When attached: ----- def ----- Phys.save +6 (+1 eff.) Pinning- +10% Knockbk- +10% Teleport- +100% Tinkers can be attached to normal items to improve them with steam power! This item has been sent to the Item's Vault. |
![]() 0.0 T2 steamtech tinker [Normal] Steamtech Attachable to head When attached: Stats +4 Cun ----- def ----- Mind.save +6 (+2 eff.) Tinkers can be attached to normal items to improve them with steam power! This item has been sent to the Item's Vault. |
![]() 0.0 T3 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: ----- def ----- Resists +15% light +15% fire Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T3 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +3 Flash Powder Tinkers can be attached to normal items to improve them with steam power! This item has been sent to the Item's Vault. |
![]() 0.0 T3 steamtech tinker [Normal] Steamtech Attachable to body When attached: ----- def ----- Resists +30% acid 30% chance to avoid a detrimental acid subtype effect. Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T4 steamtech tinker [Unique] Steamtech Attachable to head When attached: ----- def ----- Resists +35% mind Mind.save +20 (+5 eff.) ---------- misc Talents +4 Mind Crush Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T4 steamtech tinker [Normal] Steamtech Attachable to body When attached: ----- def ----- Armour +8 Crit.dmg- 28.00% Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T4 steamtech tinker [Normal] Steamtech Attachable to weapon Deals cold damage and slows. Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T4 steamtech tinker [Normal] Steamtech Attachable to weapon Deals cold damage and slows. Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T4 steamtech tinker [Normal] Steamtech Attachable to belt When attached: ----- def ----- Fatigue -16% ---------- misc Max.enc +40 Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T4 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +4 Spring Grapple Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T4 steamtech tinker [Normal] Steamtech Attachable to feet When attached: ----- def ----- Phys.save +12 (+3 eff.) Pinning- +20% Knockbk- +20% Teleport- +100% Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T4 steamtech tinker [Normal] Steamtech Attachable to head When attached: Stats +8 Cun ----- def ----- Mind.save +12 (+3 eff.) Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T5 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Power 0.0 - 0.0 Physical Uses 40% Wil On Hit.r1 +90 20% chance of physical repulsion Strikes can trigger a thunderclap that damages and repel foes. Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T5 steamtech tinker [Normal] Steamtech Attachable to body When attached: ----- def ----- Armour +5 Hardiness +20% Fatigue +1% Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T5 steamtech tinker [Normal] Steamtech Attachable to feet When attached: ----- def ----- Phys.save +15 (+3 eff.) Pinning- +25% Knockbk- +25% Teleport- +100% Tinkers can be attached to normal items to improve them with steam power! |
powerful frost salve [power 26] powerful frost salve [power 26]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 155% efficiency and 57% cooldown modifier. Remove 2 physical effects and grants a frost aura (26% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
powerful healing salve [power 358] powerful healing salve [power 358]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 155% efficiency and 57% cooldown modifier. Heal 358 Puts Talent Medical Injector on 15 cooldown Medical salve. |
powerful pain suppressor salve [power 309] powerful pain suppressor salve [power 309]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 155% efficiency and 57% cooldown modifier. Let you fight up to -309 life and reduces all damage by 20% for 6 turns (takes no time to activate) Puts Talent Medical Injector on 10 cooldown Activation is instant. Medical salve. |
great water salve [power 30] great water salve [power 30]1.0 T4 salve misc [Normal] Nature/Steamtech Using medical injector with 155% efficiency and 57% cooldown modifier. Remove 2 mental effects and grants a water aura (30% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
amazing frost salve [power 34] amazing frost salve [power 34]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 155% efficiency and 57% cooldown modifier. Remove 3 physical effects and grants a frost aura (34% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
amazing healing salve [power 495] amazing healing salve [power 495]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 155% efficiency and 57% cooldown modifier. Heal 495 Puts Talent Medical Injector on 15 cooldown Medical salve. |
amazing pain suppressor salve [power 433] amazing pain suppressor salve [power 433]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 155% efficiency and 57% cooldown modifier. Let you fight up to -433 life and reduces all damage by 27% for 7 turns (takes no time to activate) Puts Talent Medical Injector on 10 cooldown Activation is instant. Medical salve. |
amazing water salve [power 34] amazing water salve [power 34]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 155% efficiency and 57% cooldown modifier. Remove 3 mental effects and grants a water aura (34% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
![]() 3.0 animal misc [Unique] Nature Invoke your inner bearness. Uses 100 power out of 100/100 The very essence of bearness! |
![]() 2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 80 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 2.0 T5 injector tool [Unique] Arcane/Nature/Master/Psionic/Unknown/Steamtech While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Gain a random beneficial effect. Uses 30 power out of 30/30 Activation is instant. A hypospray full of ...something. There is no telling what you're injecting yourself with. |
![]() 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. |
![]() 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 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 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 T5 totem charm [Rare] Nature While equipped: dps ---------- Phys.crit +2.0% Phys.pwr +30 (+6 eff.) Dmg.mod +21% light On Hit (Melee): * 20% chance to slow global speed by 80% * 20 arcane resource burn ----- def ----- Defense +30 (+10 eff.) Phys.save +6 (+1 eff.) Heal yourself and all friendly characters within 10 spaces for 458 Puts all charms on 15 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 blood corpse [Plot Item] Nature Drink the vile fluid. A vial of thick, lumpy fluid. Who knows what this will do to you if you drink it? |
![]() 2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
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 Bromantic the Halfling Wyrmic level 30
53rd Regrowth 124th year of Ascendancy at 06:14 see stats
By Bromantic the Halfling Wyrmic level 29
37th Regrowth 124th year of Ascendancy at 16:34 see stats
By Bromantic the Halfling Wyrmic level 29
35th Regrowth 124th year of Ascendancy at 10:02 see stats
By Bromantic the Halfling Wyrmic level 34
18th Pyre 124th year of Ascendancy at 04:51 see stats
By Bromantic the Halfling Wyrmic level 36
68th Pyre 124th year of Ascendancy at 03:42 see stats
By Bromantic the Halfling Wyrmic level 45
20th Pyre 125th year of Ascendancy at 16:49 see stats
By Bromantic the Halfling Wyrmic level 33
8th Pyre 124th year of Ascendancy at 06:02 see stats
By Bromantic the Halfling Wyrmic level 20
4th Decay 122nd year of Ascendancy at 10:26 see stats
By Bromantic the Halfling Wyrmic level 39
24th Dusk 124th year of Ascendancy at 06:08 see stats
By Bromantic the Halfling Wyrmic level 45
25th Pyre 125th year of Ascendancy at 16:03 see stats
By Bromantic the Halfling Wyrmic level 14
51st Dusk 122nd year of Ascendancy at 15:31 see stats
By Bromantic the Halfling Wyrmic level 46
5th Flare 125th year of Ascendancy at 16:34 see stats
By Bromantic the Halfling Wyrmic level 35
28th Pyre 124th year of Ascendancy at 17:50 see stats
By Bromantic the Halfling Wyrmic level 32
79th Regrowth 124th year of Ascendancy at 20:35 see stats
By Bromantic the Halfling Wyrmic level 43
3rd Pyre 125th year of Ascendancy at 22:46 see stats
By Bromantic the Halfling Wyrmic level 47
7th Flare 125th year of Ascendancy at 10:21 see stats
By Bromantic the Halfling Wyrmic level 50
4th Haze 125th year of Ascendancy at 21:48 see stats
By Bromantic the Halfling Wyrmic level 18
20th Haze 122nd year of Ascendancy at 17:57 see stats
By Bromantic the Halfling Wyrmic level 30
53rd Regrowth 124th year of Ascendancy at 18:27 see stats
By Bromantic the Halfling Wyrmic level 50
1st Haze 125th year of Ascendancy at 04:10 see stats
By Bromantic the Halfling Wyrmic level 34
28th Pyre 124th year of Ascendancy at 11:05 see stats
By Bromantic the Halfling Wyrmic level 18
14th Haze 122nd year of Ascendancy at 13:32 see stats
By Bromantic the Halfling Wyrmic level 35
28th Pyre 124th year of Ascendancy at 17:50 see stats
By Bromantic the Halfling Wyrmic level 38
69th Pyre 124th year of Ascendancy at 11:16 see stats
By Bromantic the Halfling Wyrmic level 47
7th Flare 125th year of Ascendancy at 23:51 see stats
By Bromantic the Halfling Wyrmic level 39
19th Dusk 124th year of Ascendancy at 12:57 see stats
By Bromantic the Halfling Wyrmic level 10
5th Mirth 122nd year of Ascendancy at 10:45 see stats
By Bromantic the Halfling Wyrmic level 20
64th Haze 122nd year of Ascendancy at 00:43 see stats
By Bromantic the Halfling Wyrmic level 30
51st Regrowth 124th year of Ascendancy at 03:33 see stats
By Bromantic the Halfling Wyrmic level 40
5th Haze 124th year of Ascendancy at 20:32 see stats
By Bromantic the Halfling Wyrmic level 50
20th Dusk 125th year of Ascendancy at 03:41 see stats
By Bromantic the Halfling Wyrmic level 50
43rd Dusk 125th year of Ascendancy at 16:35 see stats
By Bromantic the Halfling Wyrmic level 22
70th Pyre 123rd year of Ascendancy at 05:01 see stats
By Bromantic the Halfling Wyrmic level 50
62nd Dusk 125th year of Ascendancy at 08:22 see stats
By Bromantic the Halfling Wyrmic level 43
3rd Pyre 125th year of Ascendancy at 23:05 see stats
By Bromantic the Halfling Wyrmic level 22
70th Pyre 123rd year of Ascendancy at 05:01 see stats
By Bromantic the Halfling Wyrmic level 22
70th Pyre 123rd year of Ascendancy at 05:01 see stats
By Bromantic the Halfling Wyrmic level 32
80th Regrowth 124th year of Ascendancy at 02:02 see stats
By Bromantic the Halfling Wyrmic level 50
4th Haze 125th year of Ascendancy at 21:46 see stats
By Bromantic the Halfling Wyrmic level 12
2nd Summertide 122nd year of Ascendancy at 09:09 see stats
By Bromantic the Halfling Wyrmic level 50
22nd Dusk 125th year of Ascendancy at 19:47 see stats
By Bromantic the Halfling Wyrmic level 50
4th Haze 125th year of Ascendancy at 21:48 see stats
By Bromantic the Halfling Wyrmic level 22
70th Pyre 123rd year of Ascendancy at 05:01 see stats
By Bromantic the Halfling Wyrmic level 13
15th Dusk 122nd year of Ascendancy at 19:22 see stats
By Bromantic the Halfling Wyrmic level 39
8th Dusk 124th year of Ascendancy at 15:43 see stats
By Bromantic the Halfling Wyrmic level 22
40th Dusk 123rd year of Ascendancy at 18:35 see stats
By Bromantic the Halfling Wyrmic level 31
79th Regrowth 124th year of Ascendancy at 01:20 see stats
By Bromantic the Halfling Wyrmic level 19
21st Haze 122nd year of Ascendancy at 09:53 see stats
By Bromantic the Halfling Wyrmic level 28
34th Regrowth 124th year of Ascendancy at 14:10 see stats
By Bromantic the Halfling Wyrmic level 23
58th Dusk 123rd year of Ascendancy at 03:25 see stats
By Bromantic the Halfling Wyrmic level 50
20th Dusk 125th year of Ascendancy at 11:46 see stats
Log
--------------------------------
You transfer Yaldan Baoth (0 def, 10 armour) to the online item's vault.
Saving done.
Saving game...
Saving done.
Bromantic deactivates Psiblades.
Bromantic deactivates Icy Skin.
Bromantic deactivates Water Dweller.
Bromantic deactivates Cloud Seer.
Bromantic deactivates Elemental Harmony.