










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | 'Purists' Breeding Pits Restoration Project 1.2.3Restores the orc breeding pits cut content to the game. This is the original completely unaltered orc breeding pits, just as objectionable as it was in version 1.1.3, before any changes were made. You have been WARNED. Do not complain about the potentially objectionable content. Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. Bear Race 1.7.6Mod that allows you to play as an adventurer who somehow ended up with humanlike intelligence, but the body of a bear. Bears are an unusual adventurer species. They are unable to use most equipment (hat, lite, amulet, cape and tool only), but are very strong, fast and tough and have a rather powerful racial talent tree. Racial talents Tougher Escorts 1.7.4Sets escorts HP to 1000 and life regen to 100. This mod is not intended to be balanced and will make the game easier. Use at your own discretion. Troll Race. 1.7.2This addon adds Trolls as a playable race to the game. Trolls possess the Trollblood talent, which grants them high life-regeneration, but makes them vulnerable to fire. Race Stats: Str = 3 Mag = -3 Will = -2 Dex = -1 Con = 5 Liferating = 18 Exp-Penalty = 1.4 (Trolls aren't known for learning things fast) Size = Big (Increases with your racial abilites) Fear Immune Talents Trollblood(Passive): Life-regen, but fire-vulnerability. Scales with size. Scent(Active): Reveals the map around you, gives you a speedboost. Resilience of the Trolls(Passive): Increases saves and size category. Scales with size. Song of the Trolls(Active): AOE-damage with stun-chance. Scales with size. Increases size category. I hope you enjoy this! I would be very happy to receive some criticism :) If you got something to mention about balancing issues or if you find some errors, just tell me, i'll update this frequently. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Bastion 1.5.10A complete rework for Bulwark. Shared Stash 1.7.6About: After half a day diving in documentations and source code of other addons (original Items Vault included) this is what I managed to put together. Shared Stash features: From Russia with love. Changelog: Exponential Leveling 1.7.4Exponential Leveling is an addon that changes the amount of points (stats, class, ..) and optionally resources (hp/stamina/mana/regen..) you gain upon EACH level up. Being fully configurable, it can also be used to make the game easier as you wish to. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. How to use this addon: - Download and install, of course. Check if the addon is ACTIVATED. If you have another addon that superload/overload player.lua, it might conflict.
- Start a New Game.
- Under Options > Gameplay, you can enable or disable the addon. This will work from the next levelup. It cannot be used retroactively.
- You can also change mode of operating (Default is balanced) and optional modes of operation (Also increase resources, life, etc on levelup) or be left as is.
Operating Modes: - Balanced -> Gives extra points in a fair way depending on your difficulty (Nightmare, Insane and Madness)
- Extra Points -> Gives many more points than vanilla in any difficulty
- Cheatish -> Gives way more points than you'll ever need
- Only Life -> Does NOT change how many points you gain on levelup, but provide some extra MAX HP on levelup. How much per level can be configured under the options.
Optional Modes (These work alongside Operating Modes): - None -> Nothing else than what chosen under Operating Modes
- All Resources -> Increase stamina, mana, hate, vim, etc (MAX and regen) upon levelup. How much per level can be configured under the options.
- MAX HP -> Increase only MAX HP and not all resources upon levelup. How much per level can be configured under the options. Stacks with Only Life if you want to.
POINTS COMPARISON (Example: Cornac Rogue at lv50): STATS | TALENTS | GENERIC | CATEGORY | PRODIGIES | MAX HP | STAMINA VANILLA | 160 | 70 | 49 | 4 | 2 | 958 | 247 BALANCED NIGHTMARE | 181 | 127 | 101 | 9 | 5 | 958 | 247 BALANCED INSANE | 217 | 145 | 119 | 12 | 8 | 958 | 247 BALANCED MADNESS | 269 | 166 | 140 | 20 | 17 | 958 | 247 EXTRA POINTS | 212 | 171 | 150 | 14 | 17 | 958 | 247 CHEATISH | 1140 | 560 | 539 | 102 | 202 | 958 | 247 ONLY LIFE | 160 | 70 | 49 | 4 | 2 | 1252+ | 247 + ALL RESOURCES | - | - | - | - | - | 1252+ | 396+ All resources ALSO gives, by a small amount, resources regeneration like: mana, stamina, vim, positive/negative, hate (per kill, not passively generated), psi and reduces equilibrium (by a small amount) every turn even in combat. Update v4.0.3
Stoneblade Evolution for Arcane Blade 1.7.4Adds a new class evolution for Arcane Blade, the Stoneblade. Wielded two-handed weapons will use the increased procs damage accuracy bonus To unlock the evolution, defeat Harkor'Zun as an Arcane Blade. Learning the Prodigy requires that you know Body of Stone and have at least 25 Magic and Strength. New Alchemist 1.7.6Full remake of Alchemist and gems: Changes for gems: Remake of Golem: High Guard 1.7.0Adds the High Guard, a mage subclass. The High Guard is a melee fighter with mid-range spells who can wield any staff in one hand and favors shields in the offhand. Unique Talents: Spell/Battlemage Spell/Magical Assualt Spell/Phasing Spell/Battle Channeling Spell/Sorcerous Might (high level) Spell/Mage Adept (high level) Spell/Medic (generic) Base Talents: Technique/Combat Training (1.3) See the forum thread full talent details. Talent icons from https://game-icons.net Class: Elder Wyrmic 1.7.6A new wilder class. New Talent Trees: (with some similar, old skills from wyrmic/oozemancer) Wild-Gift/Venom Aspect Old Talent Trees: Technique/Combat Training Class meant to be played on all difficulties but madness, it is too weak for it. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Moderately Generous Levels 1.6.0Is moderately generous with talents, types and stat points for each level gained. + 0.2% resist all per level upto level 50. +0.1% resist all per level at levels 51+ + 2 to all saves per level upto level 50. +1 to all saves per level at levels 51+ + 5 to MaxHP per level 4 stat points per level. Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Starting Prodigy Remixed 1.0.4Prodigies have no level requirements and lessened stat requirements - and all characters start with one. Quickshot and Munitions Expert Evolutions for Archer 1.7.6Adds two class evolutions for Archer, the Quickshot and the Munitions Expert. As a Quickshot, the Archer gains the ability to equip a second quiver/pouch in the tool slot and has a 50% chance on archery hit to trigger a shot using ammo from your tool slot. As a Munitions Expert, the Archer gains the Munitions talent tree unlocked at 1.3 mastery. Provides three munitions sustains to enhance your shots with fire, poison, or piercing capabilities. Possessor Bonus Class 1.7.4Donators/Buyers bonus! No Ruined Dungeon Puzzle 1.7.4Changes the Ruined Dungeon sealed door to open upon killing all six Guardians in lieu of the sequential orb interaction puzzle. Improved Adventurer 1.7.4Allows adventurers to use talent trees from every classes and races, including those from addons. This addon is designed as a more "addon friendly" alternative to Much more Adventurous. It takes talents directly from the subclass/subrace list so it should : - Bypass race/class compatibility - Take talents trees from NPC only classes/races - Ignore the locks Additionally, "undead/lich", "Cursed/Cursed Aura" and talents from the Fallen Paladin can also be selected. Talents from the Technomancer and the Thaumaturgist dont work without their respective prodigy, so if you want them I recommend this addon : https://te4.org/games/addons/tome/evolve_adven1 It should be compatible with most classes and races from other addons. Inferno Race Pack 1.7.0Adds a collection of my races. Swordsmaster Class 1.7.2Adds a swordsmaster class to the game. CHANGELOG1.6.0 - Added a new talent tree, Technique/Fencing which has defensive talents related to parrying. - The talent Web of Steel has been moved from Swordsmanship to Fencing. It's place in the Swordsmanship tree has been taken by a new talent, Vorpal, which gives Physical Power and Armor Penetration. - The talent Crescent Sweep has been reworked. It deals more damage, inflicts bleed, moves before attacking, no longer allows swapping places, and has a cooldown. It's usage as a spammable movement talent for swapping places has been filled by the new Mist Step talent on the Fencing tree. - Lightspeed Draw can now attack enemies adjacent to any tiles you pass through in addition to enemies that you pass through directly. These additional targets count when determining whether you can use Lightspeed Draw or not. It still can only hit one enemy per tile you travel through though. - Fixed Swordsmanship not functioning for daggers - Fixed Swordsmanship to not permanently replace a weapon's strength damage mod with dexterity - Harrying blows no longer requires your spring attacks to hit the target; instead it only requires that you attempt them. - Harrying blows's finishing blow now bypasses evasion/repulsion talents that the target possesses - Harrying blows's finishing blow no longer ignores ALL armor and resistances. It ignores 50% of the target's resistances, and has set bonus armor penetration. - Spring Attack now functions immediately when activated instead of only after an action is performed after it is activated. - Surgical Strikes's stun and interference effects are now separate (so you get the full stun regardless of what the target does on its next turn). It's cooldown has also been increased from 6 to 8. - Added clarifying text to the descriptions of Will to Live and Unfetter to give a better idea of how effective they are when leveled up without requiring arithmetic. - Buffed Spring Attack stamina restoration - Cunning/Tactical is once again locked by default - Added translation support to timed effects 1.5.2 - Fixed bug with pre-use talent for swordsmanship talents when npc does not have an inventory 1.5.0 - Added a new talent tree, Technique/Two-handed Bladework, which serves as a Dexterity-based replacement for Technique/Two-handed Assault - As it has now been replaced, Technique/Two-handed Assault has been removed from the Swordsmaster class. - Cunning/Tactical is now unlocked by default 1.4.1 - Lightspeed Fatigue duration changed from 40 turns to a lower value which is based on effective talent level - (with 1.3 mastery: 24, 21, 18, 16, 14) - Lightspeed Fatigue now increases stamina cost of Lightspeed Draw linearly instead of quadratically. - (20 -> 40 -> 60 -> 80) instead of (20 -> 40 -> 80 -> 160) - Removed cooldown from Spring Attack, making it fully toggleable. 1.4.0 - Changed Moving Target to reduce direct damage taken by 30% instead of giving 15% all resist. - Buffed pin resistance of Slippery to 100% from 50% - Buffed movement speed granted by Slippery to 50% from 20% - Spring Attack once again restores stamina when wielding one-handed weapons - Lowered the maximum number of attacks per turn at ETL 5 for Spring Attack from 3 to 2 - Fixed typo in Harrying Blows description - Fixed Swordsmanship talents still being usable even when disarmed - Removed Duelist tree from Swordsmaster class, as it is mostly extraneous at this point 1.3.1 - Fixed infinite loop caused when reflecting certain spells like Invoke Darkness with Web of Steel 1.3.0 - Updated for version 1.7.2 - Raised stamina cost and cooldown for "Never Give Up" - Added offhand damage increase to "Swordsmanship" for swords and daggers - Changed format calls to tformat calls to support potential translation 1.2.0 - Added tactical data to talents for npcs - Swordsmanship mastery and str/dex scaling swap now works with daggers as well as swords - Determination now always takes 15 turns to reach maximum regeneration instead of taking fewer turns with a higher talent level. - Fixed logic of projectile selffire to correctly function as indicated by comments (for web of steel) - Fixed Vapor Blade knocking back even when it misses 1.1.0 - Swordsmanship now completely exchanges strength scaling for dexterity scaling on swords instead of giving -100% str mod and +100% dex mod - Fixed bug that prevented critical hits from occurring (oops!) - Unfetter and Never Give Up now have stamina costs - Harrying Blows fixed to only require Spring Attack to hit once per global turn instead of once per target's turn - Lightspeed Draw now has a fixed cooldown. - Spring Attack now only restores stamina if you are wielding a two-handed weapon - Will to Live changed to provide a health regen bonus equal to a flat amount per percent missing health rather than an amount equal to a percent of missing health. Also, now scales with Willpower. 1.0.0 - Initial Release Quality of Life Pack 1.7.4An assortment of quality of life modifications too insignificant to be standalone. Removed collapsible walls in the Sandworm Lair. (restoring auto-explore) Changed the layout of the city Shatur to be more open and less annoying to move around in. Changed the Dwarf's starting zone boss to die after killing one summon instead of ten. Characters that have won the game are far more likely to trigger the special farportal events. Spell Merchants 1.7.6
Spawns 12 Merchants around the map that will sell Talents - Class, Stat, Category & Prodigy points! A Master jeweler that will Imbue all items! 3 Unique Dungeons and 8 Unique Bosses!
There are 14 talent trees (273 talents) available for purchase:Celestial, Chronomancy, Corruptions, Cunning, Cursed, Gifts, Psionic, Spells, Techniques, Demented, Steamtech, Annihilator & Technomancer!
4 character point types:Stat, Class, Category & Prodigy points for sale!
Master jeweler:Imbue (ANY) jewelry, armor & weapons that are in the game including rares/epics/uniques! And imbue them as many times with as many different gems as you [strike] want [/strike] can afford!
New Dungeons:3 new dungeons have been added to the world map [with more to come] (Blood Soaked Ruins, Infested Ruins & Road to Derth) these dungeons will have unique boss and lore spawns. Sludgenest and Noxious Caldera will now spawn on the world map at level 1.
New Bosses:There are 8 new bosses/mini bosses that will spawn in the new dungeons (With custom sprites). Battle against powerful [spoiler]vampires, werewolves and wererats[/spoiler] in your journey to glory! Bosses drop gold on death *They will also spawn in Infinite Dungeon*
1. Please note you will need to start a new game for the new Merchants/ Dungeons to appear.2. Dialog to purchase spells wont appear unless you have the required amount of gold. 3. DLC is NOT required to play this addon Talents that require a dlc will be clearly noted next to the talent, if you don't own a dlc and try to purchase a dlc talent the gold will be removed but the talent wont be acquired.
4. Will CONFLICT with any mods that change the world map file The only currently known conflicting mod is \"EXTRA DUNGEONS\"Note: Since Waladil will no longer be updating "Extra Dungeons" I decided to add Caldera and Sludgenest to the world map. If you like this addon please show your support by hitting that thumbs up button! I've currently spent 300+ hrs making this mod. Positive acknowledgement is much appreciated! If you dislike the mod please comment so I can understand why and possibly make improvements. Any and all bug reports and new suggestions are appreciated, this mod is where it's at thanks to community feedback!
Thank you for trying Spell Merchants, I hope you enjoy my mod :)
My other addons:
If you like this addon please consider rating it :) Artificer Tweaks 1.7.0Assorted quality-of-life tweaks for Artificers from VanceVasser's Artificer Class addon (required). Included so far:
Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Worm that Walks as Fast as You 1.7.0Adds a fortress action that allows you to spend some fortress energy to enhance your worm that walks to match your speed. Loot Expansion 1.7.4Aadd-on that expands on the available Egos and Semi-Random Artifacts available. Introduces all sorts of new Effects and Talents used with both! For example: Spellslinger - A Passive that increases Spellpower per visible enemy in a range of 2 - Rolls on Hats Nether Resonance - A Passive found on the Semi-Random Artifact 'Netheric Diadem' that increases Light resist by half of Magic stat and Nature resist by half of Willpower stat. Combust - Found on 'Pyrophage' items, if you hit a burning enemy, cause an aoe of fire damage and gain a temporary life-regen buff. Mystical Recovery - Found on shields, when blocking, 20% chance to lower the cooldown of a random spell-type talent based on item level. All That Glitters - Activated talent found on Rings, gives you a temporary buff to Spellpower based on how much money you have. This is only a small sampling of new additions among the 10 semi-random Artifacts and 100+ Egos. There are still many more of both to come and I will be posting a full breakdown of all the new components soon. At this time, many of the added Egos are Greater, so they will only appear on blue or purple items. Designed to be compatible with other addons, please report any possible collision issues. In the meantime, please check it out and post any questions, concerns, or tuning feedback. Google Doc Summary at - https://docs.google.com/spreadsheets/d/1VBu4F1tmKSRLjLqZl2Eu2lvp4wFZfdILJc-jAW5lttI/edit?usp=sharing ----Icons are edited versions from the existing game or from https://game-icons.net/--- Juggernaut Evolution for Bulwark 1.6.7Adds a new class evolution for Bulwark, the Juggernaut. As a Juggernaut, the Bulwark gains the ability to equip shields in the off hand and main hand simultaneously and Weapons Mastery will apply to shields. While equipped with two shields: - You may use Rush while sustaining Last Stand. Genuine Veteran 1.6.6A Combat Veteran tree rework, because the base tree isn't very attractive. Full details in the forum thread. Quick Recovery: Quick Recovery and Fast Metabolism merged. Lifegain scales with CON. This version has seen a complete playthrough main AoA campaign on insane roguelike without major issues, however it's still being tested and subject to change. This addon overloads the combat techniques tree, and is therefore incompatible with any addon or future versions which change that file. 0.9.5: Tooltips clarified, small numerical adjustments. Adventurer Mastery 1.7.2Changes the mastery of the Adventurer's talents to 1.3 and gives it 1 more category point, 2 extra talents points and 2 extra generics. Now, there are quite a few addons that do similar things, however they tend to overwrite the adventurer birth data, making them incompatible with other changes to the class. This addon should be compatible with either : Slightly More Adventurous : - https://te4.org/games/addons/tome/adven_addon
- allows adventurer to use talents from classes that don't spawn on randbosses
- still checks race/class compatibility so stonewarden talents are only for dwarf and undead cant get wilder talents
Much More Adventurous : - temporarily incompatible (use previous version of this addon instead) - https://te4.org/games/addons/tome/every_tree
- allows the adventurer to use every talents, including monster only and debug talent trees.
- tends to have issues with classes from other addons due to the way it loads their data.
Improved Adventurer : - https://te4.org/games/addons/tome/Improved_Adventurer
- my own adventurer skill addon.
- allows the adventurer to use talents from every race and class, including locked ones and those normaly incompatible with your character.
- use this one if you use addons that add new classes/races and want their talents on an adventurer
Note : use only one of those three. They are not compatible with eachother Shield Tactics - New Bulwark Talent Category 1.5.10Adds the 'Technique/Shield tactics' talent tree as a new generic category available to Bulwarks. Starts locked at 1.3 mastery, and requires Con. 1)Tempered Will: 2)Relentless Retaliation: 3)Tactical Defense: 4)Reflexive Block: Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Artificer Class 1.7.4Adds an Artificer class to the game. Beware: Although powerful later on, artificers have a weak early game, and require a good deal of item management to succeed. This class may not be for everyone. Requires Embers of Rage DLC Deathknight 1.7.4Adds the Deathknight class. See forum thread for details. Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Savage Evolution for Cursed 1.7.6Forgo arms to ravage your foes with fist and claw. Race: Battleborn 1.7.4Adds battleborns as a new subrace. They are combat centric humans. Stat modifiers: +2 Strength, +2 Dexterity, +2 Constitution, +2 Magic, +2 Willpower, and +2 Cunning. Life Rating: 12 Experience Penalty: 10% Racial talent tree: The Unstoppable Fighter - Passively increases immunities to stun, confusion, pin, fear, silence. The Savvy Fighter - Passively increases critical chance, critical power, Armor Penetration and Accuracy. Faster Stronger Better - Passively increases Global speed, Physical speed, movement speed and all damage done. ---Changelog Arcane Archer 1.7.4Adds the Arcane Archer, a warrior subclass. White Monk 1.7.0Adds the White Monk, a warrior subclass. The White Monk wields no arms, instead using intense focus and training to turn their body into a weapon. They fend off enemy blows with their immense willpower and can preform healing and regenerative rites. Primary stats are Dexterity and Willpower. White Monks have the unique ability to project unarmed melee attacks at a distance, with talents that allow them to strike many targets in a area, as well. White Monks have a base damage modifier for hand gear of 60% Dex and 60% Wil, and gain some of the same benefits to unarmed attacks as Brawlers. Includes seven new talent trees and incorporates a few existing trees from Warrior and Rogue classes. Rending - Attack your foes from afar and sap their energy. Mending - Heal and cleanse yourself and even prepare a rite that can ward off death itself. Fending (generic) - Ward off enemy assaults, directing some damage to your stamina pool. Agile Combatant - Move across the battlefield with unmatched agility. Martial Arts - Master the art of unarmed fighting and gain bonus strikes from your attacks. Black Belt (locked) - Learn advanced fighting techniques to cripple your foes and react with finely honed reflexes. Transcending(locked) - Directly manipulate your foes' spirits to sap their energy and learn to project your spirit to assail all nearby foes. Follow one of the Six Ways with a set of class evolutions for the White Monk: Way of the Rushing Bull Way of the Flying Arrow Way of the Open Palm Way of the Arcane Flow Way of the Transcendent Spirit Way of the Hidden Viper Full details in the forum thread. Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Less Weird 1.7.0Places a special object on level 3 of Lake of Nur that will help you in your fight with the Weirdling Beast. Items Vault 1.7.6Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Madness Roguelike |
| Sex | Male |
| Race | Battleborn |
| Class | High Guard |
| Level / Exp | 42 / 14% |
| Size | big |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 161 (base 60) |
| Dexterity | 100 (base 60) |
| Constitution | 89 (base 60) |
| Magic | 126 (base 60) |
| Willpower | 98 (base 60) |
| Cunning | 137 (base 60) |
Resources
| Insanity | 32/100 |
| Mana | 212/212 |
| Equilibrium | 0 |
| Paradox | 300 |
| Life | 1706/1706 |
| Psi | 496/496 |
| Stamina | 442/442 |
| Soul | 19/19 |
| Healing Factor | 1.5578604441647 |
| Regeneration | 65.027188595347 |
Speed
| Mental | +14.39070224835% |
| Attack | 0% |
| Movement | +169.40022718792% |
| Spell | 0% |
| Global | +152.89269942786% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 10 |
| See Stealth | 139.11883424602 |
| See Invisible | 188.0449891219 |
Offense: Mainhand
| Damage | 299 |
| Accuracy | 110 |
| Crit Chance | 98% |
| APR | 100 |
| Speed | 0.87 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 116 |
| Crit Chance | 100% |
| Speed | 1 |
| Cooldown Reduction | 30 |
Offense: Mind
| Mindpower | 106 |
| Crit Chance | 57% |
| Speed | 1 |
Offense: Damage Bonus
| Mind | +32% |
| Lightning | +122% |
| Darkness | +62% |
| Cold | +73% |
| Blight | +44% |
| Arcane | +59% |
| Fire | +123% |
| All | +29% |
Offense: Damage Penetration
| Lightning | +117% |
| Darkness | +45% |
| Fire | +75% |
| Mind | +64% |
| All | +35% |
Defense: Base
| Armour (hardiness) | 113.37746638056 (100%) |
| Defense | 110 |
| Ranged Defense | 121 |
| Fatigue | 0 |
| Physical Save | 105.8 |
| Spell Save | 104.24 |
| Mental Save | 107 |
Defense: Resistances
| Acid | + 70%( 70%) |
| Arcane | + 70%( 70%) |
| Cold | + 70%( 70%) |
| All | +128%( 70%) |
| Lightning | + 70%( 70%) |
| Physical | + 70%( 70%) |
| Darkness | + 70%( 70%) |
| Mind | + 70%( 70%) |
| Fire | + 70%( 70%) |
| Nature | + 70%( 70%) |
Defense: Immunities
| Pinning Resistance | 100% |
| Disarm Resistance | 80% |
| Confusion Resistance | 46% |
| Fear Resistance | 0% |
| Stun Resistance | 100% |
| Instadeath Resistance | 100% |
| Silence Resistance | 100% |
Inscriptions (3/3)
| Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 626 life over 5 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 2.5 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
| Runes | Effective talent level: 2.5 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
Class Talents
| Spell / Animus | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Phasing | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Mage adept | 1.50 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Psionic / Solipsism | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Chronomancy / Temporal Combat | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Spell / Battle channeling | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Magical assault | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Meta | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Technique / Tireless Combatant | 1.00 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
| Demented / Path of horror | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Storm | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Air | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Enhancement | 1.20 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Glacial waste | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Battlemage | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Sorcerous might | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Cunning / Survival | 1.20 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Chronomancy / Manifold | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat training | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Divination | 1.20 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Technique / Conditioning | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Spell / Staff combat | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Spell / Stone alchemy | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Race / Battleborn | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Fungus | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Medic | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Aegis | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Spectral Shield |
| talent | Keen Senses |
| talent | Weapon Folding |
| talent | Thunderstorm |
| talent | Deepsight |
| talent | Tempest |
| talent | Feather Wind |
| talent | Spellcraft |
| talent | Premonition |
| talent | Hiemal Shield |
| talent | Hurricane |
| talent | Energy Alteration |
| talent | Daunting Presence |
| talent | Blinkguard |
| talent | Pace Yourself |
| talent | Reaping |
| talent | Boltfury |
| talent | Defensive Posture |
| talent | Eldritch Empowerment |
| talent | Shock Hands |
| talent | Fiery Hands |
| detrimental effect | One or more of your marked sustains has been deactivated: Sustain Loss· Phasestride |
| beneficial effect | The creature has found a state of clarity and sees the world for what it is (+44% global speed). Clarity |
Quests
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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the injured seer to the recall portal on level 3 of Wolfmire. Escort: injured seer (level 3 of Wolfmire)As a reward you gained talent category Spell / Divination (at mastery 1.00). | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you gained talent category Spell / Stone alchemy (at mastery 1.00). | done |
You failed to protect the lost sun paladin from death by Mayena the naga myrmidon. Escort: lost sun paladin (level 1 of Daikara) | failed |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you gained talent category Technique / Conditioning (at mastery 1.00). | 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 |
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 Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | active |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. | 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 Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded 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: 256. | 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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of Alchemists | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Alagund the Snowtide (0 def, 9 armour)2.0 T5 feet armor [Random Unique] Master/Psionic While equipped: Stats +6 Wil +17 Cun +11 Con dps ---------- Mind.crit +2% Mind.pwr +5 (+1 eff.) Melee Ret 4 cold ----- def ----- Armour +9 Resists +9% cold Phys.save +61 (+1 eff.) Spell.save +15 (+0 eff.) Mind.save +65 (+11 eff.) Heal.mod +10% Silence- +20% Disarm- +20% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Max.hate +4.00 A pair of boots made of leather. |
| Light source | Obsidianquell2.0 T1 lite [Rare] Arcane While equipped: Stats +4 Str +3 Wil +6 Cun dps ---------- Crit.mult +15.00% Dmg.mod +6% darkness Res.pen +10% darkness +20% fire ----- def ----- Affinity +5% blight +6% cold ---------- misc Psi/ret +0.08 Max.hate +4.00 Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Infused Cerebrum (8 def, 0 armour)2.0 T4 head armor [Unique] Unknown While equipped: Stats +10 Mag +12 Wil +10 Cun dps ---------- Spell.pwr +12 (+2 eff.) Mind.pwr +12 (+2 eff.) ----- def ----- Defense +8 (+2 eff.) Fear- -60% Assault the mind of a foe to utterly dominate it. Uses 52 power out of 150/150 This headwear seems made entirely out of half-rotten brain matter. Do you really want to put that over your head? |
| On hands | Will of Ul'Gruth (0 def, 15 armour)1.5 T5 hands armor Reqs Heavy armour training [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 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Your Obliterating Smash can destroy walls. Obliterating Smash: Level 5.0 Pwr.cost 13 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 178% weapon damage to all targets. Starting from talent level 5, all targets hit will have their armour and saves reduced by 20. 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. |
| Tool | dwarven-steel pickaxe 'Blazeimmortal' (dig speed 16 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str +2 Con dps ---------- Spell.crit +9% Crit.mult +16.00% Phys.pwr +8 (+1 eff.) Res.pen +15% lightning Acc +15 (+2 eff.) Apr +14 ----- def ----- Defense +34 (+6 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Max.stam +34.07 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Blackobsidian0.1 T3 ring jewelry [Rare] Nature While equipped: Stats +4 Str +5 Dex +5 Mag +3 Cun dps ---------- Dmg.mod +12% darkness +14% cold ----- def ----- Resists +15% nature +28% cold ---------- misc Light +3 Rings make your fingers look great! |
| On fingers | stralite ring 'Scorchvault'0.1 T4 ring jewelry [Rare] Master While equipped: Stats +7 Str +7 Con dps ---------- Res.pen +29% mind +20% fire Melee Ret 12 mind 12 nature ----- def ----- Resists +35% fire +6% arcane +12% nature Talents granted by this ego do not have their typical weapon type requirements. Stunning Blow: Level 4.5 Pwr.cost 16 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Hit the target twice with your two-handed weapon, doing 69% damage. Each hit will try to stun the target for 6 turns. The stun chance increases with your Physical Power. Rings make your fingers look great! |
| Around neck | steel amulet 'Mireshine'0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +7 Dex +7 Cun +3 Con dps ---------- Mov.spd +10% On Hit (Melee): * 20% chance to slow global speed by 82% ----- def ----- Fatigue -5% Resists +5% acid +7% physical +20% nature Max.HP +13.00 HP.reg +5.00 ---------- misc Stam/turn +0.50 Amulets make your neck look great! |
| In main hand | Lost Staff of Archmage Tarelion (136% power, 4 apr, lightning element)5.0 T5 staff 2H weapon [Unique] Arcane Power 137% Range: 1.2x Uses 130% Mag, 40% Wil Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: Stats +7 Wil +8 Mag dps ---------- Spell.crit +25% Spell.pwr +40 (+6 eff.) Dmg.mod +30% lightning +30% fire +30% arcane +30% cold ----- def ----- Silence- +40% ---------- misc Mana/s.crit +12.00 Max.mana +40.00 Talents +1 Command Staff Cooldown Chain Lightning -2 Ice Storm -2 Arcane Vortex -2 Fireflash -2 Archmage Tarelion travelled the world in his youth. But the world is not a nice place and it seems he had to run fast. |
| Around waist | Cord of the Steeled Mind Cord of the Steeled Mind1.0 T2 belt armor [Unique] Arcane/Psionic While equipped: dps ---------- Mind.pwr +2 (+1 eff.) ----- def ----- Fatigue -4% Phys.save +5 (+0 eff.) Mind.save +13 (+2 eff.) Confus- +22% Stun/Frz- +28% ---------- misc Max.enc +22 Talents +1 Iron Resolve Iron Resolve: Through sheer Willpower, you become more resilient to damage. Increases resistance to all damage by 49.0%. This bonus is based off of your Willpower stat. A belt of metal woven together so tightly no mortal hands could have crafted it. Yet somehow, it bends easily to your will. |
| In off hand | Titanic (20 def, 18 armour, 159% power, 320 block)7.0 T3 shield armor Reqs Shield usage training [Unique] Master When used to Attack: Power 160% Range: 1.2x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Arcane Guardian Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +320 While equipped: ----- def ----- Armour +18 Hardiness +20% Defense +20 (+4 eff.) Rng.Def +10 (+1 eff.) Fatigue +30% ---------- misc Talents +1 Block This shield made of the darkest stralite is huge, heavy and very solid. |
| Cloak | elven-silk cloak 'Arthalen' (33 def, 31 armour)2.0 T5 cloak armor [Random Unique] Master While equipped: Stats +1 Str +4 Con dps ---------- Dmg.mod +3% mind On Hit (Melee): * 23 arcane resource burn ----- def ----- Armour +31 Defense +33 (+6 eff.) Resists +9% darkness +30% cold Phys.save +50 (+1 eff.) Spell.save +49 (+1 eff.) Mind.save +50 (+8 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | The Calm (15 def, 0 armour)2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +10 Mag +8 Wil +6 Cun dps ---------- Spell.pwr +20 (+4 eff.) Mov.spd +10% Dmg.mod +25% lightning Res.pen +15% lightning ----- def ----- Defense +15 (+3 eff.) Resists +20% lightning +13% all Proj.slow +15% Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze. This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary. |
Inventory
Potion of Sustenance Potion of Sustenance0.0 potion [Unique] Drink the potion. An opaque vial of fluid. Judging from the notes you found with it, it should be of help further on in the ruins. |
regeneration infusion of the duelist (heal 474; 17 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 2.5 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 474 life over 5 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
Rune of the Rift (542.00 temporal damage, removed from time 4 turns)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 10 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 696.76 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
acid wave rune (damage 165; dur 4; cd 16)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a cone dealing 164.55 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
acid wave rune (damage 171; dur 4; cd 15)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a cone dealing 170.98 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
biting gale rune (damage 160; dur 4; cd 20)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 160.48 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
ethereal rune (power 15; resist 29%; move 51%; dur 5; cd 19)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 29% all resistance, you move 51% faster, and you are invisible (power 15). Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune (absorb 67; cd 15)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 67 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the psychic (absorb 120; cd 16)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 120 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the sneak (absorb 599; dur 3; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 599 damage for 3 turns. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Hurak the Shockcrypt0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +4 Str +4 Con dps ---------- Phys.pwr +10 (+1 eff.) Melee Ret 6 physical ----- def ----- Resists +6% lightning Amulets make your neck look great! |
copper amulet 'Guneblek'0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +7 Lck +6 Str dps ---------- Phys.pwr +10 (+1 eff.) Acc +22 (+3 eff.) ----- def ----- Armour +4 Defense +12 (+2 eff.) Resists +5% arcane +6% cold Unseen.red 11% Amulets make your neck look great! |
starlit copper amulet of cunning (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun ----- def ----- Resists +11% light +11% darkness Blind- +23% Amulets make your neck look great! |
Dayminister the copper ring0.1 T1 ring jewelry [Rare] Master While equipped: Stats +2 Mag +1 Wil +2 Con dps ---------- Dmg.mod +9% light +3% acid Melee Ret 5 arcane 5 cold On Hit (Melee): * 10% chance to reduce armor by 54% Rings make your fingers look great! |
obscure copper ring of pilfering0.1 T1 ring jewelry [Ego++] Master While equipped: dps ---------- Melee+ 7 entangle Ranged+ 5 molten rock Acc +8 (+1 eff.) Apr +8 ----- def ----- Defense +7 (+1 eff.) Spell.save +6 (+0 eff.) Disengage: Puts all charms on 6 cooldown Level 3.5 Pwr.cost 6 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 6 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 178% 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. Rings make your fingers look great! |
psionicist's copper ring0.1 T1 ring jewelry [Ego] Psionic While equipped: Stats +3 Wil ----- def ----- Mind.save +6 (+1 eff.) Rings make your fingers look great! |
wizard's copper ring0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag ----- def ----- Spell.save +6 (+0 eff.) Rings make your fingers look great! |
Baleful Band Baleful Band0.1 T2 ring jewelry [Unique] Master/Psionic While equipped: dps ---------- Phys.pwr +7 (+1 eff.) Spell.pwr +5 (+1 eff.) Mind.pwr +5 (+1 eff.) Dmg.mod +4% all ----- def ----- Resists +17% darkness +5% temporal Phys.save +4 (+0 eff.) Teleport- +20% ---------- misc Hate/ret +1.00 Max.hate +6.00 Hateful Whisper: Level 2.5 Pwr.cost 13 out of 30/30. Range 5 Travel.spd instantaneous Is a mind power Description: Infect a target's mind with a virulent whisper that deals 383 Mind damage and spreads amongst your foes, dealing damage and feeding you 2.9 Hate for each new victim. Each turn for 1 turns, the initial victim will spread the whisper to a new target within 3 tiles if one is available; beyond this, all affected targets have a 24% chance of spreading the effect each turn for 4 turns. Targets damaged by this ability have a 25% chance of suffering Brainlock. The damage increases with your Mindpower. This ring of blackened stone shimmers with a malicious violet light. |
rogue's steel ring of power0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Cun dps ---------- Phys.pwr +7 (+1 eff.) Spell.pwr +5 (+1 eff.) Mind.pwr +5 (+1 eff.) ----- def ----- Defense +4 (+1 eff.) Rings make your fingers look great! |
wizard's steel ring of the sanguine0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +4 Mag ----- def ----- Resists +6% bleed Spell.save +8 (+0 eff.) HP.reg +2.00 Cut- +25% Rings make your fingers look great! |
earthen elm magestaff of breaching (100% power, 2 apr, cold element)5.0 T1 staff 2H weapon [Ego+] Arcane Power 100% Range: 1.2x Uses 130% Mag, 40% Wil Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+1 eff.) Dmg.mod +10% cold Res.pen +5% cold ----- def ----- Armour +3 Hardiness +3% Phys.save +3 (+0 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elm magestaff (100% power, 2 apr, lightning element)5.0 T1 staff 2H weapon [Normal] Power 100% Range: 1.2x Uses 130% Mag, 40% Wil Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+1 eff.) Dmg.mod +10% lightning ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elm magestaff 'Abyssblight' (100% power, 2 apr, fire element)5.0 T1 staff 2H weapon [Rare] Arcane Power 100% Range: 1.2x Uses 130% Mag, 40% Wil Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+1 eff.) Dmg.mod +9% blight +25% fire Res.pen +15% fire ----- def ----- Resists +21% acid +5% arcane Disease- +20% ---------- misc Mana/turn +0.16 Max.mana +44.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
lifebinding elm starstaff of illumination (100% power, 2 apr, darkness element)5.0 T1 staff 2H weapon [Ego+] Nature Power 100% Range: 1.2x Uses 130% Mag, 40% Wil Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: Stats +4 Con dps ---------- Spell.crit +1% Spell.pwr +7 (+1 eff.) Dmg.mod +10% darkness ----- def ----- Defense +7 (+1 eff.) HP.reg +0.70 Heal.mod +12% ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 4 cooldown Level 2.5 Pwr.cost 4 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 274.97 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
Eclipse (117% power, 4 apr, darkness element)5.0 T2 staff 2H weapon [Unique] Arcane Power 117% Range: 1.2x Uses 160% Mag, 40% Wil Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +12 (+2 eff.) Dmg.mod +15% light +15% physical +15% darkness +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. |
Penitence (111% power, 4 apr, darkness element)5.0 T2 staff 2H weapon [Unique] Arcane/Nature Power 111% Range: 1.2x Uses 130% Mag, 40% Wil Dmg Nature Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +10% Spell.pwr +15 (+3 eff.) ----- def ----- Resists +30% blight +30% darkness Affinity +20% darkness Spell.save +15 (+0 eff.) ---------- misc Talents +1 Command Staff Cure up to 6 diseases or poisons (based on Magic). Uses 6 power out of 60/60 A powerful staff sent in secret to Angolwen by the Shaloren, to aid their fighting of the plagues following the Spellblaze. Its power is not to harm, but to heal and protect. |
shimmering ash vilestaff of might (111% power, 3 apr, acid element)5.0 T2 staff 2H weapon [Ego] Arcane Power 111% Range: 1.2x Uses 130% Mag, 40% Wil Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +9% Spell.pwr +6 (+1 eff.) Dmg.mod +15% acid ---------- misc Mana/turn +0.17 Max.mana +43.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Gravitational Staff (136% power, 8 apr, physical element)5.0 T3 staff 2H weapon [Unique] Arcane Power 137% Range: 1.2x Uses 130% Mag, 40% Wil Dmg Gravity pin Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +8 Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Spell.pwr +25 (+4 eff.) Dmg.mod +10% temporal +20% physical ----- def ----- Resists +15% physical ---------- misc Masteries +0.10 Chronomancy/Gravity +0.10 Chronomancy/Matter +0.10 Spell/Earth Gravity Spike: Level 4.5 Pwr.cost 8 out of 14/14. Range 6 Travel.spd instantaneous Is a spell Description: Creates a gravity spike in a radius of 3 that moves all targets towards the spell's center and inflicts 396.59 physical (gravity) damage. Each target moved beyond the first increases the damage by 49.57 (up to a maximum of 198.29 bonus damage). Targets take reduced damage the further they are from the epicenter (20% less per tile). The damage dealt will scale with your Spellpower. Time and Space seem to warp and bend around the massive tip of this stave. |
Staff of Bones (120% power, 4 apr, cold element)5.0 T3 staff 2H weapon [Unique] Arcane Power 121% Range: 1.2x Uses 200% Mag, 40% Wil Dmg Cold Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +15% Spell.pwr +20 (+4 eff.) Dmg.mod +20% acid +20% cold +20% darkness +20% blight ---------- misc Talents +1 Command Staff Masteries +0.10 Corruption/Bone +0.10 Spell/Nightfall +0.10 Spell/Master of flesh +0.10 Spell/Necrosis +0.10 Spell/Master necromancer +0.10 Spell/Master of bones It seems willing and able to talk to you (use Command Staff). A staff made out of the bones of fallen foes. Disgustingly powerful. |
dragonbone vilestaff 'Ravenoblivion' (136% power, 6 apr, blight element)5.0 T5 staff 2H weapon [Random Unique] Arcane Power 137% Range: 1.2x Uses 130% Mag, 40% Wil Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +11% Spell.pwr +28 (+5 eff.) Dmg.mod +30% acid +30% darkness +30% blight +30% fire +18% mind Res.pen +10% darkness +10% mind Melee Ret 8 darkness ----- def ----- Phys.save +15 (+0 eff.) Spell.save +13 (+0 eff.) Mind.save +9 (+1 eff.) ---------- misc Mana/turn +0.33 Max.mana +75.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
greater dragonbone starstaff (136% power, 6 apr, darkness element)5.0 T5 staff 2H weapon [Ego+] Arcane Power 137% Range: 1.2x Uses 130% Mag, 40% Wil Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +23 (+4 eff.) Dmg.mod +30% physical +30% temporal +30% light +30% darkness ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elemental iron battleaxe of crippling (114% power, 1 apr)3.0 T1 battleaxe 2H weapon [Ego++] Arcane/Master Power 114% Range: 1.5x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% On Hit: * Create an explosion dealing 166 acid damage (1/turn) On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +9.0% Dmg.mod +13% acid Res.pen +12% acid Massive two-handed battleaxes. |
steel battleaxe 'Hazemaster' (119% power, 2 apr)3.0 T2 battleaxe 2H weapon [Rare] Arcane Power 120% Range: 1.5x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Melee+ +20 cold On Hit.r1 +8 cold On Crit.r2 +4 temporal On Hit: * 20% chance to reduce damage dealt by 41% * 25% chance for lightning to strike from the target to a second target dealing 166 damage While equipped: Stats +2 Str +6 Dex dps ---------- Melee Ret 4 darkness ----- def ----- Resists +6% cold ---------- misc Infravis +2 Massive two-handed battleaxes. |
Cloudblast the voratun battleaxe (178% power, 4 apr)3.0 T5 battleaxe 2H weapon [Random Unique] Arcane/Nature/Master Power 179% Range: 1.5x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% Melee+ +23 blight +8 lightning On Hit.r1 +20 lightning On Crit.r2 +37 lightning +58 cold On Hit: * 26% chance to reduce strength, dexterity, and constitution by 43 While equipped: dps ---------- Mov.spd +70% Res.pen +24% lightning +35% cold Melee Ret 6 lightning ----- def ----- Resists +5% arcane Massive two-handed battleaxes. |
Spectral Blade (130% power, 25 apr)0.1 T2 greatsword 2H weapon [Unique] Arcane/Master Power 131% Range: 1.6x Uses 40% Wil, 60% Mag, 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +25 Crit +3.0% Atk.spd 111% Melee+ +15 arcane On Crit.r2 +30 arcane silence While equipped: dps ---------- Spell.pwr +5 (+1 eff.) ---------- misc Mana/turn +0.50 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed This sword appears weightless, and nearly invisible. |
Lightningwake (112% power, 3 apr)3.0 T2 longsword 1H weapon [Rare] Arcane Power 112% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +8 blight +20 mind On Crit.r2 +20 mind +12 lightning On Hit: * 20% chance to reduce strength, dexterity, and constitution by 43 * 25% chance to afflict the target with Frostburn, causing 348 Cold damage over 5 turns. While equipped: dps ---------- Mind.pwr +7 (+2 eff.) Dmg.mod +15% lightning +11% cold Res.pen +10% lightning Sharp, long, and deadly. |
blazebringer's stralite longsword of shearing (142% power, 5 apr)3.0 T4 longsword 1H weapon [Ego++] Nature/Master Power 143% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% On Crit.r2 +34 fire While equipped: dps ---------- All.spd +6% Res.pen +11% fire +9% all Acc +13 (+2 eff.) Apr +8 Sharp, long, and deadly. |
thought-forged voratun longsword of extermination (154% power, 6 apr)3.0 T5 longsword 1H weapon [Ego+] Psionic Power 154% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +14 mind Against +12% Vermin +11% Spiderkin On Hit: * 21% chance to reduce all saves and defense by 51 On Crit: * Strike your target with a blast of Fire dealing 263 damage (based on Cunning and Magic). If the target is an insect or a spider, they will also begin to Burn for the same amount of damage. While equipped: Stats +1 Cun +4 Wil dps ---------- Crit.mult +10.00% Sharp, long, and deadly. |
voratun longsword of crippling (151% power, 6 apr)3.0 T5 longsword 1H weapon [Ego+] Master Power 151% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +9.0% Sharp, long, and deadly. |
voratun longsword of exorcism (150% power, 6 apr)3.0 T5 longsword 1H weapon [Ego+] Power 151% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% Against +20% Undead On Crit: * On a Crit, strike your target with a blast of Light dealing 287 damage (based on StreSngth and Magic). If the target is undead, they are also afflicted by Lightburn for the same amount over 3 turns, reducing their armor by 72 for the duration. While equipped: dps ---------- Crit.mult +16.00% Sharp, long, and deadly. |
iron mace 'Zuvor' (104% power, 2 apr)3.0 T1 mace 1H weapon [Rare] Arcane Power 105% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% On Crit: * Splash the target with acid dealing 278 damage over 5 turns and reducing armor and accuracy by 35 While equipped: dps ---------- Res.pen +25% arcane ----- def ----- Armour +16 Resists +5% arcane Cut- +20% Blunt and deadly. |
iron waraxe (104% power, 2 apr)3.0 T1 waraxe 1H weapon [Normal] Power 105% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% One-handed war axes. |
Winterscar (103% power, 3 apr)3.0 T2 waraxe 1H weapon [Random Unique] Arcane/Psionic Power 104% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +5 blight +8 temporal Against +5% Undead On Crit.r2 +8 cold On Hit: 20% Epidemic 2 On Hit: * 5% chance to reduce strength, dexterity, and constitution by 43 * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) On Crit: * On a Crit, strike your target with a blast of Light dealing 287 damage (based on StreSngth and Magic). If the target is undead, they are also afflicted by Lightburn for the same amount over 3 turns, reducing their armor by 72 for the duration. While equipped: dps ---------- Crit.mult +10.00% Res.pen +5% temporal ----- def ----- Disease- +14% One-handed war axes. |
Blood-Letter (140% power, 4.5 apr)3.0 T3 waraxe 1H weapon [Unique] Nature/Master Power 141% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +7.0% Atk.spd 100% Dmg.conv 50% ice On Hit: 15% Ice Breath 2 While equipped: dps ---------- Res.pen +20% cold ----- def ----- Armour +20 Ice.pen +25% A hand axe carved out of the most frozen parts of the northern wasteland. |
Silent Blade (129% power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Master Power 129% Range: 1.3x Uses 40% Wil, 65% Dex, 50% Mag 35% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +8.0% Atk.spd 100% Melee+ +10 silence On Kill: * Enter stealth for 3 turns. When used from stealth a simple attack with it will not break stealth. While equipped: dps ---------- Acc +10 (+1 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
truestriking voratun dagger of torment (147% power, 9 apr)1.0 T5 dagger 1H weapon [Ego++] Master/Psionic Power 147% Range: 1.3x Uses 40% Wil, 50% Dex, 50% Mag 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: dps ---------- Res.pen +7% physical Acc +11 (+1 eff.) Apr +14 Sharp, short and deadly. |
voratun dagger of evisceration (146% power, 9 apr)1.0 T5 dagger 1H weapon [Ego+] Master Power 147% Range: 1.3x Uses 40% Wil, 50% Dex, 50% Mag 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Crit: * Wound the target dealing 479 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +9.0% Phys.pwr +11 (+2 eff.) Sharp, short and deadly. |
Charged Focus (100% power, 24 apr, lightning damage)3.0 T3 mindstar 1H weapon [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. Power 100% Range: 1.1x Uses 90% Wil, 50% Mag, 30% Cun Dmg Lightning Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +6% Mind.pwr +12 (+2 eff.) Dmg.mod +15% lightning Res.pen +9% lightning ----- def ----- Resists +15% lightning Mind.save +9 (+1 eff.) ---------- misc Max.psi +30.00 Talents +1 Psionic Maelstrom Masteries +0.15 Psionic/Charged mastery Electrical energies are focussed in the core of this mindstar. |
Core of the Forge (127% power, 40 apr, dreamforge damage)3.0 T5 mindstar 1H weapon [Unique] Nature/Psionic Power 127% Range: 1.1x Uses 100% Wil, 50% Mag, 20% Cun Dmg Dreamforge Mastery Psiblades Acc+ +0.2% 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 (+1 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 (+1 eff.) ----- def ----- Resists +5% physical +5% mind +15% fire ---------- misc Masteries +0.20 Psionic/Dream Forge +0.20 Psionic/Dream Smith Forge Bellows: Level 4.5 Pwr.cost 13 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 79.56 mind damage, 135.02 burning damage, and knocking back your enemies in a radius 5 cone. Empty terrain may be changed (50% chance) for 4 turns into forge walls, which block movement and inflict 7.30 mind and 12.38 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. |
steady drakeskin leather sling of true flight4.0 T5 sling 1H weapon Reqs Shoot [Ego+] Master Power 66% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 While equipped: dps ---------- Phys.crit +10.0% Acc +19 (+3 eff.) Slings are used to hurl stones or metal shots at your foes. |
Glintking the quiver of elm arrows (13/13, 110% power, 5 apr)3.0 T1 arrow ammo [Rare] Arcane Power 110% Range: 1.4x Uses 40% Wil, 50% Str, 50% Mag 70% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +1.0% Capacity 13 Ranged+ +20 light On Hit.r1 +20 light +16 mind On Crit.r2 +20 light On Hit: * 20% chance to reduce all saves and defense by 51 On Crit: * Splash the target with acid dealing 278 damage over 5 turns and reducing armor and accuracy by 35 Arrows are used with bows to pierce your foes to death. |
psychokinetic pouch of iron shots of wind (18/19, 111% power, 1 apr)3.0 T1 shot ammo [Ego+] Nature/Psionic Power 111% Range: 1.2x Uses 40% Wil, 70% Dex, 50% Mag 50% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 19 Proj.spd +200% Ranged+ +9 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 365 physical damage * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 342 physical damage Shots are used with slings to pummel your foes to death. |
Pouch of the Subconscious (20/20, 147% power, 15 apr)3.0 T4 shot ammo [Unique] Psionic Power 147% Range: 1.2x Uses 50% Wil, 70% Dex, 50% Mag 50% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Capacity 20 Ranged+ +25 mind +30 mind slow On Hit: * 50% chance to reload 1 ammo You find yourself constantly fighting an urge to handle this strange pouch of shot. |
Floestriker the iron shield (0 def, 2 armour, 93% power, 18 block)7.0 T1 shield armor Reqs Shield usage training [Rare] Master When used to Attack: Power 93% Range: 1.2x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Arcane Guardian Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +18 Melee+ +12 nature While equipped: dps ---------- Res.pen +25% cold ----- def ----- Armour +2 Fatigue +8% Resists +15% acid +44% cold +15% mind Stun/Frz- +20% ---------- misc Talents +1 Block Handheld deflection devices. |
iron shield (0 def, 2 armour, 97% power, 19 block)7.0 T1 shield armor Reqs Shield usage training [Normal] When used to Attack: Power 97% Range: 1.2x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Arcane Guardian Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +19 While equipped: ----- def ----- Armour +2 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
Wrathroot's Barkwood (9 def, 10 armour, 123% power, 60 block)7.0 T2 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 123% Range: 1.4x Uses 40% Wil, 50% Mag, 150% Str Dmg Physical Mastery Arcane Guardian Acc+ +2.0% proc dam (max 200%) Crit +2.0% Block +60 While equipped: ----- def ----- Armour +10 Defense +9 (+2 eff.) Fatigue +14% Resists +20% cold +20% darkness +20% nature ---------- misc Talents +1 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
reinforced steel shield (0 def, 7 armour, 108% power, 74.5 block)7.0 T2 shield armor Reqs Shield usage training [Ego] Master When used to Attack: Power 108% Range: 1.2x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Arcane Guardian Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +74 While equipped: ----- def ----- Armour +7 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
shocking steel shield of arcane resistance (+11%) (0 def, 4 armour, 110% power, 41 block)7.0 T2 shield armor Reqs Shield usage training [Ego] Nature/Disrupt When used to Attack: Power 110% Range: 1.2x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Arcane Guardian Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +41 While equipped: dps ---------- Melee+ 11 lightning Melee Ret 4 lightning ----- def ----- Armour +4 Fatigue +8% Resists +11% arcane ---------- misc Talents +1 Block Handheld deflection devices. |
shocking dwarven-steel shield (0 def, 6 armour, 130% power, 82.5 block)7.0 T3 shield armor Reqs Shield usage training [Ego] Nature When used to Attack: Power 131% Range: 1.2x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Arcane Guardian Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +82 While equipped: dps ---------- Melee+ 10 lightning Melee Ret 7 lightning ----- def ----- Armour +6 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
shocking dwarven-steel shield of defiance (0 def, 6 armour, 137% power, 99 block)7.0 T3 shield armor Reqs Shield usage training [Ego+] Nature/Master When used to Attack: Power 137% Range: 1.2x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Arcane Guardian Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +99 While equipped: dps ---------- Melee+ 20 lightning On shield block: * 20% chance to use Physical Resurgence and lower the cooldown of up to 3 technique, cunning, or steamtech talent(s). This effect has a 20 turn cooldown. Melee Ret 13 lightning ----- def ----- Armour +6 Fatigue +8% ---------- misc Talents +1 Block Cooldown Block -1 Handheld deflection devices. |
impervious voratun shield of crushing (0 def, 22 armour, 189% power, 267.5 block)7.0 T5 shield armor Reqs Shield usage training [Ego++] Master When used to Attack: Power 189% Range: 1.2x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Arcane Guardian Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +268 On Crit: * Smash the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +5 Con dps ---------- Phys.crit +7.0% Phys.pwr +10 (+1 eff.) ----- def ----- Armour +22 Fatigue +8% Phys.save +13 (+0 eff.) ---------- misc Talents +1 Block Handheld deflection devices. |
reinforced voratun shield of the determined (0 def, 15 armour, 178% power, 290 block)7.0 T5 shield armor Reqs Shield usage training [Ego+] Master When used to Attack: Power 179% Range: 1.2x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Arcane Guardian Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +290 While equipped: dps ---------- On shield block: * 20% chance to use Mental Recentering and lower the cooldown of up to 3 wild gift, psionic, or cursed talent(s). This effect has a 20 turn cooldown. ----- def ----- Armour +15 Fatigue +8% ---------- misc Talents +1 Block Cooldown Block -1 Handheld deflection devices. |
Eilinomina the Torchprophet (0 def, 0 armour)2.0 T2 cloth armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +12% arcane +21% fire Res.pen +15% fire ----- def ----- Resists +8% lightning +8% light +8% darkness +32% cold +9% blight +14% fire +5% arcane +9% all Phys.save +14 (+0 eff.) Spell.save +28 (+1 eff.) Mind.save +13 (+2 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Shockpower (0 def, 0 armour)2.0 T3 cloth armor [Random Unique] Nature While equipped: Stats +4 Wil +2 Con dps ---------- Spell.crit +6% Spell.pwr +5 (+1 eff.) Mind.pwr +10 (+2 eff.) Dmg.mod +13% physical +24% nature +16% temporal ----- def ----- Resists +6% lightning +13% physical +11% all Mind.save +3 (+0 eff.) Poison- +31% Disease- +29% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Ivura the rough leather armour (8 def, 2 armour)9.0 T1 light armor [Rare] Master While equipped: Stats +3 Dex dps ---------- Phys.crit +4.0% Mov.spd +20% Dmg.mod +9% temporal Res.pen +25% mind Acc +20 (+3 eff.) ----- def ----- Armour +2 Defense +8 (+2 eff.) Fatigue +6% Resists +4% physical Phys.save +18 (+0 eff.) A suit of armour made of leather. |
battle-worn reinforced leather armour of fire resistance (12 def, 7 armour)9.0 T4 light armor [Ego+] Master While equipped: Stats +6 Str +6 Dex ----- def ----- Armour +7 Defense +12 (+2 eff.) Fatigue +8% Resists +20% fire Phys.save +21 (+0 eff.) A suit of armour made of leather. |
rejuvenating drakeskin leather armour of the void (20 def, 8 armour)9.0 T5 light armor [Ego+] Arcane/Nature While equipped: dps ---------- Melee+ 7 darkness Ranged+ 5 darkness ----- def ----- Armour +8 Defense +20 (+4 eff.) Fatigue +8% Resists +25% darkness +20% temporal HP.reg +3.10 Def/telep +25 Res/telep +15% Dur/telep +24% ---------- misc Stam/turn +1.80 Blink to a nearby random location (rad 7) Puts all charms on 13 cooldown A suit of armour made of leather. |
runecarved drakeskin leather armour (20 def, 8 armour)9.0 T5 light armor [Ego+] Arcane While equipped: dps ---------- Melee+ 15 arcane 17 physical Melee Ret 11 arcane 10 physical ----- def ----- Armour +8 Defense +20 (+4 eff.) Fatigue +8% Resists +19% arcane +19% physical A suit of armour made of leather. |
sanctified drakeskin leather armour of clarity (20 def, 8 armour)9.0 T5 light armor [Ego] Disrupt/Psionic While equipped: ----- def ----- Armour +8 Defense +20 (+4 eff.) Fatigue +8% Resists +15% acid +17% fire +7% mind D.Red.from +10% Demon Mind.save +16 (+3 eff.) A suit of armour made of leather. |
Elivena the iron mail armour (2 def, 10 armour)14.0 T1 heavy armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Spell.crit +5% Dmg.mod +9% acid Melee Ret 10 blight ----- def ----- Armour +10 Defense +2 (+1 eff.) Fatigue +12% Resists +7% acid +7% physical +6% cold +7% lightning +6% fire ---------- misc Mana/turn +0.60 Vim/s.crit +2.00 A suit of armour made of mail. |
iron mail armour (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
stralite mail armour of command (17 def, 14 armour)14.0 T4 heavy armor Reqs Heavy armour training [Ego+] Psionic While equipped: Stats +3 Cun ----- def ----- Armour +14 Defense +17 (+3 eff.) Fatigue +12% Mind.save +14 (+2 eff.) A suit of armour made of mail. |
stralite mail armour of delving (4 def, 8 armour)14.0 T4 heavy armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +7 Str ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +12% Resists +11% darkness +9% physical ---------- misc Light +2 Track: Puts all charms on 16 cooldown Level 4.2 Pwr.cost 16 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 35 for 7 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
Scale Mail of Kroltar (10 def, 18 armour)14.0 T5 heavy armor Reqs Heavy armour training [Unique] Nature/Master Kroltar's head would turn up the heat. While equipped: Stats +5 Str +3 Dex +4 Con ----- def ----- Armour +18 Defense +10 (+2 eff.) Fatigue +16% Resists +20% acid +20% blight +20% fire +20% nature +20% lightning Max.HP +120.00 Devouring Flame: Level 4.5 Pwr.cost 26 out of 80/80. Range 10 Travel.spd instantaneous Is a mind power a nature gift Description: Spit a cloud of flames, doing 158.38 fire damage in a radius of 4 each turn for 8 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
Duskglamour the steel plate armour (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training [Rare] Master While equipped: Stats +2 Mag +2 Wil dps ---------- Phasing +30% Melee Ret 4 arcane On Hit (Melee): * 20% chance to reduce damage dealt by 41% ----- def ----- Armour +9 Fatigue +22% Resists +21% lightning +6% darkness ---------- misc Vim/s.crit +2.00 A suit of armour made of metal plates. |
Getyrathad1.0 T1 belt armor [Rare] Master While equipped: Stats +1 Wil +1 Con dps ---------- Phys.pwr +4 (+1 eff.) ----- def ----- Crit.chn- 15.00% Phys.save +6 (+0 eff.) A belt that goes around your waist. |
insulating rough leather belt1.0 T1 belt armor [Ego] Master While equipped: ----- def ----- Resists +5% fire +5% cold A belt that goes around your waist. |
rough leather belt 'Mucusfame'1.0 T1 belt armor [Rare] Master While equipped: Stats +1 Con dps ---------- Crit.mult +5.00% Dmg.mod +3% physical On Hit (Melee): * 20% chance to slow global speed by 82% ----- def ----- Resists +6% fire +6% cold A belt that goes around your waist. |
drakeskin leather belt 'Unridur'1.0 T5 belt armor [Random Unique] Nature/Master While equipped: Stats +2 Mag +8 Wil +8 Cun dps ---------- Crit.mult +15.00% Spell.pwr +15 (+3 eff.) Phasing +30% Against +45% Summoned Melee Ret 2 arcane ----- def ----- Resists +10% acid +12% temporal +10% cold +10% fire +22% lightning D.Red.from +45% Summoned Def/telep +10 Res/telep +10% Dur/telep +10% A belt that goes around your waist. |
Bokugatir the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +1 Cun dps ---------- Mind.pwr +15 (+3 eff.) Res.pen +20% arcane +5% temporal ----- def ----- Defense +1 (+0 eff.) Rng.Def +6 (+1 eff.) Resists +3% temporal Unseen.red 9% ---------- misc Max.psi +10.00 Telepathy Giant Telpty rng +7 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak of Eldoral (1 def, 0 armour)2.0 T1 cloak armor [Ego] Master While equipped: Stats +1 Cun +1 Dex ----- def ----- Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Pyredare' (13 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +27% blight +15% fire Res.pen +29% acid +20% fire On Hit (Melee): * 23% chance to reduce strength, dexterity, and constitution by 43 * 23% chance to reduce armor by 54% ----- def ----- Defense +13 (+2 eff.) Resists +21% blight Phys.save +11 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Normal] While equipped: ----- def ----- Armour +1 A pair of boots made of leather. |
undeterred pair of rough leather boots of momentum (0 def, 1 armour)2.0 T1 feet armor [Ego++] Arcane/Master While equipped: ----- def ----- Armour +1 Silence- +22% Confus- +22% Pinning- +11% Stun/Frz- +34% Knockbk- +12% Blinding Speed: (Instant) Puts all charms on 21 cooldown Level 3.5 Pwr.cost 21 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 35% for 5 turns. A pair of boots made of leather. |
Shoes of Moving Slowly (0 def, 0 armour)2.0 T4 feet armor [Unique] Unknown While equipped: Stats +8 Mag +8 Wil dps ---------- Spell.pwr +5 (+1 eff.) ----- def ----- Fatigue +3% Knockbk- +100% Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. Combine it with the Shoes of Moving Quickly. Fast does not always win. Rumoured to be able to combine with the Shoes of Moving Quickly. |
invigorating pair of drakeskin leather boots of deftness (15 def, 5 armour)2.0 T5 feet armor [Ego+] Nature/Master While equipped: dps ---------- Mov.spd +29% ----- def ----- Armour +5 Defense +15 (+3 eff.) Fatigue -8% Max.HP +54.00 ---------- misc Stam/turn +0.60 Disengage: Puts all charms on 16 cooldown Level 2.5 Pwr.cost 16 out of 30/30. Range 7 Travel.spd instantaneous Description: Jump back up to 5 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 157% 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. |
Chargehunt the pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +6% acid +9% fire ----- def ----- Armour +3 Fatigue -2% Resists +6% lightning +3% acid Phys.save +6 (+0 eff.) ---------- misc Max.enc +21 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Getylar (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Res.pen +10% mind On Hit (Melee): * 20% chance to reduce all saves and defense by 51 ----- def ----- Armour +3 Fatigue -2% Resists +12% cold Phys.save +6 (+0 eff.) ---------- misc Max.enc +20 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Gloronne the Corruptionsin (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Wil dps ---------- Dmg.mod +3% nature Res.pen +10% acid On Hit (Melee): * 10% chance to slow global speed by 82% ----- def ----- Armour +3 Fatigue +2% Resists +6% fire +7% cold ---------- misc Infravis +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Korufast the Scaldorder (0 def, 1 armour)1.0 T1 hands armor [Rare] Psionic While equipped: Stats +1 Str +1 Mag +4 Cun dps ---------- Res.pen +5% fire ----- def ----- Armour +1 HP.reg +2.00 ---------- misc Stam/turn +0.60 Max.stam +13.00 Light +1 See.Invis +6 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
rough leather gloves 'Salyssra' (0 def, 1 armour)1.0 T1 hands armor [Rare] Nature While equipped: Stats +1 Wil +3 Con dps ---------- Mind.pwr +10 (+2 eff.) Melee+ 6 lightning Dmg.mod +4% lightning ----- def ----- Armour +1 Resists +6% lightning +3% mind Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Radharand the hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Rare] Nature While equipped: dps ---------- Spell.crit +3% Phys.pwr +15 (+2 eff.) Res.pen +20% blight +25% physical Phasing +30% Melee Ret 10 blight ----- def ----- Armour +2 Phys.save +9 (+0 eff.) HP.reg +4.20 ---------- misc Stam/turn +0.90 Psi/turn +0.25 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Snow Giant Wraps (0 def, 2 armour)1.0 T3 hands armor [Unique] Nature This would be great with a mighty matching belt. While equipped: Stats +4 Str ----- def ----- Armour +2 Resists +10% lightning +10% cold Max.HP +60.00 Knockbk- +50% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Throw Boulder: Level 3.5 Pwr.cost 4 out of 6/6. Range 10 Travel.spd instantaneous Is a nature gift Description: Throw a huge boulder, dealing 356.61 physical damage and knocking targets back 6 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
alchemist's drakeskin leather gloves of magic (+4) (0 def, 3 armour)1.0 T4 hands armor [Ego+] Arcane While equipped: Stats +10 Mag +4 Wil dps ---------- Melee+ 8 acid 10 fire 8 cold 10 lightning Dmg.mod +5% arcane ----- def ----- Armour +3 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
iron gauntlets of strength (+3) (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego] Master While equipped: Stats +3 Str dps ---------- Phys.pwr +6 (+1 eff.) ----- def ----- Armour +1 Fatigue +1% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
dwarven-steel gauntlets 'Ravenquick' (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Melee+ 11 acid Dmg.mod +26% acid +9% darkness +30% blight On Hit (Melee): * 20% chance to reduce armor by 54% ----- def ----- Armour +2 Fatigue +3% Resists +8% acid +12% darkness Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
spellstreaming voratun gauntlets of archery (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Ego++] Arcane/Master While equipped: Stats +4 Cun +2 Dex dps ---------- Spell.crit +3% Spell.pwr +11 (+2 eff.) Acc +7 (+1 eff.) Apr +6 ----- def ----- Armour +3 Fatigue +5% ---------- misc Mana/turn +0.24 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 11 cooldown Level 4.5 Pwr.cost 11 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 176% damage with a 29% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
Morbusquill the linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Rare] Arcane While equipped: dps ---------- Crit.mult +20.00% Dmg.mod +20% blight On Hit (Melee): * 20% chance to slow global speed by 82% ----- def ----- Defense +1 (+0 eff.) Resists +11% blight +9% nature Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Vim/s.crit +2.00 See.Invis +6 A pointy cloth hat, very wizardly... |
Radianceworth the cashmere wizard hat (2 def, 0 armour)2.0 T3 head armor [Random Unique] Arcane/Psionic While equipped: dps ---------- Spell.crit +2% Mind.crit +3% Spell.pwr +3 (+1 eff.) Mind.pwr +3 (+1 eff.) Dmg.mod +11% mind +3% blight Res.pen +15% light ----- def ----- Defense +2 (+1 eff.) Resists +11% mind ---------- misc Mana/turn +0.13 Psi/turn +0.19 Light +3 A pointy cloth hat, very wizardly... |
Glossra (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Cun +2 Dex dps ---------- Dmg.mod +6% physical Res.pen +15% physical Apr +5 ----- def ----- Armour +3 Fatigue +5% Resists +1% physical Phys.save +12 (+0 eff.) Die.at -60.00 life A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Pitchdash (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +12% lightning Res.pen +15% light +5% darkness On Hit (Melee): * 10% chance to reduce damage dealt by 41% ----- def ----- Armour +3 Fatigue +5% Resists +5% fire +5% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
grounding iron helm of strength (+2) (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +2 Str ----- def ----- Armour +3 Fatigue +5% Resists +6% lightning +6% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
30 agate0.0 T1 black gem Reqs Gem related talents [Normal] Power 66% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
23 spinel0.0 T1 green gem Reqs Gem related talents [Normal] Power 66% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical While equipped: Defense +4 (+1 eff.) Phys.save +4 (+0 eff.) Spell.save +4 (+0 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+0 eff.) Spell.save +4 (+0 eff.) Mind.save +4 (+1 eff.) When used as an alchemist bomb: Deals 50% extra poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
15 ametrine0.0 T1 yellow gem Reqs Gem related talents [Normal] Power 66% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical While equipped: Defense +10 (+2 eff.) Item imbue powers: Defense +10 (+2 eff.) When used as an alchemist bomb: gain 20 defense for 5 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
27 citrine0.0 T1 yellow gem Reqs Gem related talents [Normal] Power 66% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 When used as an alchemist bomb: Lights terrain (power 100) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
29 zircon0.0 T1 yellow gem Reqs Gem related talents [Normal] Power 66% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical While equipped: Armour +10 Item imbue powers: Armour +10 When used as an alchemist bomb: 50% chance to daze for 2 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
29 opal0.0 T2 black gem Reqs Gem related talents [Normal] Power 66% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
23 aquamarine0.0 T2 blue gem Reqs Gem related talents [Normal] Power 66% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical While equipped: Resists +30% lightning Item imbue powers: Resists +30% lightning When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
24 garnet0.0 T2 red gem Reqs Gem related talents [Normal] Power 66% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +6% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +6% all When used as an alchemist bomb: Deals 12% extra fireburn damage Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
33 topaz0.0 T2 white gem Reqs Gem related talents [Normal] Power 66% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical While equipped: Defense +10 (+2 eff.) Phys.save +10 (+0 eff.) Spell.save +10 (+0 eff.) Mind.save +10 (+2 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+0 eff.) Spell.save +10 (+0 eff.) Mind.save +10 (+2 eff.) When used as an alchemist bomb: Bomb thrown range +4 Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
28 amethyst0.0 T2 yellow gem Reqs Gem related talents [Normal] Power 66% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical While equipped: Spell.spd +10% Item imbue powers: Spell.spd +10% When used as an alchemist bomb: 50% chance to cleanse one magical debuff Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
32 onyx0.0 T3 black gem Reqs Gem related talents [Normal] Power 66% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical While equipped: Heal.mod +20% Item imbue powers: Heal.mod +20% When used as an alchemist bomb: Increases healing factor by 30% for 3 turns (stacks for 3 times) Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
28 lapis lazuli0.0 T3 blue gem Reqs Gem related talents [Normal] Power 66% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical While equipped: Mana/turn +2.00 Item imbue powers: Mana/turn +2.00 When used as an alchemist bomb: Mana regain 40 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
33 ruby0.0 T3 red gem Reqs Gem related talents [Normal] Power 66% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +9% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +9% all When used as an alchemist bomb: Deals 18% extra fireburn damage Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
22 quartz0.0 T3 white gem Reqs Gem related talents [Normal] Power 66% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% When used as an alchemist bomb: Deals 10% extra physical knockback damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
21 emerald0.0 T4 black gem Reqs Gem related talents [Normal] Power 66% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical While equipped: Resists +5% all Item imbue powers: Resists +5% all When used as an alchemist bomb: Gain affinity for all damage by 5% in 3 turns (stacks for 3 times) Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
32 amber0.0 T4 blue gem Reqs Gem related talents [Normal] Power 66% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical While equipped: Mana/s.crit +8.00 Item imbue powers: Mana/s.crit +8.00 When used as an alchemist bomb: Mana regain 60 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
15 turquoise0.0 T4 green gem Reqs Gem related talents [Normal] Power 66% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical While equipped: Res.pen +12% all Acc +12 (+2 eff.) Item imbue powers: Res.pen +12% all Acc +12 (+2 eff.) When used as an alchemist bomb: 50% chance to disarm Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
16 bloodstone0.0 T4 red gem Reqs Gem related talents [Normal] Power 66% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +12% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +12% all When used as an alchemist bomb: Deals 24% extra fireburn damage Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
28 sapphire0.0 T4 white gem Reqs Gem related talents [Normal] Power 66% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical While equipped: Defense +16 (+3 eff.) Phys.save +16 (+0 eff.) Spell.save +16 (+0 eff.) Mind.save +16 (+3 eff.) Item imbue powers: Defense +16 (+3 eff.) Phys.save +16 (+0 eff.) Spell.save +16 (+0 eff.) Mind.save +16 (+3 eff.) When used as an alchemist bomb: Deals 12% extra ice damage, may freeze or wet target. Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
13 jade0.0 T5 black gem Reqs Gem related talents [Normal] Power 66% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical While equipped: Stun/Frz- +50% Item imbue powers: Stun/Frz- +50% When used as an alchemist bomb: Regen 150 life in 3 turns (stacks for 3 times) Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
24 diamond0.0 T5 blue gem Reqs Gem related talents [Normal] Power 66% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical While equipped: Mov.spd +25% Item imbue powers: Mov.spd +25% When used as an alchemist bomb: Gain one free move in 2 turns (stacks for 3 times) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
12 fire opal0.0 T5 red gem Reqs Gem related talents [Normal] Power 66% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +15% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +15% all When used as an alchemist bomb: Deals 30% extra fireburn damage Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
13 moonstone0.0 T5 violet gem Reqs Gem related talents [Normal] Power 66% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical While equipped: Defense +20 (+4 eff.) Phys.save +20 (+0 eff.) Spell.save +20 (+0 eff.) Mind.save +20 (+3 eff.) Item imbue powers: Defense +20 (+4 eff.) Phys.save +20 (+0 eff.) Spell.save +20 (+0 eff.) Mind.save +20 (+3 eff.) When used as an alchemist bomb: 50% chance to silence for 2 turns Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
20 pearl0.0 T5 white gem Reqs Gem related talents [Normal] Power 66% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical While equipped: Armour +10 Resists +5% all Item imbue powers: Armour +10 Resists +5% all When used as an alchemist bomb: Gain 25 armor in 3 turns (stacks for 3 times) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Windborne Azurite0.0 T4 blue gem Reqs Gem related talents [Unique] Arcane Power 66% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning When used as an alchemist bomb: Gain one free move in 2 turns (stacks for 3 times) Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(149 power, based on Willpower). Uses 6 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Astrion's Eye Astrion's Eye1.0 T2 lite [Unique] Nature/Master While equipped: Stats +1 Wil dps ---------- Phys.crit +5.0% Melee+ 12 frost burn Ranged+ 13 frost burn Against +7% Elemental ----- def ----- Affinity +8% cold Max.HP +42.00 Blind- +26% Confus- +12% ---------- misc Light +6 See.Stealth +11 See.Invis +7 Track: Puts all charms on 21 cooldown Level 6.6 Pwr.cost 21 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 43 for 9 turns. The radius will increase with your Cunning. A glowing blue crystal said to have been once been part of a powerful ice elemental. |
Brand of the Pyrophage Brand of the Pyrophage1.0 T2 lite [Unique] Arcane While equipped: dps ---------- S.pwr/crit +6 Dmg.mod +6% lightning Res.pen +6% fire Melee Ret 4 acid 7 fire burn ----- def ----- Resists +6% fire burn +7% fire Crit.chn- 10.00% ---------- misc Light +3 Talents +1 Combust Combust: When hitting a foe under the influence of a fire-based efect (such as burning), you have a 33% chance to cause it to erupt, inflicting 63 Fire damage in a radius of 1, and giving you a stack of Burning Consumption. This increases your Max Mana by 63.0% and life regen by 18.90 for 5 turns. The life regen effect has a maximum value of 50. These effects scale off of the Magic stat. An ash caked iron brand, it burns with a vicious, hungry, red glow. |
Arthylarak the Lightlash (dig speed 37 turns)3.0 T1 digger tool [Rare] Nature While equipped: Stats +3 Str dps ---------- Dmg.mod +6% nature +3% light ----- def ----- Resists +11% nature +3% light ---------- misc Light +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
miner's iron pickaxe (dig speed 30 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+1 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (3/3)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 104 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. |
The Jolt2.0 T2 torque charm [Unique] Psionic While equipped: Stats +4 Cun dps ---------- Dmg.mod +10% mind +10% lightning Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to brainlock the target. Upon taking lightning damage >10% of your max life, your mind fires back, dealing 30% of the original damage as mind and trying to brainlock the target. Upon taking mind damage >10% of your max life, you reflexively trigger the jolt, sending an arc of dazing lightning toward the target (damage based on mindpower). This item can have up to 2 charges, with each charge having 4 turn cooldown. This torque feels tingly to the touch, but seems to enhance your thinking. |
Xeradhessra the dragonbone totem of thorny skin [power 71] (11 cooldown)2.0 T5 totem charm [Random Unique] Nature While equipped: ----- def ----- Defense +15 (+3 eff.) Resists +9% blight +6% temporal Confus- +20% Harden the skin for 7 turns increasing armour by 71 and armour hardiness by 70% Puts all charms on 11 cooldown 100% to increase all damage by 25% for 2 turns. 100% to cleanse 3 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
ash wand of lightning storm 'Airworm' [power 212] (8 cooldown)2.0 T2 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +9% lightning +9% acid Res.pen +15% arcane +25% acid Melee Ret 10 arcane 10 acid ----- def ----- Resists +5% arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 94 lightning damage and will be dazed for 1 turn (471 total damage) Puts all charms on 8 cooldown 100% to increase the duration of 2 beneficial effects by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Bringer of Doom (Madness (Roguelike) difficulty)
Killed a Bringer of Doom.By EchGee the Battleborn High Guard level 30
78th Dusk 122nd year of Ascendancy at 10:21 see stats
Curse Lifter (Madness (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By EchGee the Battleborn High Guard level 18
49th Dusk 122nd year of Ascendancy at 12:54 see stats
Exterminator (Madness (Roguelike) difficulty)
Killed 1000 creatures.By EchGee the Battleborn High Guard level 22
69th Dusk 122nd year of Ascendancy at 03:19 see stats
Eye of the storm (Madness (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By EchGee the Battleborn High Guard level 37
13rd Haze 122nd year of Ascendancy at 01:25 see stats
Fear me not! (Madness (Roguelike) difficulty)
Survived the Fearscape!By EchGee the Battleborn High Guard level 40
79th Haze 122nd year of Ascendancy at 08:59 see stats
Home sweet home (Madness (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By EchGee the Battleborn High Guard level 25
70th Dusk 122nd year of Ascendancy at 09:56 see stats
Is that how it feels to be an escort quest?! (Madness (Roguelike) difficulty)
Got saved from death in the Godfeaster by Malyu and managed to escape.By EchGee the Battleborn High Guard level 33
79th Dusk 122nd year of Ascendancy at 10:23 see stats
Level 10 (Madness (Roguelike) difficulty)
Got a character to level 10.By EchGee the Battleborn High Guard level 10
10th Flare 122nd year of Ascendancy at 09:59 see stats
Level 20 (Madness (Roguelike) difficulty)
Got a character to level 20.By EchGee the Battleborn High Guard level 20
56th Dusk 122nd year of Ascendancy at 13:28 see stats
Level 30 (Madness (Roguelike) difficulty)
Got a character to level 30.By EchGee the Battleborn High Guard level 30
78th Dusk 122nd year of Ascendancy at 04:57 see stats
Level 40 (Madness (Roguelike) difficulty)
Got a character to level 40.By EchGee the Battleborn High Guard level 40
79th Haze 122nd year of Ascendancy at 02:30 see stats
Overpowered! (Madness (Roguelike) difficulty)
Did over 6000 damage in one attack.By EchGee the Battleborn High Guard level 27
74th Dusk 122nd year of Ascendancy at 18:22 see stats
Rescuer of the lost (Madness (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By EchGee the Battleborn High Guard level 38
43rd Haze 122nd year of Ascendancy at 07:12 see stats
Savior of the damsels in distress (Madness (Roguelike) difficulty)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By EchGee the Battleborn High Guard level 29
75th Dusk 122nd year of Ascendancy at 06:54 see stats
Size is everything (Madness (Roguelike) difficulty)
Did over 1500 damage in one attack.By EchGee the Battleborn High Guard level 25
70th Dusk 122nd year of Ascendancy at 06:31 see stats
Size matters (Madness (Roguelike) difficulty)
Did over 600 damage in one attack.By EchGee the Battleborn High Guard level 11
2nd Dusk 122nd year of Ascendancy at 12:35 see stats
The Right thing to do (Madness (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By EchGee the Battleborn High Guard level 37
32nd Haze 122nd year of Ascendancy at 15:51 see stats
The bigger the better! (Madness (Roguelike) difficulty)
Did over 3000 damage in one attack.By EchGee the Battleborn High Guard level 27
74th Dusk 122nd year of Ascendancy at 13:32 see stats
The secret city (Madness (Roguelike) difficulty)
Discovered the truth about mages.By EchGee the Battleborn High Guard level 16
19th Dusk 122nd year of Ascendancy at 21:37 see stats
The sky is falling! (Madness (Roguelike) difficulty)
Saw a huge meteor falling from the sky.By EchGee the Battleborn High Guard level 22
69th Dusk 122nd year of Ascendancy at 08:43 see stats
Treasure Hunter (Madness (Roguelike) difficulty)
Amassed 1000 gold pieces.By EchGee the Battleborn High Guard level 20
57th Dusk 122nd year of Ascendancy at 23:50 see stats
Log
EchGee picks up (Z.): steady drakeskin leather sling of true flight.
Lore found: Nightsong
You can read all your collected lore in the game menu, by pressing Escape.
Ran for 3 turns (stop reason: dialog is displayed).
Resting starts...
Talent Phasestride is ready to use.
EchGee activates Phasestride.
Talent used by EchGee
Rested for 5 turns (stop reason: all resources and life at maximum).
Talent used by EchGee
EchGee's Phasestride has been deactivated!
EchGee picks up ( .): spinel.
Talent Phasestride is ready to use.
There is a way to the previous level here (press '' or right click to use).
Ran for 33 turns (stop reason: at exit).
Resting starts...
EchGee activates Phasestride.
Talent used by EchGee
Rested for 0 turns (stop reason: all resources and life at maximum).
Talent used by EchGee
EchGee's Phasestride has been deactivated!
There is nowhere left to explore.
You transfer Nightsong to the Shared Stash.
You transfer Radherak (135% power, 9 apr) to the Shared Stash.
You transfer Spellhunt Remnants (2 def, 3 armour) to the Shared Stash.
The furious lightning storm around EchGee calms down and disappears.
A shield forms around EchGee.















































































































































































































