









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | 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. 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:
Items Vault 1.7.0Donators/Buyers bonus! Better Item Description 1.7.2This 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 Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Yeek |
Class | Archmage (Technomancer) |
Level / Exp | 39 / 75% |
Size | small |
Lifes / Deaths | Killed by Bill the Stone Troll at level 13 on the 65th Dusk 122nd year of Ascendancy at 21:19 1 / 7Killed by Mayuba the brown bear at level 15 on the 1st Time of Equilibrium 122nd year of Ascendancy at 08:24 Killed by Poriba the elder vampire at level 32 on the 60th Regrowth 123rd year of Ascendancy at 18:03 Killed by Velatta the vampire at level 33 on the 63rd Regrowth 123rd year of Ascendancy at 03:03 Killed by Xanebrerin the vampire lord at level 36 on the 68th Regrowth 123rd year of Ascendancy at 15:26 Killed by Zonin the uruivellas at level 39 on the 78th Regrowth 123rd year of Ascendancy at 13:45 Killed by K2 at level 39 on the 78th Regrowth 123rd year of Ascendancy at 15:03 |
Primary Stats
Strength | 13 (base 10) |
Dexterity | 13 (base 10) |
Constitution | 42 (base 37) |
Magic | 90 (base 60) |
Willpower | 87 (base 60) |
Cunning | 29 (base 12) |
Resources
Life | 352/352 |
Mana | 387/1032 |
Steam | 18/100 |
Healing Factor | 1.233988003127 |
Regeneration | 2.7764730070357 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -58.333333333333% |
Spell | 0% |
Global | +110.00527732609% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 5 |
See Stealth | 10 |
See Invisible | 13 |
Offense: Mainhand
Damage | 41 |
Accuracy | 7 |
Crit Chance | 16% |
APR | 6 |
Speed | 1.00 |
Offense: Spell
Spellpower | 70 |
Crit Chance | 28% |
Speed | 1 |
Cooldown Reduction | 10 |
Offense: Mind
Mindpower | 44 |
Crit Chance | 7% |
Speed | 1 |
Offense: Damage Bonus
Acid | +12% |
Blight | +6% |
Arcane | +32% |
Mind | +15% |
All | 0% |
Lightning | +69% |
Light | +23% |
Temporal | +16% |
Darkness | +23% |
Nature | +6% |
Offense: Damage Penetration
Lightning | +25% |
Darkness | +25% |
Blight | +25% |
Acid | +15% |
Mind | +10% |
All | 0% |
Defense: Base
Armour (hardiness) | 9 (30%) |
Defense | 45 |
Ranged Defense | 45 |
Fatigue | 0 |
Physical Save | 29 |
Spell Save | 40 |
Mental Save | 34 |
Defense: Resistances
Acid | + 24%( 70%) |
Lightning | + 31%( 70%) |
Temporal | + 29%( 70%) |
Darkness | + 47%( 70%) |
Arcane | + 23%( 70%) |
Cold | + 29%( 70%) |
All | + 19%( 70%) |
Defense: Immunities
Stun Resistance | 0% |
Confusion Resistance | 55% |
Poison Resistance | 20% |
Blind Resistance | 35% |
Silence Resistance | 100% |
Teleport Resistance | 100% |
Pinning Resistance | 20% |
Disarm Resistance | 20% |
Instadeath Resistance | 100% |
Knockback Resistance | 40% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 537 damage for 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: 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 110 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 Magic stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1122% for 10 turns (503 total) and instantly restoring 56 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Willpower stat. |
Class Talents
Spell / Meta | 1.30 |
| 1/5 |
| 5/5 |
| 2/5 |
| 0/5 |
Spell / Temporal | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Air | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 2/5 |
Spell / Arcane | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Spell / Phantasm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Galvanic technomancy | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Storm | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Generic Talents
Technique / Combat training | 1.00 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Aegis | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 2/5 |
Steamtech / Physics | 1.00 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Divination | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Spell / Conveyance | 1.30 |
| 4/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Race / Yeek | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs and left for dead. They asked about the staff and stole it from you. Go at once to Last Hope to report those events! | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
Anne Buryset has asked you to find the Aporia Fold Lys, somewhere in the old forest. Aporia Fold LysYou only have 0 minutes and 0 seconds to find it! | active |
You successfully escorted the injured seer to the recall portal on level 4 of Dreadfell. Escort: injured seer (level 4 of Dreadfell)As a reward you improved talent Vision (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 5 of Dreadfell. Escort: injured seer (level 5 of Dreadfell)As a reward you improved talent Arcane Eye (+1 level(s)). | done |
You failed to protect the lone alchemist from death by Emidhenor the degenerated skeleton archer. Escort: lone alchemist (level 1 of Dreadfell) | failed |
You failed to protect the lost sun paladin from death by Emanne the patchwork troll. Escort: lost sun paladin (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You failed to protect the lost warrior from death by gigantic corrosive tunneler. Escort: lost warrior (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved talent Misdirection (+1 level(s)). | done |
You failed to protect the repented thief from death by K2. Escort: repented thief (level 7 of Dreadfell) | failed |
You successfully escorted the worried loremaster to the recall portal on level 2 of Daikara. Escort: worried loremaster (level 2 of Daikara)As a reward you improved Magic by +5. | done |
You have been tasked to remove at least one of the threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished Murgol. * You have explored the ritch tunnels and vanquished their queen. | 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 have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | active |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | done |
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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsMarus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed green worm. * You've found the needed pouch of luminous horror dust. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed vial of squid ink. * You've found the needed naga tongue. * You've found the needed wretchling eyeball. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
Equipment
On feet | ![]() 3.0 T3 feet armor Reqs Heavy armour training [Ego++] Arcane/Master While equipped: Stats +2 Dex +3 Mag ----- def ----- Armour +4 Defense +5 (+2 eff.) Fatigue +3% Phys.save +12 (+6 eff.) Pinning- +20% Knockbk- +20% Teleport- +100% ---------- misc Spell.cld 10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 0.0 T3 lite [Rare] Arcane While equipped: Stats +3 Dex +6 Mag +4 Wil +4 Cun +4 Con dps ---------- Spell.pwr +10 (+3 eff.) Dmg.mod +15% arcane +12% light +6% darkness Res.pen +25% darkness ---------- misc Light +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 2.0 T3 head armor [Random Unique] Arcane/Master While equipped: Stats +5 Wil dps ---------- Spell.pwr +14 (+4 eff.) Dmg.mod +6% nature +15% mind Res.pen +10% mind Melee Ret 4 mind On Hit (Melee): * 10% chance to slow global speed by 55% ----- def ----- Defense +2 (+1 eff.) Phys.save +8 (+4 eff.) Silence- +40% ---------- misc Mana/turn +3.40 Mana/ret +3.00 Max.mana +130.00 Manaflow: Puts all charms on 40 cooldown Level 2.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Is a spell Description: Engulf yourself in a surge of mana, quickly restoring 16 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
Tool | ![]() 2.0 T3 wand charm [Rare] Arcane While equipped: dps ---------- Melee Ret 8 arcane ----- def ----- Resists +12% temporal +5% arcane +3% darkness Mind.save +3 (+1 eff.) HP.reg +2.00 Silence- +20% Disarm- +20% Create a shield absorbing up to 266 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to gain a 13% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() 0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +6 Str +1 Mag +4 Cun +6 Con dps ---------- Phys.pwr +6 (+3 eff.) Melee+ 12 light Ranged+ 14 light Dmg.mod +11% light +6% blight On Hit (Melee): * 10% chance to reduce damage dealt by 23% ----- def ----- Defense +8 (+3 eff.) Resists +6% darkness Rings make your fingers look great! |
On fingers | ![]() 0.1 T3 ring jewelry [Rare] Arcane While equipped: dps ---------- Dmg.mod +24% lightning +12% acid Res.pen +25% blight +15% acid +25% lightning ----- def ----- Resists +6% acid Blind- +35% ---------- misc Infravis +5 See.Stealth +10 See.Invis +13 Rings make your fingers look great! |
Around waist | ![]() 1.0 T3 belt armor [Ego++] Master While equipped: Stats +5 Cun +5 Wil dps ---------- Phys.crit +5.0% Crit.mult +8.00% Phys.pwr +5 (+2 eff.) Against +27% Summoned ----- def ----- D.Red.from +21% Summoned A belt that goes around your waist. |
In main hand | ![]() 5.0 T5 staff 2H weapon [Ego+] Arcane/Master Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +13% Crit.mult +16.00% Spell.pwr +29 (+8 eff.) Dmg.mod +30% lightning ---------- misc Mana/turn +0.50 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.5 T3 hands armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +5% Crit.mult +20.00% Spell.pwr +12 (+3 eff.) Dmg.mod +15% lightning ----- def ----- Armour +5 Resists +15% lightning Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. On Spell Hit: 10% Lightning 1 Talent level: +1 to all lightning damage spells. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
Main armor | ![]() 2.0 T3 cloth armor [Random Unique] Arcane While equipped: Stats +7 Mag +5 Wil dps ---------- Spell.crit +3% Spell.pwr +14 (+4 eff.) S.pwr/crit +3 Dmg.mod +16% temporal +17% darkness +8% arcane ----- def ----- Defense +15 (+5 eff.) Resists +25% darkness +11% all Poison- +20% Silence- +29% ---------- misc Vim/s.crit +2.00 Max.mana +51.00 Talents +5 Arcane Dynamo A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +2 Mag +2 Wil dps ---------- Dmg.mod +9% arcane ----- def ----- Defense +21 (+7 eff.) Resists +12% cold Knockbk- +20% ---------- misc Mana/turn +0.08 Max.mana +100.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+5 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
Inventory
![]() 0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 120% efficiency and cooldown mod of 78%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 28 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 13.7 steam per turn. Can be activated for an instant burst of 68 steam. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 60 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature 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 nature gift Description: Activate the infusion to increase movement speed by 863% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 37% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 7 Cooldown 9 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 7 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 27%, your defense is increased by 27 and all your resistances by 27%. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 297.00 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1277% for 10 turns (572 total) and instantly restoring 64 mana. Also when resting your mana will regenerate at 0.5 per turn. 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. Press to compare to your current inscriptions |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 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 94 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 Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 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 151 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 Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 17 up to 2 times. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T2 amulet jewelry [Rare] Arcane While equipped: Stats +7 Dex +2 Mag dps ---------- Spell.crit +4% Spell.pwr +4 (+1 eff.) Dmg.mod +5% temporal +5% light +6% fire +5% physical +5% darkness Acc +10 (+10 eff.) Melee Ret 4 physical ----- def ----- Resists +4% physical Amulets make your neck look great! |
![]() 2.0 T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con ----- def ----- Armour +10 Fatigue +2% Resists +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
![]() 0.1 T2 ring jewelry [Ego] Arcane While equipped: ----- def ----- Silence- +24% ---------- misc Mana/turn +0.16 Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Rare] Nature While equipped: Stats +2 Con dps ---------- Crit.mult +20.00% Dmg.mod +15% nature Res.pen +10% lightning Apr +3 ----- def ----- Armour +16 Resists +30% nature Phys.save +9 (+5 eff.) Die.at -40.00 life Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Rare] Nature While equipped: Stats +4 Str +8 Cun +11 Con dps ---------- Dmg.mod +15% arcane ----- def ----- Resists +5% arcane Phys.save +14 (+7 eff.) ---------- misc Infravis +3 Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +6 Str +4 Cun +6 Con dps ---------- Phys.pwr +10 (+5 eff.) Melee+ 16 physical Ranged+ 6 physical On Hit (Melee): * 10% chance to slow global speed by 55% * 35% chance to reduce all saves and defense by 28 On Hit (Ranged): * 13% chance to reduce all saves and defense by 28 ----- def ----- Resists +3% cold +6% nature +3% mind Spell.save +6 (+2 eff.) Mind.save +8 (+4 eff.) Confus- +31% ---------- misc Hate/m.crit +2.00 Max.hate +8.00 Bleeding Edge: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Rare] Master While equipped: dps ---------- Acc +11 (+11 eff.) Apr +13 ----- def ----- Defense +13 (+5 eff.) Resists +6% blight +18% fire +9% cold Blind- +20% Silence- +20% ---------- misc Light +3 Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 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 143% 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! |
![]() 0.1 T3 ring jewelry [Ego] Nature While equipped: Stats +4 Con dps ---------- Dmg.mod +10% physical ----- def ----- Resists +10% physical Phys.save +8 (+4 eff.) Rings make your fingers look great! |
![]() 5.0 T3 staff 2H weapon [Rare] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +2 Mag dps ---------- Phys.crit +11.0% Spell.crit +6% Spell.pwr +17 (+5 eff.) Melee+ 26 arcane Dmg.mod +6% lightning +20% darkness +9% arcane Res.pen +15% blight Melee Ret 8 blight ----- def ----- Anom.red +20 ---------- misc Max.mana +180.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T3 staff 2H weapon [Rare] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +21 (+6 eff.) Dmg.mod +35% acid +21% light Res.pen +15% acid +10% cold Melee Ret 4 cold ----- def ----- Resists +6% light +12% cold ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T3 staff 2H weapon [Rare] Nature Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +5 Con dps ---------- Spell.crit +3% Spell.pwr +15 (+4 eff.) Dmg.mod +20% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 23% ----- def ----- Resists +15% cold +12% fire HP.reg +1.20 Heal.mod +15% Poison- +10% Disarm- +20% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T3 staff 2H weapon [Ego+] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +8 Mag +7 Wil +11 Cun dps ---------- Spell.crit +3% Spell.pwr +9 (+3 eff.) S.pwr/crit +7 Dmg.mod +20% lightning ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T4 staff 2H weapon [Ego] Arcane/Master Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +22% Crit.mult +14.00% Spell.pwr +12 (+3 eff.) Dmg.mod +25% cold ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Ego+] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +13 Mag +10 Wil +5 Cun dps ---------- Spell.crit +5% Spell.pwr +15 (+4 eff.) S.pwr/crit +7 Dmg.mod +30% lightning ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Ego+] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag 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 +20 (+5 eff.) Dmg.mod +30% darkness Phasing +19% ----- def ----- Defense +15 (+5 eff.) Shield.pwr +18% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Ego++] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +3 Mag +4 Wil dps ---------- Spell.crit +5% Spell.pwr +21 (+6 eff.) Dmg.mod +30% lightning ---------- misc Max.mana +57.00 Talents +1 Command Staff On Spell Hit: 10% Manathrust 2 Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T3 battleaxe 2H weapon Reqs Str 24 [Rare] Arcane Power 32.0 - 48.0 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% On Hit: 20% Curse of Vulnerability 3 While equipped: Stats +6 Mag dps ---------- Dmg.mod +15% blight Res.pen +15% arcane Melee Ret 8 blight ----- def ----- Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Vim/s.crit +2.00 Massive two-handed battleaxes. |
![]() 3.0 T3 battleaxe 2H weapon Reqs Str 24 [Rare] Nature Power 34.0 - 51.0 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% Melee+ +16 temporal On Hit.r1 +12 mind +8 temporal On Crit.r2 +37 acid +40 nature On Hit: * 20% chance to reduce all saves and defense by 28 While equipped: dps ---------- Dmg.mod +9% mind Res.pen +48% acid +24% nature Apr +16 ----- def ----- Resists +9% acid Massive two-handed battleaxes. |
![]() 3.0 T4 battleaxe 2H weapon Reqs Str 35 [Random Unique] Arcane/Master Power 57.0 - 85.5 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +7.5% Atk.spd 100% Melee+ +14 blight +8 arcane On Hit: 20% Epidemic 4 On Hit: * 13% chance to reduce strength, dexterity, and constitution by 31 While equipped: dps ---------- Acc +17 (+14 eff.) Melee Ret 4 lightning ----- def ----- Defense +19 (+7 eff.) Resists +12% blight Disease- +36% Disarm- +55% Massive two-handed battleaxes. |
![]() 3.0 T3 greatsword 2H weapon Reqs Str 24 [Rare] Nature Power 38.0 - 60.8 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% While equipped: Stats +12 Str +12 Dex +12 Mag +13 Wil +13 Cun +12 Con dps ---------- Mind.pwr +15 (+5 eff.) Dmg.mod +9% mind Res.pen +25% arcane ---------- misc Psi/ret +0.24 Vim/s.crit +2.00 Max.vim +50.00 Massive two-handed swords. |
![]() 3.0 T3 greatsword 2H weapon Reqs Str 24 [Ego+] Nature Power 37.0 - 59.2 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Crit.r2 +19 lightning +35 cold While equipped: dps ---------- Mov.spd +53% Res.pen +10% lightning +13% cold Massive two-handed swords. |
![]() 3.0 T5 greatsword 2H weapon Reqs Str 48 [Ego++] Master Power 62.0 - 99.2 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% While equipped: Stats +6 Str dps ---------- Dmg.mod +12% physical Res.pen +12% physical Acc +42 (+27 eff.) Apr +13 Massive two-handed swords. |
![]() 3.0 T3 longsword 1H weapon Reqs Dex 24 [Unique] Arcane In the past there was a dagger with it. Power 28.0 - 39.2 Physical Uses 20% Mag, 80% Str Acc+ +0.4% crit mult (max 40%) Apr +10 Crit +8.0% Atk.spd 111% Melee+ +5 temporal Dmg.conv 30% temporal While equipped: dps ---------- Spell.crit +5% Spell.pwr +5 (+2 eff.) Dmg.mod +5% temporal ----- def ----- Def/telep +10 Res/telep +5% Dur/telep +15% ---------- misc Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the untapped potential of time. |
![]() 3.0 T3 longsword 1H weapon Reqs Str 24 [Rare] Arcane Power 23.5 - 32.9 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% Melee+ +13 light +12 lightning Against +20% Undead While equipped: Stats +8 Dex dps ---------- Spell.pwr +25 (+7 eff.) Dmg.mod +21% blight +9% physical Melee Ret 6 physical ---------- misc Stam/turn +3.00 Sharp, long, and deadly. |
![]() 3.0 T5 longsword 1H weapon Reqs Str 48 [Random Unique] Arcane/Master/Psionic Power 43.5 - 60.9 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +12 light On Hit: 20% Curse of Death 5 On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: dps ---------- Spell.crit +2% Crit.mult +10.00% Res.pen +15% light +11% all Phasing +20% Acc +18 (+15 eff.) Apr +12 ---------- misc Vim/s.crit +2.00 Sharp, long, and deadly. |
![]() 3.0 T3 waraxe 1H weapon Reqs Str 24 [Rare] Master Power 28.5 - 39.9 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +20 fire On Hit.r1 +8 blight While equipped: dps ---------- Crit.mult +15.00% Dmg.mod +9% fire Phasing +30% ---------- misc Mana/turn +0.24 One-handed war axes. |
![]() 1.0 T2 dagger 1H weapon Reqs Dex 16 [Rare] Nature Power 11.5 - 15.0 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +4 Str +6 Dex +6 Mag +7 Wil +5 Cun +6 Con dps ---------- Res.pen +15% darkness Melee Ret 8 mind ----- def ----- Defense +20 (+7 eff.) Resists +9% lightning +1% physical Crit.dmg- 10.00% Max.HP +20.00 Heal.mod +10% Sharp, short and deadly. |
![]() 3.0 T3 steamsaw 1H weapon Reqs Str 24 [Ego+] Arcane/Steamtech Power 24.0 - 36.0 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +50 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +3 Con dps ---------- On Melee Ret: * 13% chance to reduce armor by 42% ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +8% Resists +13% acid ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T4 steamsaw 1H weapon Reqs Str 35 [Ego] Arcane/Steamtech Power 30.0 - 45.0 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +4.0% Atk.spd 100% Block +68 On Hit.r1 +16 fire Uses 1.0 Steam While equipped: Stats +3 Mag +4 Wil dps ---------- Spell.pwr +9 (+3 eff.) ----- def ----- Armour +5 Defense +8 (+3 eff.) Fatigue +10% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T5 steamsaw 1H weapon Reqs Str 48 [Ego++] Nature/Master/Steamtech Power 39.5 - 59.2 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +90 On Crit.r2 +13 fire Uses 1.0 Steam While equipped: dps ---------- Phys.crit +8.0% Crit.mult +15.00% All.spd +4% Res.pen +15% fire Apr +7 ----- def ----- Armour +6 Defense +10 (+4 eff.) Fatigue +12% ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 4.0 T3 longbow 2H weapon Reqs Dex 24 Shoot [Rare] Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 While equipped: dps ---------- Dmg.mod +15% blight +6% darkness Res.pen +17% all Acc +26 (+19 eff.) Apr +15 On Hit (Ranged): * 20% chance to reduce strength, dexterity, and constitution by 31 ----- def ----- Resists +12% blight Crit.dmg- 15.00% Phys.save +15 (+8 eff.) Heal.mod +10% Stun/Frz- +20% Longbows are used to shoot arrows at your foes. |
![]() 4.0 T3 longbow 2H weapon Reqs Dex 24 Shoot [Ego++] Nature Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 On Crit.r2 +44 lightning +26 cold While equipped: Stats +12 Con +12 Wil dps ---------- Mov.spd +30% Res.pen +14% lightning +15% cold ----- def ----- Max.HP +33.00 Longbows are used to shoot arrows at your foes. |
![]() 3.0 T3 arrow ammo Reqs Dex 24 [Rare] Psionic Power 35.5 - 49.7 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +2.0% Capacity 21 Phasing +30% Ranged+ +36 physical +20 blight +20 temporal +20 arcane On Hit.r1 +8 temporal On Hit: * 20% chance to gain 10% of a turn (3/turn limit) * 20% chance to knock the target back 3 spaces and deal 178 physical damage Arrows are used with bows to pierce your foes to death. |
![]() 7.0 T3 shield armor Reqs Shield usage training Str 24 [Rare] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +6 Mag +5 Wil +6 Con dps ---------- Res.pen +25% lightning On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 31 ----- def ----- Armour +14 Fatigue +8% Phys.save +11 (+6 eff.) ---------- misc Vim/s.crit +2.00 Talents +1 Block Handheld deflection devices. |
![]() 2.0 T3 cloth armor [Random Unique] Nature/Psionic While equipped: Stats +5 Str +11 Mag +18 Wil dps ---------- Dmg.mod +14% lightning +10% physical +14% nature +12% cold Melee Ret 4 blight ----- def ----- Resists +7% lightning +9% cold +21% nature +11% all ---------- misc Mana/turn +0.19 Psi/turn +0.17 Mana/s.crit +2.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +15 Mag dps ---------- Spell.crit +8% Spell.pwr +15 (+4 eff.) Mov.spd +32% Dmg.mod +22% blight ----- def ----- Resists +13% all Dmg.red +22 all Carrion Feet: Level 3.0 Pwr.cost 15 out of 20/20. Range 7 Travel.spd instantaneous Is a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 26%. You can also activate this talent to instantly destroy more worms, letting you jump in range 7 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
![]() 2.0 T5 cloth armor [Ego+] Nature While equipped: Stats +5 Con dps ---------- Dmg.mod +18% nature +14% fire ----- def ----- Resists +15% all +21% fire Poison- +33% Disease- +38% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 T3 light armor Reqs Str 22 [Unique] Steamtech While equipped: ----- def ----- Armour +7 Defense +6 (+2 eff.) Fatigue +7% Phys.save +15 (+8 eff.) ---------- misc Talents +1 Medical Urgency Vest This light leather armour features a special medical injector. |
![]() 9.0 T5 light armor Reqs Str 20 [Ego+] Nature/Master While equipped: dps ---------- Phys.spd +15% Spell.spd +15% Mind.spd +15% ----- def ----- Armour +8 Defense +20 (+7 eff.) Fatigue +8% HP.reg +4.40 ---------- misc Stam/turn +1.40 A suit of armour made of leather. |
![]() 14.0 T4 heavy armor Reqs Heavy armour training Str 38 [Ego+] Arcane/Psionic While equipped: Stats +6 Cun +5 Wil ----- def ----- Armour +8 Defense +4 (+2 eff.) Fatigue +12% Resists +19% temporal Mind.save +14 (+6 eff.) A suit of armour made of mail. |
![]() 14.0 T5 heavy armor Reqs Heavy armour training Str 48 [Ego++] Arcane While equipped: Stats +6 Str +6 Mag +5 Wil dps ---------- Phys.crit +5.0% Spell.crit +8% Mind.crit +6% Phys.pwr +13 (+6 eff.) Spell.pwr +17 (+5 eff.) Mind.pwr +22 (+7 eff.) Melee+ 15 acid 13 fire Melee Ret 12 acid 12 fire ----- def ----- Armour +10 Defense +5 (+2 eff.) Fatigue +12% Resists +24% acid +18% fire +16% lightning A suit of armour made of mail. |
![]() 1.0 T1 belt armor [Rare] Arcane While equipped: dps ---------- Spell.pwr +4 (+1 eff.) Mind.pwr +30 (+10 eff.) ----- def ----- Armour +6 Defense +20 (+7 eff.) Resists +12% acid Mind.save +6 (+3 eff.) Silence- +20% Confus- +20% A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +5% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +3 Str +2 Mag +4 Wil +2 Cun +3 Con dps ---------- Spell.crit +5% Res.pen +15% fire ----- def ----- Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Rare] Arcane While equipped: Stats +3 Mag +3 Wil +7 Cun dps ---------- Dmg.mod +6% lightning Res.pen +25% lightning +25% arcane ----- def ----- Defense +2 (+1 eff.) Resists +5% arcane ---------- misc Infravis +3 See.Invis +9 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 feet armor [Ego+] Psionic While equipped: Stats +3 Cun +2 Wil ----- def ----- Armour +1 Phys.save +5 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) A pair of boots made of leather. |
![]() 2.0 T1 feet armor [Ego+] Nature/Master While equipped: Stats +2 Str +2 Con ----- def ----- Armour +1 Resists +5% lightning +6% temporal Rush: Puts all charms on 25 cooldown Level 1.0 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
![]() 2.0 T1 feet armor [Rare] Master While equipped: Stats +6 Lck +4 Dex dps ---------- Dmg.mod +6% light Res.pen +20% lightning +25% cold Melee Ret 4 lightning ----- def ----- Armour +1 Stealth +6 A pair of boots made of leather. |
![]() 2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +9% arcane ----- def ----- Armour +3 Resists +3% fire Mind.save +6 (+3 eff.) ---------- misc Vim/s.crit +1.00 Max.mana +20.00 Infravis +2 A pair of boots made of leather. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +18% arcane Res.pen +25% light Melee Ret 10 fire ----- def ----- Armour +10 Fatigue +3% Resists +5% arcane ---------- misc Light +3 Infravis +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Ego+] Arcane While equipped: ----- def ----- Armour +4 Fatigue +3% Silence- +27% Confus- +25% Stun/Frz- +28% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +3 Cun +3 Con ----- def ----- Armour +4 Fatigue +3% Phys.save +12 (+6 eff.) Mind.save +15 (+7 eff.) ---------- misc Stam/turn +0.60 Max.stam +21.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +8 Str +10 Dex dps ---------- Dmg.mod +10% fire ----- def ----- Armour +15 Defense +8 (+3 eff.) Fatigue +8% Pinning- +50% Generate 3 steam each time you walk. Boots. But with steam power! |
![]() 1.5 T4 hands armor Reqs Heavy armour training [Ego+] Master/Psionic While equipped: Stats +5 Cun +5 Dex dps ---------- Acc +8 (+8 eff.) Apr +11 ----- def ----- Armour +3 Fatigue +5% HP.reg +8.00 ---------- misc Stam/turn +2.00 Max.stam +40.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T4 hands armor Reqs Heavy armour training [Ego+] Disrupt While equipped: dps ---------- On Melee Ret: * 15 arcane resource burn ----- def ----- Armour +3 Fatigue +5% Spell.save +8 (+3 eff.) 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. |
![]() 1.5 T5 hands armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +6 Str +6 Dex dps ---------- Phys.crit +10.0% Steam.crit +10% Crit.mult +30.00% Dmg.mod +8% all ----- def ----- Armour +12 Disarm- +50% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Gauntlets. But with steam power! |
![]() 2.0 T3 head armor [Rare] Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Mind.pwr +5 (+1 eff.) Dmg.mod +6% lightning Res.pen +10% lightning +20% fire On Hit (Melee): * 10% chance to reduce armor by 42% ----- def ----- Defense +2 (+1 eff.) Resists +12% acid +12% lightning A pointy cloth hat, very wizardly... |
![]() 2.0 T1 head armor [Rare] Nature While equipped: Stats +1 Con dps ---------- Dmg.mod +6% blight Melee Ret 2 cold ----- def ----- Armour +1 Fatigue +1% Resists +6% blight +7% cold ---------- misc Light +3 Breathe water A cap made of leather. |
![]() 2.0 T3 head armor [Unique] Nature While equipped: Stats +6 Cun +8 Wil dps ---------- Dmg.mod +20% nature Res.pen +15% nature ----- def ----- Defense +8 (+3 eff.) Mind.save +12 (+6 eff.) Blind- +100% ---------- misc Infravis +2 See.Stealth +15 See.Invis +15 Masteries +0.10 Wild-gift/Moss Earth's Eyes: Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
![]() 2.0 T3 head armor [Ego] Nature/Master While equipped: Stats +6 Con ----- def ----- Armour +3 Fatigue +3% Resists +7% lightning +5% temporal A cap made of leather. |
![]() 2.0 T3 head armor [Ego+] Master While equipped: Stats +3 Cun +3 Dex dps ---------- Apr +6 ----- def ----- Armour +3 Fatigue +3% Resists +8% fire +8% cold A cap made of leather. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +7 Cun dps ---------- Dmg.mod +12% lightning +12% arcane +9% nature Acc +9 (+9 eff.) Melee Ret 10 lightning 6 nature On Melee Ret: * 15% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +4% Resists +15% nature A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Ego++] Nature/Master While equipped: Stats +12 Str +5 Dex +5 Wil dps ---------- Phys.pwr +8 (+4 eff.) ----- def ----- Armour +4 Fatigue +4% Resists +10% physical Phys.save +8 (+4 eff.) Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 58.8 Physical damage. If the attack hits, the target is confused (27% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+4 eff.) Item imbue powers: Defense +8 (+3 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T1 lite [Rare] Arcane While equipped: dps ---------- Res.pen +15% lightning +15% cold Melee Ret 12 fire On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +6% fire Def/telep +15 Res/telep +15% Dur/telep +15% ---------- 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. |
![]() 1.0 T3 lite [Rare] Psionic While equipped: Stats +2 Str +5 Dex +5 Con ----- def ----- Crit.dmg- 15.00% Mind.save +8 (+4 eff.) ---------- misc Light +7 Infravis +3 See.Stealth +14 See.Invis +17 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 3.0 T3 digger tool [Random Unique] Master While equipped: Stats +3 Cun +2 Str dps ---------- Crit.mult +5.00% Acc +5 (+5 eff.) ----- def ----- Resists +3% acid +1% physical Max.HP +20.00 Heal.mod +5% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Max.stam +23.00 Infravis +7 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T3 digger tool [Ego] Master While equipped: Stats +2 Str ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T3 digger tool [Ego+] Master While equipped: Stats +2 Str +3 Cun dps ---------- Acc +5 (+5 eff.) ---------- misc Infravis +4 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 T3 torque charm [Rare] Psionic While equipped: Stats +9 Con +8 Wil dps ---------- On Hit (Melee): * 20% chance to reduce damage dealt by 23% ----- def ----- Resists +15% temporal ---------- misc Light +3 Setup a psionic shield, reducing all damage taken by 87 for 5 turns Puts all charms on 25 cooldown 100% to increase all damage penetration by 17% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 wand charm [Ego] Arcane Create a shield absorbing up to 272 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 30 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By K2 the Yeek Archmage level 37
72nd Regrowth 123rd year of Ascendancy at 20:05 see stats
By K2 the Yeek Archmage level 35
67th Regrowth 123rd year of Ascendancy at 08:17 see stats
By K2 the Yeek Archmage level 26
21st Regrowth 123rd year of Ascendancy at 13:25 see stats
By K2 the Yeek Archmage level 25
10th Decay 122nd year of Ascendancy at 22:30 see stats
By K2 the Yeek Archmage level 10
60th Dusk 122nd year of Ascendancy at 18:41 see stats
By K2 the Yeek Archmage level 20
26th Haze 122nd year of Ascendancy at 21:45 see stats
By K2 the Yeek Archmage level 30
52nd Regrowth 123rd year of Ascendancy at 04:56 see stats
By K2 the Yeek Archmage level 38
76th Regrowth 123rd year of Ascendancy at 07:24 see stats
By K2 the Yeek Archmage level 25
10th Decay 122nd year of Ascendancy at 22:06 see stats
By K2 the Yeek Archmage level 15
1st Time of Equilibrium 122nd year of Ascendancy at 08:24 see stats
By K2 the Yeek Archmage level 9
59th Dusk 122nd year of Ascendancy at 13:05 see stats
By K2 the Yeek Archmage level 19
22nd Haze 122nd year of Ascendancy at 12:09 see stats
By K2 the Yeek Archmage level 24
76th Haze 122nd year of Ascendancy at 23:44 see stats
By K2 the Yeek Archmage level 17
1st Haze 122nd year of Ascendancy at 20:00 see stats
By K2 the Yeek Archmage level 39
78th Regrowth 123rd year of Ascendancy at 15:03 see stats
By K2 the Yeek Archmage level 36
70th Regrowth 123rd year of Ascendancy at 10:03 see stats
Log
Talent Quickened is ready to use.
Talent Arcane Shield is ready to use.
Talent Tempest is ready to use.
Talent Spellcraft is ready to use.
Talent Premonition is ready to use.
Talent Galvanic Arcing is ready to use.
Talent Arcane Power is ready to use.
K2 activates Arcane Power.
K2 activates Arcane Shield.
K2 activates Tempest.
K2 activates Spellcraft.
K2 activates Premonition.
K2 activates Galvanic Arcing.
Talent Wayist is ready to use.
Rested for 37 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Saving done.
The furious lightning storm around K2 calms down and disappears.
You carry too much--you are encumbered!
Drop some of your items.
Personal New Achievement: Utterly Destroyed (Insane (Adventure) difficulty)!