Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! Ashes of Urh'Rok 1.5.0Official 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:
New Gem Types 1.5.10Adds several new gem types and attempts to fill in some gaps in Tiered gem colors; also adds the Crystal race. This is a continuation of jayseesee's original addon. It's my hope that the gems in this release are balanced, consistent across tiers, and useful to a variety of different characters. Also hopefully all the Crystal's balance issues have been worked out: it should be an interesting tactical challenge to make best use of its unique mobility, find the right time to exploit its Runic Saturation status clear Stasis talent, and optimal self-imbued gemstone for each dungeon. As always, please let me know if you find any issues in terms of bugs, game mechanics, or interface! 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. Arcanum Class Pack 1.5.2Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Embers of Rage 1.5.0Official 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:
Better Item Description 1.5.10This 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 ZOmnibus Addon Pack 1.5.0Combines 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 1.5.9Official 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.
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Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Male |
Race | Prismatic Golem |
Class | Adventurer |
Level / Exp | 50 / 126% |
Size | medium |
Lifes / Deaths | Killed by dreaming horror at level 14 on the 50th Dusk 122nd year of Ascendancy at 23:10 6 / 1 |
Primary Stats
Strength | 117 (base 33) |
Dexterity | 204 (base 60) |
Constitution | 162 (base 12) |
Magic | 176 (base 61) |
Willpower | 123 (base 18) |
Cunning | 218 (base 62) |
Resources
Mana | 449/699 |
Life | 1737/1737 |
Paradox | 450 |
Hate | 97/115 |
Psi | 158/213 |
Vim | 276/276 |
Positive | 196/197 |
Stamina | 384/510 |
Steam | 100/100 |
Healing Factor | 2.5 |
Regeneration | 2.375 |
Speed
Mental | +50% |
Attack | 0% |
Movement | +375% |
Spell | 0% |
Global | +100% |
Vision
Sight | 11 |
Lite | 8 |
Infravision | 9 |
See Stealth | 76.430836524765 |
See Invisible | 76.430836524765 |
ESP Range | 10 |
ESP Kinds | dragon |
Offense: Barehand
Damage | 216 |
Accuracy | 104 |
Crit Chance | 113% |
APR | 28 |
Speed | 0.53 |
Offense: Spell
Spellpower | 110 |
Crit Chance | 94% |
Speed | 1 |
Offense: Mind
Mindpower | 76 |
Crit Chance | 74% |
Speed | 1 |
Offense: Damage Bonus
Blight | +26% |
Arcane | +21% |
Mind | +9% |
All | 0% |
Lightning | +36% |
Light | +48% |
Temporal | +41% |
Darkness | +50% |
Physical | +88% |
Fire | +10% |
Nature | +9% |
Offense: Damage Penetration
Lightning | +23% |
Fire | +33% |
Physical | +58% |
Mind | +38% |
All | +8% |
Defense: Base
Armour (hardiness) | 47 (52.536585365854%) |
Defense | 79 |
Ranged Defense | 81 |
Fatigue | 0 |
Physical Save | 73 |
Spell Save | 71 |
Mental Save | 77 |
Defense: Resistances
Blight | + 19%( 70%) |
Arcane | + 18%( 70%) |
All | + 4%( 70%) |
Darkness | + 23%( 70%) |
Light | + 26%( 70%) |
Temporal | + 7%( 70%) |
Physical | + 21%( 70%) |
Fire | + 43%( 70%) |
Lightning | + 70%( 70%) |
Defense: Immunities
Stun Resistance | 90% |
Confusion Resistance | 30% |
Poison Resistance | 100% |
Blind Resistance | 100% |
Disarm Resistance | 100% |
Bleed Resistance | 100% |
Teleport Resistance | 100% |
Pinning Resistance | 75% |
Instadeath Resistance | 100% |
Knockback Resistance | 35% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 284 with a minimum range of 15. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 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 776 damage for 5 turns. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 729 damage for 7 turns. Its effects scale with your Constitution stat. |
Class Talents
Cunning / Tactical | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cursed / Rampage | 1.00 |
| 5/5 |
| 5/5 |
| 2/5 |
| 0/5 |
Corruption / Bone | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Pugilism | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Magical combat | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Spell / Inanimation | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Demented / Tentacles | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Chronomancy / Flux | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Corruption / Doom covenant | 1.00 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Spell / Stone | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
Technique / Unarmed training | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Aegis | 1.00 |
| 2/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Steamtech / Physics | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Corruption / Hexes | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Finer energy manipulations | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Arcane Feed |
talent | Arcane Combat |
talent | Arcane Shield |
talent | Bone Shield |
talent | Reality Smearing |
talent | Crystalline Focus |
talent | Striking Stance |
talent | Premonition |
talent | Shielding |
talent | Beyond the Flesh |
beneficial effect | All stats increased by 56. Pain Enhancement System |
beneficial effect | The target is surrounded by a magical shield, absorbing 1409/1546 damage before it crumbles. Damage Shield |
beneficial effect | Countering melee attacks: Has a 24% chance to get an automatic counter attack when avoiding a melee attack. (3.1 counters remaining) Counter Attacking |
beneficial effect | The target's spellpower has been increased by 12. Spellsurge |
beneficial effect | The target is rampaging! (+313% movement speed, +50% attack speed, +37% physical damage, +18 physical save, +18 mental save, 0/53 damage shrugged off this turn) Rampaging |
detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
beneficial effect | All damage affinity increased by 22%. Dark ReignWill not die until 0 life |
beneficial effect | Increases the effectiveness of all healing the target receives by 54%. Empowered Healing |
detrimental effect | Zone-wide effect: +20 magic, +2 mana regen, -20 accuracy, -20 stealth power. Sorcerous Aura |
beneficial effect | The target is in the middle of a combo chain and has earned 3 combo points. 3 Combo |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You successfully escorted the injured seer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved talent Staff Mastery (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lone alchemist (level 2 of Ruins of Kor'Pul)As a reward you improved talent Staff Mastery (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 8 of Dreadfell. Escort: lost anorithil (level 8 of Dreadfell)As a reward you improved talent Bathe in Light (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost tinker (level 1 of Lost Dwarven Kingdom of Reknor) | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Dreadfell. Escort: lost warrior (level 3 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 7 of Dreadfell. Escort: repented thief (level 7 of Dreadfell)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 5 of Dreadfell. Escort: temporal explorer (level 5 of Dreadfell)As a reward you improved talent Foresight (+1 level(s)). | 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 Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active |
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You have destroyed the naga portal. The invasion is stopped. * You are back in Var'Eyal, the Far East as the people from the west call it. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 63. | 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. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | active |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Agrimley the hermit. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mysticism. Marus of Elvala has completed an elixir of the savior without your aid. Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle* You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close. * You have closed two books of binding, the castle is now stable and you should probably be able to access the last chapter. * You have killed the Glass Golem and claimed the castle treasures for yourself! | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You 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 |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of CreationSlasul told you his side of the story. Now you must decide: which of them is corrupt? * You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within14 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. In the aftermath you turned against the Grand Corruptor and dispatched him. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | 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
Psionic focus | ![]() 5.0 T5 staff 1H weapon [Random Unique] Arcane Power 41.0 - 49.2 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +9% Spell.pwr +49 (+8 eff.) Dmg.mod +41% physical +41% temporal +41% darkness +41% light ----- def ----- Armour +2 Resists +6% blight +5% arcane Crit.dmg- 10.00% Spell.save +20 (+5 eff.) Confus- +20% Knockbk- +10% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Mana/turn +5.38 Talents +1 Command Staff On Spell Hit: 25% Lightning 5 Project a bolt elemental energy from the staff (to range 10) dealing 168.30 to 201.96 physical damage Puts all charms on 5 cooldown Staves designed for wielders of magic, by the greats of the art. |
Light source | ![]() 1.0 T3 lite [Random Unique] Arcane/Master/Psionic While equipped: Stats -10 Mag +13 Wil dps ---------- Dmg.mod +9% mind +9% darkness +7% light Res.pen +8% all Apr +8 Melee Ret 4 lightning On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Resists +14% darkness Affinity +5% light ---------- misc Light +6 Sun Flare: Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 122.63 light damage within radius 3. The damage done will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 2.0 T4 head armor [Unique] Master While equipped: Stats +30 Cun dps ---------- Steam.crit +5% Steampwr +5 (+1 eff.) Acc +20 (+3 eff.) Apr +15 ----- def ----- Defense +10 (+2 eff.) Resists +20% fire Mind.save +15 (+4 eff.) Blind- +100% ---------- misc Infravis +3 Sight +1 Masteries +0.20 Steamtech/Physics +0.20 Steamtech/Chemistry No self respecting craftsman would be caught without them! |
Crystal-imbued Gem | ![]() 0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
Tool | ![]() 3.0 T3 digger tool [Random Unique] Arcane/Master While equipped: Stats +10 Str +5 Wil +3 Con dps ---------- Phys.crit +8.0% Mind.crit +8% Dmg.mod +9% nature Res.pen +15% mind On Melee Ret: * 22% chance to disease * 28% chance to inflict 15% damage reduction ----- def ----- Armour +3 Defense +6 (+1 eff.) Resists +7% physical ---------- misc Equi/ret +0.12 Light +1 Telepathy Dragon While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T4 ring jewelry [Unique] Arcane While equipped: Stats +9 Dex +4 Mag +12 Cun dps ---------- Melee+ 40 light Ranged+ 44 light Dmg.mod +16% lightning +9% arcane Acc +9 (+1 eff.) On Hit (Melee): * 22% chance to blind On Hit (Ranged): * 30% chance to blind ----- def ----- Resists +32% lightning ---------- misc Max.vim +30.00 Infravis +2 Can be unequipped, can't be rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
On fingers | ![]() 0.1 T5 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +6 Dex +18 Mag +8 Wil +10 Cun dps ---------- Spell.pwr +15 (+2 eff.) Melee+ 25 bleed Ranged+ 25 bleed Dmg.mod +12% arcane Res.pen +25% fire Acc +12 (+2 eff.) On Hit (Melee): * 20% chance to cause random gloom On Hit (Ranged): * 19% chance to cause random gloom ----- def ----- Resists +5% arcane +21% fire Spell.save +20 (+5 eff.) ---------- misc Hate/m.crit +3.00 Max.hate +15.00 Bleeding Edge: Puts all charms on 20 cooldown Level 4.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 67%. Rings can have magical properties. |
Around waist | ![]() 1.0 T3 belt armor [Random Unique] Nature/Master/Psionic While equipped: Stats +5 Dex +3 Cun +3 Con +8 Lck dps ---------- Mind.pwr +12 (+3 eff.) Res.pen +15% lightning On Hit (Melee): * 15% chance to daze at end of turn On Melee Ret: * 27% chance to disease * 24% chance to inflict 15% damage reduction ----- def ----- Defense +10 (+2 eff.) Fatigue +0% Resists +3% temporal +3% light +6% darkness Phys.save +8 (+2 eff.) Spell.save +6 (+1 eff.) Mind.save +9 (+2 eff.) Proj.slow +25% Stealth +9 ---------- misc T.Disarm +16 Max.enc +0 Infravis +4 A belt that goes around your waist. |
Main armor | ![]() 2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +10 Str +10 Dex +25 Mag +10 Wil +10 Cun +10 Con dps ---------- Spell.crit +8% Spell.pwr +15 (+2 eff.) Mov.spd +32% Dmg.mod +15% blight ----- def ----- 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. |
On feet | ![]() 3.0 T5 feet armor [Unique] Steamtech The more steam the better! While equipped: Stats +8 Str +10 Dex dps ---------- Dmg.mod +10% fire ----- def ----- Armour +15 Defense +8 (+2 eff.) Fatigue +8% Phys.save +15 (+4 eff.) Pinning- +75% Knockbk- +25% Teleport- +100% Generate 3 steam each time you walk. Boots. But with steam power! |
On hands | ![]() 1.0 T5 hands armor [Random Unique] Arcane/Master While equipped: Stats +5 Str +9 Dex +5 Cun +14 Con dps ---------- Phys.pwr +2 (+1 eff.) Melee+ 14 blight Dmg.mod +11% blight Acc +25 (+4 eff.) On Hit (Melee): * 15% chance to inflict 15% damage reduction ----- def ----- Armour +19 Hardiness +14% Defense +10 (+2 eff.) Rng.Def +10 (+2 eff.) Resists +10% blight +11% physical Phys.save +13 (+4 eff.) Heal.mod +25% Disarm- +100% ---------- misc Equi/ret +0.08 Talents +5 Iron Grip Cooldown Double Strike -1 Unarmed combat: Power 26.0 - 28.6 Physical Uses 38% Wil, 78% Cun Acc+ +0.2% crit / acc Acc +25 Apr +5 Crit +29.0% Atk.spd 167% On Crit.r2 +15 blight On Hit: 20% Soul Rot 5 On Hit: 5% Stone Touch 5 On Hit: 10% Set Up 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Cloak | ![]() 2.0 T5 cloak armor [Random Unique] Nature/Master While equipped: Stats +12 Str +5 Dex -3 Mag +5 Con dps ---------- S.pwr/crit +4 ----- def ----- Defense +12 (+2 eff.) Resists +30% lightning Phys.save +22 (+6 eff.) Spell.save +12 (+3 eff.) Mind.save +12 (+3 eff.) Die.at -50.00 life Stun/Frz- +50% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Stam/turn +1.00 Mana/turn -0.41 Mana/s.crit +2.00 Masteries +0.30 Technique/Combat training A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T4 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +7 Str +16 Dex +8 Wil +9 Cun +8 Con dps ---------- Mov.spd +10% Res.pen +15% mind On Hit (Melee): * 40% chance to gain 10% of a turn (3/turn limit) ----- def ----- Fatigue -8% Resists +23% lightning +5% arcane HP.reg +0.70 Stun/Frz- +40% ---------- misc Stam/turn +1.10 Amulets can have magical properties. |
Inventory
![]() 0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 294 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 15 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 905.22 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 ability. |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: ----- def ----- Resists +14% lightning +6% blight +6% fire +5% arcane +15% acid Phys.save +12 (+3 eff.) Poison- +20% Disarm- +10% Stun/Frz- +22% Amulets can have magical properties. |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun Amulets can have magical properties. |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +10% temporal Heal.mod +10% Cut- +40% Pinning- +20% Knockbk- +20% Heal: Puts all charms on 35 cooldown Level 3.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 448 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
![]() 0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +12% temporal Pinning- +21% Knockbk- +21% ---------- misc Masteries +0.11 Steamtech/Battlefield management Amulets can have magical properties. |
![]() 1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() 0.1 T1 ring jewelry [Ego] Master/Psionic While equipped: Stats +3 Cun dps ---------- Dmg.mod +10% mind ----- def ----- Defense +6 (+1 eff.) Resists +10% mind Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Rare] Nature While equipped: Stats +2 Mag dps ---------- Spell.crit +4% Dmg.mod +11% cold Res.pen +20% arcane ----- def ----- Resists +22% cold ---------- misc Mana/turn +0.08 Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +3 Cun +3 Mag dps ---------- Dmg.mod +12% lightning +12% fire +12% arcane +12% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
![]() 0.1 T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil dps ---------- Dmg.mod +5% physical ----- def ----- Armour +5 Resists +5% physical Phys.save +12 (+3 eff.) Knockbk- +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
![]() 0.1 T3 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +4 Str +1 Wil dps ---------- Crit.mult +5.00% Phys.pwr +16 (+4 eff.) Spell.pwr +17 (+3 eff.) Mind.pwr +15 (+4 eff.) Dmg.mod +6% all On Melee Ret: * 23% chance to disease * 23% chance to inflict 15% damage reduction ----- def ----- Armour +8 Crit.dmg- 15.00% ---------- misc Equi/ret +0.12 Rings can have magical properties. |
![]() 0.1 T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck ----- def ----- Phys.save +10 (+3 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+3 eff.) Die.at -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
![]() 0.1 T5 ring jewelry [Normal] Rings can have magical properties. |
![]() 5.0 T4 staff 2H weapon [Random Unique] Arcane Power 31.0 - 37.2 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% Melee+ +4 arcane On Hit: 20% Netherblast 4 On Hit: * 40% chance to inflict 15% damage reduction While equipped: Stats +5 Mag +3 Wil dps ---------- Spell.crit +4% Spell.pwr +23 (+4 eff.) Dmg.mod +6% darkness +31% physical On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Resists +5% arcane ---------- misc Mana/turn +0.28 Max.mana +122.00 Talents +1 Command Staff On Spell Hit: 20% Netherblast 4 Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Unique] Arcane A part of set. Power 37.5 - 45.0 Arcane Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +3 Wil +3 Con dps ---------- Phys.crit +0.0% Spell.crit +5% Phys.pwr +12 (+3 eff.) Spell.pwr +27 (+4 eff.) Dmg.mod +10% arcane +38% physical Res.pen +0% arcane +0% physical ---------- misc Talents +1 Command Staff Recover the Crystal Focus (destroys this weapon). Uses 1 power out of 1/1 Staves designed for wielders of magic, by the greats of the art. Transformed with the power of the Spellblaze. |
![]() 5.0 T5 staff 2H weapon [Normal] Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +15 (+2 eff.) Dmg.mod +30% light ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 staff 1H weapon [Unique] Arcane A part of set. Mastery Staff Mastery Acc+ +2.5% procs dam / acc Atk.spd 100% While equipped: Stats +4 Mag dps ---------- Spell.crit +8% Crit.mult +20.00% S.pwr/crit +5 Dmg.mod +20% blight +20% darkness +20% acid ---------- misc Max.mana +50.00 Max.vim +25.00 The bottom part of Telos's broken staff. |
![]() 3.0 T4 arrow ammo [Unique] Arcane Power 34.0 - 47.6 Bright light Uses 47% Wil, 66% Cun Acc+ +0.2% crit / acc Apr +15 Crit +2.0% Capacity 25 Proj.spd +300% Shots beam through all targets. This strange orange quiver is made of brass and etched with many bright red runes that glow and glitter in the light. The arrows themselves appear to be solid shafts of blazing hot light, like rays of sunshine, hammered and forged into a solid state. |
![]() 7.0 T2 shield armor Reqs Heavy Armour Training 2 [Rare] Nature While equipped: dps ---------- Melee+ 6 fire Dmg.mod +6% fire Res.pen +25% fire Melee Ret 21 fire ----- def ----- Armour +2 Defense +6 (+1 eff.) Rng.Def +6 (+1 eff.) Fatigue +8% Resists +6% nature +6% fire Dmg.red +0 all ---------- misc Talents +2 Block Handheld deflection devices. |
![]() 7.0 T4 shield armor Reqs Heavy Armour Training 2 [Unique] Nature/Master While equipped: dps ---------- Melee Ret 17 fire ----- def ----- Armour +9 Defense +16 (+3 eff.) Rng.Def +15 (+3 eff.) Fatigue +20% Resists +35% fire Affinity +15% fire ---------- misc Talents +5 Block On block: 30% chance that you'll breath stunning fire in a cone at the attacker (if within range 6). This large shield was made using scales of many fire drakes from the lost land of Tar'Eyal. |
![]() 7.0 T5 shield armor Reqs Heavy Armour Training 2 [Normal] While equipped: ----- def ----- Armour +3 Defense +12 (+2 eff.) Rng.Def +12 (+2 eff.) Fatigue +14% ---------- misc Talents +5 Block Handheld deflection devices. |
![]() 7.0 T5 shield armor Reqs Heavy Armour Training 2 [Ego] Psionic While equipped: ----- def ----- Armour +3 Defense +12 (+2 eff.) Rng.Def +12 (+2 eff.) Fatigue +14% Resists +17% mind ---------- misc Talents +5 Block Handheld deflection devices. |
![]() 2.0 T3 cloth armor [Random Unique] Arcane/Psionic While equipped: Stats +0 Str +0 Dex +0 Mag +0 Wil +0 Cun +0 Con dps ---------- Spell.crit +10% Mind.crit +4% Spell.pwr +16 (+2 eff.) Mind.pwr +4 (+1 eff.) Dmg.mod +12% arcane +6% lightning Res.pen +5% arcane +10% lightning Melee Ret 0 physical On Melee Ret: * 23% chance to disease * 21% chance to inflict 15% damage reduction ----- def ----- Armour +0 Defense +2 (+0 eff.) Fatigue +0% Resists +19% mind +14% darkness Phys.save +12 (+3 eff.) Spell.save +10 (+2 eff.) Mind.save +46 (+10 eff.) ---------- misc Mana/turn +0.22 Max.mana +60.00 The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. This object's appearance was changed to iron mail armour. |
![]() 9.0 T4 light armor [Random Unique] Nature/Master While equipped: Stats +5 Str +13 Dex +0 Mag +0 Wil +9 Cun +0 Con dps ---------- Dmg.mod +9% fire Res.pen +25% arcane On Melee Ret: * 35% chance to disease * 41% chance to inflict 15% damage reduction ----- def ----- Armour +13 Defense +15 (+3 eff.) Fatigue +8% Resists +5% arcane Phys.save +11 (+3 eff.) Max.HP +57.00 HP.reg +3.00 Heal.mod +18% A suit of armour made of leather. This object's appearance was changed to steel mail armour. |
![]() 14.0 T5 heavy armor [Unique] Arcane A part of set. While equipped: Stats +0 Str +0 Dex +8 Mag +0 Wil +0 Cun +8 Con +12 Lck ----- def ----- Armour +22 Defense +12 (+2 eff.) Fatigue +16% Resists +35% arcane +15% physical Phys.save +25 (+7 eff.) Spell.save +35 (+8 eff.) Blind- +0% Poison- +60% Disease- +60% Stun/Frz- +0% Recover the Crystal Heart (destroys this armour). Uses 1 power out of 1/1 A suit of armour made of mail. Transformed with the power of the Spellblaze. |
![]() 17.0 T5 massive armor Reqs Heavy Armour Training 3 [Unique] Arcane While equipped: Stats +15 Str +25 Mag dps ---------- Spell.pwr +25 (+4 eff.) ----- def ----- Armour +50 Defense +40 (+8 eff.) Fatigue +70% Resists +10% all Phys.save +35 (+9 eff.) Spell.save +35 (+8 eff.) Max.HP +270.00 HP.reg +10.00 15% chance when hit to shatter reality around you creating rifts to help you (free cast of a Reality Fracture talent, level 4). This effect has a 30 turns cooldown. If your constitution drops below requirement while using it, it is so heavy you will automatically unequip it. Beware. This 'armour' seems to mostly consist of chunks of a rune etched stone somehow fused with a highly flexible black mesh. The titanic pieces of stone would undoubtedly deflect any blow thrown at you, but you would need obscene strength just to move while wearing this. The glyphs and runes carved into the chunks sometimes light up of their own accord, letting out small bursts of magic. |
![]() 1.0 T1 belt armor [Ego++] Arcane/Master While equipped: ----- def ----- D.Red.from +15% Summoned Anom.red +11 Max.HP +54.00 ---------- misc Max.mana +31.00 Max.stam +27.00 Max.hate +11.00 Max.psi +22.00 Max.vim +21.00 Max.P.En +22.00 Max.N.En +20.00 A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +2 Mag dps ---------- Mind.pwr +4 (+1 eff.) Dmg.mod +9% light Res.pen +15% light ----- def ----- Armour +7 Defense +5 (+1 eff.) Resists +3% light Phys.save +23 (+6 eff.) Proj.slow +0% ---------- misc Mana/turn +0.27 Max.mana +21.00 A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Cun +1 Dex dps ---------- Dmg.mod +12% mind Res.pen +15% nature Melee Ret 20 mind ----- def ----- Defense +1 (+0 eff.) Resists +0% lightning Stun/Frz- +0% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. This object's appearance was changed to kruk cloak. |
![]() 2.0 T1 cloak armor [Ego] Master While equipped: Stats +1 Cun +1 Dex ----- def ----- Defense +7 (+1 eff.) Resists +0% lightning Phys.save +6 (+2 eff.) Stun/Frz- +0% 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 cloak armor [Unique] While equipped: ----- def ----- Defense +2 (+0 eff.) A stylish kruk-style cloak, to look awesome. |
![]() 2.0 T3 cloak armor [Rare] Arcane While equipped: Stats +3 Mag +7 Wil dps ---------- Spell.crit +2% S.pwr/crit +6 ----- def ----- Defense +2 (+0 eff.) Resists +12% acid +0% lightning Stun/Frz- +0% ---------- misc Mana/turn +0.16 Vim/s.crit +5.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. This object's appearance was changed to linen cloak. |
![]() 3.0 T2 feet armor [Unique] Steamtech While equipped: Stats +5 Str +4 Dex dps ---------- Steampwr +3 (+1 eff.) Dmg.mod +10% fire ----- def ----- Armour +8 Defense +8 (+2 eff.) Fatigue +8% Resists +10% fire Phys.save +0 (+0 eff.) Pinning- +50% Knockbk- +0% Teleport- +0% These boots have a 3% chance to fail to operate properly (reduced by Cunning). Jump to a nearby location within range 7, blasting everything within radius 2 (205 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (339 burning fire damage, 3 tile knockback) of the landing point (damage based on Cunning). Uses 18 power out of 18/18 These boots seem to have been made by a... creative individual who seems to have decided that launching yourself through the air via rocketry qualifies as "anti-gravity". They look like they will work, though. Probably. If you're very careful. This object's appearance was changed to pair of rough leather boots. |
![]() 1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+0 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Unarmed combat: Power 7.0 - 7.7 Physical Uses 38% Wil, 78% Cun Acc+ +0.2% crit / acc Apr +7 Crit +4.0% Atk.spd 167% Dmg.conv 40% item nature slow On Hit: 35% Slime Spit 1 These gloves are coated with a thick, green liquid. |
![]() 1.0 T3 hands armor [Random Unique] Arcane/Psionic While equipped: Stats +5 Mag +3 Wil dps ---------- Melee+ 7 arcane 8 temporal Ranged+ 5 temporal Dmg.mod +9% fire +5% temporal Res.pen +15% temporal On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +2 Resists +5% arcane +5% temporal HP.reg +1.00 ---------- misc Stam/turn +1.00 Max.stam +20.00 Unarmed combat: Power 16.0 - 17.6 Physical Uses 38% Wil, 78% Cun Acc+ +0.2% crit / acc Apr +3 Crit +3.0% Atk.spd 167% Melee+ +6 arcane On Hit: 10% Slumber 3 On Hit: 10% Manathrust 3 On Hit: * 5% chance to gain 10% of a turn (3/turn limit) Disperse Magic: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range 10 Travel.spd instantaneous Is a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. This object's appearance was changed to Sludgegrip. |
![]() 1.5 T3 hands armor [Random Unique] Arcane/Master While equipped: Stats +7 Str +5 Dex +4 Mag -3 Wil +7 Cun +1 Con dps ---------- Phys.crit +10.0% Spell.crit +8% Mind.crit +10% Crit.mult +10.00% Melee+ 6 acid 6 fire 6 cold 5 lightning Res.pen +5% temporal Acc +7 (+1 eff.) Apr +7 ----- def ----- Armour +2 Fatigue -4% Disarm- +0% ---------- misc See.Invis +12 Telepathy Dragon Unarmed combat: Power 26.5 - 37.1 Physical Uses 38% Wil, 78% Cun Acc+ +0.1% dam / acc Acc +8 Apr +16 Crit +15.0% Atk.spd 125% Melee+ +5 ice +14 fire +17 acid +10 lightning On Hit: 15% Perfect Strike 3 On Crit: 20% Cripple 3 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. This object's appearance was changed to iron gauntlets. |
![]() 1.5 T3 hands armor [Random Unique] Master/Psionic While equipped: Stats +4 Str +3 Dex +4 Cun dps ---------- Mind.pwr +5 (+1 eff.) Melee+ 12 mind 21 darkness On Hit (Melee): * 13% chance to cause random gloom On Melee Ret: * 28% chance to disease * 26% chance to inflict 15% damage reduction ----- def ----- Armour +2 Resists +3% lightning +6% acid Phys.save +7 (+2 eff.) Spell.save +9 (+2 eff.) Mind.save -12 (-3 eff.) HP.reg +1.50 ---------- misc Stam/turn +0.80 Max.stam +17.00 Cooldown Double Strike -1 Unarmed combat: Power 21.0 - 29.4 Physical Uses 38% Wil, 78% Cun Acc+ +0.1% dam / acc Acc +5 Apr +9 Crit +17.0% Atk.spd 125% On Hit: 10% Reproach 3 On Hit: 10% Slumber 3 On Hit: 10% Set Up 3 On Hit: * 40% chance to inflict 15% damage reduction Ruined Earth: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range 5 Travel.spd instantaneous Is a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T5 hands armor [Unique] Steamtech The more steam the better! While equipped: Stats +6 Str +6 Dex dps ---------- Phys.crit +10.0% Steam.crit +10% Crit.mult +30.00% Dmg.mod +8% all ----- def ----- Armour +12 Disarm- +50% Unarmed combat: Power 36.0 - 50.4 Physical Uses 38% Wil, 78% Cun Acc+ +0.1% dam / acc Apr +10 Crit +10.0% Atk.spd 125% Gauntlets. But with steam power! |
![]() 2.0 T3 head armor [Rare] Nature While equipped: Stats +0 Cun ----- def ----- Defense +2 (+0 eff.) Resists +7% lightning +17% temporal Spell.save +15 (+3 eff.) Mind.save +0 (+0 eff.) Die.at -40.00 life Cut- +20% Stun/Frz- +25% A pointy cloth hat, very wizardly... This object's appearance was changed to iron helm. |
![]() 2.0 T3 head armor [Random Unique] Arcane/Master While equipped: Stats +8 Wil +0 Cun +1 Con dps ---------- Mind.pwr +2 (+0 eff.) Dmg.mod +9% mind On Melee Ret: * 37% chance to disease * 25% chance to inflict 15% damage reduction ----- def ----- Armour +2 Defense +2 (+0 eff.) Resists +14% lightning +5% temporal +5% light +5% fire +5% nature +5% acid +4% blight +5% cold +5% darkness Phys.save +8 (+2 eff.) Mind.save +0 (+0 eff.) ---------- misc Equi/ret +0.08 Hate/m.crit +1.00 Stone Wall: Puts all charms on 80 cooldown Level 1.0 Pwr.cost 80 out of 80/80. Range melee/personal Travel.spd instantaneous Is a spell Description: Entomb yourself in a wall of stone for 9 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 311.62 physical damage. Duration and damage will improve with your Spellpower. A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Random Unique] Master While equipped: Stats +6 Str +7 Dex +5 Wil +0 Cun +4 Con dps ---------- On Hit (Melee): * 10 arcane resource burn On Melee Ret: * 30% chance to disease * 28% chance to inflict 15% damage reduction ----- def ----- Armour +3 Fatigue +3% Resists +3% lightning +6% darkness +11% blight +3% cold +5% arcane Mind.save +8 (+2 eff.) A cap made of leather. This object's appearance was changed to iron helm. |
![]() 2.0 T4 head armor [Unique] Steamtech While equipped: Stats +10 Cun dps ---------- Steam.crit +5% Steampwr +15 (+3 eff.) Dmg.mod +10% physical ----- def ----- Defense +12 (+2 eff.) Resists +15% fire Mind.save +0 (+0 eff.) ---------- misc Steam/turn +1.00 On taking fire damage: Gain 5% of the damage as steam. There's an old saying that most of your body heat escapes through your head. It's not true of body heat, but strangely, is actually true of steam. |
![]() 4.0 T3 head armor [Unique] Arcane While equipped: Stats +6 Cun +6 Wil dps ---------- Dmg.mod +35% fire ----- def ----- Armour +0 Defense +13 (+3 eff.) Fatigue +4% Resists +35% fire Meteor Rain: Level 2.0 Pwr.cost 25 out of 50/50. Range 5 Travel.spd instantaneous Is a spell Description: Use arcane forces to summon 3 meteors that fall to the ground within range 2 of the target. Each meteor smashes everything within radius 2, dealing 123.20 fire and 210.56 physical damage to creatures other than yourself, while liquefying some of the terrain into lava for 8 turns. The damage increases with your Spellpower. This crown of pure flames possesses a myriad of small molten rocks floating wildly above it. Each can be removed to throw as a true meteor. |
![]() 3.0 T3 head armor [Unique] Arcane/Psionic While equipped: Stats +10 Cun +10 Wil ----- def ----- Armour +12 Fatigue +8% Resists +10% arcane +15% light +15% mind HP.reg +2.00 It can be used without being worn. Sense the presence of unique objects. Uses 20 power out of 20/20 A large crown, part metallic part glass that radiates with psionic powers. |
![]() 3.0 T5 head armor [Unique] Steamtech The more steam the better! While equipped: Stats +5 Str +0 Cun +5 Con ----- def ----- Armour +12 Defense +3 (+1 eff.) Fatigue +10% Resists +10% all Mind.save +0 (+0 eff.) Blind- +50% A Helmet. But with steam power! |
4 nuummite 4 nuummite0.0 T1 black gem [Normal] While equipped: Stun/Frz- +20% Item imbue powers: Stun/Frz- +20% Latent Damage Type: Darkness Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 blue 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: Lightning Gems can be sold for money or used in arcane rituals. |
4 verdite 4 verdite0.0 T1 green gem [Normal] While equipped: Dmg.mod +2% all Defense +10 (+2 eff.) Item imbue powers: Dmg.mod +2% all Defense +10 (+2 eff.) Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 red gem [Normal] While equipped: Phys.spd +2% Spell.spd +2% Mind.spd +2% Item imbue powers: Phys.spd +2% Spell.spd +2% Mind.spd +2% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
11 tiny geode 11 tiny geode0.0 T1 stone gem [Normal] While equipped: HP.reg +0.50 Heal.mod +10% Stam/turn +0.20 Mana/turn +0.20 Psi/turn +0.20 Item imbue powers: HP.reg +0.50 Heal.mod +10% Stam/turn +0.20 Mana/turn +0.20 Psi/turn +0.20 Latent Damage Type: Physical Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 violet gem [Normal] While equipped: Crit.mult +2.00% Res.pen +2% all Item imbue powers: Crit.mult +2.00% Res.pen +2% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 white gem [Normal] While equipped: Armour +5 Resists +1% all Item imbue powers: Armour +5 Resists +1% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 hematite 10 hematite0.0 T2 black gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Darkness 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. |
12 malachite 12 malachite0.0 T2 green gem [Normal] While equipped: Dmg.mod +4% all Defense +15 (+3 eff.) Item imbue powers: Dmg.mod +4% all Defense +15 (+3 eff.) Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
10 carnelian 10 carnelian0.0 T2 red gem [Normal] While equipped: Phys.spd +4% Spell.spd +4% Mind.spd +4% Item imbue powers: Phys.spd +4% Spell.spd +4% Mind.spd +4% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
8 small geode 8 small geode0.0 T2 stone gem [Normal] While equipped: HP.reg +1.00 Heal.mod +10% Stam/turn +0.40 Mana/turn +0.40 Psi/turn +0.40 Item imbue powers: HP.reg +1.00 Heal.mod +10% Stam/turn +0.40 Mana/turn +0.40 Psi/turn +0.40 Latent Damage Type: Physical Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 violet gem [Normal] While equipped: Crit.mult +4.00% Res.pen +4% all Item imbue powers: Crit.mult +4.00% Res.pen +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 white gem [Normal] While equipped: Armour +8 Resists +2% all Item imbue powers: Armour +8 Resists +2% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stun/Frz- +40% Item imbue powers: Stun/Frz- +40% Latent Damage Type: Darkness Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue 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: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 green gem [Normal] While equipped: Dmg.mod +6% all Defense +20 (+4 eff.) Item imbue powers: Dmg.mod +6% all Defense +20 (+4 eff.) Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Armour +12 Resists +3% all Item imbue powers: Armour +12 Resists +3% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
15 tiger's eye 15 tiger's eye0.0 T3 yellow gem [Normal] While equipped: Phys.crit +6.0% Spell.crit +6% Mind.crit +6% Item imbue powers: Phys.crit +6.0% Spell.crit +6% Mind.crit +6% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 obsidian 6 obsidian0.0 T4 black gem [Normal] While equipped: Stun/Frz- +50% Item imbue powers: Stun/Frz- +50% Latent Damage Type: Darkness Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue 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: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Dmg.mod +8% all Defense +25 (+5 eff.) Item imbue powers: Dmg.mod +8% all Defense +25 (+5 eff.) Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red gem [Normal] While equipped: Phys.spd +8% Spell.spd +8% Mind.spd +8% Item imbue powers: Phys.spd +8% Spell.spd +8% Mind.spd +8% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 large geode 2 large geode0.0 T4 stone gem [Normal] While equipped: HP.reg +2.00 Heal.mod +10% Stam/turn +0.80 Mana/turn +0.80 Psi/turn +0.80 Item imbue powers: HP.reg +2.00 Heal.mod +10% Stam/turn +0.80 Mana/turn +0.80 Psi/turn +0.80 Latent Damage Type: Physical Gems can be sold for money or used in arcane rituals. |
5 kunzite 5 kunzite0.0 T4 violet gem [Normal] While equipped: Crit.mult +8.00% Res.pen +8% all Item imbue powers: Crit.mult +8.00% Res.pen +8% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 white gem [Normal] While equipped: Armour +16 Resists +4% all Item imbue powers: Armour +16 Resists +4% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +8.0% Spell.crit +8% Mind.crit +8% Item imbue powers: Phys.crit +8.0% Spell.crit +8% Mind.crit +8% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 blue gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 green gem [Normal] While equipped: Dmg.mod +10% all Defense +30 (+6 eff.) Item imbue powers: Dmg.mod +10% all Defense +30 (+6 eff.) Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Phys.spd +10% Spell.spd +10% Mind.spd +10% Item imbue powers: Phys.spd +10% Spell.spd +10% Mind.spd +10% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 yellow gem [Normal] While equipped: Phys.crit +10.0% Spell.crit +10% Mind.crit +10% Item imbue powers: Phys.crit +10.0% Spell.crit +10% Mind.crit +10% Latent Damage Type: Light 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 Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() 3.0 T5 red gem [Unique] Arcane While carried: Spell.pwr +7 (+1 eff.) Melee Ret 25 fire Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 0.0 T4 red gem [Unique] Nature While equipped: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.dmg- 23.00% Item imbue powers: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.dmg- 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
![]() 0.0 T1 blue alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red alchemist-gem [Normal] When used as an alchemist bomb: Additional 90 fire burn damage Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T1 lite [Rare] Nature While equipped: Stats +4 Cun ----- def ----- Spell.save +6 (+1 eff.) Mind.save +6 (+2 eff.) Max.HP +45.00 ---------- misc Max.hate +2.00 Light +2 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. |
![]() 0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 0.0 T4 steamtech tinker [Normal] Steamtech Attachable to weapon On critical strikes generates a 3 tiles lightning beam. Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T4 steamtech tinker [Normal] Steamtech Attachable to weapon/staff When attached: ---------- misc Mana/turn +4.00 Mana regeneration, on spell hit 25% chances to cast lightning. Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T4 steamtech tinker [Normal] Steamtech Attachable to body When attached: Stats +8 Str +8 Dex +8 Mag +8 Wil +8 Cun +8 Con Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T4 steamtech tinker [Normal] Steamtech Attachable to belt When attached: ----- def ----- Defense +8 (+2 eff.) Proj.slow +20% Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T4 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +4 Fatal Attractor Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T4 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +4 Spring Grapple Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T4 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ----- def ----- Disarm- +90% ---------- misc Talents +4 Iron Grip Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T4 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: ----- def ----- Resists +24% lightning Stun/Frz- +40% Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T4 steamtech tinker [Normal] Steamtech Attachable to feet When attached: ----- def ----- Phys.save +12 (+3 eff.) Pinning- +20% Knockbk- +20% Teleport- +100% Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T4 steamtech tinker [Normal] Steamtech Attachable to head When attached: Stats +8 Cun ----- def ----- Mind.save +12 (+3 eff.) Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T4 steamtech tinker [Normal] Steamtech Attachable to body When attached: dps ---------- Melee Ret 40 physical ----- def ----- Armour +16 Fatigue +1% Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T5 steamtech tinker [Normal] Steamtech Attachable to belt When attached: ----- def ----- Fatigue -20% ---------- misc Max.enc +50 Tinkers can be attached to normal items to improve them with steam power! |
![]() 2.0 T2 tool misc [Unique] While equipped: Stats +8 Cun dps ---------- Dmg.mod +15% lightning ----- def ----- Resists +15% lightning Phys.save +18 (+5 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
![]() 3.0 T1 digger tool [Ego] Master While equipped: Stats +2 Str ----- def ----- Fatigue -4% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T3 digger tool [Rare] Arcane While equipped: Stats +6 Str +4 Mag dps ---------- Spell.crit +8% Res.pen +20% acid +15% physical Apr +2 ----- def ----- Armour +6 ---------- misc Max.mana +38.00 Max.stam +10.00 Max.hate +6.00 Telepathy Humanoid/Orc While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 T1 misc tool [Unique] Arcane 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. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 0.0 rod charm [Unique] Unknown Asphyxiate an unsuspecting target. Uses 1 power out of 24/24 Activation is instant. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
![]() 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 T4 torque charm [Rare] Psionic While equipped: Stats +2 Wil +2 Mag dps ---------- Spell.crit +5% S.pwr/crit +6 Phasing +30% Melee Ret 20 blight ----- def ----- Resists +5% arcane Spell.save +6 (+1 eff.) ---------- misc Mana/s.crit +6.00 Setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 131 for 7 turns Puts all charms on 20 cooldown 100% to regenerate 9 psi. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
![]() 2.0 T3 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
Achievements
By The Thing the Prismatic Golem Adventurer level 34
13rd Dusk 123rd year of Ascendancy at 15:56 see stats
By The Thing the Prismatic Golem Adventurer level 37
19th Dusk 123rd year of Ascendancy at 21:51 see stats
By The Thing the Prismatic Golem Adventurer level 18
58th Haze 122nd year of Ascendancy at 15:25 see stats
By The Thing the Prismatic Golem Adventurer level 37
17th Dusk 123rd year of Ascendancy at 23:04 see stats
By The Thing the Prismatic Golem Adventurer level 31
26th Pyre 123rd year of Ascendancy at 07:05 see stats
By The Thing the Prismatic Golem Adventurer level 43
45th Haze 123rd year of Ascendancy at 03:33 see stats
By The Thing the Prismatic Golem Adventurer level 49
8th Regrowth 124th year of Ascendancy at 07:37 see stats
By The Thing the Prismatic Golem Adventurer level 40
9th Haze 123rd year of Ascendancy at 04:22 see stats
By The Thing the Prismatic Golem Adventurer level 13
36th Dusk 122nd year of Ascendancy at 08:51 see stats
By The Thing the Prismatic Golem Adventurer level 50
13rd Regrowth 124th year of Ascendancy at 14:26 see stats
By The Thing the Prismatic Golem Adventurer level 41
11st Haze 123rd year of Ascendancy at 21:44 see stats
By The Thing the Prismatic Golem Adventurer level 45
46th Haze 123rd year of Ascendancy at 10:30 see stats
By The Thing the Prismatic Golem Adventurer level 39
43rd Dusk 123rd year of Ascendancy at 05:01 see stats
By The Thing the Prismatic Golem Adventurer level 20
8th Regrowth 123rd year of Ascendancy at 02:20 see stats
By The Thing the Prismatic Golem Adventurer level 19
1st Decay 122nd year of Ascendancy at 12:16 see stats
By The Thing the Prismatic Golem Adventurer level 27
69th Regrowth 123rd year of Ascendancy at 22:24 see stats
By The Thing the Prismatic Golem Adventurer level 50
13rd Regrowth 124th year of Ascendancy at 08:57 see stats
By The Thing the Prismatic Golem Adventurer level 47
4th Decay 123rd year of Ascendancy at 16:41 see stats
By The Thing the Prismatic Golem Adventurer level 18
58th Haze 122nd year of Ascendancy at 12:35 see stats
By The Thing the Prismatic Golem Adventurer level 44
45th Haze 123rd year of Ascendancy at 06:58 see stats
By The Thing the Prismatic Golem Adventurer level 34
47th Pyre 123rd year of Ascendancy at 04:23 see stats
By The Thing the Prismatic Golem Adventurer level 10
14th Dusk 122nd year of Ascendancy at 14:04 see stats
By The Thing the Prismatic Golem Adventurer level 20
1st Regrowth 123rd year of Ascendancy at 13:04 see stats
By The Thing the Prismatic Golem Adventurer level 30
13rd Pyre 123rd year of Ascendancy at 02:50 see stats
By The Thing the Prismatic Golem Adventurer level 40
70th Dusk 123rd year of Ascendancy at 00:28 see stats
By The Thing the Prismatic Golem Adventurer level 50
12nd Regrowth 124th year of Ascendancy at 07:37 see stats
By The Thing the Prismatic Golem Adventurer level 4
77th Pyre 122nd year of Ascendancy at 17:23 see stats
By The Thing the Prismatic Golem Adventurer level 28
2nd Pyre 123rd year of Ascendancy at 14:31 see stats
By The Thing the Prismatic Golem Adventurer level 9
6th Dusk 122nd year of Ascendancy at 03:53 see stats
By The Thing the Prismatic Golem Adventurer level 25
47th Regrowth 123rd year of Ascendancy at 23:50 see stats
By The Thing the Prismatic Golem Adventurer level 31
27th Pyre 123rd year of Ascendancy at 14:42 see stats
By The Thing the Prismatic Golem Adventurer level 28
2nd Pyre 123rd year of Ascendancy at 16:09 see stats
By The Thing the Prismatic Golem Adventurer level 28
2nd Pyre 123rd year of Ascendancy at 15:54 see stats
By The Thing the Prismatic Golem Adventurer level 42
11st Haze 123rd year of Ascendancy at 22:48 see stats
By The Thing the Prismatic Golem Adventurer level 8
4th Mirth 122nd year of Ascendancy at 11:18 see stats
By The Thing the Prismatic Golem Adventurer level 18
58th Haze 122nd year of Ascendancy at 15:25 see stats
By The Thing the Prismatic Golem Adventurer level 18
67th Haze 122nd year of Ascendancy at 18:21 see stats
By The Thing the Prismatic Golem Adventurer level 8
8th Flare 122nd year of Ascendancy at 14:32 see stats
By The Thing the Prismatic Golem Adventurer level 45
64th Haze 123rd year of Ascendancy at 20:03 see stats
By The Thing the Prismatic Golem Adventurer level 27
62nd Regrowth 123rd year of Ascendancy at 10:21 see stats
By The Thing the Prismatic Golem Adventurer level 21
10th Regrowth 123rd year of Ascendancy at 04:49 see stats
By The Thing the Prismatic Golem Adventurer level 36
17th Dusk 123rd year of Ascendancy at 01:12 see stats
By The Thing the Prismatic Golem Adventurer level 45
45th Haze 123rd year of Ascendancy at 09:40 see stats
Log
The Thing killed Crimson ooze!
The Thing receives 144 healing from The Thing's healing light area effect.
The protective shield of The Thing disappears.
Talent Double Strike is ready to use.
The Thing receives 144 healing from The Thing's healing light area effect.
Talent Rampage is ready to use.
The Thing uses Rampage.
The Thing begins rampaging!
Your movements fuel your rampage! (+1 duration)
You pickup 0.60 gold pieces.
The Thing deactivates Striking Stance.
The Thing deactivates Premonition.
The Thing deactivates Reality Smearing.
The Thing deactivates Crystalline Focus.
The Thing is no longer subject to the dark power.
The Thing deactivates Arcane Shield.
The Thing deactivates Arcane Feed.
The shield around The Thing crumbles.
The Thing no longer feels strong.
The Thing deactivates Shielding.
The Thing deactivates Bone Shield.
The Thing deactivates Arcane Combat.
The Thing is no longer surging arcane power.
The Thing deactivates Beyond the Flesh.
The Thing is no longer rampaging.