










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! 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. 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:
Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) 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:
Streamlined Early Game 1.5.3Removes the tedium of early-game world map navigation. Choose your Alchemist Elixir quest rewards at character creation, and configure your Rod of Recall to take you directly between pre-Dreadfell points of interest. This add-on does not affect game balance or difficulty. All races and classes with required starting zones must still complete those before they can take advantage of the new Rod of Recall functionality. Possessor Bonus Class 1.5.4Donators/Buyers bonus! Die in Obscurity 1.3.0Adds an option to the Online tab that can disable the broadcasting of death messages. Additionally, can suppress death messages for characters under a specific level. 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:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Logical Alchemists 1.5.10Makes alchemists focus on creating elixirs that you are not currently helping them with. |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Cornac |
| Class | Temporal Warden |
| Level / Exp | 35 / 92% |
| Size | medium |
| Lifes / Deaths | Killed by snow giant thunderer at level 18 on the 17th Haze 122nd year of Ascendancy at 16:37 0 / 8Killed by Salera the snow giant chieftain at level 18 on the 17th Haze 122nd year of Ascendancy at 22:34 Killed by Blood Master at level 21 on the 68th Haze 122nd year of Ascendancy at 13:46 Killed by elven corruptor at level 24 on the 2nd Pyre 123rd year of Ascendancy at 17:29 Killed by fire wyrm at level 26 on the 36th Pyre 123rd year of Ascendancy at 14:10 Killed by Nerygaba the dread at level 27 on the 42nd Pyre 123rd year of Ascendancy at 18:23 Killed by overpowered greater multi-hued wyrm at level 35 on the 77th Dusk 123rd year of Ascendancy at 19:49 Killed by overpowered greater multi-hued wyrm at level 35 on the 77th Dusk 123rd year of Ascendancy at 23:03 |
Primary Stats
| Strength | 19 (base 13) |
| Dexterity | 46 (base 40) |
| Constitution | 17 (base 12) |
| Magic | 72 (base 57) |
| Willpower | 69 (base 45) |
| Cunning | 25 (base 10) |
Resources
| Life | -257/874 |
| Paradox | 393 |
| Healing Factor | 1.6461497326203 |
| Regeneration | 189.75167967914 |
Speed
| Mental | -1.6531220836669E-11% |
| Attack | -1.6531220836669E-11% |
| Movement | +56.80425806594% |
| Spell | -1.6531220836669E-11% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| See Stealth | 22.185152227674 |
| See Invisible | 22.185152227674 |
Offense: Mainhand
| Damage | 60 |
| Accuracy | 50 |
| Crit Chance | 20% |
| APR | 10 |
| Speed | 0.90 |
Offense: Offhand
| Damage | 25 |
| Accuracy | 50 |
| Crit Chance | 32% |
| APR | 20 |
| Speed | 0.90 |
Offense: Spell
| Spellpower | 45 |
| Crit Chance | 20% |
| Speed | 1.0000000000002 |
Offense: Mind
| Mindpower | 39 |
| Crit Chance | 14% |
| Speed | 1.0000000000002 |
Offense: Damage Bonus
| Physical | +20% |
| Arcane | +3% |
| Temporal | +27% |
| All | 0% |
Offense: Damage Penetration
| Mind | +10% |
| Temporal | +15% |
Defense: Base
| Armour (hardiness) | 16 (64.692942254812%) |
| Defense | 53 |
| Ranged Defense | 53 |
| Fatigue | 0 |
| Physical Save | 17 |
| Spell Save | 39 |
| Mental Save | 47 |
Defense: Resistances
| Blight | + 26%( 70%) |
| Nature | + 20%( 70%) |
| Cold | + 20%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Pinning Resistance | 28% |
| Disarm Resistance | 21% |
| Confusion Resistance | 41% |
| Silence Resistance | 27% |
| Stun Resistance | 31% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 25% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical, physical or mental effect and increase affinity for all damage by 12% (scales with Constitution) for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
| 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 104 with a minimum range of 15. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 551 life over 5 turns. Its effects scale with your Willpower stat. |
Class Talents
| Chronomancy / Threaded Combat | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Chronomancy / Spacetime Folding | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Temporal Hounds | 1.48 |
| 3/5 |
| 4/5 |
| 2/5 |
| 2/5 |
| Chronomancy / Bow Threading | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Chronomancy / Stasis | 1.10 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Chronomancy / Speed Control | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Chronomancy / Temporal Combat | 1.30 |
| 4/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Chronomancy / Blade Threading | 1.50 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Chronomancy / Temporal Guardian | 1.50 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Generic Talents
| Chronomancy / Chronomancy | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
| Chronomancy / Spacetime Weaving | 1.30 |
| 4/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 4/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Phase Pulse |
| talent | Weapon Folding |
| talent | Contingency |
| talent | Temporal Hounds |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | The target is moving is 37% faster. 3 Celerity |
| beneficial effect | A flow of life spins around the target, regenerating 110.12 life per turn. Regeneration |
| beneficial effect | The time distortion has created a restoration field, healing the target for 30 each turn. Temporal Restoration Field |
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 |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 2 of Norgos Lair. Escort: injured seer (level 2 of Norgos Lair)As a reward you improved Magic by +2. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved Magic by +2. | done |
You successfully escorted the injured seer to the recall portal on level 8 of Dreadfell. Escort: injured seer (level 8 of Dreadfell)As a reward you improved Magic by +2. | done |
You failed to protect the lone alchemist from death by Reecor. Escort: lone alchemist (level 1 of Daikara) | failed |
You successfully escorted the lost anorithil to the recall portal on level 4 of Dreadfell. Escort: lost anorithil (level 4 of Dreadfell)As a reward you improved Magic by +1. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Norgos Lair. Escort: lost sun paladin (level 3 of Norgos Lair)As a reward you improved Magic by +1. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost warrior (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Strength by +2. | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Dreadfell. Escort: temporal explorer (level 1 of Dreadfell)As a reward you improved Magic by +2. | 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 Magic by +2. | done |
The unhallowed morass is the name of the 'zone' surrounding Point Zero. Future EchoesThe temporal spiders that inhabit it are growing restless and started attacking at random. You need to investigate what is going on. * You have explored the morass and destroyed the weaver queen, finding strange traces on it. * You have helped defend Point Zero. | 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 Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * 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: 275. | 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. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed giant spider spinneret. * You've found the needed faerlhing fang. * You've found the needed wretchling eyeball. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed xorn fragment. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. 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 vampire lord fang. * You've found the needed vial of wight ectoplasm. * '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.' | 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 have met what seems to be a future version of yourself. The Way We Weren'tYou were killed by your future self, and thus this event never occured. | 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 within1 lumberjacks have died. | 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. * Find a Resonating Diamond. | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | undeterred pair of hardened leather boots of disengagement (0 def, 3 armour)2.0 T3 feet armor [Ego++] Arcane/Master While equipped: Stats +2 Cun +3 Dex ----- def ----- Armour +3 Fatigue +3% Silence- +27% Confus- +31% Stun/Frz- +31% Disengage: Puts all charms on 15 cooldown Level 2.0 Pwr.cost 15 out of 15/15. 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. A pair of boots made of leather. |
| Light source | survivor's brass lantern2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Phys.save +5 (+4 eff.) Heal.mod +11% ---------- misc 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. |
| On head | thaloren hardened leather cap of might (0 def, 3 armour)2.0 T3 head armor [Ego++] Master While equipped: Stats +4 Str +4 Wil +3 Con dps ---------- Phys.pwr +4 (+2 eff.) ----- def ----- Armour +3 Fatigue +3% Resists +6% blight Mind.save +5 (+2 eff.) A cap made of leather. |
| On hands | heroic hardened leather gloves of war-making (0 def, 6 armour)1.0 T3 hands armor [Ego++] Master While equipped: dps ---------- Phys.crit +8.0% Spell.crit +6% Mind.crit +9% Crit.mult +8.00% ----- def ----- Armour +6 Mind.save +7 (+2 eff.) Max.HP +45.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Shard of Crystalized Time2.0 T1 misc tool [Unique] Arcane While equipped: Stats +2 Con +4 Wil dps ---------- Dmg.mod +7% temporal ----- def ----- Defense +5 (+2 eff.) Anom.red +10 An iridescent shard of violet crystal. Its light ebbs and flows, sometimes fast and sometimes slow, keeping pace with the chaotic streams of time itself. It makes you feel both old and young, a newborn child and an ancient being, your flesh simply one instance in a thousand refractions of a single timeless and eternal soul. |
| On fingers | Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-2 eff.) HP.leech%% +15% HP.leech +30% You won the Ring of Blood trial, and this is your reward. |
| On fingers | gold ring of tenacity0.1 T3 ring jewelry [Ego] Master While equipped: ----- def ----- Max.HP +20.00 Disarm- +21% Pinning- +28% Knockbk- +25% Rings can have magical properties. |
| Around neck | gold amulet of perfection (0.18 Chronomancy / Temporal Hounds,0.18 Cunning / Survival)0.1 T3 amulet jewelry [Ego+] Master While equipped: ---------- misc Masteries +0.18 Chronomancy/Temporal Hounds +0.18 Cunning/Survival Amulets can have magical properties. |
| In main hand | Sword of Potential Futures (28-39.2 power, 10 apr)3.0 T3 longsword 1H weapon [Unique] Arcane In the past there was a dagger with it. The set is complete. Power 28.0 - 39.2 Physical Uses 100% Mag Mastery Strength of Purpose Acc+ +0.4% crit.pwr / acc Apr +10 Crit +8.0% Atk.spd 111% Melee+ +5 temporal Dmg.conv 30% temporal On Hit: * 10% chance to reduce the target's resistances to all damage While equipped: dps ---------- Spell.crit +5% Spell.pwr +5 (+2 eff.) Dmg.mod +10% temporal +10% physical ----- 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. |
| Around waist | Girdle of the Calm Waters1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +30% A belt rumoured to have been worn by the Conclave healers. |
| In off hand | Dagger of the Past (25-32.5 power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Arcane Potentially it would go with a sword in the future. The set is complete. Power 25.0 - 32.5 Physical Uses 50% Mag, 50% Dex Mastery Strength of Purpose Acc+ +0.5% APR / acc Apr +20 Crit +20.0% Atk.spd 111% Melee+ +5 temporal Dmg.conv 30% temporal On Hit: * 10% chance to return the target to a much younger state While equipped: dps ---------- Mov.spd +20% Dmg.mod +10% temporal +10% physical Res.pen +15% temporal ----- def ----- Defense +10 (+3 eff.) Spell.save +10 (+4 eff.) 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 opportunity to learn from the mistakes of the past. |
| Cloak | cashmere cloak of sorcery (2 def, 0 armour)2.0 T3 cloak armor [Ego+] Arcane While equipped: Stats +3 Wil +3 Mag dps ---------- Spell.crit +4% ----- def ----- Defense +2 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Getumakor (2 def, 4 armour)9.0 T2 light armor [Random Unique] Nature/Psionic While equipped: Stats +10 Cun +10 Wil dps ---------- Dmg.mod +3% arcane Res.pen +10% mind Melee Ret 20 arcane ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +7% Mind.save +30 (+10 eff.) Max.HP +43.00 HP.reg +4.90 Heal.mod +18% ---------- misc Hate/m.crit +1.00 A suit of armour made of leather. |
Inventory
healing infusion of the duelist (heal 150)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 150 and cleanse 1 wound and 1 poison effect. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the titan (heal 363 over 5 turns)0.1 T1 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 Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 363 life over 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
sun infusion of the duelist (rad 8; power 46; turns 5; dispels darkness)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to brighten the area in a radius of 8 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 23). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 46) for 5 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
sun infusion of the titan (rad 8; power 31; turns 3; dispels darkness)0.1 T1 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 Standard (100% of a turn) Is a nature gift Description: Activate the infusion to brighten the area in a radius of 8 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 16). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 31) for 3 turns. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion (resist 19%; cure mental)0.1 T1 infusion scroll [Normal] 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 cure yourself of one random mental effect and reduce all damage taken by 19% for 6 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the wizard (resist 27%; cure magical)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 27% for 6 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 ability. |
phase door rune (range 5; power 20; dur 5)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 5. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 20%, your defense is increased by 20 and all your resistances by 20%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
heat beam rune (164 fire damage)0.1 T2 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to fire a beam of heat, doing 164.00 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune (absorb 116 for 5 turns)0.1 T2 rune scroll [Normal] 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 create a protective shield absorbing at most 116 damage for 5 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune (range 65)0.1 T2 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 65 with a minimum range of 15. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
vision rune (radius 14; dur 14; see humanoid)0.1 T2 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to get a vision of the area surrounding you (14 radius) and to allow you to see invisible and stealthed creatures (power 11) for 14 turns. Your mind will become more receptive for 14 turns, allowing you to sense any humanoid around. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
invisibility rune (power 9 for 7 turns)0.1 T3 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to become invisible (power 9) for 7 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
invisibility rune of the psychic (power 16 for 7 turns)0.1 T3 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to become invisible (power 16) for 7 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. 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 ability. |
Sealed Scroll of Last Hope0.1 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. |
Shinevile0.1 T2 amulet jewelry [Rare] Arcane While equipped: Stats +5 Mag dps ---------- Res.pen +20% light Melee Ret 12 blight On Hit (Melee): * 20% chance to disease * 30% chance to blind ----- def ----- Resists +9% light +6% blight Amulets can have magical properties. |
Fiery Choker0.1 T3 amulet jewelry [Unique] Arcane While equipped: Stats +5 Mag +4 Wil +3 Cun dps ---------- Spell.crit +8% Spell.pwr +7 (+3 eff.) Dmg.mod -5% cold +10% fire ----- def ----- Resists -20% cold +20% fire Affinity +30% fire Blind- +40% On Spell Hit: 10% Volcano 3 A choker made of pure flame, casting forever shifting patterns around the neck of its wearer. Its fire seems to not harm the wearer. |
restful stralite amulet of willpower (+5)0.1 T4 amulet jewelry [Ego] Nature/Master While equipped: Stats +5 Wil ----- def ----- Fatigue -6% HP.reg +2.10 Amulets can have magical properties. |
Nightsong0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +5% physical ----- def ----- Defense +6 (+2 eff.) Fatigue -7% Mind.save +13 (+4 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Dark Tendrils: Level 2.0 Pwr.cost 40 out of 50/50. Range 6 Travel.spd instantaneous Is a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 24 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
rogue's stralite ring of the mind (+13%)0.1 T4 ring jewelry [Ego] Master/Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +13% mind ----- def ----- Defense +12 (+4 eff.) Resists +13% mind Rings can have magical properties. |
stralite ring of blinding strikes0.1 T4 ring jewelry [Ego+] Arcane While equipped: dps ---------- Melee+ 33 light Ranged+ 33 light On Hit (Melee): * 22% chance to blind On Hit (Ranged): * 17% chance to blind Rings can have magical properties. |
lifebinding elven-wood vilestaff of projection (25-30 power, 5 apr, fire element)5.0 T4 staff 2H weapon [Ego+] Arcane/Nature Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +5 Con dps ---------- Spell.crit +6% Spell.pwr +20 (+7 eff.) Dmg.mod +25% fire ----- def ----- HP.reg +1.00 Heal.mod +17% ---------- misc Talents +1 Command Staff Project a bolt elemental energy from the staff (to range 9) dealing 34.89 to 41.86 fire damage Puts all charms on 5 cooldown Staves designed for wielders of magic, by the greats of the art. |
potent elven-wood starstaff (30-36 power, 5 apr, temporal element)5.0 T4 staff 2H weapon [Ego] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +16 (+6 eff.) Dmg.mod +30% temporal ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
short elven-wood magestaff (25-30 power, 5 apr, cold element)5.0 T4 staff 1H weapon [Ego] Master Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.3% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +12 (+4 eff.) Dmg.mod +25% cold ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
surging elven-wood vilestaff of fate (25-30 power, 5 apr, blight element)5.0 T4 staff 2H weapon [Ego] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +12 (+4 eff.) S.pwr/crit +5 Dmg.mod +25% blight ----- def ----- Phys.save +9 (+6 eff.) Spell.save +9 (+3 eff.) Mind.save +9 (+3 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
flaming stralite battleaxe (44.5-66.75 power, 3 apr)3.0 T4 battleaxe 2H weapon [Ego] Arcane Power 44.5 - 66.8 Physical Uses 120% Mag Mastery Strength of Purpose Acc+ +0.2% crit / acc Apr +3 Crit +7.5% Atk.spd 100% On Hit.r1 +13 fire Massive two-handed battleaxes. |
stralite battleaxe (44-66 power, 3 apr)3.0 T4 battleaxe 2H weapon [Normal] Power 44.0 - 66.0 Physical Uses 120% Mag Mastery Strength of Purpose Acc+ +0.2% crit / acc Apr +3 Crit +7.5% Atk.spd 100% Massive two-handed battleaxes. |
stralite battleaxe (45-67.5 power, 3 apr)3.0 T4 battleaxe 2H weapon [Normal] Power 45.0 - 67.5 Physical Uses 120% Mag Mastery Strength of Purpose Acc+ +0.2% crit / acc Apr +3 Crit +7.5% Atk.spd 100% Massive two-handed battleaxes. |
stralite battleaxe of ruin (45-67.5 power, 3 apr)3.0 T4 battleaxe 2H weapon [Ego+] Master Power 45.0 - 67.5 Physical Uses 120% Mag Mastery Strength of Purpose Acc+ +0.2% crit / acc Apr +3 Crit +7.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +13.0% Crit.mult +20.00% Apr +13 Massive two-handed battleaxes. |
Dream Malleus (56-84 power, 5 apr)5.0 T4 greatmaul 2H weapon [Unique] Nature/Master/Psionic Power 56.0 - 84.0 Physical Uses 70% Wil, 70% Mag Mastery Strength of Purpose Acc+ +0.1% dam / acc Apr +5 Atk.spd 100% Melee+ +7 temporal +7 nature +19 mind On Hit: * 14% chance to cause random gloom * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) While equipped: Stats +6 Cun +2 Wil dps ---------- Mind.crit +5% Crit.mult +12.00% Mind.pwr +15 (+5 eff.) Dmg.mod +10% physical +10% mind +9% light ---------- misc Psi/turn +0.10 Talents +3 Hammer Toss +3 Dream Smith's Hammer Cooldown Hammer Toss -2 A large shimmering maul that seems to produce a ringing in your ears. It is both as malleable as thought and as hard as the strongest steel. |
insidious stralite greatmaul of erosion (52-78 power, 3 apr)5.0 T4 greatmaul 2H weapon [Ego] Nature Power 52.0 - 78.0 Physical Uses 120% Mag Mastery Strength of Purpose Acc+ +0.1% dam / acc Apr +3 Crit +2.5% Atk.spd 100% Melee+ +30 insidious poison +12 temporal +7 nature Massive two-handed mauls. |
stralite greatmaul (54-81 power, 3 apr)5.0 T4 greatmaul 2H weapon [Normal] Power 54.0 - 81.0 Physical Uses 120% Mag Mastery Strength of Purpose Acc+ +0.1% dam / acc Apr +3 Crit +2.5% Atk.spd 100% Massive two-handed mauls. |
Warmaster Gnarg's Murderblade (60-96 power, 19 apr)3.0 T4 greatsword 2H weapon [Unique] Master Power 60.0 - 96.0 Physical Uses 120% Mag Mastery Strength of Purpose Acc+ +0.4% crit.pwr / acc Apr +19 Crit +10.0% Atk.spd 100% Against +20% Living On Hit: * 10% chance to send the wielder into a killing frenzy While equipped: Stats +15 Str +5 Dex +15 Con ----- def ----- D.Red.from +20% Living ---------- misc Masteries +0.30 Technique/Berserker's strength +0.20 Technique/Two-handed assault +0.20 Technique/Two-handed maiming +0.20 Technique/Two-handed weapons A blood-etched greatsword, it has seen many foes. From the inside. |
caustic stralite greatsword of erosion (46.5-74.4 power, 3 apr)3.0 T4 greatsword 2H weapon [Ego+] Nature Power 46.5 - 74.4 Physical Uses 120% Mag Mastery Strength of Purpose Acc+ +0.4% crit.pwr / acc Apr +3 Crit +4.5% Atk.spd 100% Melee+ +16 nature +13 temporal On Hit: * 19% chance to corrode armour by 30% While equipped: dps ---------- Res.pen +13% acid ----- def ----- HP.reg +2.00 Massive two-handed swords. |
manaburning stralite greatsword (48-76.8 power, 3 apr)3.0 T4 greatsword 2H weapon [Ego] Disrupt Power 48.0 - 76.8 Physical Uses 120% Mag Mastery Strength of Purpose Acc+ +0.4% crit.pwr / acc Apr +3 Crit +4.5% Atk.spd 100% On Hit: * 20 arcane resource burn Massive two-handed swords. |
stralite greatsword of ruin (47-75.2 power, 3 apr)3.0 T4 greatsword 2H weapon [Ego+] Master Power 47.0 - 75.2 Physical Uses 120% Mag Mastery Strength of Purpose Acc+ +0.4% crit.pwr / acc Apr +3 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +13.0% Crit.mult +19.00% Apr +13 Massive two-handed swords. |
Anmalice (47-65.8 power, 20 apr)3.0 T4 longsword 1H weapon [Unique] Psionic/Unknown Power 47.0 - 65.8 Physical Uses 10% Wil, 100% Mag Mastery Strength of Purpose Acc+ +0.4% crit.pwr / acc Apr +20 Crit +7.0% Atk.spd 100% On Hit: * torments the target with many mental effects On Kill: * reduces mental save penalty While equipped: dps ---------- Mind.pwr +9 (+3 eff.) Dmg.mod +8% mind ----- def ----- Mind.save -30 (-11 eff.) The eye on the hilt of this blade seems to glare at you, piercing your soul and mind. Tentacles surround the hilt, latching onto your hand. |
plaguebringer's stralite longsword of massacre (37-51.8 power, 5 apr)3.0 T4 longsword 1H weapon [Ego+] Arcane/Master Power 37.0 - 51.8 Physical Uses 100% Mag Mastery Strength of Purpose Acc+ +0.4% crit.pwr / acc Apr +5 Crit +4.5% Atk.spd 100% Melee+ +12 blight On Hit: 10% Epidemic 4 On Hit: * 13% chance to disease While equipped: ----- def ----- Disease- +18% Sharp, long, and deadly. |
stralite longsword (32.5-45.5 power, 5 apr)3.0 T4 longsword 1H weapon [Normal] Power 32.5 - 45.5 Physical Uses 100% Mag Mastery Strength of Purpose Acc+ +0.4% crit.pwr / acc Apr +5 Crit +4.5% Atk.spd 100% Sharp, long, and deadly. |
stralite longsword of crippling (36.5-51.1 power, 5 apr)3.0 T4 longsword 1H weapon [Ego+] Master Power 36.5 - 51.1 Physical Uses 100% Mag Mastery Strength of Purpose Acc+ +0.4% crit.pwr / acc Apr +5 Crit +4.5% Atk.spd 100% On Crit: * cripple the target While equipped: dps ---------- Phys.crit +8.0% Sharp, long, and deadly. |
dwarven-steel mace (25-35 power, 4 apr)3.0 T3 mace 1H weapon [Normal] Power 25.0 - 35.0 Physical Uses 100% Mag Mastery Strength of Purpose Acc+ +0.1% dam / acc Apr +4 Crit +1.5% Atk.spd 100% Blunt and deadly. |
dwarven-steel mace (28.5-39.9 power, 4 apr)3.0 T3 mace 1H weapon [Normal] Power 28.5 - 39.9 Physical Uses 100% Mag Mastery Strength of Purpose Acc+ +0.1% dam / acc Apr +4 Crit +1.5% Atk.spd 100% Blunt and deadly. |
arcing stralite mace (34-47.6 power, 5 apr)3.0 T4 mace 1H weapon [Ego] Arcane Power 34.0 - 47.6 Physical Uses 100% Mag Mastery Strength of Purpose Acc+ +0.1% dam / acc Apr +5 Crit +2.5% Atk.spd 100% Melee+ +13 lightning On Hit: * 25% chance for lightning to arc to a second target Blunt and deadly. |
stralite mace (34-47.6 power, 5 apr)3.0 T4 mace 1H weapon [Normal] Power 34.0 - 47.6 Physical Uses 100% Mag Mastery Strength of Purpose Acc+ +0.1% dam / acc Apr +5 Crit +2.5% Atk.spd 100% Blunt and deadly. |
stralite mace 'Elyta' (37-51.8 power, 5 apr)3.0 T4 mace 1H weapon [Rare] Arcane Power 37.0 - 51.8 Acid Uses 100% Mag Mastery Strength of Purpose Acc+ +0.1% dam / acc Apr +5 Crit +2.5% Atk.spd 100% Melee+ +14 light Against +16% Undead While equipped: Stats +4 Str +3 Dex dps ---------- Mind.pwr +6 (+2 eff.) Res.pen +10% acid On Hit (Melee): * 30% chance to corrode armour by 30% ---------- misc Light +3 Infravis +3 Telepathy Humanoid/Orc Blunt and deadly. |
quick stralite waraxe of massacre (41.5-58.1 power, 5 apr)3.0 T4 waraxe 1H weapon [Ego+] Master Power 41.5 - 58.1 Physical Uses 100% Mag Mastery Strength of Purpose Acc+ +0.2% crit / acc Apr +5 Crit +6.5% Atk.spd 111% While equipped: Stats +5 Dex dps ---------- Acc +5 (+1 eff.) One-handed war axes. |
stralite waraxe (33-46.2 power, 5 apr)3.0 T4 waraxe 1H weapon [Normal] Power 33.0 - 46.2 Physical Uses 100% Mag Mastery Strength of Purpose Acc+ +0.2% crit / acc Apr +5 Crit +6.5% Atk.spd 100% One-handed war axes. |
stralite waraxe (30-42 power, 5 apr)3.0 T4 waraxe 1H weapon [Normal] Power 30.0 - 42.0 Physical Uses 100% Mag Mastery Strength of Purpose Acc+ +0.2% crit / acc Apr +5 Crit +6.5% Atk.spd 100% One-handed war axes. |
stralite waraxe of rage (34-47.6 power, 5 apr)3.0 T4 waraxe 1H weapon [Ego+] Master Power 34.0 - 47.6 Physical Uses 100% Mag Mastery Strength of Purpose Acc+ +0.2% crit / acc Apr +5 Crit +6.5% Atk.spd 100% While equipped: Stats +1 Str dps ---------- Dmg.mod +9% physical Acc +7 (+2 eff.) ---------- misc Stam/ret +0.90 One-handed war axes. |
hateful stralite dagger of vileness (28-36.4 power, 9 apr)1.0 T4 dagger 1H weapon [Ego] Arcane/Psionic Power 28.0 - 36.4 Physical Uses 45% Mag, 45% Dex Mastery Strength of Purpose Acc+ +0.5% APR / acc Apr +9 Crit +8.0% Atk.spd 100% Melee+ +8 blight +12 darkness Against +8% Living On Hit: * 14% chance to disease Sharp, short and deadly. |
dreamer's thorny mindstar of storms (9.5-10.45 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Ego++] Nature/Psionic This psionic mindstar dreams of an epiphany. This natural lightning should be returned to the wyrm. Power 9.5 - 10.5 Nature Uses 40% Wil, 0% Mag, 20% Cun Mastery Psiblades Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: Stats +1 Str +3 Dex +1 Mag +2 Wil +2 Cun +2 Con dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) Dmg.mod +13% lightning Res.pen +7% lightning Melee Ret 7 lightning ----- def ----- Resists +10% mind +5% lightning Mind.save +2 (+1 eff.) ---------- misc Max.psi +10.00 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
blooming pulsing mindstar (12.5-13.75 power, 32 apr, nature damage)3.0 T4 mindstar 1H weapon [Ego] Nature Power 12.5 - 13.8 Nature Uses 45% Wil, 0% Mag, 25% Cun Mastery Psiblades Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) ----- def ----- Heal.mod +23% Heal/summ +30 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
hungering pulsing mindstar (13-14.3 power, 32 apr, mind damage)3.0 T4 mindstar 1H weapon [Ego+] Nature/Psionic Power 13.0 - 14.3 Mind Uses 45% Wil, 0% Mag, 25% Cun Mastery Psiblades Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) ---------- misc Hate/kill +3.00 Psi/kill +4.00 Masteries +0.20 Psionic/Voracity +0.10 Cursed/Dark sustenance Inflict 79.20 mind damage (range 10), gaining psi and hate equal to 10% of the damage done Puts all charms on 20 cooldown Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
nature's pulsing mindstar of life (14-15.4 power, 32 apr, nature damage)3.0 T4 mindstar 1H weapon [Ego] Nature Power 14.0 - 15.4 Nature Uses 45% Wil, 0% Mag, 25% Cun Mastery Psiblades Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) Dmg.mod +5% nature ----- def ----- Resists +4% blight Max.HP +10.00 HP.reg +1.00 Disease- +14% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
elven-wood longbow of cold4.0 T4 longbow 2H weapon [Ego] Arcane Power 0.0 - 0.0 Physical Uses 0% Mag Mastery Strength of Purpose Acc+ +0.2% crit / acc Atk.spd 125% Range +9 Ranged+ +14 cold While equipped: dps ---------- Dmg.mod +21% cold Longbows are used to shoot arrows at your foes. |
mighty hardened leather sling of lightning4.0 T3 sling 1H weapon [Ego] Arcane/Master Power 0.0 - 0.0 Physical Uses 0% Mag Acc+ +0.1% dam / acc Atk.spd 125% Range +8 Ranged+ +12 lightning While equipped: Stats +3 Str dps ---------- Phys.pwr +7 (+3 eff.) Dmg.mod +12% lightning Slings are used to hurl stones or metal shots at your foes. |
reinforced leather sling4.0 T4 sling 1H weapon [Normal] Power 0.0 - 0.0 Physical Uses 0% Mag Acc+ +0.1% dam / acc Atk.spd 125% Range +9 Slings are used to hurl stones or metal shots at your foes. |
quiver of elven-wood arrows (22/22, 46.5-65.1 power, 14 apr)3.0 T4 arrow ammo [Normal] Power 46.5 - 65.1 Physical Uses 50% Mag, 70% Dex Mastery Strength of Purpose Acc+ +0.2% crit / acc Apr +14 Crit +2.5% Capacity 22 Arrows are used with bows to pierce your foes to death. |
insidious pouch of stralite shots (22/22, 45-54 power, 5 apr)3.0 T4 shot ammo [Ego] Nature Power 45.0 - 54.0 Physical Uses 50% Cun, 0% Mag, 70% Dex Acc+ +0.1% dam / acc Apr +5 Crit +5.5% Capacity 22 Ranged+ +30 insidious poison Shots are used with slings to pummel your foes to death. |
mindwoven silk robe of the mind (+14%) (3 def, 0 armour)2.0 T4 cloth armor [Ego] Psionic While equipped: dps ---------- Mind.crit +4% Mind.pwr +3 (+1 eff.) Dmg.mod +14% mind ----- def ----- Defense +3 (+1 eff.) Resists +14% mind Mind.save +19 (+6 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
spellwoven silk robe of protection (6 def, 5 armour)2.0 T4 cloth armor [Ego] Arcane/Master While equipped: dps ---------- Spell.crit +4% Spell.pwr +3 (+1 eff.) ----- def ----- Armour +5 Defense +6 (+2 eff.) Phys.save +27 (+15 eff.) Spell.save +19 (+7 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stormwoven silk robe (3 def, 0 armour)2.0 T4 cloth armor [Ego+] Nature While equipped: Stats +4 Str +5 Mag +6 Wil dps ---------- Dmg.mod +17% lightning +9% physical +8% cold ----- def ----- Defense +3 (+1 eff.) Resists +7% lightning +11% cold A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant silk robe of protection (6 def, 4 armour)2.0 T4 cloth armor [Ego+] Nature/Master While equipped: Stats +6 Con dps ---------- Dmg.mod +7% nature ----- def ----- Armour +4 Defense +6 (+2 eff.) Phys.save +23 (+13 eff.) Poison- +24% Disease- +33% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
reinforced leather armour (4 def, 7 armour)9.0 T4 light armor [Normal] While equipped: ----- def ----- Armour +7 Defense +4 (+1 eff.) Fatigue +8% A suit of armour made of leather. |
fortifying stralite mail armour of natural resilience (4 def, 8 armour)14.0 T4 heavy armor Reqs Str 38 Heavy Armour Training [Ego++] Disrupt/Master While equipped: Stats +4 Str +4 Con ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +16% Resists +14% nature +13% blight D.Red.from +9% Unnatural Max.HP +30.00 A suit of armour made of mail. |
prismatic stralite mail armour of fire resistance (4 def, 8 armour)14.0 T4 heavy armor Reqs Str 38 Heavy Armour Training [Ego] Arcane/Master While equipped: ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +16% Resists +19% fire +14% light +13% darkness A suit of armour made of mail. |
dwarven-steel plate armour (5 def, 11 armour)17.0 T3 massive armor Reqs Str 35 Heavy Armour Training 3 [Normal] While equipped: ----- def ----- Armour +11 Defense +5 (+2 eff.) Fatigue +24% A suit of armour made of metal plates. |
searing stralite plate armour (7 def, 13 armour)17.0 T4 massive armor Reqs Str 48 Heavy Armour Training 3 [Ego+] Arcane While equipped: dps ---------- Melee+ 16 acid 12 fire Melee Ret 10 acid 9 fire ----- def ----- Armour +13 Defense +7 (+2 eff.) Fatigue +26% Resists +18% acid +12% fire A suit of armour made of metal plates. |
spiked stralite plate armour (7 def, 13 armour)17.0 T4 massive armor Reqs Str 48 Heavy Armour Training 3 [Ego] Master While equipped: dps ---------- Melee Ret 14 physical ----- def ----- Armour +13 Defense +7 (+2 eff.) Fatigue +26% A suit of armour made of metal plates. |
stralite plate armour (7 def, 13 armour)17.0 T4 massive armor Reqs Str 48 Heavy Armour Training 3 [Normal] While equipped: ----- def ----- Armour +13 Defense +7 (+2 eff.) Fatigue +26% A suit of armour made of metal plates. |
rough leather belt of unlife1.0 T1 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
insulating hardened leather belt of shielding1.0 T3 belt armor [Ego] Arcane/Master While equipped: ----- def ----- Armour +5 Resists +7% cold +8% fire Create a temporary shield that absorbs 230 damage Puts all charms on 30 cooldown A belt that goes around your waist. |
noble's hardened leather belt of recklessness1.0 T3 belt armor [Ego++] Master While equipped: dps ---------- Phys.crit +4.0% Crit.mult +8.00% Phys.pwr +4 (+2 eff.) ----- def ----- D.Red.from +27% Summoned A belt that goes around your waist. |
pair of hardened leather boots of speed (0 def, 3 armour)2.0 T3 feet armor [Ego+] Arcane While equipped: dps ---------- Mov.spd +20% ----- def ----- Armour +3 Fatigue +3% A pair of boots made of leather. |
dreamer's pair of dwarven-steel boots of uncanny dodging (5 def, 4 armour)3.0 T3 feet armor Reqs Heavy Armour Training [Ego+] Master/Psionic While equipped: ----- def ----- Armour +4 Defense +5 (+2 eff.) Rng.Def +4 (+1 eff.) Fatigue +3% Phys.save +8 (+5 eff.) Spell.save +5 (+2 eff.) Mind.save +7 (+2 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
miner's pair of dwarven-steel boots (0 def, 8 armour)3.0 T3 feet armor Reqs Heavy Armour Training [Ego] Master While equipped: ----- def ----- Armour +8 Fatigue +3% ---------- misc Infravis +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
radiant hardened leather gloves of dexterity (+3) (0 def, 2 armour)1.0 T3 hands armor [Ego] Arcane/Master While equipped: Stats +3 Dex dps ---------- Melee+ 11 light Dmg.mod +5% light Acc +15 (+5 eff.) ----- def ----- Armour +2 Resists +9% light Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
dwarven-steel gauntlets (0 def, 2 armour)1.5 T3 hands armor Reqs Heavy Armour Training [Normal] While equipped: ----- def ----- Armour +2 Metal gloves protecting the hands up to the middle of the lower arm. |
augmenting cashmere wizard hat of knowledge (2 def, 0 armour)2.0 T3 head armor [Ego++] Arcane/Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) Dmg.mod +6% acid +8% cold +6% fire +6% arcane +6% lightning ----- def ----- Defense +2 (+1 eff.) A pointy cloth hat, very wizardly... |
clarifying cashmere wizard hat of the Brotherhood (2 def, 0 armour)2.0 T3 head armor [Ego+] Arcane/Psionic While equipped: Stats +3 Mag +4 Cun +4 Con dps ---------- Dmg.mod +11% arcane ----- def ----- Defense +2 (+1 eff.) Mind.save +5 (+2 eff.) Arcane Eye: (Instant) Puts all charms on 10 cooldown Level 5.0 Pwr.cost 10 out of 10/10. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
spellwoven cashmere wizard hat (2 def, 0 armour)2.0 T3 head armor [Ego] Arcane While equipped: dps ---------- Spell.crit +3% Spell.pwr +4 (+2 eff.) ----- def ----- Defense +2 (+1 eff.) ---------- misc Mana/turn +0.20 A pointy cloth hat, very wizardly... |
insulating hardened leather cap of fortune (0 def, 3 armour)2.0 T3 head armor [Ego+] Nature/Master While equipped: Stats +5 Lck dps ---------- Phys.crit +4.0% Spell.crit +4% Mind.crit +2% ----- def ----- Armour +3 Fatigue +3% Resists +8% cold +8% fire A cap made of leather. |
miner's hardened leather cap of strength (+4) (0 def, 6 armour)2.0 T3 head armor [Ego] Master While equipped: Stats +4 Str ----- def ----- Armour +6 Fatigue +3% ---------- misc Infravis +2 A cap made of leather. |
dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor Reqs Heavy Armour Training [Normal] While equipped: ----- def ----- Armour +4 Fatigue +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
6 agate0.0 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. |
8 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+2 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. |
6 ametrine0.0 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. |
5 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
11 zircon0.0 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. |
6 aquamarine0.0 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. |
8 opal0.0 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. |
5 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+3 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+3 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 amethyst0.0 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. |
9 onyx0.0 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. |
12 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+4 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+4 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 emerald0.0 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. |
14 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
7 quartz0.0 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. |
2 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Phys.save +8 (+5 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+3 eff.) Phys.save +8 (+5 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise0.0 T4 green gem [Normal] While equipped: See.Stealth +10 See.Invis +10 Item imbue powers: See.Stealth +10 See.Invis +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 ruby0.0 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. |
2 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Burning Star1.0 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. |
Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con +5 Mag Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Item imbue powers: Stats +5 Con +5 Mag 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. |
92 alchemist agate0.0 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. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc 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. |
Spectral Cage0.0 T3 lite [Unique] Arcane While equipped: dps ---------- Spell.pwr +10 (+4 eff.) Dmg.mod +15% cold Res.pen +10% cold ----- def ----- Resists +20% cold ---------- misc Light +5 Cooldown Chill of the Tomb -2 Release a will o' the wisp that will explode against your foes for 290 cold damage (based on your Magic). Uses 20 power out of 20/20 This ancient, weathered lantern glows with a pale blue light emanating from several ghostly forms trapped within. The metal is icy cold to the touch. |
alchemist's lamp1.0 T3 lite [Normal] While equipped: ---------- misc Light +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
nightwalker's alchemist's lamp of focus1.0 T3 lite [Ego+] Nature/Psionic While equipped: Stats +9 Wil dps ---------- Phys.crit +4.0% Crit.mult +13.00% Phys.pwr +5 (+2 eff.) Dmg.mod +8% mind ---------- misc Light +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
Blood-Runed Athame1.0 misc [Plot Item] An athame, covered in blood runes. It radiates power. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +4% blight Apr +5 Melee Ret 15 blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Bladed Rift2.0 T5 misc tool [Unique] Arcane/Psionic While equipped: dps ---------- Spell.pwr +10 (+4 eff.) Mind.pwr +10 (+3 eff.) Melee+ 25 phys.bleed Dmg.mod +5% physical +10% temporal Melee Ret 25 phys.bleed ----- def ----- Resists +15% temporal Animate Blade: Level 5.0 Pwr.cost 15 out of 25/25. Range 10 Travel.spd instantaneous Is a spell Description: Open a hole in space, summoning an animated blade for 10 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
Orb of Many Ways1.0 orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1)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. |
webbed elven-wood totem of thorny skin [power 56] (20 cooldown)2.0 T4 totem charm [Ego+] Nature While equipped: ---------- misc Talents +2 Lay Web Cooldown Lay Web -1 Harden the skin for 7 turns increasing armour by 56 and armour hardiness by 60% Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By Reecor the Cornac Temporal Warden level 30
62nd Pyre 123rd year of Ascendancy at 12:42 see stats
A different point of view
Learned the five chapters of Orc history through loremaster Hadak's tales.By Reecor the Cornac Temporal Warden level 23
52nd Regrowth 123rd year of Ascendancy at 19:42 see stats
Against all odds
Killed Ukruk in the ambush.By Reecor the Cornac Temporal Warden level 30
48th Pyre 123rd year of Ascendancy at 00:59 see stats
Arachnophobia
Destroyed the spydric menace.By Reecor the Cornac Temporal Warden level 34
13rd Dusk 123rd year of Ascendancy at 12:51 see stats
Are you out of your mind?!
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Reecor the Cornac Temporal Warden level 35
77th Dusk 123rd year of Ascendancy at 19:32 see stats
Brave new world
Went to the Far East and took part in the war.By Reecor the Cornac Temporal Warden level 33
10th Dusk 123rd year of Ascendancy at 11:12 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Reecor the Cornac Temporal Warden level 13
21st Dusk 122nd year of Ascendancy at 13:24 see stats
Destroyer's bane
Killed Golbug the Destroyer.By Reecor the Cornac Temporal Warden level 32
6th Dusk 123rd year of Ascendancy at 04:26 see stats
Exterminator
Killed 1000 creatures.By Reecor the Cornac Temporal Warden level 17
6th Haze 122nd year of Ascendancy at 14:23 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Reecor the Cornac Temporal Warden level 30
8th Mirth 123rd year of Ascendancy at 12:44 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Reecor the Cornac Temporal Warden level 23
52nd Regrowth 123rd year of Ascendancy at 15:40 see stats
Impossible Death
Got killed by your future self.By Reecor the Cornac Temporal Warden level 20
19th Haze 122nd year of Ascendancy at 03:26 see stats
Level 10
Got a character to level 10.By Reecor the Cornac Temporal Warden level 10
9th Mirth 122nd year of Ascendancy at 21:09 see stats
Level 20
Got a character to level 20.By Reecor the Cornac Temporal Warden level 20
18th Haze 122nd year of Ascendancy at 05:44 see stats
Level 30
Got a character to level 30.By Reecor the Cornac Temporal Warden level 30
47th Pyre 123rd year of Ascendancy at 23:39 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Reecor the Cornac Temporal Warden level 14
38th Dusk 122nd year of Ascendancy at 02:29 see stats
Sliders
Activated a portal using the Orb of Many Ways.By Reecor the Cornac Temporal Warden level 33
6th Dusk 123rd year of Ascendancy at 08:50 see stats
The Arena
Unlocked Arena mode.By Reecor the Cornac Temporal Warden level 10
3rd Summertide 122nd year of Ascendancy at 03:12 see stats
The Legend of Garkul
Learned the five chapters of the Legend of Garkul.By Reecor the Cornac Temporal Warden level 23
52nd Regrowth 123rd year of Ascendancy at 19:42 see stats
The secret city
Discovered the truth about mages.By Reecor the Cornac Temporal Warden level 30
6th Mirth 123rd year of Ascendancy at 16:37 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By Reecor the Cornac Temporal Warden level 21
67th Haze 122nd year of Ascendancy at 19:29 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Reecor the Cornac Temporal Warden level 29
47th Pyre 123rd year of Ascendancy at 23:19 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Reecor the Cornac Temporal Warden level 18
7th Haze 122nd year of Ascendancy at 10:53 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Reecor the Cornac Temporal Warden level 28
46th Pyre 123rd year of Ascendancy at 07:03 see stats
Wibbly Wobbly Timey Wimey Stuff
Killed the weaver queen and the temporal defiler.By Reecor the Cornac Temporal Warden level 4
77th Pyre 122nd year of Ascendancy at 12:18 see stats
Log
Reecor's temporal clone warps space-time to equip: Epoch's Curve
Hornet Stingers.
Reecor's temporal clone deactivates Contingency.
Temporal hound misses Overpowered greater multi-hued wyrm.
Overpowered greater multi-hued wyrm breathes ice!
Temporal hound has started to unravel.
Temporal hound slows down.
Temporal hound resists!
Reecor's temporal clone slows down.
Reecor's temporal clone is encased in ice!
Reecor slows down.
Reecor is encased in ice!
Overpowered greater multi-hued wyrm hits Something for 133 cold damage.
Overpowered greater multi-hued wyrm hits Temporal hound for 383 cold damage.
Overpowered greater multi-hued wyrm hits Reecor's temporal clone for 409 cold, (102 shared), (41 to ice) (511 total damage).
Overpowered greater multi-hued wyrm hits Reecor for 307 cold damage.
Burning from Overpowered greater multi-hued wyrm hits Temporal hound for 0 fire damage.
Reecor is free from the ice.
Reecor has recovered!
Reecor casts Time Stop.
Reecor has stopped time!
Reecor uses Infusion: Regeneration.
Reecor starts regenerating health quickly.
Reecor uses Relentless Pursuit.
Reecor speeds up.
Your summoned Reecor's temporal clone disappears.
Temporal hound misses Something.
Temporal hound loses sight!
Saving game...





































































































































