Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: More Experience with High(er) Level Enemy 1.5.5If your level is lower than the target's, you will get more experience. Deathknight 1.5.5Adds the Deathknight class. See forum thread for details. Store Restocker 1.5.5Inferno Race Pack 1.4.0Adds a collection of my races. 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:
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:
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: FlexSpec Respec Limitation Relaxer 1.5.5Everything is Unique 1.5.2Bite-Sized Update: You spawn at level 12, and can level up to a maximum of 200. Increase your rank as you slay your foes. You can see your kill counts and your rank experience in the quest log. Items Vault 1.5.0Donators/Buyers bonus! Generous Levels 1.5.5Is more generous with talents, types and stat points for each level gained. QuickTome: Resource Tweaks 1.3.1 Expanded Shop Inventory 1.3.0Significantly increases the number of items available for purchase in all shops, and allows some higher-quality items. Players can set the number of items with the new option appearing in the 'Game Options/Gameplay' tab. Midnight 1.5.0Adds two new shadowy Celestial classes. Now with a new starting zone: Save the Sunwall crops from a worm infestation. Currently there are nine new categories. It also grants Sun and Glyphs to Sun Paladin at 1.3 mastery. Mage Knight 1.5.5Adds the Mage Knight metaclass, and its six sub-classes. Forum discussion thread: http://forums.te4.org/viewtopic.php?f=50&t=48329 Phoenix Knight: Powerful warriors who blast their foes with solar fire while calling healing light upon their allies. Their solar fire attacks will strike as either fire or light damage, whichever will hit their target the hardest, and their potent healing and cleansing abilities make them tough opponents to bring down. Mind Knight: Psionic warriors who strengthen their mental abilities by tapping into their inner magic. Adept at telekinesis, telepathy, and teleportation, they are mobile scouts who can quickly get a lay of the land and sow chaos among their foes with physical and mental debilitations, or even outright compulsions. Storm Knight: Swift skirmishers who rely on extreme mobility and powerful lightning magic to strike their foes down and avoid reprisals. Extremely fast and difficult to pin down, they can cast entire enemy units into disarray with their wealth of area attacks. All mage knights can cast while they fight, but experienced storm knights are also able to fight while they move. Earth Knight: The heaviest of infantry, earth knights hammer their foes with physical and natural forces while shielding themselves with the power of the earth. Highly resilient in the face of any attack, earth knights provide a slow and steady offense supported by powerful gemstone shields and the endurance of a living mountain. Sea Knight: Healers first, fighters second, battle mages a somewhat distant third, while sea knights lack the raw offensive power of other mage knights, they make up for it with amazing personal defense and recovery abilities. And though their attacks may be individually weak, like the sea itself, they are able to wear down even the strongest defenses eventually, eroding their opponents away with gradually strengthening spells, making them terrors in a battle of attrition. Mana Knight: Experimenting pioneers who do amazing things with raw magical energy. They have the most conventional magical training of the mage knights, even if they sometimes put it to unconventional use. Their arcane attacks can overwhelm the powers of other spellcasters, and while they lack the scope of power of full-fledged archmages, they are masters of the fundamentals of the various arcane schools. QuickTome: Vault Tweaks 1.4.8This addon is part of the QuickTome addon set. This addon changes various vaults to be less annoying. Mostly, this means replacing some diggable walls with doors or empty space. CompatibilityThis addon OVERLOADS these files, and will not be compatible with other addons that touch them: Weight: 216047 Additional Randart Properties 1.5.5 Possessor Bonus Class 1.5.4Donators/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. The Ruined 1.5.3Adds the Ruined, an afflicted subclass. Ruined are spell casters that have been twisted by the curse. Better Item Description 1.5.5This 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 Odyssey of The Summoner 1.5.5This is a highly extensive "unofficial DLC" that takes the summonable creatures from the Summoner class and turns them into fully-talented, highly-comprehensive classes with their story and unique events.
Details: Expanded Details: Multi-Class Challenge + Randboss Rando Bundle 1.4.8Originally separate addons by Starkeep, I take no credit for his work and spliced these two addons only to see if I can do it, and so I can tweak some numbers without my save getting invalidated. Again, all credit for the main addon body all goes to StarKeep. I merely spliced the addon together for my amusement and convenience. Allows the player to pick multiple classes, as well as giving the option to spawn rares and randbosses, and control loot quality and spawn rate. Added a setting for the experience penalty from MultiClass Challenge. In order to activate this addon, go to your Game Options for a new tab. |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Ancient |
Class | Bulwark |
Level / Exp | 14 / 7% |
Size | medium |
Lifes / Deaths | Killed by Adowyn the copperhead snake at level 14 on the 7th Mirth 122nd year of Ascendancy at 08:02 4 / 2Killed by Hydra at level 14 on the 7th Mirth 122nd year of Ascendancy at 08:07 |
Primary Stats
Strength | 49 (base 39) |
Dexterity | 39 (base 24) |
Constitution | 63 (base 39) |
Magic | 18 (base 10) |
Willpower | 27 (base 10) |
Cunning | 35 (base 10) |
Resources
Life | 663/663 |
Stamina | 182/182 |
Healing Factor | 1.3412017167382 |
Regeneration | 4.9189203010801 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -66.666666666667% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 8 |
Infravision | 2 |
Offense: Mainhand
Damage | 83 |
Accuracy | 60 |
Crit Chance | 15% |
APR | 11 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 21 |
Crit Chance | 8% |
Speed | 1 |
Offense: Mind
Mindpower | 28 |
Crit Chance | 8% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +8% |
Temporal | +11% |
Darkness | +14% |
Arcane | +7% |
Fire | +8% |
All | +2% |
Offense: Damage Penetration
Lightning | +10% |
Light | +15% |
Physical | +19% |
Acid | +10% |
Nature | +20% |
Defense: Base
Armour (hardiness) | 42.585754871727 (100%) |
Defense | 22 |
Ranged Defense | 26 |
Fatigue | 22 |
Physical Save | 44 |
Spell Save | 24 |
Mental Save | 20 |
Defense: Resistances
Mind | + 1%( 85%) |
Acid | + 25%( 85%) |
Darkness | + 32%( 85%) |
Temporal | + 15%( 85%) |
Cold | + 24%( 85%) |
Physical | + 49%( 85%) |
Fire | + 15%( 85%) |
All | + 10%( 85%) |
Defense: Immunities
Pinning Resistance | 23% |
Bleed Resistance | 100% |
Instadeath Resistance | 100% |
Fear Resistance | 100% |
Disarm Resistance | 20% |
Poison Resistance | 100% |
Knockback Resistance | 21% |
Inscriptions (2/3)
Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 8 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 43.20 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 130 damage for 5 turns. |
Class Talents
Technique / Pugilism | 0.80 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Shield offense | 1.50 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Shield defense | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Generic Talents
Undead / Ancient | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.90 |
| 3/5 |
| 5/5 |
| 0/5 |
| 4/5 |
| 5/5 |
| 0/5 |
Effects
detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved Strength by +2. | done |
A compliation of all your achievements earnt. Heroic AchievementsYou are 23% of the way to your next Rank. You have killed: 29 Uniques 2 Bosses 0 Elite Bosses 0 Veterans 0 Heroics 0 Legends 0 Destroyers 0 Epics 0 Elders 0 Ancients 0 Immortals 0 Demigods | active |
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. | active |
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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
Equipment
Light source | brass lantern 'Bilesteel' brass lantern 'Bilesteel'2.0 T1 lite [Random Unique] Nature/Master While equipped: Stats +4 Wil dps ---------- Phys.crit +4.0% Crit.mult +11.00% Phys.pwr +6 (+2 eff.) Res.pen +10% acid +15% nature Melee Ret 12 acid ---------- misc Light +5 On Mind Hit: 5% Slime Spit 1 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 | Charwind (5 def, 3 armour) Charwind (5 def, 3 armour)2.0 T1 head armor [Random Unique] Nature/Master While equipped: Stats +3 Cun +7 Con dps ---------- Melee+ 8 fire Acc +5 (+1 eff.) On Melee Ret: * 11% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +3 Defense +5 (+3 eff.) Fatigue +1% Resists +6% fire Crit.dmg- 5.00% ---------- misc Infravis +2 A cap made of leather. |
On fingers | Morninggash the copper ring Morninggash the copper ring0.1 T1 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +5 Cun +5 Dex dps ---------- Dmg.mod +12% darkness +6% lightning Res.pen +10% lightning +15% light Acc +7 (+2 eff.) Melee Ret 12 light 4 lightning ----- def ----- Resists +24% darkness ---------- misc Light +3 Rings can have magical properties. |
On fingers | Mayasenor the Darkhack Mayasenor the Darkhack0.1 T1 ring jewelry [Rare] Master While equipped: Stats +2 Con dps ---------- Phys.pwr +4 (+1 eff.) Melee+ 4 darkness ----- def ----- Max.HP +61.00 Disarm- +20% Pinning- +23% Knockbk- +21% Rings can have magical properties. |
Around neck | Yvoratha the Glaretorrent Yvoratha the Glaretorrent0.1 T1 amulet jewelry [Random Unique] Nature While equipped: Stats +3 Con +3 Wil dps ---------- Dmg.mod +9% temporal On Hit (Melee): * 15% chance to blind ----- def ----- Resists +6% temporal ---------- misc Max.P.En +10.00 Max.N.En +10.00 Amulets can have magical properties. |
In main hand | flaming iron waraxe of massacre (18-25.2 power, 2 apr) flaming iron waraxe of massacre (18-25.2 power, 2 apr)3.0 T1 waraxe 1H weapon [Ego] Arcane/Master Power 18.0 - 25.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +2 Crit +3.5% Atk.spd 100% On Hit.r1 +5 fire One-handed war axes. |
On hands | Blazevein the iron gauntlets (0 def, 1 armour) Blazevein the iron gauntlets (0 def, 1 armour)1.5 T1 hands armor [Random Unique] Arcane/Master While equipped: Stats +3 Dex +3 Mag +3 Cun dps ---------- Melee+ 8 lightning Dmg.mod +5% arcane +6% fire Acc +6 (+1 eff.) Apr +6 ----- def ----- Armour +1 Unarmed combat: Power 10.0 - 14.0 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.1% dam / acc Acc +7 Apr +9 Crit +2.0% Atk.spd 125% Melee+ +6 arcane +16 fire On Hit.r1 +8 fire On Crit.r2 +7 arcane +8 lightning On Hit: 15% Perfect Strike 1 Steady Shot: Puts all charms on 20 cooldown Level 3.3 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 165% damage with a 27% 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. |
In off hand | iron shield 'Rootmortal' (4 def, 2 armour, 8-9.6 power, 19.5 block) iron shield 'Rootmortal' (4 def, 2 armour, 8-9.6 power, 19.5 block)7.0 T1 shield armor [Random Unique] Arcane/Master When used to Attack: Power 8.0 - 9.6 Physical Uses 100% Str Acc+ +2.5% procs dam / acc Crit +2.5% Block +20 On Hit: * reduce the cooldown of your ward talent by 1 While equipped: Stats +4 Cun +2 Con dps ---------- Dmg.mod +2% all Res.pen +5% nature On Hit (Melee): * Slows global speed by 30% ----- def ----- Armour +2 Defense +4 (+2 eff.) Rng.Def +4 (+2 eff.) Fatigue +6% Resists +17% acid ---------- misc Wards +2 lightning +2 temporal +2 blight +2 fire +2 cold Talents +1 Block +1 Ward Handheld deflection devices. |
Cloak | Cloak of Deception Cloak of Deception1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +5 (+3 eff.) Mind.pwr +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Main armor | Sepsisstreak (6 def, 12 armour) Sepsisstreak (6 def, 12 armour)17.0 T1 massive armor [Random Unique] Master While equipped: Stats +1 Str +3 Con dps ---------- Melee+ 8 nature Apr +3 Melee Ret 8 physical ----- def ----- Armour +12 Defense +6 (+3 eff.) Rng.Def +3 (+1 eff.) Fatigue +15% Resists +16% cold Phys.save +6 (+2 eff.) A suit of armour made of metal plates. |
Inventory
healing infusion of the warrior (heal 138) healing infusion of the warrior (heal 138)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 138 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength 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 10; power 15; dur 5) phase door rune (range 10; power 15; dur 5)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 7 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
copper ring copper ring0.1 T1 ring jewelry [Normal] Rings can have magical properties. |
copper ring of darkness (+20%) copper ring of darkness (+20%)0.1 T1 ring jewelry [Ego] Arcane While equipped: dps ---------- Dmg.mod +10% darkness ----- def ----- Resists +20% darkness Rings can have magical properties. |
elm magestaff 'Ce'Noda' (13-15.6 power, 2 apr, cold element) elm magestaff 'Ce'Noda' (13-15.6 power, 2 apr, cold element)5.0 T1 staff 2H weapon [Random Unique] Arcane/Nature Power 13.0 - 15.6 Physical Uses 80% Mag Acc+ +2.5% procs dam / acc Apr +2 Crit +2.5% Atk.spd 100% On Hit.r1 +4 blight On Crit.r2 +4 arcane While equipped: dps ---------- Spell.crit +1% Spell.pwr +6 (+3 eff.) Dmg.mod +13% cold Res.pen +5% arcane On Hit (Melee): * 6% chance to blind ----- def ----- Defense +6 (+3 eff.) Resists +9% arcane ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 54.84 light damage. Staves designed for wielders of magic, by the greats of the art. |
potent elm magestaff (13-15.6 power, 2 apr, arcane element) potent elm magestaff (13-15.6 power, 2 apr, arcane element)5.0 T1 staff 2H weapon [Ego] Arcane Power 13.0 - 15.6 Physical Uses 80% Mag Acc+ +2.5% procs dam / acc Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +5 (+3 eff.) Dmg.mod +13% arcane ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Betariwen the iron battleaxe (14.5-21.75 power, 1 apr) Betariwen the iron battleaxe (14.5-21.75 power, 1 apr)3.0 T1 battleaxe 2H weapon [Rare] Nature Power 14.5 - 21.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +1 Crit +4.5% Atk.spd 100% Phasing +30% Melee+ +10 nature +7 temporal While equipped: dps ---------- Phys.crit +5.0% Phys.pwr +2 (+1 eff.) ----- def ----- Resists +3% blight Massive two-handed battleaxes. |
Grinusin the iron battleaxe (15.5-23.25 power, 1 apr) Grinusin the iron battleaxe (15.5-23.25 power, 1 apr)3.0 T1 battleaxe 2H weapon [Rare] Nature Power 15.5 - 23.3 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +1 Crit +4.5% Atk.spd 100% Melee+ +9 nature +9 temporal While equipped: dps ---------- Mov.spd +20% Massive two-handed battleaxes. |
Strikesquall the iron battleaxe (13-19.5 power, 1 apr) Strikesquall the iron battleaxe (13-19.5 power, 1 apr)3.0 T1 battleaxe 2H weapon [Random Unique] Nature/Master Power 13.0 - 19.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +1 Crit +4.5% Atk.spd 100% Melee+ +7 temporal +10 nature On Hit: * Slows global speed by 40% While equipped: dps ---------- Melee+ 8 lightning 8 nature Dmg.mod +6% lightning Res.pen +9% physical Acc +10 (+2 eff.) Apr +9 On Hit (Melee): * 15% chance to daze at end of turn On Mind Hit: 5% Poisonous Spores 1 Massive two-handed battleaxes. |
Brightvein the iron greatmaul (16.5-24.75 power, 1 apr) Brightvein the iron greatmaul (16.5-24.75 power, 1 apr)5.0 T1 greatmaul 2H weapon [Random Unique] Nature Power 16.5 - 24.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +1 Crit +0.5% Atk.spd 100% Melee+ +10 temporal +10 nature On Hit: 5% Acidic Spray 1 On Hit: * 9% chance to corrode armour by 30% While equipped: dps ---------- Dmg.mod +18% mind +12% fire Res.pen +9% acid ----- def ----- HP.reg +1.26 ---------- misc Psi/m.crit +3.00 Massive two-handed mauls. |
Layynor (18.5-29.6 power, 1 apr) Layynor (18.5-29.6 power, 1 apr)3.0 T1 greatsword 2H weapon [Rare] Disrupt Power 18.5 - 29.6 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +1 Crit +2.5% Atk.spd 100% On Crit.r2 +4 mind On Hit: * 14 arcane resource burn While equipped: ---------- misc Equi/ret +0.12 Max.hate +4.00 Telepathy Demon/Minor Demon/Major Massive two-handed swords. |
iron greatsword of massacre (23-36.8 power, 1 apr) iron greatsword of massacre (23-36.8 power, 1 apr)3.0 T1 greatsword 2H weapon [Ego] Master Power 23.0 - 36.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +1 Crit +2.5% Atk.spd 100% Massive two-handed swords. |
Kheluhad the Torchbright (23.5-37.6 power, 2 apr) Kheluhad the Torchbright (23.5-37.6 power, 2 apr)3.0 T2 greatsword 2H weapon [Random Unique] Nature/Master Power 23.5 - 37.6 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.0% Atk.spd 100% Melee+ +12 nature +10 temporal On Crit.r2 +16 fire While equipped: dps ---------- Phys.crit +12.0% Crit.mult +17.00% Dmg.mod +3% acid Apr +10 Melee Ret 4 acid ----- def ----- Resists +12% fire Massive two-handed swords. |
River's Fury (23-32.2 power, 8 apr) River's Fury (23-32.2 power, 8 apr)3.0 T1 trident 2H weapon [Unique] Arcane Power 23.0 - 32.2 Physical Uses 120% Str Acc+ +0.1% dam / acc Apr +8 Crit +5.0% Atk.spd 100% Melee+ +15 cold While equipped: dps ---------- Spell.pwr +10 (+5 eff.) Mov.spd +10% Dmg.mod +10% cold Acc +10 (+2 eff.) ----- def ----- Resists +10% cold On Spell Hit: 20% Glacial Vapour 1 Tidal Wave: Level 1.0 Pwr.cost 80 out of 80/80. Range melee/personal Travel.spd instantaneous Is a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 6.29 cold damage and 6.29 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 4 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly hear the roar of a rushing river. |
Crackleraptor the iron longsword (13-18.2 power, 2 apr) Crackleraptor the iron longsword (13-18.2 power, 2 apr)3.0 T1 longsword 1H weapon [Random Unique] Nature/Psionic Power 13.0 - 18.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +2.5% Atk.spd 100% Melee+ +7 darkness Against +7% Living On Crit.r2 +8 lightning On Hit: 5% Firebeam 1 On Hit: * 40% chance to blind While equipped: dps ---------- Dmg.mod +6% lightning Res.pen +6% nature ----- def ----- Resists +4% all Sharp, long, and deadly. |
Drylin (11.5-16.1 power, 2 apr) Drylin (11.5-16.1 power, 2 apr)3.0 T1 mace 1H weapon [Rare] Nature Power 11.5 - 16.1 Acid Uses 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +2 Crit +0.5% Atk.spd 100% Melee+ +6 nature +6 temporal While equipped: Stats +3 Dex +1 Lck dps ---------- Dmg.mod +1% all Melee Ret 4 acid ---------- misc Telepathy Demon/Minor Demon/Major Blunt and deadly. |
iron mace 'Ebonywither' (19.5-27.3 power, 2 apr) iron mace 'Ebonywither' (19.5-27.3 power, 2 apr)3.0 T1 mace 1H weapon [Random Unique] Master/Psionic Power 19.5 - 27.3 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +2 Crit +0.5% Atk.spd 100% On Hit: * Projects up to 1 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) While equipped: dps ---------- Dmg.mod +9% darkness Melee Ret 8 fire ----- def ----- Resists +9% darkness +3% fire Stealth +10 Blunt and deadly. |
Lightningjeer the iron waraxe (11-15.4 power, 2 apr) Lightningjeer the iron waraxe (11-15.4 power, 2 apr)3.0 T1 waraxe 1H weapon [Random Unique] Arcane/Master Power 11.0 - 15.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +2 Crit +3.5% Atk.spd 100% Melee+ +7 lightning On Hit: * 25% chance for lightning to arc to a second target While equipped: Stats +1 Cun dps ---------- Dmg.mod +6% physical Res.pen +6% physical Apr +6 Melee Ret 4 mind ---------- misc Psi/ret +0.04 Max.hate +2.00 On Mind Hit: 5% Slime Spit 2 One-handed war axes. |
insidious iron waraxe (12-16.8 power, 2 apr) insidious iron waraxe (12-16.8 power, 2 apr)3.0 T1 waraxe 1H weapon [Ego] Nature Power 12.0 - 16.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +2 Crit +3.5% Atk.spd 100% Melee+ +11 insidious poison One-handed war axes. |
Brandknave (10-13 power, 5 apr) Brandknave (10-13 power, 5 apr)1.0 T1 dagger 1H weapon [Rare] Arcane Power 10.0 - 13.0 Physical Uses 45% Str, 45% Dex Acc+ +0.5% APR / acc Apr +5 Crit +4.0% Atk.spd 100% On Hit.r1 +13 fire While equipped: dps ---------- S.pwr/crit +2 Melee+ 4 blight Phasing +40% Sharp, short and deadly. |
Branolagund (9.5-12.35 power, 5 apr) Branolagund (9.5-12.35 power, 5 apr)1.0 T1 dagger 1H weapon [Random Unique] Nature/Psionic Power 9.5 - 12.4 Physical Uses 45% Str, 45% Dex Acc+ +0.5% APR / acc Apr +5 Crit +4.0% Atk.spd 100% Melee+ +6 nature +6 temporal On Hit: * 25% chance to put talents on cooldown While equipped: Stats +4 Mag +1 Wil +2 Lck dps ---------- Melee+ 8 physical Dmg.mod +6% physical ----- def ----- Max.HP +20.00 Sharp, short and deadly. |
Brenebers the Dimspire (2.5-2.75 power, 12 apr, mind damage) Brenebers the Dimspire (2.5-2.75 power, 12 apr, mind damage)3.0 T1 mindstar 1H weapon [Random Unique] Nature This natural frost should be returned to the wyrm. Power 2.5 - 2.8 Mind Uses 30% Wil, 10% Cun Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% On Hit.r1 +4 darkness While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) Dmg.mod +5% cold Res.pen +5% darkness +6% cold Melee Ret 5 ice 4 nature On Hit (Melee): * Slows global speed by 15% ----- def ----- Armour +6 Resists +5% cold Phys.save +3 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +3 (+2 eff.) Stealth +10 ---------- misc Equi/ret +0.70 On Nature Hit: 5% Slime Spit 1 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. |
gifted mossy mindstar of slime (2.5-2.75 power, 12 apr, mind damage) gifted mossy mindstar of slime (2.5-2.75 power, 12 apr, mind damage)3.0 T1 mindstar 1H weapon [Ego] Nature/Disrupt Power 2.5 - 2.8 Mind Uses 30% Wil, 10% Cun Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +5 (+3 eff.) Dmg.mod +2% nature On Melee Ret: * Slows global speed by 2% 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. |
rough leather sling 'Galesorrow' rough leather sling 'Galesorrow'4.0 T1 sling 1H weapon Reqs Shoot [Rare] Disrupt Acc+ +0.1% dam / acc Atk.spd 125% Range +6 On Hit.r1 +2 darkness While equipped: dps ---------- Dmg.mod +12% lightning Res.pen +15% lightning ----- def ----- Resists +8% acid +3% darkness +8% fire +11% lightning +8% cold Spell.save +6 (+3 eff.) Slings are used to hurl stones or metal shots at your foes. |
psychokinetic quiver of elm arrows of erosion (22/22, 14.5-20.3 power, 5 apr) psychokinetic quiver of elm arrows of erosion (22/22, 14.5-20.3 power, 5 apr)3.0 T1 arrow ammo [Ego] Nature/Psionic Power 14.5 - 20.3 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit / acc Apr +5 Crit +1.0% Capacity 22 Ranged+ +11 temporal +9 nature +27 physical On Hit: * 10% chance to knock the target back Arrows are used with bows to pierce your foes to death. |
Sileldayaba (13/13, 15.5-18.6 power, 1 apr) Sileldayaba (13/13, 15.5-18.6 power, 1 apr)3.0 T1 shot ammo [Random Unique] Arcane/Master Power 15.5 - 18.6 Physical Uses 50% Cun, 70% Dex Acc+ +0.1% dam / acc Apr +1 Crit +10.0% Capacity 13 Ranged+ +26 temporal On Hit: 5% Dust to Dust 1 On Hit: * 26% chance to gain 10% of a turn (3/turn limit) On Crit: * cripple the target Shots are used with slings to pummel your foes to death. |
deadly pouch of iron shots of erosion (21/21, 19-22.8 power, 1 apr) deadly pouch of iron shots of erosion (21/21, 19-22.8 power, 1 apr)3.0 T1 shot ammo [Ego] Nature/Master Power 19.0 - 22.8 Physical Uses 70% Dex, 50% Cun Acc+ +0.1% dam / acc Apr +1 Crit +4.0% Capacity 21 Ranged+ +5 nature +6 temporal Shots are used with slings to pummel your foes to death. |
Eilinynne (16/16, 18.5-22.2 power, 2 apr) Eilinynne (16/16, 18.5-22.2 power, 2 apr)3.0 T2 shot ammo [Random Unique] Psionic Power 18.5 - 22.2 Physical Uses 50% Cun, 70% Dex Acc+ +0.1% dam / acc Apr +2 Crit +4.5% Capacity 16 Ranged+ +8 mind +25 physical On Crit.r2 +4 mind On Hit: 10% Ravage 3 On Hit: * 25% chance to put talents on cooldown * 10% chance to knock the target back Shots are used with slings to pummel your foes to death. |
iron shield (4 def, 2 armour, 9.5-11.4 power, 20 block) iron shield (4 def, 2 armour, 9.5-11.4 power, 20 block)7.0 T1 shield armor [Normal] When used to Attack: Power 9.5 - 11.4 Physical Uses 100% Str Acc+ +2.5% procs dam / acc Crit +2.5% Block +20 While equipped: ----- def ----- Armour +2 Defense +4 (+2 eff.) Rng.Def +4 (+2 eff.) Fatigue +6% ---------- misc Talents +1 Block Handheld deflection devices. |
Loruroddavor the linen robe (0 def, 0 armour) Loruroddavor the linen robe (0 def, 0 armour)2.0 T1 cloth armor [Random Unique] Arcane/Nature While equipped: Stats +1 Mag dps ---------- Melee+ 4 mind Dmg.mod +12% acid +7% temporal +3% mind +19% physical Res.pen +6% physical +7% temporal Melee Ret 8 mind ----- def ----- Resists +18% acid +11% physical +3% mind Anom.red +8 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe 'Salarin' (0 def, 0 armour) linen robe 'Salarin' (0 def, 0 armour)2.0 T1 cloth armor [Random Unique] Arcane/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +3 (+2 eff.) Dmg.mod +16% temporal Res.pen +10% temporal Melee Ret 4 temporal ----- def ----- Resists +19% temporal Mind.save +17 (+9 eff.) Anom.red +10 Def/telep +5 Res/telep +5% Dur/telep +5% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Rootpulverizer (0 def, 0 armour) Rootpulverizer (0 def, 0 armour)2.0 T2 cloth armor [Random Unique] Arcane/Psionic While equipped: Stats +3 Cun dps ---------- Crit.mult +12.00% Dmg.mod +10% temporal Res.pen +15% mind Melee Ret 12 nature ----- def ----- Resists +10% temporal ---------- misc Hate/m.crit +3.00 Psi/m.crit +1.00 On Mind Hit: 5% Flamespit 1 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Arira the Glimmerobsidian (1 def, 8 armour) Arira the Glimmerobsidian (1 def, 8 armour)9.0 T1 light armor [Random Unique] Nature/Master While equipped: dps ---------- Melee Ret 4 light ----- def ----- Armour +8 Defense +1 (+1 eff.) Fatigue +6% Resists +3% mind +23% fire Max.HP +33.00 HP.reg +3.60 Heal.mod +12% Def/telep +15 Res/telep +15% Dur/telep +15% A suit of armour made of leather. |
Ashrock (9 def, 9 armour) Ashrock (9 def, 9 armour)9.0 T2 light armor [Random Unique] Arcane/Psionic While equipped: Stats +3 Cun dps ---------- Melee+ 4 blight 4 fire Res.pen +20% blight Melee Ret 12 blight ----- def ----- Armour +9 Defense +9 (+5 eff.) Fatigue +7% Resists +9% blight +19% temporal +3% fire Mind.save +12 (+6 eff.) A suit of armour made of leather. |
iron mail armour (2 def, 4 armour) iron mail armour (2 def, 4 armour)14.0 T1 heavy armor [Normal] While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
spiked iron mail armour of cold resistance (2 def, 4 armour) spiked iron mail armour of cold resistance (2 def, 4 armour)14.0 T1 heavy armor [Ego] Master While equipped: dps ---------- Melee Ret 11 physical ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Resists +16% cold A suit of armour made of mail. |
Delaregosta the iron plate armour (9 def, 13 armour) Delaregosta the iron plate armour (9 def, 13 armour)17.0 T1 massive armor [Random Unique] Nature/Psionic While equipped: Stats +4 Str +2 Con dps ---------- Melee+ 8 physical Res.pen +5% acid ----- def ----- Armour +13 Defense +9 (+5 eff.) Rng.Def +6 (+3 eff.) Fatigue +20% Resists +7% acid +6% physical +6% cold +6% fire +6% mind +6% lightning Mind.save +12 (+6 eff.) Heal.mod +15% Disarm- +22% Stun/Frz- +22% Knockbk- +23% ---------- misc Cooldown Rush -5 A suit of armour made of metal plates. |
kruk cloak (2 def, 0 armour) kruk cloak (2 def, 0 armour)2.0 T1 cloak armor [Unique] While equipped: ----- def ----- Defense +2 (+1 eff.) A stylish kruk-style cloak, to look awesome. |
Beludar (3 def, 3 armour) Beludar (3 def, 3 armour)3.0 T1 feet armor [Rare] Master While equipped: Stats +5 Str dps ---------- Res.pen +3% all ----- def ----- Armour +3 Defense +3 (+2 eff.) Rng.Def +2 (+1 eff.) Fatigue +2% ---------- misc Masteries +0.10 Technique/Warcries Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Sludgegrip (0 def, 0 armour) Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Unarmed combat: Power 7.0 - 7.7 Physical Uses 40% Dex, 40% Str, 40% 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. |
rough leather gloves of magic (+2) (0 def, 1 armour) rough leather gloves of magic (+2) (0 def, 1 armour)1.0 T1 hands armor [Ego] Arcane While equipped: Stats +2 Mag dps ---------- Dmg.mod +3% arcane ----- def ----- Armour +1 Unarmed combat: Power 7.5 - 8.3 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit / acc Apr +1 Crit +1.0% Atk.spd 167% Melee+ +6 arcane On Crit.r2 +5 arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
linen wizard hat 'Zizilarath' (1 def, 0 armour) linen wizard hat 'Zizilarath' (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +10% acid +6% arcane Res.pen +25% temporal ----- def ----- Defense +1 (+1 eff.) Resists +15% acid +3% temporal A pointy cloth hat, very wizardly... |
Gorotar (0 def, 1 armour) Gorotar (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: dps ---------- On Hit (Melee): * Slows global speed by 15% * 10 arcane resource burn ----- def ----- Armour +1 Fatigue +1% Resists +6% fire +3% nature +5% cold ---------- misc Hate/m.crit +2.00 On Mind Hit: 5% Mana Clash 1 A cap made of leather. |
iron helm 'Blastire' (0 def, 3 armour) iron helm 'Blastire' (0 def, 3 armour)3.0 T1 head armor [Random Unique] Master/Psionic While equipped: Stats +3 Dex +3 Wil +6 Cun dps ---------- Mind.pwr +4 (+2 eff.) Melee+ 4 lightning Dmg.mod +12% lightning Res.pen +5% lightning Apr +5 Melee Ret 12 mind 12 lightning On Hit (Melee): * 15% chance to daze at end of turn ----- def ----- Armour +3 Fatigue +5% Resists +6% mind A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
prismatic iron helm of constitution (+2) (0 def, 3 armour) prismatic iron helm of constitution (+2) (0 def, 3 armour)3.0 T1 head armor [Ego] Nature/Master While equipped: Stats +2 Con ----- def ----- Armour +3 Fatigue +5% Resists +10% light +11% darkness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
stabilizing iron helm (0 def, 3 armour) stabilizing iron helm (0 def, 3 armour)3.0 T1 head armor [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue +5% Phys.save +11 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
4 agate 4 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. |
spinel spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 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. |
citrine 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. |
3 zircon 3 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. |
120 alchemist agate 120 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 lantern 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. |
brass lantern 'Duvitir' brass lantern 'Duvitir'2.0 T1 lite [Random Unique] Nature/Master While equipped: Stats +4 Wil +1 Mag dps ---------- Phys.crit +4.0% Crit.mult +11.00% Phys.pwr +6 (+2 eff.) Melee+ 20 blight 16 mind Res.pen +10% mind ---------- misc Mana/s.crit +1.00 Light +5 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. |
Eilinetta the iron pickaxe (dig speed 9 turns) Eilinetta the iron pickaxe (dig speed 9 turns)3.0 T1 digger tool [Random Unique] Master/Psionic While equipped: Stats +1 Str +1 Dex dps ---------- Phys.pwr +4 (+1 eff.) Dmg.mod +6% mind +6% fire ----- def ----- Armour +4 Resists +1% physical Phys.save +22 (+7 eff.) Mind.save +6 (+3 eff.) Max.HP +23.00 ---------- misc Max.stam +16.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner's iron pickaxe (dig speed 31 turns) miner's iron pickaxe (dig speed 31 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Transmogrification Chest 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) 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. |
Blazepiety [power 9] (6 cooldown) Blazepiety [power 9] (6 cooldown)2.0 T1 wand charm [Random Unique] Arcane While equipped: Stats +1 Str dps ---------- Phys.crit +2.0% Apr +2 Melee Ret 4 physical ----- def ----- Armour +4 Resists +3% physical ---------- misc Light +1 Reveal the area around you, dispelling darkness (radius 9, power 42 based on Magic), and detect the presence of nearby creatures for 3 turns Puts all charms on 6 cooldown 100% to regenerate 1 negative energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Voriba [power 9] (6 cooldown) Voriba [power 9] (6 cooldown)2.0 T1 wand charm [Random Unique] Arcane While equipped: dps ---------- Crit.mult +3.00% Dmg.mod +9% physical Acc +2 (+0 eff.) Melee Ret 4 temporal ----- def ----- Anom.red +15 HP.reg +0.40 ---------- misc Max.vim +7.00 Talents +2 Void Blast Reveal the area around you, dispelling darkness (radius 9, power 42 based on Magic), and detect the presence of nearby creatures for 3 turns Puts all charms on 6 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
elm wand of conjuration 'Issusaleg' [power 91] (10 cooldown) elm wand of conjuration 'Issusaleg' [power 91] (10 cooldown)2.0 T1 wand charm [Random Unique] Arcane While equipped: ----- def ----- Resists +12% light +1% all Poison- +5% Fire a bolt of a random element with (base) damage 46 to 91 Puts all charms on 10 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
quick elm wand of conjuration [power 73] (8 cooldown) quick elm wand of conjuration [power 73] (8 cooldown)2.0 T1 wand charm [Ego] Arcane Fire a bolt of a random element with (base) damage 36 to 73 Puts all charms on 8 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Hydra the Ancient Bulwark level 10
74th Pyre 122nd year of Ascendancy at 11:00 see stats
Log
Emelevea the forest troll casts Searing Bolt.
Emelevea the forest troll hits Hydra for 56 lightning damage.
Adowyn the copperhead snake shoots!
Adowyn the copperhead snake's Shoot misses Hydra.
Adowyn the copperhead snake's Shoot hits Hydra for 3 cold, 7 lightning (10 total damage).
Arcane Vortex from Adowyn the copperhead snake hits Hydra for 15 arcane damage.
Hydra uses Repulsion.
Emelevea the forest troll resists the knockback!
Hydra hits Emelevea the forest troll for 86 physical, 16 lightning, 9 darkness, 25 fire, 16 nature (151 total damage).
Hydra hits Degenerated skeleton warrior for 83 physical, 16 lightning, 9 darkness (108 total damage).
Adowyn the copperhead snake shoots!
Hydra killed Degenerated skeleton warrior!
Adowyn the copperhead snake's Shoot hits Hydra for 7 lightning damage.
Adowyn the copperhead snake's Shoot hits Hydra for 3 cold, 7 lightning (10 total damage).
Adowyn the copperhead snake's Shoot hits Emelevea the forest troll for 33 arcane damage.
Hydra the level 14 ancient bulwark was amped to death by Adowyn the copperhead snake on level 3 of Trollmire.
You have 4 life(s) left.
The illusion covering Hydra disappears.
Hydra is no longer weakened.
Hydra is free from the arcane vortex.
Hydra deactivates Shield Wall.
Hydra's Shield Wall has been deactivated!
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Adowyn the copperhead snake's Shoot killed Hydra!
Saving done.
Saving game...