









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Store Wish List 1.6.0Allows you to keep notes about things you'd like to buy in various stores in the future, and pops up reminders when you can afford them. Press Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Passive Cooldowns 1.6.0A tweak to the Minimalist UI to show the effect cooldowns of various passive talents and prodigies with triggered effects in the buffs area. Affected talents in the base module:
Affected talents from the Embers of Rage DLC:
Affected talents from the Ashes of Urh'Rok DLC:
Affected talents from the Forbidden Cults DLC:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Items Vault 1.6.0Donators/Buyers bonus! Embers Races for Maj'Eyal Campaign 1.4.4Adds Embers of Rage races for use in the Maj'Eyal Campaign. Currently they all start in the Trollmire, Allied faction, with the default Human quest. Suggestions for that stuff is welcome. DarkGod pretty much showed me how to do this, so thank you! Yeti/Whitehoof will be locked unless you've unlocked them in the Embers of Rage DLC. I'm still new at this, so let me know if there are any issues and I'll try to sort them out. V1.0.1 is up, I wasn't paying attention when I did it through TOME so I just got rid of the old version. This version should hopefully add in the random escort quests for the three races, since they weren't defined before. Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Ashes of Urh'Rok 1.6.7Official 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:
Enhanced Object Compare 1.6.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Embers of Rage 1.6.7Official 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:
Forbidden Cults 1.6.7Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Better Item Description 1.6.6This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.6.6Donators/Buyers bonus! Plenum Tooltip Custom Edit 1.6.0Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Maj'Eyal Whitehoof |
| Class | Archmage (Technomancer) |
| Level / Exp | 34 / 65% |
| Size | medium |
| Lifes / Deaths | Killed by Mayulema the gigantic corrosive tunneler at level 18 on the 50th Haze 122nd year of Ascendancy at 19:05 0 / 7Killed by Mayulema the gigantic corrosive tunneler at level 18 on the 51st Haze 122nd year of Ascendancy at 01:32 Killed by Lisassra the black mamba at level 20 on the 59th Haze 122nd year of Ascendancy at 06:16 Killed by Emutta the treant at level 23 on the 78th Haze 122nd year of Ascendancy at 03:51 Killed by Emutta the treant at level 23 on the 78th Haze 122nd year of Ascendancy at 05:49 Killed by Betaba the corrupted dendritic hemospinner at level 30 on the 11st Pyre 123rd year of Ascendancy at 23:02 Killed by Glorevena the skeleton archer at level 34 on the 9th Mirth 123rd year of Ascendancy at 08:38 |
Primary Stats
| Strength | 41 (base 10) |
| Dexterity | 21 (base 10) |
| Constitution | 22 (base 10) |
| Magic | 121 (base 60) |
| Willpower | 85 (base 58) |
| Cunning | 30 (base 11) |
Resources
| Life | -42/686 |
| Mana | 388/600 |
| Steam | 100/100 |
| Healing Factor | 1.09375 |
| Regeneration | 0.2734375 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +55.85179503776% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| See Stealth | 10 |
| See Invisible | 13 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 50 |
| Accuracy | 15 |
| Crit Chance | 10% |
| APR | 14 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 94 |
| Crit Chance | 23% |
| Speed | 1 |
| Cooldown Reduction | 10 |
Offense: Mind
| Mindpower | 43 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +77% |
| Nature | +6% |
| Fire | +13% |
| Arcane | +12% |
| Mind | +12% |
| All | +3% |
Offense: Damage Penetration
| Lightning | +25% |
| Light | +10% |
| Mind | +5% |
Defense: Base
| Armour (hardiness) | 32 (30%) |
| Defense | 45 |
| Ranged Defense | 57 |
| Fatigue | 0 |
| Physical Save | 27 |
| Spell Save | 50 |
| Mental Save | 45 |
Defense: Resistances
| Blight | + 36%( 70%) |
| Physical | + 28%( 70%) |
| Cold | + 42%( 70%) |
| All | + 23%( 70%) |
| Lightning | + 70%( 70%) |
| Light | + 30%( 70%) |
| Temporal | + 25%( 70%) |
| Fire | + 29%( 70%) |
| Nature | + 32%( 70%) |
Defense: Immunities
| Stun Resistance | 96% |
| Confusion Resistance | 14% |
| Poison Resistance | 100% |
| Blind Resistance | 31% |
| Silence Resistance | 81% |
| Bleed Resistance | 100% |
| Pinning Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 0% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 786 damage for 4 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 91 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1519% for 10 turns (117 total) and instantly restoring 76 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 99 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. |
Class Talents
| Spell / Occult technomancy | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Storm | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 3/5 |
| Spell / Air | 1.30 |
| 3/5 |
| 2/5 |
| 4/5 |
| 4/5 |
| Spell / Arcane | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Phantasm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Temporal | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.00 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Aegis | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 2/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Spell / Divination | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Whitehooves | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
| talent | Thunderstorm |
| talent | Shielding |
| talent | Arcane Shield |
| talent | Feather Wind |
| detrimental effect | The target is on fire, taking 92.98 fire damage per turn. Burning |
| beneficial effect | The target's spellpower has been increased by 8. Spellsurge |
| beneficial effect | Improves senses, allowing the detection of unseen things. Sensing |
| beneficial effect | You have 1 charges. Death Momentum |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
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. | active |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Daikara. Escort: lost sun paladin (level 1 of Daikara)As a reward you improved Magic by +5. | done |
You failed to protect the lost sun paladin from death by skeleton warrior. Escort: lost sun paladin (level 2 of Daikara) | failed |
You failed to protect the lost sun paladin from death by Elamina the black crystal. Escort: lost sun paladin (level 2 of Old Forest) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Norgos Lair. Escort: repented thief (level 2 of Norgos Lair)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Old Forest. Escort: worried loremaster (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | 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. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed orc heart. * You've found the needed wretchling eyeball. * You've found the needed naga tongue. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * You've found the needed sandworm tooth. * You've found the needed ice wyrm tooth. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed green worm. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * You've found the needed bear paw. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' | 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! | active |
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 within16 lumberjacks have died. | done |
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! | 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 | Steam Powered Boots (8 def, 15 armour)3.0 T5 feet armor [Unique] Steamtech The more steam the better! While equipped: Stats +8 Str +10 Dex dps ---------- Dmg.mod +10% fire ----- def ----- Armour +15 Defense +8 (+3 eff.) Fatigue +8% Pinning- +50% Generate 3 steam each time you walk. Boots. But with steam power! |
| Light source | alchemist's lamp 'Blizzardsquall'1.0 T3 lite [Rare] Master While equipped: dps ---------- Dmg.mod +9% mind Res.pen +5% mind Melee Ret 4 cold ----- def ----- Resists +3% cold Blind- +31% Confus- +14% ---------- misc Equi/ret +0.32 Psi/ret +0.04 Light +8 See.Stealth +10 See.Invis +10 Track: Puts all charms on 40 cooldown Level 5.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 32 for 8 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | dwarven-steel helm 'Rainseam' (0 def, 4 armour) 3.0 T3 head armor [Random Unique] Master While equipped: Stats +10 Cun +9 Wil dps ---------- Dmg.mod +3% nature On Hit (Melee): * 20% chance to slow global speed by 54% ----- def ----- Armour +4 Fatigue +4% Resists +3% temporal +17% blight +8% fire +12% nature +7% cold Mind.save +31 (+10 eff.) ---------- misc Infravis +0 Sight +0 See.Stealth +0 See.Invis +0 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Shocktorrent (dig speed 29 turns)3.0 T1 digger tool [Rare] Arcane While equipped: Stats +1 Str dps ---------- Apr +3 ----- def ----- Armour +4 Defense +15 (+5 eff.) Resists +6% lightning ---------- misc Stam/turn +1.00 Spell.cld 10% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Wheel of Fate0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +7 Str +2 Dex +13 Mag +6 Wil +6 Con dps ---------- Phys.pwr +9 (+4 eff.) Spell.pwr +9 (+2 eff.) Res.pen +10% light ----- def ----- Silence- +31% ---------- misc Mana/turn +0.27 Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
| On fingers | Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-2 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 92.28 You won the Ring of Blood trial, and this is your reward. |
| Around waist | Nimbusrune 1.0 T3 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +9% lightning Res.pen +10% lightning On Hit (Melee): * 20% chance to slow global speed by 54% ----- def ----- Defense +10 (+4 eff.) Resists +9% light +15% cold Proj.slow +25% Max.HP +36.00 A belt that goes around your waist. |
| In main hand | yew vilestaff 'Emann' (120% power, 4 apr, lightning element)5.0 T3 staff 2H weapon [Random Unique] Arcane Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +2 Str +3 Mag +2 Cun +4 Con dps ---------- Spell.crit +11% Crit.mult +12.00% Spell.pwr +14 (+3 eff.) Dmg.mod +20% lightning +9% arcane Phasing +12% ----- def ----- Defense +15 (+5 eff.) Crit.dmg- 15.00% Shield.pwr +10% ---------- misc N.En/turn +0.20 Vim/s.crit +5.00 Max.vim +31.00 Max.N.En +28.00 See.Invis +3 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | Storm Bringer's Gauntlets (0 def, 5 armour)1.5 T3 hands armor [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +5% Crit.mult +20.00% Spell.pwr +12 (+3 eff.) Dmg.mod +20% lightning ----- def ----- Armour +5 Resists +15% lightning Unarmed combat: Power 126% Range: 1.4x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +10 Crit +4.0% Atk.spd 83% Melee+ +20 lightning On Hit: 20% Chain Lightning 3 On Hit: 15% Nova 2 On Spell Hit: 10% Lightning 1 This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
| Main armor | The Calm (15 def, 0 armour) 2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +10 Mag +8 Wil +6 Cun dps ---------- Spell.pwr +20 (+4 eff.) Mov.spd +10% Dmg.mod +25% lightning Res.pen +15% lightning ----- def ----- Defense +15 (+5 eff.) Resists +20% lightning +13% all Proj.slow +15% ---------- misc Talents +5 Arcane Dynamo Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze. This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary. |
| Cloak | spellcowled linen cloak of the guardian (7 def, 4 armour) 2.0 T1 cloak armor [Ego++] Arcane/Master While equipped: Stats +2 Mag +2 Wil ----- def ----- Armour +4 Defense +7 (+3 eff.) Resists +30% lightning Phys.save +12 (+6 eff.) Spell.save +18 (+6 eff.) Mind.save +12 (+4 eff.) Stun/Frz- +50% ---------- misc Max.mana +44.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Khelenarizor the copper amulet0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +5 Wil dps ---------- Spell.pwr +30 (+6 eff.) S.pwr/crit +4 ----- def ----- Resists +7% physical Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Stam/turn +0.30 Amulets can have magical properties. |
Inventory
medical injector implant of the sneak (efficiency 126% / cooldown 51%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 126% efficiency and cooldown mod of 51%. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
heroism infusion of the psychic (die at -574; dur 7; cd 29)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 29 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -574 life. The duration and life will increase by 1% for every 1% life you have lost (currently 1183 life, 14 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the psychic (res 32%; mental; dur 4; cd 14)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 32% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Mirror Image Rune (dur 6; cd 24)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of Dissipation ( )0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the sneak (range 5; phase 14; cd 11)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 5 Cooldown 10 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 14%, your defense is increased by 14 and all your resistances by 14%. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
manasurge rune of the duelist (regen 975% over 10 turns; mana 49; cd 12)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 975% for 10 turns (75 total) and instantly restoring 49 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shatter afflictions rune of the duelist (absorb 154; cd 12)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 154 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shatter afflictions rune of the duelist (absorb 75; cd 16)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 75 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shatter afflictions rune of the psychic (absorb 212; cd 16)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 212 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shielding rune of the wizard (absorb 755; dur 5; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 16 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 755 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
stormshield rune of the psychic (threshold 2; blocks 4; dur 4; cd 16)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 2 up to 4 times. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune of the sneak (range 78; cd 10)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 78 with a minimum range of 15. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune of the wizard (range 177; cd 16)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 177 with a minimum range of 15. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Acid Groove0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Antimagic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Armour Reinforcement0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Back Support0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Deflection Field0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Fungal Web0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Grounding Strap0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Hand Cannon0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Healing Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Incendiary Groove0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Iron Grip0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Itching Powder0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Kinetic Stabiliser0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Mental Stimulator0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Moss Tread0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rocket Boots0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rustproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Saw Projector0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Shocking Touch0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Spring Grapple0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Steamgun0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Steamsaw0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Thunder Grenade0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Thunderclap Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Unstoppable Force Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Viral Needlegun0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Voltaic Sentry0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Voltaic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Water Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Waterproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Bogar the Gleamblast0.1 T3 amulet jewelry [Rare] Master While equipped: dps ---------- On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Fatigue -8% Resists +15% temporal +12% light +12% darkness HP.reg +3.00 Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Light +3 Amulets can have magical properties. |
Earthen Beads0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Affinity +15% nature HP.reg +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 236 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
Eleniharadig0.1 T3 amulet jewelry [Rare] Psionic While equipped: Stats +3 Wil dps ---------- Mind.pwr +6 (+2 eff.) ----- def ----- Defense +25 (+9 eff.) Resists +3% fire Phys.save +3 (+1 eff.) Mind.save +17 (+6 eff.) Confus- +11% Stun/Frz- +20% Amulets can have magical properties. |
Spellblaze Echoes0.1 T4 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +6% Spell.pwr +8 (+2 eff.) S.pwr/crit +15 ----- def ----- Armour +6 Defense +6 (+2 eff.) Unleash a destructive wail, destroying terrain and dealing 631.39 physical damage (based on Magic) in a radius of 3. Uses 60 power out of 60/60 This ancient charm still retains a distant echo of the destruction wrought by the Spellblaze |
The Far-Hand0.1 T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con ----- def ----- Teleport- +100% Teleport: Level 5.2 Pwr.cost 36 out of 36/36. Range 10 Travel.spd instantaneous Is a spell Description: Teleports you randomly within a large range (194). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
Uliruiblek0.1 T3 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +3 Mag +1 Wil +1 Cun +7 Lck dps ---------- Phys.pwr +7 (+3 eff.) Phys.spd +10% Dmg.mod +5% physical Phasing +20% Acc +9 (+6 eff.) ----- def ----- Defense +10 (+4 eff.) Resists +17% fire +10% cold Unseen.red 16% ---------- misc Mana/turn +0.04 Max.psi +30.00 Amulets can have magical properties. |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
clarifying steel amulet of mastery (0.10 Spell / Fire)0.1 T2 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +13% mind Confus- +20% ---------- misc Masteries +0.10 Spell/Fire Amulets can have magical properties. |
warrior's copper amulet of mastery (0.11 Spell / Air)0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +6% physical ---------- misc Stam/turn +0.20 Masteries +0.11 Spell/Air Amulets can have magical properties. |
Balosamnir the Dawnwrack0.1 T2 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +13% lightning Melee Ret 4 light ----- def ----- Defense +30 (+10 eff.) Resists +26% lightning +5% arcane +15% nature HP.reg +4.00 Pinning- +20% Stun/Frz- +20% Rings can have magical properties. |
Betodatha the steel ring0.1 T2 ring jewelry [Random Unique] Master While equipped: Stats +10 Cun +10 Dex dps ---------- Acc +12 (+8 eff.) On Hit (Melee): * 20% chance to slow global speed by 54% ----- def ----- Resists +3% light +6% cold Max.HP +22.00 Disarm- +20% Pinning- +25% Knockbk- +20% Rings can have magical properties. |
Deepshacker the stralite ring0.1 T4 ring jewelry [Rare] Master While equipped: Stats +5 Str +3 Mag +3 Con dps ---------- Dmg.mod +15% darkness Res.pen +25% darkness +25% arcane ----- def ----- Resists +5% arcane HP.reg +8.00 Stun/Frz- +44% ---------- misc Light +3 Rings can have magical properties. |
Umbrapython0.1 T2 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +3% darkness Res.pen +25% darkness +25% light ----- def ----- Resists +9% darkness Max.HP +26.00 Disarm- +25% Pinning- +26% Knockbk- +24% ---------- misc Light +1 Rings can have magical properties. |
Xerywyn the Coalsting0.1 T1 ring jewelry [Rare] Arcane While equipped: Stats +7 Mag +2 Wil dps ---------- Spell.crit +4% Crit.mult +10.00% Dmg.mod +12% darkness Res.pen +10% darkness Melee Ret 4 arcane ----- def ----- Resists +24% darkness Rings can have magical properties. |
copper ring of pilfering0.1 T1 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +9 (+6 eff.) Apr +7 ----- def ----- Defense +8 (+3 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
pixie's steel ring of clarity0.1 T2 ring jewelry [Ego+] Arcane/Psionic While equipped: Stats +3 Cun +4 Mag dps ---------- Spell.pwr +8 (+2 eff.) ----- def ----- Mind.save +5 (+2 eff.) Confus- +24% Rings can have magical properties. |
psionicist's copper ring0.1 T1 ring jewelry [Ego] Psionic While equipped: Stats +3 Wil ----- def ----- Mind.save +6 (+2 eff.) Rings can have magical properties. |
rogue's copper ring of clarity0.1 T1 ring jewelry [Ego] Master/Psionic While equipped: Stats +2 Cun ----- def ----- Defense +4 (+2 eff.) Mind.save +5 (+2 eff.) Confus- +20% Rings can have magical properties. |
rogue's copper ring of frost (+20%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Cun dps ---------- Dmg.mod +10% cold ----- def ----- Defense +6 (+2 eff.) Resists +20% cold Rings can have magical properties. |
rogue's copper ring of tenacity0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Cun ----- def ----- Defense +4 (+2 eff.) Max.HP +22.00 Disarm- +20% Pinning- +21% Knockbk- +21% Rings can have magical properties. |
rogue's steel ring of frost (+24%)0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +4 Cun dps ---------- Dmg.mod +12% cold ----- def ----- Defense +8 (+3 eff.) Resists +24% cold Rings can have magical properties. |
savage's steel ring of misery0.1 T2 ring jewelry [Ego++] Master/Psionic While equipped: Stats +4 Cun +1 Con dps ---------- Melee+ 11 physical Ranged+ 11 physical On Hit (Melee): * 12% chance to reduce all saves and defense by 27 On Hit (Ranged): * 11% chance to reduce all saves and defense by 27 ----- def ----- Spell.save +12 (+4 eff.) ---------- misc Hate/m.crit +2.00 Max.stam +12.00 Max.hate +7.00 Bleeding Edge: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings can have magical properties. |
steel ring of perseverance0.1 T2 ring jewelry [Ego] Master While equipped: ----- def ----- HP.reg +1.00 Stun/Frz- +24% Rings can have magical properties. |
titan's copper ring of tenacity0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+3 eff.) Max.HP +21.00 Disarm- +20% Pinning- +21% Knockbk- +20% Rings can have magical properties. |
Stormfront (136% power, 15 apr)3.0 T2 battleaxe 2H weapon [Unique] Nature Power 137% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +15 Crit +5.0% Atk.spd 100% Melee+ +15 lightning +15 cold On Crit: * inflicts either shocked or wet, chosen at random While equipped: dps ---------- Dmg.mod +12% lightning +12% cold The blade glows faintly blue, and reflects a sky full of stormy clouds. |
Dagger of the Past (129% power, 20 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Unique] Arcane Potentially it would go with a sword in the future. Power 129% Range: 1.3x Uses 50% Mag, 50% Dex Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +20 Crit +20.0% Atk.spd 111% Melee+ +5 temporal Dmg.conv 30% temporal While equipped: dps ---------- Mov.spd +20% Dmg.mod +5% temporal ----- def ----- Defense +10 (+4 eff.) Spell.save +10 (+3 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. |
Spellblaze Shard (120% power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Arcane Power 121% Range: 1.3x Uses 45% Str, 45% Dex Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +10 Crit +12.0% Atk.spd 100% HP.leech +6% Melee+ +20 blight +20 fire While equipped: Stats +5 Mag ----- def ----- Resists +10% blight +10% fire ---------- misc Talents +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
Unrosastir the steel dagger (103% power, 6 apr)1.0 T2 dagger 1H weapon [Random Unique] Arcane/Psionic Power 104% Range: 1.3x Uses 45% Dex, 45% Str Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Phasing +20% Melee+ +8 temporal On Hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) * 25% chance for lightning to strike from the target to a second target dealing 143 damage While equipped: Stats +2 Wil ----- def ----- Resists +7% temporal ---------- misc Max.mana +60.00 Max.vim +10.00 Sharp, short and deadly. |
Colaryem (159% power, 12 apr)3.0 T3 greatsword 2H weapon [Unique] Arcane Power 160% Range: 1.6x Uses 130% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +12 Crit +11.0% Atk.spd 50% While equipped: Stats +7 Dex dps ---------- Mov.spd +10% Dmg.mod +7% lightning ----- def ----- Fatigue -12% Resists +7% lightning ---------- misc Max.enc +50 Avoid Pressure Traps Attack speed improves with your strength and size category. This intricate blade is impractically long and almost as wide as your body, yet contrary to its size and apparent girth it is not only light, but threatens to escape your grasp and fly away. You will need to be really strong to keep it grounded. Or really big. |
Spectral Blade (130% power, 25 apr)0.1 T2 greatsword 2H weapon [Unique] Arcane/Master Power 131% Range: 1.6x Uses 10% Mag, 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +25 Crit +3.0% Atk.spd 111% Melee+ +15 arcane On Crit.r2 +30 arcane silence While equipped: dps ---------- Spell.pwr +5 (+1 eff.) ---------- misc Mana/turn +0.50 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed This sword appears weightless, and nearly invisible. |
Chamyhad the Blastbutcher4.0 T2 sling 1H weapon [Random Unique] Nature/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 On Hit.r1 +12 acid While equipped: Stats +14 Con +11 Wil dps ---------- Phys.crit +2.0% Dmg.mod +9% lightning Acc +6 (+5 eff.) Melee Ret 2 acid ----- def ----- Max.HP +33.00 Slings are used to hurl stones or metal shots at your foes. |
Togoneg4.0 T2 sling 1H weapon [Random Unique] Nature/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 On Crit.r2 +17 fire While equipped: Stats +6 Str +5 Dex +3 Mag +6 Wil +4 Cun +3 Con dps ---------- Phys.pwr +6 (+3 eff.) All.spd +3% Res.pen +11% fire ----- def ----- Spell.save +3 (+1 eff.) Mind.save +9 (+3 eff.) Die.at -40.00 life Stun/Frz- +20% Slings are used to hurl stones or metal shots at your foes. |
Gloritta the ash magestaff (111% power, 3 apr, lightning element)5.0 T2 staff 2H weapon [Random Unique] Arcane/Nature Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+1 eff.) Dmg.mod +15% lightning ----- def ----- Armour +7 Defense +18 (+6 eff.) Crit.dmg- 10.00% Phys.save +3 (+1 eff.) Poison- +20% ---------- misc Max.stam +10.00 Light +5 Wards +3 lightning Talents +1 Ward +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.6 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 160.76 light damage. Staves designed for wielders of magic, by the greats of the art. |
Isyna (129% power, 4 apr, temporal element)5.0 T3 staff 2H weapon [Random Unique] Arcane Power 129% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +5 Mag +3 Wil dps ---------- Spell.crit +5% Spell.pwr +22 (+5 eff.) S.pwr/crit +2 Dmg.mod +25% physical +25% temporal +25% light +25% darkness Res.pen +10% arcane +15% blight ----- def ----- Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Max.mana +60.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Lorigar (111% power, 3 apr, blight element)5.0 T2 staff 2H weapon [Random Unique] Arcane/Nature Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +1 Con dps ---------- Spell.crit +6% Spell.pwr +16 (+3 eff.) Dmg.mod +15% blight Apr +3 ----- def ----- Defense +29 (+10 eff.) Phys.save +7 (+3 eff.) Spell.save +7 (+2 eff.) Mind.save +8 (+3 eff.) Die.at -20.00 life ---------- misc Mana/turn +0.18 Light +2 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. |
Penitence (111% power, 4 apr, lightning element)5.0 T2 staff 2H weapon [Unique] Arcane/Nature Power 111% Range: 1.2x Uses 80% Mag Dmg Nature Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +10% Spell.pwr +15 (+3 eff.) ----- def ----- Resists +30% blight +30% lightning Affinity +20% lightning Spell.save +15 (+5 eff.) ---------- misc Talents +1 Command Staff Cure up to 6 diseases or poisons (based on Magic). Uses 10 power out of 60/60 A powerful staff sent in secret to Angolwen by the Shaloren, to aid their fighting of the plagues following the Spellblaze. Its power is not to harm, but to heal and protect. |
Stokemonster the ash magestaff (111% power, 3 apr, lightning element)5.0 T2 staff 1H weapon [Random Unique] Arcane/Nature/Master Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +1.3% proc dam (max 250%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +6.0% Spell.crit +4% Phys.pwr +8 (+4 eff.) Spell.pwr +13 (+3 eff.) Dmg.mod +15% lightning +9% fire +12% light Res.pen +8% lightning +5% fire Acc +6 (+5 eff.) ----- def ----- Defense +5 (+2 eff.) Resists +3% fire ---------- misc Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.3 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 6 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 118.60 light damage. Staves designed for wielders of magic, by the greats of the art. |
elm magestaff of warding (100% power, 2 apr, fire element)5.0 T1 staff 2H weapon [Ego] Arcane Power 100% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+1 eff.) Dmg.mod +10% fire ----- def ----- Armour +4 Defense +5 (+2 eff.) ---------- misc Wards +2 fire Talents +1 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
ethereal yew magestaff of greater warding (120% power, 4 apr, arcane element)5.0 T3 staff 2H weapon [Ego++] Arcane Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +13 (+3 eff.) Dmg.mod +20% arcane Phasing +10% ----- def ----- Armour +8 Defense +22 (+8 eff.) Shield.pwr +8% ---------- misc Wards +3 arcane Talents +3 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
shimmering ash magestaff of might (111% power, 3 apr, lightning element)5.0 T2 staff 2H weapon [Ego] Arcane Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +6 (+1 eff.) Dmg.mod +15% lightning ---------- misc Mana/turn +0.12 Max.mana +50.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
surging yew magestaff of channeling (120% power, 4 apr, cold element)5.0 T3 staff 2H weapon [Ego+] Arcane Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +19 (+4 eff.) S.pwr/crit +5 Dmg.mod +20% cold ---------- misc Mana/turn +0.10 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. |
Glimmershaper (109% power, 0 apr)3.0 T2 steamsaw 1H weapon [Rare] Arcane/Steamtech Power 109% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Metaphasic Spin Acc+ +0.3% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +20 On Hit.r1 +8 darkness On Crit.r2 +20 darkness +20 light Uses 1.0 Steam When used to Attack: Melee+ +13 light +13 darkness On Crit.r2 +20 arcane While equipped: Stats +3 Cun +4 Mag dps ---------- Dmg.mod +12% light +14% darkness Melee Ret 4 arcane 8 light ----- def ----- Armour +3 Defense +4 (+2 eff.) Fatigue +6% Resists +12% darkness +5% arcane +12% light ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
dwarven-steel steamsaw 'Dimvenom' (122% power, 0 apr)3.0 T3 steamsaw 1H weapon [Rare] Arcane/Steamtech Power 122% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Metaphasic Spin Acc+ +0.3% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +48 Melee+ +16 darkness On Hit.r1 +8 darkness +11 fire On Hit: * 20% chance to reduce damage dealt by 22% Uses 1.0 Steam When used to Attack: Melee+ +8 arcane While equipped: dps ---------- Spell.crit +2% On Hit (Melee): * 20% chance to reduce damage dealt by 22% ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +8% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Vim/s.crit +1.00 Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
living voratun steamsaw of lightning resistance (+14%) (148% power, 0 apr)3.0 T5 steamsaw 1H weapon Reqs Str 48 [Ego+] Nature/Master/Steamtech Power 149% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Metaphasic Spin Acc+ +0.3% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +87 Uses 1.0 Steam When used to Attack: Melee+ +16 nature While equipped: ----- def ----- Armour +6 Defense +10 (+4 eff.) Fatigue +12% Resists +14% blight +15% nature +15% lightning Max.HP +80.00 ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
plaguebringer's dwarven-steel steamsaw of vileness (126% power, 0 apr)3.0 T3 steamsaw 1H weapon [Ego+] Arcane/Steamtech Power 127% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Metaphasic Spin Acc+ +0.3% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +46 Melee+ +12 blight On Hit: 20% Epidemic 3 On Hit: * 21% chance to reduce strength, dexterity, and constitution by 38 Uses 1.0 Steam While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +8% Disease- +10% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Rope Belt of the Thaloren1.0 T2 belt armor [Unique] Nature While equipped: Stats +7 Cun +8 Wil dps ---------- Mind.crit +15% Mind.pwr +15 (+5 eff.) ---------- misc Masteries +0.20 Wild-gift/Harmony The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
rough leather belt 'Urthedan'1.0 T1 belt armor [Rare] Master While equipped: ----- def ----- Defense +10 (+4 eff.) Resists +6% light +3% cold Stealth +6 Heal.mod +15% Pinning- +10% A belt that goes around your waist. |
Fogbolt the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +5 Str +2 Mag +1 Wil +1 Con dps ---------- On Hit (Melee): * 10% chance to reduce damage dealt by 22% ----- def ----- Defense +1 (+1 eff.) Resists +3% light +0% lightning Stun/Frz- +0% ---------- misc Infravis +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Galeglory the cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Rare] Arcane While equipped: Stats +4 Cun dps ---------- Mind.pwr +15 (+5 eff.) Dmg.mod +15% blight Res.pen +10% mind ----- def ----- Defense +2 (+1 eff.) Resists +9% lightning Spell.save +11 (+3 eff.) Mind.save +22 (+7 eff.) ---------- misc Hate/m.crit +5.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Jetpack (10 def, 0 armour)2.0 T5 cloak armor [Unique] Steamtech While equipped: Stats +6 Cun dps ---------- Phys.pwr +5 (+2 eff.) Mov.spd +10% ----- def ----- Defense +10 (+4 eff.) Phys.save +10 (+5 eff.) ---------- misc Talents +1 Rocket Dash Avoid Pressure Traps Finally. |
Firewalker (15 def, 2 armour)2.0 T3 cloth armor [Unique] Arcane While equipped: Stats +6 Cun +10 Mag dps ---------- Spell.pwr +12 (+3 eff.) Dmg.mod +20% fire Res.pen +20% fire Melee Ret 18 fire ----- def ----- Armour +2 Defense +15 (+5 eff.) Resists +50% fire -10% cold +11% all Damage all enemies in range 4 for 40 fire damage and yourself for 5 fire damage every turn. This fiery robe was worn by the mad pyromancer Halchot, who terrorised many towns in the late Age of Dusk, burning and looting villages as they tried to recover from the Spellblaze. Eventually he was tracked down by the Ziguranth, who cut out his tongue, chopped off his head, and rent his body to shreds. The head was encased in a block of ice and paraded through the streets of nearby towns amidst the cheers of the locals. Only this robe remains of the flames of Halchot. |
Glytta (0 def, 0 armour)2.0 T1 cloth armor [Rare] Nature While equipped: Stats +5 Str +5 Mag +5 Wil dps ---------- Crit.mult +15.00% Spell.pwr +15 (+3 eff.) S.pwr/crit +4 Dmg.mod +8% lightning +7% physical +6% cold ----- def ----- Resists +6% lightning +7% cold +7% all Spell.save +6 (+2 eff.) Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Max.mana +60.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Woeterror (0 def, 0 armour)2.0 T2 cloth armor [Random Unique] Nature/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +2 (+1 eff.) Dmg.mod +10% lightning +12% physical Res.pen +10% physical On Hit (Melee): * 10% chance to reduce damage dealt by 22% ----- def ----- Resists +15% lightning +11% darkness +10% mind +9% all Phys.save +10 (+5 eff.) Spell.save +12 (+4 eff.) Mind.save +40 (+13 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
silk robe 'Gloroletta' (0 def, 0 armour)2.0 T4 cloth armor [Random Unique] Arcane While equipped: dps ---------- Crit.mult +10.00% Dmg.mod +13% blight +15% darkness +23% arcane Res.pen +15% arcane ----- def ----- Resists +13% blight +22% darkness +13% all ---------- misc Mana/s.crit +2.00 Max.mana +104.00 Light +1 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe 'Ragiruista' (0 def, 0 armour)2.0 T2 cloth armor [Rare] Nature While equipped: dps ---------- Mind.crit +4% Mind.pwr +5 (+2 eff.) Dmg.mod +13% lightning ----- def ----- Resists +19% lightning +5% arcane +6% acid +3% mind +9% all Crit.dmg- 15.00% Spell.save +9 (+3 eff.) Stun/Frz- +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Brightwire (0 def, 4 armour)3.0 T3 feet armor [Rare] Arcane While equipped: Stats +8 Mag dps ---------- Mind.crit +5% Crit.mult +15.00% Spell.pwr +7 (+2 eff.) Dmg.mod +7% acid +15% temporal +9% cold +8% blight Res.pen +15% cold ----- def ----- Armour +4 Fatigue +3% Disease- +33% ---------- misc Hate/m.crit +3.00 Light +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Corruptionhash the pair of iron boots (0 def, 3 armour)3.0 T1 feet armor [Rare] Master While equipped: Stats +5 Mag dps ---------- Melee Ret 4 darkness On Hit (Melee): * 10% chance to slow global speed by 54% ----- def ----- Armour +3 Fatigue -3% Resists +3% nature Phys.save +6 (+3 eff.) ---------- misc Max.enc +21 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Ivirawyn the Chargewinnow (12 def, 4 armour)3.0 T3 feet armor [Random Unique] Master While equipped: Stats +6 Dex dps ---------- Phys.crit +5.0% Phys.pwr +4 (+2 eff.) Dmg.mod +6% blight Res.pen +20% lightning Apr +7 ----- def ----- Armour +4 Defense +12 (+4 eff.) Fatigue -3% Resists +3% blight +9% lightning Phys.save +10 (+5 eff.) ---------- misc Max.enc +35 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Starrigor (6 def, 4 armour)3.0 T3 feet armor [Rare] Master While equipped: Stats +5 Str +9 Dex +2 Wil +6 Cun dps ---------- Crit.mult +10.00% Res.pen +15% mind ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +3% Resists +9% light ---------- misc Max.hate +4.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Tidehash the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +2 Cun +2 Dex dps ---------- Res.pen +15% arcane +5% cold Melee Ret 2 lightning 2 cold ----- def ----- Armour +1 Resists +15% cold Disengage: Puts all charms on 15 cooldown Level 3.0 Pwr.cost 15 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 168% 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. |
Ulynarirab the Hellswitch (4 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Res.pen +5% mind +15% fire ----- def ----- Armour +1 Defense +4 (+2 eff.) Resists +9% lightning +5% arcane +3% darkness Evasion: (Instant) Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 24% chance to evade melee and ranged attacks and 12 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
pair of iron boots 'Ulozilatir' (4 def, 3 armour)3.0 T1 feet armor [Rare] Master While equipped: Stats +4 Dex dps ---------- Phys.crit +2.0% Phys.pwr +10 (+5 eff.) Dmg.mod +9% acid Apr +1 ----- def ----- Armour +3 Defense +4 (+2 eff.) Fatigue +2% Heal.mod +15% Silence- +20% Teleport- +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Betheldalle the hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Random Unique] Arcane/Psionic While equipped: Stats +2 Mag dps ---------- Melee+ 8 mind Dmg.mod +12% temporal +5% mind +5% arcane ----- def ----- Armour +2 Resists +6% mind HP.reg +3.00 Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Stam/turn +0.60 Max.stam +16.00 Unarmed combat: Power 117% Range: 1.1x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +6 arcane On Crit.r2 +9 mind +6 arcane On Hit: 10% Nightmare 3 On Hit: 20% Psychic Lobotomy 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Chamular the drakeskin leather gloves (0 def, 3 armour)1.0 T4 hands armor [Random Unique] Arcane/Master While equipped: Stats +3 Str +4 Mag +3 Wil +2 Con dps ---------- Melee+ 8 blight Dmg.mod +6% arcane +7% blight ----- def ----- Armour +3 Resists +13% blight Die.at -40.00 life Heal.mod +10% Poison- +10% Disarm- +29% ---------- misc Masteries +0.20 Technique/Grappling Unarmed combat: Power 131% Range: 1.1x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +5 Crit +5.0% Atk.spd 100% Melee+ +10 arcane On Crit.r2 +6 arcane +9 blight On Hit: 10% Disarm 5 On Hit: 20% Soul Rot 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Gloves of the Firm Hand (0 def, 8 armour)1.0 T3 hands armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +8 Disarm- +40% Stun/Frz- +30% Knockbk- +30% ---------- misc Cooldown Clinch -2 Unarmed combat: Power 119% Range: 1.1x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +1 Crit +7.0% Atk.spd 100% On Hit: 20% Clinch 3 On Hit: 10% Maim 3 On Hit: 10% Take Down 3 These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
Snow Giant Wraps (0 def, 2 armour)1.0 T3 hands armor [Unique] Nature This would be great with a mighty matching belt. While equipped: Stats +4 Str ----- def ----- Armour +2 Resists +10% lightning +10% cold Max.HP +60.00 Knockbk- +50% Unarmed combat: Power 115% Range: 1.1x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +1 Crit +4.0% Atk.spd 100% Melee+ +10 lightning +10 cold On Hit: 25% Call Lightning 5 Throw Boulder: Level 2.0 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a nature gift Description: Throw a huge boulder, dealing 116.64 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
Yaldan Baoth (0 def, 10 armour)3.0 T4 head armor [Unique] Master While equipped: Stats +10 Str +10 Con dps ---------- Dmg.mod +15% light ----- def ----- Armour +10 Fatigue +4% Resists +15% light +25% darkness Res.Cap +10% darkness Unseen.red 33% ---------- misc Light -2 Infravis +0 Sight -2 See.Stealth +0 See.Invis +0 Blind-Fight: No penalty when attacking invisible/stealthed Lower the helmet's visor, blinding yourself (and protecting from other blinds) for 6 turns. If the helmet is taken off, the effect will end early.. Uses 40 power out of 40/40 The golden bascinet crown, affiliated with Veluca of Yaldan. King of the mythical city of Yaldan, that was struck from the face of Eyal by the arrogance of its people. Lone survivor of his kin, he spent his last years wandering the early world, teaching man to stand against the darkness. With his dying words, "Fear no evil", the crown was passed onto his successor. |
eldritch cashmere wizard hat of arcana (2 def, 0 armour)2.0 T3 head armor [Ego++] Arcane While equipped: Stats +4 Mag +5 Wil dps ---------- Spell.pwr +11 (+2 eff.) ----- def ----- Defense +2 (+1 eff.) ---------- misc Mana/turn +1.30 Mana/ret +0.80 Max.mana +52.00 Manaflow: Puts all charms on 40 cooldown Level 2.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Is a spell Description: Engulf yourself in a surge of mana, quickly restoring 19 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
eldritch cashmere wizard hat of arcana (2 def, 0 armour)2.0 T3 head armor [Ego++] Arcane While equipped: Stats +4 Mag +5 Wil dps ---------- Spell.pwr +9 (+2 eff.) ----- def ----- Defense +2 (+1 eff.) ---------- misc Mana/turn +1.20 Mana/ret +1.00 Max.mana +40.00 Manaflow: Puts all charms on 40 cooldown Level 2.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Is a spell Description: Engulf yourself in a surge of mana, quickly restoring 19 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
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. |
1032 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. |
4 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. |
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. |
4 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 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. |
4 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. |
13 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Chalumnir (dig speed 36 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +2 Str dps ---------- Acc +20 (+12 eff.) ----- def ----- Fatigue -5% Spell.save +6 (+2 eff.) Teleport- +10% Def/telep +5 Res/telep +5% Dur/telep +5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Forbidden Tome: "A View From The Gallery"2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
2 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. |
4 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm Queen0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 25 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 201.76 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 201.76 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Smoldersweeper the alchemist's lamp1.0 T3 lite [Rare] Psionic While equipped: Stats +5 Dex +2 Wil dps ---------- Melee Ret 4 fire ----- def ----- Crit.dmg- 15.00% Mind.save +10 (+3 eff.) ---------- misc Light +6 See.Stealth +7 See.Invis +5 A normal brass lantern, enhanced by alchemy to make it brighter. |
Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(139 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Thundercutter the alchemist's lamp1.0 T3 lite [Rare] Psionic While equipped: Stats +6 Str +6 Wil +3 Cun +3 Con dps ---------- Dmg.mod +10% mind Res.pen +20% lightning ----- def ----- Resists +5% arcane +12% darkness ---------- misc Light +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
alchemist's lamp 'Frostlady'1.0 T3 lite [Random Unique] Arcane/Master While equipped: dps ---------- Spell.crit +9% Spell.pwr +6 (+1 eff.) Dmg.mod +9% nature +6% cold Res.pen +15% nature +8% all Apr +8 Melee Ret 4 cold ----- def ----- Resists +14% blight +16% darkness ---------- misc Light +5 Infravis +9 See.Invis +15 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 30 cooldown Level 1.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 18 blight damage or heals 26 life. Creatures standing in the retch also have 5% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. A normal brass lantern, enhanced by alchemy to make it brighter. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Entropy (1/1)2.0 T2 rod charm [Unique] Unknown While carried: ---------- misc Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 171% of the healing done. This effect scales with your Magic stat.. Uses 75 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
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. |
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. |
good focus lens0.0 T2 steamtech tinker [Normal] Steamtech Attachable to head When attached: ---------- misc Infravis +6 Sight +1 See.Stealth +10 See.Invis +10 Tinkers can be attached to normal items to improve them with steam power! |
Giloran the dwarven-steel torque of mindblast [power 210] (15 cooldown)2.0 T3 torque charm [Random Unique] Psionic While equipped: ----- def ----- Resists +5% arcane Spell.save +12 (+4 eff.) Blast the opponent's mind dealing 235 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to increase the duration of 1 beneficial effects by 2. 100% to gain a 15% chance to evade weapon attacks for 2 turns. 100% to increase all damage penetration by 19% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Hazebreak the steel torque of psionic shield [power 53] (25 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: Stats +4 Dex +5 Wil dps ---------- S.pwr/crit +8 Dmg.mod +6% blight +6% cold ---------- misc Mana/s.crit +2.00 Light +2 Setup a psionic shield, reducing all damage taken by 53 for 5 turns Puts all charms on 25 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
iron torque of clear mind 'Gilydobers' [power 1] (25 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: Stats +4 Wil dps ---------- Crit.mult +10.00% Res.pen +5% blight ----- def ----- Mind.save +12 (+4 eff.) ---------- misc Equi/ret +0.16 Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to increase all damage penetration by 12% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
iron torque of gale force 'Kebar' [power 105] (15 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: Stats +1 Mag ----- def ----- Resists +6% lightning +6% light +3% blight Project a gust of wind in a cone knocking enemies back 7 spaces and dealing 108 physical damage Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
steel torque of psionic shield 'Araregorig' [power 57] (25 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: dps ---------- Spell.crit +2% S.pwr/crit +4 On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Spell.save +9 (+3 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Mana/s.crit +2.00 Max.mana +100.00 Setup a psionic shield, reducing all damage taken by 57 for 5 turns Puts all charms on 25 cooldown 100% to reduce fatigue by 29% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Glabretha the ash totem of stinging [power 182] (15 cooldown)2.0 T2 totem charm [Random Unique] Nature While equipped: Stats +1 Mag dps ---------- Spell.pwr +15 (+3 eff.) ---------- misc Mana/turn +0.04 Max.mana +40.00 Sting an enemy dealing 193 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to gain a 13% chance to evade weapon attacks for 2 turns. 100% to heal for 30. 100% to cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
innervating ash totem of summon tentacle [power 145] (25 cooldown)2.0 T2 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 5 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 337 Base Damage: 155 Armor: 5 All Resist: 10 Puts all charms on 25 cooldown 100% to reduce fatigue by 26% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
yew totem of healing 'Beerin' [power 260] (15 cooldown)2.0 T3 totem charm [Random Unique] Nature While equipped: ----- def ----- Defense +5 (+2 eff.) Resists +3% blight +3% nature +9% darkness Crit.dmg- 10.00% Heal yourself and all friendly characters within 10 spaces for 260 Puts all charms on 15 cooldown 100% to reduce fatigue by 34% for 2 turns. 100% to increase the duration of 2 beneficial effects by 2. 100% to gain a 18% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
10 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. |
Betythra the elm wand of lightning storm [power 122] (15 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: ----- def ----- Resists +5% arcane Crit.dmg- 5.00% Phys.save +3 (+1 eff.) Max.HP +40.00 Heal.mod +15% Disease- +20% Create a radius 3 storm for 5 turns. Each turn, creatures within take 43 lightning damage and will be dazed for 1 turn (215 total damage) Puts all charms on 15 cooldown 100% to increase the duration of 1 beneficial effects by 1. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Velalle the elm wand of shielding [power 122] (20 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: Stats +1 Dex dps ---------- Crit.mult +5.00% ----- def ----- Resists +1% physical Phys.save +12 (+6 eff.) Create a shield absorbing up to 223 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to gain a 10% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
elm wand of clairvoyance 'Spider's kiss' [power 9] (15 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: dps ---------- Crit.mult +5.00% Phys.pwr +5 (+2 eff.) Dmg.mod +6% nature ----- def ----- Phys.save +15 (+7 eff.) ---------- misc Stam/turn +2.00 Reveal the area around you, dispelling darkness (radius 9, power 91 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 cooldown 100% to increase the duration of 1 beneficial effects by 1. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+4 eff.) Phys.save +10 (+5 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+4 eff.) Phys.save +10 (+5 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
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. |
8 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. |
11 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
13 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. |
Achievements
A different point of view (Insane (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Krotor the Maj'Eyal Whitehoof Archmage level 32
45th Pyre 123rd year of Ascendancy at 16:00 see stats
Bringer of Doom (Insane (Adventure) difficulty)
Killed a Bringer of Doom.By Krotor the Maj'Eyal Whitehoof Archmage level 33
60th Pyre 123rd year of Ascendancy at 02:37 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Krotor the Maj'Eyal Whitehoof Archmage level 13
71st Dusk 122nd year of Ascendancy at 10:22 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By Krotor the Maj'Eyal Whitehoof Archmage level 32
44th Pyre 123rd year of Ascendancy at 20:06 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Krotor the Maj'Eyal Whitehoof Archmage level 22
77th Haze 122nd year of Ascendancy at 08:41 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Krotor the Maj'Eyal Whitehoof Archmage level 31
20th Pyre 123rd year of Ascendancy at 03:11 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Krotor the Maj'Eyal Whitehoof Archmage level 32
45th Pyre 123rd year of Ascendancy at 16:58 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Krotor the Maj'Eyal Whitehoof Archmage level 10
52nd Dusk 122nd year of Ascendancy at 08:04 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Krotor the Maj'Eyal Whitehoof Archmage level 20
57th Haze 122nd year of Ascendancy at 12:06 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Krotor the Maj'Eyal Whitehoof Archmage level 30
8th Pyre 123rd year of Ascendancy at 07:23 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Krotor the Maj'Eyal Whitehoof Archmage level 24
39th Regrowth 123rd year of Ascendancy at 19:47 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Krotor the Maj'Eyal Whitehoof Archmage level 27
77th Regrowth 123rd year of Ascendancy at 13:08 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Krotor the Maj'Eyal Whitehoof Archmage level 9
46th Dusk 122nd year of Ascendancy at 01:31 see stats
The Legend of Garkul (Insane (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Krotor the Maj'Eyal Whitehoof Archmage level 32
45th Pyre 123rd year of Ascendancy at 16:00 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Krotor the Maj'Eyal Whitehoof Archmage level 9
49th Dusk 122nd year of Ascendancy at 02:06 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Krotor the Maj'Eyal Whitehoof Archmage level 20
60th Haze 122nd year of Ascendancy at 01:50 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Krotor the Maj'Eyal Whitehoof Archmage level 15
26th Haze 122nd year of Ascendancy at 05:16 see stats
Log
The very fabric of space alters around Glorevena the skeleton archer.
Krotor's spell attains critical power!
Glorevena the skeleton archer teleports some damage to Krotor!
Krotor receives 3 healing from Bloodcaller.
Thunderstorm hits Glorevena the skeleton archer for (112 teleported), 0 lightning (0 total damage).
Thunderstorm hits Krotor for 112 teleported damage.
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Glorevena the skeleton archer casts Flame.
Glorevena the skeleton archer's spell attains critical power!
Krotor is on fire!
Glorevena the skeleton archer hits Krotor for (6 flat reduction), 150 fire (150 total damage).
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Krotor casts Manathrust.
Glorevena the skeleton archer teleports some damage to Krotor!
Krotor receives 6 healing from Bloodcaller.
Krotor hits Glorevena the skeleton archer for (235 teleported), 0 arcane (0 total damage).
Krotor hits Krotor for 235 teleported damage.
Talent Lightning is ready to use.
Burning from Glorevena the skeleton archer hits Krotor for (6 flat reduction), 50 fire (50 total damage).
Krotor the level 34 maj'eyal whitehoof archmage was burnt to death by Glorevena the skeleton archer on level 5 of Dreadfell.
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Krotor deactivates Arcane Shield.
Krotor stops burning.
Krotor deactivates Thunderstorm.
The furious lightning storm around Krotor calms down and disappears.
Krotor deactivates Feather Wind.
Krotor deactivates Shielding.
Krotor is no longer surging arcane power.




























































































































































