










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Mannendake's Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. This is a fork of a fork of Marson's auto-explore and rest tweaks, forked by Dracos and then again by mannendake. This version fixes opening doors taking a turn and returns the fixedart icons to their respective lore entries. v3.5.1 *** FOR ToME v1.7.2 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. This mod provides several options to control it. These may be found by opening the Game Menu->Game Options->Gameplay menu. Feel free to customize to preference with the defaults meant to be free of questionable behavior. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Item Notes 1.7.0Allows you to add notes to objects in your inventory or equipment which will be displayed in the object's description tooltip. Notes can be manipulated by selecting the "Add note", "Edit note" or "Remove note" entry in the object's use-item dialog. Differences between item notes and the game's built-in tagging functionality:
Items with notes will be shown in inventory lists with a purple '!' prefix. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Inventory Keys 1.7.0Some improvements to key handling in the inventory dialog and related dialogs used by the 'd'rop command and various item-using talents:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. ¹ Disclaimer: This functionality is actually already present in the main module, if the right subsection of the dialog is focused; we merely arrange for said subsection to have focus when the dialog is initially created and displayed, so that letter selection works without further user action. Inventory Sort Order 1.7.0Improves the default sort order of items in the player's inventory. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Better Item Description 1.7.4This 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 Items Vault 1.7.6Donators/Buyers bonus! Low Health Popup 1.7.0Pops up a warning dialog if your life falls below a configurable percent of your maximum life. The warning threshold can be configured via the "Low-health warning popup threshold" setting in the UI tab of the Game Options dialog. Also available as part of the ZOmnibus Addon Pack Frequently Asked Questions: |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Cornac |
Class | Arcane Blade |
Level / Exp | 50 / 950% |
Size | medium |
Lifes / Deaths | Killed by Aerarelewen the orc summoner at level 50 on the 23rd Haze 123rd year of Ascendancy at 02:45 / 2Killed by Aerarelewen the orc summoner at level 50 on the 23rd Haze 123rd year of Ascendancy at 03:15 |
Primary Stats
Strength | 65 (base 32) |
Dexterity | 65 (base 24) |
Constitution | 46 (base 43) |
Magic | 145 (base 62) |
Willpower | 50 (base 18) |
Cunning | 101 (base 60) |
Resources
Life | -340/1273 |
Mana | 871/1074 |
Stamina | 257/357 |
Paradox | 300 |
Healing Factor | 1.4067804250993 |
Regeneration | 0.35169510627481 |
Speed
Mental | +10% |
Attack | 0% |
Movement | -1.9539925233403E-12% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 14.132091952673 |
Infravision | 5 |
See Stealth | 45.053173795897 |
See Invisible | 60.053173795897 |
Offense: Mainhand
Damage | 254 |
Accuracy | 61 |
Crit Chance | 52% |
APR | 21 |
Speed | 0.91 |
Offense: Spell
Spellpower | 113 |
Crit Chance | 83% |
Speed | 1 |
Offense: Mind
Mindpower | 45 |
Crit Chance | 28% |
Speed | 1 |
Offense: Damage Bonus
Blight | +24% |
Physical | +24% |
Mind | +6% |
All | 0% |
Darkness | +20% |
Light | +76% |
Temporal | +8% |
Fire | +14% |
Lightning | +69% |
Offense: Damage Penetration
Lightning | +50% |
Darkness | +30% |
Blight | +50% |
Arcane | +40% |
Mind | +76% |
All | +25% |
Defense: Base
Armour (hardiness) | 22 (60.007671158813%) |
Defense | 81 |
Ranged Defense | 81 |
Fatigue | 0 |
Physical Save | 50 |
Spell Save | 60 |
Mental Save | 54 |
Defense: Resistances
Blight | + 46%( 70%) |
Physical | + 24%( 70%) |
Cold | + 33%( 70%) |
All | + 23%( 70%) |
Darkness | + 53%( 70%) |
Light | + 70%( 70%) |
Temporal | + 45%( 70%) |
Mind | + 30%( 70%) |
Lightning | + 44%( 70%) |
Defense: Immunities
Silence Resistance | 40% |
Confusion Resistance | 90% |
Stun Resistance | 75% |
Instadeath Resistance | 100% |
Knockback Resistance | 10% |
Inscriptions (5/5)
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 825 damage for 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 129 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. |
Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: 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. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1192% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 create a protective shield absorbing at most 792 damage for 6 turns. Its effects scale with your Magic stat. |
Class Talents
Technique / Combat techniques | 1.30 |
| 3/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Spell / Air | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Enhancement | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 5/5 |
Technique / Magical combat | 1.60 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Two-handed assault | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Earth | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Chronomancy / Chronomancy | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Staff combat | 1.20 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Spell / Aegis | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 4/5 |
| 4/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You failed to protect the injured seer from death by Zubuthra the skeleton warrior. Escort: injured seer (level 8 of Dreadfell) | failed |
You successfully escorted the lone alchemist to the recall portal on level 6 of Dreadfell. Escort: lone alchemist (level 6 of Dreadfell)As a reward you improved Magic by +5. | done |
You failed to protect the lost defiler from death by Dolan's Temporal Clone. Escort: lost defiler (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost defiler to the recall portal on level 5 of Dreadfell. Escort: lost defiler (level 5 of Dreadfell)As a reward you improved Magic by +5. | done |
You failed to protect the lost warrior from death by Xaneda the stone troll. Escort: lost warrior (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you gained talent category Technique / Conditioning (at mastery 1.00). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you gained talent category Cunning / Scoundrel (at mastery 1.00). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Dreadfell. Escort: temporal explorer (level 2 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Trollmire. Escort: temporal explorer (level 3 of Trollmire)As a reward you gained talent category Chronomancy / Chronomancy (at mastery 1.00). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
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. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 2170. | 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 |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Stire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * You've found the needed multi-hued wyrm scale. * You've found the needed bear paw. * You've found the needed ice wyrm tooth. Stire of Derth has completed an elixir of precision without your aid. 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 pouch of bone giant dust. * You've found the needed sandworm tooth. * You've found the needed vampire lord fang. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | completed |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 3.0 T5 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: dps ---------- Dmg.mod +9% light Res.pen +26% mind On Hit (Melee): * 21% chance to reduce damage dealt by 23% * 21% chance to reduce armor by 53% ----- def ----- Armour +5 Fatigue +4% Resists +6% darkness +18% light Silence- +40% Confus- +50% Stun/Frz- +45% ---------- misc Light +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 1.0 T5 lite [Random Unique] Arcane While equipped: dps ---------- Dmg.mod +13% light Res.pen +25% mind Melee Ret 6 mind 4 nature On Hit (Melee): * 10% chance to reduce all saves and defense by 28 ----- def ----- Resists +9% mind +13% cold +15% darkness +18% temporal Affinity +5% light Def/telep +39 Res/telep +40% Dur/telep +53% ---------- misc Light +8 Sun Flare: Puts all charms on 21 cooldown Level 3.0 Pwr.cost 21 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 486.96 light damage. At talent level 3 you gain 52% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() 2.0 T5 head armor [Random Unique] Arcane While equipped: dps ---------- Spell.crit +4% Spell.pwr +14 (+2 eff.) Dmg.mod +16% light Res.pen +25% blight ----- def ----- Defense +3 (+1 eff.) Resists +18% blight +24% light +12% lightning ---------- misc Mana/turn +2.00 Mana/ret +3.00 Max.mana +110.00 Manaflow: Puts all charms on 28 cooldown Level 2.0 Pwr.cost 28 out of 40/40. Range melee/personal Travel.spd instantaneous Is a spell Description: Engulf yourself in a surge of mana, quickly restoring 22 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
Tool | ![]() 2.0 T5 torque charm [Random Unique] Psionic While equipped: Stats +2 Cun +7 Wil dps ---------- Crit.mult +20.00% Dmg.mod +6% mind ---------- misc Max.hate +2.00 Blast the opponent's mind dealing 387 mind damage and silencing them for 4 turns Puts all charms on 11 cooldown 100% to cleanse 3 total effects of type disease, wound, or poison. 100% to reduce 2 talent cooldowns by 2. 100% to increase the duration of 3 beneficial effects by 3. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T5 ring jewelry [Unique] Master While equipped: Stats +3 Str +3 Dex +3 Con dps ---------- Phys.crit +5.0% Phys.pwr +10 (+1 eff.) Apr +15 ----- def ----- Talent.cat+ +0.30 Technique A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
On fingers | ![]() 0.1 T4 ring jewelry [Rare] Arcane While equipped: Stats +7 Cun +7 Mag dps ---------- Crit.mult +20.69% Spell.pwr +33 (+5 eff.) Dmg.mod +24% lightning +9% blight Res.pen +15% arcane Melee Ret 6 lightning ----- def ----- Spell.save +15 (+4 eff.) ---------- misc Mana/turn +0.20 Rings make your fingers look great! |
Around waist | ![]() 1.0 T3 belt armor [Unique] Arcane While equipped: Stats +2 Cun +5 Wil ----- def ----- Confus- +30% Stun/Frz- +30% ---------- misc Mana/s.crit +3.00 Surround yourself with a magical shield (strength 462, based on Magic) for 10 turns. Uses 14 power out of 20/20 Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. |
In main hand | ![]() 5.0 T5 staff 2H weapon [Random Unique] Arcane Power 30.0 - 36.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +6 Mag +6 Wil dps ---------- Spell.crit +13% Phys.pwr +15 (+2 eff.) Spell.pwr +42 (+7 eff.) Dmg.mod +30% lightning +12% darkness Res.pen +25% lightning Melee Ret 2 physical ----- def ----- Armour +12 Hardiness +11% Defense +5 (+1 eff.) Resists +6% darkness +1% physical Phys.save +27 (+9 eff.) Spell.save +14 (+4 eff.) Mind.save +10 (+3 eff.) ---------- misc Mana/turn +0.49 Max.mana +110.00 Max.stam +10.00 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 21 cooldown Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.5 T3 hands armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +5% Crit.mult +20.00% Spell.pwr +12 (+2 eff.) Dmg.mod +15% lightning ----- def ----- Armour +5 Resists +15% lightning Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. On Spell Hit: 10% Lightning 1 Talent level: +1 to all lightning damage spells. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
Main armor | ![]() 2.0 T5 cloth armor [Random Unique] Arcane/Psionic While equipped: Stats +8 Mag +7 Wil dps ---------- Spell.crit +27% Spell.pwr +60 (+9 eff.) Dmg.mod +30% light ----- def ----- Resists +12% blight +45% light +15% all Crit.chn- 15.00% Heal.mod +15% Disease- +10% Knockbk- +10% ---------- misc Mana/turn +1.20 Psi/turn +0.35 Max.mana +200.00 See.Invis +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +4 Dex dps ---------- Phys.crit +1.0% Dmg.mod +6% physical Res.pen +5% darkness ----- def ----- Defense +1 (+1 eff.) Resists +12% darkness +10% temporal Def/telep +12 Res/telep +11% Dur/telep +11% ---------- misc Stam/turn +2.00 Mana/turn +0.04 Max.mana +60.00 Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 7 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T5 amulet jewelry [Random Unique] Arcane/Master While equipped: Stats +4 Dex +11 Mag +7 Wil dps ---------- Spell.crit +6% Crit.mult +18.00% Phys.pwr +10 (+1 eff.) Spell.pwr +21 (+3 eff.) Phys.spd +10% Dmg.mod +8% temporal +8% light +15% blight +14% fire +18% physical +8% darkness ----- def ----- Phys.save +25 (+8 eff.) Spell.save +25 (+6 eff.) Mind.save +25 (+7 eff.) ---------- misc See.Invis +12 Amulets make your neck look great! |
Inventory
![]() 0.4 potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
![]() 0.0 potion [Plot Item] Nature Grant you two additional class talent points. A vial of clear, steaming fluid. |
![]() 0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 15% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 703% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 24% for 3 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 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 and physical effect and reduce all damage taken by 30% for 2 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. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 30% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 8 Cooldown 15 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 8 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 27%, your defense is increased by 27 and all your resistances by 27%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 9 Cooldown 12 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 9 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 29%, your defense is increased by 29 and all your resistances by 29%. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 152.00 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 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 52 up to 5 times. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 tome scroll [Plot Item] Magical scrolls can have wildly different effects! |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Wil ----- def ----- Resists +10% lightning Stun/Frz- +22% Amulets make your neck look great! |
![]() 2.0 T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con ----- def ----- Armour +10 Fatigue +2% Resists +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
![]() 0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+5 eff.) Spell.save +15 (+4 eff.) Mind.save -7 (-3 eff.) Max.HP +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
![]() 0.1 T2 amulet jewelry [Unique] Arcane While equipped: ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
![]() 0.1 T3 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +2 Mag dps ---------- Spell.pwr +10 (+1 eff.) ----- def ----- Resists +9% fire +9% physical Phys.save +13 (+4 eff.) Spell.save +18 (+5 eff.) Mind.save +14 (+4 eff.) ---------- misc Stam/turn +0.50 Mana/turn +0.04 Max.mana +40.00 Masteries +0.21 Spell/Air +0.21 Chronomancy/Chronomancy Amulets make your neck look great! |
![]() 0.1 T4 amulet jewelry [Rare] Nature While equipped: dps ---------- Spell.pwr +20 (+3 eff.) Res.pen +25% blight ----- def ----- Resists +15% cold +26% temporal Crit.chn- 15.00% Pinning- +44% Stun/Frz- +20% Knockbk- +44% ---------- misc Mana/turn +0.28 Max.mana +100.00 Amulets make your neck look great! |
![]() 0.1 T4 amulet jewelry [Ego+] Arcane While equipped: Stats +4 Mag dps ---------- Spell.crit +5% Spell.pwr +6 (+1 eff.) Dmg.mod +6% acid +6% fire +7% cold +7% lightning Amulets make your neck look great! |
![]() 0.1 T4 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +8 Str +4 Dex +7 Wil dps ---------- Crit.mult +38.00% Dmg.mod +6% acid Acc +8 (+2 eff.) Apr +17 Melee Ret 4 acid ----- def ----- Resists +3% acid +6% physical ---------- misc Stam/turn +0.60 Amulets make your neck look great! |
![]() 1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 7 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() 0.1 T1 ring jewelry [Rare] Arcane While equipped: Stats +4 Mag dps ---------- Spell.crit +2% Mind.crit +4% S.pwr/crit +2 Dmg.mod +6% mind Res.pen +20% blight ----- def ----- Spell.save +6 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Spell.crit +3% S.pwr/crit +8 Dmg.mod +15% fire Res.pen +10% acid +20% fire ----- def ----- Resists +6% fire Max.HP +23.00 Disarm- +24% Pinning- +23% Knockbk- +24% Def/telep +15 Res/telep +15% Dur/telep +15% Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Res.pen +25% arcane +20% acid Melee Ret 6 arcane 4 lightning ----- def ----- HP.reg +2.00 Stun/Frz- +22% Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +11% cold Acc +6 (+1 eff.) ----- def ----- Resists +22% cold Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +3 Cun +4 Con dps ---------- Phys.crit +1.0% Melee+ 11 physical Ranged+ 5 physical On Hit (Melee): * 11% chance to reduce all saves and defense by 28 On Hit (Ranged): * 12% chance to reduce all saves and defense by 28 ----- def ----- Armour +2 Resists +2% physical Spell.save +21 (+5 eff.) Die.at -40.00 life ---------- misc Hate/m.crit +2.00 Max.stam +28.00 Max.hate +5.00 Bleeding Edge: Puts all charms on 14 cooldown Level 2.6 Pwr.cost 14 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 150% weapon damage. If the attack hits, the target will bleed for 287% weapon damage over 7 turns, and all healing will be reduced by 53%. Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego++] Master/Psionic While equipped: Stats +8 Cun +6 Dex dps ---------- Melee+ 8 physical Ranged+ 7 physical Acc +7 (+2 eff.) On Hit (Melee): * 10% chance to reduce all saves and defense by 28 On Hit (Ranged): * 13% chance to reduce all saves and defense by 28 ---------- misc Hate/m.crit +2.00 Max.hate +6.00 Bleeding Edge: Puts all charms on 14 cooldown Level 2.6 Pwr.cost 14 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 150% weapon damage. If the attack hits, the target will bleed for 287% weapon damage over 7 turns, and all healing will be reduced by 53%. Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Rare] Psionic While equipped: dps ---------- Spell.crit +2% S.pwr/crit +8 Res.pen +15% blight Melee Ret 2 arcane ----- def ----- Resists +12% nature +9% cold Mind.save +10 (+3 eff.) Confus- +38% Stun/Frz- +20% ---------- misc Mana/turn +0.08 Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Rare] Nature While equipped: Stats +6 Con dps ---------- Res.pen +25% nature Melee Ret 4 darkness On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) * 20% chance to slow global speed by 55% * 20% chance to reduce damage dealt by 23% ----- def ----- Resists +18% nature Phys.save +12 (+4 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego++] Nature/Psionic While equipped: Stats +5 Cun +4 Wil dps ---------- Mind.pwr +7 (+2 eff.) ----- def ----- Max.HP +46.00 HP.reg +7.00 Heal.mod +13% Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Rare] Master While equipped: Stats +4 Str +4 Dex +3 Mag +17 Cun dps ---------- Mind.crit +7% ----- def ----- Defense +18 (+4 eff.) Resists +15% darkness +9% fire ---------- misc Equi/ret +0.16 Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck ----- def ----- Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Die.at -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
![]() 0.1 T4 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +6 Dex +5 Mag +10 Cun dps ---------- Spell.pwr +10 (+1 eff.) Dmg.mod +6% lightning Acc +17 (+4 eff.) Apr +15 On Hit (Melee): * 20% chance to reduce armor by 53% ----- def ----- Defense +10 (+2 eff.) Resists +6% lightning +3% acid Disengage: Puts all charms on 7 cooldown Level 2.6 Pwr.cost 7 out of 10/10. 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 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +31% arcane ----- def ----- Resists +24% cold Mind.save +18 (+6 eff.) HP.reg +12.18 Disease- +21% Stun/Frz- +44% Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +8 Str +1 Mag +3 Wil +1 Cun +11 Con dps ---------- Phys.pwr +12 (+2 eff.) Dmg.mod +14% darkness ----- def ----- Resists +28% darkness Crit.chn- 10.00% Spell.save +14 (+4 eff.) ---------- misc Max.stam +25.00 Light +3 See.Invis +6 Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Unique] Master While equipped: dps ---------- Phys.pwr +10 (+1 eff.) Dmg.mod +8% physical Acc +10 (+2 eff.) ----- def ----- Armour +10 Hardiness +20% Defense +5 (+1 eff.) Fatigue -15% Phys.save +45 (+13 eff.) Confus- +50% ---------- misc Max.mana -40.00 Max.stam +40.00 Cooldown Rush -6 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
![]() 0.1 T5 ring jewelry [Unique] Psionic While equipped: Stats +8 Wil dps ---------- Mind.pwr +12 (+4 eff.) ----- def ----- Resists +25% mind Mind.save +20 (+6 eff.) Confus- +40% ---------- misc Psi/turn +0.50 Masteries +0.20 Psionic/Mentalism On Mind Hit: 10% Mental Refresh 1 When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Mental Shielding: (Instant) Level 2.0 Pwr.cost 21 out of 30/30. Range melee/personal Travel.spd instantaneous Is a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 2 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
![]() 0.1 T5 ring jewelry [Unique] Arcane While equipped: Stats +12 Cun +10 Con dps ---------- Dmg.mod +3% mind +9% lightning ----- def ----- Defense +20 (+4 eff.) Resists +6% lightning +9% temporal Phys.save +20 (+6 eff.) Max.HP +92.00 HP.reg +20.00 Heal.mod +19% ---------- misc Equi/ret +0.16 Hate/m.crit +2.00 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? |
![]() 5.0 T3 staff 2H weapon [Ego] Arcane Power 20.0 - 24.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +14% Spell.pwr +9 (+1 eff.) Dmg.mod +20% cold ---------- misc Mana/turn +0.26 Max.mana +61.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Random Unique] Arcane Power 30.0 - 36.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +7 Mag +3 Cun +7 Con dps ---------- Phys.crit +2.0% Spell.crit +19% Crit.mult +21.00% Spell.pwr +29 (+5 eff.) Dmg.mod +30% lightning Res.pen +5% lightning ----- def ----- Armour +4 Resists +9% lightning +1% physical ---------- misc Mana/turn +0.40 N.En/turn +0.20 Vim/s.crit +7.00 Max.vim +42.00 Max.N.En +25.00 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 21 cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 2.5 T5 staff 1H weapon [Unique] Arcane A part of set. Power 35.0 - 42.0 Physical Uses 150% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Crit +1.5% Atk.spd 100% While equipped: Stats +5 Wil dps ---------- Spell.crit +15% Spell.pwr +30 (+5 eff.) Dmg.mod +35% arcane ----- def ----- Mind.save +8 (+2 eff.) ---------- misc Talents +1 Command Staff The top part of Telos' broken staff. |
![]() 5.0 T5 staff 2H weapon [Ego++] Arcane Power 30.0 - 36.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +11 Mag +16 Wil +12 Cun dps ---------- Spell.crit +13% Spell.pwr +24 (+4 eff.) S.pwr/crit +7 Dmg.mod +30% cold ---------- misc Vim/s.crit +4.00 Max.vim +20.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Ego+] Arcane Power 42.0 - 50.4 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +20 (+3 eff.) Dmg.mod +42% cold ----- def ----- Armour +12 Defense +12 (+3 eff.) ---------- misc Wards +3 cold Talents +5 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 staff 1H weapon [Unique] Arcane A part of set. Power 0.0 - 0.0 Physical Uses 50% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Atk.spd 100% While equipped: Stats +4 Mag dps ---------- Spell.crit +8% Crit.mult +20.00% Dmg.mod +20% acid +20% cold ----- def ----- Mind.save +8 (+2 eff.) Confus- +20% ---------- misc Max.mana +50.00 The bottom part of Telos' broken staff. |
![]() 5.0 T5 greatmaul 2H weapon [Ego+] Arcane/Master Power 66.5 - 99.8 Physical Uses 50% Mag, 120% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% While equipped: Stats +16 Mag +16 Wil dps ---------- Spell.pwr +19 (+3 eff.) Res.pen +21% physical Acc +35 (+9 eff.) Apr +21 Massive two-handed mauls. |
![]() 5.0 T5 greatmaul 2H weapon [Random Unique] Master Power 90.0 - 135.0 Physical Uses 50% Mag, 120% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% Melee+ +12 arcane On Hit.r1 +16 nature On Crit.r2 +8 nature On Hit: * 26% chance to slow global speed by 55% While equipped: Stats +10 Con dps ---------- Phys.pwr +21 (+3 eff.) Res.pen +21% physical +20% cold +19% all Acc +34 (+8 eff.) Apr +21 Melee Ret 4 cold ----- def ----- Resists +7% arcane Disarm- +49% Massive two-handed mauls. |
![]() 3.0 T4 longsword 1H weapon [Unique] Arcane Power 40.0 - 56.0 Physical Uses 70% Mag, 90% Str Acc+ +0.4% crit mult (max 40%) Apr +40 Crit +8.0% Atk.spd 100% Dmg.conv 20% temporal On Hit: * deals 165 temporal damage and slows enemies in radius 6 of the target by 175% based on Magic While equipped: dps ---------- Dmg.mod +30% temporal +30% physical ----- def ----- Def/telep +20 Res/telep +20% Dur/telep +20% Blink Blade: Level 4.0 Pwr.cost 7 out of 10/10. Range 8 Travel.spd instantaneous Is a spell Description: Teleport to the target and attack with your melee weapons for 94% damage. Then teleport next to a second random enemy, attacking for 94% damage. Blink Blade can hit the same target multiple times. The remnants of a damaged timeline, this blade shifts and fades at random. |
![]() 3.0 T3 mace 1H weapon [Ego+] Master Power 27.5 - 38.5 Physical Uses 50% Mag, 100% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +11.0% Blunt and deadly. |
![]() 3.0 T4 waraxe 1H weapon [Unique] Arcane Power 40.0 - 48.0 Physical Uses 50% Mag, 100% Str Acc+ +0.2% crit chance (max 25%) Apr +15 Crit +10.0% Atk.spd 100% On Hit.r1 +25 blight On Hit: 10% Curse of Death 3 On Hit: 10% Curse of Vulnerability 3 While equipped: dps ---------- Spell.pwr +20 (+3 eff.) Dmg.mod +20% blight On Spell Hit: 10% Curse of Impotence 3 On Spell Hit: 10% Curse of Defenselessness 3 The land withers and crumbles wherever this cursed axe rests. |
![]() 1.0 T3 dagger 1H weapon [Unique] Arcane Potentially it would go with a sword in the future. Power 25.0 - 32.5 Physical Uses 100% Mag, 50% Dex Acc+ +0.2% 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 (+2 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. |
![]() 1.0 T3 dagger 1H weapon [Unique] Nature Power 15.0 - 19.5 Physical Uses 50% Mag, 100% Dex Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +10.0% Atk.spd 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex ----- def ----- Proj.slow +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
![]() 1.0 T5 dagger 1H weapon [Unique] Arcane Power 42.0 - 54.6 Physical Uses 105% Mag, 35% Str Acc+ +0.2% crit chance (max 25%) Apr +11 Crit +18.0% Atk.spd 100% While equipped: Stats +6 Cun +6 Mag dps ---------- Spell.crit +10% Spell.pwr +12 (+2 eff.) Dmg.mod +15% blight +15% darkness +15% acid ---------- misc Infravis +2 On Spell Hit: 15% Blood Grasp 2 Worm Rot: Level 2.0 Pwr.cost 28 out of 50/50. Range 6 Travel.spd instantaneous Is a spell Description: Infects the target with parasitic carrion worm larvae for 5 turns. Each turn the disease will remove a beneficial physical effect and deal 23.88 acid and 29.62 blight damage. If not cleared after five turns it will inflict 168.16 blight damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location. Even if this disease is removed early, there is still a 43% chance for the larvae to hatch. You can never have more than 5 worms active from any source at a time. The damage dealt will increase with your Spellpower. Black blood for foul deeds. This dagger serves evil. |
![]() 4.0 T2 steamgun 1H weapon Reqs Shoot Steam Pool [Ego+] Nature/Steamtech Power 0.0 - 0.0 Physical Uses 50% Mag Acc+ +0.2% base dam (max 20%) Apr +6 Atk.spd 100% Range +7 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +9 Con +9 Wil ----- def ----- Max.HP +45.00 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 3.0 T3 shot ammo [Ego] Arcane/Master Power 32.0 - 38.4 Physical Uses 70% Dex, 50% Mag, 50% Cun Acc+ +0.2% base dam (max 20%) Acc +16 Apr +3 Crit +5.0% Capacity 17 On Hit.r1 +11 fire Shots are used with slings to pummel your foes to death. |
![]() 7.0 T4 shield armor Reqs Shield usage training [Ego+] Master When used to Attack: Power 50.5 - 60.6 Physical Uses 50% Mag, 100% Str Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +136 On Crit: * Smash the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +15.0% Phys.pwr +13 (+2 eff.) ----- def ----- Armour +8 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T5 shield armor Reqs Shield usage training [Ego+] Arcane/Master When used to Attack: Power 63.5 - 76.2 Physical Uses 50% Mag, 100% Str Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +196 On Hit: * reduce the cooldown of your ward talent by 1 While equipped: ----- def ----- Armour +10 Fatigue +8% Resists +30% lightning ---------- misc Wards +8 lightning +7 temporal +8 darkness +8 fire +7 nature +7 blight +8 cold +7 arcane +7 light Talents +1 Ward +1 Block Handheld deflection devices. |
![]() 2.0 T3 cloth armor [Rare] Arcane While equipped: Stats +3 Str +4 Mag +4 Wil dps ---------- Phys.pwr +30 (+4 eff.) Spell.pwr +14 (+2 eff.) Mind.pwr +30 (+10 eff.) S.pwr/crit +4 Dmg.mod +18% physical Res.pen +15% physical Apr +3 Melee Ret 10 physical ----- def ----- Resists +11% all Silence- +31% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 cloth armor [Random Unique] Arcane While equipped: Stats +4 Cun dps ---------- Spell.crit +22% Spell.pwr +46 (+7 eff.) ----- def ----- Armour +2 Resists +6% nature +11% all Phys.save +9 (+3 eff.) Spell.save +22 (+6 eff.) Disarm- +20% ---------- misc Mana/turn +0.25 Max.mana +123.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 cloth armor [Ego+] Arcane While equipped: Stats +4 Mag +4 Wil dps ---------- Spell.crit +5% Spell.pwr +7 (+1 eff.) Dmg.mod +20% arcane +20% temporal ----- def ----- Resists +11% all ---------- misc Max.mana +70.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 cloth armor [Ego+] Nature While equipped: Stats +7 Con dps ---------- Dmg.mod +20% nature ----- def ----- Resists +11% all Poison- +38% Disease- +37% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +6 Mag +6 Wil +6 Cun dps ---------- Spell.pwr +15 (+2 eff.) Dmg.mod +12% all Melee Ret 15 arcane ----- def ----- Armour +10 Defense +10 (+2 eff.) Resists +10% lightning +10% cold +10% fire +10% arcane +13% all Spell.save +20 (+5 eff.) Mind.save +15 (+5 eff.) Silence- +50% ---------- misc Mana/turn +2.00 Light +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
![]() 2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +10 Mag +8 Wil +6 Cun dps ---------- Spell.pwr +20 (+3 eff.) Mov.spd +10% Dmg.mod +25% lightning Res.pen +15% lightning ----- def ----- Defense +15 (+3 eff.) Resists +20% lightning +13% all Proj.slow +15% 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. |
![]() 9.0 T3 light armor [Unique] Arcane While equipped: Stats +8 Cun dps ---------- Apr +10 ----- def ----- Armour +12 Defense +14 (+3 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
![]() 9.0 T5 light armor [Unique] Arcane/Master With a better grip it would be the destroyer of your enemies. While equipped: Stats +3 Cun +9 Mag dps ---------- Spell.pwr +10 (+1 eff.) Melee+ 25 vim draining blight Melee Ret 25 vim draining blight ----- def ----- Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Disease- +100% ---------- misc Max.vim +25.00 Masteries +0.20 Corruption/Sanguisuge +0.20 Corruption/Blood Reduces all damage by 7% of current vim or 50% of the damage, whichever is lower; but at the cost of vim equal to 5% of the damage blocked. Current Bonus: 0 Blood Grasp: Level 5.0 Pwr.cost 9 out of 12/12. Range 10 Travel.spd 2000% of base Is a spell Description: Project a bolt of corrupted blood, doing 326.42 blight damage and healing you for 20% the damage dealt. 50% of the damage dealt will be gained as maximum life for 7 turns (before the healing). The damage will increase with your Spellpower. Stolen flesh, Stolen pain, To give it up, Is to live again. |
![]() 14.0 T2 heavy armor Reqs Heavy armour training [Ego++] Arcane/Psionic While equipped: Stats +3 Cun dps ---------- Melee+ 14 acid 14 fire Melee Ret 12 acid 12 fire ----- def ----- Armour +12 Defense +11 (+3 eff.) Fatigue +12% Resists +17% acid +18% fire Mind.save +16 (+5 eff.) A suit of armour made of mail. |
![]() 14.0 T3 heavy armor Reqs Heavy armour training [Ego+] Nature/Master While equipped: ----- def ----- Armour +22 Defense +3 (+1 eff.) Fatigue +12% Max.HP +50.00 HP.reg +7.00 Heal.mod +16% A suit of armour made of mail. |
![]() 17.0 T5 massive armor Reqs Massive armour training [Rare] Arcane While equipped: dps ---------- Phys.pwr +15 (+2 eff.) Res.pen +33% lightning +33% physical +33% temporal Melee Ret 13 blight On Hit (Melee): * 26% chance to reduce strength, dexterity, and constitution by 43 ----- def ----- Armour +16 Fatigue +22% Resists +12% temporal +20% light +20% darkness Die.at -100.00 life ---------- misc Max.stam +39.46 A suit of armour made of metal plates. |
![]() 17.0 T5 massive armor Reqs Massive armour training [Random Unique] Arcane/Psionic While equipped: Stats +9 Cun +9 Wil dps ---------- Mind.crit +1% Melee+ 22 acid 23 fire Melee Ret 16 acid 13 fire ----- def ----- Armour +18 Defense +20 (+4 eff.) Fatigue +22% Resists +30% acid +30% fire +12% nature +29% temporal Crit.chn- 10.00% Mind.save +24 (+7 eff.) Disarm- +10% Stun/Frz- +26% A suit of armour made of metal plates. |
![]() 1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
![]() 1.0 T3 belt armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +15% lightning +6% cold Res.pen +15% lightning +20% cold +10% acid Melee Ret 10 cold ----- def ----- Resists +9% lightning +6% cold +11% light +11% darkness A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Ego++] Arcane While equipped: Stats +8 Wil +18 Mag dps ---------- Spell.crit +5% ---------- misc Mana/turn +0.23 Max.mana +52.00 A belt that goes around your waist. |
![]() 2.0 T2 cloak armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +6 (+1 eff.) Dmg.mod +5% physical ----- def ----- Resists +5% physical ---------- misc Masteries +0.20 Chronomancy/Gravity +0.20 Spell/Stone +0.10 Chronomancy/Matter +0.20 Spell/Earth Stone Wall: Level 1.3 Pwr.cost 42 out of 60/60. Range melee/personal Travel.spd instantaneous Is a spell Description: Entomb yourself in a wall of stone for 10 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 235.07 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
![]() 2.0 T3 cloak armor [Rare] Master While equipped: Stats +4 Dex +4 Mag +4 Cun dps ---------- Dmg.mod +15% light +18% lightning Acc +6 (+1 eff.) Apr +7 ----- def ----- Defense +2 (+1 eff.) ---------- misc Infravis +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Rare] Arcane While equipped: Stats +5 Mag +4 Wil dps ---------- Spell.crit +12% Crit.mult +20.00% Dmg.mod +15% mind Res.pen +20% mind On Hit (Melee): * 20% chance to reduce all saves and defense by 28 ----- def ----- Defense +2 (+1 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Mana/s.crit +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T5 cloak armor [Random Unique] Nature/Master/Psionic While equipped: Stats +1 Str +4 Dex +5 Wil +10 Cun +2 Con dps ---------- Phys.crit +2.0% Mind.crit +8% ----- def ----- Defense +23 (+5 eff.) Resists +10% acid +2% physical +24% light +34% fire +10% cold +10% lightning Spell.save +9 (+2 eff.) Stealth +12 Disease- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T5 cloak armor [Random Unique] Nature/Master While equipped: Stats +6 Cun +4 Dex dps ---------- Mind.crit +6% Dmg.mod +12% mind +12% temporal ----- def ----- Defense +20 (+4 eff.) Resists +9% acid +25% light +32% fire +8% lightning +10% cold Phys.save +15 (+5 eff.) Stealth +14 ---------- misc Max.psi +50.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 feet armor [Rare] Master While equipped: ----- def ----- Armour +5 Fatigue -5% Resists +3% blight +3% light +3% nature +5% arcane Phys.save +6 (+2 eff.) Die.at -20.00 life Max.HP +100.00 ---------- misc Max.enc +22 A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Rare] Master While equipped: Stats +3 Wil dps ---------- Phys.crit +5.0% Phys.pwr +5 (+1 eff.) Res.pen +25% lightning Apr +9 ----- def ----- Armour +3 Resists +9% lightning +6% temporal +12% blight +12% nature +9% acid Spell.save +12 (+3 eff.) A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Ego+] Arcane/Master While equipped: Stats +6 Lck +5 Dex dps ---------- Res.pen +15% darkness +13% temporal ----- def ----- Armour +3 Resists +16% darkness +16% temporal Stealth +6 Def/telep +15 Res/telep +15% Dur/telep +16% A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Ego++] Arcane/Master/Psionic While equipped: dps ---------- Phys.pwr +6 (+1 eff.) Spell.pwr +5 (+1 eff.) Mind.pwr +8 (+2 eff.) ----- def ----- Armour +3 Silence- +28% Confus- +20% Stun/Frz- +30% A pair of boots made of leather. |
![]() 2.0 T5 feet armor [Random Unique] Arcane/Master While equipped: Stats +4 Str +4 Con dps ---------- S.pwr/crit +8 Dmg.mod +6% arcane Res.pen +10% nature ----- def ----- Armour +5 Resists +13% fire +14% cold Silence- +32% Confus- +43% Stun/Frz- +41% ---------- misc Mana/s.crit +2.00 Max.mana +100.00 Rush: Puts all charms on 18 cooldown Level 1.3 Pwr.cost 18 out of 25/25. Range 6 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
![]() 2.0 T5 feet armor [Rare] Master While equipped: Stats +3 Mag +10 Con dps ---------- Phys.crit +6.0% Phys.pwr +6 (+1 eff.) Dmg.mod +15% nature Apr +13 Melee Ret 8 lightning ----- def ----- Armour +5 Def/telep +16 Res/telep +16% Dur/telep +16% ---------- misc Light +3 A pair of boots made of leather. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Ego++] Arcane While equipped: Stats +3 Mag +3 Wil ----- def ----- Armour +3 Fatigue +2% Silence- +23% Confus- +21% Stun/Frz- +22% Blink to a nearby random location (rad 7) Puts all charms on 18 cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Random Unique] Arcane/Master While equipped: Stats +6 Wil dps ---------- Phys.crit +3.0% Spell.crit +1% Phys.pwr +4 (+1 eff.) Spell.pwr +5 (+1 eff.) Res.pen +11% temporal +13% darkness +7% physical Phasing +20% ----- def ----- Armour +4 Fatigue +3% Resists +18% darkness +15% temporal Def/telep +14 Res/telep +11% Dur/telep +16% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +4 Mag +4 Wil dps ---------- Dmg.mod +21% fire +18% temporal Res.pen +25% blight +25% temporal ----- def ----- Armour +4 Fatigue +3% Def/telep +15 Res/telep +15% Dur/telep +15% Blink to a nearby random location (rad 11) Puts all charms on 18 cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +2 Str +5 Wil +4 Cun dps ---------- Phys.crit +4.0% Phys.pwr +30 (+4 eff.) Acc +30 (+7 eff.) ----- def ----- Armour +4 Defense +20 (+4 eff.) Fatigue +3% Resists +9% fire Phys.save +8 (+2 eff.) Spell.save +11 (+3 eff.) Mind.save +10 (+3 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Ego+] Arcane/Master While equipped: ----- def ----- Armour +5 Fatigue +4% Silence- +41% Confus- +35% Stun/Frz- +42% ---------- misc Stam/turn +0.90 Max.stam +20.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T2 hands armor [Ego++] Arcane/Master While equipped: Stats +3 Mag +4 Wil +4 Con dps ---------- Melee+ 8 acid 7 fire 8 cold 8 lightning ----- def ----- Armour +2 Phys.save +22 (+7 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Disarm- +38% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 21 cooldown Level 4.8 Pwr.cost 21 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 34% and provides a 19% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +5 Wil dps ---------- Crit.mult +20.00% Res.pen +15% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 23% ----- def ----- Defense +2 (+1 eff.) Phys.save +11 (+3 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Mana/turn +0.08 Light +3 A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Ego++] Arcane While equipped: Stats +5 Mag +4 Wil dps ---------- Spell.pwr +11 (+2 eff.) ----- def ----- Defense +2 (+1 eff.) ---------- misc Mana/turn +1.50 Mana/ret +1.10 Max.mana +54.00 Manaflow: Puts all charms on 28 cooldown Level 1.0 Pwr.cost 28 out of 40/40. Range melee/personal Travel.spd instantaneous Is a spell Description: Engulf yourself in a surge of mana, quickly restoring 17 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
![]() 2.0 T5 head armor [Ego+] Arcane While equipped: dps ---------- Spell.pwr +7 (+1 eff.) ----- def ----- Defense +3 (+1 eff.) ---------- misc Mana/turn +2.00 Mana/ret +1.40 Max.mana +110.00 Manaflow: Puts all charms on 28 cooldown Level 1.0 Pwr.cost 28 out of 40/40. Range melee/personal Travel.spd instantaneous Is a spell Description: Engulf yourself in a surge of mana, quickly restoring 17 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
![]() 2.0 T5 head armor [Ego+] Arcane/Psionic While equipped: Stats +10 Mag +9 Con dps ---------- Mind.crit +6% Mind.pwr +6 (+2 eff.) Dmg.mod +20% arcane ----- def ----- Defense +3 (+1 eff.) ---------- misc Psi/turn +0.37 Arcane Eye: (Instant) Puts all charms on 7 cooldown Level 5.0 Pwr.cost 7 out of 10/10. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
![]() 2.0 T5 head armor [Random Unique] Arcane/Master While equipped: Stats +10 Str +9 Dex dps ---------- Dmg.mod +21% arcane +9% darkness On Hit (Melee): * 10% chance to slow global speed by 55% * 20% chance to reduce damage dealt by 23% ----- def ----- Armour +5 Fatigue +5% Resists +15% blight +12% darkness Spell.save +11 (+3 eff.) Mind.save +11 (+3 eff.) Circle of Sanctity: (Instant) Puts all charms on 21 cooldown Level 2.0 Pwr.cost 21 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 45 light damage to everyone else who enters. The circle lasts 4 turns. A cap made of leather. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +2 Str +4 Mag dps ---------- Phys.pwr +10 (+1 eff.) Spell.pwr +10 (+1 eff.) ----- def ----- Armour +9 Fatigue +4% Silence- +30% ---------- misc Light -1 Masteries +0.20 Race/Doomelf Increases the range of Haste of the Doomed by 1. An experimental helmet designed to enhance the effects of the Doomelf corruption. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Dmg.mod +9% light Res.pen +25% light ----- def ----- Armour +4 Fatigue +4% Resists +6% acid +16% cold +5% arcane +6% fire Spell.save +6 (+2 eff.) ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 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. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 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. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+3 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. |
![]() 0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 multi-hued gem [Unique] Arcane A part of set. While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resists +30% mind Confus- +30% Fear- +30% Light +2 While carried: Light +2 Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resists +30% mind Confus- +30% Fear- +30% Light +2 Latent Damage Type: Blight Combine with a staff. Uses 1 power out of 1/1 A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
![]() 0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 21 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 0.0 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. |
![]() 0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 lite [Unique] Psionic While equipped: dps ---------- Mind.pwr +10 (+3 eff.) Dmg.mod +15% light +15% darkness Res.pen +10% darkness ----- def ----- Resists +20% darkness Affinity +20% darkness Mind.save +10 (+3 eff.) ---------- misc Light +10 Masteries +0.20 Cursed/Shadows Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 300). Release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 270.00 darkness damage (based on Mindpower and charge). Uses 7 power out of 10/10 This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
![]() 1.0 T5 lite [Random Unique] Arcane/Psionic While equipped: Stats +4 Str dps ---------- Spell.crit +6% Spell.pwr +6 (+1 eff.) Dmg.mod +30% light +9% physical Acc +20 (+5 eff.) Apr +4 Melee Ret 6 physical ----- def ----- Resists +15% blight +2% physical +45% darkness Affinity +10% light Mind.save +15 (+5 eff.) ---------- misc Light +10 Infravis +6 See.Stealth +25 See.Invis +40 The wearer is treated as an undead. The wearer no longer has to breathe. Sun Flare: Puts all charms on 21 cooldown Level 3.0 Pwr.cost 21 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 486.96 light damage. At talent level 3 you gain 52% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 21 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 140 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 T3 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +12% mind ----- def ----- Resists +9% lightning +5% arcane Spell.save +15 (+4 eff.) Disease- +20% Def/telep +15 Res/telep +15% Dur/telep +15% Blast the opponent's mind dealing 292 mind damage and silencing them for 4 turns Puts all charms on 11 cooldown 100% to increase all damage penetration by 16% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T5 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +12% blight +15% cold +15% arcane Res.pen +15% lightning +26% arcane Melee Ret 10 lightning ----- def ----- Resists +12% lightning +15% blight Setup a psionic shield, reducing all damage taken by 173 for 5 turns Puts all charms on 18 cooldown 100% to reduce 3 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T5 totem charm [Random Unique] Nature While equipped: Stats +2 Cun dps ---------- Crit.mult +15.00% Mind.pwr +5 (+1 eff.) Dmg.mod +6% mind ----- def ----- Resists +12% cold ---------- misc Hate/m.crit +1.00 Sting an enemy dealing 530 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 11 cooldown 100% to increase the duration of 3 beneficial effects by 2. 100% to cleanse 3 total effects of type disease, wound, or poison. 100% to gain a 40% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T3 wand charm [Random Unique] Arcane While equipped: dps ---------- Melee Ret 6 nature On Hit (Melee): * 10% chance to slow global speed by 55% ----- def ----- Resists +9% nature ---------- misc Light +1 Create a radius 3 storm for 5 turns. Each turn, creatures within take 87 lightning damage and will be dazed for 1 turn (439 total damage) Puts all charms on 11 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. 100% to heal for 57. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T5 wand charm [Random Unique] Arcane While equipped: Stats +4 Cun +2 Con dps ---------- Res.pen +10% fire Phasing +30% ----- def ----- Crit.chn- 15.00% ---------- misc Wards +6 acid +5 cold +5 light +6 temporal Talents +1 Ward Create a shield absorbing up to 452 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 14 cooldown 100% to increase all damage penetration by 21% for 2 turns. 100% to reduce fatigue by 60% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T5 wand charm [Rare] Arcane While equipped: dps ---------- Spell.pwr +30 (+5 eff.) S.pwr/crit +6 Dmg.mod +6% arcane Res.pen +25% temporal On Hit (Melee): * 21% chance to slow global speed by 55% * 21% chance to gain 10% of a turn (3/turn limit) ----- def ----- Spell.save +19 (+5 eff.) Create a radius 3 storm for 5 turns. Each turn, creatures within take 189 lightning damage and will be dazed for 1 turn (946 total damage) Puts all charms on 11 cooldown 100% to heal for 64. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
The Cog The Cog0.0 T3 mechanical cog [Legendary] Unknown While equipped: Stats +5 Cun +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
![]() 2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
Achievements
By Dolan the Cornac Arcane Blade level 39
21st Pyre 123rd year of Ascendancy at 19:26 see stats
By Dolan the Cornac Arcane Blade level 38
20th Pyre 123rd year of Ascendancy at 02:51 see stats
By Dolan the Cornac Arcane Blade level 48
18th Dusk 123rd year of Ascendancy at 03:55 see stats
By Dolan the Cornac Arcane Blade level 41
45th Pyre 123rd year of Ascendancy at 12:23 see stats
By Dolan the Cornac Arcane Blade level 34
67th Regrowth 123rd year of Ascendancy at 06:09 see stats
By Dolan the Cornac Arcane Blade level 13
28th Dusk 122nd year of Ascendancy at 13:33 see stats
By Dolan the Cornac Arcane Blade level 40
29th Pyre 123rd year of Ascendancy at 07:58 see stats
By Dolan the Cornac Arcane Blade level 37
17th Pyre 123rd year of Ascendancy at 11:47 see stats
By Dolan the Cornac Arcane Blade level 26
29th Haze 122nd year of Ascendancy at 23:14 see stats
By Dolan the Cornac Arcane Blade level 25
18th Haze 122nd year of Ascendancy at 18:07 see stats
By Dolan the Cornac Arcane Blade level 34
68th Regrowth 123rd year of Ascendancy at 11:53 see stats
By Dolan the Cornac Arcane Blade level 22
7th Haze 122nd year of Ascendancy at 06:43 see stats
By Dolan the Cornac Arcane Blade level 50
21st Haze 123rd year of Ascendancy at 17:20 see stats
By Dolan the Cornac Arcane Blade level 35
73rd Regrowth 123rd year of Ascendancy at 21:27 see stats
By Dolan the Cornac Arcane Blade level 10
2nd Dusk 122nd year of Ascendancy at 10:08 see stats
By Dolan the Cornac Arcane Blade level 20
63rd Dusk 122nd year of Ascendancy at 17:08 see stats
By Dolan the Cornac Arcane Blade level 30
16th Regrowth 123rd year of Ascendancy at 03:50 see stats
By Dolan the Cornac Arcane Blade level 40
27th Pyre 123rd year of Ascendancy at 08:57 see stats
By Dolan the Cornac Arcane Blade level 50
24th Dusk 123rd year of Ascendancy at 04:37 see stats
By Dolan the Cornac Arcane Blade level 50
4th Haze 123rd year of Ascendancy at 12:34 see stats
By Dolan the Cornac Arcane Blade level 50
35th Dusk 123rd year of Ascendancy at 09:42 see stats
By Dolan the Cornac Arcane Blade level 29
69th Haze 122nd year of Ascendancy at 12:37 see stats
By Dolan the Cornac Arcane Blade level 33
42nd Regrowth 123rd year of Ascendancy at 20:20 see stats
By Dolan the Cornac Arcane Blade level 18
52nd Dusk 122nd year of Ascendancy at 07:13 see stats
By Dolan the Cornac Arcane Blade level 41
41st Pyre 123rd year of Ascendancy at 20:25 see stats
By Dolan the Cornac Arcane Blade level 13
22nd Dusk 122nd year of Ascendancy at 20:56 see stats
By Dolan the Cornac Arcane Blade level 29
12nd Regrowth 123rd year of Ascendancy at 21:26 see stats
By Dolan the Cornac Arcane Blade level 43
63rd Pyre 123rd year of Ascendancy at 21:49 see stats
By Dolan the Cornac Arcane Blade level 17
47th Dusk 122nd year of Ascendancy at 06:39 see stats
By Dolan the Cornac Arcane Blade level 43
73rd Pyre 123rd year of Ascendancy at 06:00 see stats
By Dolan the Cornac Arcane Blade level 28
32nd Haze 122nd year of Ascendancy at 03:59 see stats
By Dolan the Cornac Arcane Blade level 17
44th Dusk 122nd year of Ascendancy at 00:16 see stats
By Dolan the Cornac Arcane Blade level 50
23rd Haze 123rd year of Ascendancy at 02:45 see stats
By Dolan the Cornac Arcane Blade level 38
19th Pyre 123rd year of Ascendancy at 19:01 see stats
Log
Dolan hits Minotaur for 986 lightning damage.
Aerarelewen the orc summoner uses Pride of the Orcs.
Ritch flamespitter spits flames!
Ritch flamespitter's mind surges with critical power!
Dolan killed Giant spider!
Ritch flamespitter hits Dolan for (259 absorbed), 0 fire (0 total damage).
Aerarelewen the orc summoner receives 427 healing from Pride of the Orcs.
Isyra the orc cryomancer uses Pride of the Orcs.
Aerarelewen the orc summoner performs a melee critical strike against Dolan!
Aerarelewen the orc summoner casts Flame.
Your shield crumbles under the damage!
The shield around Dolan crumbles.
Burning from Aerarelewen the orc summoner hits Dolan for (282 absorbed), 113 fire (113 total damage).
Aerarelewen the orc summoner hits Dolan for (511 absorbed), 0 physical, (67 absorbed), 0 fire, (14 absorbed), 0 temporal, (30 absorbed), 0 lightning, (243 absorbed), 0 fire (0 total damage).
Melee retaliation hits Aerarelewen the orc summoner for 9 lightning, 3 nature, 2 mind, 1 physical (16 total damage).
Isyra the orc cryomancer receives 143 healing (390 psi heal) from Pride of the Orcs.
Isyra the orc cryomancer uses Waking Nightmare.
Dolan shrugs off Isyra the orc cryomancer's 'Waking Nightmare'!
Thought-forged warrior rushes out!
Thought-forged warrior misses Dolan.
Aerarelewen the orc summoner performs a melee critical strike against Dolan!
Dolan is recovering from the damage!
Dolan resists!
Aerarelewen the orc summoner casts Flame.
Aerarelewen the orc summoner's spell attains critical power!
Aerarelewen the orc summoner roars triumphantly.
Aerarelewen the orc summoner hits Dolan for 487 physical, 71 fire, 15 temporal, 32 lightning, 425 fire (1029 total damage).
Melee retaliation hits Aerarelewen the orc summoner for 9 lightning, 3 nature, 2 mind, 1 physical (15 total damage).
Isyra the orc cryomancer receives 5 healing (14 psi heal).
Dolan the level 50 cornac arcane blade was scorched to death by Aerarelewen the orc summoner on level 4 of High Peak.