











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Genuine Veteran 1.6.6A Combat Veteran tree rework, because the base tree isn't very attractive. Full details in the forum thread. Quick Recovery: Quick Recovery and Fast Metabolism merged. Lifegain scales with CON. This version has seen a complete playthrough main AoA campaign on insane roguelike without major issues, however it's still being tested and subject to change. This addon overloads the combat techniques tree, and is therefore incompatible with any addon or future versions which change that file. 0.9.5: Tooltips clarified, small numerical adjustments. 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 Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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.
QuickTome QoL Changes 1.7.4Changes to make ToME faster to play without providing gameplay advantages. You may freely modify and redistribute this addon and its contents, except where otherwise indicated in the Credits section below. Weight: 216890 Full list of effects- After generating the world map, using zone exits or recalling allows you to teleport to most reachable zones, instead of having to walk through the world map. Recalling can still drag doomelves/doombringers/demonologists to the Anteroom of Agony, and the teleportation won't let you bypass Crypt of Kryl'Feijan, Godfeaster, or the Dreadfell ambush. - Maj'Eyal characters start with the Orb of Communication, which can be used to contact the alchemists, Elder of Last Hope, Protector Myssil, and Zemekkys when appropriate. - Achievement pop-ups and announcing your own achievements in chat can be disabled in the game UI and Online options, respectively. - Added an easily toggleable "digging mode" that automatically uses your Dig talent when you move into a diggable wall with no hostiles in sight. CreditsThe icon used for Toggle Digging Mode is licensed under CC-BY 3.0: https://game-icons.net/1x1/delapouite/war-pick.html Changelog1.1.0- This version is not compatible with savegames from previous versions! 1.0.16- Fixed Drem being able to teleport to Dwarf starting zones 1.0.15- Updated for qt-zone-overhaul version 1.0.32 1.0.14- Updated for qt-zone-overhaul version 1.0.27 1.0.13- Updated for qt-zone-overhaul version 1.0.22 1.0.12- Updated for qt-zone-overhaul version 1.0.18 1.0.11- Updated for ToME4 version 1.4.8 1.0.10- Greatly improve worldmap position handling: zone entrance positions are now auto-detected instead of enumerated, multiple onLevelLoads are no longer added 1.0.9- Fix Murgol Lair exit position 1.0.8- Fix regression in tier 1 zone teleports for non-Zone Overhaul games 1.0.7- Don't try to teleport when exiting damp/intimidating caves, Rat Lich crypt, etc. via the stairs 1.0.6- Allowed teleporting via zone exits, not just the Rod 1.0.5- Updated for qt-zone-overhaul 1.0.13 1.0.4- Fix typo that caused Briagh's Lair to be accessible when it shouldn't 1.0.3- Updated for qt-zone-overhaul 1.0.11 1.0.2- Fixed serialization bug that could leave player with nil wilderness position (requiring save editing to continue) if they teleported with the rod of recall, then saved and reloaded the game, then visited the worldmap without teleporting anywhere else. 1.0.1- Updated for qt-zone-overhaul 1.0.4 1.0.0- Initial release 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:
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:
Escort Selector Plus 1.7.6护送增强: Die in Obscurity 1.3.0Adds an option to the Online tab that can disable the broadcasting of death messages. Additionally, can suppress death messages for characters under a specific level. Plenum Tooltip: Enhanced tooltips v 2.7 for ToME 1.5.0 1.5.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** 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. 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. Faster Egress Artifact Rolling 1.7.4Immediately gives you 3 appropriate artifacts upon entering the egress instead of having to brute-force combinations. |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Female |
| Race | Higher |
| Class | Arcane Blade |
| Level / Exp | 47 / 40% |
| Size | big |
| Lifes / Deaths | Killed by Xeressra the deformed war bear at level 13 on the 1st Dusk 122nd year of Ascendancy at 04:13 0 / 9Killed by shadow at level 14 on the 2nd Dusk 122nd year of Ascendancy at 23:48 Killed by Genn the elven warrior at level 18 on the 13rd Dusk 122nd year of Ascendancy at 09:53 Killed by Ce'Nita the void horror at level 33 on the 10th Haze 122nd year of Ascendancy at 12:45 Killed by Beloribeth the skeleton assassin at level 34 on the 13rd Haze 122nd year of Ascendancy at 17:16 Killed by Khulmanar, General of Urh'Rok at level 35 on the 31st Haze 122nd year of Ascendancy at 16:26 Killed by minotaur at level 45 on the 72nd Haze 122nd year of Ascendancy at 13:22 Killed by Eilinilrada the white wolf at level 47 on the 75th Haze 122nd year of Ascendancy at 18:56 Killed by Vor, Grand Geomancer of the Pride at level 47 on the 75th Haze 122nd year of Ascendancy at 22:26 |
Primary Stats
| Strength | 58 (base 29) |
| Dexterity | 89 (base 41) |
| Constitution | 33 (base 7) |
| Magic | 106 (base 60) |
| Willpower | 27 (base 13) |
| Cunning | 101 (base 65) |
Resources
| Life | -196/1450 |
| Mana | 47/521 |
| Stamina | 148/280 |
| Steam | 100/100 |
| Healing Factor | 1.3789294477288 |
| Regeneration | 5.8604501528473 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 4 |
| Infravision | 6 |
| See Stealth | 45.053173795897 |
| See Invisible | 61.053173795897 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 94 |
| Accuracy | 66 |
| Crit Chance | 48% |
| APR | 19 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 28 |
| Accuracy | 66 |
| Crit Chance | 53% |
| APR | 33 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 82 |
| Crit Chance | 56% |
| Speed | 1 |
Offense: Mind
| Mindpower | 39 |
| Crit Chance | 42% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +40% |
| Blight | +46% |
| Arcane | +32% |
| Cold | +33% |
| All | +20% |
| Lightning | +80% |
| Physical | +51% |
| Fire | +49% |
| Nature | +31% |
Offense: Damage Penetration
| Acid | +45% |
| Temporal | +45% |
| Mind | +35% |
| Lightning | +65% |
| Fire | +50% |
| All | +25% |
Defense: Base
| Armour (hardiness) | 31 (51.69962066283%) |
| Defense | 81 |
| Ranged Defense | 81 |
| Fatigue | 0 |
| Physical Save | 47 |
| Spell Save | 49 |
| Mental Save | 40 |
Defense: Resistances
| Acid | + 52%( 70%) |
| Blight | + 37%( 70%) |
| Arcane | + 30%( 70%) |
| Cold | + 34%( 70%) |
| All | + 21%( 70%) |
| Physical | + 37%( 70%) |
| Lightning | + 49%( 70%) |
| Light | + 26%( 70%) |
| Temporal | + 33%( 70%) |
| Mind | + 26%( 70%) |
| Darkness | + 37%( 70%) |
| Fire | + 38%( 70%) |
| Nature | + 37%( 70%) |
Defense: Immunities
| Stun Resistance | 75% |
| Confusion Resistance | 26% |
| Poison Resistance | 25% |
| Blind Resistance | 35% |
| Silence Resistance | 50% |
| Bleed Resistance | 20% |
| Teleport Resistance | 100% |
| Disarm Resistance | 100% |
| Pinning Resistance | 25% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 25% |
Inscriptions (5/5)
| 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 645 damage for 6 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 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 11 Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 11 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 25%, your defense is increased by 25 and all your resistances by 25%. 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. |
| Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 47 up to 7 times. Its effects scale with your Dexterity stat. |
Class Talents
| Technique / Combat techniques | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Spell / Air | 1.59 |
| 5/5 |
| 5/5 |
| 4/5 |
| 3/5 |
| Spell / Enhancement | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| Technique / Magical combat | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
| Spell / Earth | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Spell / Staff combat | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 2/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 2/5 |
| 1/5 |
| 3/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Conveyance | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Aegis | 1.00 |
| 2/5 |
| 5/5 |
| 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 and left for dead. They asked about the staff and stole it from you. Go at once to Last Hope to report those events! | 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 kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. | active |
You successfully escorted the injured seer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You failed to protect the lone alchemist from death by ultimate gwelgoroth. Escort: lone alchemist (level 1 of Daikara) | failed |
You successfully escorted the lost defiler to the recall portal on level 2 of Daikara. Escort: lost defiler (level 2 of Daikara)As a reward you improved Cunning by +5. | done |
You failed to protect the lost defiler from death by Ivutta the black bear. Escort: lost defiler (level 3 of Old Forest) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Trollmire. Escort: lost tinker (level 3 of Trollmire)As a reward you gained knowledge of tinker technology. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
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 Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
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 precision. He has given you some notes on the ingredients: * You've found the needed orc heart. * You've found the needed wretchling eyeball. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed pouch of bone giant dust. * You've found the needed bloated horror heart. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed vial of squid ink. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed pouch of luminous horror dust. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed vial of greater demon bile. * You've found the needed vial of wight ectoplasm. * You've found the needed ice ant stinger. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You 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 within4 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to 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 | Beudor (0 def, 5 armour) 2.0 T5 feet armor [Random Unique] Nature/Master/Psionic While equipped: Stats +8 Str +5 Wil +3 Cun +7 Con dps ---------- Mov.spd +10% Dmg.mod +8% physical Res.pen +20% acid Melee Ret 2 temporal On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +5 Fatigue -7% Resists +6% acid +3% temporal Phys.save +25 (+8 eff.) Spell.save +8 (+3 eff.) Mind.save +10 (+4 eff.) Max.HP +52.00 Pinning- +25% Knockbk- +25% Teleport- +100% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Stam/turn +0.40 Size +1 A pair of boots made of leather. |
| Light source | nightwalker's alchemist's lamp of health1.0 T3 lite [Ego+] Nature While equipped: Stats +5 Wil dps ---------- Phys.crit +4.0% Crit.mult +16.00% Phys.pwr +7 (+2 eff.) ----- def ----- Max.HP +42.00 ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Nimbusvenom the linen wizard hat (1 def, 0 armour) 2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +11% nature +12% lightning Res.pen +10% lightning ----- def ----- Defense +1 (+0 eff.) Resists +16% nature Max.HP +40.00 Heal.mod +5% Poison- +10% Silence- +50% A pointy cloth hat, very wizardly... |
| On hands | drakeskin leather gloves 'Glilevena' (0 def, 3 armour) 1.0 T4 hands armor [Random Unique] Arcane/Master While equipped: Stats +3 Cun +5 Mag dps ---------- Phys.crit +8.0% Spell.crit +18% Mind.crit +14% Crit.mult +9.00% Melee+ 11 blight Dmg.mod +4% blight ----- def ----- Armour +3 Resists +7% blight +6% fire +7% light +8% darkness Crit.chn- 15.00% Max.HP +20.00 Heal.mod +15% Blind- +20% Disarm- +100% ---------- misc Infravis +1 Talents +5 Iron Grip Unarmed combat: Power 137% Range: 1.1x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +14.0% Atk.spd 100% On Crit.r2 +13 blight +33 light +29 darkness On Hit: 20% Soul Rot 5 On Crit: 20% Cripple 5 Starfall: Puts all charms on 17 cooldown Level 1.0 Pwr.cost 17 out of 20/20. Range 6 Travel.spd instantaneous Is a spell Description: A star falls on a radius 1 area, doing 104.68 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | dwarven-steel torque of mindblast 'Cuthuchik' [power 255] (13 cooldown)2.0 T3 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +12% arcane ----- def ----- Armour +12 Defense +25 (+5 eff.) Resists +18% acid +5% arcane Max.HP +80.00 Teleport- +20% Blast the opponent's mind dealing 306 mind damage and silencing them for 4 turns Puts all charms on 13 cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | Emelebrelaith0.1 T2 ring jewelry [Rare] Psionic While equipped: Stats +2 Mag dps ---------- Dmg.mod +12% blight ----- def ----- Spell.save +6 (+2 eff.) Mind.save +8 (+3 eff.) Confus- +26% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Max.mana +60.00 Max.vim +30.00 Rings make your fingers look great! |
| On fingers | Wheel of Fate0.1 T2 ring jewelry [Unique] Arcane While equipped: Stats +4 Con dps ---------- Dmg.mod +9% lightning Res.pen +15% lightning +20% temporal ----- def ----- Resists +5% nature +7% blight Phys.save +8 (+3 eff.) HP.reg +4.00 Poison- +15% Disease- +17% Stun/Frz- +25% Def/telep +15 Res/telep +15% Dur/telep +15% Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
| Around neck | Zeruromichik the Skydash0.1 T4 amulet jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +6 Con dps ---------- Crit.mult +15.00% Spell.pwr +13 (+2 eff.) Dmg.mod +10% blight +9% fire Res.pen +15% lightning On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 35 ----- def ----- Resists +6% blight +6% lightning ---------- misc Masteries +0.29 Spell/Air Amulets make your neck look great! |
| In main hand | Gliwyn the Scaldwasp (136% power, 6 apr, lightning element) 5.0 T5 staff 1H weapon [Random Unique] Arcane/Master Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% On Crit: * project a beam of lightning While equipped: dps ---------- Spell.crit +5% Crit.mult +40.00% Spell.pwr +24 (+4 eff.) Melee+ 33 fire Dmg.mod +30% lightning +3% fire Res.pen +10% mind +25% fire ----- def ----- Resists +6% mind +3% fire ---------- misc See.Invis +16 Talents +1 Command Staff On Spell Hit: 10% Dust to Dust 4 Staves designed for wielders of magic, by the greats of the art. |
| Around waist | hardened leather belt 'Airsweeper'1.0 T3 belt armor [Random Unique] Arcane/Master While equipped: Stats +2 Str dps ---------- Phys.crit +4.0% Crit.mult +10.00% Phys.pwr +24 (+6 eff.) Dmg.mod +9% lightning ----- def ----- Armour +11 Defense +8 (+1 eff.) Fatigue -6% Phys.save +18 (+6 eff.) ---------- misc Max.enc +28 A belt that goes around your waist. |
| In off hand | Shantiz the Stormblade (111% power, 20 apr) 1.0 T3 dagger 1H weapon [Unique] Nature Power 111% Range: 1.3x Uses 100% Dex Dmg Physical 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. On Crit: * project a beam of lightning While equipped: Stats +20 Dex ----- def ----- Proj.slow +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
| Cloak | Gilegobers the cashmere cloak (2 def, 0 armour) 2.0 T3 cloak armor [Rare] Master While equipped: Stats +9 Dex +7 Cun +9 Con dps ---------- Acc +7 (+2 eff.) Apr +6 ----- def ----- Defense +2 (+0 eff.) Resists +30% lightning +12% temporal Crit.chn- 15.00% Stun/Frz- +50% Def/telep +15 Res/telep +15% Dur/telep +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | elven-silk robe 'Duvagodin' (0 def, 0 armour)2.0 T5 cloth armor [Random Unique] Arcane While equipped: Stats +3 Wil dps ---------- Spell.crit +5% Spell.pwr +21 (+4 eff.) Dmg.mod +20% acid +23% physical +13% cold +17% fire +20% all ----- def ----- Resists +16% acid +20% physical +12% darkness +17% cold +13% fire +15% all Spell.save +23 (+8 eff.) Cut- +20% ---------- misc Max.hate +6.00 Cooldown Refit Golem -5 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
Blood of Undeath0.4 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. |
blink rune of the psychic (range 5; phase 15; cd 12)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 5 Cooldown 12 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the titan (range 9; phase 23; cd 12)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 23%, your defense is increased by 23 and all your resistances by 23%. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the warrior (absorb 99; cd 14)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 instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 99 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune (absorb 205; dur 4; cd 15)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 205 damage for 4 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the sneak (absorb 372; dur 3; cd 16)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 372 damage for 3 turns. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Acid Groove0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Air Recycler0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Alchemist's Helper0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Back Support0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Botanical Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Corrosive Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Deflection Field0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Explosive Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fiery Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fireproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Flare Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Flash Powder0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Focus Lens0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Fungal Web0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Grounding Strap0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Hand Cannon0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Headlamp0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Healing Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Iron Grip0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Kinetic Stabiliser0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Lightning Coil0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Mental Stimulator0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Moss Tread0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Pain Suppressor Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Poison Groove0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Razor Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Saw Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Shocking Touch0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Spike Attachment0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Steamgun0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
7 schematic: Steamsaw0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Thunderclap Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Viral Injector0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Viral Needlegun0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Water Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Ancient Tome titled 'Gems and their uses'0.1 tome scroll [Plot Item] Magical scrolls can have wildly different effects! |
Choker of Dread0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+1 eff.) ----- def ----- Blind- +100% ---------- misc See.Invis +10 Summon an elder vampire with Taunt to your side for 15 turns. Uses 51 power out of 60/60 The evilness of undeath radiates from this amulet. |
gold amulet 'Glarewrecker'0.1 T3 amulet jewelry [Rare] Master While equipped: Stats +2 Str +2 Con dps ---------- Res.pen +5% physical Apr +3 ----- def ----- Defense +15 (+3 eff.) Resists +12% light Die.at -60.00 life ---------- misc Stam/turn +3.00 Masteries +0.24 Spell/Fire Amulets make your neck look great! |
restful copper amulet of constitution (+2)0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: Stats +2 Con ----- def ----- Fatigue -5% HP.reg +1.00 Amulets make your neck look great! |
starlit copper amulet of magic (+3)0.1 T1 amulet jewelry [Ego] Arcane/Nature While equipped: Stats +3 Mag ----- def ----- Resists +11% light +10% darkness Blind- +23% Amulets make your neck look great! |
steel amulet 'Lisotta'0.1 T2 amulet jewelry [Rare] Arcane While equipped: Stats +3 Mag dps ---------- Melee+ 7 light 7 darkness Dmg.mod +6% light +7% darkness Melee Ret 4 arcane On Melee Ret: * 7% chance to blind * 7% chance to reduce damage dealt by 21% ----- def ----- Crit.chn- 15.00% ---------- misc Infravis +3 Amulets make your neck look great! |
wanderer's steel amulet of cunning (+4)0.1 T2 amulet jewelry [Ego+] Nature/Master While equipped: Stats +4 Dex +6 Cun +4 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -4% HP.reg +2.00 ---------- misc Stam/turn +0.50 Amulets make your neck look great! |
Elesevea the copper ring0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +1 Dex +3 Wil +1 Con dps ---------- Dmg.mod +3% physical ----- def ----- Resists +6% light Mind.save +6 (+2 eff.) Poison- +20% Stun/Frz- +10% Rings make your fingers look great! |
Halygrim the copper ring0.1 T1 ring jewelry [Rare] Arcane While equipped: Stats +1 Wil dps ---------- Phys.crit +3.0% Phys.pwr +5 (+1 eff.) Dmg.mod +10% light Res.pen +5% arcane +25% acid ----- def ----- Resists +20% light Die.at -20.00 life Rings make your fingers look great! |
Ring of Growth0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+3 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
copper ring 'Adubreba'0.1 T1 ring jewelry [Rare] Master While equipped: ----- def ----- Resists +3% temporal Phys.save +9 (+3 eff.) Spell.save +3 (+1 eff.) Mind.save +3 (+1 eff.) Max.HP +23.00 Disarm- +23% Confus- +20% Pinning- +23% Knockbk- +21% Rings make your fingers look great! |
steel opal ring0.1 T2 ring jewelry [Ego+] Psionic While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +4 Cun +2 Con dps ---------- Melee+ 8 physical Ranged+ 11 physical On Hit (Melee): * 12% chance to reduce all saves and defense by 25 On Hit (Ranged): * 12% chance to reduce all saves and defense by 25 ---------- misc Hate/m.crit +1.00 Max.hate +7.00 Bleeding Edge: Puts all charms on 17 cooldown Level 2.0 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! |
warrior's copper ring of nature (+22%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Str dps ---------- Dmg.mod +11% nature ----- def ----- Armour +4 Resists +22% nature Rings make your fingers look great! |
Dagger of the Past (129% power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Arcane Potentially it would go with a sword in the future. Power 129% Range: 1.3x Uses 50% Mag, 50% Dex Dmg Physical Acc+ +0.2% 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. |
Mayuwyn the Chargesear (103% power, 6 apr)1.0 T2 dagger 1H weapon [Random Unique] Arcane/Master Power 104% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Hit.r1 +7 fire On Hit: * 25% chance for lightning to strike from the target to a second target dealing 129 damage While equipped: dps ---------- Dmg.mod +9% lightning Res.pen +6% physical Acc +7 (+2 eff.) Apr +5 ----- def ----- Die.at -20.00 life HP.reg +2.00 Heal.mod +10% Sharp, short and deadly. |
Spelldrinker (132% power, 8 apr)1.0 T3 dagger 1H weapon [Unique] Arcane Power 132% Range: 1.3x Uses 35% Str, 20% Mag, 55% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +8 Crit +9.0% Atk.spd 100% On Hit: 15% Disperse Magic 1 On Hit: * steals up to 50 mana from the target While equipped: Stats +6 Cun +6 Mag ----- def ----- Resists +12% arcane Spell.save +12 (+4 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
Umbral Razor (129% power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Arcane Power 129% Range: 1.3x Uses 50% Dex, 15% Mag, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Resists +10% darkness Stealth +10 Invoke Darkness: Level 3.0 Pwr.cost 17 out of 20/20. Range 10 Travel.spd 2000% of base Is necromancy a spell Description: Conjures up a beam of darkness, doing 197.93 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
Unerring Scalpel (111% power, 25 apr)1.0 T1 dagger 1H weapon [Unique] Arcane Power 111% Range: 1.3x Uses 45% Str, 55% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +25 Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+5 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
acidic iron dagger (98% power, 5 apr)1.0 T1 dagger 1H weapon [Ego] Arcane Power 99% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% On Crit: * Splash the target with acid dealing 215 damage over 5 turns and reducing armor and accuracy by 27 Sharp, short and deadly. |
stralite dagger 'Betena' (138% power, 9 apr)1.0 T4 dagger 1H weapon [Random Unique] Nature/Disrupt/Master Power 139% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% Against +8% Unnatural While equipped: Stats +8 Str +12 Dex +10 Mag +13 Wil +12 Cun +10 Con dps ---------- Phys.spd +10% Res.pen +15% physical Acc +9 (+2 eff.) Sharp, short and deadly. |
enhanced dwarven-steel greatsword of shearing (142% power, 2 apr)3.0 T3 greatsword 2H weapon [Ego++] Nature/Master Power 143% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% While equipped: Stats +9 Str +9 Dex +7 Mag +7 Wil +9 Cun +10 Con dps ---------- Res.pen +12% all Acc +13 (+3 eff.) Apr +10 Massive two-handed swords. |
Oozing Heart (115% power, 25 apr, nature slow damage)3.0 T4 mindstar 1H weapon Reqs Wil 36 [Unique] Nature/Disrupt Power 115% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature slow Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +25 Crit +7.0% Atk.spd 100% While equipped: Stats +2 Cun +6 Wil dps ---------- Mind.crit +8% Mind.pwr +12 (+4 eff.) Dmg.mod +18% nature +15% acid ----- def ----- Resists +12% arcane +12% blight Spell.save +15 (+5 eff.) ---------- misc Masteries +0.10 Wild-gift/Slime +0.10 Wild-gift/Ooze Ooze Spit: Level 2.0 Pwr.cost 17 out of 20/20. Range 10 Travel.spd 800% of base Description: Spit slime at your target doing 147.97 nature damage and slowing it down by 30% for 3 turns. The damage will increase with the Dexterity stat This mindstar oozes a thick, caustic liquid. Magic seems to die around it. |
Seeds of the Black Tree (115% power, 27 apr, darkness damage)3.0 T4 mindstar 1H weapon Reqs Wil 28 [Unique] Nature/Psionic/Unknown Power 115% Range: 1.1x Uses 40% Wil, 30% Mag Dmg Darkness Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +27 Crit +5.0% Atk.spd 100% On Hit: * 15% chance to cast Tendrils Eruption level 3 on your target While equipped: Stats +6 Wil +6 Mag dps ---------- Spell.crit +12% Mind.crit +12% Spell.pwr +12 (+2 eff.) Mind.pwr +12 (+4 eff.) Dmg.mod +10% blight +10% mind +10% darkness This writhing mass of tentacles appears to have infested a mindstar, creating some bizarre fusion between natural and unnatural. The once clear gem now seems more like a shard of black obsidian with tentacles striking out from it like whips. You do not want to think of the implications of this horror being able to fuse with Nature itself. |
Bethulera the Dazzlebait (136% power, 6 apr, arcane element)5.0 T5 staff 1H weapon [Random Unique] Arcane/Master Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +10.0% Spell.crit +17% Phys.pwr +15 (+4 eff.) Spell.pwr +24 (+4 eff.) Dmg.mod +30% arcane Acc +14 (+3 eff.) ----- def ----- Defense +5 (+1 eff.) Resists +3% fire +20% arcane +3% light Phys.save +14 (+5 eff.) Spell.save +33 (+11 eff.) Mind.save +10 (+4 eff.) Confus- +21% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Camoharadur the yew starstaff (120% power, 4 apr, lightning element)5.0 T3 staff 1H weapon [Random Unique] Arcane/Master Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +10.0% Spell.crit +10% Spell.pwr +21 (+4 eff.) Melee+ 19 arcane Dmg.mod +6% acid +20% lightning Res.pen +25% blight ---------- misc Vim/s.crit +3.00 Max.mana +113.00 Max.vim +10.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Morninggrinder the dragonbone starstaff (136% power, 6 apr, fire element)5.0 T5 staff 1H weapon [Random Unique] Arcane/Master Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +3 Mag +3 Wil dps ---------- Phys.crit +7.0% Spell.crit +8% Phys.pwr +10 (+2 eff.) Spell.pwr +31 (+6 eff.) Dmg.mod +30% fire Res.pen +10% light Acc +12 (+3 eff.) ----- def ----- Resists +12% darkness +9% light ---------- misc Mana/turn +0.33 Max.mana +143.00 Light +1 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Silutira the dragonbone vilestaff (159% power, 6 apr, blight element)5.0 T5 staff 2H weapon [Random Unique] Arcane Power 160% Range: 1.2x Uses 80% Mag Dmg Physical 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 +22 (+4 eff.) Dmg.mod +48% blight +3% physical +3% arcane Res.pen +25% arcane Apr +2 ----- def ----- Armour +6 ---------- misc Mana/turn +0.26 Max.mana +66.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Blindhunger the rough leather belt1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Mind.crit +1% Mind.pwr +5 (+2 eff.) Res.pen +10% darkness On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 35 ----- def ----- Resists +6% fire +5% cold A belt that goes around your waist. |
Flashjeer1.0 T1 belt armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +6% temporal Res.pen +15% lightning Melee Ret 2 lightning ----- def ----- Fatigue -5% Resists +3% acid Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Max.enc +20 A belt that goes around your waist. |
Lorentir the hardened leather belt1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +7 (+2 eff.) ----- def ----- Resists +5% arcane +12% fire Spell.save +8 (+3 eff.) Stun/Frz- +20% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Infravis +1 See.Invis +6 Size +1 A belt that goes around your waist. |
Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Radhurath1.0 T5 belt armor [Random Unique] Arcane/Nature While equipped: Stats +2 Wil dps ---------- Mind.crit +5% Mind.pwr +15 (+5 eff.) Dmg.mod +9% temporal ----- def ----- Resists +11% lightning +12% temporal Mind.save +6 (+2 eff.) Anom.red +20 Max.HP +171.00 ---------- misc Max.mana +68.00 Max.stam +65.00 Max.hate +18.00 Max.psi +40.00 Max.vim +31.00 Max.P.En +40.00 Max.N.En +31.00 A belt that goes around your waist. |
rough leather belt 'Bedukan'1.0 T1 belt armor [Rare] Arcane While equipped: Stats +1 Con dps ---------- Dmg.mod +3% physical Apr +3 On Hit (Melee): * 20% chance to reduce armor by 45% ----- def ----- Resists +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
rough leather belt of the mystic1.0 T1 belt armor [Ego] Arcane While equipped: dps ---------- Spell.pwr +3 (+0 eff.) ----- def ----- Mind.save +6 (+2 eff.) A belt that goes around your waist. |
Yaradechak the linen cloak (21 def, 4 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +2 Dex dps ---------- Spell.crit +4% Crit.mult +20.00% Acc +4 (+1 eff.) Apr +5 ----- def ----- Armour +4 Defense +21 (+4 eff.) ---------- misc Stam/turn +3.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Foghacker' (2 def, 0 armour)2.0 T3 cloak armor [Random Unique] Nature While equipped: dps ---------- Dmg.mod +12% darkness Res.pen +15% darkness ----- def ----- Defense +2 (+0 eff.) Resists +7% acid +9% darkness +7% lightning +13% blight +13% cold +15% nature +7% fire Max.HP +45.00 HP.reg +3.00 Heal.mod +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
enveloping linen cloak of Eldoral (6 def, 0 armour)2.0 T1 cloak armor [Ego] Master While equipped: Stats +1 Cun +1 Dex ----- def ----- Defense +6 (+1 eff.) Phys.save +5 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
spellcowled linen cloak of the voidstalker (1 def, 0 armour)2.0 T1 cloak armor [Ego++] Arcane While equipped: Stats +2 Mag +2 Wil ----- def ----- Defense +1 (+0 eff.) Resists +12% temporal +11% darkness Spell.save +6 (+2 eff.) Def/telep +11 Res/telep +11% Dur/telep +11% ---------- misc Max.mana +44.00 Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 9 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Eridoldir (0 def, 0 armour)2.0 T4 cloth armor [Rare] Nature While equipped: Stats +3 Str dps ---------- Crit.mult +20.69% Phys.pwr +25 (+6 eff.) Dmg.mod +26% lightning +6% physical Melee Ret 6 acid On Hit (Melee): * 21% chance to reduce armor by 45% ----- def ----- Resists +39% lightning +9% temporal +15% blight +13% all ---------- misc Stam/turn +3.10 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Layema the Gleamsweeper (0 def, 0 armour)2.0 T1 cloth armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +7% acid +6% physical +7% fire +12% mind +6% cold Res.pen +10% mind Melee Ret 6 mind ----- def ----- Resists +12% acid +12% physical +12% cold +20% fire +7% all ---------- misc Light +1 Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Splendourblood the woollen robe (5 def, 4 armour)2.0 T2 cloth armor [Random Unique] Arcane While equipped: Stats +5 Mag dps ---------- Dmg.mod +21% acid +9% physical +16% darkness +10% cold +15% light +6% fire Res.pen +5% acid ----- def ----- Armour +4 Defense +5 (+1 eff.) Resists +18% acid +12% physical +30% darkness +10% light +13% cold +14% fire +9% all Max.HP +30.00 ---------- misc Light +2 Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Velina the elven-silk robe (0 def, 0 armour)2.0 T5 cloth armor [Random Unique] Arcane/Nature/Psionic While equipped: Stats +8 Cun dps ---------- Spell.crit +5% Crit.mult +19.00% Spell.pwr +5 (+1 eff.) Dmg.mod +21% physical Res.pen +15% acid +15% temporal ----- def ----- Resists +12% acid +9% temporal +21% physical +15% all Spell.save +27 (+9 eff.) ---------- misc Hate/m.crit +3.00 Psi/m.crit +3.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dreamer's silk robe of life (0 def, 0 armour)2.0 T4 cloth armor [Ego++] Nature/Psionic While equipped: ----- def ----- Resists +6% blight +14% darkness +13% mind +13% all Phys.save +13 (+4 eff.) Spell.save +14 (+5 eff.) Mind.save +28 (+10 eff.) Max.HP +75.00 HP.reg +2.40 Heal.mod +17% The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe 'Sleetedge' (0 def, 2 armour)2.0 T1 cloth armor [Rare] Nature While equipped: dps ---------- Dmg.mod +12% fire Melee Ret 2 cold ----- def ----- Armour +2 Resists +3% temporal +18% fire +6% nature +7% all Max.HP +40.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe of protection (2 def, 2 armour)2.0 T1 cloth armor [Ego] Master While equipped: ----- def ----- Armour +2 Defense +2 (+0 eff.) Resists +7% all Phys.save +16 (+5 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven linen robe (0 def, 0 armour)2.0 T1 cloth armor [Ego] Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +2 (+1 eff.) ----- def ----- Resists +7% all Mind.save +16 (+6 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven woollen robe of lightning (+21%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +2 (+1 eff.) Dmg.mod +14% lightning ----- def ----- Resists +21% lightning +9% all Mind.save +15 (+5 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Corruptionborn the pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- On Hit (Melee): * 10% chance to slow global speed by 52% ----- def ----- Armour +3 Fatigue +2% Resists +5% arcane +6% fire +3% darkness +6% cold Mind.save +12 (+4 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Emeloba the Toxinveil (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +3 Cun +1 Con dps ---------- Mind.pwr +25 (+9 eff.) Melee Ret 2 nature ----- def ----- Armour +1 Phys.save +10 (+3 eff.) Mind.save +10 (+4 eff.) ---------- misc Equi/ret +0.04 A pair of boots made of leather. |
Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Xamiwe (0 def, 5 armour)2.0 T5 feet armor [Random Unique] Arcane/Master While equipped: Stats +3 Mag +3 Wil +1 Con dps ---------- Spell.crit +3% Spell.pwr +10 (+2 eff.) Melee Ret 4 arcane ----- def ----- Armour +5 Fatigue -8% Phys.save +14 (+5 eff.) Spell.save +12 (+4 eff.) Silence- +43% Confus- +33% Stun/Frz- +50% ---------- misc Max.enc +38 Mana/turn +0.12 Blink to a nearby random location (rad 14) Puts all charms on 22 cooldown A pair of boots made of leather. |
pair of rough leather boots 'Sparkravage' (0 def, 1 armour)2.0 T1 feet armor [Rare] Nature While equipped: dps ---------- Mov.spd +10% Res.pen +20% lightning Melee Ret 4 mind On Hit (Melee): * 10% chance to reduce armor by 45% ----- def ----- Armour +1 Fatigue -5% Resists +15% mind Max.HP +34.00 ---------- misc Stam/turn +0.30 A pair of boots made of leather. |
Beurafang the Tundratrail (0 def, 2 armour)1.0 T2 hands armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +4 Mag +4 Wil +4 Con dps ---------- Phys.pwr +15 (+4 eff.) Spell.pwr +4 (+0 eff.) Melee+ 4 arcane 7 mind Dmg.mod +4% arcane +6% mind Melee Ret 6 physical ----- def ----- Armour +2 Resists +9% cold +5% arcane +5% mind Phys.save +11 (+4 eff.) Spell.save +3 (+1 eff.) Mind.save +5 (+2 eff.) Disarm- +27% Unarmed combat: Power 117% Range: 1.1x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +7 arcane +6 physical On Crit.r2 +7 mind On Hit: 20% Psychic Lobotomy 3 On Hit: 10% Juggernaut 1 On Hit: 10% Manathrust 3 Juggernaut: (Instant) Puts all charms on 26 cooldown Level 3.9 Pwr.cost 26 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 31% and provides a 17% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Grinadumas the Cloudcrack (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: dps ---------- Dmg.mod +9% lightning +12% darkness Res.pen +5% lightning Acc +6 (+1 eff.) ----- def ----- Armour +1 Fatigue +1% Resists +6% light +6% darkness Phys.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Disarm- +21% Unarmed combat: Power 104% Range: 1.4x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +6 Apr +3 Crit +2.0% Atk.spd 83% On Hit: 10% Perfect Control 1 Metal gloves protecting the hands up to the middle of the lower arm. |
Gunolathahek the rough leather gloves (20 def, 1 armour)1.0 T1 hands armor [Rare] Psionic While equipped: dps ---------- Melee+ 6 mind Dmg.mod +4% mind Acc +5 (+1 eff.) Apr +6 ----- def ----- Armour +1 Defense +20 (+4 eff.) Resists +5% mind Unarmed combat: Power 92% Range: 1.1x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 100% On Crit.r2 +6 mind On Hit: 20% Psychic Lobotomy 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Spellhunt Remnants (2 def, 3 armour)1.5 T2 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.crit +6% Mind.pwr +6 (+2 eff.) Dmg.mod +10% nature Res.pen +10% nature ----- def ----- Armour +3 Defense +2 (+0 eff.) Spell.save +6 (+2 eff.) Max.HP +40.00 Unarmed combat: Power 117% Range: 1.4x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Apr +8 Crit +6.0% Atk.spd 83% Melee+ +12 silence Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets appear heavily decayed. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
Steam Powered Gauntlets (0 def, 12 armour)1.5 T5 hands armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +6 Str +6 Dex dps ---------- Phys.crit +10.0% Steam.crit +10% Crit.mult +30.00% Dmg.mod +8% all ----- def ----- Armour +12 Disarm- +50% Unarmed combat: Power 145% Range: 1.4x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +10 Crit +10.0% Atk.spd 83% Gauntlets. But with steam power! |
Tidenaught (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Arcane While equipped: dps ---------- Melee+ 8 blight Dmg.mod +5% blight +6% acid Res.pen +10% temporal +5% cold ----- def ----- Armour +2 Fatigue +3% Resists +7% blight +15% temporal +3% acid Def/telep +15 Res/telep +15% Dur/telep +15% Unarmed combat: Power 122% Range: 1.4x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% On Crit.r2 +10 blight On Hit: 20% Soul Rot 3 Metal gloves protecting the hands up to the middle of the lower arm. |
heroic hardened leather gloves of strength (+3) (0 def, 6 armour)1.0 T2 hands armor [Ego+] Master While equipped: Stats +3 Str dps ---------- Phys.pwr +5 (+1 eff.) ----- def ----- Armour +6 Mind.save +7 (+3 eff.) Max.HP +53.00 Unarmed combat: Power 129% Range: 1.1x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% crit chance (max 25%) Acc +3 Apr +3 Crit +3.0% Atk.spd 100% On Hit: 10% Battle Shout 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Bregolathasta (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: ----- def ----- Armour +1 Fatigue +1% Resists +3% darkness +6% fire +5% arcane +15% cold Max.HP +60.00 Heal.mod +15% A cap made of leather. |
Cystblack (0 def, 3 armour)2.0 T3 head armor [Rare] Nature While equipped: Stats +3 Str +1 Dex +3 Cun +6 Con dps ---------- Crit.mult +15.00% Phys.pwr +5 (+1 eff.) Dmg.mod +3% nature +9% physical On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +3 Fatigue +3% Die.at -40.00 life A cap made of leather. |
Steam Powered Helm (3 def, 12 armour)3.0 T5 head armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +5 Str +5 Con ----- def ----- Armour +12 Defense +3 (+0 eff.) Fatigue +10% Resists +10% all Blind- +50% A Helmet. But with steam power! |
The Black Crown (0 def, 15 armour)3.0 T4 head armor Reqs Heavy armour training [Unique] Arcane/Master While equipped: Stats +10 Wil +10 Con ----- def ----- Armour +15 Fatigue +5% Resists +20% darkness +20% blight ---------- misc Masteries +0.20 Corruption/Demonic pact +0.20 Corruption/Demon seeds ShadowPwr +5 Increases all saves by your Shadow Power. "For the demon who has everything." |
drakeskin leather hat 'Cyrunn' (0 def, 9 armour)2.0 T5 head armor [Random Unique] Nature/Master While equipped: ----- def ----- Armour +9 Fatigue +5% Resists +28% lightning +13% temporal +15% acid +26% fire +3% blight +27% cold +6% nature +4% physical ---------- misc Max.mana +40.00 A hat made of leather. Very stylish. |
Molten Skin (15 def, 12 armour)9.0 T5 light armor [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Phys.crit +8.0% Spell.crit +10% Crit.mult +20.00% Spell.pwr +15 (+3 eff.) Melee+ 15 light 30 fire Ranged+ 15 light 30 fire Dmg.mod +20% fire +5% light +10% all Res.pen +10% light +15% fire Melee Ret 30 fire ----- def ----- Armour +12 Defense +15 (+3 eff.) Resists +20% fire +12% light -5% cold ---------- misc Masteries +0.10 Celestial/Sun +0.10 Spell/Wildfire +0.10 Celestial/Sunlight +0.10 Spell/Fire Blastwave: Level 4.0 Pwr.cost 11 out of 16/16. Range melee/personal Travel.spd instantaneous Is a spell Description: A wave of fire emanates from you with a radius of 5, knocking back anything caught inside and setting them ablaze, doing 254.19 fire damage over 3 turns. The damage will increase with your Spellpower. This mass of fused molten bone from the Heavy Sentinel radiates intense power. It still glows red with the heat of the Sentinel's core, and yet seems to do you no harm. |
3 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
519 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
4 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
Windborne Azurite0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
3 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 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. |
3 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+1 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+1 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+0 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+0 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Hathelastir the Glitterquencher (dig speed 38 turns)3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature +9% temporal ----- def ----- Resists +11% nature +6% temporal ---------- misc Light +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tidestriker (dig speed 29 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +2 Dex dps ---------- Phys.pwr +4 (+1 eff.) Mov.spd +10% Dmg.mod +9% lightning +3% cold Res.pen +10% cold ----- def ----- Resists +6% lightning +9% cold While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
sapper's iron pickaxe (dig speed 29 turns)3.0 T1 digger tool [Ego+] Master While equipped: Stats +1 Str +1 Cun dps ---------- Acc +4 (+1 eff.) ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
5 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 turquoise0.0 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. |
Boltwinnow the brass lantern2.0 T1 lite [Rare] Master While equipped: dps ---------- Dmg.mod +6% acid +12% mind Res.pen +25% lightning ----- def ----- Resists +9% acid +6% lightning Blind- +26% Confus- +12% ---------- misc Light +7 See.Stealth +7 See.Invis +9 Track: Puts all charms on 34 cooldown Level 4.0 Pwr.cost 34 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 30 for 7 turns. The radius will increase with your Cunning. A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Dairorek2.0 T1 lite [Rare] Master While equipped: dps ---------- Phys.crit +2.0% Crit.mult +10.00% ---------- misc Max.stam +20.00 Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern 'Hakalthonik'2.0 T1 lite [Rare] Arcane While equipped: dps ---------- Phys.crit +1.0% Melee Ret 11 fire ----- def ----- Resists +6% fire Mind.save +3 (+1 eff.) Die.at -20.00 life ---------- misc Stam/turn +2.00 Hate/m.crit +3.00 Max.stam +10.00 Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern 'Hiharalach'2.0 T1 lite [Rare] Nature While equipped: ----- def ----- Resists +12% cold +3% nature +6% light Max.HP +42.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
bright brass lantern of health2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +41.00 ---------- misc Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
preserving alchemist's lamp of corpselight1.0 T3 lite [Ego++] Arcane/Nature While equipped: Stats +2 Con dps ---------- Spell.crit +5% Spell.pwr +3 (+0 eff.) ----- def ----- Resists +11% blight +7% darkness HP.reg +6.00 ---------- misc Light +4 Infravis +4 See.Invis +6 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 26 cooldown Level 2.0 Pwr.cost 26 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 33 blight damage or heals 34 life. Creatures standing in the retch also have 17% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. A normal brass lantern, enhanced by alchemy to make it brighter. |
preserving alchemist's lamp of health1.0 T3 lite [Ego+] Nature While equipped: Stats +3 Con ----- def ----- Resists +8% blight Max.HP +59.00 HP.reg +3.00 ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Orb of Communication Orb of Communication0.0 orb [Plot Item] Unknown Speak with someone. Uses 1 power out of 128/128 Activation is instant. This orb can be used to speak with someone far away. It is even capable of teleporting small objects back and forth. |
Orb of Many Ways1.0 orb [Plot Item] Unknown Activate a portal. Uses 9 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Atamathon's Lost Ruby Eye0.0 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. |
Petrified Wood0.0 T4 red gem [Unique] Nature While equipped: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.chn- 23.00% Item imbue powers: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.chn- 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
bloodstone0.0 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. |
fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
steel shocking touch0.0 T2 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +2 Shocking Touch Tinkers can be attached to normal items to improve them with steam power! |
9 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Beluyador the elm wand of shielding [power 116] (17 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: Stats +1 Str +2 Wil dps ---------- Phys.pwr +5 (+1 eff.) Res.pen +15% physical ----- def ----- Defense +5 (+1 eff.) Phys.save +6 (+2 eff.) Create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 cooldown 100% to increase all damage penetration by 12% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Blazetyphoon [power 110] (13 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +18% lightning ----- def ----- Armour +2 Resists +3% cold +1% physical Cut- +10% Pinning- +20% Fire a magical bolt dealing 154 acid damage Puts all charms on 13 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Bleakspawn the yew wand of conjuration [power 245] (13 cooldown)2.0 T3 wand charm [Rare] Arcane While equipped: Stats +3 Mag dps ---------- Crit.mult +15.00% Mind.pwr +10 (+4 eff.) S.pwr/crit +10 Dmg.mod +15% darkness +6% blight ---------- misc Hate/m.crit +4.00 Max.mana +80.00 Fire a magical bolt dealing 365 fire damage Puts all charms on 13 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
diamond0.0 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. |
pearl0.0 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. |
5 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret (Insane (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By HalozyxAB the Higher Arcane Blade level 36
35th Haze 122nd year of Ascendancy at 23:48 see stats
Anti-Antimagic! (Insane (Adventure) difficulty)
Destroyed the Ziguranth camp with your Rhaloren allies.By HalozyxAB the Higher Arcane Blade level 32
8th Haze 122nd year of Ascendancy at 11:58 see stats
Brave new world (Insane (Adventure) difficulty)
Went to the Far East and took part in the war.By HalozyxAB the Higher Arcane Blade level 40
44th Haze 122nd year of Ascendancy at 10:30 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By HalozyxAB the Higher Arcane Blade level 42
50th Haze 122nd year of Ascendancy at 21:09 see stats
Destroyer's bane (Insane (Adventure) difficulty)
Killed Golbug the Destroyer.By HalozyxAB the Higher Arcane Blade level 39
40th Haze 122nd year of Ascendancy at 06:57 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By HalozyxAB the Higher Arcane Blade level 34
14th Haze 122nd year of Ascendancy at 22:12 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By HalozyxAB the Higher Arcane Blade level 24
41st Dusk 122nd year of Ascendancy at 06:49 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By HalozyxAB the Higher Arcane Blade level 28
63rd Dusk 122nd year of Ascendancy at 02:31 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By HalozyxAB the Higher Arcane Blade level 31
7th Haze 122nd year of Ascendancy at 05:54 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By HalozyxAB the Higher Arcane Blade level 10
4th Mirth 122nd year of Ascendancy at 00:58 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By HalozyxAB the Higher Arcane Blade level 20
19th Dusk 122nd year of Ascendancy at 06:23 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By HalozyxAB the Higher Arcane Blade level 30
67th Dusk 122nd year of Ascendancy at 07:52 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By HalozyxAB the Higher Arcane Blade level 40
40th Haze 122nd year of Ascendancy at 09:32 see stats
Poisonous (Insane (Adventure) difficulty)
Sided with the assassin lord.By HalozyxAB the Higher Arcane Blade level 42
60th Haze 122nd year of Ascendancy at 06:49 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By HalozyxAB the Higher Arcane Blade level 37
36th Haze 122nd year of Ascendancy at 10:30 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By HalozyxAB the Higher Arcane Blade level 16
6th Dusk 122nd year of Ascendancy at 06:21 see stats
Sliders (Insane (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By HalozyxAB the Higher Arcane Blade level 39
40th Haze 122nd year of Ascendancy at 09:29 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By HalozyxAB the Higher Arcane Blade level 10
4th Mirth 122nd year of Ascendancy at 06:33 see stats
The Right thing to do (Insane (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By HalozyxAB the Higher Arcane Blade level 27
58th Dusk 122nd year of Ascendancy at 03:17 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By HalozyxAB the Higher Arcane Blade level 10
5th Mirth 122nd year of Ascendancy at 20:00 see stats
There and back again (Insane (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By HalozyxAB the Higher Arcane Blade level 42
48th Haze 122nd year of Ascendancy at 20:52 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By HalozyxAB the Higher Arcane Blade level 25
42nd Dusk 122nd year of Ascendancy at 06:30 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By HalozyxAB the Higher Arcane Blade level 17
7th Dusk 122nd year of Ascendancy at 01:31 see stats
Unstoppable (Insane (Adventure) difficulty)
Returned from the dead.By HalozyxAB the Higher Arcane Blade level 47
75th Haze 122nd year of Ascendancy at 18:56 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By HalozyxAB the Higher Arcane Blade level 36
35th Haze 122nd year of Ascendancy at 00:41 see stats
Log
Lava floor hits HalozyxAB for 40 fire damage.
HalozyxAB uses Perfect Strike.
HalozyxAB aims carefully.
HalozyxAB casts Rune: Blink.
There is a way to the previous level here (press '' or right click to use).
HalozyxAB is out of phase.
Vor, Grand Geomancer of the Pride casts Ice Shards.
Mirror Image (Vor, Grand Geomancer of the Pride) casts Ice Shards.
Multi-hued drake hatchling is protected by a layer of thick leaves.
HalozyxAB speeds up.
HalozyxAB stops bleeding.
HalozyxAB's spell attains critical power!
HalozyxAB's spell attains critical power!
HalozyxAB's spell attains critical power!
Talent Chain Lightning is ready to use.
Burning from Vor, Grand Geomancer of the Pride hits HalozyxAB for 145 fire damage.
Poison from Zubonn the giant fire ant hits HalozyxAB for 20 nature damage.
Thorn Grab from Zubonn the giant fire ant hits HalozyxAB for 13 nature damage.
Thunderstorm hits Multi-hued drake hatchling for 0 lightning, 0 lightning (0 total damage).
Thunderstorm hits Vor, Grand Geomancer of the Pride for (101 to time), 0 lightning, (123 to time), 0 lightning (0 total damage).
Thunderstorm hits Zubonn the Giant Fire Ant's mucus ooze for 88 lightning, 0 lightning (88 total damage).
Thunderstorm hits Mirror Image (Vor, Grand Geomancer of the Pride) for 0 lightning, 0 lightning (0 total damage).
Thunderstorm hits HalozyxAB for 8 lightning damage.
Mirror Image (Vor, Grand Geomancer of the Pride)'s Ice Shards hits Multi-hued drake hatchling for 142 cold damage.
Vor, Grand Geomancer of the Pride casts Freeze.
Vor, Grand Geomancer of the Pride's spell attains critical power!
Vor, Grand Geomancer of the Pride roars triumphantly.
Vor, Grand Geomancer of the Pride hits HalozyxAB for 537 cold damage.
HalozyxAB the level 47 higher arcane blade was frozen and shattered into a million little shards to death by Vor, Grand Geomancer of the Pride and used as target practice for initiate mages on level 3 of Vor Pride.
The furious lightning storm around HalozyxAB calms down and disappears.







































































































































































