












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. 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:
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 ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: 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.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Higher |
Class | Adventurer |
Level / Exp | 36 / 97% |
Size | big |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 72 (base 26) |
Dexterity | 104 (base 51) |
Constitution | 72 (base 25) |
Magic | 78 (base 47) |
Willpower | 44 (base 16) |
Cunning | 87 (base 45) |
Resources
Mana | 310/310 |
Life | 1154/1154 |
Steam | 105/105 |
Stamina | 185/185 |
Paradox | 300 |
Healing Factor | 1.6062906294957 |
Regeneration | 52.717943003213 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +90% |
Spell | 0% |
Global | +94.871762630217% |
Vision
Sight | 17 |
Lite | -992 |
Infravision | 19 |
See Stealth | 101.14756391997 |
See Invisible | 129.14756391997 |
Stealth | 68 |
Offense: Mainhand
Damage | 152 |
Accuracy | 72 |
Crit Chance | 63% |
APR | 40 |
Speed | 1.00 |
Offense: Offhand
Damage | 125 |
Accuracy | 72 |
Crit Chance | 55% |
APR | 32 |
Speed | 1.00 |
Offense: Spell
Spellpower | 73 |
Crit Chance | 38% |
Speed | 1 |
Offense: Mind
Mindpower | 52 |
Crit Chance | 36% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +19% |
Fire | +19% |
Nature | +66% |
Darkness | +27% |
Physical | +19% |
Mind | +12% |
All | +6% |
Offense: Damage Penetration
Lightning | +16% |
Light | +31% |
Nature | +31% |
Physical | +24% |
Mind | +51% |
All | +11% |
Defense: Base
Armour (hardiness) | 8 (81.954438896676%) |
Defense | 86 |
Ranged Defense | 86 |
Fatigue | 0 |
Physical Save | 53 |
Spell Save | 58 |
Mental Save | 49 |
Defense: Resistances
Arcane | + 14%( 70%) |
Cold | + 45%( 70%) |
All | + 1%( 70%) |
Lightning | + 11%( 70%) |
Physical | + 3%( 70%) |
Mind | + 16%( 80%) |
Darkness | + 4%( 70%) |
Fire | + 5%( 70%) |
Nature | + 63%( 70%) |
Defense: Immunities
Disarm Resistance | 100% |
Instadeath Resistance | 100% |
Confusion Resistance | 40% |
Knockback Resistance | 50% |
Pinning Resistance | 17% |
Poison Resistance | 50% |
Blind Resistance | 100% |
Inscriptions (5/5)
Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Won't Break Stealth: 100% Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
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: PrismaticUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Won't Break Stealth: 100% Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 lightning, 4 physical, 4 darkness, 3 cold, 4 arcane |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to 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 4 turns and blocking 185 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 Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 770% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. |
Class Talents
Cunning / Artifice | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Arcane | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Stasis | 1.20 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Chronomancy / Temporal Combat | 1.00 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Cunning / Trapping | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Ambush | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Shadow magic | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cunning / Stealth | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Tireless Combatant | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Temporal | 1.00 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Air | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Blade Threading | 1.00 |
| 2/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Spell / Enhancement | 1.20 |
| 2/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Magical combat | 1.20 |
| 5/5 |
| 5/5 |
| 4/5 |
| 5/5 |
Chronomancy / Speed Control | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Cunning / Poisons | 1.70 |
| 5/5 |
| 4/5 |
| 5/5 |
| 5/5 |
Cunning / Tactical | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Duelist | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Assassination | 1.20 |
| 2/5 |
| 5/5 |
| 5/5 |
| 2/5 |
Cunning / Dirty fighting | 1.20 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.00 |
| 2/5 |
| 2/5 |
| 2/5 |
| 3/5 |
Technique / Throwing knives | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Cunning / Survival | 1.20 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Steamtech / Engineering | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 3/5 |
Chronomancy / Chronomancy | 1.00 |
| 5/5 |
| 2/5 |
| 3/5 |
| 0/5 |
Technique / Combat training | 1.20 |
| 5/5 |
| 0/5 |
| 4/5 |
| 4/5 |
| 0/5 |
| 5/5 |
Spell / Aegis | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 2/5 |
Cunning / Scoundrel | 1.20 |
| 5/5 |
| 2/5 |
| 5/5 |
| 5/5 |
Steamtech / Blacksmith | 1.00 |
| 4/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Technique / Conditioning | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Chronomancy / Energy | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Staff combat | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Lethality | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Conveyance | 1.00 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Race / Higher | 1.00 |
| 5/5 |
| 5/5 |
| 2/5 |
| 2/5 |
Effects
talent | Quickdraw |
talent | Arcane Combat |
talent | Shadow Combat |
talent | Stealth |
talent | Energy Decomposition |
talent | Arcane Feed |
talent | Weapon Folding |
talent | Contingency |
talent | Apply Poison |
talent | Pace Yourself |
talent | Volatile Poison |
talent | Shock Hands |
talent | Stoning Poison |
talent | Shielding |
talent | Fiery Hands |
beneficial effect | The target is surrounded by a fell aura, granting 40% critical damage bonus but -20% to all resistances. Fell Aura |
beneficial effect | Countering melee attacks: Has a 53% chance to get an automatic counter attack when avoiding a melee attack. (2.1 counters remaining) Counter Attacking |
beneficial effect | The target is wreathed in shadows, increasing life regeneration by 11.3 and stamina regeneration by 3.0. Soothing Darkness |
beneficial effect | The target is moving is 90% faster. 3 Celerity |
beneficial effect | Has 9 throwing knives prepared: 9 KnivesRange: 6 Net Damage: 166 - 233 Accuracy: 88 (knife) APR: 34 Crit Chance: +68% Crit mult: 242% Uses Stats: 50% Cun, 70% Dex |
beneficial effect | Parrying melee and ranged attacks: Has a 79% chance to deflect up to 34 damage from the next 2.9 attack(s). Parried attacks cannot crit. Parrying |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You failed to protect the injured seer from death by Zubariaba the wolf. Escort: injured seer (level 3 of Old Forest) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Dreadfell. Escort: repented thief (level 2 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved Cunning by +5. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved Dexterity by +5. | done |
You failed to protect the temporal explorer from death by Vorumira the polar bear. Escort: temporal explorer (level 1 of Old Forest) | failed |
You failed to protect the temporal explorer from death by Aurica. Escort: temporal explorer (level 2 of Old Forest) | failed |
You successfully escorted the temporal explorer to the recall portal on level 3 of Dreadfell. Escort: temporal explorer (level 3 of Dreadfell)As a reward you improved Magic by +5. | done |
You failed to protect the temporal explorer from death by Glorimina the lesser vampire. Escort: temporal explorer (level 8 of Dreadfell) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You 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 must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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. | active |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. | 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 aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Agrimley the hermit. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of avoidance. Having failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of precision. You have aided Marus of Elvala in creating an elixir of mysticism. You have aided Marus of Elvala in creating an elixir of the savior. Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit has completed an elixir of serendipity without your aid. Agrimley the hermit has completed an elixir of focus without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of stoneskin. | done |
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 discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | 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 have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 2.0 T3 feet armor [Rare] Master While equipped: Stats +10 Lck +13 Dex dps ---------- Dmg.mod +6% mind ----- def ----- Armour +4 Mind.save +18 (+6 eff.) Stealth +10 ---------- misc Hate/m.crit +2.00 See.Invis +18 A pair of boots made of leather. |
Quiver | ![]() 3.0 T5 shot ammo [Random Unique] Arcane/Master Power 59.0 - 70.8 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +6 Crit +7.0% Capacity 25 Rld cld 3 Ranged+ +16 darkness +22 blight +4 nature On Crit.r2 +16 darkness +8 nature On Hit: 20% Epidemic 5 On Hit: * 10% chance to slow global speed by 59% * 15% chance to reduce strength, dexterity, and constitution by 32 Shots are used with slings to pummel your foes to death. |
Light source | ![]() 1.0 T5 lite [Rare] Nature While equipped: Stats +3 Dex +2 Wil +5 Con dps ---------- Dmg.mod +24% nature Res.pen +10% mind Melee Ret 8 lightning ----- def ----- Crit.chn- 15.00% Max.HP +80.00 ---------- misc Light +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() 1.0 T5 head armor [Unique] Psionic While equipped: dps ---------- Mind.crit +9% Mind.pwr +20 (+6 eff.) Res.pen +10% mind ----- def ----- Defense +7 (+1 eff.) Resists +15% mind Res.Cap +10% mind Mind.save +25 (+8 eff.) Confus- +40% ---------- misc Psi/m.crit +6.00 Max.psi +50.00 Infravis +13 Sight +2 See.Stealth +20 See.Invis +20 Blind-Fight: No penalty when attacking invisible/stealthed Reveal the surrounding area (range 20). Uses 25 power out of 30/30 This white cap is plain and dull, but as the light reflects off of its surface, you see images of faraway corners of the world in the sheen." This item has been sent to the Item's Vault. |
On hands | ![]() 1.0 T3 hands armor [Unique] Nature This would be great with a mighty matching belt. While equipped: Stats +4 Str ----- def ----- Armour +2 Resists +10% lightning +10% cold Max.HP +60.00 Disarm- +100% Knockbk- +50% ---------- misc Talents +5 Iron Grip Unarmed combat: Power 17.0 - 18.7 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.0% Atk.spd 100% Melee+ +10 lightning +10 cold On Hit: 25% Call Lightning 5 Throw Boulder: Level 2.0 Pwr.cost 5 out of 6/6. Range 10 Travel.spd instantaneous Is a nature gift Description: Throw a huge boulder, dealing 173.94 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
Tool | ![]() 2.0 T5 wand charm [Random Unique] Arcane While equipped: dps ---------- Dmg.mod +21% darkness Res.pen +10% light +5% lightning Melee Ret 4 darkness ----- def ----- Resists +3% darkness ---------- misc Wards +5 arcane +6 nature +5 darkness +5 mind Talents +1 Ward Fire a magical bolt dealing 371 cold damage Puts all charms on 13 cooldown 100% to cleanse 3 total effects of type disease, wound, or poison. 100% to reduce 2 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() 0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-3 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
On fingers | ![]() 0.1 T5 ring jewelry [Random Unique] Nature/Master While equipped: Stats +5 Con dps ---------- Phys.pwr +20 (+4 eff.) Spell.pwr +16 (+4 eff.) Mind.pwr +11 (+3 eff.) Dmg.mod +16% nature +6% all Res.pen +20% mind ----- def ----- Defense +18 (+3 eff.) Resists +32% nature +9% cold Phys.save +20 (+7 eff.) Disarm- +20% Rings make your fingers look great! |
Around neck | ![]() 0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+2 eff.) ----- def ----- Blind- +100% ---------- misc See.Invis +10 Summon an elder vampire with Taunt to your side for 15 turns. Uses 50 power out of 60/60 The evilness of undeath radiates from this amulet. |
In main hand | ![]() 1.0 T5 dagger 1H weapon [Random Unique] Arcane/Master Power 40.0 - 52.0 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +17 Crit +18.0% Atk.spd 100% On Hit.r1 +11 fire On Hit: * 20% chance to slow global speed by 59% * 25% chance for lightning to strike from the target to a second target dealing 118 damage While equipped: dps ---------- Res.pen +10% light +11% all Acc +16 (+4 eff.) Apr +12 Melee Ret 4 nature On Hit (Melee): * 20% chance to slow global speed by 59% ---------- misc Light +2 Sharp, short and deadly. |
Around waist | ![]() 1.0 T3 belt armor [Random Unique] Nature/Master While equipped: Stats +5 Str +6 Con dps ---------- Phys.pwr +8 (+2 eff.) Dmg.mod +13% physical Res.pen +13% physical Melee Ret 4 mind On Hit (Melee): * 20% chance to slow global speed by 59% ----- def ----- Fatigue -20% Resists +6% nature Phys.save +9 (+3 eff.) HP.reg +1.50 Heal.mod +18% ---------- misc Max.enc +50 Size +1 A belt that goes around your waist. |
In off hand | ![]() 1.0 T5 dagger 1H weapon [Ego++] Nature Power 38.0 - 49.4 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Hit.r1 +90 20% chance of physical repulsion While equipped: Stats +8 Str +8 Dex +8 Mag +18 Wil +13 Cun +17 Con ----- def ----- Max.HP +60.00 Sharp, short and deadly. |
Cloak | ![]() 2.0 T3 cloak armor [Unique] Nature While equipped: Stats +4 Dex +4 Cun +4 Wil dps ---------- Dmg.mod +20% nature Res.pen +20% nature ----- def ----- Defense +20 (+4 eff.) Resists +25% nature +25% cold Poison- +50% ---------- misc Masteries +0.20 Cunning/Stealth +0.50 Cunning/Poisons On Mind Hit: 10% Poison Strike 1 Cunning and malice seem to emanate from this cloak. |
Main armor | ![]() 2.0 T1 cloth armor [Unique] While equipped: ----- def ----- Armour +2 Hardiness +20% Fatigue +4% Resists +7% all Revealing, pink, fun. If you never take it off and win you will gain a neat achievement and bragging rights! |
Inventory
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Won't Break Stealth 100% Is a nature gift Description: Activate the infusion to heal yourself for 115 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 39% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 69.96 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 149 damage for 6 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 T2 amulet jewelry [Unique] Arcane While equipped: ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." This item has been sent to the Item's Vault. |
![]() 0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +5 Mag +8 Cun +6 Con dps ---------- Melee Ret 8 mind ----- def ----- Resists +18% fire ---------- misc Light +3 Amulets make your neck look great! |
![]() 0.1 T3 ring jewelry [Rare] Arcane While equipped: Stats +5 Mag dps ---------- Spell.crit +7% Spell.pwr +25 (+7 eff.) Dmg.mod +16% light On Hit (Melee): * 20% chance to reduce damage dealt by 26% ----- def ----- Resists +32% light Spell.save +18 (+5 eff.) Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego+] Nature While equipped: ----- def ----- Max.HP +49.00 HP.reg +11.00 Heal.mod +12% Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +9 Str +13 Mag +8 Con dps ---------- Phys.pwr +8 (+2 eff.) Melee+ 26 light Ranged+ 29 light Dmg.mod +17% light Melee Ret 4 mind On Hit (Melee): * 10% chance to reduce armor by 43% * 20% chance to reduce all saves and defense by 32 ----- def ----- Resists +3% acid +9% mind Spell.save +10 (+3 eff.) Rings make your fingers look great! |
![]() 5.0 T2 staff 2H weapon [Ego++] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +8.0% Spell.crit +2% Spell.pwr +12 (+3 eff.) Melee+ 19 arcane Dmg.mod +15% acid Res.pen +8% acid ---------- misc Max.mana +47.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T3 staff 2H weapon [Rare] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+3 eff.) Dmg.mod +20% darkness +9% cold +6% light +15% mind Res.pen +25% light +10% mind +10% darkness ----- def ----- Resists +9% cold +12% mind +12% light ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T3 staff 2H weapon [Ego++] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +8.0% Spell.crit +3% Spell.pwr +16 (+4 eff.) Melee+ 20 arcane Dmg.mod +20% darkness ----- def ----- Armour +8 Defense +8 (+1 eff.) ---------- misc Max.mana +62.00 Wards +3 darkness Talents +2 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T4 staff 2H weapon [Ego+] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +12 (+3 eff.) Dmg.mod +25% fire ----- def ----- Armour +13 Hardiness +6% Defense +8 (+1 eff.) Phys.save +10 (+4 eff.) ---------- misc Wards +3 fire Talents +4 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T4 staff 2H weapon [Ego+] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +17 (+5 eff.) Dmg.mod +25% darkness Phasing +26% ----- def ----- Defense +15 (+3 eff.) Shield.pwr +6% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T4 staff 2H weapon [Ego+] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Crit.mult +15.00% Spell.pwr +18 (+5 eff.) Melee+ 19 fire Dmg.mod +25% arcane ---------- misc See.Invis +10 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T4 battleaxe 2H weapon [Ego++] Arcane/Master Power 44.5 - 66.8 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +7.5% Atk.spd 100% On Hit: 20% Curse of Vulnerability 4 While equipped: Stats +7 Con dps ---------- Phys.pwr +12 (+3 eff.) Res.pen +7% physical ----- def ----- Disarm- +31% Massive two-handed battleaxes. |
![]() 3.0 T3 greatsword 2H weapon [Ego++] Nature/Master Power 36.5 - 58.4 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Crit.r2 +26 lightning +19 cold On Crit: * Wound the target dealing 293 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +10.0% Phys.pwr +12 (+3 eff.) Mov.spd +28% Res.pen +21% lightning +16% cold Massive two-handed swords. |
![]() 3.0 T3 waraxe 1H weapon [Ego] Arcane/Master Power 19.5 - 27.3 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +8 temporal While equipped: dps ---------- Acc +10 (+2 eff.) ----- def ----- Defense +5 (+1 eff.) Resists +9% temporal Disarm- +26% One-handed war axes. |
![]() 3.0 T3 waraxe 1H weapon [Rare] Arcane Power 17.5 - 24.5 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Hit.r1 +12 blight +11 fire On Hit: * 20% chance to gain 10% of a turn (3/turn limit) While equipped: Stats +5 Dex +4 Mag +9 Cun One-handed war axes. |
![]() 3.0 T3 waraxe 1H weapon [Ego+] Nature/Master Power 24.5 - 34.3 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% While equipped: Stats +8 Str +6 Dex +7 Mag +6 Wil +6 Cun +3 Con One-handed war axes. |
![]() 3.0 T4 waraxe 1H weapon [Ego+] Nature/Master Power 42.5 - 59.5 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% On Crit.r2 +41 fire While equipped: dps ---------- All.spd +6% Res.pen +5% fire One-handed war axes. |
![]() 1.0 T1 dagger 1H weapon [Unique] Arcane Power 15.0 - 19.5 Physical Uses 45% Cun, 55% Dex Mastery Dagger Mastery 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. |
![]() 1.0 T2 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 35% Cun, 65% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +8.0% Atk.spd 100% Melee+ +10 silence On Kill: * Enter stealth for 3 turns. When used from stealth a simple attack with it will not break stealth. While equipped: dps ---------- Acc +10 (+2 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
![]() 1.0 T2 dagger 1H weapon [Unique] Arcane Power 20.0 - 26.0 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +12.0% Atk.spd 100% HP.leech +6% Melee+ +20 blight +20 fire While equipped: Stats +5 Mag ----- def ----- Resists +10% blight +10% fire ---------- misc Talents +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
![]() 1.0 T2 dagger 1H weapon [Ego+] Arcane/Master Power 10.5 - 13.7 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Crit: * Wound the target dealing 293 physical damage across 5 turns and reducing healing by 50% * Splash the target with acid dealing 196 damage over 5 turns and reducing armor and accuracy by 25 While equipped: dps ---------- Phys.crit +7.0% Phys.pwr +7 (+2 eff.) Sharp, short and deadly. |
![]() 1.0 T3 dagger 1H weapon [Unique] Arcane Potentially it would go with a sword in the future. Power 25.0 - 32.5 Physical Uses 0% Cun, 50% Mag, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +20.0% Atk.spd 111% Melee+ +5 temporal Dmg.conv 30% temporal While equipped: dps ---------- Mov.spd +20% Dmg.mod +5% temporal ----- def ----- Defense +10 (+2 eff.) Spell.save +10 (+3 eff.) Def/telep +10 Res/telep +5% Dur/telep +15% ---------- misc Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
![]() 1.0 T3 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 50% Dex, 50% Cun Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +15.0% Atk.spd 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex ----- def ----- Hardiness +20% Defense +15 (+3 eff.) Phys.save +15 (+5 eff.) Disarm- +50% ---------- misc Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
![]() 1.0 T4 dagger 1H weapon [Ego+] Nature Power 27.0 - 35.1 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Crit.r2 +26 acid +21 nature While equipped: dps ---------- Res.pen +12% acid +9% nature Apr +9 Sharp, short and deadly. |
![]() 3.0 T3 steamsaw 1H weapon [Ego+] Arcane/Steamtech Power 18.5 - 27.8 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +48 Melee+ +12 temporal Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +2 Con dps ---------- On Melee Ret: * 13% chance to reduce armor by 43% ----- def ----- Armour +4 Defense +6 (+1 eff.) Fatigue +8% Resists +13% acid +11% temporal ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 4.0 T3 longbow 2H weapon [Random Unique] Disrupt/Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +9 On Hit: * 10% chance to slow global speed by 59% While equipped: Stats +5 Dex +6 Wil +5 Cun dps ---------- Phys.crit +6.0% Mind.pwr +17 (+5 eff.) Acc +12 (+3 eff.) On Hit (Ranged): * 38 arcane resource burn * 20% chance to reduce all saves and defense by 32 ----- def ----- Resists +5% arcane +3% blight ---------- misc Masteries +0.15 Wild-gift/Antimagic Longbows are used to shoot arrows at your foes. |
![]() 2.0 T1 cloth armor [Cosmetic Item] Nature While equipped: ----- def ----- Resists +7% blight +7% all Max.HP +43.00 HP.reg +1.80 Heal.mod +14% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T1 cloth armor [Cosmetic Item] Arcane/Nature While equipped: Stats +2 Mag dps ---------- Dmg.mod +8% temporal +6% physical Res.pen +6% temporal +6% physical ----- def ----- Resists +6% blight +7% all Anom.red +9 Max.HP +42.00 HP.reg +1.90 Heal.mod +13% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T4 cloth armor [Ego] Arcane While equipped: dps ---------- Spell.crit +4% Spell.pwr +4 (+1 eff.) Dmg.mod +19% temporal ----- def ----- Resists +13% all +19% temporal Spell.save +22 (+6 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T4 cloth armor [Ego++] Arcane While equipped: Stats +4 Mag +3 Wil +2 Cun dps ---------- Spell.crit +7% Spell.pwr +19 (+5 eff.) S.pwr/crit +4 Dmg.mod +13% light +11% darkness ----- def ----- Resists +13% all Silence- +21% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 T4 light armor [Random Unique] Nature/Master While equipped: Stats +4 Wil dps ---------- Phys.spd +15% Spell.spd +15% Mind.spd +15% Dmg.mod +6% arcane +6% fire Res.pen +25% fire Melee Ret 2 fire ----- def ----- Armour +7 Defense +12 (+2 eff.) Fatigue +8% Resists +23% blight +21% cold +17% darkness +5% arcane ---------- misc Light +2 A suit of armour made of leather. |
![]() 9.0 T4 light armor [Ego+] Nature While equipped: dps ---------- Mind.pwr +8 (+2 eff.) ----- def ----- Armour +7 Defense +12 (+2 eff.) Fatigue +8% Resists +14% acid +12% physical +10% cold +8% lightning +7% fire A suit of armour made of leather. |
![]() 9.0 T4 light armor [Ego++] Nature/Psionic While equipped: Stats +1 Cun dps ---------- Melee+ 7 fire Ranged+ 5 fire ----- def ----- Armour +21 Defense +20 (+4 eff.) Fatigue +8% Resists +25% fire +10% physical Mind.save +13 (+4 eff.) A suit of armour made of leather. |
![]() 9.0 T5 light armor [Unique] Nature/Disrupt While equipped: dps ---------- Mind.pwr +10 (+3 eff.) ----- def ----- Armour +10 Defense +10 (+2 eff.) Fatigue +20% Resists +20% lightning +20% temporal +20% light +20% fire +20% nature +20% acid +20% blight +20% cold +15% arcane +20% darkness Spell.save +20 (+6 eff.) This lightweight armor appears to have been woven of countless sprouts, still curling and growing. When you put it on, you feel the weight of the world on your shoulders, in spite of how light it feels in your hands. |
![]() 14.0 T3 heavy armor Reqs Heavy armour training [Rare] Master While equipped: ----- def ----- Armour +8 Defense +3 (+0 eff.) Fatigue +12% Resists +6% lightning +8% physical +12% light Phys.save +27 (+9 eff.) Spell.save +15 (+4 eff.) Mind.save +15 (+5 eff.) Disease- +20% Stun/Frz- +10% Def/telep +10 Res/telep +10% Dur/telep +10% A suit of armour made of mail. |
![]() 14.0 T3 heavy armor Reqs Heavy armour training [Ego] Master/Psionic While equipped: ----- def ----- Armour +18 Defense +3 (+0 eff.) Fatigue +12% Resists +7% mind Mind.save +12 (+4 eff.) A suit of armour made of mail. |
![]() 14.0 T3 heavy armor Reqs Heavy armour training [Ego+] Arcane/Master While equipped: dps ---------- Melee+ 12 acid 14 fire Melee Ret 10 acid 10 fire ----- def ----- Armour +8 Defense +3 (+0 eff.) Fatigue +12% Resists +15% acid +13% fire +24% lightning A suit of armour made of mail. |
![]() 14.0 T4 heavy armor Reqs Heavy armour training [Ego++] Nature/Master While equipped: Stats +8 Str +2 Wil ----- def ----- Armour +8 Defense +4 (+0 eff.) Fatigue +12% Resists +12% blight +9% physical +27% darkness ---------- misc Light +2 Track: Puts all charms on 25 cooldown Level 2.4 Pwr.cost 25 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 23 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
![]() 17.0 T4 massive armor Reqs Massive armour training [Random Unique] Arcane/Master While equipped: Stats +1 Cun dps ---------- Mind.crit +2% Melee+ 17 acid 13 fire Res.pen +20% mind Melee Ret 13 acid 14 fire On Hit (Melee): * 20% chance to reduce all saves and defense by 32 ----- def ----- Armour +24 Fatigue +22% Resists +19% acid +18% fire +9% arcane Spell.save +14 (+4 eff.) Mind.save +6 (+2 eff.) A suit of armour made of metal plates. |
![]() 1.0 T3 belt armor [Rare] Psionic While equipped: Stats +4 Cun +2 Wil dps ---------- Crit.mult +15.00% Mind.pwr +5 (+1 eff.) Dmg.mod +6% arcane +6% blight On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 32 ----- def ----- Resists +5% arcane Phys.save +11 (+4 eff.) Mind.save +18 (+6 eff.) ---------- misc Hate/m.crit +5.00 A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Ego+] Arcane/Master While equipped: Stats +4 Cun +4 Dex dps ---------- Phys.crit +8.0% Mind.crit +8% ----- def ----- Armour +6 Create a temporary shield that absorbs 377 damage Puts all charms on 25 cooldown A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Ego++] Arcane/Master While equipped: Stats +5 Mag dps ---------- Phys.crit +5.0% Crit.mult +8.00% Phys.pwr +5 (+1 eff.) ---------- misc Mana/turn +0.22 Max.mana +20.00 A belt that goes around your waist. |
![]() 2.0 T3 cloak armor [Unique] Nature While equipped: Stats +6 Cun dps ---------- Mind.pwr +6 (+2 eff.) Dmg.mod +15% acid Res.pen +10% acid ----- def ----- Defense +10 (+2 eff.) ---------- misc Masteries +0.20 Wild-gift/Venom drake aspect On Nature Hit: 10% Acidic Spray 2 Dissolve: Level 2.0 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: You strike the enemy with a rain of fast, acidic blows. You strike four times for pure acid damage. Every blow does 42% damage. Every two talent levels, one of your strikes becomes blinding acid instead of normal acid, blinding the target 25% of the time if it hits. Each point in acid drake talents also increases your acid resistance by 1%. This talent will also attack with your shield, if you have one equipped. This cloak is made from the scales of an infamous Venom Drake that terrorized the country side towards the end of the Age of Dusk. It was slain by a party led by Kestin Highfin, who had this cloak fashioned personally. |
![]() 2.0 T3 cloak armor [Ego+] Nature While equipped: ----- def ----- Defense +2 (+0 eff.) Phys.save +7 (+3 eff.) Mind.save +7 (+2 eff.) Die.at -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T2 feet armor [Unique] Master While equipped: Stats +3 Cun ----- def ----- Armour +1 Defense +2 (+0 eff.) Fatigue +2% ---------- misc Masteries +0.20 Cunning/Survival Boost speed by 64% (based on Cunning). Uses 42 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
![]() 2.0 T3 feet armor [Ego+] Psionic While equipped: Stats +3 Con +4 Wil dps ---------- Mind.pwr +5 (+1 eff.) Res.pen +7% physical ----- def ----- Armour +3 Blindside: Puts all charms on 21 cooldown Level 1.0 Pwr.cost 21 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 15 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +2 Str +3 Con ----- def ----- Armour +4 Fatigue +3% Rush: Puts all charms on 21 cooldown Level 3.0 Pwr.cost 21 out of 25/25. Range 8 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+0 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Unarmed combat: Power 6.0 - 6.6 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.0% Atk.spd 100% Melee+ +10 fire Dmg.conv 100% fire On Hit: 30% Flamespit 3 Flamespit: Level 3.0 Pwr.cost 7 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 74.31 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Ego+] Master/Psionic While equipped: Stats +3 Con dps ---------- Melee+ 9 mind Dmg.mod +8% mind ----- def ----- Armour +2 Fatigue +3% Resists +7% mind Phys.save +18 (+6 eff.) Spell.save +5 (+2 eff.) Mind.save +5 (+1 eff.) Disarm- +25% Unarmed combat: Power 20.5 - 28.7 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% Melee+ +13 physical On Crit.r2 +8 mind On Hit: 10% Juggernaut 1 On Hit: 20% Psychic Lobotomy 3 Juggernaut: (Instant) Puts all charms on 25 cooldown Level 4.0 Pwr.cost 25 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. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T3 head armor [Ego] Arcane/Nature While equipped: dps ---------- Dmg.mod +11% darkness ----- def ----- Defense +2 (+0 eff.) Resists +7% lightning +7% temporal +16% darkness A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Ego+] Master/Psionic While equipped: Stats +4 Cun +3 Wil dps ---------- Mind.pwr +4 (+1 eff.) ----- def ----- Armour +6 Fatigue +3% ---------- misc Infravis +2 A hat made of leather. Very stylish. |
![]() 2.0 T5 head armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +6 Wil dps ---------- Mind.crit +3% Mind.pwr +10 (+3 eff.) Dmg.mod +14% mind +18% darkness Res.pen +10% darkness Melee Ret 6 nature ----- def ----- Defense +3 (+0 eff.) Resists +7% lightning +8% temporal +5% light +6% fire +5% nature +8% acid +6% blight +7% cold +7% mind +5% darkness Phys.save +24 (+8 eff.) Mind.save +9 (+3 eff.) ---------- misc Max.psi +21.00 A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Ego] Nature/Master While equipped: ----- def ----- Armour +6 Fatigue +3% ---------- misc Stam/ret +1.20 Equi/ret +1.30 Infravis +1 A cap made of leather. |
![]() 1.0 T3 head armor [Unique] Arcane/Psionic While equipped: Stats +5 Mag +9 Wil +4 Cun dps ---------- Spell.crit +3% Mind.pwr +4 (+1 eff.) Dmg.mod +8% blight +9% arcane Res.pen +5% mind Melee Ret 10 vim draining blight On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Mind.save +6 (+2 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Max.vim +25.00 Vimsense: Level 2.0 Pwr.cost 21 out of 45/45. Range melee/personal Travel.spd instantaneous Is a spell Description: Feel the very existence of creatures around you for 5 turns, in a radius of 10. The evil touch will reduce their blight resistance by 17% and all saves by 29, but also make them aware of you. The resistance and save reduction will improve with your Spellpower. A desiccated mask of human skin, all that remains of a necromancer from the Age of Pyre who failed to achieve lichdom. The transformative process partially succeeded, leaving him unable to die as his body slowly rotted from the inside out over several years. Now his spirit resides within this last bit of mummified flesh, still hungering for eternal life. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +8 Str +7 Dex ----- def ----- Armour +4 Fatigue +4% Phys.save +14 (+5 eff.) Skullcracker: Puts all charms on 17 cooldown Level 3.0 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 353.0 Physical damage. If the attack hits, the target is confused (45% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+0 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+0 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+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. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+1 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+1 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 25 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 0.0 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. |
![]() 1.0 T3 lite [Ego+] Arcane While equipped: dps ---------- Dmg.mod +7% light ----- def ----- Resists +8% darkness Affinity +5% light ---------- misc Light +6 Sun Flare: Puts all charms on 25 cooldown Level 3.0 Pwr.cost 25 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 194.81 light damage. At talent level 3 you gain 35% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 T3 lite [Ego+] Arcane/Master While equipped: dps ---------- Spell.crit +3% Spell.pwr +4 (+1 eff.) ----- def ----- Resists +7% blight +7% darkness ---------- misc Light +7 Infravis +5 See.Invis +8 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 25 cooldown Level 2.0 Pwr.cost 25 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 34 blight damage or heals 49 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. |
![]() 0.0 T3 lite [Ego+] Arcane While equipped: Stats +4 Mag dps ---------- Spell.pwr +8 (+2 eff.) ---------- misc Light +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 0.0 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. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 168 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 T3 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +6% nature +21% cold Res.pen +25% acid +25% cold ----- def ----- Resists +6% acid +9% cold Setup a psionic shield, reducing all damage taken by 93 for 5 turns Puts all charms on 21 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 totem charm [Unique] Disrupt/Psionic While equipped: Stats +8 Wil dps ---------- Mind.pwr +10 (+3 eff.) Dmg.mod +12% mind Convince all non arcane users in radius 10 to turn on their spellcasting friends for 6 turns (chance increases with your Mindpower). Uses 21 power out of 25/25 During the Age of Dusk a rash of anti-magic activities took place in the Nargol Kingdom immediately after the Spellblaze. Citizens would turn on those with magical powers, burning them alive on stakes of wood. When the authorities found the perpetrators they executed them and planted their heads on stakes throughout their capital city. Despite this however, the citizenry continued to burn alive the enemies of nature. Unbeknownst to the authorities, the heads of the dead perpetrators continued to spread their message long after their deaths. This stake of wood appears to one of those used to prop up one of the executed heads. It has seemingly absorbed the will of the head it propped up, and holding it you can hear the Ziguranth's message echo through your mind. |
![]() 2.0 T3 wand charm [Rare] Arcane While equipped: Stats +3 Str +3 Mag +5 Wil +3 Con dps ---------- Dmg.mod +12% blight ---------- misc See.Invis +21 Fire a magical bolt dealing 292 cold damage Puts all charms on 13 cooldown 100% to increase all damage penetration by 22% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Achievements
By Aurica the Higher Adventurer level 35
9th Haze 122nd year of Ascendancy at 09:17 see stats
By Aurica the Higher Adventurer level 15
1st Summertide 122nd year of Ascendancy at 12:58 see stats
By Aurica the Higher Adventurer level 34
65th Dusk 122nd year of Ascendancy at 16:19 see stats
By Aurica the Higher Adventurer level 35
67th Dusk 122nd year of Ascendancy at 19:10 see stats
By Aurica the Higher Adventurer level 24
44th Dusk 122nd year of Ascendancy at 00:10 see stats
By Aurica the Higher Adventurer level 22
16th Dusk 122nd year of Ascendancy at 18:05 see stats
By Aurica the Higher Adventurer level 26
45th Dusk 122nd year of Ascendancy at 13:26 see stats
By Aurica the Higher Adventurer level 15
1st Summertide 122nd year of Ascendancy at 13:31 see stats
By Aurica the Higher Adventurer level 35
67th Dusk 122nd year of Ascendancy at 19:10 see stats
By Aurica the Higher Adventurer level 10
8th Mirth 122nd year of Ascendancy at 01:12 see stats
By Aurica the Higher Adventurer level 20
10th Dusk 122nd year of Ascendancy at 18:40 see stats
By Aurica the Higher Adventurer level 30
59th Dusk 122nd year of Ascendancy at 23:16 see stats
By Aurica the Higher Adventurer level 24
34th Dusk 122nd year of Ascendancy at 10:33 see stats
By Aurica the Higher Adventurer level 27
46th Dusk 122nd year of Ascendancy at 14:10 see stats
By Aurica the Higher Adventurer level 33
65th Dusk 122nd year of Ascendancy at 04:48 see stats
By Aurica the Higher Adventurer level 25
45th Dusk 122nd year of Ascendancy at 03:06 see stats
By Aurica the Higher Adventurer level 15
1st Summertide 122nd year of Ascendancy at 12:58 see stats
By Aurica the Higher Adventurer level 6
77th Pyre 122nd year of Ascendancy at 20:20 see stats
By Aurica the Higher Adventurer level 15
1st Summertide 122nd year of Ascendancy at 12:58 see stats
By Aurica the Higher Adventurer level 16
1st Flare 122nd year of Ascendancy at 18:58 see stats
By Aurica the Higher Adventurer level 25
45th Dusk 122nd year of Ascendancy at 09:00 see stats
By Aurica the Higher Adventurer level 15
1st Summertide 122nd year of Ascendancy at 10:44 see stats
By Aurica the Higher Adventurer level 32
64th Dusk 122nd year of Ascendancy at 01:32 see stats
Log
Rested for 1 turns (stop reason: taken damage).
Decrepitude Disease from Giant digestive sack (opened) hits Aurica for (29 flat reduction), (0 dissipated), 0 blight (0 total damage).
Cave troll is affected by the glimmerstone!
The shield around Aurica crumbles.
Decrepitude Disease from Giant digestive sack (opened) hits Aurica for (30 flat reduction), (0 dissipated), (1 absorbed), 0 blight (0 total damage).
Resting starts...
Cave troll is affected by the glimmerstone!
Stone troll is affected by the glimmerstone!
Rested for 1 turns (stop reason: taken damage).
Decrepitude Disease from Giant digestive sack (opened) hits Aurica for (30 flat reduction), (5 dissipated), 11 blight (11 total damage).
Stealth is still on cooldown for 4 turns.
Resting starts...
Aurica is free from the decrepitude disease.
Talent Fold Gravity is ready to use.
Talent Stealth is ready to use.
Talent Inner Power is ready to use.
Talent Fan of Knives is ready to use.
Talent Born into Magic is ready to use.
Rested for 12 turns (stop reason: all resources and life at maximum).
Aurica activates Stealth.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 34 turns (stop reason: hostile spotted to the west (orc warrior)).
Aurica picks up ( .): ethereal alchemist's lamp.