












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Bikini Tinker 1.7.0Slightly modifies internal tinker implementation so that attaching or detaching a tinker on a bikini or mankini does not count as taking it off for purposes of the associated achievement. Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Mindstar Tuning 1.7.0Modifies the Attune Mindstar talent to allow individual control over the nature-vs.-mind attument of your mainhand and offhand wielded mindstars. Also adds a status indicator in the buffs display showing the attunement of your wielded mindstars. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Two-Handed Dual-Wielding Counts 1.7.0If you are wielding a two-handed weapon in mainhand and another weapon in offhand (via Ogres' Grisly Constitution talent or various addons), arranges for your melee weapon damage to be recorded as both two-handed weapon damage and dual-wielded weapon damage for purposes of satisfying prodigy requirements (notably Windblade). Proper Possession 1.7.0
Frequently Asked Questions: 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:
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. 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:
Tinker Tinkering 1.7.0A collection of small quality-of life tweaks for tinker-using characters in the Embers of Rage DLC. Notable changes:
Actually Useful Artifact Steamguns 1.3.0Increase the range of artifact steamguns to at least the range of an ordinary steamgun of the same tier. Frequently Asked Questions: Tinker Cave for Everyone 1.7.0Places the entrance to the tinker cave from the Embers of Rage DLC (required) on the world map for all characters in the Age of Ascendancy campaign, without requiring that the character be playing a Tinker class or rescue a tinker escort. Items Vault 1.7.6Donators/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.
UI Pack: Plumpkins! 1.6.0Cosmetic pack! Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! Wild Sacrifice 1.7.0Modifies the Font of Sacrifice from the Forbidden Cults DLC (required), giving it the extra ability to modify wild infusions in the player's inventory. Wild infusions that remove a single type of effect can be changed to another type for 500 gold, or have a second type added for 1000 gold; wild infusions that remove two types of effects can have one of them changed for 500 gold. Prepare Stealthily 1.7.0Modifies various trap-preparation and tool-preparation tools from the Cunning/Traps and Cunning/Artifice trees so that they do not break stealth. Affected talents are:
Shimmer Pack: Plumpkin Daper 1.6.0Cosmetic pack! Tinker Cave Blacksmith 1.7.0Modifies the Ancient Automatated Teacher from the Embers of Rage DLC (required), adding options for the player to purchase the Steamtech/Blacksmith and Steamtech/Engineering talent trees. A companion piece to Tinker Cave for Everyone; they can be used together or separately. Stealth Transmo 1.7.0Modifies certain quest artifacts so that using them while no hostiles are in line of sight does not break stealth. Currently supported:
Inventory Sort Order 1.7.0Improves the default sort order of items in the player's inventory. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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 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 Font of Sacrifice to the Rescue 1.7.0Makes the Font of Sacrifice from the Forbidden Cults DLC (required) available as a reward for rescuing the lost merchant. Shimmer Pack: Pyromania 1.6.0Cosmetic pack! |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Ogre |
Class | Wyrmic |
Level / Exp | 50 / 552% |
Size | gargantuan |
Lifes / Deaths | Killed by Atamathon the Giant Golem at level 50 on the 63rd Regrowth 124th year of Ascendancy at 02:31 / 2Killed by Linaniil, Supreme Archmage of Angolwen at level 50 on the 51st Pyre 124th year of Ascendancy at 23:13 |
Primary Stats
Strength | 198 (base 64) |
Dexterity | 74 (base 48) |
Constitution | 115 (base 50) |
Magic | 32 (base 21) |
Willpower | 95 (base 62) |
Cunning | 152.6 (base 62) |
Resources
Insanity | 0/100 |
Equilibrium | 72 |
Life | -645/2152 |
Stamina | 442/460 |
Steam | 100/100 |
Healing Factor | 2.2588483202847 |
Regeneration | 115.42900567251 |
Speed
Mental | +23.25253833397% |
Attack | +13.25253833397% |
Movement | +104.50321938945% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 12 |
Infravision | 7 |
See Stealth | 89.763332330191 |
See Invisible | 99.763332330191 |
ESP Range | 10 |
ESP Kinds | animal/canine, dragon |
Offense: Mainhand
Damage | 467 |
Accuracy | 87 |
Crit Chance | 132% |
APR | 79 |
Speed | 0.81 |
Offense: Offhand
Damage | 83 |
Accuracy | 91 |
Crit Chance | 95% |
APR | 63 |
Speed | 0.81 |
Offense: Spell
Spellpower | 33 |
Crit Chance | 57% |
Speed | 1 |
Offense: Mind
Mindpower | 101 |
Crit Chance | 91% |
Speed | 0.8829824167394 |
Offense: Damage Bonus
Acid | +62% |
Blight | +38% |
Physical | +74% |
Cold | +65% |
All | +14% |
Lightning | +53% |
Light | +30% |
Mind | +24% |
Darkness | +48% |
Fire | +50% |
Nature | +81% |
Offense: Damage Penetration
Acid | +35% |
Blight | +45% |
Physical | +60% |
Cold | +35% |
All | 0% |
Lightning | +35% |
Darkness | +53% |
Fire | +35% |
Nature | +35% |
Defense: Base
Armour (hardiness) | 104.95283404229 (100%) |
Defense | 76 |
Ranged Defense | 76 |
Fatigue | 0 |
Physical Save | 89 |
Spell Save | 58 |
Mental Save | 74 |
Defense: Resistances
Acid | + 70%( 70%) |
Blight | + 44%( 70%) |
Arcane | + 28%( 70%) |
Cold | + 70%( 70%) |
All | + 24%( 70%) |
Darkness | + 56%( 70%) |
Light | + 28%( 70%) |
Physical | + 70%( 70%) |
Lightning | + 70%( 70%) |
Fire | + 70%( 70%) |
Nature | + 70%( 70%) |
Defense: Immunities
Teleport Resistance | 100% |
Pinning Resistance | 81% |
Disarm Resistance | 100% |
Confusion Resistance | 59% |
Knockback Resistance | 100% |
Stun Resistance | 100% |
Instadeath Resistance | 100% |
Blind Resistance | 80% |
Inscriptions (6/6)
Runes | Effective talent level: 2.5 Rune: ShieldingUse 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 create a protective shield absorbing at most 858 damage for 5 turns. Its effects scale with your Strength stat. |
Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 11 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 285 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. |
Runes | Effective talent level: 2.5 Rune: BlinkUse mode: Activated Range: 14 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 14 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 43%, your defense is increased by 43 and all your resistances by 43%. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 1283 life over 5 turns. Its effects scale with your Strength stat. |
Implants | Effective talent level: 2.5 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 0 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 265% efficiency and cooldown mod of 65%. Its effects scale with your Strength stat. |
Implants | Effective talent level: 2.5 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 24.1 steam per turn. Can be activated for an instant burst of 120 steam. Its effects scale with your Strength stat. |
Class Talents
Demented / Scourge drake | 1.50 |
| 5/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Wild-gift / Sand drake aspect | 1.80 |
| 5/5 |
| 2/5 |
| 5/5 |
| 4/5 |
Technique / Two-handed assault | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Wild-gift / Fire drake aspect | 1.80 |
| 2/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Wild-gift / Cold drake aspect | 1.80 |
| 2/5 |
| 5/5 |
| 1/5 |
| 4/5 |
Technique / Shield offense | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Wild-gift / Higher draconic abilities | 1.50 |
| 5/5 |
| 3/5 |
| 5/5 |
| 5/5 |
Wild-gift / Venom drake aspect | 1.80 |
| 2/5 |
| 2/5 |
| 3/5 |
| 4/5 |
Wild-gift / Storm drake aspect | 1.80 |
| 5/5 |
| 5/5 |
| 1/5 |
| 4/5 |
Generic Talents
Wild-gift / Fungus | 1.20 |
| 5/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Cunning / Survival | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Combat training | 1.80 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Engineering | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Wild-gift / Harmony | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Blacksmith | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 2/5 |
Steamtech / Physics | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a 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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
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 again | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You abandoned injured seer, to death. Escort: injured seer (level 2 of Dreadfell) | failed |
You failed to protect the lone alchemist from death by carrion worm mass. Escort: lone alchemist (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost defiler to the recall portal on level 1 of Daikara. Escort: lost defiler (level 1 of Daikara)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost defiler (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 6 of Dreadfell. Escort: lost warrior (level 6 of Dreadfell)As a reward you improved talent Exotic Weapons Mastery (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 4 of Old Forest. Escort: worried loremaster (level 4 of Old Forest)As a reward you improved Constitution by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 932. | 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 |
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 Ungrol of Last Hope. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Stire of Derth has completed an elixir of precision without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of the savior. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle* You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close. * You have closed two books of binding, the castle is now stable and you should probably be able to access the last chapter. * You have killed the Glass Golem and claimed the castle treasures for yourself! | 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 failed to protect her when escorting her out of the crypt. | failed |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of CreationSlasul told you his side of the story. Now you must decide: which of them is corrupt? Slasul bound his lifeforce to yours and gave your a powerful trident in return. * You have killed both Ukllmswwik and Slasul, betraying them both. | 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 within1 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 to join the slavers and take part in their game. You won the ring of blood! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 3.0 T5 feet armor Reqs Heavy armour training [Unique] Master While equipped: Stats +23 Str -6 Dex +12 Con dps ---------- Phys.pwr +10 (+1 eff.) Dmg.mod +15% physical ----- def ----- Armour +23 Hardiness +20% Defense +9 (+2 eff.) Fatigue +12% Resists +15% acid +15% physical Phys.save +17 (+3 eff.) Pinning- +25% Knockbk- +125% Teleport- +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. This item has been sent to the Item's Vault. |
Light source | ![]() 2.0 T1 lite [Rare] Nature While equipped: Stats +3 Wil dps ---------- Phys.crit +4.0% Crit.mult +11.00% Phys.pwr +6 (+1 eff.) Dmg.mod +16% light ----- def ----- Resists +6% blight Die.at -80.00 life Teleport- +20% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Light +7 See.Stealth +8 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() 2.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +7 Str +5 Dex +7 Wil +17 Cun +10 Con dps ---------- Phys.pwr +10 (+1 eff.) Apr +7 Melee Ret 8 darkness ----- def ----- Armour +6 Fatigue +5% Resists +6% light +13% physical +15% darkness +5% arcane Phys.save +17 (+3 eff.) Mind.save +17 (+4 eff.) A hat made of leather. Very stylish. |
On hands | ![]() 1.5 T5 hands armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +7 Str +7 Dex dps ---------- Phys.crit +10.0% Steam.crit +10% Crit.mult +30.00% Dmg.mod +8% all ----- def ----- Armour +14 Disarm- +150% ---------- misc Talents +5 Iron Grip Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Gauntlets. But with steam power! |
Tool | ![]() 3.0 T3 digger tool [Rare] Master While equipped: Stats +3 Cun +6 Str dps ---------- Crit.mult +20.00% Mind.pwr +20 (+3 eff.) Dmg.mod +6% acid Res.pen +25% physical Acc +20 (+4 eff.) Melee Ret 4 fire ----- def ----- Fatigue -8% Mind.save +7 (+1 eff.) While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T5 ring jewelry [Random Unique] Master/Psionic While equipped: dps ---------- Acc +10 (+2 eff.) Apr +13 Melee Ret 8 acid 4 nature On Hit (Melee): * 20% chance to reduce armor by 28% ----- def ----- Defense +16 (+4 eff.) Resists +3% acid +9% nature Mind.save +12 (+3 eff.) HP.reg +7.00 Confus- +49% Stun/Frz- +47% Disengage: Puts all charms on 8 cooldown Level 3.5 Pwr.cost 8 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 178% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
On fingers | ![]() 0.1 T3 ring jewelry [Random Unique] Nature/Master While equipped: Stats +2 Mag +4 Con dps ---------- Crit.mult +10.00% Phys.pwr +23 (+4 eff.) Spell.pwr +8 (+4 eff.) Mind.pwr +12 (+2 eff.) Mov.spd +16% Dmg.mod +6% all Acc +13 (+3 eff.) Melee Ret 4 arcane ----- def ----- Defense +6 (+1 eff.) Phys.save +7 (+1 eff.) Blinding Speed: Puts all charms on 29 cooldown Level 5.6 Pwr.cost 29 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 43% for 5 turns. Rings make your fingers look great! |
Around neck | ![]() 0.1 T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +6 Dex +9 Cun +10 Con +23 Lck dps ---------- Phys.pwr +10 (+1 eff.) Mov.spd +10% Phys.spd +10% Dmg.mod +3% lightning +9% physical +6% acid Res.pen +10% blight Acc +12 (+3 eff.) On Hit (Melee): * 20% chance to reduce armor by 28% * 20% chance to reduce strength, dexterity, and constitution by 18 ----- def ----- Defense +23 (+5 eff.) Fatigue -9% Unseen.red 12% HP.reg +4.00 ---------- misc Stam/turn +1.10 Amulets make your neck look great! |
In main hand | ![]() 3.0 T5 trident 2H weapon [Unique] Nature/Psionic Power 84.0 - 117.6 Physical Uses 40% Wil, 140% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +40 Crit +40.0% Atk.spd 100% On Hit: 10% Stunning Blow 1 On Hit: 10% Spit Poison 5 On Hit: 10% Silence 3 While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con +10 Lck dps ---------- Mind.crit +12% Phys.pwr +12 (+2 eff.) Mind.pwr +12 (+2 eff.) Dmg.mod +15% cold +25% nature +10% mind ----- def ----- Resists +10% acid +15% cold +20% nature ---------- misc Light +2 Cooldown Spit Poison -2 Rush -3 Masteries +0.30 Technique/Combat techniques +0.30 Technique/Combat training +0.30 Psionic/Psychic Assault Implode: Level 3.5 Pwr.cost 29 out of 60/60. Range 5 Travel.spd instantaneous Is a mind power Description: Bind the target mercilessly with constant, bone-shattering pressure, pinning and slowing it by 50% for 6 turns and dealing 236.4 Physical damage each turn. The duration and damage improve with Mindpower. This incredibly beautiful -- and powerful -- trident is made of the rare metal orichalcum. An amazing pearl is seated in head of the trident, as it spreads into three razor sharp prongs. It is imbued with the greatest strengths of all of the most powerful Naga warriors. Slasul gave it to you as a sign of his faith in you. It is a sign of hope for all of the Naloren race, that one outside of their tribe could be so trusted. |
Around waist | ![]() 1.0 T5 belt armor [Random Unique] Nature/Master While equipped: Stats +8 Str +8 Dex +8 Wil +14 Cun dps ---------- Dmg.mod +6% nature On Hit (Melee): * 20% chance to reduce damage dealt by 40% ----- def ----- Armour +16 Defense +54 (+11 eff.) Resists +6% darkness Phys.save +49 (+10 eff.) Spell.save +23 (+6 eff.) Mind.save +17 (+4 eff.) Proj.slow +25% Stealth +10 HP.reg +3.60 Heal.mod +30% ---------- misc See.Invis +18 A belt that goes around your waist. |
In off hand | ![]() 3.0 T4 mindstar 1H weapon [Unique] Nature Power 16.0 - 17.6 Physical Uses 90% Wil, 10% Cun, 20% Str Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +2.5% Atk.spd 100% Dmg.conv 20% acid 20% physical 20% cold 20% lightning 20% fire On Hit: * injects a simple virus dealing 77 blight damage on hit and lowering the victims highest stat While equipped: dps ---------- Phys.crit +5.0% Mind.crit +5% Phys.pwr +10 (+1 eff.) Mind.pwr +10 (+2 eff.) Dmg.mod +12% lightning +12% physical +12% fire +12% acid +12% cold ----- def ----- Resists +10% acid +10% physical +10% fire +10% lightning +10% cold ---------- misc Masteries +0.30 Wild-gift/Venom drake aspect +0.30 Wild-gift/Cold drake aspect +0.30 Wild-gift/Fire drake aspect +0.30 Wild-gift/Storm drake aspect +0.30 Wild-gift/Sand drake aspect The breath attack has a chance to shift randomly between Fire, Ice, Lightning, Acid, and Sand each turn. Ice Breath: Level 9.9 Pwr.cost 22 out of 30/30. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: You breathe ice in a frontal cone of radius 11. Any target caught in the area will take 1621.74 cold damage and be frozen for 3 turns. The damage will increase with your Strength, the critical chance is based on your Mental crit rate, and the Freeze apply power is based on your Mindpower. Each point in cold drake talents also increases your cold resistance by 1%. A black iris cuts through the core of this mindstar, which shifts with myriad colours. It darts around, as if searching for something. This item has been sent to the Item's Vault. |
Cloak | ![]() 2.0 T5 cloak armor [Random Unique] Arcane/Nature/Master While equipped: Stats +3 Mag +2 Wil +4 Cun dps ---------- Dmg.mod +10% darkness Res.pen +18% darkness ----- def ----- Defense +4 (+1 eff.) Resists +17% blight +30% lightning +18% darkness +26% nature Crit.chn- 5.00% Spell.save +15 (+4 eff.) Mind.save +14 (+3 eff.) Stealth +25 HP.reg +9.00 Heal.mod +17% Stun/Frz- +50% ---------- misc Infravis +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 14.0 T5 heavy armor Reqs Heavy armour training [Unique] Nature While equipped: Stats +6 Str +6 Wil +4 Cun +10 Lck ----- def ----- Armour +24 Defense +10 (+2 eff.) Fatigue +16% Resists +20% lightning +20% physical +20% cold +20% acid +20% fire Crit.chn- 35.00% Blind- +50% Stun/Frz- +25% Knockbk- +50% ---------- misc Telepathy Dragon Cooldown Ice Breath -3 Lightning Breath -3 Sand Breath -3 Corrosive Breath -3 Fire Breath -3 This dragon scale harness shines with multiple colors, quickly shifting through them in a seemingly chaotic manner. This item has been sent to the Item's Vault. |
Inventory
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 0 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 325% efficiency and cooldown mod of 79%. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 25.0 steam per turn. Can be activated for an instant burst of 125 steam. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 1348% 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 Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 73% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 19 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 64% all resistance, you move 58% faster, and you are invisible (power 58). Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 69 up to 6 times. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 tome scroll [Plot Item] Magical scrolls can have wildly different effects! |
![]() 0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+3 eff.) Spell.save +15 (+4 eff.) Mind.save -7 (-2 eff.) Max.HP +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
![]() 0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: dps ---------- Crit.mult +5.00% Mind.pwr +15 (+2 eff.) ----- def ----- Resists +5% physical Blind- +13% ---------- misc Stam/turn +2.20 Max.stam +10.00 Infravis +4 Sight +2 See.Invis +6 Masteries +0.14 Wild-gift/Cold drake aspect Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+3 eff.) ----- def ----- Blind- +100% ---------- misc See.Invis +10 Summon an elder vampire with Taunt to your side for 15 turns. Uses 44 power out of 60/60 The evilness of undeath radiates from this amulet. |
![]() 0.1 T4 amulet jewelry [Rare] Arcane While equipped: Stats +8 Mag dps ---------- Res.pen +25% light +10% temporal Melee Ret 10 light ----- def ----- Resists +12% light +12% temporal Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Light +3 Amulets make your neck look great! |
![]() 0.1 T4 amulet jewelry [Rare] Nature While equipped: Stats +4 Con +2 Wil dps ---------- Crit.mult +15.00% Dmg.mod +3% mind ----- def ----- Resists +25% temporal +12% nature +9% darkness Crit.chn- 10.00% Mind.save +9 (+2 eff.) Pinning- +41% Knockbk- +41% Amulets make your neck look great! |
![]() 0.1 T4 amulet jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +30% acid Res.pen +10% darkness +15% nature Melee Ret 10 darkness On Hit (Melee): * 20% chance to slow global speed by 80% * 20% chance to reduce armor by 28% ----- def ----- Resists +18% acid ---------- misc Masteries +0.34 Wild-gift/Fungus Amulets make your neck look great! |
![]() 0.1 T2 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +11% acid Res.pen +10% acid ----- def ----- Armour +6 Resists +22% acid +6% nature +3% darkness HP.reg +2.00 Cut- +10% Silence- +20% Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Rare] Master While equipped: Stats +6 Str +6 Dex +7 Con dps ---------- Phys.pwr +9 (+1 eff.) Dmg.mod +15% cold Acc +20 (+4 eff.) ----- def ----- Armour +6 Resists +9% fire ---------- misc Max.stam +30.00 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Rare] Arcane While equipped: dps ---------- Dmg.mod +12% light +9% darkness Melee Ret 10 darkness ----- def ----- Resists +6% cold +30% light +9% mind Mind.save +9 (+2 eff.) HP.reg +4.00 Def/telep +10 Res/telep +10% Dur/telep +10% Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Dex dps ---------- Dmg.mod +9% blight +9% temporal +13% mind +3% cold Acc +7 (+2 eff.) Melee Ret 4 temporal ----- def ----- Resists +12% blight +8% nature +13% mind Poison- +15% Disease- +12% 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? |
![]() 0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Dex dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +6 (+3 eff.) Mind.pwr +5 (+1 eff.) Acc +6 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Cun dps ---------- Phys.pwr +6 (+1 eff.) Spell.pwr +5 (+3 eff.) Mind.pwr +5 (+1 eff.) ----- def ----- Defense +4 (+1 eff.) Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Rare] Arcane While equipped: dps ---------- S.pwr/crit +6 Dmg.mod +14% temporal ----- def ----- Resists +14% temporal Mind.save +18 (+4 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Equi/ret +0.16 Vim/s.crit +2.00 Hate/m.crit +2.00 Max.mana +40.00 Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Rare] Master While equipped: Stats +7 Cun +6 Wil dps ---------- Mind.crit +4% Mind.pwr +15 (+2 eff.) Res.pen +15% lightning +15% acid Melee Ret 4 lightning ----- def ----- Defense +10 (+2 eff.) ---------- misc Max.psi +30.00 Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego+] Arcane While equipped: Stats +4 Mag dps ---------- Melee+ 24 light Ranged+ 17 light Dmg.mod +13% light ----- def ----- Armour +3 Resists +3% all Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego+] Psionic While equipped: Stats +6 Cun dps ---------- Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Melee+ 13 physical Ranged+ 5 physical Dmg.mod +6% all On Hit (Melee): * 13% chance to reduce all saves and defense by 50 On Hit (Ranged): * 13% chance to reduce all saves and defense by 50 ---------- misc Hate/m.crit +2.00 Max.hate +7.00 Bleeding Edge: Puts all charms on 15 cooldown Level 4.5 Pwr.cost 15 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 166% weapon damage. If the attack hits, the target will bleed for 314% weapon damage over 7 turns, and all healing will be reduced by 66%. Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Rare] Psionic While equipped: Stats +4 Str +5 Mag dps ---------- On Hit (Melee): * 20 arcane resource burn * 20% chance to slow global speed by 80% ----- def ----- Resists +21% lightning +15% cold +5% arcane Mind.save +13 (+3 eff.) Confus- +42% ---------- misc Light +2 Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck ----- def ----- Phys.save +10 (+2 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+2 eff.) Die.at -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
![]() 0.1 T4 ring jewelry [Ego++] Arcane/Master While equipped: Stats +5 Cun +3 Mag dps ---------- Spell.pwr +5 (+3 eff.) Acc +7 (+2 eff.) Apr +7 ----- def ----- Defense +11 (+2 eff.) Disengage: Puts all charms on 8 cooldown Level 3.5 Pwr.cost 8 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 178% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Ego++] Arcane/Master While equipped: Stats +4 Con ----- def ----- Resists +23% acid +23% fire +11% lightning +15% cold Spell.save +15 (+4 eff.) ---------- misc Max.stam +29.00 Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Ego+] Arcane/Master While equipped: Stats +6 Cun +4 Dex dps ---------- Phys.pwr +7 (+1 eff.) Spell.pwr +5 (+3 eff.) Mind.pwr +9 (+1 eff.) Acc +9 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Ego+] Master While equipped: Stats +16 Cun +16 Dex dps ---------- Mov.spd +15% Dmg.mod +20% lightning Acc +7 (+2 eff.) ----- def ----- Ignore.dmg +8% Affinity +20% lightning Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Ego+] Psionic While equipped: Stats +5 Cun dps ---------- Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Melee+ 25 physical Ranged+ 20 physical Dmg.mod +8% all On Hit (Melee): * 18% chance to reduce all saves and defense by 50 On Hit (Ranged): * 14% chance to reduce all saves and defense by 50 ---------- misc Hate/m.crit +2.00 Max.hate +7.00 Bleeding Edge: Puts all charms on 15 cooldown Level 3.5 Pwr.cost 15 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 159% weapon damage. If the attack hits, the target will bleed for 300% weapon damage over 7 turns, and all healing will be reduced by 60%. Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Ego+] Master While equipped: Stats +6 Str dps ---------- Mov.spd +18% Acc +12 (+3 eff.) ----- def ----- Armour +12 Defense +13 (+3 eff.) Blinding Speed: Puts all charms on 29 cooldown Level 8.8 Pwr.cost 29 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 55% for 5 turns. Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Ego+] Arcane While equipped: Stats +4 Mag ----- def ----- Resists +16% acid +19% fire +15% lightning +18% cold Spell.save +8 (+2 eff.) Rings make your fingers look great! |
![]() 3.0 T5 greatsword 2H weapon [Unique] Master Power 60.0 - 96.0 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +22 Crit +10.0% Atk.spd 100% On Hit: * 25% chance to strike the target again. While equipped: Stats +10 Str +5 Dex +15 Con ---------- misc Masteries +0.20 Technique/Two-handed assault This impressive looking sword features two massive blades aligned in parallel. They seem weighted remarkably well. This item has been sent to the Item's Vault. |
![]() 3.0 T4 longsword 1H weapon [Unique] Master Power 46.0 - 64.4 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +10.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +20.0% Phys.spd +20% ----- def ----- Defense +40 (+8 eff.) Atk.evade +10% This very thin sword cuts through the air with ease, allowing remarkably quick movement. |
![]() 3.0 T5 mindstar 1H weapon [Unique] Nature/Psionic Power 24.0 - 26.4 Dreamforge Uses 100% Wil, 20% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +4 Cun +6 Wil dps ---------- Mind.crit +8% Phys.pwr +10 (+1 eff.) Mind.pwr +16 (+3 eff.) Melee+ 30 dreamforge Dmg.mod +10% physical +10% mind +10% fire Res.pen +10% mind +10% physical Acc +10 (+2 eff.) ----- def ----- Resists +5% physical +5% mind +15% fire ---------- misc Masteries +0.20 Psionic/Dream Forge +0.20 Psionic/Dream Smith Forge Bellows: Level 4.5 Pwr.cost 18 out of 30/30. Range melee/personal Travel.spd instantaneous Is a mind power Description: Release the bellows of the forge upon your surroundings, inflicting 71.64 mind damage, 86.56 burning damage, and knocking back your enemies in a radius 5 cone. Empty terrain may be changed (50% chance) for 4 turns into forge walls, which block movement and inflict 6.54 mind and 7.90 fire damage on nearby enemies. The damage and knockback chance will scale with your Mindpower. This blazing hot mindstar beats rhythmically, releasing a burst of heat with each strike. |
![]() 3.0 T3 steamsaw 1H weapon [Unique] Nature/Steamtech Power 27.0 - 40.5 Nature Uses 40% Wil, 100% Str Acc+ +0.2% crit chance (max 25%) Apr +19 Crit +3.0% Atk.spd 100% Block +50 On Kill: * summon a treant (5 turn cooldown) Uses 1.0 Steam While equipped: ----- def ----- Armour +14 Defense +4 (+1 eff.) Fatigue +8% ---------- misc Talents +1 Block "Spread the wonders of nature even quicker than ever with this seed injecting steamsaw! Your former enemies will be freshly grown trees before you even know it!" |
![]() 4.0 T5 sling 1H weapon Reqs Shoot [Unique] Master Power 0.0 - 0.0 Physical Uses 40% Wil Acc+ +0.2% base dam (max 20%) Atk.spd 111% Range +10 While equipped: Stats +10 Str +5 Con dps ---------- Dmg.mod +35% physical Res.pen +15% physical ----- def ----- Resists +10% physical Pinning- +30% Knockbk- +30% Bull Shot: Level 5.5 Pwr.cost 12 out of 16/16. Range melee/personal Travel.spd instantaneous Description: You rush toward your foe, readying your shot. If you reach the enemy, you release the shot, imbuing it with great power. The shot does 226% weapon damage and knocks back your target by 2. The cooldown of this talent is reduced by 1 each time you move. This requires a sling to use. This powerful sling is said to have belonged to a warrior so strong his shots could knock down a brick wall... |
![]() 3.0 T4 shot ammo [Unique] Arcane Power 32.0 - 38.4 Fire Uses 40% Wil, 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Capacity 20 On Hit: * sets off a powerful explosion Intense heat radiates from this powerful shot. |
![]() 7.0 T5 shield armor Reqs Shield usage training [Unique] Arcane When used to Attack: Power 48.0 - 57.6 Ice Uses 40% Wil, 100% Str Acc+ +2.0% proc dam (max 200%) Crit +8.0% Block +150 On Hit: 15% Ice Shards 3 While equipped: ----- def ----- Armour +20 Defense +5 (+1 eff.) Rng.Def +12 (+3 eff.) Fatigue +10% Resists +25% cold +25% fire ---------- misc Talents +1 Shieldsmaiden Aura +1 Block Granted talent can block up to 1 instance of damage each 10 turns. Myths tell of shieldsmaidens, a tribe of warrior women from the northern wastes of Maj'Eyal. Their martial prowess and beauty drew the fascination of swaths of admirers, yet all unrequited. So began the saying, that a shieldsmaiden's heart is as cold and unbreakable as her shield. |
![]() 1.0 T5 belt armor [Unique] Psionic While equipped: ----- def ----- Fatigue +5% Resists +30% lightning Stun/Frz- +30% Taking lightning damage or making critical hits builds 2 energy charges, which give you +5% lightning damage and +1 to all stats. The charges decay at a rate of 1 per turn. Max 10 charges. A fine mesh of metal threads held together by a sturdy chain. Sparks dance across it. |
![]() 2.0 T3 head armor [Random Unique] Master While equipped: Stats +4 Str +4 Con ----- def ----- Armour +9 Defense +5 (+1 eff.) Fatigue +3% Resists +9% blight +4% all Phys.save +8 (+1 eff.) ---------- misc Mana/turn +0.08 Vim/s.crit +2.00 Max.vim +30.00 A cap made of leather. |
![]() 3.0 T5 head armor Reqs Heavy armour training [Unique] Master While equipped: ----- def ----- Armour +20 Fatigue +12% Resists +15% acid +15% physical +15% fire +15% cold +15% lightning Phys.save +12 (+2 eff.) Spell.save +12 (+3 eff.) Mind.save +12 (+3 eff.) ---------- misc Telepathy Dragon Traces of a dragon's power still remain in this bleached and cracked skull. |
![]() 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 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+1 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+1 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+1 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+2 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T5 red gem [Unique] Arcane While carried: Spell.pwr +7 (+4 eff.) Melee Ret 25 fire Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 0.0 T5 white gem [Plot Item] Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 multi-hued gem [Unique] Arcane A part of set. While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resists +30% mind Confus- +30% Fear- +30% Light +2 While carried: Light +2 Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resists +30% mind Confus- +30% Fear- +30% Light +2 Latent Damage Type: Blight Combine with a staff. Uses 1 power out of 1/1 A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 22 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 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 [Rare] Psionic While equipped: ----- def ----- Armour +16 Resists +9% lightning +6% physical +12% temporal Crit.chn- 15.00% Mind.save +10 (+2 eff.) Die.at -40.00 life ---------- misc Light +7 See.Stealth +17 See.Invis +16 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 0.0 lite [Unique] Arcane While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con -5 Lck dps ---------- Phys.pwr +12 (+2 eff.) Spell.pwr +12 (+6 eff.) ---------- misc Light +6 Breathe water Tidal Wave: Level 5.5 Pwr.cost 58 out of 150/150. Range melee/personal Travel.spd instantaneous Is a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 32.27 cold damage and 34.03 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 5 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
![]() 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. |
![]() 0.0 T5 steamtech tinker [Normal] Steamtech Attachable to body When attached: ----- def ----- Armour +5 Hardiness +20% Fatigue +1% Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T5 steamtech tinker [Normal] Steamtech Attachable to head When attached: ----- def ----- Silence- +50% Returns 5 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T3 steamtech tinker [Normal] Steamtech Attachable to head When attached: ---------- misc Infravis +7 Sight +2 See.Stealth +15 See.Invis +15 Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T5 steamtech tinker [Normal] Steamtech Attachable to weapon On critical strikes generates a 3 tiles lightning beam. Tinkers can be attached to normal items to improve them with steam power! |
amazing fiery salve [power 61] amazing fiery salve [power 61]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 265% efficiency and 65% cooldown modifier. Remove 3 magical effects and grants a fiery aura (61% fire, light and lightning affinity) Puts Talent Medical Injector on 19 cooldown Activation is instant. Medical salve. |
amazing frost salve [power 61] amazing frost salve [power 61]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 265% efficiency and 65% cooldown modifier. Remove 3 physical effects and grants a frost aura (61% cold, darkness and nature affinity) Puts Talent Medical Injector on 19 cooldown Activation is instant. Medical salve. |
great pain suppressor salve [power 654] great pain suppressor salve [power 654]1.0 T4 salve misc [Normal] Nature/Steamtech Using medical injector with 265% efficiency and 65% cooldown modifier. Let you fight up to -654 life and reduces all damage by 24% for 6 turns (takes no time to activate) Puts Talent Medical Injector on 8 cooldown Activation is instant. Medical salve. |
amazing water salve [power 61] amazing water salve [power 61]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 265% efficiency and 65% cooldown modifier. Remove 3 mental effects and grants a water aura (61% blight, mind and acid affinity). Puts Talent Medical Injector on 19 cooldown Activation is instant. Medical salve. |
![]() 1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 1.0 misc [Plot Item] An athame, covered in blood runes. It radiates power. |
![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str dps ---------- Res.pen +20% mind Melee Ret 4 mind On Hit (Melee): * 20% chance to slow global speed by 80% ----- def ----- Max.HP +23.00 ---------- misc Equi/ret +0.04 Psi/ret +0.04 Max.stam +15.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Mind.save +10 (+2 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 4.5 Pwr.cost 15 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 2 to sleep for 4 turns, rendering them unable to act. Every 28 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
![]() 1.0 orb [Plot Item] Unknown Activate a portal. Uses 8 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. |
![]() 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 146 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 T5 torque charm [Random Unique] Psionic While equipped: dps ---------- On Hit (Melee): * 10% chance to slow global speed by 80% ----- def ----- Resists +6% temporal +3% light +9% blight +9% cold +3% fire Spell.save +6 (+2 eff.) Blast the opponent's mind dealing 546 mind damage and silencing them for 4 turns Puts all charms on 11 cooldown 100% to cleanse 3 total effects of type disease, wound, or poison. 100% to reduce fatigue by 60% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T5 torque charm [Random Unique] Psionic While equipped: dps ---------- Crit.mult +20.00% Phys.pwr +5 (+1 eff.) Dmg.mod +6% physical Melee Ret 4 arcane ----- def ----- Die.at -40.00 life Project a gust of wind in a cone knocking all creatures back 12 spaces and dealing 687 physical damage Puts all charms on 11 cooldown 100% to gain a 33% chance to evade weapon attacks for 2 turns. 100% to increase all damage penetration by 19% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T5 totem charm [Random Unique] Nature While equipped: dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Phys.save +12 (+2 eff.) HP.reg +4.00 Pinning- +10% Knockbk- +20% Def/telep +10 Res/telep +10% Dur/telep +10% Sting an enemy dealing 698 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 11 cooldown 100% to reduce fatigue by 60% for 2 turns. 100% to increase the duration of 3 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T3 wand charm [Rare] Arcane While equipped: dps ---------- Phys.crit +4.0% Phys.pwr +15 (+2 eff.) Dmg.mod +12% lightning Acc +15 (+3 eff.) ----- def ----- Armour +8 Defense +15 (+3 eff.) Resists +6% lightning Create a radius 3 storm for 5 turns. Each turn, creatures within take 86 lightning damage and will be dazed for 1 turn (434 total damage) Puts all charms on 11 cooldown 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. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)0.0 mirror [Plot Item] Unknown Change your appearance. Uses 1 power out of 1/1 A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
Achievements
By Caratacus the Ogre Wyrmic level 45
40th Haze 123rd year of Ascendancy at 18:47 see stats
By Caratacus the Ogre Wyrmic level 23
55th Regrowth 123rd year of Ascendancy at 13:28 see stats
By Caratacus the Ogre Wyrmic level 43
52nd Dusk 123rd year of Ascendancy at 15:01 see stats
By Caratacus the Ogre Wyrmic level 37
27th Dusk 123rd year of Ascendancy at 20:21 see stats
By Caratacus the Ogre Wyrmic level 50
77th Haze 123rd year of Ascendancy at 18:49 see stats
By Caratacus the Ogre Wyrmic level 48
49th Haze 123rd year of Ascendancy at 13:52 see stats
By Caratacus the Ogre Wyrmic level 46
44th Haze 123rd year of Ascendancy at 16:09 see stats
By Caratacus the Ogre Wyrmic level 10
20th Haze 122nd year of Ascendancy at 16:01 see stats
By Caratacus the Ogre Wyrmic level 50
79th Haze 123rd year of Ascendancy at 11:43 see stats
By Caratacus the Ogre Wyrmic level 47
46th Haze 123rd year of Ascendancy at 17:33 see stats
By Caratacus the Ogre Wyrmic level 47
45th Haze 123rd year of Ascendancy at 12:23 see stats
By Caratacus the Ogre Wyrmic level 32
52nd Pyre 123rd year of Ascendancy at 04:49 see stats
By Caratacus the Ogre Wyrmic level 23
54th Regrowth 123rd year of Ascendancy at 23:33 see stats
By Caratacus the Ogre Wyrmic level 34
79th Pyre 123rd year of Ascendancy at 17:14 see stats
By Caratacus the Ogre Wyrmic level 35
8th Flare 123rd year of Ascendancy at 03:11 see stats
By Caratacus the Ogre Wyrmic level 49
75th Haze 123rd year of Ascendancy at 13:51 see stats
By Caratacus the Ogre Wyrmic level 23
55th Regrowth 123rd year of Ascendancy at 13:01 see stats
By Caratacus the Ogre Wyrmic level 18
68th Haze 122nd year of Ascendancy at 11:09 see stats
By Caratacus the Ogre Wyrmic level 50
77th Haze 123rd year of Ascendancy at 19:38 see stats
By Caratacus the Ogre Wyrmic level 32
52nd Pyre 123rd year of Ascendancy at 04:49 see stats
By Caratacus the Ogre Wyrmic level 10
6th Haze 122nd year of Ascendancy at 05:54 see stats
By Caratacus the Ogre Wyrmic level 20
7th Regrowth 123rd year of Ascendancy at 17:00 see stats
By Caratacus the Ogre Wyrmic level 30
43rd Pyre 123rd year of Ascendancy at 16:44 see stats
By Caratacus the Ogre Wyrmic level 40
48th Dusk 123rd year of Ascendancy at 15:52 see stats
By Caratacus the Ogre Wyrmic level 50
75th Haze 123rd year of Ascendancy at 13:51 see stats
By Caratacus the Ogre Wyrmic level 23
55th Regrowth 123rd year of Ascendancy at 13:28 see stats
By Caratacus the Ogre Wyrmic level 26
70th Regrowth 123rd year of Ascendancy at 12:19 see stats
By Caratacus the Ogre Wyrmic level 22
39th Regrowth 123rd year of Ascendancy at 20:56 see stats
By Caratacus the Ogre Wyrmic level 19
77th Haze 122nd year of Ascendancy at 03:46 see stats
By Caratacus the Ogre Wyrmic level 29
43rd Pyre 123rd year of Ascendancy at 02:01 see stats
By Caratacus the Ogre Wyrmic level 22
54th Regrowth 123rd year of Ascendancy at 07:52 see stats
By Caratacus the Ogre Wyrmic level 13
30th Haze 122nd year of Ascendancy at 18:58 see stats
By Caratacus the Ogre Wyrmic level 48
46th Haze 123rd year of Ascendancy at 18:43 see stats
By Caratacus the Ogre Wyrmic level 23
55th Regrowth 123rd year of Ascendancy at 13:28 see stats
By Caratacus the Ogre Wyrmic level 6
9th Flare 122nd year of Ascendancy at 09:25 see stats
By Caratacus the Ogre Wyrmic level 23
55th Regrowth 123rd year of Ascendancy at 13:28 see stats
By Caratacus the Ogre Wyrmic level 49
74th Haze 123rd year of Ascendancy at 16:31 see stats
By Caratacus the Ogre Wyrmic level 26
70th Regrowth 123rd year of Ascendancy at 12:19 see stats
By Caratacus the Ogre Wyrmic level 5
1st Summertide 122nd year of Ascendancy at 02:57 see stats
By Caratacus the Ogre Wyrmic level 50
50th Regrowth 124th year of Ascendancy at 08:06 see stats
By Caratacus the Ogre Wyrmic level 50
79th Haze 123rd year of Ascendancy at 11:43 see stats
By Caratacus the Ogre Wyrmic level 5
76th Pyre 122nd year of Ascendancy at 11:11 see stats
By Caratacus the Ogre Wyrmic level 5
76th Pyre 122nd year of Ascendancy at 11:11 see stats
By Caratacus the Ogre Wyrmic level 50
63rd Regrowth 124th year of Ascendancy at 02:31 see stats
By Caratacus the Ogre Wyrmic level 42
51st Dusk 123rd year of Ascendancy at 16:22 see stats
By Caratacus the Ogre Wyrmic level 26
70th Regrowth 123rd year of Ascendancy at 13:01 see stats
By Caratacus the Ogre Wyrmic level 46
44th Haze 123rd year of Ascendancy at 17:18 see stats
Log
Caratacus hits Linaniil, Supreme Archmage of Angolwen for 3397 physical damage.
Linaniil, Supreme Archmage of Angolwen casts Orb of Thaumaturgy.
Linaniil, Supreme Archmage of Angolwen misses Caratacus.
Caratacus breathes venom!
Caratacus uses Burrow.
Caratacus roars!
Caratacus's mind surges with critical power!
Linaniil, Supreme Archmage of Angolwen shrugs off the effect 'Confused'!
Caratacus hits Linaniil, Supreme Archmage of Angolwen for 2067 physical damage.
Linaniil, Supreme Archmage of Angolwen's arcane area effect hits Caratacus for 980 arcane damage.
Linaniil, Supreme Archmage of Angolwen casts Orb of Thaumaturgy.
Linaniil, Supreme Archmage of Angolwen misses Caratacus.
Caratacus uses Static Field.
Caratacus's mind surges with critical power!
Linaniil, Supreme Archmage of Angolwen resists the static field!
Linaniil, Supreme Archmage of Angolwen's arcane area effect hits Caratacus for 980 arcane damage.
Linaniil, Supreme Archmage of Angolwen casts Elemental Array Burst.
Linaniil, Supreme Archmage of Angolwen's spell attains critical power!
Caratacus is recovering from the damage!
Linaniil, Supreme Archmage of Angolwen's spell attains critical power!
Linaniil, Supreme Archmage of Angolwen's spell attains critical power!
Linaniil, Supreme Archmage of Angolwen's spell attains critical power!
Caratacus resists the stun!
Linaniil, Supreme Archmage of Angolwen hits Caratacus for 917 thaumic energy, 126 physical, 173 fire (1216 total damage).
Linaniil, Supreme Archmage of Angolwen casts Elemental Array Burst.
Linaniil, Supreme Archmage of Angolwen's spell attains critical power!
Linaniil, Supreme Archmage of Angolwen hits Caratacus for 761 thaumic energy damage.
Caratacus the level 50 ogre wyrmic was utterly vaporized to death by Linaniil, Supreme Archmage of Angolwen on level 1 of Angolwen.