





Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | The Adventurer 1.7.4Allows adventurers to use talent trees from every classes and races, including those from addons. Amazingly Generous Levels 1.7.4Is amazingly generous with talents, types and stat points for each level gained. + 5 to MaxHP per level. (Double at level 2) 4 stat points per level. (5 at level 2) Elkan's Infinite Dungeon Tweaks 1.7.4Infinite Dungeon challenges occur on every level after the first. Rewards are tweaked to be a little more generous, and character advancement after level 50 does not slow down until after level 1000 instead Long Range Bows 1.7.6Increase range of all Bows to 11 grids. Master world 1.7.4This mod is designed to complete the game at the highest difficulty level. The mod does not affect the game experience of battles with monsters, it only adds the opportunity to become stronger for money. Every merchant in the world offers the player to learn new talent mastery, undergo special training, or create powerful artifacts. Each trader has their own requirements for the level of the player and pricing policy. Mod features Talents manipulation: Special training: Artifactors: Travel in world: Other: Somehow :) Disable Challenge 1.7.6Disable Pacifist and Headhunter challenges. Portable Item Vault 1.7.4Add a portable item vault to your inventory! Race: Thug 1.7.6Adds Thug as a new Human subrace. Thugs have good Constitution and Willpower. Can stand heavy hit and use humanshield. Stat modifiers: +2 Constitution and +2 Willpower Also big thanks to Shad3 for the help. ---Changelog Amazingly Generous Levels Plus One 1.7.4The base mod, but with an extra +1 stat per lvl and no +1 stat on lvl 2. That's it. I only upload it so the * hash thing doesn't appear. + 5 to MaxHP per level. (Double at level 2) 5 stat points per level. (5 at level 2) Adventurer+Multi Evolutions 1.7.0Allows Adventurer to take any class evolution prodigy, adds an option to allow any class to take multiple evolutions, and adds an option to remove requirements from prodigies. Should be compatible with all evolutions from addons and future updates. Normally prevents you from selecting an evolution for a class that adventurer doesn't get any talents from (any class not possible on random bosses, or stone warden when not playing dwarf/drem), but this restriction is removed if you also have zizzo's addon Slightly More Adventurous or my addon Much More Adventurous. Infinite Mastery 1.7.4Increases the mastery value increase to 0.4, and removes the 1 increase limit. Originally made by jojolagger, I only bumped up addon weight so it can work with my addon collection with online profile on. Decently Generous Levels 1.7.4Is Slightly generous with talents, types and stat points for each level gained. + 5 to MaxHP per level. (Double at level 2) 4 stat points per level. (5 at level 2) Very Crafty Hands 1.7.4Changes the Crafty Hands prodigy to allow imbuing into any item. This is probably not balanced at all and just exists as a proof of concept. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Unlocked Adventurer 1.5.10This unlocks various(all?) talents trees at x1.3 for Adventurers, including possessor, stone warden and cursed/cursed aura. This addon REQUIRES possessors to be enabled, meaning you must be a donator, and logged in. adventurers_unlocked 1.4.8Allows adventurers to play the game with any combination of other class skills. The adventurer class can now use Skirmisher talents, Stone Warden talents and Cursed Aura, as well as the Tinker system. It also starts with a steam generator, and because I also tend to play with Adventurer Tweaks, it starts with two extra talent and generic points, three extra stat points, and has a mastery of 1.3 in all categories. Multi Evolutions Fork 1.7.4Allows Adventurer to take any class evolution prodigy and adds an option that allows any class to take multiple evolutions. Do not use with another version of the same addon, they are not compatible with eachother. Auto Fight 1.7.6Takes an automated combat action for 1 turn, similar to DCSS Tab function. No Prodigy Requirements 1.7.4Prodigies have minimal requirements - usually none. Much More Adventurous 1.7.0Gives adventurers every talent tree in the game. This includes things like object talents, talents from summons (golem, mecharachnid, etc), npc only talents (horrors, soul eater, etc), talents mostly removed from the game (old paradox mage and archer talents, etc), partially implemented talents (like the unavailable celestial class), and hidden talents not normally available on their own (individual poisons, traps, hymns, etc). Many of these are very unbalanced, and while I have removed every buggy talent I could find, combining talents that aren't normally available together on the player may cause a bad reaction. If you find something like this please let me know, I'm doing my best to modify every talent that needs it to work properly on the player. Stats uncapper for Infinite Dungeon 1.7.4 Adventurer Buff Addon 1.7.6Gives Adventurers 3 more Category Points at creation, from 7 to 10. Credit for the original code goes to SirSlush. Yeeks Forever 1.7.6With this, the die-or-die situation is avoided when yeeks win the game, nothing else. Only sure to work with exact versions (see below), since the final chat is just replaced, checking for "NoMoreYeekSacrifice" instead of "Yeek". Improved Adventurer 1.7.4Allows adventurers to use talent trees from every classes and races, including those from addons. This addon is designed as a more "addon friendly" alternative to Much more Adventurous. It takes talents directly from the subclass/subrace list so it should : - Bypass race/class compatibility - Take talents trees from NPC only classes/races - Ignore the locks Additionally, "undead/lich", "Cursed/Cursed Aura" and talents from the Fallen Paladin can also be selected. Talents from the Technomancer and the Thaumaturgist dont work without their respective prodigy, so if you want them I recommend this addon : https://te4.org/games/addons/tome/evolve_adven1 It should be compatible with most classes and races from other addons. Experienced Adventurer 1.7.2Since these adventuers are experienced enough, they are familiar with staff combat, mindstar mastery and combat training. Items Vault 1.7.6Donators/Buyers bonus! Adventurer Mastery 1.7.2Changes the mastery of the Adventurer's talents to 1.3 and gives it 1 more category point, 2 extra talents points and 2 extra generics. Now, there are quite a few addons that do similar things, however they tend to overwrite the adventurer birth data, making them incompatible with other changes to the class. This addon should be compatible with either : Slightly More Adventurous : - https://te4.org/games/addons/tome/adven_addon - allows adventurer to use talents from classes that don't spawn on randbosses - still checks race/class compatibility so stonewarden talents are only for dwarf and undead cant get wilder talents Much More Adventurous : - temporarily incompatible (use previous version of this addon instead) - https://te4.org/games/addons/tome/every_tree - allows the adventurer to use every talents, including monster only and debug talent trees. - tends to have issues with classes from other addons due to the way it loads their data. Improved Adventurer : - https://te4.org/games/addons/tome/Improved_Adventurer - my own adventurer skill addon. - allows the adventurer to use talents from every race and class, including locked ones and those normaly incompatible with your character. - use this one if you use addons that add new classes/races and want their talents on an adventurer Note : use only one of those three. They are not compatible with eachother Race: Battleborn 1.7.4Adds battleborns as a new subrace. They are combat centric humans. Stat modifiers: +2 Strength, +2 Dexterity, +2 Constitution, +2 Magic, +2 Willpower, and +2 Cunning. Life Rating: 12 Experience Penalty: 10% Racial talent tree: The Unstoppable Fighter - Passively increases immunities to stun, confusion, pin, fear, silence. The Savvy Fighter - Passively increases critical chance, critical power, Armor Penetration and Accuracy. Faster Stronger Better - Passively increases Global speed, Physical speed, movement speed and all damage done. ---Changelog Expanded Shop Inventory 1.7.4Significantly increases the number of items available for purchase in all shops, and allows some higher-quality items. Players can set the number of items with the new option appearing in the 'Game Options/Gameplay' tab. Berserker gets thuggery 1.7.6Berserker starts with the thuggery category. Slightly More Adventurous 1.7.0Allows Adventurer characters to use some talent trees from addon-provided classes that would otherwise be inaccessible. More specifically: Adventurers typically are allowed to use talent trees for classes added by addons, unless those classes are flagged as not for use on random bosses. This addon bypasses that check, making talent trees from classes so flagged available to Adventurers. Long Range Slings 1.7.6Makes all sling ranges longer. Skirmisher Evolutions 1.7.4Adds the following evolutions: Mudsligner: Fateslinger: Fearslinger: Blightslinger: Crystalslinger: Battle Skirmisher: Sunslinger: Dreamslinger: Note: Age of Ascendancy specific requirements are waived in other campaigns. Dual-Classes Reworked by AscendingPhoenix 1.7.4Allows the player to pick two classes, but the difficulty scales upward. (Original by StarKeep, modded by Raenarill). In order to activate this addon, look at your Game Options for a new tab. Rather Crafty Hands 1.7.4Allows base Imbue Item to apply to helmets, and changes Crafty Hands to allow any armour. No Talent Stat Requirements 1.7.6Removes talent stat requirements Steel Monk Evolution for Brawler (Cider Fork) 1.7.0(This is a fork that adds projectile deflection to Greatest Weapon Focus and shortens cooldown a bit. Credit for the original addon of course goes to RootOfAllThings. Link to original addon: https://te4.org/games/addons/tome/steel-monk ) Adds a new class evolution for Brawler, the Steel Monk. As a Steel Monk, the Brawler can wield a weapon in their hands while still making unarmed attacks. While wielding a weapon, they can gain Greatest Weapon Focus, causing them to follow up their unarmed attacks with weapon attacks and parrying the attacks of their enemies. Taking this prodigy will refund any points in Weapon Mastery, then grant you Weapon Mastery based on your Unarmed Mastery. Unlock Adventurer Class 1.5.5Unlock the Adventurer class category (internally T-Engine calls them"classes"). This allows the Weekly Adventurer class to be selected.It does not unlock anything else, not even the titular Adventurer class(called a "subclass" by the engine). White Monk 1.7.6Adds the White Monk, a warrior subclass. The White Monk wields no arms, instead using intense focus and training to turn their body into a weapon. They fend off enemy blows with their immense willpower and can preform healing and regenerative rites. Primary stats are Dexterity and Willpower. White Monks have the unique ability to project unarmed melee attacks at a distance, with talents that allow them to strike many targets in a area, as well. White Monks have a base damage modifier for hand gear of 60% Dex and 60% Wil, and gain some of the same benefits to unarmed attacks as Brawlers. Includes seven new talent trees and incorporates a few existing trees from Warrior and Rogue classes. Rending - Attack your foes from afar and sap their energy. Mending - Heal and cleanse yourself and even prepare a rite that can ward off death itself. Fending (generic) - Ward off enemy assaults, directing some damage to your stamina pool. Agile Combatant - Move across the battlefield with unmatched agility. Martial Arts - Master the art of unarmed fighting and gain bonus strikes from your attacks. Black Belt (locked) - Learn advanced fighting techniques to cripple your foes and react with finely honed reflexes. Transcending(locked) - Directly manipulate your foes' spirits to sap their energy and learn to project your spirit to assail all nearby foes. Follow one of the Six Ways with a set of class evolutions for the White Monk: Way of the Rushing Bull Way of the Flying Arrow Way of the Open Palm Way of the Arcane Flow Way of the Transcendent Spirit Way of the Hidden Viper Full details in the forum thread. |
Campaign | Maj'Eyal |
Mode | Madness Exploration |
Sex | Male |
Race | Battleborn |
Class | Skirmisher (Battle Skirmisher) |
Level / Exp | 178 / 51% |
Size | big |
Lifes / Deaths | Killed by Forest Troll Hedge-Wizard at level 7 on the 76th Pyre 122nd year of Ascendancy at 23:01 / 50Killed by Forest Troll Hedge-Wizard at level 7 on the 76th Pyre 122nd year of Ascendancy at 23:19 Killed by Forest Troll Hedge-Wizard at level 7 on the 76th Pyre 122nd year of Ascendancy at 23:53 Killed by skeleton magus at level 12 on the 78th Pyre 122nd year of Ascendancy at 14:43 Killed by skeleton magus at level 16 on the 3rd Mirth 122nd year of Ascendancy at 02:34 Killed by Islona the copperhead snake at level 16 on the 3rd Mirth 122nd year of Ascendancy at 03:17 Killed by Vorunor the degenerated skeleton warrior at level 19 on the 4th Mirth 122nd year of Ascendancy at 03:38 Killed by The Shade at level 19 on the 4th Mirth 122nd year of Ascendancy at 04:07 Killed by Betyba the gigantic sandworm tunneler at level 21 on the 8th Flare 122nd year of Ascendancy at 22:51 Killed by Isluriadhetha the gigantic sandworm tunneler at level 22 on the 9th Flare 122nd year of Ascendancy at 02:35 Killed by ritch flamespitter at level 24 on the 9th Flare 122nd year of Ascendancy at 14:34 Killed by Lisolle the sandworm at level 24 on the 9th Flare 122nd year of Ascendancy at 14:55 Killed by Guss at level 25 on the 9th Flare 122nd year of Ascendancy at 21:53 Killed by Guss at level 25 on the 10th Flare 122nd year of Ascendancy at 07:03 Killed by Guss at level 26 on the 10th Flare 122nd year of Ascendancy at 15:02 Killed by ritch flamespitter (wild summon) at level 26 on the 10th Flare 122nd year of Ascendancy at 20:52 Killed by ritch flamespitter (wild summon) at level 26 on the 10th Flare 122nd year of Ascendancy at 20:59 Killed by ritch flamespitter at level 26 on the 10th Flare 122nd year of Ascendancy at 21:13 Killed by Elavea the elven tempest at level 29 on the 1st Dusk 122nd year of Ascendancy at 19:02 Killed by Elavea the elven tempest at level 29 on the 1st Dusk 122nd year of Ascendancy at 19:08 Killed by Emitha the ogre guard at level 29 on the 1st Dusk 122nd year of Ascendancy at 19:13 Killed by Voremina the elven cultist at level 29 on the 1st Dusk 122nd year of Ascendancy at 19:19 Killed by Emitha the ogre guard at level 29 on the 1st Dusk 122nd year of Ascendancy at 19:26 Killed by Elavea the elven tempest at level 29 on the 1st Dusk 122nd year of Ascendancy at 19:33 Killed by Voremina the elven cultist at level 29 on the 1st Dusk 122nd year of Ascendancy at 19:37 Killed by Elavea the elven tempest at level 29 on the 1st Dusk 122nd year of Ascendancy at 19:48 Killed by Voremina the elven cultist at level 29 on the 1st Dusk 122nd year of Ascendancy at 19:54 Killed by elven tempest at level 29 on the 1st Dusk 122nd year of Ascendancy at 20:01 Killed by Elavea the elven tempest at level 29 on the 1st Dusk 122nd year of Ascendancy at 20:07 Killed by wretchling at level 29 on the 1st Dusk 122nd year of Ascendancy at 20:31 Killed by Emitha the ogre guard at level 29 on the 1st Dusk 122nd year of Ascendancy at 20:41 Killed by elven cultist at level 29 on the 1st Dusk 122nd year of Ascendancy at 20:50 Killed by ogre pounder at level 29 on the 1st Dusk 122nd year of Ascendancy at 20:58 Killed by Guss at level 30 on the 1st Dusk 122nd year of Ascendancy at 22:56 Killed by Emitha the ogre guard at level 30 on the 1st Dusk 122nd year of Ascendancy at 23:38 Killed by Emitha the ogre guard at level 30 on the 2nd Dusk 122nd year of Ascendancy at 00:07 Killed by Emitha the ogre guard at level 30 on the 2nd Dusk 122nd year of Ascendancy at 00:40 Killed by Emeluminn the elven warrior at level 32 on the 2nd Dusk 122nd year of Ascendancy at 06:47 Killed by elven tempest at level 32 on the 2nd Dusk 122nd year of Ascendancy at 07:05 Killed by elven tempest at level 32 on the 2nd Dusk 122nd year of Ascendancy at 07:17 Killed by elven tempest at level 32 on the 2nd Dusk 122nd year of Ascendancy at 07:22 Killed by elven tempest at level 32 on the 2nd Dusk 122nd year of Ascendancy at 07:29 Killed by elven warrior at level 32 on the 2nd Dusk 122nd year of Ascendancy at 07:56 Killed by elven blood mage at level 33 on the 2nd Dusk 122nd year of Ascendancy at 08:28 Killed by carrion worm mass at level 33 on the 2nd Dusk 122nd year of Ascendancy at 08:43 Killed by elven cultist at level 35 on the 2nd Dusk 122nd year of Ascendancy at 15:23 Killed by Guss at level 55 on the 19th Dusk 122nd year of Ascendancy at 19:05 Killed by Guss at level 55 on the 19th Dusk 122nd year of Ascendancy at 19:19 Killed by Guss at level 56 on the 19th Dusk 122nd year of Ascendancy at 21:46 Killed by Greater Mummy Lord at level 56 on the 19th Dusk 122nd year of Ascendancy at 22:01 |
Primary Stats
Strength | 486 (base 188) |
Dexterity | 355 (base 188) |
Constitution | 305 (base 188) |
Magic | 171 (base 155) |
Willpower | 190 (base 177) |
Cunning | 221 (base 188) |
Resources
Mana | 2062/2062 |
Equilibrium | 442 |
Life | 11730/11730 |
Psi | 249/270 |
Stamina | 742/896 |
Hate | 77/100 |
Healing Factor | 1.9753477645496 |
Regeneration | 285.96646798497 |
Speed
Mental | +381.08716788264% |
Attack | +118.89720811405% |
Movement | +1296.1925304734% |
Spell | 0% |
Global | +658.82189130022% |
Vision
Sight | 10 |
Lite | 4.472751070837 |
Infravision | 19 |
See Stealth | 38.71416245463 |
See Invisible | 66.49617102132 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Barehand
Damage | 736 |
Accuracy | 164 |
Crit Chance | 578% |
APR | 274 |
Speed | 0.21 |
Offense: Spell
Spellpower | 74 |
Crit Chance | 100% |
Speed | 1 |
Offense: Mind
Mindpower | 133 |
Crit Chance | 100% |
Speed | 0.45683542911108 |
Offense: Damage Bonus
Cold | +64% |
Physical | +178% |
Fire | +179% |
All | +49% |
Offense: Damage Penetration
Physical | +123% |
Acid | +50% |
Fire | +25% |
All | +25% |
Defense: Base
Armour (hardiness) | 284.29216123288 (100%) |
Defense | 171 |
Ranged Defense | 171 |
Fatigue | 0 |
Physical Save | 194 |
Spell Save | 148 |
Mental Save | 148 |
Defense: Resistances
Physical | + 80%( 80%) |
Acid | + 80%( 80%) |
Lightning | + 80%( 80%) |
Cold | + 80%( 80%) |
Mind | + 80%( 80%) |
Arcane | + 80%( 80%) |
Fire | + 80%( 80%) |
All | +335%( 80%) |
Defense: Immunities
Stun Resistance | 100% |
Pinning Resistance | 54% |
Confusion Resistance | 100% |
Fear Resistance | 88% |
Silence Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 0% |
Inscriptions (3/3)
Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: 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 100 life over 5 turns. |
Infusions | Effective talent level: 2.5 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
Technique / Superiority | 10.60 |
| 17/5 |
| 17/5 |
| 17/5 |
| 17/5 |
Cunning / Called Shots | 2.10 |
| 17/5 |
| 17/5 |
| 17/5 |
| 17/5 |
Cunning / Tactical | 2.20 |
| 17/5 |
| 17/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 10.90 |
| 17/5 |
| 17/5 |
| 17/5 |
| 17/5 |
Technique / Sniper | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Stealth | 1.00 |
| 13/5 |
| 13/5 |
| 13/5 |
| 13/5 |
Cursed / Rampage | 2.50 |
| 17/5 |
| 17/5 |
| 17/5 |
| 17/5 |
Technique / Tireless Combatant | 10.90 |
| 16/5 |
| 16/5 |
| 16/5 |
| 16/5 |
Wild-gift / Sand drake aspect | 2.60 |
| 17/5 |
| 17/5 |
| 17/5 |
| 17/5 |
Technique / Skirmisher - Slings | 10.90 |
| 17/5 |
| 17/5 |
| 17/5 |
| 17/5 |
Technique / Archery training | 10.60 |
| 17/5 |
| 17/5 |
| 17/5 |
| 17/5 |
Technique / Buckler Training | 10.90 |
| 17/5 |
| 17/5 |
| 17/5 |
| 17/5 |
Technique / Archery prowess | 10.60 |
| 17/5 |
| 17/5 |
| 17/5 |
| 17/5 |
Technique / Agility | 10.60 |
| 16/5 |
| 16/5 |
| 16/5 |
| 17/5 |
Technique / Archery excellence | 11.80 |
| 17/5 |
| 17/5 |
| 17/5 |
| 17/5 |
Technique / Throwing knives | 10.60 |
| 16/5 |
| 16/5 |
| 16/5 |
| 17/5 |
Technique / Archery - slings | 10.60 |
| 17/5 |
| 17/5 |
| 17/5 |
| 17/5 |
Technique / Shield defense | 9.40 |
| 17/5 |
| 17/5 |
| 17/5 |
| 15/5 |
Technique / Shield offense | 10.90 |
| 17/5 |
| 17/5 |
| 17/5 |
| 17/5 |
Technique / Marksmanship | 11.80 |
| 16/5 |
| 16/5 |
| 16/5 |
| 16/5 |
Generic Talents
Undead / Skeleton | 3.00 |
| 17/5 |
| 17/5 |
| 17/5 |
| 17/5 |
Undead / Ghoul | 3.00 |
| 17/5 |
| 17/5 |
| 17/5 |
| 17/5 |
Technique / Combat training | 15.70 |
| 17/5 |
| 17/5 |
| 17/5 |
| 17/5 |
| 17/5 |
| 16/5 |
| 35/5 |
Wild-gift / Harmony | 1.40 |
| 17/5 |
| 17/5 |
| 0/5 |
| 0/5 |
Psionic / Augmented mobility | 2.40 |
| 17/5 |
| 17/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 10.90 |
| 17/5 |
| 17/5 |
| 17/5 |
| 17/5 |
Technique / Mobility | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Yeek | 1.80 |
| 17/5 |
| 17/5 |
| 17/5 |
| 17/5 |
Race / Dwarf | 2.20 |
| 17/5 |
| 17/5 |
| 17/5 |
| 17/5 |
Race / Battleborn | 2.20 |
| 17/5 |
| 17/5 |
| 17/5 |
| 17/5 |
Technique / Thuggery | 10.90 |
| 17/5 |
| 17/5 |
| 17/5 |
| 17/5 |
Cunning / Scoundrel | 2.60 |
| 17/5 |
| 17/5 |
| 17/5 |
| 17/5 |
Spell / Stone alchemy | 1.00 |
| 17/5 |
| 17/5 |
| 17/5 |
| 17/5 |
Cursed / Dark sustenance | 1.00 |
| 17/5 |
| 17/5 |
| 17/5 |
| 17/5 |
Cunning / Survival | 1.70 |
| 17/5 |
| 17/5 |
| 17/5 |
| 17/5 |
Cunning / Lethality | 1.20 |
| 17/5 |
| 17/5 |
| 17/5 |
| 17/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Quickdraw |
talent | Shattering Impact |
talent | Blade Flurry |
talent | Daunting Presence |
talent | Pace Yourself |
talent | Onslaught |
talent | Elemental Harmony |
talent | Skate |
talent | Total Thuggery |
beneficial effect | Immune to detrimental physical effects Elemental Surge: Physical |
beneficial effect | Countering melee attacks: Has a 86% chance to get an automatic counter attack when avoiding a melee attack. (3.1 counters remaining) Counter Attacking |
beneficial effect | The target stands strong, increasing all resistances by 58.1% and resistance caps by 10.3%. Eternal Warrior |
beneficial effect | The target's combat attack and crit chance are improved by 103 and 51%, respectively. Perfect control |
beneficial effect | Reduces physical damage received by 225% and provides a 271% chance to ignore critical hits. Juggernaut |
beneficial effect | Increases attack speed by 39%, grants infinite ammo, and causes all marking shots to have a 100% increased chance to mark. Trueshot |
beneficial effect | The target is rampaging! (+970% movement speed, +118% attack speed, +118% mind speed, +129% physical damage, +95 physical save, +95 mental save, 0/618 damage shrugged off this turn) Rampaging |
beneficial effect | Has 25 throwing knives prepared: 25 KnivesRange: 9 Net Damage: 1903 - 2665 Accuracy: 182 (knife) APR: 348 Crit Chance: +737% Crit mult: 607% Uses Stats: 40% Wil, 70% Dex, 50% Mag, 50% Cun |
beneficial effect | Increases global action speed by 291%. Speed |
beneficial effect | The target's skin turns to stone, granting 44 armour, 39% armour hardiness, 58 physical save and 58 spell save. Dwarven Resilience |
beneficial effect | Increases global speed by 147%. Quick |
beneficial effect | Improves senses, allowing the detection of unseen things. Sensing |
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 have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the injured seer from death by minotaur. Escort: injured seer (level 6 of Dreadfell) | failed |
You successfully escorted the lone alchemist to the recall portal on level 1 of Dreadfell. Escort: lone alchemist (level 1 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You failed to protect the lost defiler from death by Guss. Escort: lost defiler (level 7 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Dreadfell. Escort: lost sun paladin (level 3 of Dreadfell)As a reward you improved Strength by +5. | done |
You failed to protect the repented thief from death by Guss. Escort: repented thief (level 4 of Dreadfell) | failed |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | 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. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
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. | active |
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 were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | completed |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You 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 |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | active |
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 fingers | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +10 (+1 eff.) Changes stats: +5 Str / +9 Dex / +13 Cun Changes resistances: +17% mind Reduces incoming crit damage: 17.36% Light radius: +3 See invisible: +27 Rings make your fingers look great! |
On fingers | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +5 Str / +3 Mag / +6 Wil / +7 Cun Changes resistances: +9% acid / +28% fire / +36% lightning / +12% cold Changes resistances penetration: +25% acid Changes damage: +15% cold / +14% fire Rings make your fingers look great! |
Inventory
![]() Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 29% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 5 each turn for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 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 physical, 3 cold, 3 arcane, 5 fire It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! |
![]() Powered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +10 Con Teleport immunity: +100% It can be used to activate talent Teleport (costing 9 power out of 36/36) : Effective talent level: 5.5 Power cost: 9 out of 36/36. Range: 10 Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a large range (174). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 13). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +20 (+3 eff.) Damage when hit (Melee): 34 darkness Changes stats: +5 Mag Changes damage: +9% all / +8% physical Grants telepathy: Demon/Major Demon/Minor Spellpower: +16 (+4 eff.) Infravision radius: +3 See invisible: +14 Combat speed: +10% Healing mod.: +50% Amulets make your neck look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes resistances: +20% temporal Pinning immunity: +45% Knockback immunity: +50% Amulets make your neck look great! |
![]() Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-1 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. |
![]() Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+1 eff.) Physical power: +10 (+2 eff.) Armour: +10 Armour Hardiness: +20% Defense: +5 (+1 eff.) Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 (+4 eff.) Confusion immunity: +50% Maximum mana: -40.00 Maximum stamina: +40.00 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
![]() Powered by arcane forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +15 (+2 eff.) Changes stats: +11 Mag / +6 Wil / +7 Cun Changes resistances: +3% mind Changes resistances penetration: +15% acid Changes damage: +3% blight Blindness immunity: +50% Mana when firing critical spell: +2.32 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +33 (+8 eff.) Mindpower: +15 (+2 eff.) Infravision radius: +6 See stealth: +18 See invisible: +24 Rings make your fingers look great! |
![]() chilling voratun battleaxe of shearing (54-81 power, 4 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 54.5 - 81.8 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% Damage (Melee): +42 cold When wielded/worn: Accuracy: +35 (+4 eff.) Armour penetration: +14 Changes resistances penetration: +21% all Massive two-handed battleaxes. |
![]() Requires: - Dexterity 36 - Talent Shoot Infused by nature 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Base power: 0.0 - 0.0 Uses stats: 40% Wil, 50% Mag Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +12 Attack speed: 118% Firing range: +11 When wielded/worn: Physical crit. chance: +15.0% Changes stats: +10 Dex / +20 Wil Changes resistances penetration: +20% nature / +20% physical Changes damage: +30% nature / +30% physical Mental crit. chance: +15% In the aftermath of the Spellblaze, the Thaloren had to defend their forests against foes and fires alike. Many of the trees died despite the efforts of the Elves to save them. Their wood was fashioned into a bow to be wielded against the darkness. |
![]() Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Base power: 0.0 - 0.0 Uses stats: 40% Wil, 50% Mag Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +11 Travel speed: +317% Damage (Ranged): +28 lightning / +30 fire When wielded/worn: Ammo reloads per turn: +5 Changes stats: +5 Dex Changes resistances: +21% lightning / +23% temporal / +5% physical Changes damage: +18% lightning / +18% cold / +33% fire Physical save: +28 (+3 eff.) Mental save: +18 (+2 eff.) Mindpower: +20 (+3 eff.) Mental crit. chance: +5% Longbows are used to shoot arrows at your foes. |
![]() Requires: - Dexterity 35 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 4 It must be held with both hands. Base power: 0.0 - 0.0 Uses stats: 40% Wil, 50% Mag Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +11 Damage (Ranged): +16 cold When wielded/worn: Armour: +22 Effects on ranged hit: * 31% chance to gain 10% of a turn (3/turn limit) Changes stats: +8 Wil Changes resistances: +15% nature / +5% physical Changes resistances penetration: +25% mind / +30% physical Changes damage: +12% cold Spell save: +21 (+3 eff.) Poison immunity: +31% Maximum mana: +158.11 Mindpower: +15 (+2 eff.) Longbows are used to shoot arrows at your foes. |
![]() blazebringer's voratun longsword (42-58 power, 6 apr) Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 42.0 - 58.8 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (radius 2) on crit: +51 fire When wielded/worn: Changes resistances penetration: +22% fire Global speed: +11% Sharp, long, and deadly. |
![]() chilling stralite longsword of massacre (44-61 power, 5 apr) Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 44.0 - 61.6 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +20 cold Sharp, long, and deadly. |
![]() acidic voratun mace of rage (47-65 power, 6 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 47.0 - 65.8 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 199 damage over 5 turns and reducing armor and accuracy by 25 When wielded/worn: Accuracy: +25 (+3 eff.) Changes stats: +11 Str Changes damage: +12% physical Blunt and deadly. |
![]() Requires: - Dexterity 26 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 3 Base power: 0.0 - 0.0 Uses stats: 40% Wil, 50% Mag Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 118% Firing range: +11 When wielded/worn: Changes stats: +3 Cun / +4 Dex Changes damage: +15% physical Talents cooldown: Swift Shot (-1 turn) Hurricane Shot (-2 turns) When dropping below 30% max HP, you gain 20% attack speed, lose 100% fatigue, and your shots don't consume ammo for 5 turns. 30 turns cd. A sling with an inscription on its handle: 'May the wielder be granted cunning in his fight against the darkness'. This item has been sent to the Item's Vault. |
![]() fungal drakeskin leather sling of piercing Requires: - Dexterity 48 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 5 Base power: 0.0 - 0.0 Uses stats: 40% Wil, 50% Mag Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +11 When wielded/worn: Accuracy: +25 (+3 eff.) Armour penetration: +15 Changes stats: +7 Con Changes resistances penetration: +14% all Talent mastery: +0.20 Wild-gift / Fungus It can be used to regenerate 260 life over 5 turns Activation puts all charms on cooldown for 5 turns. Slings are used to hurl stones or metal shots at your foes. |
![]() cruel dragonbone vilestaff of illumination (30-36 power, 6 apr, acid element) Requires: - Magic 48 Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Defense: +15 (+2 eff.) Changes damage: +30% acid Talent granted: +1 Command Staff Critical mult.: +20.00% Spellpower: +15 (+4 eff.) Spell crit. chance: +20% Light radius: +5 It can be used to activate talent Illuminate, placing all other charms into a 2 cooldown : Effective talent level: 2.5 Power cost: 2 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 222.91 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() magelord's dragonbone vilestaff of invocation (30-36 power, 6 apr, blight element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +14.0% Damage (Melee): 45 arcane Changes damage: +30% blight Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +8 Maximum mana: +112.00 Spellpower: +35 (+8 eff.) Spell crit. chance: +5% It can be used to conjure elemental energy in a radius 10 cone, dealing 172.35 to 206.82 blight damage Activation puts all charms on cooldown for 2 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() shimmering dragonbone starstaff of breaching (30-36 power, 6 apr, darkness element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances penetration: +15% darkness Changes damage: +30% darkness Talent granted: +1 Command Staff Mana each turn: +0.27 Maximum mana: +100.00 Spellpower: +15 (+4 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
![]() flaming voratun waraxe of ruin (41-58 power, 6 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 41.5 - 58.1 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% Damage (radius 1) on hit: +20 fire When wielded/worn: Armour penetration: +15 Physical crit. chance: +14.0% Critical mult.: +35.00% One-handed war axes. |
![]() truestriking voratun waraxe of vileness (38-53 power, 6 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 38.5 - 53.9 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 27% chance to reduce strength, dexterity, and constitution by 33 Damage (Melee): +17 blight When wielded/worn: Accuracy: +22 (+2 eff.) Armour penetration: +13 Changes resistances penetration: +15% physical One-handed war axes. |
![]() Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Fatigue: -6% Changes resistances: +26% blight / +15% nature / +21% light Changes damage: +18% mind / +21% nature / +12% darkness Maximum encumbrance: +28 Spell save: +9 (+2 eff.) Knockback immunity: +26% Life regen: +5.25 Healing mod.: +20% A belt that goes around your waist. |
![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +5 (+1 eff.) Changes resistances: +15% fire / +5% cold Changes damage: +9% acid A belt that goes around your waist. |
![]() drakeskin leather belt of recklessness Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +4 (+1 eff.) Critical mult.: +14.00% A belt that goes around your waist. |
![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +8 (+1 eff.) Defense: +25 (+3 eff.) Effects on melee hit: * 31% chance to reduce all saves and defense by 59 Damage when hit (Melee): 14 mind Changes stats: +9 Dex Changes resistances: +12% blight / +18% cold / +45% lightning / +24% fire Changes resistances penetration: +25% mind / +30% physical Critical mult.: +31.50% Physical save: +18 (+2 eff.) Spell save: +11 (+2 eff.) Size category: +1 A belt that goes around your waist. |
![]() reinforced drakeskin leather belt Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Armour: +15 Defense: +15 (+2 eff.) Physical save: +25 (+2 eff.) A belt that goes around your waist. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +9 Defense: +2 (+1 eff.) Effects on melee hit: * 20% chance to slow global speed by 91% Changes resistances: +25% cold Changes resistances penetration: +25% cold Changes damage: +12% nature / +21% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Armour: +13 Defense: +3 (+1 eff.) Effects on melee hit: * 37 arcane resource burn * 37% chance to reduce armor by 42% Changes resistances: +21% lightning / +24% temporal / +27% blight / +29% cold / +9% arcane / +33% acid Changes resistances penetration: +45% nature Changes damage: +27% acid / +18% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Requires: - Level 35 Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Armour: +10 Defense: +33 (+4 eff.) Physical save: +35 (+3 eff.) Spell save: +25 (+4 eff.) Mental save: +25 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. This item has been sent to the Item's Vault. |
![]() sunsealed elven-silk robe of Angolwen (8 def, 6 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Armour: +6 Defense: +8 (+1 eff.) Changes stats: +6 Wil / +15 Mag Changes resistances: +15% darkness / +15% light / +15% all Changes damage: +30% light Silence immunity: +48% Spellpower on spell critical (stacks up to 3 times): +7 Maximum life: +69.00 Spellpower: +20 (+5 eff.) Light radius: +4 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +18 Physical crit. chance: +10.0% Armour: +29 Defense: +35 (+4 eff.) Fatigue: -3% Changes resistances: +9% physical Changes resistances penetration: +45% temporal Changes damage: +21% lightning / +27% temporal Critical mult.: +48.29% Maximum encumbrance: +50 Physical save: +14 (+1 eff.) Spell save: +27 (+4 eff.) Mana when firing critical spell: +4.83 Vim when firing critical spell: +4.83 Only die when reaching: -180.00 life Maximum stamina: +70.00 Spellpower: +50 (+11 eff.) Spell crit. chance: +7% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. This item has been sent to the Item's Vault. |
![]() grounding pair of drakeskin leather boots of tirelessness (0 def, 5 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +14% lightning / +15% temporal Stamina each turn: +1.30 Maximum stamina: +40.00 A pair of boots made of leather. |
![]() insulating pair of voratun boots of evasion (18 def, 5 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +18 (+2 eff.) Fatigue: +4% Changes resistances: +14% fire / +15% cold Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 7 cooldown : Effective talent level: 4.5 Power cost: 7 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 20% chance to evade melee and ranged attacks and 4 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +22.0% Armour: +27 Defense: +45 (+5 eff.) Fatigue: +4% Damage when hit (Melee): 26 physical Changes stats: +21 Str / +8 Mag / +9 Cun Changes resistances: +27% temporal / +12% physical Changes resistances penetration: +55% light / +45% physical Changes damage: +57% nature Physical save: +36 (+3 eff.) Stamina each turn: +1.30 Maximum stamina: +132.62 Light radius: +9 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() stealthy pair of drakeskin leather boots of force (0 def, 5 armour) Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Physical power: +12 (+2 eff.) Armour: +5 Changes stats: +15 Lck / +8 Dex Stealth bonus: +13 Spellpower: +18 (+5 eff.) Mindpower: +17 (+2 eff.) A pair of boots made of leather. |
![]() Requires: - Level 25 Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +24 (+2 eff.) Armour: +15 Changes stats: +5 Str / +6 Dex / +7 Mag / +4 Con Changes resistances: +18% fire Changes resistances penetration: +30% lightning Mental save: +24 (+3 eff.) Disarm immunity: +29% Life regen: +5.85 Maximum life: +140.00 When used to modify unarmed attacks: Base power: 27.0 - 29.7 Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +11 Armour Penetration: +5 Crit. chance: +17.0% Attack speed: 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. This item has been sent to the Item's Vault. |
![]() Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Defense: +43 (+5 eff.) Changes resistances: +5% physical / +21% mind / +7% arcane Reduces incoming crit damage: 21.94% Physical save: +18 (+2 eff.) Cut immunity: +29% Disarm immunity: +29% Stun/Freeze immunity: +29% Teleport immunity: +29% Life regen: +6.00 Stamina each turn: +1.20 Psi each turn: +0.40 When used to modify unarmed attacks: Base power: 26.0 - 28.6 Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Second Wind (10% chance level 1). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +5 (+0 eff.) Armour penetration: +15 Armour: +9 Effects on melee hit: * 20% chance to slow global speed by 91% Damage when hit (Melee): 10 arcane Changes stats: +9 Cun / +9 Dex Changes resistances: +3% blight / +24% fire / +6% nature Changes damage: +27% fire Mental save: +13 (+2 eff.) Life regen: +11.00 Stamina each turn: +2.00 Maximum life: +80.00 Maximum stamina: +40.00 When used to modify unarmed attacks: Base power: 37.0 - 40.7 Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +23 Armour Penetration: +15 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Perfect Strike (15% chance level 5). When this weapon hits: Nightmare (10% chance level 5). When this weapon hits: Battle Shout (10% chance level 5). It can be used to activate talent Steady Shot, placing all other charms into a 5 cooldown : Effective talent level: 47.7 Power cost: 5 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 347% damage with a 100% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +10 Physical crit. chance: +8.0% Physical power: +65 (+8 eff.) Armour: +21 Fatigue: +5% Effects on melee hit: * 43% chance to reduce armor by 42% Damage when hit (Melee): 21 acid Changes stats: +19 Str Changes resistances: +10% arcane / +39% cold Physical save: +30 (+3 eff.) Mental save: +33 (+4 eff.) Teleport immunity: +43% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. This item has been sent to the Item's Vault. |
![]() catburglar's voratun helm (0 def, 5 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +7 Dex Changes resistances: +24% darkness Infravision radius: +8 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() elven-silk wizard hat (3 def, 0 armour) 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) A pointy cloth hat, very wizardly... |
![]() leafwalker's voratun helm (0 def, 5 armour) Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes resistances: +15% nature Spell save: +10 (+2 eff.) Maximum life: +106.00 Healing mod.: +15% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() shielding elven-silk wizard hat of darkness (+28%) (3 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +10 Mag Changes resistances: +28% darkness Changes damage: +19% darkness Spell save: +15 (+2 eff.) A pointy cloth hat, very wizardly... |
![]() thaloren drakeskin leather cap (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +9 Wil Changes resistances: +15% blight Mental save: +14 (+2 eff.) A cap made of leather. |
![]() enlightening voratun mail armour of thunder (5 def, 10 armour) Requires: - Heavy armour training - Strength 48 Powered by arcane forces Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Physical power: +25 (+3 eff.) Armour: +10 Defense: +5 (+1 eff.) Fatigue: +12% Changes stats: +10 Str / +10 Mag / +19 Wil / +7 Cun Changes resistances: +20% lightning Mental save: +25 (+3 eff.) Spellpower: +25 (+6 eff.) Spell crit. chance: +9% Mindpower: +17 (+2 eff.) Mental crit. chance: +10% A suit of armour made of mail. |
![]() radiant dwarven-steel mail armour (3 def, 8 armour) Requires: - Heavy armour training - Strength 28 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +12% Changes stats: +4 Wil Changes resistances: +22% blight / +22% darkness Light radius: +2 A suit of armour made of mail. |
![]() enlightening drakeskin leather armour of command (35 def, 18 armour) Requires: - Strength 20 Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +18 Defense: +35 (+4 eff.) Fatigue: +8% Changes stats: +15 Cun / +7 Wil Mental save: +47 (+6 eff.) A suit of armour made of leather. |
![]() radiant drakeskin leather armour of stability (20 def, 8 armour) Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +20 (+3 eff.) Fatigue: +8% Changes stats: +6 Wil Changes resistances: +29% blight / +10% physical / +30% darkness Physical save: +25 (+2 eff.) Light radius: +2 A suit of armour made of leather. |
![]() enlightening voratun plate armour (0 def, 16 armour) Requires: - Massive armour training - Strength 60 Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Fatigue: +22% Changes stats: +9 Cun / +9 Wil Mental save: +18 (+2 eff.) A suit of armour made of metal plates. |
![]() radiant voratun plate armour of Eyal (0 def, 16 armour) Requires: - Massive armour training - Strength 60 Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Fatigue: +22% Changes stats: +6 Wil Changes resistances: +27% blight / +25% darkness Life regen: +11.00 Maximum life: +80.00 Light radius: +2 Healing mod.: +20% A suit of armour made of metal plates. |
![]() rejuvenating voratun plate armour of lightning resistance (0 def, 16 armour) Requires: - Massive armour training - Strength 60 Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Fatigue: +22% Changes resistances: +30% lightning Life regen: +8.00 Stamina each turn: +1.50 A suit of armour made of metal plates. |
![]() Requires: - Shield usage training - Cunning 48 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 72.0 - 86.4 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +276 On weapon hit: * 46 arcane resource burn When wielded/worn: Physical crit. chance: +10.0% Armour: +68 Fatigue: +8% Effects on melee hit: * 46 arcane resource burn Changes stats: +7 Dex / +7 Con Changes resistances: +30% lightning Changes resistances penetration: +40% physical Changes damage: +27% physical Talent granted: +1 Block Spell save: +30 (+4 eff.) Mental save: +24 (+3 eff.) Mindpower: +55 (+8 eff.) Handheld deflection devices. This item has been sent to the Item's Vault. |
![]() acidic iron shield of crushing (0 def, 2 armour, 15-18 power, 20.5 block) Requires: - Shield usage training - Cunning 11 Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 15.0 - 18.0 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.5% Block value: +20 On weapon hit: * 14% chance to reduce armor by 42% On weapon crit: * Smash the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +6.0% Physical power: +7 (+1 eff.) Armour: +2 Fatigue: +8% Damage (Melee): 6 acid Damage when hit (Melee): 5 acid Talent granted: +1 Block Handheld deflection devices. |
![]() coruscating voratun shield of acid resistance (+28%) (0 def, 10 armour, 63-75 power, 190 block) Requires: - Shield usage training - Cunning 48 Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 63.0 - 75.6 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +190 Damage (Melee): +18 fire When wielded/worn: Armour: +10 Fatigue: +8% Damage when hit (Melee): 30 fire Changes stats: +6 Str Changes resistances: +28% acid / +18% fire Talent granted: +1 Block Handheld deflection devices. |
![]() reinforced voratun shield of resistance (0 def, 21 armour, 68-81 power, 308.5 block) Requires: - Shield usage training - Cunning 48 Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 68.0 - 81.6 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +308 When wielded/worn: Armour: +21 Fatigue: +8% Changes resistances: +12% acid / +13% fire / +13% lightning / +13% cold Talent granted: +1 Block Handheld deflection devices. |
![]() warded voratun shield (0 def, 10 armour, 67-81 power, 214 block) Requires: - Shield usage training - Cunning 48 Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 67.5 - 81.0 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +214 On weapon hit: * reduce the cooldown of your ward talent by 1 When wielded/worn: Armour: +10 Fatigue: +8% Maximum wards: +8 lightning / +7 temporal / +8 darkness / +7 fire / +8 nature / +8 blight / +8 cold / +8 arcane / +8 light Talents granted: +1 Ward +1 Block Handheld deflection devices. |
![]() Requires: - Dexterity 35 Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Base power: 45.0 - 63.0 Uses stats: 40% Wil, 50% Str, 50% Mag, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +14 Crit. chance: +22.5% Capacity: 23 On weapon hit: * 31% chance to reduce damage dealt by 47% * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 340 physical damage Travel speed: +514% Damage (Ranged): +28 acid / +31 physical / +28 fire When wielded/worn: Ammo reloads per turn: +6 Arrows are used with bows to pierce your foes to death. |
![]() Requires: - Dexterity 32 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Base power: 45.0 - 63.0 Uses stats: 40% Wil, 70% Dex, 90% Mag, 50% Str Damage type: Temporal darkness Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +120 Crit. chance: +6.0% When this weapon hits: Spatial Tether (15% chance level 1). When this weapon hits: Dimensional Anchor (15% chance level 1). An endless supply of arrows lay within this deep black quiver. Tiny white lights dot its surface. |
![]() Requires: - Dexterity 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Base power: 69.5 - 97.3 Uses stats: 40% Wil, 50% Str, 50% Mag, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +29 Crit. chance: +8.0% Capacity: 121 On weapon hit: * 34% chance to slow global speed by 91% * 20% chance to knock the target back 3 spaces and deal 428 physical damage Travel speed: +341% Damage (Ranged): +60 physical / +20 cold Damage (radius 2) on crit: +20 nature When wielded/worn: Ammo reloads per turn: +14 Arrows are used with bows to pierce your foes to death. |
![]() Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 93.5 - 130.9 Uses stats: 40% Wil, 50% Str, 50% Mag, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +18 Crit. chance: +32.0% Capacity: 19 On weapon crit: * Wound the target dealing 477 physical damage across 5 turns and reducing healing by 50% Travel speed: +377% Damage (Ranged): +37 cold / +37 mind / +24 arcane Damage (radius 2) on crit: +28 physical When wielded/worn: Ammo reloads per turn: +7 Arrows are used with bows to pierce your foes to death. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+0 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+0 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+1 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+1 eff.) When used to imbue an object: Defense: +8 (+1 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+1 eff.) When used as an alchemist bomb: Additional 30 ice damage Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Requires: - Level 35 Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Defense: +45 (+5 eff.) Damage when hit (Melee): 16 darkness Changes stats: +3 Str / +4 Cun / +6 Con Changes resistances: +24% acid / +12% cold / +24% mind / +12% darkness Changes damage: +12% mind / +21% darkness Pinning immunity: +33% Maximum life: +37.00 Maximum stamina: +30.00 Healing mod.: +20% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. This item has been sent to the Item's Vault. |
![]() Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 91% Damage when hit (Melee): 6 acid Changes stats: +3 Str / +2 Dex / +3 Mag / +2 Wil Changes resistances: +21% lightning / +21% darkness Changes damage: +27% mind / +28% fire Reduces incoming crit damage: 20.00% Mental save: +30 (+4 eff.) Maximum life: +40.00 Maximum stamina: +28.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() Requires: - Level 35 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +8 Physical power: +10 (+2 eff.) Fatigue: -10% Damage when hit (Melee): 6 temporal Changes stats: +7 Str Changes resistances penetration: +10% acid / +10% temporal Changes damage: +6% arcane Critical mult.: +40.00% Mana each turn: +0.12 Mana when firing critical spell: +4.00 Spellpower on spell critical (stacks up to 3 times): +6 Maximum life: +30.00 Maximum mana: +80.00 Maximum stamina: +30.00 Spellpower: +15 (+4 eff.) Damage Shield penetration: +20% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. This item has been sent to the Item's Vault. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all When used as an alchemist bomb: Slows by 17% Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+1 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+1 eff.) Changes resistances penetration: +10% all When used as an alchemist bomb: Additional 30 acid damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 26% chance to gain 10% of a turn (3/turn limit) Changes stats: +10 Str / +4 Mag / +9 Wil / +4 Cun Changes resistances penetration: +20% blight / +30% fire Changes damage: +21% temporal Mental save: +11 (+2 eff.) Vim when firing critical spell: +2.64 Maximum vim: +60.00 Light radius: +4 See stealth: +17 See invisible: +17 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(205 power, based on Willpower) Activation costs 3 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
![]() Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 20 arcane resource burn * 21% chance to reduce damage dealt by 47% Changes stats: +7 Str / +7 Mag / +6 Wil Changes resistances: +6% lightning / +5% arcane / +6% light Changes damage: +11% mind Reduces incoming crit damage: 16.16% Spell save: +6 (+1 eff.) Light radius: +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
The Cog The CogPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: cog / mechanical ; tier 3 When wielded/worn: Changes stats: +5 Cun / +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
![]() 1.00 Encumbrance. [Plot Item] Type: misc / misc An athame, covered in blood runes. It radiates power. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 When wielded/worn: Changes stats: +5 Con Changes resistances: +20% arcane / +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane It can be used to combine with a suit of body armor (makes a non enchanted armour into an artifact) Activation costs 1 power out of 1/1. This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb Activation costs 1 power out of 1/1. This orb is warm to the touch. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb Activation costs 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 3 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. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 (+2 eff.) Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% When used as an alchemist bomb: Life regen 10% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used as an alchemist bomb: Additional 40 fire damage Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used as an alchemist bomb: Bomb damage +20% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 47 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. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 8, dealing 1318.66 nature damage (based on Magic) over 6 turns while rendering the target unable to move Activation costs 6 power out of 25/25. This rod carved out of a giant spider fang continuously drips venom. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 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. |
![]() Requires: - Dexterity 35 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 49.0 - 58.8 Uses stats: 40% Wil, 70% Dex, 50% Mag, 50% Cun Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +16 Crit. chance: +25.5% Capacity: 18 On weapon crit: * Wound the target dealing 477 physical damage across 5 turns and reducing healing by 50% Travel speed: +652% Damage (Ranged): +56 light Damage (radius 1) on hit: +56 lightning / +65 mind Damage (radius 2) on crit: +60 blight / +56 light When wielded/worn: Ammo reloads per turn: +13 Shots are used with slings to pummel your foes to death. This item has been sent to the Item's Vault. |
![]() Requires: - Dexterity 35 Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 43.5 - 52.2 Uses stats: 40% Wil, 50% Cun, 50% Mag, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +5.5% Capacity: 22 Turns elapse between self-loadings: 6 On weapon hit: * 17% chance to reduce all saves and defense by 59 * 28% chance to reduce strength, dexterity, and constitution by 33 * 28% chance to gain 10% of a turn (3/turn limit) Damage (Ranged): +24 temporal / +28 light / +28 blight / +18 mind Damage (radius 1) on hit: +28 light Damage (radius 2) on crit: +28 blight Shots are used with slings to pummel your foes to death. |
![]() Requires: - Dexterity 35 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 64.5 - 77.4 Uses stats: 40% Wil, 50% Cun, 50% Mag, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +19 Crit. chance: +16.5% Capacity: 21 Travel speed: +603% Damage (Ranged): +81 fire Damage (radius 1) on hit: +56 blight / +60 fire Damage (radius 2) on crit: +44 cold / +55 fire When wielded/worn: Ammo reloads per turn: +12 Shots are used with slings to pummel your foes to death. |
![]() Requires: - Dexterity 48 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 53.5 - 64.2 Uses stats: 40% Wil, 50% Cun, 50% Mag, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +7.0% Capacity: 22 On weapon hit: * 34% chance to reduce damage dealt by 47% * 34% chance to gain 10% of a turn (3/turn limit) On weapon crit: * Splash the target with acid dealing 199 damage over 5 turns and reducing armor and accuracy by 25 Damage (Ranged): +34 temporal / +34 darkness / +34 mind Damage (radius 1) on hit: +34 mind Shots are used with slings to pummel your foes to death. |
![]() focusing dragonbone totem of healing [power 560] (4 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 It can be used to heal yourself and all friendly characters within 10 spaces for 560 Activation puts all charms on cooldown for 4 turns. When used: * Reduce 3 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
![]() piercing dragonbone totem of thorny skin [power 90] (5 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 It can be used to harden the skin for 7 turns increasing armour by 90 and armour hardiness by 70% Activation puts all charms on cooldown for 5 turns. When used: * Increase all damage penetration by 30% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Item Vault (Portable) Item Vault (Portable)Powered by unknown forces 0.00 Encumbrance. [Plot Item] Type: vault / vault It can be used to access item vault Activation costs 1 power out of 0/1. A mysterious item with a connection to a distant realm. But why does it look like the portable mirror...? |
![]() 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
![]() 0.00 Encumbrance. [Plot Item] Type: gem / white ; tier 5 Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used as an alchemist bomb: Bomb damage +25% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+1 eff.) Physical save: +10 (+1 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+1 eff.) When used to imbue an object: Defense: +10 (+1 eff.) Physical save: +10 (+1 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+1 eff.) When used as an alchemist bomb: 20% chance to stun for 3 turns Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all When used as an alchemist bomb: Lights terrain (power 100) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used as an alchemist bomb: 10% chance to stun for 2 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Guss the Battleborn Skirmisher level 86
3rd Haze 122nd year of Ascendancy at 10:50 see stats
By Guss the Battleborn Skirmisher level 111
14th Haze 122nd year of Ascendancy at 12:43 see stats
By Guss the Battleborn Skirmisher level 84
77th Dusk 122nd year of Ascendancy at 13:58 see stats
By Guss the Battleborn Skirmisher level 120
41st Haze 122nd year of Ascendancy at 22:04 see stats
By Guss the Battleborn Skirmisher level 101
13rd Haze 122nd year of Ascendancy at 16:15 see stats
By Guss the Battleborn Skirmisher level 93
8th Haze 122nd year of Ascendancy at 19:16 see stats
By Guss the Battleborn Skirmisher level 49
19th Dusk 122nd year of Ascendancy at 06:04 see stats
By Guss the Battleborn Skirmisher level 90
6th Haze 122nd year of Ascendancy at 17:25 see stats
By Guss the Battleborn Skirmisher level 75
75th Dusk 122nd year of Ascendancy at 07:51 see stats
By Guss the Battleborn Skirmisher level 63
27th Dusk 122nd year of Ascendancy at 13:37 see stats
By Guss the Battleborn Skirmisher level 145
13rd Regrowth 123rd year of Ascendancy at 17:20 see stats
By Guss the Battleborn Skirmisher level 104
13rd Haze 122nd year of Ascendancy at 16:19 see stats
By Guss the Battleborn Skirmisher level 10
77th Pyre 122nd year of Ascendancy at 18:13 see stats
By Guss the Battleborn Skirmisher level 20
4th Mirth 122nd year of Ascendancy at 04:39 see stats
By Guss the Battleborn Skirmisher level 30
1st Dusk 122nd year of Ascendancy at 21:16 see stats
By Guss the Battleborn Skirmisher level 40
3rd Dusk 122nd year of Ascendancy at 05:24 see stats
By Guss the Battleborn Skirmisher level 50
19th Dusk 122nd year of Ascendancy at 06:04 see stats
By Guss the Battleborn Skirmisher level 63
27th Dusk 122nd year of Ascendancy at 20:22 see stats
By Guss the Battleborn Skirmisher level 143
13rd Regrowth 123rd year of Ascendancy at 11:46 see stats
By Guss the Battleborn Skirmisher level 36
3rd Dusk 122nd year of Ascendancy at 02:07 see stats
By Guss the Battleborn Skirmisher level 123
47th Haze 122nd year of Ascendancy at 12:58 see stats
By Guss the Battleborn Skirmisher level 42
3rd Dusk 122nd year of Ascendancy at 14:01 see stats
By Guss the Battleborn Skirmisher level 25
10th Flare 122nd year of Ascendancy at 01:17 see stats
By Guss the Battleborn Skirmisher level 22
8th Flare 122nd year of Ascendancy at 23:34 see stats
By Guss the Battleborn Skirmisher level 91
6th Haze 122nd year of Ascendancy at 18:09 see stats
By Guss the Battleborn Skirmisher level 14
1st Mirth 122nd year of Ascendancy at 19:58 see stats
By Guss the Battleborn Skirmisher level 144
13rd Regrowth 123rd year of Ascendancy at 12:20 see stats
By Guss the Battleborn Skirmisher level 71
54th Dusk 122nd year of Ascendancy at 08:04 see stats
By Guss the Battleborn Skirmisher level 31
2nd Dusk 122nd year of Ascendancy at 03:54 see stats
By Guss the Battleborn Skirmisher level 42
3rd Dusk 122nd year of Ascendancy at 12:28 see stats
By Guss the Battleborn Skirmisher level 21
4th Mirth 122nd year of Ascendancy at 20:08 see stats
By Guss the Battleborn Skirmisher level 82
77th Dusk 122nd year of Ascendancy at 05:00 see stats