











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) Experienced Adventurer 1.7.2Since these adventuers are experienced enough, they are familiar with staff combat, mindstar mastery and combat training. 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 Originally made by jojolagger, I only bumped up addon weight so it can work with my addon collection with online profile on.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 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). 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. 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. 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. No Talent Stat Requirements 1.7.6Removes talent stat requirements Rather Crafty Hands 1.7.4Allows base Imbue Item to apply to helmets, and changes Crafty Hands to allow any armour. 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. 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. 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. 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 | White Monk (Way of the Flying Arrow) |
Level / Exp | 75 / 40% |
Size | big |
Lifes / Deaths | Killed by Isylrariassra the stone troll at level 5 on the 76th Pyre 122nd year of Ascendancy at 12:28 / 97Killed by Isylrariassra the stone troll at level 5 on the 76th Pyre 122nd year of Ascendancy at 13:35 Killed by zz at level 17 on the 1st Mirth 122nd year of Ascendancy at 18:59 Killed by Salyda the copperhead snake at level 20 on the 6th Mirth 122nd year of Ascendancy at 00:25 Killed by Zuborin the forest wight at level 21 on the 6th Mirth 122nd year of Ascendancy at 21:33 Killed by Zuborin the forest wight at level 22 on the 6th Mirth 122nd year of Ascendancy at 23:02 Killed by Zuborin the forest wight at level 22 on the 6th Mirth 122nd year of Ascendancy at 23:25 Killed by Arithra the giant acid ant at level 23 on the 7th Mirth 122nd year of Ascendancy at 00:36 Killed by Layorewen the large brown snake at level 24 on the 7th Mirth 122nd year of Ascendancy at 04:42 Killed by Neruwyn the gloomy great wolf at level 24 on the 10th Mirth 122nd year of Ascendancy at 01:06 Killed by Isliba the deformed wolf at level 24 on the 10th Mirth 122nd year of Ascendancy at 01:16 Killed by Isliba the deformed wolf at level 24 on the 10th Mirth 122nd year of Ascendancy at 01:28 Killed by Isliba the deformed wolf at level 24 on the 10th Mirth 122nd year of Ascendancy at 01:38 Killed by Isliba the deformed wolf at level 24 on the 10th Mirth 122nd year of Ascendancy at 01:48 Killed by ritch flamespitter at level 24 on the 10th Mirth 122nd year of Ascendancy at 02:02 Killed by Isliba the deformed wolf at level 24 on the 10th Mirth 122nd year of Ascendancy at 02:09 Killed by ritch flamespitter at level 24 on the 10th Mirth 122nd year of Ascendancy at 02:27 Killed by black jelly at level 25 on the 10th Mirth 122nd year of Ascendancy at 08:50 Killed by ritch flamespitter at level 26 on the 10th Mirth 122nd year of Ascendancy at 10:01 Killed by The Withering Thing at level 26 on the 10th Mirth 122nd year of Ascendancy at 17:49 Killed by shadow at level 26 on the 10th Mirth 122nd year of Ascendancy at 18:05 Killed by Polominor the gloomy treant at level 26 on the 10th Mirth 122nd year of Ascendancy at 18:31 Killed by shadow at level 26 on the 10th Mirth 122nd year of Ascendancy at 18:36 Killed by Polominor the gloomy treant at level 27 on the 10th Mirth 122nd year of Ascendancy at 19:06 Killed by shadow at level 27 on the 10th Mirth 122nd year of Ascendancy at 19:17 Killed by Polominor the gloomy treant at level 27 on the 10th Mirth 122nd year of Ascendancy at 19:49 Killed by shadow at level 27 on the 10th Mirth 122nd year of Ascendancy at 20:04 Killed by shadow at level 29 on the 2nd Flare 122nd year of Ascendancy at 07:32 Killed by shadow at level 29 on the 2nd Flare 122nd year of Ascendancy at 07:36 Killed by Isemira the ghoul at level 29 on the 2nd Flare 122nd year of Ascendancy at 08:12 Killed by shadow at level 29 on the 2nd Flare 122nd year of Ascendancy at 08:43 Killed by shadow at level 29 on the 2nd Flare 122nd year of Ascendancy at 09:04 Killed by shadow at level 29 on the 2nd Flare 122nd year of Ascendancy at 09:35 Killed by shadow at level 29 on the 2nd Flare 122nd year of Ascendancy at 09:55 Killed by shadow at level 29 on the 2nd Flare 122nd year of Ascendancy at 10:27 Killed by shadow at level 29 on the 2nd Flare 122nd year of Ascendancy at 10:35 Killed by shadow at level 29 on the 2nd Flare 122nd year of Ascendancy at 10:59 Killed by shadow at level 29 on the 2nd Flare 122nd year of Ascendancy at 11:13 Killed by shadow at level 29 on the 2nd Flare 122nd year of Ascendancy at 11:27 Killed by Isemira the ghoul at level 29 on the 2nd Flare 122nd year of Ascendancy at 12:01 Killed by Isemira the ghoul at level 29 on the 2nd Flare 122nd year of Ascendancy at 12:42 Killed by Isemira the ghoul at level 29 on the 2nd Flare 122nd year of Ascendancy at 14:20 Killed by Isemira the ghoul at level 29 on the 2nd Flare 122nd year of Ascendancy at 15:11 Killed by Isemira the ghoul at level 29 on the 2nd Flare 122nd year of Ascendancy at 16:12 Killed by Isemira the ghoul at level 29 on the 2nd Flare 122nd year of Ascendancy at 17:27 Killed by Emelamina the bandit at level 29 on the 2nd Flare 122nd year of Ascendancy at 17:41 Killed by Isemira the ghoul at level 29 on the 2nd Flare 122nd year of Ascendancy at 18:21 Killed by Emelamina the bandit at level 29 on the 2nd Flare 122nd year of Ascendancy at 18:55 Killed by Ce'Namina the skeleton warrior at level 29 on the 2nd Flare 122nd year of Ascendancy at 19:07 Killed by Ce'Namina the skeleton warrior at level 29 on the 2nd Flare 122nd year of Ascendancy at 19:33 Killed by Isemira the ghoul at level 29 on the 2nd Flare 122nd year of Ascendancy at 20:06 Killed by Isemira the ghoul at level 29 on the 2nd Flare 122nd year of Ascendancy at 20:35 Killed by Isemira the ghoul at level 29 on the 2nd Flare 122nd year of Ascendancy at 20:43 Killed by Ce'Namina the skeleton warrior at level 29 on the 2nd Flare 122nd year of Ascendancy at 21:08 Killed by Salariwe the gelatinous cube at level 33 on the 10th Flare 122nd year of Ascendancy at 04:29 Killed by Salariwe the gelatinous cube at level 33 on the 10th Flare 122nd year of Ascendancy at 04:43 Killed by slimy ooze at level 33 on the 10th Flare 122nd year of Ascendancy at 05:28 Killed by Glorutira the slimy ooze at level 33 on the 10th Flare 122nd year of Ascendancy at 06:01 Killed by Elovea the slimy ooze at level 34 on the 10th Flare 122nd year of Ascendancy at 07:59 Killed by Elovea the slimy ooze at level 34 on the 10th Flare 122nd year of Ascendancy at 08:40 Killed by Elovea the slimy ooze at level 34 on the 10th Flare 122nd year of Ascendancy at 09:21 Killed by Bethimina the poison ooze at level 35 on the 10th Flare 122nd year of Ascendancy at 10:55 Killed by Bethimina the poison ooze at level 35 on the 10th Flare 122nd year of Ascendancy at 11:35 Killed by Bethimina the poison ooze at level 35 on the 10th Flare 122nd year of Ascendancy at 13:07 Killed by Bethimina the poison ooze at level 35 on the 10th Flare 122nd year of Ascendancy at 14:14 Killed by Bethimina the poison ooze at level 35 on the 10th Flare 122nd year of Ascendancy at 14:43 Killed by Bethimina the poison ooze at level 35 on the 10th Flare 122nd year of Ascendancy at 17:28 Killed by Atudar the thalore at level 35 on the 7th Dusk 122nd year of Ascendancy at 17:27 Killed by Atudar the thalore at level 35 on the 7th Dusk 122nd year of Ascendancy at 17:50 Killed by Atudar the thalore at level 35 on the 7th Dusk 122nd year of Ascendancy at 18:19 Killed by Atudar the thalore at level 35 on the 7th Dusk 122nd year of Ascendancy at 18:29 Killed by Atudar the thalore at level 35 on the 7th Dusk 122nd year of Ascendancy at 18:49 Killed by Atudar the thalore at level 35 on the 7th Dusk 122nd year of Ascendancy at 19:10 Killed by Atudar the thalore at level 35 on the 7th Dusk 122nd year of Ascendancy at 19:31 Killed by Atudar the thalore at level 35 on the 7th Dusk 122nd year of Ascendancy at 20:04 Killed by Atudar the thalore at level 35 on the 7th Dusk 122nd year of Ascendancy at 20:52 Killed by Atudar the thalore at level 35 on the 7th Dusk 122nd year of Ascendancy at 21:17 Killed by Atudar the thalore at level 35 on the 7th Dusk 122nd year of Ascendancy at 21:48 Killed by Atudar the thalore at level 35 on the 7th Dusk 122nd year of Ascendancy at 22:09 Killed by Atudar the thalore at level 35 on the 7th Dusk 122nd year of Ascendancy at 22:43 Killed by Atudar the thalore at level 35 on the 7th Dusk 122nd year of Ascendancy at 23:08 Killed by Atudar the thalore at level 35 on the 7th Dusk 122nd year of Ascendancy at 23:42 Killed by Paria the halfling at level 44 on the 13rd Dusk 122nd year of Ascendancy at 19:12 Killed by Paria the halfling at level 44 on the 13rd Dusk 122nd year of Ascendancy at 19:18 Killed by Abevor the thalore at level 44 on the 13rd Dusk 122nd year of Ascendancy at 19:22 Killed by zz at level 44 on the 13rd Dusk 122nd year of Ascendancy at 19:29 Killed by Abevor the thalore at level 44 on the 13rd Dusk 122nd year of Ascendancy at 19:51 Killed by Abevor the thalore at level 44 on the 13rd Dusk 122nd year of Ascendancy at 20:19 Killed by Abevor the thalore at level 44 on the 13rd Dusk 122nd year of Ascendancy at 20:26 Killed by beam trap at level 44 on the 19th Dusk 122nd year of Ascendancy at 13:58 Killed by beam trap at level 44 on the 19th Dusk 122nd year of Ascendancy at 14:10 Killed by Grand Corruptor at level 46 on the 19th Dusk 122nd year of Ascendancy at 20:36 Killed by Xeryra the elven blood mage's Fugue Clone at level 69 on the 25th Dusk 122nd year of Ascendancy at 11:59 Killed by Xeryra the elven blood mage's Fugue Clone at level 69 on the 25th Dusk 122nd year of Ascendancy at 12:10 Killed by Lbur the halfling at level 74 on the 51st Dusk 122nd year of Ascendancy at 15:44 Killed by Chadem the thalore at level 74 on the 51st Dusk 122nd year of Ascendancy at 16:16 Killed by rimebark at level 74 on the 51st Dusk 122nd year of Ascendancy at 17:15 |
Primary Stats
Strength | 248 (base 85) |
Dexterity | 145 (base 85) |
Constitution | 198 (base 85) |
Magic | 91 (base 85) |
Willpower | 105 (base 85) |
Cunning | 104 (base 85) |
Resources
Life | 4361/4361 |
Mana | 1019/1019 |
Stamina | 172/355 |
Equilibrium | 322 |
Healing Factor | 2.1810765798507 |
Regeneration | 79.001030401132 |
Speed
Mental | +30.1061503799% |
Attack | +3% |
Movement | +195.80855567842% |
Spell | +3% |
Global | +206.25199480829% |
Vision
Sight | 12 |
Lite | 9 |
Infravision | 11 |
See Stealth | 12.634368097081 |
See Invisible | 21.634368097081 |
Offense: Mainhand
Damage | 348 |
Accuracy | 102 |
Crit Chance | 114% |
APR | 196 |
Speed | 0.77 |
Offense: Barehand
Damage | 247 |
Accuracy | 102 |
Crit Chance | 116% |
APR | 187 |
Speed | 0.61 |
Offense: Spell
Spellpower | 50 |
Crit Chance | 75% |
Speed | 0.97087378640777 |
Offense: Mind
Mindpower | 96 |
Crit Chance | 96% |
Speed | 0.97087378640777 |
Offense: Damage Bonus
Blight | +50% |
Arcane | +53% |
Mind | +91% |
All | +29% |
Lightning | +53% |
Light | +35% |
Temporal | +44% |
Darkness | +44% |
Fire | +92% |
Nature | +41% |
Offense: Damage Penetration
Blight | +36% |
Physical | +62% |
Fire | +32% |
Nature | +25% |
Defense: Base
Armour (hardiness) | 193.91981668349 (100%) |
Defense | 103 |
Ranged Defense | 103 |
Fatigue | 0 |
Physical Save | 107 |
Spell Save | 78 |
Mental Save | 95 |
Defense: Resistances
Acid | + 36%( 70%) |
Blight | + 52%( 70%) |
Arcane | + 38%( 70%) |
Mind | + 59%( 70%) |
All | + 34%( 70%) |
Lightning | + 52%( 70%) |
Light | + 46%( 70%) |
Temporal | + 54%( 70%) |
Fire | + 64%( 70%) |
Physical | + 58%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 100% |
Fear Resistance | 77% |
Blind Resistance | 22% |
Disarm Resistance | 70% |
Pinning Resistance | 100% |
Silence Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 45% |
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) 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 / Archery - bows | 1.00 |
| 7/5 |
| 7/5 |
| 7/5 |
| 7/5 |
Technique / Finishing moves | 1.00 |
| 7/5 |
| 7/5 |
| 5/5 |
| 7/5 |
Technique / Munitions | 1.00 |
| 7/5 |
| 7/5 |
| 7/5 |
| 7/5 |
Technique / Martial Arts | 1.30 |
| 7/5 |
| 7/5 |
| 7/5 |
| 7/5 |
Technique / Superiority | 1.00 |
| 7/5 |
| 7/5 |
| 7/5 |
| 7/5 |
Cunning / Tactical | 1.30 |
| 5/5 |
| 6/5 |
| 0/5 |
| 0/5 |
Technique / Sniper | 1.00 |
| 7/5 |
| 7/5 |
| 7/5 |
| 7/5 |
Wild-gift / Sand drake aspect | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Archery training | 1.00 |
| 7/5 |
| 7/5 |
| 7/5 |
| 7/5 |
Technique / Archery prowess | 1.00 |
| 7/5 |
| 7/5 |
| 7/5 |
| 7/5 |
Technique / Mending | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Rending | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Throwing knives | 1.00 |
| 7/5 |
| 7/5 |
| 7/5 |
| 7/5 |
Technique / Pugilism | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Reflexes | 1.00 |
| 6/5 |
| 7/5 |
| 0/5 |
| 0/5 |
Technique / Agile Combatant | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Archery excellence | 1.00 |
| 7/5 |
| 7/5 |
| 7/5 |
| 7/5 |
Technique / Marksmanship | 1.00 |
| 7/5 |
| 7/5 |
| 7/5 |
| 7/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 7/5 |
| 7/5 |
| 7/5 |
| 7/5 |
Technique / Unarmed training | 1.00 |
| 7/5 |
| 7/5 |
| 7/5 |
| 7/5 |
Undead / Ghoul | 1.80 |
| 7/5 |
| 7/5 |
| 7/5 |
| 7/5 |
Technique / Combat training | 1.30 |
| 7/5 |
| 7/5 |
| 7/5 |
| 7/5 |
| 7/5 |
| 7/5 |
| 15/5 |
Technique / Conditioning | 1.30 |
| 7/5 |
| 7/5 |
| 7/5 |
| 7/5 |
Cunning / Scoundrel | 1.00 |
| 7/5 |
| 7/5 |
| 7/5 |
| 7/5 |
Race / Dwarf | 1.80 |
| 7/5 |
| 7/5 |
| 7/5 |
| 7/5 |
Race / Yeek | 2.60 |
| 7/5 |
| 7/5 |
| 7/5 |
| 7/5 |
Technique / Fending | 1.30 |
| 7/5 |
| 7/5 |
| 7/5 |
| 7/5 |
Undead / Skeleton | 1.80 |
| 7/5 |
| 7/5 |
| 7/5 |
| 7/5 |
Race / Battleborn | 2.60 |
| 7/5 |
| 7/5 |
| 7/5 |
| 7/5 |
Technique / Thuggery | 1.00 |
| 7/5 |
| 7/5 |
| 7/5 |
| 7/5 |
Cunning / Lethality | 3.80 |
| 7/5 |
| 7/5 |
| 7/5 |
| 7/5 |
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 |
Effects
talent | Aim |
talent | Shattering Impact |
talent | Intuitive Shots |
talent | Striking Stance |
talent | Measured Blows |
talent | Onslaught |
talent | Intuitive Shots |
talent | Daunting Presence |
talent | Quickdraw |
talent | Piercing Ammunition |
beneficial effect | The target has adopted an offensive posture. Each unarmed attack they make will trigger two follow-up attacks for 56% damage each, up to once per target, per turn. These strikes will never be critical. Pummel |
beneficial effect | Reduces physical damage received by 24% and provides a 13% chance to ignore critical hits. Juggernaut |
beneficial effect | Has 10 throwing knives prepared: 10 KnivesRange: 7 Net Damage: 302 - 422 Accuracy: 119 (knife) APR: 196 Crit Chance: +139% Crit mult: 370% Uses Stats: 40% Wil, 50% Cun, 70% Dex |
beneficial effect | Countering melee attacks: Has a 49% chance to get an automatic counter attack when avoiding a melee attack. (2.3 counters remaining) Counter Attacking |
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. | active |
You successfully escorted the injured seer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 7 of Dreadfell. Escort: lone alchemist (level 7 of Dreadfell)As a reward you improved Dexterity by +5. | done |
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 failed to protect the lost sun paladin from death by Voronor the skeleton warrior's Fugue Clone. Escort: lost sun paladin (level 2 of Dreadfell) | failed |
You failed to protect the lost warrior from death by Gloryvena the cutpurse. Escort: lost warrior (level 2 of Old Forest) | failed |
You successfully escorted the lost warrior to the recall portal on level 3 of Dreadfell. Escort: lost warrior (level 3 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Dreadfell. Escort: repented thief (level 1 of Dreadfell)As a reward you improved Dexterity 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 Shardskin. * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. | 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. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You 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 |
Equipment
On feet | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +9 Fatigue: -5% Effects on melee hit: * 20% chance to reduce damage dealt by 38% Damage when hit (Melee): 8 darkness Changes resistances: +21% lightning / +9% light / +6% blight Changes damage: +6% light Maximum encumbrance: +21 Physical save: +7 (+1 eff.) A pair of boots made of leather. |
Quiver | ![]() Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Base power: 65.5 - 91.7 Uses stats: 65% Wil, 95% Dex Damage type: Physical Mastery: Guided Hand Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +14 Crit. chance: +2.5% Capacity: 22 When this weapon hits: Curse of Impotence (20% chance level 4). Arrows are used with bows to pierce your foes to death. |
Light source | ![]() Infused by nature 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +10 (+1 eff.) Defense: +5 (+1 eff.) Changes stats: +6 Con / +6 Wil Changes resistances: +21% blight / +2% physical / +15% mind / +6% fire Critical mult.: +18.00% Physical save: +15 (+2 eff.) Mental save: +9 (+2 eff.) Life regen: +12.00 Light radius: +5 Healing mod.: +40% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +4 Defense: +21 (+4 eff.) Changes stats: +4 Wil Changes resistances: +9% light Disarm immunity: +20% Psi each turn: +0.15 Mindpower: +3 (+0 eff.) Mental crit. chance: +3% A pointy cloth hat, very wizardly... |
Tool | ![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Changes resistances: +12% all / +15% temporal Reduce damage by fixed amount: +10 all Changes damage: +15% temporal Movement speed: +16% Combat speed: -12% Casting speed: -12% Mental speed: -12% Offers either offensive or defensive benefits, depending on the position of the sands. Switching the direction of flow takes no time. It can be used to flip the hourglass (sands currently flowing towards stability) Activation costs 10 power out of 20/20. This hourglass of otherworldly crystal appears to be filled with countless tiny gemstones in place of sand. As they fall, you feel the flow of time change around you. |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +49 (+8 eff.) Armour penetration: +34 Defense: +47 (+8 eff.) Changes resistances: +5% arcane / +9% temporal Changes damage: +3% mind Critical mult.: +20.00% Mental save: +6 (+1 eff.) Maximum psi: +20.00 Mental crit. chance: +3% Movement speed: +25% Activating this item is instant. It can be used to activate talent Disengage, placing all other charms into a 5 cooldown : Effective talent level: 3.5 Power cost: 5 out of 10/10. Range: 7 Travel Speed: 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 177% 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 | ![]() Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +3 Dex / +4 Mag / +8 Wil / +8 Cun / +7 Con Changes resistances: +20% mind / +40% fire Changes damage: +20% mind / +20% fire Reduces incoming crit damage: 10.00% Mindpower: +15 (+3 eff.) Light radius: +3 Rings make your fingers look great! |
Around waist | ![]() Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour: +16 Changes resistances: +7% lightning / +6% temporal / +3% mind / +3% acid Pinning immunity: +20% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A belt that goes around your waist. |
In main hand | ![]() Requires: - Dexterity 35 - Talent Shoot Powered by arcane forces Infused by nature 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, 0% Dex Damage type: Physical Mastery: Guided Hand Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +11 Damage (Ranged): +20 lightning Damage (radius 2) on crit: +75 fire When wielded/worn: Changes resistances penetration: +32% fire Changes damage: +24% lightning Global speed: +12% Longbows are used to shoot arrows at your foes. |
On hands | ![]() Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Effects on melee hit: * 29% chance to reduce damage dealt by 38% Damage when hit (Melee): 14 arcane / 14 blight Changes stats: +5 Con Changes resistances penetration: +36% blight Changes damage: +21% blight / +39% mind / +24% arcane / +15% darkness Physical save: +29 (+5 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Disarm immunity: +50% When used to modify unarmed attacks: Base power: 26.5 - 29.2 Uses stats: 100% Wil, 60% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 125% When this weapon hits: Juggernaut (10% chance level 1). Damage (Melee): +24 physical Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 15 cooldown : Effective talent level: 4.5 Power cost: 15 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 33% and provides a 18% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +6 Defense: +7 (+1 eff.) Fatigue: +6% Changes stats: +4 Cun / +5 Dex Combat speed: +15% Casting speed: +15% Mental speed: +15% A suit of armour made of leather. |
Cloak | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +43 (+7 eff.) Armour: +22 Defense: +2 (+1 eff.) Changes stats: +8 Str / +4 Con Changes resistances penetration: +25% nature Changes damage: +12% nature Critical mult.: +28.84% Physical save: +11 (+2 eff.) Only die when reaching: -115.38 life Maximum life: +82.00 Maximum stamina: +43.27 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Con Physical save: +11 (+2 eff.) Blindness immunity: +22% Life regen: +4.00 Maximum life: +46.00 Infravision radius: +5 Sight radius: +2 See invisible: +9 Amulets make your neck look great! |
Inventory
![]() manasurge rune (regen 1138% over 10 turns; mana 56; cd 14) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (97% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1138% for 10 turns (1249 total) and instantly restoring 56 mana. Also when resting your mana will regenerate at 0.5 per turn. 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. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Cun Changes resistances: +5% arcane / +9% fire Changes damage: +30% mind Amulets make your neck look great! |
![]() iron dagger of torment (9-11 power, 5 apr) Requires: - Dexterity 11 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 9.0 - 11.7 Uses stats: 40% Wil, 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Sharp, short and deadly. |
![]() voratun dagger of ruin (39-51 power, 9 apr) Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 39.5 - 51.4 Uses stats: 40% Wil, 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% When wielded/worn: Armour penetration: +14 Physical crit. chance: +11.0% Critical mult.: +35.00% Sharp, short and deadly. |
![]() inquisitor's steel greatmaul of erosion (29-44 power, 2 apr) Requires: - Strength 16 Infused by nature Infused by arcane disrupting forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 29.5 - 44.2 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% On weapon crit: * Deals 145 Manaburn damage and puts 1 random spell talent on cooldown for 6 turns (checks Confusion immunity) Damage (Melee): +16 nature Massive two-handed mauls. |
![]() balanced steel greatsword of massacre (37-59 power, 2 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 37.0 - 59.2 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +12 (+2 eff.) Defense: +13 (+2 eff.) Disarm immunity: +39% Massive two-handed swords. |
![]() caustic steel greatsword (22-36 power, 2 apr) Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 22.5 - 36.0 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% Damage (radius 2) on crit: +23 acid / +20 nature When wielded/worn: Armour penetration: +13 Changes resistances penetration: +16% acid / +16% nature Massive two-handed swords. |
![]() Requires: - Dexterity 11 - Talent Shoot Infused by arcane disrupting forces 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Base power: 0.0 - 0.0 Uses stats: 40% Wil, 0% Dex Damage type: Physical Mastery: Guided Hand Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +11 Damage (Ranged): +8 acid When wielded/worn: Changes stats: +2 Mag / +3 Con Changes resistances: +12% acid / +12% light / +14% lightning / +14% fire / +12% cold / +5% all Reduces incoming crit damage: 15.00% Spell save: +9 (+2 eff.) Infravision radius: +2 Longbows are used to shoot arrows at your foes. |
![]() Requires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Base power: 0.0 - 0.0 Uses stats: 40% Wil, 0% Dex Damage type: Physical Mastery: Guided Hand Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +11 Travel speed: +200% When wielded/worn: Changes stats: +5 Cun Combat speed: +10% Longbows are used to shoot arrows at your foes. |
![]() Requires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Base power: 0.0 - 0.0 Uses stats: 40% Wil, 0% Dex Damage type: Physical Mastery: Guided Hand Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +11 Travel speed: +200% Damage (radius 2) on crit: +16 darkness When wielded/worn: Changes stats: +6 Wil / +6 Cun / +2 Con Changes resistances: +9% mind Changes resistances penetration: +20% mind Infravision radius: +3 See invisible: +6 Combat speed: +10% Longbows are used to shoot arrows at your foes. |
![]() 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 stat: 40% Wil 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'. |
![]() Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Plot Item] Type: weapon / staff It must be held with both hands. Base power: 30.0 - 33.0 Uses stats: 100% Mag, 40% Wil Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 When wielded/worn: Accuracy: +20 (+4 eff.) Spellpower: +20 (+7 eff.) Spell crit. chance: +10% It can be used to absorb energies Activation costs 496 power out of 1000/1000. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. |
![]() elven-wood vilestaff 'Radiancesmash' (25-30 power, 5 apr, darkness element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stats: 80% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes resistances: +6% acid / +15% cold / +6% light Changes resistances penetration: +25% darkness / +15% cold Changes damage: +6% acid / +25% darkness / +15% light Talent granted: +1 Command Staff Spellpower: +12 (+4 eff.) Spell crit. chance: +17% Staves designed for wielders of magic, by the greats of the art. |
![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+0 eff.) Changes stats: +2 Mag / +1 Wil Changes resistances: +13% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() mindwoven elven-silk robe of lightning (+37%) (0 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes resistances: +37% lightning / +15% all Changes damage: +25% lightning Mental save: +25 (+5 eff.) Mindpower: +5 (+1 eff.) Mental crit. chance: +6% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Defense: +7 (+1 eff.) Fatigue: +3% Changes resistances: +8% lightning / +7% temporal Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 15 cooldown : Effective talent level: 3.5 Power cost: 15 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 16% chance to evade melee and ranged attacks and 1 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. |
![]() insulating pair of dwarven-steel boots of disengagement (0 def, 4 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +3 Cun / +4 Dex Changes resistances: +9% fire / +11% cold It can be used to activate talent Disengage, placing all other charms into a 8 cooldown : Effective talent level: 3.5 Power cost: 8 out of 15/15. Range: 7 Travel Speed: 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 177% 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Stamina each turn: +0.30 Maximum stamina: +13.00 Infravision radius: +1 A pair of boots made of leather. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Damage when hit (Melee): 2 lightning Changes resistances: +9% acid / +15% lightning Changes resistances penetration: +5% lightning Changes damage: +3% fire Infravision radius: +1 A pair of boots made of leather. |
![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +2 Str / +2 Con Spellpower: +6 (+2 eff.) It can be used to activate talent Rush, placing all other charms into a 13 cooldown : Effective talent level: 2.5 Power cost: 13 out of 25/25. Range: 7 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
![]() traveler's pair of dwarven-steel boots of disengagement (0 def, 4 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: -4% Changes stats: +3 Cun / +3 Dex Maximum encumbrance: +35 Physical save: +11 (+2 eff.) It can be used to activate talent Disengage, placing all other charms into a 8 cooldown : Effective talent level: 4.5 Power cost: 8 out of 15/15. Range: 7 Travel Speed: 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 193% 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +6 (+1 eff.) Armour penetration: +12 Armour: +3 Changes stats: +5 Cun / +5 Dex When used to modify unarmed attacks: Base power: 24.0 - 26.4 Uses stats: 100% Wil, 60% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +7 Armour Penetration: +10 Crit. chance: +5.0% Attack speed: 125% When this weapon hits: Perfect Strike (15% chance level 5). It can be used to activate talent Steady Shot, placing all other charms into a 10 cooldown : Effective talent level: 4.5 Power cost: 10 out of 20/20. Range: 11 Travel Speed: instantaneous Description: Fire a steady shot, doing 175% damage with a 43% 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 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% When used to modify unarmed attacks: Base power: 12.0 - 16.8 Uses stats: 100% Wil, 60% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 100% Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +13 (+2 eff.) Armour: +2 Changes stats: +3 Dex Life regen: +1.00 Stamina each turn: +1.30 Maximum stamina: +22.00 When used to modify unarmed attacks: Base power: 16.5 - 18.2 Uses stats: 100% Wil, 60% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +7 Armour Penetration: +3 Crit. chance: +8.0% Attack speed: 125% When this weapon hits: Nightmare (10% chance level 3). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 When used to modify unarmed attacks: Base power: 8.0 - 8.8 Uses stats: 100% Wil, 60% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 125% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 8 temporal Damage (Ranged): 6 temporal Changes resistances: +6% temporal Changes damage: +4% temporal Mental save: +3 (+0 eff.) Equilibrium when hit: +0.12 Psi when hit: +0.16 Mindpower: +20 (+4 eff.) Mental crit. chance: +2% When used to modify unarmed attacks: Base power: 8.0 - 8.8 Uses stats: 100% Wil, 60% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 125% On weapon hit: * 6% chance to gain 10% of a turn (3/turn limit) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Dex A cap made of leather. |
![]() Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +10 Armour: +12 Defense: +14 (+3 eff.) Changes stats: +8 Cun When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
![]() duelist's rough leather armour (7 def, 5 armour) Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +5 Defense: +7 (+1 eff.) Fatigue: +6% Changes stats: +5 Cun / +5 Dex A suit of armour made of leather. |
![]() Requires: - Strength 16 Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +9 Defense: +16 (+3 eff.) Fatigue: +8% Changes stats: +8 Cun / +5 Wil Mental save: +28 (+5 eff.) A suit of armour made of leather. |
![]() Requires: - Strength 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+1 eff.) Fatigue: +6% A suit of armour made of leather. |
![]() Requires: - Strength 10 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+1 eff.) Fatigue: +6% Maximum life: +24.00 A suit of armour made of leather. |
![]() Requires: - Strength 20 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +19 Defense: +20 (+4 eff.) Fatigue: +8% Damage (Melee): 10 fire Damage (Ranged): 10 fire Changes resistances: +18% fire / +27% physical A suit of armour made of leather. |
![]() Requires: - Dexterity 24 Infused by arcane disrupting forces 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 53.5 - 74.9 Uses stats: 65% Wil, 95% Dex Damage type: Physical Mastery: Guided Hand Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +11.0% Capacity: 19 On weapon hit: * 60 arcane resource burn Travel speed: +339% Damage (Ranged): +32 cold / +33 nature When wielded/worn: Ammo reloads per turn: +6 Arrows are used with bows to pierce your foes to death. |
![]() Requires: - Dexterity 16 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 25.5 - 35.7 Uses stats: 65% Wil, 95% Dex Damage type: Physical Mastery: Guided Hand Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +12 Crit. chance: +1.5% Capacity: 48 Turns elapse between self-loadings: 3 On weapon hit: * 50% chance to put 1 talent on cooldown for 6 turns (checks Confusion immunity) Arrows are used with bows to pierce your foes to death. |
![]() Requires: - Dexterity 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 35.5 - 49.7 Uses stats: 65% Wil, 95% Dex Damage type: Physical Mastery: Guided Hand Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +8 Armour Penetration: +10 Crit. chance: +2.0% Capacity: 21 Damage (Ranged): +18 cold Damage (radius 2) on crit: +14 cold 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 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 / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all 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 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) 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 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.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 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. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +3 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 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 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 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) 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 (+2 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +2 Infravision radius: +7 It can be used to cleanse your mind of up to 5 (based on Magic) detrimental mental effects Activation costs 20 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
![]() 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes damage: +6% cold Critical mult.: +10.00% Hate when firing a critical mind attack: +1.00 Maximum life: +43.00 Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Mental save: +5 (+1 eff.) Light radius: +3 See stealth: +5 See invisible: +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+2 eff.) Mindpower: +5 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 10 power out of 25/25) : Effective talent level: 4.5 Power cost: 10 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 2 to sleep for 4 turns, rendering them unable to act. Every 26 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. |
![]() 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 unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() 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% 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 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 101 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. |
![]() 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. |
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 1/1. 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% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 15 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. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% 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% 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% 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: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 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 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By zz the Battleborn White Monk level 64
24th Dusk 122nd year of Ascendancy at 01:53 see stats
By zz the Battleborn White Monk level 70
30th Dusk 122nd year of Ascendancy at 03:00 see stats
By zz the Battleborn White Monk level 47
20th Dusk 122nd year of Ascendancy at 15:30 see stats
By zz the Battleborn White Monk level 10
77th Pyre 122nd year of Ascendancy at 05:31 see stats
By zz the Battleborn White Monk level 20
3rd Mirth 122nd year of Ascendancy at 05:48 see stats
By zz the Battleborn White Monk level 30
2nd Flare 122nd year of Ascendancy at 22:58 see stats
By zz the Battleborn White Monk level 40
8th Dusk 122nd year of Ascendancy at 23:16 see stats
By zz the Battleborn White Monk level 50
21st Dusk 122nd year of Ascendancy at 08:10 see stats
By zz the Battleborn White Monk level 47
20th Dusk 122nd year of Ascendancy at 15:54 see stats
By zz the Battleborn White Monk level 69
25th Dusk 122nd year of Ascendancy at 14:49 see stats
By zz the Battleborn White Monk level 34
10th Flare 122nd year of Ascendancy at 06:36 see stats
By zz the Battleborn White Monk level 21
6th Mirth 122nd year of Ascendancy at 14:17 see stats
By zz the Battleborn White Monk level 26
10th Mirth 122nd year of Ascendancy at 18:25 see stats
By zz the Battleborn White Monk level 13
78th Pyre 122nd year of Ascendancy at 09:12 see stats
By zz the Battleborn White Monk level 44
13rd Dusk 122nd year of Ascendancy at 19:04 see stats
By zz the Battleborn White Monk level 43
9th Dusk 122nd year of Ascendancy at 21:52 see stats
By zz the Battleborn White Monk level 24
7th Mirth 122nd year of Ascendancy at 08:57 see stats
By zz the Battleborn White Monk level 60
23rd Dusk 122nd year of Ascendancy at 16:45 see stats