




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 Originally made by jojolagger, I only bumped up addon weight so it can work with my addon collection with online profile on.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 | Yeek |
Class | Skirmisher (Battle Skirmisher) |
Level / Exp | 119 / 10% |
Size | medium |
Lifes / Deaths | Killed by Subject Z at level 17 on the 4th Mirth 122nd year of Ascendancy at 22:58 / 127Killed by faazythe2nd at level 17 on the 4th Mirth 122nd year of Ascendancy at 23:05 Killed by Subject Z at level 17 on the 4th Mirth 122nd year of Ascendancy at 23:11 Killed by Subject Z at level 17 on the 4th Mirth 122nd year of Ascendancy at 23:17 Killed by Subject Z at level 17 on the 4th Mirth 122nd year of Ascendancy at 23:40 Killed by Subject Z at level 17 on the 5th Mirth 122nd year of Ascendancy at 00:42 Killed by Subject Z at level 17 on the 5th Mirth 122nd year of Ascendancy at 01:24 Killed by Subject Z at level 17 on the 5th Mirth 122nd year of Ascendancy at 02:18 Killed by Mirror Image (Subject Z) at level 17 on the 5th Mirth 122nd year of Ascendancy at 03:10 Killed by Emeliwe the skeleton magus at level 17 on the 5th Mirth 122nd year of Ascendancy at 04:04 Killed by Subject Z at level 17 on the 5th Mirth 122nd year of Ascendancy at 04:14 Killed by Subject Z at level 17 on the 5th Mirth 122nd year of Ascendancy at 04:54 Killed by Emeliwe the skeleton magus at level 17 on the 5th Mirth 122nd year of Ascendancy at 06:38 Killed by Emeliwe the skeleton magus at level 17 on the 5th Mirth 122nd year of Ascendancy at 07:36 Killed by Subject Z at level 17 on the 5th Mirth 122nd year of Ascendancy at 08:29 Killed by Subject Z at level 17 on the 5th Mirth 122nd year of Ascendancy at 09:29 Killed by Mirror Image (Subject Z) at level 17 on the 5th Mirth 122nd year of Ascendancy at 10:20 Killed by Subject Z at level 17 on the 5th Mirth 122nd year of Ascendancy at 11:10 Killed by Emeliwe the skeleton magus at level 17 on the 5th Mirth 122nd year of Ascendancy at 12:10 Killed by Emeliwe the skeleton magus at level 17 on the 5th Mirth 122nd year of Ascendancy at 13:04 Killed by Emeliwe the skeleton magus at level 17 on the 5th Mirth 122nd year of Ascendancy at 14:02 Killed by Emeliwe the skeleton magus at level 17 on the 5th Mirth 122nd year of Ascendancy at 14:49 Killed by Emeliwe the skeleton magus at level 17 on the 5th Mirth 122nd year of Ascendancy at 15:43 Killed by Emeliwe the skeleton magus at level 17 on the 5th Mirth 122nd year of Ascendancy at 16:37 Killed by Subject Z at level 17 on the 5th Mirth 122nd year of Ascendancy at 16:43 Killed by Emeliwe the skeleton magus at level 17 on the 5th Mirth 122nd year of Ascendancy at 16:54 Killed by Emeliwe the skeleton magus at level 17 on the 5th Mirth 122nd year of Ascendancy at 17:03 Killed by Emeliwe the skeleton magus at level 17 on the 5th Mirth 122nd year of Ascendancy at 17:16 Killed by Subject Z at level 17 on the 5th Mirth 122nd year of Ascendancy at 17:28 Killed by Emeliwe the skeleton magus at level 17 on the 5th Mirth 122nd year of Ascendancy at 17:42 Killed by Subject Z at level 17 on the 5th Mirth 122nd year of Ascendancy at 17:58 Killed by Subject Z at level 17 on the 5th Mirth 122nd year of Ascendancy at 18:04 Killed by Emeliwe the skeleton magus at level 17 on the 5th Mirth 122nd year of Ascendancy at 18:12 Killed by Subject Z at level 17 on the 5th Mirth 122nd year of Ascendancy at 18:19 Killed by Emeliwe the skeleton magus at level 17 on the 5th Mirth 122nd year of Ascendancy at 18:24 Killed by Emeliwe the skeleton magus at level 17 on the 5th Mirth 122nd year of Ascendancy at 18:36 Killed by Subject Z at level 17 on the 5th Mirth 122nd year of Ascendancy at 19:39 Killed by Subject Z at level 17 on the 5th Mirth 122nd year of Ascendancy at 20:50 Killed by Subject Z at level 17 on the 5th Mirth 122nd year of Ascendancy at 21:20 Killed by Subject Z at level 17 on the 5th Mirth 122nd year of Ascendancy at 21:36 Killed by skeleton magus at level 17 on the 5th Mirth 122nd year of Ascendancy at 22:18 Killed by Subject Z at level 18 on the 5th Mirth 122nd year of Ascendancy at 23:29 Killed by Subject Z at level 18 on the 6th Mirth 122nd year of Ascendancy at 00:24 Killed by Subject Z at level 18 on the 6th Mirth 122nd year of Ascendancy at 02:07 Killed by Subject Z at level 18 on the 6th Mirth 122nd year of Ascendancy at 03:23 Killed by Subject Z at level 18 on the 6th Mirth 122nd year of Ascendancy at 04:18 Killed by Eilinedhekira the cave troll at level 24 on the 2nd Flare 122nd year of Ascendancy at 16:51 Killed by Elyrivea the rogue sapper at level 33 on the 5th Flare 122nd year of Ascendancy at 07:13 Killed by Elyrivea the rogue sapper at level 33 on the 5th Flare 122nd year of Ascendancy at 08:06 Killed by Xothra the elven cultist at level 43 on the 1st Dusk 122nd year of Ascendancy at 01:06 Killed by Eluravena the elven guard at level 43 on the 1st Dusk 122nd year of Ascendancy at 01:24 Killed by Eluravena the elven guard at level 43 on the 1st Dusk 122nd year of Ascendancy at 01:29 Killed by Eluravena the elven guard at level 43 on the 1st Dusk 122nd year of Ascendancy at 02:35 Killed by elven blood mage at level 43 on the 1st Dusk 122nd year of Ascendancy at 02:41 Killed by Layenne the elven corruptor at level 43 on the 1st Dusk 122nd year of Ascendancy at 02:46 Killed by Eluravena the elven guard at level 43 on the 1st Dusk 122nd year of Ascendancy at 02:51 Killed by Layenne the elven corruptor at level 43 on the 1st Dusk 122nd year of Ascendancy at 03:03 Killed by elven tempest at level 43 on the 1st Dusk 122nd year of Ascendancy at 03:39 Killed by elven blood mage at level 43 on the 1st Dusk 122nd year of Ascendancy at 04:39 Killed by Layenne the elven corruptor at level 43 on the 1st Dusk 122nd year of Ascendancy at 04:46 Killed by Layenne the elven corruptor at level 43 on the 1st Dusk 122nd year of Ascendancy at 04:55 Killed by Eluravena the elven guard at level 43 on the 1st Dusk 122nd year of Ascendancy at 05:05 Killed by Xothra the elven cultist at level 43 on the 1st Dusk 122nd year of Ascendancy at 05:27 Killed by Layenne the elven corruptor at level 43 on the 1st Dusk 122nd year of Ascendancy at 06:33 Killed by elven cultist at level 44 on the 1st Dusk 122nd year of Ascendancy at 10:25 Killed by elven cultist at level 44 on the 1st Dusk 122nd year of Ascendancy at 10:32 Killed by elven cultist at level 44 on the 1st Dusk 122nd year of Ascendancy at 11:09 Killed by Voroyaba the elven guard at level 45 on the 1st Dusk 122nd year of Ascendancy at 12:45 Killed by Xerith the elven elite warrior at level 47 on the 2nd Dusk 122nd year of Ascendancy at 06:43 Killed by Xerith the elven elite warrior at level 47 on the 2nd Dusk 122nd year of Ascendancy at 07:11 Killed by Mayowen the elven guard at level 47 on the 2nd Dusk 122nd year of Ascendancy at 08:18 Killed by Mayowen the elven guard at level 47 on the 2nd Dusk 122nd year of Ascendancy at 08:59 Killed by Voratta the elven cultist at level 48 on the 2nd Dusk 122nd year of Ascendancy at 10:59 Killed by Voratta the elven cultist at level 48 on the 2nd Dusk 122nd year of Ascendancy at 11:05 Killed by Voratta the elven cultist at level 48 on the 2nd Dusk 122nd year of Ascendancy at 11:10 Killed by Voratta the elven cultist at level 48 on the 2nd Dusk 122nd year of Ascendancy at 11:15 Killed by Voratta the elven cultist at level 48 on the 2nd Dusk 122nd year of Ascendancy at 11:53 Killed by Voratta the elven cultist at level 48 on the 2nd Dusk 122nd year of Ascendancy at 11:57 Killed by Voratta the elven cultist at level 48 on the 2nd Dusk 122nd year of Ascendancy at 12:45 Killed by Voratta the elven cultist at level 48 on the 2nd Dusk 122nd year of Ascendancy at 13:38 Killed by Voratta the elven cultist at level 48 on the 2nd Dusk 122nd year of Ascendancy at 14:31 Killed by Voratta the elven cultist at level 48 on the 2nd Dusk 122nd year of Ascendancy at 15:26 Killed by Voratta the elven cultist at level 48 on the 2nd Dusk 122nd year of Ascendancy at 15:58 Killed by Voratta the elven cultist at level 48 on the 2nd Dusk 122nd year of Ascendancy at 16:31 Killed by Voratta the elven cultist at level 48 on the 2nd Dusk 122nd year of Ascendancy at 17:25 Killed by Voratta the elven cultist at level 48 on the 2nd Dusk 122nd year of Ascendancy at 17:55 Killed by Voratta the elven cultist at level 48 on the 2nd Dusk 122nd year of Ascendancy at 18:30 Killed by Voratta the elven cultist at level 48 on the 2nd Dusk 122nd year of Ascendancy at 18:58 Killed by Voratta the elven cultist at level 48 on the 2nd Dusk 122nd year of Ascendancy at 19:30 Killed by Voratta the elven cultist at level 48 on the 2nd Dusk 122nd year of Ascendancy at 20:22 Killed by Voratta the elven cultist at level 48 on the 2nd Dusk 122nd year of Ascendancy at 20:53 Killed by Voratta the elven cultist at level 48 on the 2nd Dusk 122nd year of Ascendancy at 21:30 Killed by Voratta the elven cultist at level 48 on the 2nd Dusk 122nd year of Ascendancy at 22:01 Killed by Voratta the elven cultist at level 48 on the 2nd Dusk 122nd year of Ascendancy at 22:35 Killed by Voratta the elven cultist at level 48 on the 2nd Dusk 122nd year of Ascendancy at 22:41 Killed by Voratta the elven cultist at level 48 on the 2nd Dusk 122nd year of Ascendancy at 23:31 Killed by Usrun the halfling at level 65 on the 33rd Dusk 122nd year of Ascendancy at 11:30 Killed by Urrenbod the thalore at level 65 on the 33rd Dusk 122nd year of Ascendancy at 11:36 Killed by Urrenbod the thalore at level 65 on the 33rd Dusk 122nd year of Ascendancy at 12:22 Killed by Urrenbod the thalore at level 65 on the 33rd Dusk 122nd year of Ascendancy at 12:27 Killed by Urrenbod the thalore at level 65 on the 33rd Dusk 122nd year of Ascendancy at 13:15 Killed by Urrenbod the thalore at level 65 on the 33rd Dusk 122nd year of Ascendancy at 14:10 Killed by Urrenbod the thalore at level 65 on the 33rd Dusk 122nd year of Ascendancy at 14:15 Killed by Urrenbod the thalore at level 65 on the 33rd Dusk 122nd year of Ascendancy at 15:03 Killed by Urrenbod the thalore at level 65 on the 33rd Dusk 122nd year of Ascendancy at 15:37 Killed by Dulvor the thalore at level 65 on the 33rd Dusk 122nd year of Ascendancy at 15:49 Killed by Usrun the halfling at level 65 on the 33rd Dusk 122nd year of Ascendancy at 16:04 Killed by Usrun the halfling at level 65 on the 33rd Dusk 122nd year of Ascendancy at 16:15 Killed by Usrun the halfling at level 65 on the 33rd Dusk 122nd year of Ascendancy at 17:01 Killed by Dulvor the thalore at level 65 on the 33rd Dusk 122nd year of Ascendancy at 17:06 Killed by Urrenbod the thalore at level 65 on the 33rd Dusk 122nd year of Ascendancy at 17:51 Killed by Usrun the halfling at level 65 on the 33rd Dusk 122nd year of Ascendancy at 18:03 Killed by Usrun the halfling at level 65 on the 33rd Dusk 122nd year of Ascendancy at 18:35 Killed by Usrun the halfling at level 65 on the 33rd Dusk 122nd year of Ascendancy at 19:10 Killed by treant at level 65 on the 33rd Dusk 122nd year of Ascendancy at 19:17 Killed by Usrun the halfling at level 65 on the 33rd Dusk 122nd year of Ascendancy at 19:26 Killed by Usrun the halfling at level 65 on the 33rd Dusk 122nd year of Ascendancy at 19:43 Killed by Usrun the halfling at level 65 on the 33rd Dusk 122nd year of Ascendancy at 19:48 Killed by Bolsh the thalore at level 66 on the 38th Dusk 122nd year of Ascendancy at 09:36 Killed by treant at level 66 on the 38th Dusk 122nd year of Ascendancy at 10:12 Killed by Dindi the thalore at level 66 on the 38th Dusk 122nd year of Ascendancy at 11:21 Killed by Bolsh the thalore at level 66 on the 38th Dusk 122nd year of Ascendancy at 11:58 Killed by Yvyvea the orc high cryomancer at level 109 on the 59th Dusk 122nd year of Ascendancy at 02:26 Killed by Vor, Grand Geomancer of the Pride at level 113 on the 59th Dusk 122nd year of Ascendancy at 23:03 Killed by faazythe2nd at level 113 on the 59th Dusk 122nd year of Ascendancy at 23:08 Killed by faazythe2nd at level 113 on the 59th Dusk 122nd year of Ascendancy at 23:32 Killed by faazythe2nd at level 113 on the 59th Dusk 122nd year of Ascendancy at 23:36 |
Primary Stats
Strength | 302 (base 129) |
Dexterity | 171 (base 129) |
Constitution | 241 (base 129) |
Magic | 140 (base 129) |
Willpower | 135 (base 129) |
Cunning | 140 (base 129) |
Resources
Mana | 1268/1433 |
Equilibrium | 87 |
Life | 5606/5606 |
Psi | 214/215 |
Stamina | 596/596 |
Hate | 70/100 |
Healing Factor | 1.59721245427 |
Regeneration | 24.378990714055 |
Speed
Mental | +145.39099227944% |
Attack | +14.39722075025% |
Movement | +92.294229592209% |
Spell | 0% |
Global | +190.43018638803% |
Vision
Sight | 10 |
Lite | 8 |
Infravision | 20 |
See Stealth | 32.584278932997 |
See Invisible | 32.584278932997 |
Offense: Barehand
Damage | 77 |
Accuracy | 61 |
Crit Chance | 193% |
APR | 76 |
Speed | 0.33 |
Offense: Spell
Spellpower | 68 |
Crit Chance | 93% |
Speed | 1 |
Offense: Mind
Mindpower | 105 |
Crit Chance | 100% |
Speed | 0.87414711077919 |
Offense: Damage Bonus
Acid | +22% |
Blight | +22% |
Physical | +22% |
Cold | +22% |
All | 0% |
Darkness | +22% |
Light | +10% |
Lightning | +22% |
Fire | +51% |
Nature | +50% |
Offense: Damage Penetration
Cold | +33% |
Lightning | +33% |
Acid | +33% |
Darkness | +33% |
Blight | +33% |
Physical | +108% |
Fire | +58% |
Nature | +33% |
Defense: Base
Armour (hardiness) | 223.35714285713 (100%) |
Defense | 100 |
Ranged Defense | 100 |
Fatigue | 0 |
Physical Save | 128 |
Spell Save | 111 |
Mental Save | 113 |
Defense: Resistances
Acid | + 32%( 70%) |
Blight | + 32%( 70%) |
Arcane | + 34%( 70%) |
Cold | + 32%( 70%) |
All | + 30%( 70%) |
Darkness | + 38%( 70%) |
Physical | + 40%( 70%) |
Temporal | + 38%( 70%) |
Lightning | + 59%( 70%) |
Mind | + 30%( 70%) |
Fire | + 32%( 70%) |
Nature | + 47%( 70%) |
Defense: Immunities
Pinning Resistance | 22% |
Silence Resistance | 91% |
Confusion Resistance | 100% |
Knockback Resistance | 88% |
Stun Resistance | 100% |
Instadeath Resistance | 100% |
Blind Resistance | 28% |
Inscriptions (3/3)
Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 11 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: 15 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: 13 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 | 1.00 |
| 10/5 |
| 11/5 |
| 10/5 |
| 10/5 |
Spell / Eldritch shield | 1.40 |
| 7/5 |
| 7/5 |
| 7/5 |
| 7/5 |
Cunning / Called Shots | 1.30 |
| 10/5 |
| 10/5 |
| 10/5 |
| 10/5 |
Wild-gift / Higher draconic abilities | 1.00 |
| 7/5 |
| 7/5 |
| 7/5 |
| 7/5 |
Technique / Combat techniques | 1.30 |
| 10/5 |
| 1/5 |
| 1/5 |
| 10/5 |
Cursed / Rampage | 1.40 |
| 9/5 |
| 9/5 |
| 9/5 |
| 8/5 |
Technique / Tireless Combatant | 1.30 |
| 10/5 |
| 1/5 |
| 10/5 |
| 10/5 |
Wild-gift / Sand drake aspect | 1.00 |
| 7/5 |
| 1/5 |
| 7/5 |
| 7/5 |
Technique / Skirmisher - Slings | 1.30 |
| 10/5 |
| 10/5 |
| 10/5 |
| 10/5 |
Technique / Buckler Training | 1.30 |
| 10/5 |
| 10/5 |
| 10/5 |
| 10/5 |
Technique / Archery prowess | 1.00 |
| 11/5 |
| 11/5 |
| 11/5 |
| 11/5 |
Technique / Throwing knives | 1.00 |
| 10/5 |
| 10/5 |
| 10/5 |
| 10/5 |
Technique / Shield defense | 1.00 |
| 11/5 |
| 11/5 |
| 11/5 |
| 11/5 |
Technique / Archery - slings | 1.00 |
| 11/5 |
| 11/5 |
| 11/5 |
| 11/5 |
Technique / Shield offense | 1.30 |
| 10/5 |
| 11/5 |
| 11/5 |
| 11/5 |
Technique / Marksmanship | 1.00 |
| 10/5 |
| 10/5 |
| 10/5 |
| 10/5 |
Generic Talents
Undead / Skeleton | 1.40 |
| 11/5 |
| 10/5 |
| 10/5 |
| 10/5 |
Technique / Unarmed training | 1.80 |
| 11/5 |
| 11/5 |
| 10/5 |
| 10/5 |
Undead / Ghoul | 1.00 |
| 10/5 |
| 10/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 11/5 |
| 8/5 |
| 11/5 |
| 11/5 |
| 0/5 |
| 0/5 |
| 22/5 |
Wild-gift / Harmony | 1.00 |
| 1/5 |
| 11/5 |
| 0/5 |
| 0/5 |
Psionic / Augmented mobility | 1.00 |
| 11/5 |
| 11/5 |
| 0/5 |
| 0/5 |
Race / Ogre | 1.40 |
| 10/5 |
| 10/5 |
| 10/5 |
| 10/5 |
Cunning / Scoundrel | 1.30 |
| 11/5 |
| 11/5 |
| 11/5 |
| 11/5 |
Race / Dwarf | 1.40 |
| 11/5 |
| 11/5 |
| 11/5 |
| 11/5 |
Psionic / Finer energy manipulations | 1.00 |
| 10/5 |
| 11/5 |
| 10/5 |
| 11/5 |
Race / Shalore | 2.60 |
| 11/5 |
| 11/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 10/5 |
| 10/5 |
| 10/5 |
| 0/5 |
Technique / Thuggery | 1.30 |
| 10/5 |
| 10/5 |
| 10/5 |
| 11/5 |
Technique / Mobility | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Dark sustenance | 1.00 |
| 11/5 |
| 11/5 |
| 11/5 |
| 11/5 |
Race / Yeek | 3.00 |
| 10/5 |
| 10/5 |
| 11/5 |
| 10/5 |
Cunning / Survival | 2.90 |
| 10/5 |
| 10/5 |
| 10/5 |
| 10/5 |
Cunning / Lethality | 3.00 |
| 10/5 |
| 10/5 |
| 11/5 |
| 10/5 |
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 |
Effects
talent | Quickdraw |
talent | Daunting Presence |
talent | Shattering Impact |
talent | Blade Flurry |
talent | Elemental Harmony |
talent | Onslaught |
talent | Skate |
talent | Total Thuggery |
beneficial effect | Has 11 throwing knives prepared: 11 KnivesRange: 8 Net Damage: 214 - 300 Accuracy: 86 (knife) APR: 93 Crit Chance: +227% Crit mult: 355% Uses Stats: 40% Wil, 50% Cun, 70% Dex |
beneficial effect | Improves senses, allowing the detection of unseen things. Sensing |
detrimental effect | The more you use infusions, the longer they will take to recharge (+3 cooldowns). Infusion Saturation |
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 | completed |
You failed to protect the injured seer from death by Xogavena the orc soldier. Escort: injured seer (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You failed to protect the injured seer from death by faazythe2nd. Escort: injured seer (level 4 of Old Forest) | failed |
You failed to protect the lost defiler from death by elder vampire. Escort: lost defiler (level 7 of Dreadfell) | failed |
You failed to protect the lost sun paladin from death by faazythe2nd. Escort: lost sun paladin (level 5 of Dreadfell) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Norgos Lair. Escort: repented thief (level 2 of Norgos Lair)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You failed to protect the repented thief from death by faazythe2nd. Escort: repented thief (level 8 of Dreadfell) | failed |
You failed to protect the temporal explorer from death by faazythe2nd. Escort: temporal explorer (level 1 of Old Forest) | failed |
You failed to protect the worried loremaster from death by faazythe2nd. Escort: worried loremaster (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You have been tasked to remove at least one of the threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished Murgol. * You have explored the ritch tunnels and vanquished their queen. | 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 |
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. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 1335. | 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. | 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 have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * You have destroyed Vor. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * Find a Resonating Diamond. | active |
Equipment
Around waist | ![]() Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Light source | ![]() Powered by arcane forces 0.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +5 Mag Changes resistances: +8% darkness Changes damage: +10% light Damage affinity(heal): +5% light Spellpower: +13 (+3 eff.) Light radius: +9 It can be used to activate talent Sun Flare, 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 Is: a spell Description: Invokes the Sun to cause a flare within radius 4, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 228.37 light damage. At talent level 3 you gain 39% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
Cloak | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +14 Defense: +2 (+1 eff.) Changes stats: +3 Str / +2 Con Changes resistances: +38% lightning / +12% temporal / +6% arcane Changes resistances penetration: +25% fire Physical save: +23 (+3 eff.) Disease immunity: +25% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
On head | ![]() Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +34 (+6 eff.) Armour: +16 Defense: +2 (+1 eff.) Effects on melee hit: * 22 arcane resource burn Changes stats: +7 Cun Physical save: +20 (+3 eff.) Mental save: +11 (+2 eff.) Pinning immunity: +22% Stun/Freeze immunity: +22% Healing mod.: +22% A pointy cloth hat, very wizardly... |
Inventory
![]() healing infusion (heal 106; cd 15) Infused by nature 0.10 Encumbrance. 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 instantly heal yourself for 106 then cleanse 1 wound, poison, and disease effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() wild infusion (res 24%; magical, physical; dur 4; cd 16) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 24% for 4 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 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: 21 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. 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. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 1160 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
![]() manasurge rune (regen 1574% over 10 turns; mana 78; cd 12) 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: 10 Travel Speed: instantaneous Usage Speed: Spell (100% 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 1574% for 10 turns (0 total) and instantly restoring 78 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. |
![]() 0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +4 Physical crit. chance: +2.0% Armour: +4 Defense: +16 (+3 eff.) Changes stats: +7 Lck Changes damage: +6% lightning / +12% mind Mental crit. chance: +3% Reduce all damage from unseen attackers: 11% Amulets make your neck look great! |
![]() archmage's stralite amulet Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +5 Mag Changes damage: +8% acid / +8% fire / +8% cold / +7% lightning Spellpower: +6 (+1 eff.) Spell crit. chance: +6% Amulets make your neck look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +4 Cun Changes resistances: +14% temporal Changes damage: +15% mind Pinning immunity: +25% Knockback immunity: +25% Mana each turn: +0.12 Equilibrium when hit: +0.16 Maximum vim: +20.00 Amulets make your neck look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +8 Str / +4 Dex / +2 Mag / +3 Con Physical save: +6 (+1 eff.) Light radius: +3 Rings make your fingers look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% nature / +12% fire Changes resistances penetration: +25% fire / +10% light / +10% mind Changes damage: +24% fire / +11% nature / +9% light Rings make your fingers look great! |
![]() pixie's stralite ring of life Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +6 Cun / +7 Mag Life regen: +15.00 Maximum life: +74.00 Spellpower: +13 (+3 eff.) Healing mod.: +18% Rings make your fingers look great! |
![]() pixie's voratun ring of perseverance Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +7 Cun / +8 Mag Stun/Freeze immunity: +50% Life regen: +9.00 Spellpower: +14 (+3 eff.) Rings make your fingers look great! |
![]() solipsist's voratun ring of life Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Cun / +8 Wil Life regen: +20.00 Maximum life: +73.00 Mindpower: +15 (+2 eff.) Healing mod.: +20% Rings make your fingers look great! |
![]() warbringer's stralite battleaxe of massacre (62-93 power, 3 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 62.5 - 93.8 Uses stats: 40% Wil, 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% When wielded/worn: Physical power: +19 (+4 eff.) Changes stats: +9 Con Changes resistances penetration: +19% physical Disarm immunity: +42% Massive two-handed battleaxes. |
![]() arcing stralite dagger of massacre (41-53 power, 9 apr) Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 41.0 - 53.3 Uses stats: 40% Wil, 50% Cun, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 111 damage Sharp, short and deadly. |
![]() plaguebringer's voratun dagger (39-50 power, 9 apr) Requires: - Dexterity 48 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 39.0 - 50.7 Uses stats: 40% Wil, 50% Cun, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 5). On weapon hit: * 16% chance to reduce strength, dexterity, and constitution by 31 Damage (Melee): +17 blight When wielded/worn: Disease immunity: +33% Sharp, short and deadly. |
![]() quick voratun dagger of torment (39-50 power, 9 apr) Requires: - Dexterity 48 Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 39.0 - 50.7 Uses stats: 40% Wil, 50% Cun, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns When wielded/worn: Accuracy: +25 (+7 eff.) Changes stats: +7 Dex Combat speed: +10% Sharp, short and deadly. |
![]() stormbringer's iron dagger (9-12 power, 5 apr) Requires: - Dexterity 11 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 9.5 - 12.3 Uses stats: 40% Wil, 50% Cun, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% Damage (radius 2) on crit: +12 lightning / +13 cold When wielded/worn: Changes resistances penetration: +6% lightning / +9% cold Movement speed: +26% Sharp, short and deadly. |
![]() truestriking iron dagger of crippling (11-14 power, 5 apr) Requires: - Dexterity 11 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 11.0 - 14.3 Uses stats: 40% Wil, 50% Cun, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Accuracy: +9 (+3 eff.) Armour penetration: +7 Physical crit. chance: +7.0% Changes resistances penetration: +7% physical Sharp, short and deadly. |
![]() Voratun Hammer of the Deep Bellow (82-123 power, 7 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 82.0 - 123.0 Uses stats: 40% Wil, 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +7 Crit. chance: +4.0% Attack speed: 100% When this weapon hits: Flameshock (10% chance level 3). Damage (Melee): +30 fire When wielded/worn: Changes damage: +15% physical The legendary hammer of the Dwarven master smiths. For ages it was used to forge powerful weapons with searing heat until it became highly powerful by itself. |
![]() balanced stralite greatsword of erosion (48-76 power, 3 apr) Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 48.0 - 76.8 Uses stats: 40% Wil, 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +19 nature When wielded/worn: Accuracy: +19 (+5 eff.) Defense: +19 (+3 eff.) Disarm immunity: +60% Massive two-handed swords. |
![]() enhanced voratun greatsword (66-105 power, 4 apr) Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 66.0 - 105.6 Uses stats: 40% Wil, 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +19 Str / +19 Dex / +14 Mag / +13 Wil / +19 Cun / +17 Con Massive two-handed swords. |
![]() quick voratun greatsword of massacre (83-133 power, 4 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 83.5 - 133.6 Uses stats: 40% Wil, 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +35 (+9 eff.) Changes stats: +10 Dex Combat speed: +10% Massive two-handed swords. |
![]() Requires: - Magic 30 - Dexterity 30 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 40% Wil Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +11 When this weapon hits: Chain Lightning (12% chance level 3). When wielded/worn: Defense: +30 (+5 eff.) Damage (Ranged): 75 lightning Changes stats: +10 Dex / +10 Mag Changes resistances: +20% lightning Changes damage: +25% lightning Talent masteries: +0.50 Spell / Storm +0.50 Spell / Air Spellpower: +30 (+7 eff.) Spell crit. chance: +10% Movement speed: +30% Automatically fires lightning bolts every game turn at nearby enemies dealing 180 to 360 lightning damage based on Magic with a chance to inflict Daze. This dragonbone longbow is enhanced with bands of steel, which arc with intense lightning. Bolts travel up and down the string, ignorant of you. |
![]() enhanced voratun longsword (42-59 power, 6 apr) Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 42.5 - 59.5 Uses stats: 40% Wil, 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +13 Str / +12 Dex / +13 Mag / +13 Wil / +13 Cun / +13 Con Sharp, long, and deadly. |
![]() voratun longsword of crippling (40-56 power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 40.5 - 56.7 Uses stats: 40% Wil, 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +13.0% Sharp, long, and deadly. |
![]() voratun longsword of rage (42-58 power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 42.0 - 58.8 Uses stats: 40% Wil, 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +25 (+7 eff.) Changes stats: +7 Str Changes damage: +12% physical Sharp, long, and deadly. |
![]() Ureslak's Femur (52-72 power, 5 apr) Requires: - Dexterity 30 - Strength 45 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 5 It is part of a set of items. What would happen if more of Ureslak's remains were reunited? Base power: 52.0 - 72.8 Uses stats: 40% Wil, 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 10% chance to shimmer to a different hue and gain powers A shortened femur of the mighty prismatic dragon Ureslak, this erratic club still resonates with his volatile nature. |
![]() blazebringer's voratun mace of erosion (46-64 power, 6 apr) Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 46.0 - 64.4 Uses stats: 40% Wil, 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +20 nature Damage (radius 2) on crit: +83 fire When wielded/worn: Changes resistances penetration: +25% fire Global speed: +9% Blunt and deadly. |
![]() elemental voratun mace of ruin (46-65 power, 6 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 46.5 - 65.1 Uses stats: 40% Wil, 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * Create an explosion dealing 111 acid damage (1/turn) When wielded/worn: Armour penetration: +15 Physical crit. chance: +15.0% Changes resistances penetration: +28% acid Changes damage: +27% acid Critical mult.: +35.00% Blunt and deadly. |
![]() flaming stralite mace of evisceration (35-49 power, 5 apr) Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 35.5 - 49.7 Uses stats: 40% Wil, 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% On weapon crit: * Wound the target dealing 386 physical damage across 5 turns and reducing healing by 50% Damage (radius 1) on hit: +13 fire When wielded/worn: Physical crit. chance: +10.0% Physical power: +13 (+3 eff.) Blunt and deadly. |
![]() creative living mindstar of sand (16-17 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 16.0 - 17.6 Uses stats: 90% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage (Melee): 20 physical Changes stats: +8 Cun Changes resistances: +20% physical Changes resistances penetration: +19% physical Changes damage: +20% physical Talent granted: +1 Attune Mindstar Critical mult.: +16.00% Mindpower: +10 (+1 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() harmonious pulsing mindstar of life (12-13 power, 32 apr, nature damage) Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 12.0 - 13.2 Uses stats: 90% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes resistances: +9% nature Changes resistances penetration: +9% nature Changes damage: +8% nature Talent mastery: +0.20 Wild-gift / Harmony Talent granted: +1 Attune Mindstar Life regen: +1.70 Maximum life: +42.00 Mindpower: +8 (+1 eff.) Mental crit. chance: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() living mindstar of flames (17-19 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 17.5 - 19.2 Uses stats: 90% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage (Melee): 20 fire Changes resistances: +20% fire Changes resistances penetration: +20% fire Changes damage: +20% fire Talent granted: +1 Attune Mindstar Mindpower: +10 (+1 eff.) Mental crit. chance: +5% Global speed: +10% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() Requires: - Dexterity 32 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 5 Base power: 0.0 - 0.0 Uses stat: 40% Wil Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 111% Firing range: +11 When wielded/worn: Changes stats: +10 Str / +5 Con Changes resistances: +10% physical Changes resistances penetration: +15% physical Changes damage: +35% physical Pinning immunity: +30% Knockback immunity: +30% It can be used to activate talent Bull Shot (costing 4 power out of 16/16) : Effective talent level: 5.5 Power cost: 4 out of 16/16. Range: melee/personal Travel Speed: instantaneous Description: You rush toward your foe, readying your shot. If you reach the enemy, you release the shot, imbuing it with great power. The shot does 225% weapon damage and knocks back your target by 2. The cooldown of this talent is reduced by 1 each time you move. This requires a sling to use. This powerful sling is said to have belonged to a warrior so strong his shots could knock down a brick wall... |
![]() Requires: - Dexterity 11 - Talent Shoot 4.00 Encumbrance. Type: weapon / sling ; tier 1 Base power: 0.0 - 0.0 Uses stat: 40% Wil Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +11 Slings are used to hurl stones or metal shots at your foes. |
![]() cruel dragonbone vilestaff of protection (30-36 power, 6 apr, fire element) Requires: - Magic 48 Powered by arcane forces 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: 80% 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: +15% fire Changes damage: +30% fire Talent granted: +1 Command Staff Critical mult.: +20.00% Spellpower: +15 (+4 eff.) Spell crit. chance: +20% Staves designed for wielders of magic, by the greats of the art. |
![]() greater dragonbone starstaff of fate (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: 80% 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 damage: +30% physical / +30% temporal / +30% darkness / +30% light Talent granted: +1 Command Staff Physical save: +11 (+1 eff.) Spell save: +14 (+3 eff.) Mental save: +15 (+3 eff.) Spellpower: +28 (+7 eff.) Spell crit. chance: +13% Staves designed for wielders of magic, by the greats of the art. |
![]() infernal elven-wood starstaff of power (25-30 power, 5 apr, darkness element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. 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: Damage (Melee): 29 fire Changes damage: +25% darkness Talent granted: +1 Command Staff Critical mult.: +33.00% Spellpower: +36 (+9 eff.) Spell crit. chance: +4% See invisible: +17 Staves designed for wielders of magic, by the greats of the art. |
![]() magewarrior's short elven-wood vilestaff (25-30 power, 5 apr, blight element) Requires: - Magic 35 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 4 Base power: 25.0 - 30.0 Uses stats: 80% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Accuracy: +13 (+4 eff.) Physical crit. chance: +9.0% Physical power: +13 (+3 eff.) Changes damage: +25% blight Talent granted: +1 Command Staff Spellpower: +21 (+5 eff.) Spell crit. chance: +8% Staves designed for wielders of magic, by the greats of the art. |
![]() void walker's dragonbone magestaff of wizardry (30-36 power, 6 apr, fire 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: 80% 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 stats: +6 Mag / +6 Wil Changes resistances: +14% darkness / +15% temporal Changes damage: +30% fire Talent granted: +1 Command Staff Maximum mana: +110.00 Spellpower: +27 (+7 eff.) Spell crit. chance: +5% Defense after a teleport: +18 Resist all after a teleport: +25% New effects duration reduction after a teleport: +25% Staves designed for wielders of magic, by the greats of the art. |
![]() void walker's elven-wood vilestaff of wizardry (25-30 power, 5 apr, blight element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. 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 stats: +5 Mag / +5 Wil Changes resistances: +13% darkness / +12% temporal Changes damage: +25% blight Talent granted: +1 Command Staff Maximum mana: +79.00 Spellpower: +22 (+5 eff.) Spell crit. chance: +4% Defense after a teleport: +19 Resist all after a teleport: +21% New effects duration reduction after a teleport: +21% Staves designed for wielders of magic, by the greats of the art. |
![]() Trident of the Tides (80-112 power, 20 apr) Requires: - Strength 35 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / trident ; tier 4 It must be held with both hands. Base power: 80.0 - 112.0 Uses stats: 40% Wil, 140% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +20 Crit. chance: +15.0% Attack speed: 100% When this weapon hits: Water Bolt (40% chance level 3). Damage (Melee): +20 nature / +15 cold When wielded/worn: Accuracy: +10 (+3 eff.) Changes resistances: +25% cold Changes damage: +20% cold Spell save: +18 (+3 eff.) See invisible: +2 Talent on hit(spell): Water Bolt (20% chance level 3). It can be used to activate talent Freeze (costing 14 power out of 106/150) : Effective talent level: 4.5 Power cost: 14 out of 106/150. Range: 10 Travel Speed: instantaneous Is: a spell Description: Condenses ambient water on a target, freezing it for 6 turns and damaging it for 327.65. If this is used on a friendly target the cooldown is reduced by 33%. The damage will increase with your Spellpower. The power of the tides rush through this trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() elemental orite trident of phasing (43-69 power, 43 apr) Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / trident ; tier 4 It must be held with both hands. Base power: 43.5 - 69.6 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +43 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * Create an explosion dealing 111 lightning damage (1/turn) Damage Shield penetration (this weapon only): +26% When wielded/worn: Changes resistances penetration: +35% lightning Changes damage: +34% lightning A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() orichalcum trident (53-85 power, 16 apr) Requires: - Strength 48 3.00 Encumbrance. Type: weapon / trident ; tier 5 It must be held with both hands. Base power: 53.5 - 85.6 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +16 Crit. chance: +4.0% Attack speed: 100% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() balanced voratun waraxe of enduring (39-55 power, 6 apr) Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 39.5 - 55.3 Uses stats: 40% Wil, 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% When wielded/worn: Accuracy: +15 (+4 eff.) Defense: +15 (+3 eff.) Changes stats: +15 Con / +13 Wil Disarm immunity: +47% Maximum life: +110.00 One-handed war axes. |
![]() warbringer's voratun waraxe of shearing (40-56 power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 40.0 - 56.0 Uses stats: 40% Wil, 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% When wielded/worn: Accuracy: +24 (+6 eff.) Armour penetration: +15 Physical power: +11 (+2 eff.) Changes stats: +7 Con Changes resistances penetration: +12% physical / +13% all Disarm immunity: +35% One-handed war axes. |
![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +6 Cun / +6 Wil Changes resistances: +24% lightning Changes resistances penetration: +36% blight / +25% light / +25% arcane Changes damage: +15% blight / +33% fire Damage against: +24% Summoned Reduced damage from: +33% Summoned Critical mult.: +20.00% Mana when firing critical spell: +2.90 Vim when firing critical spell: +2.90 Spellpower on spell critical (stacks up to 3 times): +12 A belt that goes around your waist. |
![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +10 (+2 eff.) Changes resistances: +6% blight Stealth bonus: +6 The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +8 Defense: +32 (+6 eff.) Changes stats: +6 Dex / +4 Con Changes resistances: +8% acid / +8% fire / +41% lightning / +8% cold Changes resistances penetration: +36% arcane / +30% fire Changes damage: +21% fire 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. |
![]() elven-silk cloak of implacability (3 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Physical save: +15 (+2 eff.) Mental save: +15 (+3 eff.) Only die when reaching: -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Requires: - Level 15 Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +7 Defense: +2 (+1 eff.) Changes stats: +3 Wil / +2 Mag Changes resistances: +13% cold Spell crit. chance: +4% 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. |
![]() wyrmwaxed elven-silk cloak of sorcery (3 def, 0 armour) Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +6 Mag / +6 Wil Changes resistances: +10% acid / +10% fire / +10% lightning / +10% cold Spell crit. chance: +8% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() sunsealed silk robe of alchemy (7 def, 7 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Armour: +7 Defense: +7 (+1 eff.) Changes stats: +8 Mag Changes resistances: +18% acid / +18% physical / +13% light / +18% cold / +18% fire / +13% darkness / +13% all Changes damage: +21% acid / +21% physical / +25% light / +21% fire / +21% cold Talent cooldown: Refit Golem (-6 turns) Maximum life: +62.00 Light radius: +4 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +13 Defense: +43 (+7 eff.) Damage when hit (Melee): 10 light Changes resistances: +10% fire / +21% mind / +11% cold Changes damage: +27% lightning / +12% light Physical save: +24 (+3 eff.) Blindness immunity: +28% Poison immunity: +28% Only die when reaching: -100.00 life A pair of boots made of leather. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +4 Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes resistances: +12% temporal Changes resistances penetration: +25% blight Changes damage: +21% blight / +6% temporal Infravision radius: +2 A pair of boots made of leather. |
![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +5 Physical crit. chance: +4.0% Armour: +14 Defense: +25 (+4 eff.) Fatigue: +3% Damage when hit (Melee): 11 physical Changes stats: +3 Str Changes resistances: +33% cold Changes damage: +15% darkness Stamina each turn: +4.04 Maximum stamina: +25.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Requires: - Level 15 Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +4 Wil / +4 Mag Mana each turn: +0.27 Maximum mana: +35.00 Spell crit. chance: +4% Movement speed: +25% A pair of boots made of leather. This item has been sent to the Item's Vault. |
![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Stamina each turn: +0.30 Maximum stamina: +10.00 Spellpower: +3 (+1 eff.) A pair of boots made of leather. |
![]() traveler's pair of voratun boots of massiveness (0 def, 5 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -6% Changes stats: +10 Str / +10 Con Changes damage: +10% physical Maximum encumbrance: +50 Physical save: +15 (+2 eff.) Size category: +1 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: +25 (+7 eff.) Armour penetration: +12 Physical crit. chance: +11.0% Armour: +9 Defense: +43 (+7 eff.) Effects on melee hit: * 28% chance to gain 10% of a turn (3/turn limit) * 28% chance to reduce damage dealt by 41% Changes stats: +4 Con Changes resistances: +8% physical Changes damage: +12% cold Mental save: +15 (+3 eff.) Stamina each turn: +4.35 Maximum life: +80.00 Maximum stamina: +40.00 When used to modify unarmed attacks: Base power: 37.0 - 40.7 Uses stats: 40% Wil, 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +13 Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 125% When this weapon hits: Battle Shout (10% chance level 5). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Requires: - Level 25 Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +8 Mental save: +12 (+2 eff.) Maximum life: +67.00 When used to modify unarmed attacks: Base power: 32.5 - 35.8 Uses stats: 40% Wil, 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +13 Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 125% When this weapon hits: Battle Shout (10% chance level 5). 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. |
![]() heroic drakeskin leather gloves of archery (0 def, 9 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +10 (+3 eff.) Armour penetration: +15 Armour: +9 Changes stats: +9 Cun / +9 Dex Mental save: +15 (+3 eff.) Maximum life: +80.00 When used to modify unarmed attacks: Base power: 36.0 - 39.6 Uses stats: 40% Wil, 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +22 Armour Penetration: +15 Crit. chance: +5.0% Attack speed: 125% When this weapon hits: Battle Shout (10% chance level 5). 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 5 cooldown : Effective talent level: 4.5 Power cost: 5 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 175% damage with a 29% 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. |
![]() Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +9 Changes stats: +6 Con Physical save: +30 (+4 eff.) Spell save: +10 (+2 eff.) Mental save: +18 (+3 eff.) Disarm immunity: +49% Maximum life: +67.00 When used to modify unarmed attacks: Base power: 39.0 - 42.9 Uses stats: 40% Wil, 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +11 Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 125% When this weapon hits: Juggernaut (10% chance level 1). When this weapon hits: Battle Shout (10% chance level 5). Damage (Melee): +23 physical Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 7 cooldown : Effective talent level: 5.5 Power cost: 7 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 36% and provides a 21% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() restful hardened leather gloves of the iron hand (0 def, 2 armour) Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Changes stats: +4 Str / +3 Wil / +4 Con Talent mastery: +0.20 Technique / Grappling Disarm immunity: +36% Life regen: +7.00 Stamina each turn: +1.30 Maximum stamina: +28.00 When used to modify unarmed attacks: Base power: 18.0 - 19.8 Uses stats: 40% Wil, 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 125% When this weapon hits: Disarm (10% chance level 3). When this weapon hits: Nightmare (10% chance level 3). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() spellstreaming drakeskin leather gloves of magic (+6) (0 def, 3 armour) Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Changes stats: +6 Mag Changes damage: +9% arcane Mana each turn: +0.40 Spellpower: +16 (+4 eff.) Spell crit. chance: +9% When used to modify unarmed attacks: Base power: 26.5 - 29.2 Uses stats: 40% Wil, 40% Cun, 40% Dex, 40% Str 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: Elemental Bolt (10% chance level 5). Damage (Melee): +38 arcane Damage (radius 2) on crit: +15 arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +10% lightning / +10% cold Changes damage: +10% lightning / +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. It can be used to activate talent Call Lightning (costing 4 power out of 30/30) : Effective talent level: 2.5 Power cost: 4 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 137.16 to 411.47 lightning damage (274.31 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
![]() Requires: - Level 15 Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Defense: +15 (+3 eff.) Fatigue: +1% Changes resistances: +6% lightning / +7% temporal / +30% acid / +9% cold Confusion immunity: +20% A cap made of leather. This item has been sent to the Item's Vault. |
![]() cleansing drakeskin leather cap of ire (0 def, 5 armour) Infused by arcane disrupting forces Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +6 Str / +6 Con Changes resistances: +14% nature / +15% blight Physical save: +15 (+2 eff.) Mental save: +15 (+3 eff.) It can be used to activate talent Battle Cry, placing all other charms into a 7 cooldown : Effective talent level: 3.5 Power cost: 7 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 6, lowering their Defense by 24 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
![]() drakeskin leather cap of precognition (11 def, 5 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Accuracy: +11 (+3 eff.) Armour: +5 Defense: +11 (+2 eff.) Fatigue: +5% Effects when hit in melee: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +10 Cun A cap made of leather. |
![]() drakeskin leather cap of sanctity (0 def, 5 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes resistances: +15% blight / +15% darkness Spell save: +15 (+3 eff.) Mental save: +13 (+2 eff.) Activating this item is instant. It can be used to activate talent Circle of Sanctity, placing all other charms into a 7 cooldown : Effective talent level: 5.5 Power cost: 7 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 4 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 26 light damage to everyone else who enters. The circle lasts 6 turns. A cap made of leather. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Str A cap made of leather. |
![]() impenetrable voratun mail armour of acid resistance (5 def, 21 armour) Requires: - Heavy armour training - Strength 48 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +21 Defense: +5 (+1 eff.) Fatigue: +12% Changes resistances: +30% acid A suit of armour made of mail. |
![]() impenetrable voratun mail armour of natural resilience (5 def, 28 armour) Requires: - Heavy armour training - Strength 48 Infused by arcane disrupting forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +28 Defense: +5 (+1 eff.) Fatigue: +12% Changes resistances: +18% nature / +20% blight Reduced damage from: +12% Unnatural A suit of armour made of mail. |
![]() Requires: - Strength 20 Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour penetration: +20 Physical crit. chance: +10.0% Armour: +16 Defense: +43 (+7 eff.) Fatigue: +8% Effects on melee hit: * 23% chance to reduce strength, dexterity, and constitution by 31 Changes stats: +12 Dex / +10 Cun / +4 Con Changes resistances: +10% mind / +24% acid Physical save: +6 (+1 eff.) Mental save: +24 (+4 eff.) Stamina each turn: +1.50 Activating this item is instant. It can be used to activate talent Second Wind, placing all other charms into a 8 cooldown : Effective talent level: 5.5 Power cost: 8 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 542 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. This item has been sent to the Item's Vault. |
![]() cleansing rough leather armour of lightning resistance (3 def, 2 armour) Requires: - Strength 10 Infused by arcane disrupting forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+1 eff.) Fatigue: +6% Changes resistances: +12% blight / +12% nature / +18% lightning A suit of armour made of leather. |
![]() Requires: - Strength 18 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +12 Defense: +12 (+2 eff.) Fatigue: +8% Changes resistances: +8% acid / +9% cold Allows you to breathe in: water A suit of armour made of leather. |
![]() rejuvenating rough leather armour of Eyal (3 def, 2 armour) 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% Life regen: +6.20 Stamina each turn: +0.90 Maximum life: +26.00 Healing mod.: +12% 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 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+1 eff.) Fatigue: +6% Changes resistances: +15% lightning A suit of armour made of leather. |
![]() fortifying voratun plate armour of thunder (0 def, 16 armour) Requires: - Massive armour training - Strength 60 Powered by arcane forces Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Physical power: +25 (+5 eff.) Armour: +16 Fatigue: +22% Changes stats: +17 Str / +10 Mag / +10 Wil / +7 Con Changes resistances: +20% lightning Maximum life: +97.00 Spellpower: +20 (+5 eff.) Spell crit. chance: +9% Mindpower: +23 (+4 eff.) Mental crit. chance: +8% A suit of armour made of metal plates. |
![]() Requires: - Shield usage training - Cunning 28 Infused by nature Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 58.0 - 69.6 Uses stats: 40% Wil, 100% Str Damage type: Fire Mastery: Weapons Mastery Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +220 When wielded/worn: Armour: +9 Defense: +16 (+3 eff.) Ranged Defense: +15 (+3 eff.) Fatigue: +20% Damage when hit (Melee): 17 fire On shield block: * 30% chance that you'll breathe fire in a cone at the attacker (if within range 6). This can only occur up to 4 times per turn. Changes resistances: +35% fire Damage affinity(heal): +15% fire Talent granted: +1 Block Special effect on block: 30% chance that you'll breathe fire in a cone at the attacker (if within range 6). This can only occur up to 4 times per turn. This large shield was made using scales of many fire drakes from the lost land of Tar'Eyal. |
![]() Requires: - Shield usage training - Cunning 48 Powered by arcane forces Crafted by a master Infused by psionic forces 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 67.5 - 81.0 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +262 On weapon hit: * 30% chance to slow global speed by 81% Damage (Melee): +30 physical / +20 light / +4 fire / +20 darkness When wielded/worn: Armour: +28 Defense: +10 (+2 eff.) Fatigue: +8% Changes stats: +11 Mag / +6 Wil / +7 Cun Changes resistances: +20% physical / +17% light / +26% cold / +12% nature / +20% darkness Changes damage: +18% light / +20% darkness Talent granted: +1 Block Teleport immunity: +20% Slows Projectiles: +40% Bonus block near projectiles: +110 Handheld deflection devices. |
![]() Requires: - Shield usage training - Cunning 37 Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 48.0 - 57.6 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +320 When wielded/worn: Armour: +18 Armour Hardiness: +20% Defense: +20 (+4 eff.) Ranged Defense: +10 (+2 eff.) Fatigue: +30% Talent granted: +1 Block This shield made of the darkest stralite is huge, heavy and very solid. |
![]() Requires: - Shield usage training - Cunning 24 Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 47.0 - 56.4 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +10.5% Block value: +131 Damage (Melee): +15 lightning Damage (radius 2) on crit: +24 mind When wielded/worn: Accuracy: +30 (+8 eff.) Armour penetration: +4 Armour: +24 Defense: +25 (+4 eff.) Fatigue: +8% Damage when hit (Melee): 16 lightning / 8 blight Changes stats: +6 Str / +4 Dex Changes resistances: +16% lightning Talent granted: +1 Block Handheld deflection devices. |
![]() Requires: - Shield usage training - Cunning 11 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 10.0 - 12.0 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.5% Block value: +23 When wielded/worn: Armour: +2 Fatigue: +8% Talent granted: +1 Block Handheld deflection devices. |
![]() Requires: - Shield usage training - Cunning 11 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 8.5 - 10.2 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.5% Block value: +42 When wielded/worn: Armour: +3 Fatigue: +8% Talent granted: +1 Block Handheld deflection devices. |
![]() reinforced stralite shield of patience (0 def, 16 armour, 48-57 power, 215.5 block) Requires: - Shield usage training - Cunning 35 Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 48.0 - 57.6 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +215 When wielded/worn: Armour: +16 Fatigue: +8% Changes resistances: +18% temporal Talent granted: +1 Block Activating this item is instant. It can be used to activate talent Temporal Shield, placing all other charms into a 7 cooldown : Effective talent level: 4.5 Power cost: 7 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell and usable during Aether Avatar Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (426) is absorbed, or the time runs out (9 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). The shield's max absorption will increase with your Spellpower. Handheld deflection devices. |
![]() Requires: - Shield usage training - Cunning 24 Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 30.5 - 36.6 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.5% Block value: +79 When wielded/worn: Accuracy: +8 (+2 eff.) Armour: +6 Fatigue: +8% Changes stats: +3 Str / +3 Dex Talent granted: +1 Block Maximum life: +59.00 Handheld deflection devices. |
![]() Requires: - Dexterity 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Base power: 76.5 - 107.1 Uses stats: 40% Wil, 50% Str, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +18 Crit. chance: +26.0% Capacity: 54 On weapon hit: * 25% chance to slow global speed by 81% * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 276 physical damage On weapon crit: * Wound the target dealing 386 physical damage across 5 turns and reducing healing by 50% Travel speed: +200% Damage (Ranged): +16 cold Damage (radius 1) on hit: +16 nature / +12 cold Damage (radius 2) on crit: +16 mind When wielded/worn: Ammo reloads per turn: +8 Arrows are used with bows to pierce your foes to death. |
![]() arcing quiver of elven-wood arrows of annihilation (17/17, 59-82 power, 29 apr) Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Base power: 59.0 - 82.6 Uses stats: 40% Wil, 70% Dex, 50% Str Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +29 Crit. chance: +13.5% Capacity: 17 On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 111 damage Travel speed: +200% Arrows are used with bows to pierce your foes to death. |
![]() 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 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 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 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 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: 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 arcane forces 0.10 Encumbrance. [Unique] Type: gem / demonic ; tier 5 When carried: Damage when hit (Melee): 34 healing Mental save: -18 (-3 eff.) Life regen: -2.00 Light radius: -2 Healing mod.: -50% When used to imbue an object: Physical power: +12 (+2 eff.) Damage when hit (Melee): 34 darkness Changes damage: +9% all Grants telepathy: Demon/Major Demon/Minor Spellpower: +16 (+4 eff.) Infravision radius: +3 See invisible: +14 Healing mod.: +50% Latent Damage Type: Shadowflame A small rock that seems from beyond this world, vibrating with a fierce energy. It feels warped and terrible and evil... and yet oh so powerful. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +7 Physical power: +8 (+2 eff.) Changes stats: +2 Str Critical mult.: +15.00% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour: +3 Defense: +5 (+1 eff.) Changes stats: +1 Str Changes resistances: +6% physical 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 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all 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 (+3 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() ethereal dwarven lantern of the moons Powered by arcane forces 0.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +8 Mag Changes resistances: +15% light Changes damage: +10% darkness Damage affinity(heal): +5% darkness Spellpower: +17 (+4 eff.) Light radius: +7 Infravision radius: +5 It can be used to activate talent Moonlight Ray, placing all other charms into a 2 cooldown : Effective talent level: 5.5 Power cost: 2 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 259.99 damage. The damage dealt will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 1.00 Encumbrance. [Plot Item] Type: misc / misc An athame, covered in blood runes. It radiates power. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Changes resistances: -12% all / +15% temporal Changes damage: +10% all / +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 entropy) Activation costs 5 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. |
![]() 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 5 power out of 25/25) : Effective talent level: 4.5 Power cost: 5 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 29 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 arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 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 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. |
![]() Infused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
![]() 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% 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% 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% 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 45 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 1143.88 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 48 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 51.5 - 61.8 Uses stats: 40% Wil, 50% Cun, 70% Dex Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +7.0% Capacity: 21 Travel speed: +339% Damage (Ranged): +33 cold / +32 light / +33 physical Damage (radius 1) on hit: +33 physical Damage (radius 2) on crit: +15 cold / +33 darkness / +33 physical When wielded/worn: Ammo reloads per turn: +6 Shots are used with slings to pummel your foes to death. |
![]() Requires: - Dexterity 11 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 15.0 - 18.0 Uses stats: 40% Wil, 70% Dex, 50% Cun Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 Crit. chance: +4.0% Capacity: 23 On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 111 damage Damage (Ranged): +6 light Damage against: +5% Undead Shots are used with slings to pummel your foes to death. |
![]() Requires: - Dexterity 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 42.5 - 51.0 Uses stats: 40% Wil, 50% Cun, 70% Dex Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +15.0% Capacity: 20 On weapon hit: * 20% chance to create vines that bind the target to the ground dealing 362 nature damage and pinning them for 3 turns On weapon crit: * Wound the target dealing 386 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. This item has been sent to the Item's Vault. |
![]() barbed pouch of stralite shots of daylight (18/18, 48-57 power, 5 apr) Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 48.0 - 57.6 Uses stats: 40% Wil, 70% Dex, 50% Cun Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +18.5% Capacity: 18 On weapon crit: * Wound the target dealing 386 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +17 light Damage against: +25% Undead Shots are used with slings to pummel your foes to death. |
![]() Requires: - Dexterity 35 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 51.0 - 61.2 Uses stats: 40% Wil, 70% Dex, 50% Cun Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +17.5% Capacity: 19 On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns On weapon crit: * Wound the target dealing 386 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
![]() Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 69.0 - 82.8 Uses stats: 40% Wil, 70% Dex, 50% Cun Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +25 Armour Penetration: +6 Crit. chance: +19.0% Capacity: 22 On weapon crit: * Wound the target dealing 386 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
![]() Requires: - Dexterity 11 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 16.0 - 19.2 Uses stats: 40% Wil, 70% Dex, 50% Cun Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 Crit. chance: +4.0% Capacity: 22 Shots are used with slings to pummel your foes to death. |
![]() focusing stralite torque of gale force [power 370] (4 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 It can be used to project a gust of wind in a cone knocking all creatures back 12 spaces and dealing 453 physical damage Activation puts all charms on cooldown for 4 turns. When used: * Reduce 3 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
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...? |
![]() extending dragonbone wand of shielding [power 554] (5 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 It can be used to create a shield absorbing up to 554 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 5 turns. When used: * Increase the duration of 3 beneficial effects by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 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 7 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 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all 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% 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 faazythe2nd the Yeek Skirmisher level 81
45th Dusk 122nd year of Ascendancy at 01:15 see stats
By faazythe2nd the Yeek Skirmisher level 116
60th Dusk 122nd year of Ascendancy at 06:23 see stats
By faazythe2nd the Yeek Skirmisher level 80
43rd Dusk 122nd year of Ascendancy at 03:43 see stats
By faazythe2nd the Yeek Skirmisher level 101
58th Dusk 122nd year of Ascendancy at 19:29 see stats
By faazythe2nd the Yeek Skirmisher level 92
51st Dusk 122nd year of Ascendancy at 21:27 see stats
By faazythe2nd the Yeek Skirmisher level 87
49th Dusk 122nd year of Ascendancy at 01:02 see stats
By faazythe2nd the Yeek Skirmisher level 72
40th Dusk 122nd year of Ascendancy at 12:59 see stats
By faazythe2nd the Yeek Skirmisher level 55
6th Dusk 122nd year of Ascendancy at 00:43 see stats
By faazythe2nd the Yeek Skirmisher level 62
16th Dusk 122nd year of Ascendancy at 00:52 see stats
By faazythe2nd the Yeek Skirmisher level 62
8th Dusk 122nd year of Ascendancy at 10:03 see stats
By faazythe2nd the Yeek Skirmisher level 106
58th Dusk 122nd year of Ascendancy at 20:02 see stats
By faazythe2nd the Yeek Skirmisher level 10
79th Pyre 122nd year of Ascendancy at 01:31 see stats
By faazythe2nd the Yeek Skirmisher level 20
2nd Summertide 122nd year of Ascendancy at 11:15 see stats
By faazythe2nd the Yeek Skirmisher level 30
4th Flare 122nd year of Ascendancy at 02:32 see stats
By faazythe2nd the Yeek Skirmisher level 40
9th Flare 122nd year of Ascendancy at 02:30 see stats
By faazythe2nd the Yeek Skirmisher level 50
3rd Dusk 122nd year of Ascendancy at 03:13 see stats
By faazythe2nd the Yeek Skirmisher level 52
5th Dusk 122nd year of Ascendancy at 06:01 see stats
By faazythe2nd the Yeek Skirmisher level 20
2nd Summertide 122nd year of Ascendancy at 14:19 see stats
By faazythe2nd the Yeek Skirmisher level 17
5th Mirth 122nd year of Ascendancy at 07:34 see stats
By faazythe2nd the Yeek Skirmisher level 89
49th Dusk 122nd year of Ascendancy at 03:03 see stats
By faazythe2nd the Yeek Skirmisher level 42
1st Dusk 122nd year of Ascendancy at 00:27 see stats
By faazythe2nd the Yeek Skirmisher level 46
2nd Dusk 122nd year of Ascendancy at 06:01 see stats
By faazythe2nd the Yeek Skirmisher level 28
3rd Flare 122nd year of Ascendancy at 23:20 see stats
By faazythe2nd the Yeek Skirmisher level 78
42nd Dusk 122nd year of Ascendancy at 15:50 see stats
Log
Saving done.
Talent Bombardment is ready to use.
You transfer enraging voratun amulet of soulsearing to the online item's vault.
Saving done.
Saving game...
Saving done.
Faazythe2nd feels pain again.
Talent Track is ready to use.
Faazythe2nd uses Track.
You transfer Rhiranik the Tundratreason (25 def, 23 armour) to the online item's vault.
Saving done.
Saving game...
Faazythe2nd stops regenerating health quickly.
Saving done.
You transfer Glory of the Pride to the online item's vault.
Saving done.
Saving game...
Saving done.
You transfer Eldoral Last Resort to the online item's vault.
Saving done.
Saving game...
Saving done.
Talent Infusion: Regeneration is ready to use.