Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Genuine Veteran 1.6.6A Combat Veteran tree rework, because the base tree isn't very attractive. Full details in the forum thread. Quick Recovery: Quick Recovery and Fast Metabolism merged. Lifegain scales with CON. This version has seen a complete playthrough main AoA campaign on insane roguelike without major issues, however it's still being tested and subject to change. This addon overloads the combat techniques tree, and is therefore incompatible with any addon or future versions which change that file. 0.9.5: Tooltips clarified, small numerical adjustments. Phantom Warrior Class 1.7.0Introduce Phantom Warrior, a two-handed chronomancy class. Class trees: Generic trees: Known problems: This class is originally inspired by Phantom Lancer from Dota 2. Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Mirrorblade 1.7.2Adds the Mirrorblade, a chronomancer that calls upon his temporal twin. Unlike Temporal Wardens, Mirrorblades train exclusively with melee weapons, and only ever call upon one other timeline for aid. However, this specialized training has resulted in an extremely effective paired combat style. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Shaman 1.6.7DescriptionThis addon adds the Shaman as a playable class. Shamans are masters of elemental magic attacks, mindpower based summons, or good old fashioned melee weapons. Shamans use both their weapon sets and are encouraged to switch during the battle to adapt to every situation. They start with the Shaman's Path talent, a passive that gives them bonus adapted to their weapon sets of choice. 6 unique class trees (3 locked) : 2 unique generic trees : With the exception of 4 talents, Shaman talents can appear on NPC. DisclaimerThis is my first addon and first coding project, I can promise I tested this addon as best I could, but that does not mean it is without bugs. Please report any bugs you find and I will endeavor to fix them ;) If possible, please take discussions and bugs report to the forum thread I will make. CreditsNefigah for loving the Shaman idea and helping me more than a little with the coding. Chewbacca for testing Shaman maybe more than me. Micbran for correcting my bad english. Rexorcorum for the pretty awesome spirits and totems tiles. Orange because his name is lucky :frog: :robot:. http://game-icons.net/ for all the icons. In advance, whoever tries this out and gives me feedback so I can continue to improve it ! Changelog1.0.8 : - updated bark armor and yeti totem description to fit new crit shrug behavior (main game 1.6 changes) 1.0.7 : - nerfed snake/boar fetishes damage (turns out reapplying DoT so much gives way too big numbers) 1.0.6 : - nerfed bark armor shield at low TL/STR 1.0.5 : - Added an option for legacy spirit tiles due to popular request. Found under Game Options --> Shaman, enabling will display old spirit tiles (need to resummon the spirits) 1.0.4 : - Fixed fetish targeting not working if you aimed beyond their range 1.0.3 : - Elemental Spirits description fixed (was incorrectly stating it used raw levels) 1.0.2 : - Last tiles added, say hello to the new spirits ! 1.0.1 : tiles added for Wyrm totem and Bones totem. Shaman path correctly given to everyone at birth. Updated shaman path description to reflect the scaling. Items Vault 1.7.0Donators/Buyers bonus! Proper Possession 1.7.0
Frequently Asked Questions: Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Frost Invoker 1.7.0Adds the Frost Invoker, a mage subclass. The Frost Invoker is a Cold-focused caster and unarmed fighter. Their primary stats are Magic and Dexterity. Generic: Frozen Core: Unarmed training with 40/80 Mag/Dex dam mods, and utility. Class: Hail: Offensive spells which can reduce the cd of Artic talents. Locked: Blizzard: Defense and debuffs focused on a single AoE spell. Talent icons from https://game-icons.net Necromancy+ 1.7.2Features: Spell/Charnel - class category available to Necromancer only. Tweaked Categories: Spell/Advanced Necrotic Minions Spell/Necrotic Minions Spell/Necrosis Spell/Shades Tweaked the talent levels granted by Blighted Summoning. Also adds in a new class called the Spiritmancer: The dead do not always rest easy, even free from fell influences. Categories: Karma Life Giver Ghosts Dawn Justice Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
White Monk 1.7.0Adds 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. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Normal Roguelike |
Sex | Male |
Race | Thalore |
Class | White Monk |
Level / Exp | 50 / 849% |
Size | big |
Lifes / Deaths | Killed by Ace's Inner Demon at level 50 on the 40th Regrowth 126th year of Ascendancy at 19:25 / 1 |
Antimagic | Follower |
Primary Stats
Strength | 168 (base 60) |
Dexterity | 129 (base 60) |
Constitution | 115 (base 51) |
Magic | 25 (base 13) |
Willpower | 109 (base 49) |
Cunning | 72 (base 16) |
Resources
Life | -152/2076 |
Stamina | 13/494 |
Equilibrium | 30 |
Healing Factor | 2.2230383117837 |
Regeneration | 94.771742771809 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +43% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 5 |
See Stealth | 39.286009934143 |
See Invisible | 48.286009934143 |
Offense: Barehand
Damage | 173 |
Accuracy | 74 |
Crit Chance | 50% |
APR | 37 |
Speed | 1.00 |
Offense: Spell
Spellpower | 22 |
Crit Chance | 21% |
Speed | 1 |
Offense: Mind
Mindpower | 64 |
Crit Chance | 21% |
Speed | 1 |
Offense: Damage Bonus
Mind | +13% |
Temporal | +5% |
All | +2% |
Physical | +23% |
Cold | +9% |
Nature | +37% |
Offense: Damage Penetration
Physical | 0% |
Mind | +20% |
All | 0% |
Defense: Base
Armour (hardiness) | 59.737706449288 (77.155997060385%) |
Defense | 86 |
Ranged Defense | 86 |
Fatigue | 0 |
Physical Save | 95 |
Spell Save | 42 |
Mental Save | 52 |
Defense: Resistances
Acid | + 33%( 70%) |
Blight | + 61%( 70%) |
Arcane | + 26%( 70%) |
Cold | + 29%( 70%) |
All | + 22%( 70%) |
Physical | + 41%( 70%) |
Lightning | + 45%( 70%) |
Light | + 31%( 70%) |
Temporal | + 29%( 70%) |
Mind | + 29%( 70%) |
Darkness | + 26%( 70%) |
Fire | + 22%( 70%) |
Nature | + 65%( 70%) |
Defense: Immunities
Stun Resistance | 50% |
Instadeath Resistance | 100% |
Disarm Resistance | 88% |
Pinning Resistance | 20% |
Poison Resistance | 10% |
Knockback Resistance | 100% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 820 life over 5 turns. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 890% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 41% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 973 life over 5 turns. Its effects scale with your Strength stat. |
Class Talents
Cunning / Tactical | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Mending | 1.30 |
| 5/5 |
| 3/5 |
| 2/5 |
| 1/5 |
Technique / Martial Arts | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Technique / Black Belt | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 5/5 |
Technique / Agile Combatant | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Rending | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 4/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 3/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Fending | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Wild-gift / Antimagic | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Wild-gift / Fungus | 1.00 |
| 5/5 |
| 3/5 |
| 3/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Daikara. Escort: injured seer (level 2 of Daikara)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Heart of the Gloom. Escort: lost warrior (level 1 of Heart of the Gloom)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: repented thief (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Dreadfell. Escort: worried loremaster (level 1 of Dreadfell)As a reward you improved Constitution by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Dreadfell. Escort: worried loremaster (level 2 of Dreadfell)As a reward you improved Constitution by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Dreadfell. Escort: worried loremaster (level 3 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 4 of Dreadfell. Escort: worried loremaster (level 4 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Dreaming One. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 1936. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Agrimley the hermit. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of the fox. Stire of Derth has completed an elixir of avoidance without your aid. You have aided Marus of Elvala in creating an elixir of mysticism. Marus of Elvala has completed an elixir of the savior without your aid. Agrimley the hermit has completed an elixir of explosive force without your aid. You have aided Agrimley the hermit in creating an elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of brawn. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived too late. The place has been drained of its power and the sorcerers have left. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | 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 have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
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 Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Unbreakable Greaves (8 def, 20 armour) Unbreakable Greaves (8 def, 20 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +20 Armour Hardiness: +20% Defense: +8 (+2 eff.) Fatigue: +12% Changes stats: +20 Str / -6 Dex / +10 Con Changes resistances: +15% acid / +15% physical Changes damage: +15% physical Knockback immunity: +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
On hands | voratun gauntlets 'Loryrach' (0 def, 3 armour) voratun gauntlets 'Loryrach' (0 def, 3 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +15 Armour: +3 Fatigue: +5% Damage (Melee): 15 cold Changes stats: +9 Dex / +9 Cun / +11 Con Changes resistances: +10% cold / +6% arcane / +9% temporal Changes damage: +7% cold Critical mult.: +10.00% Physical save: +59 (+11 eff.) Spell save: +20 (+7 eff.) Mental save: +18 (+6 eff.) Poison immunity: +10% Disarm immunity: +88% Only die when reaching: -80.00 life Healing mod.: +5% When used to modify unarmed attacks: Base power: 27.5 - 38.5 Uses stats: 60% Wil, 60% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +11 Armour Penetration: +22 Crit. chance: +10.0% Attack speed: 100% When this weapon hits: Ice Breath (10% chance level 5). When this weapon hits: Perfect Strike (15% chance level 5). When this weapon hits: Juggernaut (20% chance level 2). Damage (Melee): +55 physical Damage (radius 2) on crit: +12 ice Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 4.0 Power cost: 30 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 31% and provides a 17% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
On head | warlord's voratun helm of the bounder (0 def, 5 armour) warlord's voratun helm of the bounder (0 def, 5 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical power: +9 (+1 eff.) Armour: +5 Fatigue: +5% Changes stats: +13 Str / +7 Dex / +6 Wil Changes resistances: +10% physical Physical save: +9 (+2 eff.) It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 1165.3 Physical damage. If the attack hits, the target is confused (47% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | Tree of Life Tree of LifeInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +7 Wil / +6 Con Changes resistances: +20% blight / +20% nature Changes damage: +20% nature Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony Mindpower: +7 (+2 eff.) Healing mod.: +25% Heals all nearby living creatures by 5 points each turn. Activating this item is instant. It can be used to take root increasing health by 300, armor by 20, and armor hardiness by 20%% but rooting you in place for 4 turns Activation costs 10 power out of 9/15. This small tree-shaped totem is imbued with powerful healing energies. |
On fingers | Lashing Ring of Destruction Lashing Ring of DestructionInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+4 eff.) Effects on melee hit: * 24% chance to slow global speed by 65% * 18% chance to reduce all saves and defense by 37 Damage (Melee): 35 physical Effects on ranged hit: * 20% chance to reduce all saves and defense by 37 Damage (Ranged): 21 physical Changes stats: +10 Dex / +8 Wil / +28 Cun / +12 Con Changes resistances: +12% light / +6% nature Changes damage: +6% physical Physical save: +20 (+4 eff.) Equilibrium when hit: +0.12 Hate when firing a critical mind attack: +3.00 Only die when reaching: -20.00 life Maximum hate: +15.00 Mindpower: +12 (+3 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 4.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
On fingers | Writhing Ring of the Hunter Writhing Ring of the HunterPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Talent granted: +1 I Can Carry The World! You have set the ring to grant you I Can Carry The World!! A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
Around neck | Cleansereign CleansereignInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -8% Effects on melee hit: * 20% chance to slow global speed by 65% * 20% chance to reduce all saves and defense by 37 Damage when hit (Melee): 2 nature Changes stats: +10 Str / +25 Dex / +9 Wil / +8 Cun / +9 Con Changes resistances: +9% mind / +9% nature Changes damage: +3% temporal Life regen: +4.00 Stamina each turn: +1.40 Movement speed: +10% Amulets make your neck look great! |
Main armor | rejuvenating drakeskin leather armour of Eyal (20 def, 8 armour) rejuvenating drakeskin leather armour of Eyal (20 def, 8 armour)Requires: - Strength 20 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +20 (+4 eff.) Fatigue: +8% Life regen: +12.70 Stamina each turn: +1.60 Maximum life: +61.00 Healing mod.: +17% A suit of armour made of leather. |
Light source | nightwalker's dwarven lantern of focus nightwalker's dwarven lantern of focusInfused by nature Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +8 (+1 eff.) Changes stats: +11 Wil Changes damage: +11% mind Critical mult.: +17.00% Light radius: +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Cloak | elven-silk cloak 'Treefist' (31 def, 0 armour) elven-silk cloak 'Treefist' (31 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +31 (+7 eff.) Damage when hit (Melee): 4 nature Changes stats: +2 Str Changes resistances: +20% blight / +20% nature / +6% darkness Changes resistances penetration: +20% mind Changes damage: +15% nature Physical save: +42 (+8 eff.) Mental save: +15 (+5 eff.) Life regen: +9.00 Only die when reaching: -50.00 life Mindpower: +15 (+4 eff.) See invisible: +9 Healing mod.: +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around waist | Lightning Catcher Lightning CatcherInfused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Fatigue: +5% Changes resistances: +30% lightning Stun/Freeze immunity: +30% Taking lightning damage or making critical hits builds 2 energy charges, which give you +5% lightning damage and +1 to all stats. The charges decay at a rate of 1 per turn. Max 10 charges. A fine mesh of metal threads held together by a sturdy chain. Sparks dance across it. |
Inventory
This item will automatically be transmogrified when you leave the level. movement infusion (speed 757%; cd 8)movement infusion (speed 757%; cd 8) 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: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 757% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. 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. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
Ancient Tome titled 'Gems and their uses' Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! |
This item will automatically be transmogrified when you leave the level. Airblack the voratun amuletAirblack the voratun amulet Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +10 Defense: +10 (+2 eff.) Damage when hit (Melee): 6 mind Changes stats: +8 Str / +4 Wil Changes resistances: +18% blight / +6% light Changes resistances penetration: +25% lightning Spell save: +12 (+4 eff.) Silence immunity: +22% Life regen: +4.31 Amulets make your neck look great! |
Garkul's Teeth Garkul's TeethCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Changes stats: +10 Str / +6 Con Talent masteries: +0.10 Technique / Berserker's strength +0.10 Technique / Bloodthirst +0.10 Technique / Warcries +0.10 Technique / Two-handed assault Physical save: +18 (+4 eff.) Mental save: +18 (+6 eff.) Pinning immunity: +100% It can be used to activate talent Shattering Shout (costing 10 power out of 48/48) : Effective talent level: 4.0 Power cost: 10 out of 48/48. Range: melee/personal Travel Speed: instantaneous Description: Release a powerful shout, doing 411.19 physical damage in a radius 7 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 10 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Glory of the Pride Glory of the PrideCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+3 eff.) Physical power: +10 (+2 eff.) Armour: +10 Armour Hardiness: +20% Defense: +5 (+1 eff.) Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 (+8 eff.) Confusion immunity: +50% Maximum mana: -40.00 Maximum stamina: +40.00 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
steel ring steel ring0.10 Encumbrance. Type: jewelry / ring ; tier 2 Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level. plaguebringer's dwarven-steel battleaxe of daylight (30-46 power, 2 apr)plaguebringer's dwarven-steel battleaxe of daylight (30-46 power, 2 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 30.5 - 45.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 3). On weapon hit: * 13% chance to reduce strength, dexterity, and constitution by 13 Damage (Melee): +9 blight / +13 light Damage against: +20% Undead When wielded/worn: Disease immunity: +27% Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. stormbringer's steel battleaxe of rage (24-35 power, 2 apr)stormbringer's steel battleaxe of rage (24-35 power, 2 apr) Requires: - Strength 16 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 23.5 - 35.2 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% Damage (radius 2) on crit: +26 lightning / +21 cold When wielded/worn: Accuracy: +13 (+3 eff.) Changes stats: +7 Str Changes resistances penetration: +19% lightning / +16% cold Changes damage: +12% physical Movement speed: +38% Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. truestriking stralite dagger (27-35 power, 9 apr)truestriking stralite dagger (27-35 power, 9 apr) Requires: - Dexterity 35 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 27.0 - 35.1 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: Accuracy: +18 (+5 eff.) Armour penetration: +8 Changes resistances penetration: +10% physical Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. truestriking stralite dagger of the mystic (31-40 power, 9 apr)truestriking stralite dagger of the mystic (31-40 power, 9 apr) Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 31.0 - 40.3 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: Accuracy: +18 (+5 eff.) Armour penetration: +10 Changes stats: +6 Mag / +6 Wil Changes resistances penetration: +10% physical Spellpower: +11 (+6 eff.) Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. chilling iron greatsword of daylight (15-24 power, 1 apr)chilling iron greatsword of daylight (15-24 power, 1 apr) Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 15.0 - 24.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% Damage (Melee): +12 light / +12 cold Damage against: +12% Undead Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. elemental dwarven-steel greatsword of massacre (50-79 power, 2 apr)elemental dwarven-steel greatsword of massacre (50-79 power, 2 apr) Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 49.5 - 79.2 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * Create an explosion dealing 34 cold damage (1/turn) When wielded/worn: Changes resistances penetration: +24% cold Changes damage: +19% cold Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. elemental stralite greatsword of shearing (47-75 power, 3 apr)elemental stralite greatsword of shearing (47-75 power, 3 apr) Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 47.0 - 75.2 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * Create an explosion dealing 34 fire damage (1/turn) When wielded/worn: Accuracy: +30 (+7 eff.) Armour penetration: +17 Changes resistances penetration: +14% all / +23% fire Changes damage: +31% fire Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. blazebringer's dragonbone longbow of dampeningblazebringer's dragonbone longbow of dampening Requires: - Dexterity 48 - Talent Shoot Infused by nature Infused by arcane disrupting forces 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +10 Damage (radius 2) on crit: +122 fire When wielded/worn: Changes resistances: +21% acid / +17% lightning / +21% cold / +18% fire / +6% all Changes resistances penetration: +30% fire Spell save: +20 (+7 eff.) Global speed: +15% Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. keeper's dragonbone longbow of true flightkeeper's dragonbone longbow of true flight Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +10 When wielded/worn: Accuracy: +12 (+3 eff.) Physical crit. chance: +18.0% Changes resistances penetration: +12% physical / +14% temporal Changes damage: +23% physical / +23% temporal Talent cooldown: Arrow Stitching (-1 turn) Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. mage-hunter's dragonbone longbow of true flightmage-hunter's dragonbone longbow of true flight Requires: - Dexterity 48 - Talent Shoot Infused by arcane disrupting forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +10 When wielded/worn: Accuracy: +18 (+5 eff.) Physical crit. chance: +15.0% Effects on ranged hit: * 29 arcane resource burn Changes stats: +6 Cun / +8 Wil Talent mastery: +0.15 Wild-gift / Antimagic Mindpower: +17 (+5 eff.) Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. honing living mindstar of gales (17-19 power, 40 apr, mind damage)honing living mindstar of gales (17-19 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 17.0 - 18.7 Uses stats: 50% 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: Defense: +27 (+6 eff.) Changes stats: +4 Cun / +2 Wil Changes resistances: +7% physical Changes resistances penetration: +6% physical Changes damage: +12% lightning / +11% cold / +10% physical Talent granted: +1 Attune Mindstar Pinning immunity: +40% Mindpower: +10 (+3 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. |
This item will automatically be transmogrified when you leave the level. imbued dragonbone magestaff of channeling (30-36 power, 6 apr, fire element)imbued dragonbone magestaff of channeling (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 stat: 80% Mag 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% fire Talent granted: +1 Command Staff Mana each turn: +0.42 Spellpower: +32 (+16 eff.) Spell crit. chance: +5% Talent on hit(spell): Fireflash (10% chance level 4). It can be used to channel mana (increasing mana regeneration by 2000% for 5 turns) Activation puts all charms on cooldown for 30 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. lifebinding dragonbone vilestaff (30-36 power, 6 apr, fire element)lifebinding dragonbone vilestaff (30-36 power, 6 apr, fire element) Requires: - Magic 48 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag 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: +5 Con Changes damage: +30% fire Talent granted: +1 Command Staff Life regen: +1.40 Spellpower: +22 (+11 eff.) Spell crit. chance: +5% Healing mod.: +25% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. elemental orichalcum trident of projection (53-85 power, 16 apr)elemental orichalcum trident of projection (53-85 power, 16 apr) Requires: - Strength 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / trident ; tier 5 It must be held with both hands. Base power: 53.0 - 84.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +16 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * Projects up to 5 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) * Create an explosion dealing 34 cold damage (1/turn) When wielded/worn: Changes resistances penetration: +14% cold Changes damage: +40% cold A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
This item will automatically be transmogrified when you leave the level. acidic voratun waraxe of ruin (40-55 power, 6 apr)acidic voratun waraxe of ruin (40-55 power, 6 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 39.5 - 55.3 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 56 damage over 5 turns and reducing armor and accuracy by 7 When wielded/worn: Armour penetration: +12 Physical crit. chance: +14.0% Critical mult.: +25.00% One-handed war axes. |
This item will automatically be transmogrified when you leave the level. chilling steel waraxe of corruption (12-17 power, 3 apr)chilling steel waraxe of corruption (12-17 power, 3 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 12.0 - 16.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% When this weapon hits: Curse of Vulnerability (20% chance level 2). Damage (Melee): +12 cold One-handed war axes. |
drakeskin leather belt 'Baruregorand' drakeskin leather belt 'Baruregorand'Infused by nature 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +28 (+5 eff.) Changes stats: +11 Str / +11 Con Changes resistances penetration: +15% arcane Changes damage: +3% arcane Physical save: +24 (+5 eff.) Mental save: +6 (+2 eff.) Blindness immunity: +20% Cut immunity: +20% Life regen: +2.40 Healing mod.: +30% Size category: +2 A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. monstrous drakeskin leather belt of recklessnessmonstrous drakeskin leather belt of recklessness Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +15 (+3 eff.) Changes stats: +4 Str / +5 Con Critical mult.: +13.00% Physical save: +15 (+3 eff.) Size category: +1 A belt that goes around your waist. |
Serpentine Cloak (20 def, 0 armour) Serpentine Cloak (20 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +20 (+4 eff.) Changes stats: +4 Dex / +4 Wil / +4 Cun Changes resistances penetration: +20% nature Changes damage: +20% nature Talent masteries: +0.20 Cunning / Stealth +0.50 Cunning / Poisons Poison immunity: +50% Talent on hit(mindpower): Poison Strike (10% chance level 1). Cunning and malice seem to emanate from this cloak. |
linen cloak (1 def, 0 armour) linen cloak (1 def, 0 armour)2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. dreamer's elven-silk robe (0 def, 0 armour)dreamer's elven-silk robe (0 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes resistances: +16% darkness / +14% mind / +15% all Physical save: +17 (+4 eff.) Spell save: +17 (+6 eff.) Mental save: +31 (+10 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. sunsealed elven-silk robe of Linaniil (8 def, 6 armour)sunsealed elven-silk robe of Linaniil (8 def, 6 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Armour: +6 Defense: +8 (+2 eff.) Changes stats: +7 Mag Changes resistances: +11% darkness / +12% light / +15% all Changes damage: +25% light Mana each turn: +0.27 Maximum life: +45.00 Maximum mana: +79.00 Spellpower: +27 (+14 eff.) Spell crit. chance: +14% Light radius: +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Shoes of Moving Slowly (0 def, 0 armour) Shoes of Moving Slowly (0 def, 0 armour)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Fatigue: +3% Changes stats: +8 Mag / +8 Wil Knockback immunity: +100% Spellpower: +5 (+3 eff.) Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. It can be used to combine it with the Shoes of Moving Quickly. Fast does not always win. Rumoured to be able to combine with the Shoes of Moving Quickly. |
This item will automatically be transmogrified when you leave the level. dreamer's pair of voratun boots of phasing (0 def, 5 armour)dreamer's pair of voratun boots of phasing (0 def, 5 armour) Requires: - Heavy armour training Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +3 Mag / +7 Wil / +5 Cun Physical save: +9 (+2 eff.) Spell save: +12 (+4 eff.) Mental save: +9 (+3 eff.) It can be used to blink to a nearby random location (rad 12) Activation puts all charms on cooldown for 25 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level. Dakhtun's Gauntlets (0 def, 6 armour)Dakhtun's Gauntlets (0 def, 6 armour) Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Armour: +6 Changes stats: +6 Str / +6 Mag Changes damage: +10% physical Critical mult.: +50.00% Spell crit. chance: +10% When used to modify unarmed attacks: Base power: 36.0 - 50.4 Uses stats: 60% Wil, 60% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +10.0% Attack speed: 100% When this weapon hits: Displacement Shield (10% chance level 3). When this weapon hits: Wave of Power (15% chance level 1). Damage (Melee): +20 arcane Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
rough leather gloves (0 def, 1 armour) rough leather gloves (0 def, 1 armour)1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 When used to modify unarmed attacks: Base power: 7.0 - 7.7 Uses stats: 60% Wil, 60% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 125% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Dragonskull Helm (0 def, 20 armour) Dragonskull Helm (0 def, 20 armour)Requires: - Heavy armour training - Willpower 24 Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +20 Fatigue: +12% Changes resistances: +15% acid / +15% physical / +15% cold / +15% fire / +15% lightning Grants telepathy: Dragon Physical save: +12 (+3 eff.) Spell save: +12 (+4 eff.) Mental save: +12 (+4 eff.) Traces of a dragon's power still remain in this bleached and cracked skull. |
This item will automatically be transmogrified when you leave the level. enlightening voratun mail armour of delving (5 def, 10 armour)enlightening voratun mail armour of delving (5 def, 10 armour) Requires: - Heavy armour training - Strength 48 Crafted by a master Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+1 eff.) Fatigue: +12% Changes stats: +8 Str / +6 Wil / +7 Cun Changes resistances: +15% darkness / +11% physical Mental save: +19 (+6 eff.) Light radius: +2 It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 20 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. enlightening voratun mail armour of the deep (5 def, 14 armour)enlightening voratun mail armour of the deep (5 def, 14 armour) Requires: - Heavy armour training - Strength 48 Infused by nature Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +14 Defense: +5 (+1 eff.) Fatigue: +12% Changes stats: +7 Cun / +7 Wil Changes resistances: +12% acid / +11% cold Allows you to breathe in: water Mental save: +16 (+5 eff.) A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. rejuvenating dwarven-steel mail armour of Eyal (3 def, 8 armour)rejuvenating dwarven-steel mail armour of Eyal (3 def, 8 armour) Requires: - Heavy armour training - Strength 28 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +12% Life regen: +11.20 Stamina each turn: +1.10 Maximum life: +35.00 Healing mod.: +12% A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. rejuvenating voratun mail armour of acid resistance (5 def, 10 armour)rejuvenating voratun mail armour of acid resistance (5 def, 10 armour) Requires: - Heavy armour training - Strength 48 Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+1 eff.) Fatigue: +12% Changes resistances: +25% acid Life regen: +6.10 Stamina each turn: +1.80 A suit of armour made of mail. |
Shockbraze the reinforced leather armour (12 def, 7 armour) Shockbraze the reinforced leather armour (12 def, 7 armour)Requires: - Strength 18 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Physical power: +30 (+6 eff.) Armour: +7 Defense: +12 (+3 eff.) Fatigue: +8% Changes resistances: +27% acid Changes resistances penetration: +25% physical Changes damage: +18% lightning Critical mult.: +20.00% Only die when reaching: -80.00 life A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. rejuvenating drakeskin leather armour of Eyal (20 def, 8 armour)rejuvenating drakeskin leather armour of Eyal (20 def, 8 armour) Requires: - Strength 20 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +20 (+4 eff.) Fatigue: +8% Life regen: +11.30 Stamina each turn: +2.00 Maximum life: +69.00 Healing mod.: +15% A suit of armour made of leather. |
rough leather armour (3 def, 2 armour) rough leather armour (3 def, 2 armour)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. |
This item will automatically be transmogrified when you leave the level. troll-hide drakeskin leather armour (20 def, 8 armour)troll-hide drakeskin leather armour (20 def, 8 armour) Requires: - Strength 20 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +20 (+4 eff.) Fatigue: +8% Life regen: +10.30 Maximum life: +55.00 Healing mod.: +17% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. troll-hide drakeskin leather armour of Toknor (20 def, 8 armour)troll-hide drakeskin leather armour of Toknor (20 def, 8 armour) Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +7 (+1 eff.) Armour: +8 Defense: +20 (+4 eff.) Fatigue: +8% Critical mult.: +16.00% Life regen: +6.40 Maximum life: +41.00 Healing mod.: +10% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. Duragund the Infernoonslaught (0 def, 22 armour)Duragund the Infernoonslaught (0 def, 22 armour) Requires: - Massive armour training - Strength 60 Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +22 Fatigue: +22% Effects on melee hit: * 22% chance to reduce armor by 23% Damage when hit (Melee): 2 fire Changes stats: +10 Str Changes resistances: +36% acid / +29% physical / +19% darkness / +28% cold / +15% lightning / +14% fire Changes resistances penetration: +5% acid / +5% fire Changes damage: +21% acid Talent cooldown: Rush (-5 turns) Allows you to breathe in: water Disarm immunity: +40% Stun/Freeze immunity: +38% Knockback immunity: +39% Light radius: +2 It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 20 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
Essence of Bearness Essence of BearnessInfused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness Activation costs 100 power out of 100/100. The very essence of bearness! |
This item will automatically be transmogrified when you leave the level. barbed quiver of dragonbone arrows (23/23, 70-98 power, 18 apr)barbed quiver of dragonbone arrows (23/23, 70-98 power, 18 apr) Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 70.0 - 98.0 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +18 Crit. chance: +18.0% Capacity: 23 On weapon crit: * Wound the target dealing 323 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level. barbed quiver of dragonbone arrows of accuracy (19/19, 72-102 power, 18 apr)barbed quiver of dragonbone arrows of accuracy (19/19, 72-102 power, 18 apr) Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 72.5 - 101.5 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +30 Armour Penetration: +18 Crit. chance: +18.0% Capacity: 19 On weapon crit: * Wound the target dealing 323 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level. hateful quiver of dragonbone arrows (20/20, 52-72 power, 18 apr)hateful quiver of dragonbone arrows (20/20, 52-72 power, 18 apr) Requires: - Dexterity 48 Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 51.5 - 72.1 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +18 Crit. chance: +3.0% Capacity: 20 Damage (Ranged): +33 darkness Damage against: +23% Living Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level. psychokinetic quiver of dragonbone arrows of amnesia (22/22, 54-76 power, 18 apr)psychokinetic quiver of dragonbone arrows of amnesia (22/22, 54-76 power, 18 apr) Requires: - Dexterity 48 Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 54.0 - 75.6 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +18 Crit. chance: +3.0% Capacity: 22 On weapon hit: * 50% chance to put 1 talent on cooldown for 5 turns (checks Confusion immunity) * 20% chance to knock the target back 3 spaces and deal 247 physical damage Damage (Ranged): +32 physical Arrows are used with bows to pierce your foes to death. |
250 alchemist agate 250 alchemist agate0.00 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. |
5 sapphire 5 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
woodsman's iron pickaxe (dig speed 37 turns) woodsman's iron pickaxe (dig speed 37 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +10% nature Changes damage: +5% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Forbidden Tome: "The Illusory Castle" Forbidden Tome: "The Illusory Castle"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
2 turquoise 2 turquoise0.00 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. |
Heart of Poosh Heart of PooshInfused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance Activation costs 100 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb Activation costs 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)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. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb Activation costs 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Atamathon's Lost Ruby Eye Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
69 alchemist bloodstone 69 alchemist bloodstone0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
fire opal fire opal0.00 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. |
Rod of Recall (1/1) Rod of Recall (1/1)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 202 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. |
Transmogrification Chest Transmogrification ChestPowered 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. |
Tarrokath [power 435] (15 cooldown) Tarrokath [power 435] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Changes stats: +10 Str / +6 Dex / +6 Wil Changes resistances penetration: +20% mind See invisible: +12 It can be used to blast the opponent's mind dealing 492 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. Torques are made by powerful psionics to store psionic powers. |
This item will automatically be transmogrified when you leave the level. dragonbone totem of healing [power 518] (15 cooldown)dragonbone totem of healing [power 518] (15 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 It can be used to heal yourself and all friendly characters within 10 spaces for 518 Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
This item will automatically be transmogrified when you leave the level. focusing dragonbone wand of clairvoyance [power 15] (15 cooldown)focusing dragonbone wand of clairvoyance [power 15] (15 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 It can be used to reveal the area around you, dispelling darkness (radius 15, power 53 based on Magic), and detect the presence of nearby creatures for 10 turns Activation puts all charms on cooldown for 15 turns. When used: * Reduce 2 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
2 moonstone 2 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
pearl pearl0.00 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. |
Achievements
By Ace the Thalore White Monk level 32
1st Regrowth 124th year of Ascendancy at 08:13 see stats
By Ace the Thalore White Monk level 50
8th Haze 125th year of Ascendancy at 13:09 see stats
By Ace the Thalore White Monk level 32
8th Allure 124th year of Ascendancy at 06:00 see stats
By Ace the Thalore White Monk level 16
78th Dusk 122nd year of Ascendancy at 09:04 see stats
By Ace the Thalore White Monk level 34
41st Regrowth 124th year of Ascendancy at 02:08 see stats
By Ace the Thalore White Monk level 44
32nd Pyre 125th year of Ascendancy at 13:05 see stats
By Ace the Thalore White Monk level 34
32nd Regrowth 124th year of Ascendancy at 22:24 see stats
By Ace the Thalore White Monk level 50
40th Regrowth 126th year of Ascendancy at 03:06 see stats
By Ace the Thalore White Monk level 40
39th Dusk 124th year of Ascendancy at 01:06 see stats
By Ace the Thalore White Monk level 44
48th Dusk 125th year of Ascendancy at 18:08 see stats
By Ace the Thalore White Monk level 12
46th Dusk 122nd year of Ascendancy at 15:21 see stats
By Ace the Thalore White Monk level 50
66th Haze 125th year of Ascendancy at 18:23 see stats
By Ace the Thalore White Monk level 33
28th Regrowth 124th year of Ascendancy at 23:47 see stats
By Ace the Thalore White Monk level 41
71st Dusk 124th year of Ascendancy at 09:16 see stats
By Ace the Thalore White Monk level 20
10th Decay 122nd year of Ascendancy at 15:39 see stats
By Ace the Thalore White Monk level 23
53rd Pyre 123rd year of Ascendancy at 20:42 see stats
By Ace the Thalore White Monk level 39
21st Dusk 124th year of Ascendancy at 07:30 see stats
By Ace the Thalore White Monk level 50
68th Haze 125th year of Ascendancy at 09:51 see stats
By Ace the Thalore White Monk level 25
5th Mirth 123rd year of Ascendancy at 21:16 see stats
By Ace the Thalore White Monk level 36
41st Regrowth 124th year of Ascendancy at 04:24 see stats
By Ace the Thalore White Monk level 45
52nd Dusk 125th year of Ascendancy at 15:29 see stats
By Ace the Thalore White Monk level 10
6th Mirth 122nd year of Ascendancy at 23:00 see stats
By Ace the Thalore White Monk level 20
9th Decay 122nd year of Ascendancy at 21:51 see stats
By Ace the Thalore White Monk level 30
5th Allure 124th year of Ascendancy at 03:09 see stats
By Ace the Thalore White Monk level 40
37th Dusk 124th year of Ascendancy at 16:31 see stats
By Ace the Thalore White Monk level 50
8th Haze 125th year of Ascendancy at 09:14 see stats
By Ace the Thalore White Monk level 42
25th Regrowth 125th year of Ascendancy at 05:29 see stats
By Ace the Thalore White Monk level 50
67th Haze 125th year of Ascendancy at 07:15 see stats
By Ace the Thalore White Monk level 19
72nd Haze 122nd year of Ascendancy at 15:17 see stats
By Ace the Thalore White Monk level 26
5th Flare 123rd year of Ascendancy at 04:20 see stats
By Ace the Thalore White Monk level 49
8th Haze 125th year of Ascendancy at 04:02 see stats
By Ace the Thalore White Monk level 38
5th Mirth 124th year of Ascendancy at 21:46 see stats
By Ace the Thalore White Monk level 33
29th Regrowth 124th year of Ascendancy at 01:32 see stats
By Ace the Thalore White Monk level 42
24th Regrowth 125th year of Ascendancy at 08:08 see stats
By Ace the Thalore White Monk level 8
3rd Mirth 122nd year of Ascendancy at 09:09 see stats
By Ace the Thalore White Monk level 50
66th Haze 125th year of Ascendancy at 13:39 see stats
By Ace the Thalore White Monk level 24
69th Pyre 123rd year of Ascendancy at 12:32 see stats
By Ace the Thalore White Monk level 12
32nd Dusk 122nd year of Ascendancy at 11:34 see stats
By Ace the Thalore White Monk level 38
2nd Flare 124th year of Ascendancy at 13:24 see stats
By Ace the Thalore White Monk level 24
69th Pyre 123rd year of Ascendancy at 03:18 see stats
By Ace the Thalore White Monk level 27
21st Haze 123rd year of Ascendancy at 07:20 see stats
By Ace the Thalore White Monk level 19
65th Haze 122nd year of Ascendancy at 23:16 see stats
By Ace the Thalore White Monk level 31
7th Allure 124th year of Ascendancy at 23:05 see stats
Log
The One That Hunts resists!
Cold drake hatchling's energy is sapped!
Cold drake hatchling has been set up!
Ace performs a melee critical strike against Cold drake hatchling!
Bandit resists!
Nightmare horror resists!
Ace performs a melee critical strike against The One That Hunts!
Ace performs a melee critical strike against The One That Hunts!
Treant resists!
Shadow resists!
Shadow resists!
Ace performs a melee critical strike against Nightmare horror!
Bandit resists!
Nightmare horror resists!
Ace misses Ace's Inner Demon.
Blink Counter misses Ace.
Blink Counter misses Ace's Inner Demon.
Blink Counter performs a melee critical strike against Ace!
Ace slows down.
Ace's Inner Demon uses Juggernaut.
Ace overcomes the dismay
Pummel performs a melee critical strike against Ace!
Ace's energy is sapped!
Blink Counter misses Ace's Inner Demon.
Blink Counter misses Ace.
Blink Counter misses Ace's Inner Demon.
Blink Counter performs a melee critical strike against Ace!
Ace misses Ace's Inner Demon.
Blink Counter performs a melee critical strike against Ace!
Ace's Inner Demon gains 1% of a turn from Ancestral Life.