










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! Automatic Notes 1.7.0Automatically collects notes about unvisited zones and unactivated features/events that the player has seen and may wish to return to later, updated as the player revisits said points of interest. Notes will reflect:
Notes for a level are updated when the player enters or leaves the level, and when bringing up the auto-collected notes list manually via <Alt-Shift-A> (configurable via the "Key bindings" dialog). The auto-collected notes list will also optionally pop up when you load a character, configurable via the game option "UI | Automatic notes". Frequently Asked Questions: 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. 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:
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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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: Better Item Description 1.7.2This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: 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 | Nightmare Adventure |
| Sex | Female |
| Race | Skeleton |
| Class | Arcane Blade |
| Level / Exp | 33 / 63% |
| Size | medium |
| Lifes / Deaths | Killed by Urkis, the High Tempest at level 26 on the 27th Regrowth 123rd year of Ascendancy at 18:07 0 / 6Killed by Urkis, the High Tempest at level 26 on the 27th Regrowth 123rd year of Ascendancy at 22:26 Killed by Linaniil, Supreme Archmage of Angolwen at level 27 on the 54th Regrowth 123rd year of Ascendancy at 07:50 Killed by Ivimiwen the ancient elven mummy at level 30 on the 39th Pyre 123rd year of Ascendancy at 13:37 Killed by Ivimiwen the ancient elven mummy at level 30 on the 39th Pyre 123rd year of Ascendancy at 15:38 Killed by literally a metal album cover at level 33 on the 63rd Pyre 123rd year of Ascendancy at 22:29 |
Primary Stats
| Strength | 35 (base 13) |
| Dexterity | 47 (base 18) |
| Constitution | 10 (base 10) |
| Magic | 121 (base 60) |
| Willpower | 24 (base 10) |
| Cunning | 85 (base 60) |
Resources
| Life | 775/775 |
| Mana | 387/387 |
| Stamina | 231/231 |
| Healing Factor | 1.3100003099961 |
| Regeneration | 4.2575010074873 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 10 |
| Infravision | 5 |
| See Stealth | 42.05339847366 |
| See Invisible | 42.05339847366 |
Offense: Mainhand
| Damage | 48 |
| Accuracy | 51 |
| Crit Chance | 26% |
| APR | 3 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 14 |
| Accuracy | 51 |
| Crit Chance | 28% |
| APR | 6 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 80 |
| Crit Chance | 38% |
| Speed | 1 |
Offense: Mind
| Mindpower | 42 |
| Crit Chance | 24% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +28% |
| Physical | +13% |
| Arcane | +5% |
| Fire | +12% |
| All | 0% |
Offense: Damage Penetration
| Blight | +10% |
| Lightning | +7% |
| Arcane | +15% |
Defense: Base
| Armour (hardiness) | 37 (35.65183292883%) |
| Defense | 48 |
| Ranged Defense | 48 |
| Fatigue | 7 |
| Physical Save | 15 |
| Spell Save | 44 |
| Mental Save | 32 |
Defense: Resistances
| Acid | + 11%( 70%) |
| Arcane | + 9%( 70%) |
| Cold | + 31%( 70%) |
| All | 0%( 70%) |
| Lightning | + 12%( 70%) |
| Temporal | + 20%( 70%) |
| Physical | + 29%( 70%) |
| Darkness | + 21%( 70%) |
| Fire | + 30%( 70%) |
| Nature | + 6%( 70%) |
Defense: Immunities
| Pinning Resistance | 20% |
| Confusion Resistance | 12% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 20% |
| Silence Resistance | 20% |
| Bleed Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 20% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 344 damage for 3 turns. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 141 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 13 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 1344% for 10 turns (28 total) and instantly restoring 67 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 8 Cooldown: 19 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 8 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 30%, your defense is increased by 30 and all your resistances by 30%. Its effects scale with your Magic stat. |
Class Talents
| Spell / Air | 1.30 |
| 1/5 |
| 5/5 |
| 3/5 |
| 4/5 |
| Spell / Enhancement | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Magical combat | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 1/5 |
| Spell / Earth | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| Technique / Combat techniques | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Aegis | 1.00 |
| 3/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Undead / Skeleton | 1.10 |
| 1/5 |
| 5/5 |
| 1/5 |
| 4/5 |
| Spell / Conveyance | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| beneficial effect | Increases defense by 11. Mobile Defense |
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
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. | active |
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 successfully escorted the lone alchemist to the recall portal on level 1 of Dreadfell. Escort: lone alchemist (level 1 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Dreadfell. Escort: lost defiler (level 2 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Dreadfell. Escort: lost defiler (level 3 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 4 of Old Forest. Escort: lost defiler (level 4 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | 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. * The fortress shadow has asked that you come back as soon as possible. * 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: 309. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsMarus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed green worm. * You've found the needed minotaur nose. * You've found the needed honey tree root. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed bear paw. * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed black mamba head. * You've found the needed naga tongue. * You've found the needed pouch of luminous horror dust. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
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 within7 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | 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 | pair of hardened leather boots 'Mardilach' (0 def, 6 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +2 Cun dps ---------- Spell.crit +5% Crit.mult +20.00% Spell.pwr +20 (+4 eff.) Res.pen +10% arcane Melee Ret 6 mind ----- def ----- Armour +6 ---------- misc Mana/s.crit +2.00 Infravis +2 A pair of boots made of leather. |
| Light source | bright alchemist's lamp of health1.0 T3 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +46.00 ---------- misc Light +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Vorutira the Smolderstreaker (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +6 Dex dps ---------- Dmg.mod +12% fire ----- def ----- Armour +4 Fatigue +4% Resists +4% physical Blind- +20% Disease- +20% Silence- +20% Pinning- +20% Knockbk- +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | voratun gauntlets of spellstriking (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Ego+] Arcane While equipped: Stats +9 Mag +4 Wil dps ---------- Spell.pwr +4 (+0 eff.) Melee+ 10 arcane Dmg.mod +5% arcane ----- def ----- Armour +3 Fatigue +5% Resists +4% arcane Unarmed combat: Power 32.5 - 45.5 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Atk.spd 83% Melee+ +4 arcane On Hit: 10% Manathrust 3 Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | dwarven-steel torque of clear mind [power 2] (22 cooldown)2.0 T3 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 22 cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | Layilrata0.1 T3 ring jewelry [Rare] Nature While equipped: Stats +6 Mag dps ---------- Spell.pwr +10 (+2 eff.) Dmg.mod +13% physical Res.pen +10% blight +5% arcane ----- def ----- Armour +8 Resists +5% arcane +13% physical HP.reg +2.00 ---------- misc Vim/s.crit +2.00 Rings make your fingers look great! |
| On fingers | wizard's steel ring of misery0.1 T2 ring jewelry [Ego+] Arcane/Psionic While equipped: Stats +3 Cun +4 Mag dps ---------- Melee+ 7 physical Ranged+ 7 physical On Hit (Melee): * 11% chance to reduce all saves and defense by 27 On Hit (Ranged): * 11% chance to reduce all saves and defense by 27 ----- def ----- Spell.save +8 (+3 eff.) ---------- misc Hate/m.crit +1.00 Max.hate +7.00 Bleeding Edge: Puts all charms on 17 cooldown Level 3.0 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
| Around neck | mindweaver's steel amulet of manastreaming0.1 T2 amulet jewelry [Ego++] Arcane/Psionic While equipped: Stats +2 Wil +2 Mag dps ---------- Mind.pwr +7 (+2 eff.) S.pwr/crit +2 ----- def ----- Mind.save +7 (+4 eff.) Confus- +12% ---------- misc Mana/turn +0.21 Max.mana +25.00 Amulets make your neck look great! |
| In main hand | short ash magestaff of illumination (15-18 power, 3 apr, lightning element)5.0 T2 staff 1H weapon [Ego] Nature/Master Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+1 eff.) Dmg.mod +15% lightning ----- def ----- Defense +6 (+2 eff.) ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 143.58 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
| Around waist | noble's rough leather belt of life1.0 T1 belt armor [Ego+] Nature/Master While equipped: Stats +4 Cun +4 Wil dps ---------- Against +16% Summoned ----- def ----- D.Red.from +19% Summoned HP.reg +1.00 Heal.mod +11% A belt that goes around your waist. |
| In off hand | elemental steel dagger of projection (12-16 power, 6 apr)1.0 T2 dagger 1H weapon [Ego++] Arcane/Psionic Power 12.0 - 15.6 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Hit: * Create an explosion dealing 126 lightning damage (1/turn) * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: dps ---------- Dmg.mod +13% lightning Res.pen +7% lightning Sharp, short and deadly. |
| Cloak | cashmere cloak 'Layokira' (2 def, 8 armour)2.0 T3 cloak armor [Rare] Arcane While equipped: Stats +4 Mag +4 Wil dps ---------- Spell.crit +7% ----- def ----- Armour +8 Defense +2 (+1 eff.) Resists +6% nature +15% fire Spell.save +15 (+5 eff.) Die.at -40.00 life Heal.mod +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | drakeskin leather armour 'Uraneg' (20 def, 8 armour)9.0 T5 light armor [Random Unique] Arcane/Nature/Master While equipped: dps ---------- Mind.pwr +10 (+3 eff.) Melee+ 9 darkness Ranged+ 8 darkness On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +8 Defense +20 (+7 eff.) Fatigue +8% Resists +11% acid +20% temporal +21% darkness +12% lightning +31% cold +15% fire +12% physical Def/telep +37 Res/telep +25% Dur/telep +37% Blink to a nearby random location (rad 10) Puts all charms on 22 cooldown A suit of armour made of leather. |
Inventory
blink rune of the duelist (range 5; phase 16; cd 14)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 5 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 16%, your defense is increased by 16 and all your resistances by 16%. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
blink rune of the sneak (range 7; phase 20; cd 18)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 7 Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 7 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 20%, your defense is increased by 20 and all your resistances by 20%. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
Rune of the Rift (246.00 temporal damage, removed from time 4 turns)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 246.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of Dissipation ( )0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
ethereal rune of the sneak (power 25; resist 27%; move 50%; dur 5; cd 19)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 27% all resistance, you move 50% faster, and you are invisible (power 25). Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune (absorb 52; cd 13)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 52 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shatter afflictions rune of the titan (absorb 46; cd 15)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 46 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shielding rune of the duelist (absorb 215; dur 3; cd 18)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 215 damage for 3 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
stormshield rune of the psychic (threshold 6; blocks 3; dur 4; cd 15)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 6 up to 3 times. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
savior's copper amulet of manastreaming0.1 T1 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +2 Mag dps ---------- S.pwr/crit +3 ----- def ----- Phys.save +13 (+9 eff.) Spell.save +11 (+4 eff.) Mind.save +11 (+6 eff.) ---------- misc Mana/turn +0.13 Max.mana +22.00 Amulets make your neck look great! |
archmage's steel amulet of mastery (0.16 Spell / Fire)0.1 T2 amulet jewelry [Ego+] Arcane/Master While equipped: Stats +2 Mag dps ---------- Spell.crit +4% Spell.pwr +4 (+0 eff.) Dmg.mod +5% acid +5% fire +5% cold +5% lightning ---------- misc Masteries +0.16 Spell/Fire Amulets make your neck look great! |
warmaker's gold amulet of murder0.1 T3 amulet jewelry [Ego++] Master While equipped: Stats +6 Str +5 Dex +6 Wil dps ---------- Crit.mult +13.00% Acc +7 (+2 eff.) Apr +15 Amulets make your neck look great! |
wanderer's stralite amulet0.1 T4 amulet jewelry [Ego+] Master While equipped: Stats +5 Dex +4 Cun +7 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -6% HP.reg +2.00 ---------- misc Stam/turn +0.70 Amulets make your neck look great! |
copper ring 'Ce'Nalralaith' =con=0.1 T1 ring jewelry [Rare] Master While equipped: Stats +1 Con ----- def ----- Resists +6% blight +3% darkness Spell.save +11 (+4 eff.) ---------- misc Max.stam +12.00 Rings make your fingers look great! |
gladiator's copper ring0.1 T1 ring jewelry [Ego+] Master While equipped: Stats +4 Str +5 Con dps ---------- Phys.pwr +7 (+2 eff.) Rings make your fingers look great! |
marksman's copper ring of tenacity0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+2 eff.) ----- def ----- Max.HP +21.00 Disarm- +21% Pinning- +23% Knockbk- +23% Rings make your fingers look great! |
warrior's copper ring of sensing =str=0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Str ----- def ----- Armour +6 Blind- +20% ---------- misc Infravis +3 See.Stealth +6 See.Invis +5 Rings make your fingers look great! |
wizard's copper ring of blight (+11%)0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag dps ---------- Dmg.mod +11% blight ----- def ----- Resists +11% blight Spell.save +6 (+2 eff.) Rings make your fingers look great! |
Hathedrabers the steel ring0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +2 Mag +3 Cun +3 Con dps ---------- Dmg.mod +11% arcane +12% light ----- def ----- Resists +11% arcane +24% light Spell.save +12 (+4 eff.) ---------- misc Max.stam +15.00 See.Invis +3 Rings make your fingers look great! |
savage's steel ring0.1 T2 ring jewelry [Ego+] Master While equipped: Stats +2 Con ----- def ----- Spell.save +11 (+4 eff.) ---------- misc Max.stam +10.00 Rings make your fingers look great! |
Inertial Twine0.1 T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil dps ---------- Dmg.mod +5% physical ----- def ----- Armour +5 Resists +5% physical Phys.save +12 (+8 eff.) Knockbk- +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
pixie's gold ring0.1 T3 ring jewelry [Ego+] Arcane While equipped: Stats +2 Cun +3 Mag dps ---------- Spell.pwr +7 (+1 eff.) Rings make your fingers look great! |
pixie's gold ring of corrosion (+22%)0.1 T3 ring jewelry [Ego+] Arcane/Nature While equipped: Stats +3 Cun +3 Mag dps ---------- Spell.pwr +7 (+1 eff.) Dmg.mod +11% acid ----- def ----- Resists +22% acid Rings make your fingers look great! |
sneakthief's stralite ring of pilfering0.1 T4 ring jewelry [Ego++] Master While equipped: Stats +4 Cun +5 Dex dps ---------- Acc +19 (+6 eff.) Apr +7 ----- def ----- Defense +8 (+3 eff.) Disengage: Puts all charms on 9 cooldown Level 2.0 Pwr.cost 9 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 125% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
Isligatira the Stokestar0.1 T5 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +6% cold Res.pen +25% fire Melee Ret 10 darkness ----- def ----- Resists +30% fire +6% cold Max.HP +37.00 Disarm- +50% Pinning- +42% Knockbk- +37% Rings make your fingers look great! |
short elm magestaff of illumination (10-12 power, 2 apr, lightning element)5.0 T1 staff 1H weapon [Ego] Nature/Master Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+0 eff.) Dmg.mod +10% lightning ----- def ----- Defense +5 (+2 eff.) ---------- misc Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 143.58 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
Plague-Fire Sceptre (24-29 power, 4 apr, physical element)5.0 T3 staff 1H weapon [Unique] Arcane Power 24.0 - 28.8 Fire Uses 125% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Spell.pwr +27 (+5 eff.) Dmg.mod +20% blight +20% fire Plaguefire detonates when its victim dies, spreading to other enemies up to two times. Fire a bolt of plaguefire, dealing damage over time based on your magic stat. Uses 13 power out of 15/15 The flames of Mal'Rok can be more stubborn than most. When they run out of fuel they have been known go out of their way to find more. |
Spectral Blade (26-42 power, 25 apr)0.1 T2 greatsword 2H weapon [Unique] Arcane/Master Power 26.0 - 41.6 Physical Uses 10% Mag, 120% Str Acc+ +0.4% crit mult (max 40%) Apr +25 Crit +3.0% Atk.spd 111% Melee+ +15 arcane On Crit.r2 +30 arcane silence While equipped: dps ---------- Spell.pwr +5 (+1 eff.) ---------- misc Mana/turn +0.50 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed This sword appears weightless, and nearly invisible. |
Anmalice (47-66 power, 20 apr)3.0 T4 longsword 1H weapon [Unique] Psionic/Unknown Power 47.0 - 65.8 Physical Uses 10% Wil, 100% Str Acc+ +0.4% crit mult (max 40%) Apr +20 Crit +7.0% Atk.spd 100% On Hit: * torments the target with many mental effects On Kill: * reduces mental save penalty While equipped: dps ---------- Mind.pwr +9 (+3 eff.) Dmg.mod +8% mind ----- def ----- Mind.save -30 (-17 eff.) The eye on the hilt of this blade seems to glare at you, piercing your soul and mind. Tentacles surround the hilt, latching onto your hand. |
Unerring Scalpel (15-20 power, 25 apr)1.0 T1 dagger 1H weapon [Unique] Arcane Power 15.0 - 19.5 Physical Uses 45% Str, 55% Dex Acc+ +0.2% crit chance (max 25%) Apr +25 Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+6 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
balanced iron dagger of paradox (10-12 power, 5 apr)1.0 T1 dagger 1H weapon [Ego] Arcane/Master Power 9.5 - 12.3 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Melee+ +5 temporal While equipped: dps ---------- Acc +6 (+2 eff.) ----- def ----- Defense +5 (+2 eff.) Resists +6% temporal Disarm- +21% Sharp, short and deadly. |
Poltergeist's Silent Blade (25-32 power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 35% Str, 65% Dex Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +8.0% Atk.spd 100% Melee+ +10 silence On Kill: * Enter stealth for 3 turns. When used from stealth a simple attack with it will not break stealth. While equipped: dps ---------- Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Acc +10 (+3 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
thought-forged steel dagger of amnesia (12-16 power, 6 apr)1.0 T2 dagger 1H weapon [Ego+] Psionic Power 12.0 - 15.6 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +5 mind On Hit: * 11% chance to reduce all saves and defense by 27 * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) While equipped: Stats +2 Cun +2 Wil Sharp, short and deadly. |
Spelldrinker (27-35 power, 8 apr)1.0 T3 dagger 1H weapon [Unique] Arcane Power 27.0 - 35.1 Physical Uses 35% Str, 20% Mag, 55% Dex Acc+ +0.2% crit chance (max 25%) Apr +8 Crit +9.0% Atk.spd 100% On Hit: 15% Disperse Magic 1 On Hit: * steals up to 50 mana from the target While equipped: Stats +6 Cun +6 Mag ----- def ----- Resists +12% arcane Spell.save +12 (+4 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
Swordbreaker (25-32 power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 50% Cun, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +15.0% Atk.spd 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex ----- def ----- Hardiness +20% Defense +15 (+5 eff.) Phys.save +15 (+10 eff.) Disarm- +50% ---------- misc Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
voratun dagger 'Prismminister' (40-51 power, 9 apr)1.0 T5 dagger 1H weapon Reqs Dex 48 [Random Unique] Nature/Master Power 39.5 - 51.4 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% Melee+ +17 nature On Crit.r2 +12 temporal While equipped: Stats +19 Str +11 Dex +11 Mag +13 Wil +11 Cun +7 Con dps ---------- Dmg.mod +9% temporal +13% physical Res.pen +10% light Acc +24 (+8 eff.) ----- def ----- Resists +9% light +6% temporal Sharp, short and deadly. |
Vestments of the Conclave (0 def, 0 armour)2.0 T2 cloth armor [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +15% Spell.pwr +15 (+3 eff.) Dmg.mod +15% arcane ----- def ----- Resists +9% all An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
Sparkcrack the rough leather armour (3 def, 2 armour)9.0 T1 light armor [Rare] Master While equipped: Stats +4 Mag +2 Wil +4 Cun dps ---------- Melee Ret 2 lightning ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Resists +3% lightning +5% physical Phys.save +10 (+7 eff.) ---------- misc Light +1 A suit of armour made of leather. |
Frigidraider the linen cloak (8 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +5 Str +5 Mag +3 Cun +6 Con dps ---------- Melee Ret 6 cold ----- def ----- Defense +8 (+3 eff.) Phys.save +7 (+6 eff.) ---------- misc Infravis +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Xyna (17 def, 0 armour)2.0 T3 cloak armor [Random Unique] Nature/Master While equipped: Stats +5 Str +3 Dex +9 Con dps ---------- Phys.crit +2.0% Dmg.mod +3% physical ----- def ----- Defense +17 (+6 eff.) Phys.save +18 (+11 eff.) Mind.save +8 (+4 eff.) Die.at -50.00 life Max.HP +57.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
shadow cashmere cloak of sorcery (2 def, 0 armour)2.0 T3 cloak armor [Ego++] Arcane/Master While equipped: Stats +4 Mag +3 Wil dps ---------- Spell.crit +5% Dmg.mod +11% darkness Res.pen +8% darkness ----- def ----- Defense +2 (+1 eff.) Resists +10% darkness Stealth +11 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cloak of Deception1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+1 eff.) Mind.pwr +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Aeryrion (30 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: dps ---------- On Hit (Melee): * 10% chance to reduce all saves and defense by 27 ----- def ----- Armour +3 Defense +30 (+10 eff.) Resists +7% fire +7% cold Phys.save +6 (+5 eff.) Max.HP +60.00 Disease- +20% A pair of boots made of leather. |
grounding pair of hardened leather boots of tirelessness (0 def, 3 armour)2.0 T3 feet armor [Ego] Nature/Master While equipped: ----- def ----- Armour +3 Resists +7% lightning +8% temporal ---------- misc Stam/turn +0.40 Max.stam +15.00 A pair of boots made of leather. |
insulating pair of hardened leather boots (0 def, 3 armour)2.0 T3 feet armor [Ego] Master While equipped: ----- def ----- Armour +3 Resists +10% fire +8% cold A pair of boots made of leather. |
pair of iron boots 'Cureonslaught' (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Dex +1 Wil +1 Cun ----- def ----- Armour +3 Fatigue +2% Resists +12% nature ---------- misc Stam/turn +0.40 Max.stam +13.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Sludgegrip (0 def, 0 armour) =cun/will=1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Unarmed combat: Power 7.0 - 7.7 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +4.0% Atk.spd 100% On Hit: 35% Slime Spit 1 These gloves are coated with a thick, green liquid. |
rough leather gloves 'Ivoldariwyn' (0 def, 1 armour) =will=1.0 T1 hands armor [Rare] Nature While equipped: Stats +2 Wil dps ---------- Melee+ 5 lightning Dmg.mod +4% lightning ----- def ----- Armour +1 Resists +5% lightning +3% fire Poison- +10% ---------- misc Light +1 Unarmed combat: Power 9.0 - 9.9 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 100% On Crit.r2 +7 lightning On Hit: 10% Lightning Breath 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tarrosin (0 def, 2 armour) =con=1.0 T2 hands armor [Rare] Psionic While equipped: Stats +4 Wil +4 Con ----- def ----- Armour +2 HP.reg +2.00 Disease- +10% ---------- misc Stam/turn +1.00 Max.stam +16.00 Light +3 Unarmed combat: Power 16.5 - 18.2 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% On Hit: 10% Nightmare 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
hardened leather gloves 'Sparkrebel' (0 def, 2 armour) =STR=1.0 T2 hands armor [Rare] Psionic While equipped: Stats +4 Str dps ---------- Dmg.mod +9% lightning +6% physical Melee Ret 2 light ----- def ----- Armour +2 Phys.save +12 (+8 eff.) HP.reg +3.00 ---------- misc Stam/turn +0.50 Max.stam +10.00 Unarmed combat: Power 17.0 - 18.7 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% On Hit: 10% Nightmare 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Darkdream (0 def, 3 armour) =dex=1.0 T4 hands armor [Random Unique] Nature/Master/Psionic While equipped: Stats +4 Cun +5 Dex dps ---------- Mind.pwr +6 (+2 eff.) Melee+ 18 mind 19 darkness Dmg.mod +3% darkness +15% arcane Acc +9 (+3 eff.) Apr +11 On Hit (Melee): * 16% chance to reduce all saves and defense by 27 * 20% chance to reduce damage dealt by 22% ----- def ----- Armour +3 Mind.save -13 (-6 eff.) HP.reg +1.60 ---------- misc Stam/turn +0.70 Psi/turn +0.17 Unarmed combat: Power 29.0 - 31.9 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Acc +11 Apr +11 Crit +5.0% Atk.spd 100% On Hit: 10% Reproach 5 On Hit: 15% Perfect Strike 5 On Hit: 10% Second Wind 1 Steady Shot: Puts all charms on 17 cooldown Level 3.0 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% 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. |
Seargash (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +4 Mag dps ---------- Dmg.mod +4% arcane Res.pen +15% fire Melee Ret 8 fire ----- def ----- Armour +1 Fatigue +1% Unarmed combat: Power 11.0 - 15.4 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.0% Atk.spd 83% Melee+ +6 arcane On Crit.r2 +5 arcane Metal gloves protecting the hands up to the middle of the lower arm. |
iron gauntlets of dexterity (+3) (0 def, 1 armour) =dex=1.5 T1 hands armor Reqs Heavy armour training [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +11 (+3 eff.) ----- def ----- Armour +1 Fatigue +1% Unarmed combat: Power 9.0 - 12.6 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% base dam (max 20%) Acc +6 Apr +3 Crit +7.0% Atk.spd 83% Metal gloves protecting the hands up to the middle of the lower arm. |
brawler's dwarven-steel gauntlets of strength (+6) (0 def, 2 armour) =STR=1.5 T2 hands armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +6 Str +3 Dex +3 Cun dps ---------- Phys.pwr +5 (+1 eff.) ----- def ----- Armour +2 Fatigue +3% Phys.save +8 (+6 eff.) ---------- misc Cooldown Double Strike -1 Unarmed combat: Power 23.5 - 32.9 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Acc +6 Apr +9 Crit +14.0% Atk.spd 83% On Hit: 10% Set Up 3 Metal gloves protecting the hands up to the middle of the lower arm. |
dwarven-steel gauntlets 'Aerokira' (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +1 Str +2 Dex +3 Mag dps ---------- Melee+ 7 lightning Dmg.mod +6% lightning Res.pen +5% mind Melee Ret 4 acid ----- def ----- Armour +2 Fatigue +3% Resists +6% lightning +6% mind Unarmed combat: Power 22.0 - 30.8 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% On Crit.r2 +6 lightning On Hit: 10% Lightning Breath 3 Metal gloves protecting the hands up to the middle of the lower arm. |
Aeresewyn the linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +4 Wil dps ---------- Mind.crit +1% Dmg.mod +11% lightning +6% mind ----- def ----- Defense +1 (+1 eff.) Resists +16% lightning Mind.save +3 (+2 eff.) A pointy cloth hat, very wizardly... |
linen wizard hat of lightning (+16%) (1 def, 0 armour)2.0 T1 head armor [Ego] Nature While equipped: dps ---------- Dmg.mod +11% lightning ----- def ----- Defense +1 (+1 eff.) Resists +16% lightning A pointy cloth hat, very wizardly... |
cashmere wizard hat of the sentry (2 def, 0 armour)2.0 T3 head armor [Ego] Arcane While equipped: ----- def ----- Defense +2 (+1 eff.) ---------- misc Infravis +5 See.Stealth +14 See.Invis +8 Circle of Warding: (Instant) Puts all charms on 34 cooldown Level 3.0 Pwr.cost 34 out of 40/40. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 3 at your feet; the circle slows incoming projectiles by 71% and attempts to push all creatures other than yourself out of its radius, inflicting 14.20 light damage and 14.20 darkness damage per turn as it does so. The circle lasts 6 turns. The effects will increase with your Spellpower. A pointy cloth hat, very wizardly... |
rough leather cap 'Poletha' (0 def, 1 armour) =dex=2.0 T1 head armor [Rare] Nature While equipped: Stats +3 Dex dps ---------- Mind.crit +1% ----- def ----- Armour +1 Fatigue +1% Resists +12% cold Crit.dmg- 15.00% Heal.mod +10% ---------- misc Breathe water A cap made of leather. |
rough leather cap 'Pyrekarma' (0 def, 1 armour) =str/con/cun=2.0 T1 head armor [Rare] Master While equipped: Stats +3 Str +1 Dex +3 Wil +2 Cun +3 Con dps ---------- Melee Ret 2 fire ----- def ----- Armour +1 Fatigue +1% Resists +3% mind Skullcracker: Puts all charms on 17 cooldown Level 3.0 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 131.2 Physical damage. If the attack hits, the target is confused (38% 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 cap made of leather. |
Kysamnir (0 def, 3 armour)2.0 T3 head armor [Random Unique] Master While equipped: Stats +6 Str +1 Mag +2 Wil +1 Cun +9 Con ----- def ----- Armour +3 Fatigue +3% Resists +5% blight Phys.save +7 (+6 eff.) Mind.save +14 (+7 eff.) ---------- misc Light +3 See.Invis +3 Battle Cry: Puts all charms on 24 cooldown Level 2.0 Pwr.cost 24 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 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. |
champion's hardened leather cap of blood magic (0 def, 3 armour)2.0 T3 head armor [Ego++] Arcane/Master While equipped: Stats +3 Str +5 Mag +7 Wil dps ---------- Spell.crit +3% Dmg.mod +6% blight +5% arcane ----- def ----- Armour +3 Fatigue +3% Mind.save +8 (+4 eff.) ---------- misc Light +1 A cap made of leather. |
Korulathatir the iron helm (5 def, 3 armour) =dex=3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Str +6 Dex +3 Cun dps ---------- Dmg.mod +6% arcane Res.pen +10% arcane Acc +5 (+1 eff.) Apr +4 ----- def ----- Armour +3 Defense +5 (+2 eff.) Fatigue +5% ---------- misc Stam/turn +1.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Helm of the Dwarven Emperors (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Wil +4 Mag dps ---------- Dmg.mod +10% light ----- def ----- Armour +6 Fatigue +4% Resists +10% darkness Blind- +30% Confus- +30% ---------- misc Light +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
Blacklash the dwarven-steel helm (0 def, 4 armour) =sTR/cON=3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Cun +5 Str dps ---------- Melee Ret 10 mind On Hit (Melee): * 10% chance to reduce damage dealt by 22% ----- def ----- Armour +4 Fatigue +4% Resists +6% darkness ---------- misc Hate/m.crit +2.00 Light +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dwarven-steel helm 'Emelidhetha' (0 def, 4 armour) =str/dex=3.0 T3 head armor Reqs Heavy armour training [Random Unique] Master/Psionic While equipped: Stats +8 Str +7 Dex dps ---------- Spell.pwr +25 (+5 eff.) ----- def ----- Armour +4 Fatigue +4% Resists +15% mind Crit.dmg- 5.00% Mind.save +18 (+9 eff.) Confus- +30% ---------- misc Mana/s.crit +2.00 Infravis +1 Skullcracker: Puts all charms on 17 cooldown Level 3.0 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 131.2 Physical damage. If the attack hits, the target is confused (38% 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. |
6 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
10 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+4 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+4 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
4 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
9 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+5 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+5 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
6 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Phys.save +8 (+6 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+4 eff.) Item imbue powers: Defense +8 (+3 eff.) Phys.save +8 (+6 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
220 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Drekalthodin the brass lantern2.0 T1 lite [Rare] Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +6% mind ----- def ----- Resists +9% mind +3% darkness Die.at -20.00 life Blind- +20% Disarm- +10% ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 22 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 174.50 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 174.50 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Essence of Bearness3.0 animal misc [Unique] Nature Invoke your inner bearness. Uses 85 power out of 100/100 The very essence of bearness! |
Lighttitan (dig speed 38 turns) =str=3.0 T1 digger tool [Rare] Master While equipped: Stats +8 Str +2 Con dps ---------- Res.pen +5% light ----- def ----- Fatigue -5% Resists +3% acid While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Ivona the Floethorn (dig speed 17 turns) =str=3.0 T5 digger tool [Rare] Arcane While equipped: Stats +12 Str +8 Wil dps ---------- Phys.crit +12.0% Mind.crit +14% Dmg.mod +30% cold Res.pen +10% cold ----- def ----- HP.reg +4.00 Blind- +20% Cut- +20% Stun/Frz- +20% Def/telep +15 Res/telep +15% Dur/telep +15% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Entropy (1/1)2.0 T2 rod charm [Unique] Unknown While carried: ---------- misc Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 171% of the healing done. This effect scales with your Magic stat.. Uses 64 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 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. |
iron torque of clear mind 'Willowstun' [power 1] (22 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: dps ---------- Res.pen +10% light +20% nature Melee Ret 8 nature 2 light Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 22 cooldown 100% to heal for 34. Torques are made by powerful psionics to store psionic powers. |
elm totem of stinging [power 116] (13 cooldown)2.0 T1 totem charm [Ego] Nature Sting an enemy dealing 116 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 13 cooldown Natural totems are made by powerful wilders to store nature power. |
ash totem of stinging [power 182] (13 cooldown)2.0 T2 totem charm [Ego] Nature Sting an enemy dealing 182 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 13 cooldown Natural totems are made by powerful wilders to store nature power. |
yew wand of lightning storm 'Glowmoon' [power 284] (13 cooldown)2.0 T3 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +15% lightning +9% light Res.pen +15% light Melee Ret 6 light ----- def ----- Resists +3% light ---------- misc Light +1 Create a radius 3 storm for 5 turns. Each turn, creatures within take 72 lightning damage and will be dazed for 1 turn (363 total damage) Puts all charms on 13 cooldown 100% to reduce 1 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Emeleda the Cinderwing [power 415] (13 cooldown)2.0 T5 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +9% lightning +21% fire Res.pen +15% fire Melee Ret 4 lightning On Hit (Melee): * 10 arcane resource burn ----- def ----- Resists +6% acid +9% fire +3% darkness Fire a magical bolt dealing 465 fire damage Puts all charms on 13 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)0.0 mirror [Plot Item] Unknown Change your appearance. Uses 1 power out of 1/1 A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
Achievements
A different point of view (Nightmare (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By literally a metal album cover the Skeleton Arcane Blade level 27
50th Regrowth 123rd year of Ascendancy at 22:54 see stats
Can you bear it? So much bearness! (Nightmare (Adventure) difficulty)
Killed Borius in the Bearscape.By literally a metal album cover the Skeleton Arcane Blade level 30
31st Pyre 123rd year of Ascendancy at 22:58 see stats
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By literally a metal album cover the Skeleton Arcane Blade level 15
49th Dusk 122nd year of Ascendancy at 08:05 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By literally a metal album cover the Skeleton Arcane Blade level 19
14th Haze 122nd year of Ascendancy at 05:21 see stats
Eye of the storm (Nightmare (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By literally a metal album cover the Skeleton Arcane Blade level 28
60th Regrowth 123rd year of Ascendancy at 02:15 see stats
Fear me not! (Nightmare (Adventure) difficulty)
Survived the Fearscape!By literally a metal album cover the Skeleton Arcane Blade level 27
48th Regrowth 123rd year of Ascendancy at 06:45 see stats
Home sweet home (Nightmare (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By literally a metal album cover the Skeleton Arcane Blade level 25
21st Regrowth 123rd year of Ascendancy at 21:06 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By literally a metal album cover the Skeleton Arcane Blade level 10
3rd Flare 122nd year of Ascendancy at 15:29 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By literally a metal album cover the Skeleton Arcane Blade level 20
8th Decay 122nd year of Ascendancy at 17:58 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By literally a metal album cover the Skeleton Arcane Blade level 30
30th Pyre 123rd year of Ascendancy at 11:43 see stats
Myths of an age past (Nightmare (Adventure) difficulty)
Learned all there is to learn about the Gods and the Godslayers.By literally a metal album cover the Skeleton Arcane Blade level 27
50th Regrowth 123rd year of Ascendancy at 22:54 see stats
Rescuer of the lost (Nightmare (Adventure) difficulty)
Rescued the merchant from the assassin lord.By literally a metal album cover the Skeleton Arcane Blade level 19
14th Haze 122nd year of Ascendancy at 07:16 see stats
Savior of the damsels in distress (Nightmare (Adventure) difficulty)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By literally a metal album cover the Skeleton Arcane Blade level 27
50th Regrowth 123rd year of Ascendancy at 08:28 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By literally a metal album cover the Skeleton Arcane Blade level 20
6th Allure 123rd year of Ascendancy at 21:47 see stats
Tales of the Spellblaze (Nightmare (Adventure) difficulty)
Learned the eight chapters of the Spellblaze Chronicles.By literally a metal album cover the Skeleton Arcane Blade level 27
50th Regrowth 123rd year of Ascendancy at 22:54 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By literally a metal album cover the Skeleton Arcane Blade level 8
10th Mirth 122nd year of Ascendancy at 19:13 see stats
The Legend of Garkul (Nightmare (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By literally a metal album cover the Skeleton Arcane Blade level 27
50th Regrowth 123rd year of Ascendancy at 22:54 see stats
The Restless Dead (Nightmare (Adventure) difficulty)
Disturbed an old battlefield and survived the consequences.By literally a metal album cover the Skeleton Arcane Blade level 19
8th Decay 122nd year of Ascendancy at 17:48 see stats
The Right thing to do (Nightmare (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By literally a metal album cover the Skeleton Arcane Blade level 19
65th Haze 122nd year of Ascendancy at 10:32 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By literally a metal album cover the Skeleton Arcane Blade level 14
28th Dusk 122nd year of Ascendancy at 03:27 see stats
The sky is falling! (Nightmare (Adventure) difficulty)
Saw a huge meteor falling from the sky.By literally a metal album cover the Skeleton Arcane Blade level 20
7th Allure 123rd year of Ascendancy at 17:16 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By literally a metal album cover the Skeleton Arcane Blade level 24
17th Regrowth 123rd year of Ascendancy at 01:58 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By literally a metal album cover the Skeleton Arcane Blade level 17
79th Dusk 122nd year of Ascendancy at 09:18 see stats
Log
Literally a metal album cover is wreathed in flames on the brink of death!
Corrupted elder vampire's spell attains critical power!
Corrupted elder vampire hits literally a metal album cover for (294 absorbed), 3 physical, 26 lightning, 101 light, 24 fire, 401 physical, 68 light, 4 acid, 48 acid, 12 fire, 56 fire, 0 physical, 0 light, 0 acid, 0 fire, 0 fire (743 total damage).
Melee retaliation hits Corrupted elder vampire for 3 mind, (3 ignored), 0 mind, 3 mind (6 total damage).
Corrupted elder vampire loses 7 health to the entropy.
Literally a metal album cover uses Dual Strike.
literally a metal album cover misses Corrupted elder vampire.
Literally a metal album cover has finished recovering.
Literally a metal album cover is free from the decrepitude disease.
Burning from Corrupted elder vampire hits literally a metal album cover for 80 fire damage.
Rotting Disease from Corrupted elder vampire hits literally a metal album cover for 71 blight damage.
Cauterize hits literally a metal album cover for 50 fire damage.
Thunderstorm hits Corrupted elder vampire for 57 lightning damage.
Corrupted elder vampire casts Wave of Power.
Corrupted elder vampire hits literally a metal album cover for 382 physical, 45 light, 47 acid, 7 fire, 71 fire (552 total damage).
Melee retaliation hits Corrupted elder vampire for 3 mind damage.
Corrupted elder vampire loses 7 health to the entropy.
Corrupted elder vampire is no longer transformed.
Burning from Corrupted elder vampire hits literally a metal album cover for 63 fire damage.
Cauterize hits literally a metal album cover for 50 fire damage.
literally a metal album cover the level 33 skeleton arcane blade burnt to death by cauterize on level 4 of Dreadfell.
You carry too much--you are encumbered!
Drop some of your items.
The furious lightning storm around literally a metal album cover calms down and disappears.
You have no more lives left.
You are no longer encumbered.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Cauterize killed literally a metal album cover!
















































































































































