










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.5 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/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 | Normal Adventure |
| Sex | Female |
| Race | Dwarf |
| Class | Possessor |
| Level / Exp | 46 / 84% |
| Size | medium |
| Lifes / Deaths | Killed by The Possessed at level 14 on the 30th Profit 122nd year of Ascendancy at 16:05 0 / 9Killed by fire drake hatchling at level 20 on the 14th Loss 122nd year of Ascendancy at 02:23 Killed by corrupted alchemist golem at level 20 on the 22nd Iron 123rd year of Ascendancy at 19:10 Killed by Silayalle the devourer at level 24 on the 43rd Steel 123rd year of Ascendancy at 04:26 Killed by Acolyte of the Sect of Kryl-Feijan at level 27 on the 30th Gold 123rd year of Ascendancy at 07:29 Killed by corrupted elven cultist at level 27 on the 1st Stralite 123rd year of Ascendancy at 01:44 Killed by lava floor at level 33 on the 20th Wealth 123rd year of Ascendancy at 02:34 Killed by Vor, Grand Geomancer of the Pride at level 45 on the 26th Shortage 123rd year of Ascendancy at 18:31 Killed by Lord of Skulls (archer) at level 46 on the 12nd Iron 124th year of Ascendancy at 03:53 |
Primary Stats
| Strength | 77 (base 60) |
| Dexterity | 35 (base 17) |
| Constitution | 29 (base 10) |
| Magic | 36 (base 16) |
| Willpower | 99 (base 60) |
| Cunning | 99 (base 57) |
Resources
| Life | -244/523 |
| Mana | 690/815 |
| Psi | 264/464 |
| Steam | 100/100 |
| Healing Factor | 1.1524687383468 |
| Regeneration | 0.2881171845867 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 7 |
| See Stealth | 80.90652204756 |
| See Invisible | 70.90652204756 |
Offense: Mainhand
| Damage | 202 |
| Accuracy | 48 |
| Crit Chance | 49% |
| APR | 12 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 32 |
| Crit Chance | 28% |
| Speed | 1 |
Offense: Mind
| Mindpower | 77 |
| Crit Chance | 40% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +12% |
| Light | +31% |
| Darkness | +5% |
| Physical | +6% |
| Mind | +7% |
| All | 0% |
Offense: Damage Penetration
| Light | +25% |
| Fire | +10% |
| Cold | +15% |
| Arcane | +10% |
| Mind | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 66.699232954414 (85.404685247777%) |
| Defense | 28 |
| Ranged Defense | 28 |
| Fatigue | 20 |
| Physical Save | 63 |
| Spell Save | 65 |
| Mental Save | 75 |
Defense: Resistances
| Acid | + 21%( 70%) |
| Arcane | + 16%( 70%) |
| Cold | + 38%( 70%) |
| All | + 11%( 70%) |
| Darkness | + 17%( 70%) |
| Light | + 17%( 70%) |
| Mind | + 11%( 70%) |
| Lightning | + 61%( 70%) |
| Fire | + 21%( 70%) |
| Nature | + 17%( 70%) |
Defense: Immunities
| Teleport Resistance | 20% |
| Pinning Resistance | 29% |
| Disarm Resistance | 100% |
| Knockback Resistance | 36% |
| Stun Resistance | 100% |
| Silence Resistance | 0% |
| Instadeath Resistance | 100% |
| Blind Resistance | 40% |
Inscriptions (5/5)
| Runes | Effective talent level: 2.5 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 581 damage for 5 turns. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 136 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 Cunning stat. |
| Implants | Effective talent level: 2.5 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 158% efficiency and cooldown mod of 53%. Its effects scale with your Strength stat. |
| Implants | Effective talent level: 2.5 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 176% efficiency and cooldown mod of 55%. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 227 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Class Talents
| Psionic / Possession | 1.30 |
| 4/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Psionic / Psionic menace | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Solipsism | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Battle psionics | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Psionic / Body snatcher | 1.30 |
| 4/5 |
| 1/5 |
| 4/5 |
| 5/5 |
| Psionic / Psychic blows | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Psionic / Ravenous mind | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 3/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 5/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 3/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Psionic / Mentalism | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Prodigies
| 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 have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 1 of Dreadfell. Escort: injured seer (level 1 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You failed to protect the injured seer from death by Veleda the icy orc wyrmic. Escort: injured seer (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lone alchemist to the recall portal on level 7 of Dreadfell. Escort: lone alchemist (level 7 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Dreadfell. Escort: lost defiler (level 2 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 4 of Dreadfell. Escort: lost defiler (level 4 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 8 of Dreadfell. Escort: lost sun paladin (level 8 of Dreadfell)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the lost warrior to the recall portal on level 6 of Dreadfell. Escort: lost warrior (level 6 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Track (+1 level(s)). | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You 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. Limmir told you to look for the Valley of the Moon in the southern mountains. | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | 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. | 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 |
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 AlchemistsYou have aided Marus of Elvala in creating an elixir of mastery. Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit has completed an elixir of serendipity without your aid. 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. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
You 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 within6 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. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * 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 | Winterrune the pair of drakeskin leather boots (0 def, 13 armour) 2.0 T5 feet armor [Rare] Master While equipped: Stats +2 Cun +9 Wil dps ---------- Mind.crit +4% Mind.pwr +10 (+3 eff.) Res.pen +10% mind Melee Ret 4 cold ----- def ----- Armour +13 Resists +11% acid +11% fire +14% lightning +14% cold ---------- misc Talents +5 Rocket Boots A pair of boots made of leather. |
| Light source | Ivulerin the brass lantern 2.0 T1 lite [Rare] Psionic While equipped: Stats +10 Wil +2 Cun +6 Con dps ---------- Dmg.mod +12% acid +7% mind +16% light On Hit (Melee): * 20% chance to reduce armor by 28% ---------- misc Light +7 See.Stealth +8 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. |
| On head | Dawnwend (0 def, 3 armour) 2.0 T3 head armor [Rare] Master While equipped: Stats +9 Str +3 Dex +6 Mag +2 Wil +10 Cun +2 Con dps ---------- Res.pen +10% arcane ----- def ----- Armour +3 Fatigue +3% Resists +5% arcane +6% light Mind.save +15 (+4 eff.) Skullcracker: Puts all charms on 11 cooldown Level 4.5 Pwr.cost 11 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 304.9 Physical damage. If the attack hits, the target is confused (35% effect) for 6 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. |
| Tool | innervating yew wand of shielding [power 260] (11 cooldown)2.0 T3 wand charm [Ego+] Arcane Create a shield absorbing up to 260 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 11 cooldown 100% to reduce fatigue by 39% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | solipsist's stralite ring of tenacity0.1 T4 ring jewelry [Ego+] Master/Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Mind.pwr +11 (+3 eff.) ----- def ----- Max.HP +31.00 Disarm- +40% Pinning- +30% Knockbk- +36% Rings make your fingers look great! |
| On fingers | conjurer's stralite ring of sensing0.1 T4 ring jewelry [Ego+] Arcane While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.pwr +9 (+5 eff.) ----- def ----- Blind- +40% ---------- misc Infravis +4 See.Stealth +10 See.Invis +8 Rings make your fingers look great! |
| Around waist | balancing hardened leather belt of the vagrant 1.0 T3 belt armor [Ego++] Nature/Master While equipped: Stats +5 Dex +5 Cun +3 Con dps ---------- Phys.crit +10.0% Mind.crit +8% Mind.pwr +5 (+1 eff.) ----- def ----- Mind.save +6 (+2 eff.) A belt that goes around your waist. |
| In main hand | Scorchrazor (78-126 power, 4 apr) 3.0 T5 greatsword 2H weapon [Rare] Master Power 78.5 - 125.6 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% On Hit: * flashes light on your target dealing 98 damage While equipped: dps ---------- Crit.mult +15.00% Res.pen +10% fire ----- def ----- Defense +10 (+5 eff.) Resists +6% nature Phys.save +6 (+1 eff.) Die.at -80.00 life Stun/Frz- +20% Teleport- +20% Massive two-handed swords. |
| On hands | umbral voratun gauntlets of archery (0 def, 3 armour) 1.5 T4 hands armor Reqs Heavy armour training [Ego+] Arcane/Master While equipped: Stats +6 Cun +3 Dex dps ---------- Melee+ 17 darkness Dmg.mod +5% darkness Acc +6 (+2 eff.) Apr +8 ----- def ----- Armour +3 Fatigue +5% Resists +6% darkness Disarm- +100% ---------- misc Talents +5 Iron Grip Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 11 cooldown Level 4.5 Pwr.cost 11 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 176% damage with a 29% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | Revenant (8 def, 28 armour) 17.0 T3 massive armor Reqs Massive armour training [Unique] Arcane/Master While equipped: Stats +0 Str +0 Dex +5 Mag +0 Wil +0 Cun +5 Con ----- def ----- Armour +28 Defense +8 (+4 eff.) Fatigue +12% Crit.dmg- 28.00% Phys.save +12 (+3 eff.) Spell.save +12 (+3 eff.) Mind.save +12 (+3 eff.) Silence- +0% Confus- +0% Pinning- -1% Stun/Frz- +81% Status resistances shift over time to match the statuses you are being hit by. The joints of this armor creak ominously, the frame bends and heaves, almost as if breathing. The scratch and crack of metal mutters of suffering, of loss, perseverance and revenge. |
| Cloak | Xalaith the Galeparry (2 def, 7 armour) 2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Phys.crit +7.0% Crit.mult +10.00% Dmg.mod +15% light +6% physical Melee Ret 4 lightning ----- def ----- Armour +7 Defense +2 (+1 eff.) Resists +42% lightning +16% cold Stun/Frz- +50% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Tiderend0.1 T5 amulet jewelry [Rare] Master While equipped: Stats +4 Str +4 Dex +2 Cun dps ---------- Res.pen +25% light +15% cold ----- def ----- Crit.dmg- 15.00% Phys.save +18 (+4 eff.) Spell.save +23 (+6 eff.) Mind.save +20 (+5 eff.) ---------- misc Infravis +3 Amulets make your neck look great! |
Inventory
medical injector implant of the psychic (efficiency 217% / cooldown 93%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 217% efficiency and cooldown mod of 93%. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
medical injector implant of the psychic (efficiency 152% / cooldown 50%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 152% efficiency and cooldown mod of 50%. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
medical injector implant of the sneak (efficiency 165% / cooldown 64%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 165% efficiency and cooldown mod of 64%. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
healing infusion of the warrior (heal 200; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 200 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
movement infusion of the psychic (speed 749%; cd 17)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 749% 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 Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the psychic (heal 421; 17 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 421 life over 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the sneak (heal 510; 15 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 510 life over 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the titan (heal 371; 12 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 371 life over 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Rune of Reflection (--)0.1 T3 rune scroll [Unique] 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 create a protective shield absorbing and reflecting at most 280 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
Rune of the Rift (546.00 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 546.00 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. |
Mirror Image Rune (dur 6; cd 24)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. 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. |
shatter afflictions rune of the psychic (absorb 152; cd 13)0.1 rune scroll [Ego] 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 152 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 Willpower 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 sneak (absorb 347; dur 3; cd 16)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 2.5 Use mode Activated Range melee/personal Cooldown 16 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 347 damage for 3 turns. 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 |
shielding rune of the titan (absorb 411; dur 6; cd 15)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 2.5 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 create a protective shield absorbing at most 411 damage for 6 turns. 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 |
stormshield rune of the warrior (threshold 8; blocks 5; dur 4; cd 14)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 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 8 up to 5 times. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Acid Groove0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Air Recycler0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Alchemist's Helper0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Back Support0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Botanical Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Corrosive Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Crystal Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Explosive Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Fiery Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fireproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Flare Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Flash Powder0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Focus Lens0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Frost Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Fungal Web0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Grounding Strap0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Headlamp0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Healing Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Incendiary Groove0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Iron Grip0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Itching Powder0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Kinetic Stabiliser0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Lightning Coil0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Magnetic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Mental Stimulator0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Moss Tread0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Pain Suppressor Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Poison Groove0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Razor Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rocket Boots0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Rustproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Saw Projector0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Saw Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Second Skin0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Shocking Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Shocking Touch0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Silver Filigree0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Solid Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Spike Attachment0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Spring Grapple0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Steamgun0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Steamsaw0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Toxic Cannister Launcher0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Unstoppable Force Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Viral Injector0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Viral Needlegun0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Water Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: White Light Emitter0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Scroll of Summoning (Limmir the Jeweler)0.1 tome scroll [Plot Item] Unknown Summon Limmir the jeweler at the center of the lake of the moon. Uses 1 power out of 1/1 Magical scrolls can have wildly different effects! |
insulating copper amulet of dexterity (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Dex ----- def ----- Resists +11% fire +11% cold Amulets make your neck look great! |
starlit steel amulet of strength (+2)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +2 Str ----- def ----- Resists +11% light +17% darkness Blind- +20% Amulets make your neck look great! |
stralite amulet of strength (+5)0.1 T4 amulet jewelry [Ego] Nature While equipped: Stats +5 Str Amulets make your neck look great! |
wanderer's stralite amulet of the eclipse0.1 T4 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +3 Dex +6 Cun +6 Con dps ---------- Mov.spd +10% Melee+ 10 light 7 darkness Dmg.mod +11% light +8% darkness On Melee Ret: * 9% chance to reduce damage dealt by 33% * 11% chance to blind ----- def ----- Fatigue -5% HP.reg +3.00 ---------- misc Stam/turn +0.90 Amulets make your neck look great! |
Orb of Many Ways1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 6 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. |
copper ring of darkness (+20%)0.1 T1 ring jewelry [Ego] Arcane While equipped: dps ---------- Dmg.mod +10% darkness ----- def ----- Resists +20% darkness Rings make your fingers look great! |
psionicist's copper ring0.1 T1 ring jewelry [Ego] Psionic While equipped: Stats +2 Wil ----- def ----- Mind.save +4 (+1 eff.) Rings make your fingers look great! |
warrior's copper ring of perseverance0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Str ----- def ----- Armour +4 HP.reg +1.00 Stun/Frz- +21% Rings make your fingers look great! |
warrior's copper ring of power0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +6 (+3 eff.) Mind.pwr +5 (+1 eff.) ----- def ----- Armour +6 Rings make your fingers look great! |
sneakthief's steel ring of perseverance0.1 T2 ring jewelry [Ego+] Master While equipped: Stats +5 Cun +5 Dex dps ---------- Acc +7 (+2 eff.) ----- def ----- HP.reg +3.00 Stun/Frz- +22% Rings make your fingers look great! |
gold ring 'Flamemalice'0.1 T3 ring jewelry [Rare] Master While equipped: Stats +3 Str +2 Dex +2 Mag +1 Wil dps ---------- Phys.pwr +13 (+4 eff.) Spell.pwr +6 (+3 eff.) Mind.pwr +11 (+3 eff.) Dmg.mod +12% fire +6% all Res.pen +5% cold ----- def ----- Crit.dmg- 15.00% Rings make your fingers look great! |
Writhing Ring of the Hunter0.1 T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
Zubudhewe0.1 T5 ring jewelry [Random Unique] Nature/Psionic While equipped: Stats +6 Cun +2 Wil dps ---------- Crit.mult +5.00% Mind.pwr +10 (+3 eff.) Dmg.mod +17% acid ----- def ----- Resists +14% blight +14% nature +34% acid Mind.save +12 (+3 eff.) Poison- +24% Disease- +18% Confus- +46% Rings make your fingers look great! |
Snowrazor (25-38 power, 2 apr)3.0 T2 battleaxe 2H weapon [Random Unique] Arcane/Psionic Power 25.0 - 37.5 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Melee+ +10 blight +7 mind +7 temporal On Hit.r1 +12 arcane On Hit: * 16% chance to reduce all saves and defense by 42 * 9% chance to reduce strength, dexterity, and constitution by 18 While equipped: Stats +2 Cun +3 Wil dps ---------- Dmg.mod +6% arcane Res.pen +15% arcane +10% cold ----- def ----- Resists +10% temporal Massive two-handed battleaxes. |
balanced iron greatsword of massacre (24-38 power, 1 apr)3.0 T1 greatsword 2H weapon [Ego] Master Power 24.0 - 38.4 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Acc +7 (+2 eff.) ----- def ----- Defense +9 (+5 eff.) Disarm- +31% Massive two-handed swords. |
Golden Three-Edged Sword 'The Truth' (49-78 power, 9 apr)12.0 T3 greatsword 2H weapon [Unique] Psionic Power 49.0 - 78.4 Physical Uses 40% Wil, 129% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +9 Crit +9.0% Atk.spd 100% Melee+ +49 light +49 darkness On Hit: * 9% chance to stun or confuse the target While equipped: The wise ones say that truth is a three-edged sword. And sometimes, the truth hurts. |
blazebringer's dwarven-steel greatsword of projection (36-58 power, 2 apr)3.0 T3 greatsword 2H weapon [Ego++] Nature/Psionic Power 36.0 - 57.6 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Crit.r2 +7 fire On Hit: * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: dps ---------- All.spd +4% Res.pen +12% fire Massive two-handed swords. |
Elelaith the Demonpyre (63-101 power, 3 apr)3.0 T4 greatsword 2H weapon [Rare] Master Power 63.0 - 100.8 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% On Crit.r2 +4 mind While equipped: Stats +4 Dex +3 Mag +3 Con dps ---------- Res.pen +10% mind ----- def ----- Resists +12% darkness ---------- misc Light +2 See.Invis +12 Massive two-handed swords. |
Mantir the Crackleresolve (24-34 power, 4 apr)3.0 T3 longsword 1H weapon [Rare] Master Power 24.0 - 33.6 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +4 Cun dps ---------- Crit.mult +15.00% Res.pen +20% lightning Acc +7 (+2 eff.) ----- def ----- Defense +9 (+5 eff.) Disarm- +20% ---------- misc Mana/turn +0.20 See.Invis +12 Sharp, long, and deadly. |
Blade of Distorted Time (40-56 power, 40 apr)3.0 T4 longsword 1H weapon [Unique] Arcane Power 40.0 - 56.0 Physical Uses 40% Wil, 20% Mag, 90% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +40 Crit +8.0% Atk.spd 100% Dmg.conv 20% temporal On Hit: * deals 56 temporal damage and slows enemies in radius 6 of the target by 66% based on Magic While equipped: dps ---------- Dmg.mod +30% temporal +30% physical ----- def ----- Def/telep +20 Res/telep +20% Dur/telep +20% Blink Blade: Level 5.5 Pwr.cost 6 out of 10/10. Range 9 Travel.spd instantaneous Is a spell Description: Teleport to the target and attack with your melee weapons for 103% damage. Then teleport next to a second random enemy, attacking for 103% damage. Blink Blade can hit the same target multiple times. The remnants of a damaged timeline, this blade shifts and fades at random. |
elemental stralite longsword of evisceration (34-48 power, 5 apr)3.0 T4 longsword 1H weapon [Ego++] Arcane/Master Power 34.0 - 47.6 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% On Hit: * Create an explosion dealing 55 acid damage (1/turn) On Crit: * Wound the target dealing 228 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +9.0% Phys.pwr +9 (+3 eff.) Dmg.mod +12% acid Res.pen +5% acid Sharp, long, and deadly. |
Skullcleaver (20-28 power, 4 apr)3.0 T1 waraxe 1H weapon [Unique] Arcane Power 20.0 - 28.0 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +12.0% Atk.spd 100% HP.leech +10% Dmg.conv 25% blight While equipped: dps ---------- Dmg.mod +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
Smearbloom the stralite waraxe (28-40 power, 5 apr)3.0 T4 waraxe 1H weapon [Rare] Nature Power 28.5 - 39.9 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% On Hit: * 20% chance to slow global speed by 71% * 20% chance to reduce damage dealt by 33% While equipped: Stats +12 Con +11 Wil dps ---------- Dmg.mod +18% nature +24% fire Res.pen +20% fire ----- def ----- Max.HP +51.00 One-handed war axes. |
caustic stralite waraxe of enduring (34-47 power, 5 apr)3.0 T4 waraxe 1H weapon [Ego++] Nature Power 33.5 - 46.9 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% On Crit.r2 +15 acid +16 nature While equipped: Stats +7 Con +7 Wil dps ---------- Res.pen +5% acid +12% nature Apr +5 ----- def ----- Max.HP +44.00 One-handed war axes. |
creative mossy mindstar of resolve (2-3 power, 12 apr, nature damage)3.0 T1 mindstar 1H weapon [Ego] Nature/Psionic Power 2.5 - 2.8 Nature Uses 90% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: Stats +3 Cun +2 Wil dps ---------- Mind.crit +1% Crit.mult +5.00% Mind.pwr +2 (+1 eff.) ----- def ----- Spell.save +2 (+1 eff.) ---------- misc Talents +1 Attune Mindstar 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. |
creative vined mindstar of resolve (6-6 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Ego] Nature/Psionic Power 5.5 - 6.1 Nature Uses 90% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.crit +2% Crit.mult +5.00% Mind.pwr +4 (+1 eff.) ----- def ----- Spell.save +3 (+1 eff.) ---------- misc Talents +1 Attune Mindstar 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. |
Dusksever of the Blightspawn (10-11 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Random Unique] Nature/Disrupt/Psionic Power 10.0 - 11.0 Nature Uses 90% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% Against +11% Unnatural On Hit: 20% Netherblast 3 On Hit: * 20% chance to reduce all saves and defense by 42 * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% While equipped: Stats +2 Cun dps ---------- Mind.crit +3% Mind.pwr +16 (+4 eff.) Melee Ret 4 mind ----- def ----- Mind.save +4 (+1 eff.) ---------- misc Hate/kill +2.00 Psi/kill +2.00 Max.psi +16.00 Talents +1 Attune Mindstar Masteries +0.10 Psionic/Voracity +0.10 Cursed/Dark sustenance On Spell Hit: 20% Netherblast 3 Inflict 139.31 mind damage (range 10), gaining psi and hate equal to 10% of the damage done Puts all charms on 11 cooldown 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. |
Mayamina the pulsing mindstar (13-14 power, 32 apr, nature damage) 3.0 T4 mindstar 1H weapon [Random Unique] Nature/Disrupt/Psionic Power 13.0 - 14.3 Nature Uses 90% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% On Hit: * flashes light on your target dealing 55 damage On Crit: * Deals 123 Manaburn damage and puts 1 random spell talent on cooldown for 5 turns (checks Confusion immunity) While equipped: Stats +1 Str +2 Dex dps ---------- Mind.crit +4% Crit.mult +6.00% Mind.pwr +8 (+2 eff.) Dmg.mod +5% mind Res.pen +6% mind On Hit (Melee): * 20% chance to reduce armor by 28% ----- def ----- Resists +4% mind Dmg.Resnn +12% Max.HP +10.00 HP.reg +1.40 ---------- misc Psi/ret +0.90 Infravis +3 Talents +1 Attune Mindstar 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. |
Ravendredge the pulsing mindstar (14-15 power, 32 apr, mind damage)3.0 T4 mindstar 1H weapon [Rare] Nature/Psionic Power 14.0 - 15.4 Mind Uses 90% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% Melee+ +20 mind On Hit.r1 +20 lightning On Crit.r2 +12 darkness +16 mind On Hit: * 20% chance to reduce all saves and defense by 42 While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) Melee+ 12 mind 13 darkness Dmg.mod +9% mind +15% darkness ----- def ----- Resists +15% lightning +12% mind ---------- misc Talents +1 Attune Mindstar 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. |
protector's pulsing mindstar of flames (13-14 power, 32 apr, nature damage)3.0 T4 mindstar 1H weapon [Ego++] Nature/Disrupt Power 13.0 - 14.3 Nature Uses 90% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) All.spd +6% Melee+ 9 fire Dmg.mod +9% fire Res.pen +11% fire ----- def ----- Resists +8% fire +5% all ---------- misc Talents +1 Attune Mindstar Masteries +0.10 Wild-gift/Antimagic 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. |
Xanuwen the Icezeal (5 def, 10 armour)14.0 T5 heavy armor Reqs Heavy armour training [Rare] Master While equipped: Stats +7 Str +2 Dex +0 Mag +3 Wil +8 Cun +6 Con dps ---------- Dmg.mod +6% cold ----- def ----- Armour +10 Defense +5 (+3 eff.) Fatigue +12% Resists +12% mind Max.HP +70.00 ---------- misc Infravis +2 A suit of armour made of mail. |
Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
rough leather belt of carrying1.0 T1 belt armor [Ego] Arcane While equipped: ----- def ----- Fatigue -4% ---------- misc Max.enc +24 A belt that goes around your waist. |
nightruned hardened leather belt of burglary1.0 T3 belt armor [Ego+] Arcane/Master While equipped: Stats +3 Dex +4 Cun +7 Lck ----- def ----- Resists +7% light +7% darkness Stealth +6 ---------- misc T.Disarm +12 Infravis +3 A belt that goes around your waist. |
Blastspitter the cashmere cloak (2 def, 6 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +3 Cun +2 Dex dps ---------- Dmg.mod +3% lightning +3% physical Res.pen +15% lightning +5% physical ----- def ----- Armour +6 Defense +2 (+1 eff.) Resists +0% lightning +2% physical A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Serpentine Cloak (20 def, 0 armour)2.0 T3 cloak armor [Unique] Nature While equipped: Stats +4 Dex +4 Wil +4 Cun dps ---------- Dmg.mod +20% nature Res.pen +20% nature ----- def ----- Defense +20 (+10 eff.) Poison- +50% ---------- misc Masteries +0.20 Cunning/Stealth +0.50 Cunning/Poisons On Mind Hit: 10% Poison Strike 1 Cunning and malice seem to emanate from this cloak. |
Umbrabone the elven-silk cloak (3 def, 0 armour)2.0 T5 cloak armor [Random Unique] Nature/Master While equipped: Stats +2 Cun +4 Dex dps ---------- Acc +7 (+2 eff.) Apr +8 Melee Ret 8 darkness ----- def ----- Defense +3 (+2 eff.) Resists +17% acid +6% light +8% fire +5% cold +5% arcane +7% lightning Max.HP +34.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Baleromirath the Brightwire (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +2 Cun +2 Con dps ---------- Dmg.mod +3% mind On Hit (Melee): * 10% chance to slow global speed by 71% ----- def ----- Armour +1 Resists +3% blight +3% fire +6% temporal Phys.save +10 (+2 eff.) Mind.save +10 (+3 eff.) A pair of boots made of leather. |
Nerutira the Ichorsteel (0 def, 1 armour)2.0 T1 feet armor [Rare] Arcane While equipped: Stats +1 Mag +4 Con dps ---------- Spell.pwr +4 (+2 eff.) ----- def ----- Armour +1 Resists +6% nature +6% light Crit.dmg- 5.00% ---------- misc Infravis +3 See.Invis +3 A pair of boots made of leather. |
Godata the Ashrupture (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +5 Str +4 Dex +5 Wil +7 Lck dps ---------- Dmg.mod +9% fire ----- def ----- Armour +3 Resists +9% blight +6% cold +6% darkness +6% temporal Stealth +10 ---------- misc Light +2 See.Invis +6 A pair of boots made of leather. |
Steam Powered Boots (8 def, 15 armour)3.0 T5 feet armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +8 Str +10 Dex dps ---------- Dmg.mod +10% fire ----- def ----- Armour +15 Defense +8 (+4 eff.) Fatigue +8% Pinning- +50% Generate 3 steam each time you walk. Boots. But with steam power! |
rough leather gloves of strength (+2) (0 def, 1 armour)1.0 T1 hands armor [Ego] Master While equipped: Stats +2 Str dps ---------- Phys.pwr +6 (+2 eff.) ----- def ----- Armour +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Flashreek (0 def, 3 armour)1.0 T4 hands armor [Random Unique] Arcane/Master While equipped: Stats +4 Str +4 Wil +4 Con dps ---------- Spell.crit +7% Spell.pwr +12 (+6 eff.) Melee+ 15 darkness Dmg.mod +9% darkness +12% fire Res.pen +25% lightning Melee Ret 4 fire 2 cold ----- def ----- Armour +3 Resists +6% lightning +12% cold +10% darkness Disarm- +41% ---------- misc Mana/turn +0.31 Masteries +0.20 Technique/Grappling Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
drakeskin leather gloves of dexterity (+4) (0 def, 3 armour)1.0 T4 hands armor [Ego] Master While equipped: Stats +4 Dex dps ---------- Acc +17 (+6 eff.) ----- def ----- Armour +3 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Storm Bringer's Gauntlets (0 def, 5 armour)1.5 T3 hands armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +5% Crit.mult +20.00% Spell.pwr +12 (+6 eff.) Dmg.mod +15% lightning ----- def ----- Armour +5 Resists +15% lightning Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. On Spell Hit: 10% Lightning 1 Talent level: +1 to all lightning damage spells. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
Blindburst (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +3 Str +6 Mag +4 Wil +9 Cun +5 Con dps ---------- Res.pen +25% light ----- def ----- Armour +3 Fatigue +5% HP.reg +11.00 ---------- misc Stam/turn +2.00 Max.stam +40.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Steam Powered Gauntlets (0 def, 12 armour)1.5 T5 hands armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +6 Str +6 Dex dps ---------- Phys.crit +10.0% Steam.crit +10% Crit.mult +30.00% Dmg.mod +8% all ----- def ----- Armour +12 Disarm- +50% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Gauntlets. But with steam power! |
elven-silk wizard hat 'Scorchpunish' (3 def, 0 armour)2.0 T5 head armor [Rare] Nature While equipped: dps ---------- Mind.crit +5% Dmg.mod +20% lightning Res.pen +25% mind +20% fire ----- def ----- Defense +3 (+2 eff.) Resists +39% lightning +30% fire Mind.save +9 (+2 eff.) A pointy cloth hat, very wizardly... |
Dazzleknave (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +4 Wil dps ---------- Dmg.mod +11% nature Res.pen +5% mind ----- def ----- Defense +1 (+1 eff.) Resists +16% nature +3% light ---------- misc Light +3 A pointy cloth hat, very wizardly... |
Buharadar the Venomwarden (0 def, 5 armour)2.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +2 Str +13 Dex +7 Cun +5 Con dps ---------- Dmg.mod +9% fire Res.pen +5% nature Melee Ret 4 nature 4 fire On Hit (Melee): * 20% chance to slow global speed by 71% ----- def ----- Armour +5 Fatigue +5% Resists +9% fire Phys.save +16 (+4 eff.) A hat made of leather. Very stylish. |
Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +0 Cun +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+3 eff.) Spell.save +12 (+3 eff.) Mind.save +12 (+3 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Crown of Burning Pain (13 def, 0 armour)4.0 T3 head armor [Unique] Arcane While equipped: Stats +6 Cun +6 Wil dps ---------- Dmg.mod +35% fire ----- def ----- Defense +13 (+7 eff.) Fatigue +4% Resists +35% fire Meteor Rain: Level 3.5 Pwr.cost 14 out of 50/50. Range 5 Travel.spd instantaneous Is a spell Description: Use arcane forces to summon 4 meteors that fall to the ground within range 2 of the target. Each meteor smashes everything within radius 2, dealing 52.11 fire and 55.24 physical damage to creatures other than yourself, while liquefying some of the terrain into lava for 8 turns. The damage increases with your Spellpower. This crown of pure flames possesses a myriad of small molten rocks floating wildly above it. Each can be removed to throw as a true meteor. |
voratun helm 'Blizzardwither' (8 def, 13 armour)3.0 T5 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Wil +4 Cun +7 Con dps ---------- Mind.pwr +25 (+6 eff.) Dmg.mod +12% mind Melee Ret 10 cold ----- def ----- Armour +13 Defense +8 (+4 eff.) Fatigue +5% Resists +7% all Crit.dmg- 15.00% Phys.save +15 (+4 eff.) ---------- misc See.Invis +9 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
13 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. |
7 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 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. |
9 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. |
17 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. |
11 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. |
3 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. |
15 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. |
14 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 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. |
9 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. |
7 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 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. |
5 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. |
10 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+4 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+4 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 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. |
8 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. |
4 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. |
8 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. |
3 bloodstone0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 diamond0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+5 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+5 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold 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. |
Petrified Wood0.0 T4 red gem [Unique] Nature While equipped: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.dmg- 23.00% Item imbue powers: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.dmg- 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
Atamathon's Lost Ruby Eye0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +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. |
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. |
66 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. |
49 alchemist bloodstone0.0 T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(149 power, based on Willpower). Uses 6 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- 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. |
brass lantern 'Brightrain'2.0 T1 lite [Rare] Psionic While equipped: Stats +3 Cun +1 Wil dps ---------- On Hit (Melee): * 10% chance to reduce armor by 28% ----- def ----- Resists +9% fire Mind.save +7 (+2 eff.) ---------- misc Light +4 See.Stealth +6 See.Invis +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
bright brass lantern of health2.0 T1 lite [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +0% light ----- def ----- Max.HP +40.00 ---------- misc Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
nightwalker's alchemist's lamp of health1.0 T3 lite [Ego+] Nature While equipped: Stats +4 Wil dps ---------- Phys.crit +5.0% Crit.mult +12.00% Phys.pwr +6 (+2 eff.) ----- def ----- Max.HP +53.00 ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
voratun deflection field0.0 T5 steamtech tinker [Normal] Steamtech Attachable to belt When attached: ----- def ----- Defense +10 (+5 eff.) Proj.slow +25% Tinkers can be attached to normal items to improve them with steam power! |
steel crystal plating0.0 T2 steamtech tinker [Normal] Steamtech Attachable to body When attached: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Tinkers can be attached to normal items to improve them with steam power! |
voratun crystal plating0.0 T5 steamtech tinker [Normal] Steamtech Attachable to body When attached: Stats +10 Str +10 Dex +10 Mag +10 Wil +10 Cun +10 Con Tinkers can be attached to normal items to improve them with steam power! |
steel spike attachment0.0 T2 steamtech tinker [Normal] Steamtech Attachable to body When attached: dps ---------- Melee Ret 20 physical ----- def ----- Armour +8 Fatigue +1% Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel grounding strap0.0 T3 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: ----- def ----- Resists +18% lightning Stun/Frz- +30% Tinkers can be attached to normal items to improve them with steam power! |
stralite grounding strap0.0 T4 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: ----- def ----- Resists +24% lightning Stun/Frz- +40% Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel kinetic stabiliser0.0 T3 steamtech tinker [Normal] Steamtech Attachable to feet When attached: ----- def ----- Phys.save +9 (+2 eff.) Pinning- +15% Knockbk- +15% Teleport- +100% Tinkers can be attached to normal items to improve them with steam power! |
stralite rocket boots0.0 T4 steamtech tinker [Normal] Steamtech Attachable to feet When attached: ---------- misc Talents +4 Rocket Boots Tinkers can be attached to normal items to improve them with steam power! |
stralite grip0.0 T4 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ----- def ----- Disarm- +90% ---------- misc Talents +4 Iron Grip Tinkers can be attached to normal items to improve them with steam power! |
steel mental stimulator0.0 T2 steamtech tinker [Normal] Steamtech Attachable to head When attached: Stats +4 Cun ----- def ----- Mind.save +6 (+2 eff.) Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel mental stimulator0.0 T3 steamtech tinker [Normal] Steamtech Attachable to head When attached: Stats +6 Cun ----- def ----- Mind.save +9 (+2 eff.) Tinkers can be attached to normal items to improve them with steam power! |
stralite mental stimulator0.0 T4 steamtech tinker [Normal] Steamtech Attachable to head When attached: Stats +8 Cun ----- def ----- Mind.save +12 (+3 eff.) Tinkers can be attached to normal items to improve them with steam power! |
steel crystal edge0.0 T2 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: dps ---------- Crit.mult +6.00% Deals high light damage and increases critical multiplier. Tinkers can be attached to normal items to improve them with steam power! |
steel crystal edge0.0 T2 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: dps ---------- Crit.mult +6.00% Deals high light damage and increases critical multiplier. Tinkers can be attached to normal items to improve them with steam power! |
great fiery salve [power 30] great fiery salve [power 30]1.0 T4 salve misc [Normal] Nature/Steamtech Using medical injector with 158% efficiency and 53% cooldown modifier. Remove 2 magical effects and grants a fiery aura (30% fire, light and lightning affinity) Puts Talent Medical Injector on 14 cooldown Activation is instant. Medical salve. |
great frost salve [power 30] great frost salve [power 30]1.0 T4 salve misc [Normal] Nature/Steamtech Using medical injector with 158% efficiency and 53% cooldown modifier. Remove 2 physical effects and grants a frost aura (30% cold, darkness and nature affinity) Puts Talent Medical Injector on 14 cooldown Activation is instant. Medical salve. |
great healing salve [power 423] great healing salve [power 423]1.0 T4 salve misc [Normal] Nature/Steamtech Using medical injector with 158% efficiency and 53% cooldown modifier. Heal 423 Puts Talent Medical Injector on 9 cooldown Medical salve. |
great pain suppressor salve [power 368] great pain suppressor salve [power 368]1.0 T4 salve misc [Normal] Nature/Steamtech Using medical injector with 158% efficiency and 53% cooldown modifier. Let you fight up to -368 life and reduces all damage by 22% for 6 turns (takes no time to activate) Puts Talent Medical Injector on 6 cooldown Activation is instant. Medical salve. |
great water salve [power 30] great water salve [power 30]1.0 T4 salve misc [Normal] Nature/Steamtech Using medical injector with 158% efficiency and 53% cooldown modifier. Remove 2 mental effects and grants a water aura (30% blight, mind and acid affinity). Puts Talent Medical Injector on 14 cooldown Activation is instant. Medical salve. |
Bizzare Contraption2.0 T2 tool misc [Unique] While equipped: Stats +8 Cun dps ---------- Dmg.mod +15% lightning ----- def ----- Resists +15% lightning Phys.save +18 (+4 eff.) 10% chance when hit to absorb the whole blow. This effect has a 30 turn cooldown. This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
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. |
iron pickaxe of endurance (dig speed 36 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +2 Str ----- def ----- Fatigue -4% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Mind.save +10 (+3 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 4.5 Pwr.cost 11 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 2 to sleep for 4 turns, rendering them unable to act. Every 21 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Imp Claw2.0 T1 misc tool [Unique] Arcane While equipped: ---------- misc Light +1 See.Stealth +10 Flame: Level 3.5 Pwr.cost 5 out of 9/9. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 136.29 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
Elemental Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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 Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 17 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (3/3)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 111 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. |
Rod of Spydric Poison (1/1)2.0 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 344.00 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 14 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
supercharged voratun torque of clear mind [power 5] (17 cooldown)2.0 T5 torque charm [Ego+] Psionic Remove 1 confusion or silence effect and prevent the application of 5 detrimental mental effects for 5 turns Puts all charms on 17 cooldown Torques are made by powerful psionics to store psionic powers. |
elm wand of shielding [power 116] (11 cooldown)2.0 T1 wand charm [Ego] Arcane Create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 11 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
soothing ash wand of shielding [power 170] (11 cooldown)2.0 T2 wand charm [Ego] Arcane Create a shield absorbing up to 170 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 11 cooldown 100% to heal for 45. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Ulfelach the Heatseam [power 230] (9 cooldown)2.0 T3 wand charm [Rare] Arcane While equipped: Stats +1 Cun dps ---------- Dmg.mod +3% fire Melee Ret 6 mind 6 acid On Hit (Melee): * 20% chance to reduce armor by 28% ----- def ----- Resists +6% acid Fire a magical bolt dealing 230 fire damage Puts all charms on 9 cooldown 100% to increase the duration of 1 beneficial effects by 1. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
yew wand of shielding [power 230] (11 cooldown)2.0 T3 wand charm [Ego] Arcane Create a shield absorbing up to 230 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 11 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
dragonbone wand of clairvoyance 'Moldspire' [power 14] (9 cooldown)2.0 T5 wand charm [Rare] Arcane While equipped: dps ---------- Res.pen +10% nature ----- def ----- Resists +12% darkness +15% cold Die.at -40.00 life Max.HP +60.00 Knockbk- +20% Reveal the area around you, dispelling darkness (radius 14, power 60 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 9 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Heart of the Sandworm Queen0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
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. |
Forbidden Tome: "The Day It Came"2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Forbidden Tome: "The Illusory Castle"2.0 forbidden tome [Unique] Unknown 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. |
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By BEWARE: This class is very strange and may be conf the Dwarf Possessor level 35
26th Wealth 123rd year of Ascendancy at 02:26 see stats
Against all odds
Killed Ukruk in the ambush.By BEWARE: This class is very strange and may be conf the Dwarf Possessor level 35
24th Wealth 123rd year of Ascendancy at 07:34 see stats
Arachnophobia
Destroyed the spydric menace.By BEWARE: This class is very strange and may be conf the Dwarf Possessor level 38
11st Dearth 123rd year of Ascendancy at 04:22 see stats
Back and there again
Opened a portal to the Far East from Maj'Eyal.By BEWARE: This class is very strange and may be conf the Dwarf Possessor level 44
20th Shortage 123rd year of Ascendancy at 00:19 see stats
Brave new world
Went to the Far East and took part in the war.By BEWARE: This class is very strange and may be conf the Dwarf Possessor level 37
7th Dearth 123rd year of Ascendancy at 14:59 see stats
Bringer of Doom
Killed a Bringer of Doom.By BEWARE: This class is very strange and may be conf the Dwarf Possessor level 23
9th Steel 123rd year of Ascendancy at 06:57 see stats
Can you bear it? So much bearness!
Killed Borius in the Bearscape.By BEWARE: This class is very strange and may be conf the Dwarf Possessor level 30
32nd Stralite 123rd year of Ascendancy at 11:23 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By BEWARE: This class is very strange and may be conf the Dwarf Possessor level 15
24th Dearth 122nd year of Ascendancy at 01:09 see stats
Destroyer's bane
Killed Golbug the Destroyer.By BEWARE: This class is very strange and may be conf the Dwarf Possessor level 36
3rd Dearth 123rd year of Ascendancy at 12:19 see stats
Dragon's Greed
Amassed 8000 gold pieces.By BEWARE: This class is very strange and may be conf the Dwarf Possessor level 46
11st Iron 124th year of Ascendancy at 04:45 see stats
Earth Master
Killed Harkor'Zun.By BEWARE: This class is very strange and may be conf the Dwarf Possessor level 21
31st Iron 123rd year of Ascendancy at 16:19 see stats
Exterminator
Killed 1000 creatures.By BEWARE: This class is very strange and may be conf the Dwarf Possessor level 18
10th Loss 122nd year of Ascendancy at 21:06 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By BEWARE: This class is very strange and may be conf the Dwarf Possessor level 25
23rd Gold 123rd year of Ascendancy at 10:38 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By BEWARE: This class is very strange and may be conf the Dwarf Possessor level 26
26th Gold 123rd year of Ascendancy at 16:33 see stats
Is that how it feels to be an escort quest?!
Got saved from death in the Godfeaster by Malyu and managed to escape.By BEWARE: This class is very strange and may be conf the Dwarf Possessor level 30
44th Stralite 123rd year of Ascendancy at 17:01 see stats
Level 10
Got a character to level 10.By BEWARE: This class is very strange and may be conf the Dwarf Possessor level 10
3rd Profit 122nd year of Ascendancy at 04:37 see stats
Level 20
Got a character to level 20.By BEWARE: This class is very strange and may be conf the Dwarf Possessor level 20
14th Loss 122nd year of Ascendancy at 00:06 see stats
Level 30
Got a character to level 30.By BEWARE: This class is very strange and may be conf the Dwarf Possessor level 30
32nd Stralite 123rd year of Ascendancy at 07:19 see stats
Level 40
Got a character to level 40.By BEWARE: This class is very strange and may be conf the Dwarf Possessor level 40
12nd Loss 123rd year of Ascendancy at 18:52 see stats
Poisonous
Sided with the assassin lord.By BEWARE: This class is very strange and may be conf the Dwarf Possessor level 20
19th Loss 122nd year of Ascendancy at 18:03 see stats
Shasshhiy'Kaish
Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By BEWARE: This class is very strange and may be conf the Dwarf Possessor level 35
29th Wealth 123rd year of Ascendancy at 17:53 see stats
Size is everything
Did over 1500 damage in one attack.By BEWARE: This class is very strange and may be conf the Dwarf Possessor level 32
10th Wealth 123rd year of Ascendancy at 19:52 see stats
Size matters
Did over 600 damage in one attack.By BEWARE: This class is very strange and may be conf the Dwarf Possessor level 18
6th Loss 122nd year of Ascendancy at 04:23 see stats
Sliders
Activated a portal using the Orb of Many Ways.By BEWARE: This class is very strange and may be conf the Dwarf Possessor level 37
3rd Dearth 123rd year of Ascendancy at 18:15 see stats
Squadmate
Escaped from Reknor alive with your squadmate Norgan.By BEWARE: This class is very strange and may be conf the Dwarf Possessor level 3
18th Voratun 122nd year of Ascendancy at 10:31 see stats
That was close
Killed your target while having only 1 life left.By BEWARE: This class is very strange and may be conf the Dwarf Possessor level 6
29th Voratun 122nd year of Ascendancy at 10:10 see stats
The Arena
Unlocked Arena mode.By BEWARE: This class is very strange and may be conf the Dwarf Possessor level 9
1st Acquisition 122nd year of Ascendancy at 17:53 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By BEWARE: This class is very strange and may be conf the Dwarf Possessor level 20
6th Iron 123rd year of Ascendancy at 06:22 see stats
The secret city
Discovered the truth about mages.By BEWARE: This class is very strange and may be conf the Dwarf Possessor level 14
25th Profit 122nd year of Ascendancy at 19:20 see stats
There and back again
Opened a portal to Maj'Eyal from the Far East.By BEWARE: This class is very strange and may be conf the Dwarf Possessor level 39
41st Dearth 123rd year of Ascendancy at 07:34 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By BEWARE: This class is very strange and may be conf the Dwarf Possessor level 29
31st Stralite 123rd year of Ascendancy at 20:12 see stats
Treasure Hunter
Amassed 1000 gold pieces.By BEWARE: This class is very strange and may be conf the Dwarf Possessor level 17
5th Loss 122nd year of Ascendancy at 15:59 see stats
Unstoppable
Returned from the dead.By BEWARE: This class is very strange and may be conf the Dwarf Possessor level 33
20th Wealth 123rd year of Ascendancy at 02:34 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By BEWARE: This class is very strange and may be conf the Dwarf Possessor level 34
23rd Wealth 123rd year of Ascendancy at 05:05 see stats
Log
Lord of Skulls (archer) receives 28 healing from Ghoulking's purging blight area effect.
Ghast's purging blight area effect hits BEWARE: This class is very strange and may be conf for 4 to psi, 0 blight (4 total damage).
Lord of Skulls (archer) receives 71 healing from Ghast's purging blight area effect.
Your body died! You quickly return to your normal one but the shock is terrible!
You carry too much--you are encumbered!
Drop some of your items.
BEWARE: This class is very strange and may be conf is stunned!
BEWARE: This class is very strange and may be conf converts some damage to Psi!
Ghast hits BEWARE: This class is very strange and may be conf for 19 to psi damage.
BEWARE: This class is very strange and may be conf instinctively hardens her skin and ignores the attack!
BEWARE: This class is very strange and may be conf repels an attack from Lord of Skulls (archer).
Talent Unleashed Mind is ready to use.
BEWARE: This class is very strange and may be conf uses Unleashed Mind.
BEWARE: This class is very strange and may be conf converts some damage to Psi!
Ghast's purging blight area effect hits BEWARE: This class is very strange and may be conf for 14 to psi, 41 blight (55 total damage).
Ghast's purging blight area effect hits BEWARE: This class is very strange and may be conf for 7 to psi, 23 blight (30 total damage).
Lord of Skulls (archer) receives 71 healing from Ghast's purging blight area effect.
Ghast's purging blight area effect hits BEWARE: This class is very strange and may be conf for 14 to psi, 41 blight (55 total damage).
Ghoulking's purging blight area effect hits BEWARE: This class is very strange and may be conf for 6 to psi, 18 blight (24 total damage).
Lord of Skulls (archer) receives 28 healing from Ghoulking's purging blight area effect.
BEWARE: This class is very strange and may be conf hits Lord of Skulls (archer) for 193 mind, 7 darkness, 56 light (256 total damage).
Lord of Skulls (archer) uses Pinning Shot.
The protective shield of BEWARE: This class is very strange and may be conf disappears.
Talent Psychic Crush is ready to use.
Lord of Skulls (archer)'s Pinning Shot performs a ranged critical strike against BEWARE: This class is very strange and may be conf!
BEWARE: This class is very strange and may be conf is pinned to the ground.
BEWARE: This class is very strange and may be conf converts some damage to Psi!
Lord of Skulls (archer)'s Pinning Shot hits BEWARE: This class is very strange and may be conf for 67 to psi, 206 physical (273 total damage).
BEWARE: This class is very strange and may be conf the level 46 dwarf possessor was pierced to death by a Lord of Skulls (archer) on level 3 of Rak'shor Pride.




























































































































































