










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! Automatic Notes 1.7.0Automatically collects notes about unvisited zones and unactivated features/events that the player has seen and may wish to return to later, updated as the player revisits said points of interest. Notes will reflect:
Notes for a level are updated when the player enters or leaves the level, and when bringing up the auto-collected notes list manually via <Alt-Shift-A> (configurable via the "Key bindings" dialog). The auto-collected notes list will also optionally pop up when you load a character, configurable via the game option "UI | Automatic notes". Frequently Asked Questions: Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] 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:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Ghoul |
| Class | Archer |
| Level / Exp | 50 / 1519% |
| Size | medium |
| Lifes / Deaths | Killed by ritch flamespitter at level 31 on the 31st Pyre 123rd year of Ascendancy at 06:10 2 / 5Killed by Emelewyn the orc blood mage at level 44 on the 44th Haze 123rd year of Ascendancy at 03:35 Killed by Belanor the orc blood mage at level 45 on the 45th Haze 123rd year of Ascendancy at 23:10 Killed by Rak'shor, Grand Necromancer of the Pride at level 46 on the 48th Haze 123rd year of Ascendancy at 15:25 Killed by Polulaith the Flamebringer at level 46 on the 56th Haze 123rd year of Ascendancy at 15:14 |
Primary Stats
| Strength | 129 (base 60) |
| Dexterity | 135 (base 63) |
| Constitution | 61 (base 16) |
| Magic | 92 (base 60) |
| Willpower | 32 (base 15) |
| Cunning | 105 (base 44) |
Resources
| Life | 1862/1862 |
| Stamina | 182/182 |
| Steam | 100/100 |
| Healing Factor | 1.5149470706755 |
| Regeneration | 23.102942827801 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +80% |
Vision
| Sight | 13 |
| Lite | 14 |
| Infravision | 8 |
| See Stealth | 55.74674930024 |
| See Invisible | 45.74674930024 |
Offense: Mainhand
| Damage | 332 |
| Accuracy | 105 |
| Crit Chance | 145% |
| APR | 82 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 50 |
| Crit Chance | 48% |
| Speed | 1 |
Offense: Mind
| Mindpower | 43 |
| Crit Chance | 39% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +38% |
| Physical | +29% |
| Arcane | +15% |
| Mind | +21% |
| All | +9% |
Offense: Damage Penetration
| Physical | +82% |
| Fire | +30% |
| All | +25% |
Defense: Base
| Armour (hardiness) | 19 (75.424926284044%) |
| Defense | 113 |
| Ranged Defense | 113 |
| Fatigue | 0 |
| Physical Save | 48 |
| Spell Save | 40 |
| Mental Save | 46 |
Defense: Resistances
| Physical | + 38%( 70%) |
| Nature | + 46%( 70%) |
| Fire | + 50%( 70%) |
| Arcane | + 28%( 70%) |
| Cold | + 43%( 70%) |
| All | + 25%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 57% |
| Fear Resistance | 100% |
| Poison Resistance | 80% |
| Blind Resistance | 100% |
| Silence Resistance | 39% |
| Bleed Resistance | 100% |
| Teleport Resistance | 100% |
| Disarm Resistance | 100% |
| Pinning Resistance | 25% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 25% |
Inscriptions (5/5)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 686 damage for 5 turns. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: 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 31 up to 6 times. Its effects scale with your Magic stat. |
| Implants | Effective talent level: 1.0 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 170% efficiency and cooldown mod of 61%. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 19 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 156 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 Dexterity stat. |
| Implants | Effective talent level: 1.0 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 205% efficiency and cooldown mod of 68%. Its effects scale with your Magic stat. |
Class Talents
| Technique / Combat techniques | 1.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Sniper | 1.30 |
| 4/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Technique / Archery training | 1.30 |
| 5/5 |
| 4/5 |
| 5/5 |
| 2/5 |
| Technique / Archery prowess | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 4/5 |
| Technique / Combat veteran | 1.25 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Reflexes | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Marksmanship | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Generic Talents
| Undead / Ghoul | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Technique / Combat training | 1.60 |
| 5/5 |
| 1/5 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 4/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Technique / Mobility | 1.00 |
| 4/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Aim |
| talent | Precise Strikes |
| talent | Chant of Fortitude |
| talent | Trained Reactions |
| talent | Intuitive Shots |
| talent | Concealment |
| beneficial effect | Improves senses, allowing the detection of unseen things. Sensing |
| beneficial effect | The target is concealed, increasing sight and attack range by 3 and chance to avoid damage by 48%. Concealment |
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 and left for dead. They asked about the staff and stole it from you. Go at once to Last Hope to report those events! | 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. | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You 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 failed to protect the injured seer from death by skeleton warrior. Escort: injured seer (level 7 of Dreadfell) | failed |
You successfully escorted the lone alchemist to the recall portal on level 2 of Daikara. Escort: lone alchemist (level 2 of Daikara)As a reward you improved Dexterity by +5. | done |
You failed to protect the lost defiler from death by skeleton assassin. Escort: lost defiler (level 8 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Dreadfell. Escort: lost sun paladin (level 3 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 3 of Trollmire. Escort: lost tinker (level 3 of Trollmire)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 5 of Dreadfell. Escort: lost warrior (level 5 of Dreadfell)As a reward you improved Strength by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | 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. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * The fortress shadow has asked that you come back as soon as possible. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 253. | 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 |
Thanks to your timely aid, Agrimley the hermit is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of precision without your aid. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of the savior without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mastery. You have aided Agrimley the hermit in creating an elixir of explosive force. You have aided Agrimley the hermit in creating an elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | completed |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast 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. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
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 | undeterred pair of voratun boots of strife (0 def, 5 armour) 3.0 T5 feet armor Reqs Heavy armour training [Ego++] Arcane/Psionic While equipped: Stats +4 Con +4 Wil dps ---------- Mind.pwr +6 (+2 eff.) Res.pen +7% physical ----- def ----- Armour +5 Fatigue +4% Phys.save +15 (+5 eff.) Silence- +39% Confus- +37% Pinning- +25% Stun/Frz- +37% Knockbk- +25% Teleport- +100% Blindside: Puts all charms on 22 cooldown Level 3.0 Pwr.cost 22 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 49% (at 0 Hate) to 163% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 35 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | Coalire (19/19, 88-122 power, 33 apr)3.0 T5 arrow ammo [Random Unique] Arcane/Master Power 87.5 - 122.5 Physical Uses 50% Str, 50% Mag, 70% Dex Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +33 Crit +30.0% Capacity 19 Rld cld 3 Proj.spd +200% Ranged+ +20 mind +16 darkness On Hit.r1 +20 darkness On Hit: * 10% chance to reduce damage dealt by 22% On Crit: * Wound the target dealing 367 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
| Light source | bright alchemist's lamp of health 1.0 T3 lite [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +20% light ----- def ----- Max.HP +56.00 ---------- misc Light +12 See.Stealth +10 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Eastern Wood Hat (15 def, 0 armour) 2.0 T5 head armor [Unique] Master While equipped: Stats +22 Cun +18 Dex dps ---------- Phys.crit +10.0% Steam.crit +15% Dmg.mod +10% physical Res.pen +15% physical Acc +40 (+6 eff.) Apr +15 ----- def ----- Defense +15 (+3 eff.) Mind.save +15 (+5 eff.) Blind- +100% ---------- misc Masteries +0.20 Steamtech/Gunslinging +0.20 Steamtech/Bullets mastery This hat was made from materials from a forest whose name is long since lost, far in the east. It is said to have belonged to one of the first gunslingers. |
| Tool | Layilratha the dragonbone wand of shielding [power 536] (17 cooldown)2.0 T5 wand charm [Rare] Arcane While equipped: Stats +10 Str dps ---------- Res.pen +15% physical Melee Ret 8 physical ----- def ----- Defense +25 (+5 eff.) Resists +3% physical Die.at -80.00 life ---------- misc Stam/turn +3.00 Create a shield absorbing up to 536 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 cooldown 100% to reduce fatigue by 60% 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 | voratun bloodstone ring0.1 T5 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +17 (+2 eff.) Apr +14 ----- def ----- Defense +15 (+3 eff.) Stun/Frz- +60% Disengage: Puts all charms on 9 cooldown Level 2.0 Pwr.cost 9 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
| On fingers | Hurenik the Ichorjustice0.1 T5 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +10 Cun +8 Dex dps ---------- Phys.pwr +20 (+3 eff.) Melee+ 26 physical Ranged+ 29 physical Acc +13 (+2 eff.) Apr +3 On Hit (Melee): * 17% chance to reduce all saves and defense by 27 On Hit (Ranged): * 15% chance to reduce all saves and defense by 27 ----- def ----- Resists +3% nature Die.at -80.00 life HP.reg +6.00 Stun/Frz- +36% ---------- misc Hate/m.crit +1.00 Max.hate +13.00 Bleeding Edge: Puts all charms on 17 cooldown Level 4.0 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
| Around waist | Getarand 1.0 T5 belt armor [Random Unique] Arcane/Master While equipped: Stats +4 Cun +5 Dex dps ---------- Phys.crit +10.0% Mind.crit +5% Crit.mult +8.00% Phys.pwr +5 (+1 eff.) Dmg.mod +12% mind ----- def ----- Defense +10 (+2 eff.) Fatigue -6% Resists +6% fire Proj.slow +25% ---------- misc Max.enc +26 Max.hate +4.00 A belt that goes around your waist. |
| In main hand | swiftstrike dragonbone longbow of recursion 4.0 T5 longbow 2H weapon [Ego++] Arcane/Master Power 0.0 - 0.0 Physical Uses 50% Mag Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 Proj.spd +200% On Hit: 10% Shoot 1 On Hit: * flashes light on your target dealing 73 damage While equipped: Stats +6 Cun dps ---------- Crit.mult +15.00% Phys.spd +10% Longbows are used to shoot arrows at your foes. |
| On hands | Dakhtun's Gauntlets (0 def, 6 armour) 1.5 T5 hands armor Reqs Heavy armour training [Unique] Arcane/Master While equipped: Stats +6 Str +6 Mag dps ---------- Phys.crit +10.0% Spell.crit +10% Crit.mult +50.00% Dmg.mod +10% physical ----- def ----- Armour +6 Disarm- +100% ---------- misc Talents +5 Iron Grip Unarmed combat: Power 36.0 - 50.4 Physical Uses 40% Str, 40% Dex, 50% Mag 40% Cun Acc+ +0.2% base dam (max 20%) Apr +10 Crit +10.0% Atk.spd 83% Melee+ +20 arcane On Hit: 10% Displacement Shield 3 On Hit: 15% Wave of Power 1 Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
| Main armor | Turazilamnir the Magmakarma (32 def, 8 armour) 9.0 T5 light armor [Random Unique] Nature/Master While equipped: Stats +10 Str +10 Dex +10 Mag +10 Wil +10 Cun +10 Con dps ---------- Phys.crit +14.0% Crit.mult +20.00% Phys.pwr +8 (+1 eff.) Dmg.mod +6% arcane Res.pen +5% fire Apr +13 ----- def ----- Armour +8 Defense +32 (+6 eff.) Fatigue +8% Resists +27% fire Max.HP +80.00 HP.reg +9.00 Heal.mod +18% ---------- misc Stam/turn +1.50 Second Wind: (Instant) Puts all charms on 30 cooldown Level 4.0 Pwr.cost 30 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Take a deep breath to recover 180 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
| Cloak | elven-silk cloak 'Lightstrider' (3 def, 0 armour) 2.0 T5 cloak armor [Rare] Master While equipped: Stats +7 Str +5 Dex +4 Con dps ---------- Phys.crit +6.0% Dmg.mod +9% light Apr +4 ----- def ----- Defense +3 (+1 eff.) Resists +25% cold +5% arcane +25% nature Spell.save +15 (+5 eff.) Max.HP +80.00 Disease- +20% Confus- +20% ---------- misc Stam/turn +1.20 Masteries +0.30 Technique/Combat training A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Gunykor the voratun amulet0.1 T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +9 Dex dps ---------- Phys.pwr +10 (+1 eff.) Res.pen +20% physical ----- def ----- Defense +30 (+5 eff.) Resists +15% physical ---------- misc Stam/turn +1.10 Masteries +0.25 Technique/Combat veteran Amulets make your neck look great! |
Inventory
steam generator implant (steam 15)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 29 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 14.8 steam per turn. Can be activated for an instant burst of 74 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant (steam 15)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 31 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 14.8 steam per turn. Can be activated for an instant burst of 74 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
Infusion of Wild Growth (rad 5; dur 10;)0.1 T3 infusion scroll [Plot Item] Nature 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 nature gift Description: Causes thick vines to spring from the ground and entangle all targets within 5 squares for 10 turns, pinning them in place for 5 turns and dealing 70.86 physical damage and 119.75 nature damage. The vines also grow all around you, increasing your armour by 50 and armour hardiness by 30. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Primal Infusion (affinity 13%; reduction 2; dur 4; cd 18)0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 13% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
healing infusion of the warrior (heal 334; cd 13)0.1 infusion scroll [Ego] Nature 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 nature gift Description: Activate the infusion to instantly heal yourself for 334 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. |
movement infusion (speed 812%; cd 8)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 812% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
blink rune (range 8; phase 27; cd 18)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 8 Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 8 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 27%, your defense is increased by 27 and all your resistances by 27%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the titan (range 6; phase 18; cd 16)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 16 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 18%, your defense is increased by 18 and all your resistances by 18%. 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. |
Rune of the Rift (278.00 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 303.02 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. |
Prismatic Rune (6 turns; fire, physical, mind, arcane)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 fire, 2 physical, 3 mind, 5 arcane 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 (absorb 119; cd 16)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 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 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 119 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shatter afflictions rune of the duelist (absorb 241; cd 15)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 241 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 Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
3 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. |
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. |
2 schematic: Antimagic 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: Armour Reinforcement0.1 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: 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. |
schematic: Black 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. |
2 schematic: Deflection Field0.1 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. |
2 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. |
2 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. |
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. |
4 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. |
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. |
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: Galvanic Retributor0.1 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: Hand Cannon0.1 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: 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: 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. |
2 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. |
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. |
2 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. |
4 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. |
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. |
2 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. |
3 schematic: Power Distributor0.1 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: 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. |
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. |
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. |
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. |
3 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. |
2 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. |
2 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. |
schematic: Thunder Grenade0.1 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: Thunderclap 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. |
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. |
schematic: Voltaic 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: 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. |
3 schematic: Winterchill 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. |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Ancient Tome titled 'Gems and their uses'0.1 tome scroll [Plot Item] Magical scrolls can have wildly different effects! |
copper amulet 'Stokewell'0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +4 Cun +3 Con dps ---------- Melee Ret 2 fire ----- def ----- Resists +3% fire Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Equi/ret +0.04 Amulets make your neck look great! |
copper amulet of magic (+3)0.1 T1 amulet jewelry [Ego] Arcane While equipped: Stats +3 Mag Amulets make your neck look great! |
Daneth's Neckguard2.0 T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con ----- def ----- Armour +10 Fatigue +2% Resists +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
Bleakblow0.1 T3 amulet jewelry [Rare] Master While equipped: Stats +6 Dex +1 Wil +6 Cun +6 Con dps ---------- Mov.spd +10% Dmg.mod +12% acid +3% mind +15% darkness Res.pen +15% acid On Hit (Melee): * 20% chance to reduce damage dealt by 22% ----- def ----- Fatigue -7% Resists +6% darkness HP.reg +3.00 ---------- misc Stam/turn +0.50 Hate/m.crit +1.00 Amulets make your neck look great! |
Unflinching Eye0.1 T4 amulet jewelry [Unique] Arcane/Psionic While equipped: ----- def ----- Resists -25% light Res.Cap -25% light Blind- +100% Confus- +50% ---------- misc Infravis +3 Telepathy Horror Telpty rng +10 Arcane Eye: (Instant) Level 2.0 Pwr.cost 51 out of 60/60. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 16 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 6 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
savior's voratun amulet of dexterity (+9)0.1 T5 amulet jewelry [Ego+] Nature/Master While equipped: Stats +9 Dex ----- def ----- Phys.save +17 (+5 eff.) Spell.save +24 (+8 eff.) Mind.save +23 (+8 eff.) Amulets make your neck look great! |
starlit voratun amulet of murder0.1 T5 amulet jewelry [Ego+] Nature/Master While equipped: dps ---------- Crit.mult +18.00% Acc +9 (+1 eff.) Apr +17 ----- def ----- Resists +30% light +18% darkness Blind- +46% Amulets make your neck look great! |
voratun amulet 'Lustrepower'0.1 T5 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +21% light Melee Ret 6 acid ----- def ----- Resists +6% acid +18% light +15% darkness Blind- +33% ---------- misc Infravis +10 Sight +2 See.Invis +14 Amulets make your neck look great! |
voratun amulet 'Shinemark'0.1 T5 amulet jewelry [Rare] Master While equipped: dps ---------- Phys.pwr +10 (+1 eff.) Phys.spd +10% Dmg.mod +10% physical +6% light +21% temporal Res.pen +25% blight +20% temporal +15% light Melee Ret 10 blight 6 temporal Amulets make your neck look great! |
Orb of Many Ways1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 9 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 'Glorybrema'0.1 T1 ring jewelry [Rare] Master While equipped: Stats +3 Cun ----- def ----- Defense +6 (+1 eff.) Resists +3% light Mind.save +9 (+3 eff.) Die.at -40.00 life Max.HP +80.00 Stun/Frz- +20% Teleport- +20% Rings make your fingers look great! |
marksman's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Dex dps ---------- Acc +4 (+0 eff.) Rings make your fingers look great! |
marksman's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Dex dps ---------- Acc +4 (+0 eff.) Rings make your fingers look great! |
warrior's copper ring of the mountain (+11%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Dmg.mod +11% physical ----- def ----- Armour +6 Resists +11% physical Rings make your fingers look great! |
Neroleyalaith the Frigidsorrow0.1 T2 ring jewelry [Rare] Nature While equipped: Stats +5 Str dps ---------- Phys.pwr +25 (+4 eff.) Dmg.mod +12% acid Res.pen +10% acid ----- def ----- Resists +24% acid +3% cold ---------- misc Stam/turn +1.00 Rings make your fingers look great! |
Nightsong0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+1 eff.) Fatigue -7% Mind.save +13 (+5 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Shadowstep: Level 2.0 Pwr.cost 43 out of 50/50. Range 7 Travel.spd instantaneous Is a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 13.15 cold and 15.56 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 51 power out of 60/60 This azure ring seems to be always moist to the touch. |
conjurer's steel ring of warding0.1 T2 ring jewelry [Ego++] Arcane While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.pwr +7 (+3 eff.) ----- def ----- Resists +16% acid +14% fire +13% lightning +11% cold Rings make your fingers look great! |
sneakthief's steel ring of misery0.1 T2 ring jewelry [Ego++] Master/Psionic While equipped: Stats +7 Cun +5 Dex dps ---------- Melee+ 12 physical Ranged+ 11 physical Acc +8 (+1 eff.) On Hit (Melee): * 11% chance to reduce all saves and defense by 27 On Hit (Ranged): * 11% chance to reduce all saves and defense by 27 ---------- misc Hate/m.crit +1.00 Max.hate +7.00 Bleeding Edge: Puts all charms on 17 cooldown Level 4.0 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
titan's steel ring of tenacity0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +4 Con ----- def ----- Phys.save +8 (+2 eff.) Max.HP +23.00 Disarm- +22% Pinning- +24% Knockbk- +20% Rings make your fingers look great! |
Blazebrawn0.1 T3 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +9% arcane Res.pen +15% acid +15% lightning Melee Ret 10 acid 10 lightning ----- def ----- Resists +18% lightning +6% light +5% arcane Max.HP +34.00 Disarm- +32% Pinning- +22% Knockbk- +36% Rings make your fingers look great! |
Elemental Fury0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Dmg.mod +25% lightning +25% fire +25% arcane +25% cold Res.pen +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
conjurer's gold ring of darkness (+24%)0.1 T3 ring jewelry [Ego+] Arcane While equipped: Stats +6 Mag +5 Wil dps ---------- Spell.pwr +8 (+3 eff.) Dmg.mod +12% darkness ----- def ----- Resists +24% darkness Rings make your fingers look great! |
Dagylagen the stralite ring0.1 T4 ring jewelry [Rare] Arcane While equipped: Stats +2 Str +9 Mag dps ---------- Phys.crit +2.0% Crit.mult +30.00% Phys.pwr +20 (+3 eff.) S.pwr/crit +4 Dmg.mod +12% blight ----- def ----- Resists +12% temporal Spell.save +18 (+6 eff.) Rings make your fingers look great! |
Ring of the Dead0.1 T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck ----- def ----- Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+4 eff.) Die.at -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
sneakthief's stralite ring of misery0.1 T4 ring jewelry [Ego++] Master/Psionic While equipped: Stats +13 Cun +7 Dex dps ---------- Melee+ 17 physical Ranged+ 21 physical Acc +9 (+1 eff.) On Hit (Melee): * 12% chance to reduce all saves and defense by 27 On Hit (Ranged): * 12% chance to reduce all saves and defense by 27 ---------- misc Hate/m.crit +2.00 Max.hate +9.00 Bleeding Edge: Puts all charms on 17 cooldown Level 3.0 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
titan's stralite ring of corrosion (+28%)0.1 T4 ring jewelry [Ego] Nature While equipped: Stats +5 Con dps ---------- Dmg.mod +14% acid ----- def ----- Resists +28% acid Phys.save +10 (+3 eff.) Rings make your fingers look great! |
Erenarista the voratun ring0.1 T5 ring jewelry [Rare] Master While equipped: Stats +9 Cun +9 Dex dps ---------- Acc +14 (+2 eff.) ----- def ----- Resists +9% light Crit.dmg- 15.00% Mind.save +9 (+3 eff.) Die.at -80.00 life Max.HP +100.00 Knockbk- +20% Rings make your fingers look great! |
Void Orb0.1 T5 ring jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +10 (+4 eff.) Melee+ 15 arcane Dmg.mod +4% lightning +4% physical +4% cold +4% fire +15% arcane +5% all Res.pen +10% arcane ----- def ----- Resists +15% arcane Spell.save +10 (+3 eff.) Silence- +30% ---------- misc Max.mana +35.00 Cooldown Aether Avatar -4 Masteries +0.10 Spell/Arcane +0.10 Spell/Aether On Spell Hit: 10% Arcane Vortex 2 Manathrust: Level 4.0 Pwr.cost 6 out of 6/6. Range 10 Travel.spd 2000% of base Is a spell usable during Aether Avatar Description: Conjures up mana into a powerful bolt doing 169.19 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
savage's voratun ring of life0.1 T5 ring jewelry [Ego++] Nature/Master While equipped: Stats +2 Con ----- def ----- Spell.save +20 (+7 eff.) Max.HP +71.00 HP.reg +14.00 Heal.mod +20% ---------- misc Max.stam +40.00 Rings make your fingers look great! |
sneakthief's voratun ring of perseverance0.1 T5 ring jewelry [Ego+] Master While equipped: Stats +7 Cun +7 Dex dps ---------- Acc +10 (+1 eff.) ----- def ----- HP.reg +6.00 Stun/Frz- +38% Rings make your fingers look great! |
sneakthief's voratun ring of power0.1 T5 ring jewelry [Ego+] Arcane/Master While equipped: Stats +9 Cun +9 Dex dps ---------- Phys.pwr +15 (+2 eff.) Spell.pwr +9 (+3 eff.) Mind.pwr +8 (+3 eff.) Acc +13 (+2 eff.) Rings make your fingers look great! |
voratun bloodstone ring0.1 T5 ring jewelry [Ego+] Psionic While equipped: Stats +6 Cun +6 Wil dps ---------- Mind.pwr +12 (+4 eff.) ----- def ----- Stun/Frz- +60% Rings make your fingers look great! |
Awakened Staff of Absorption (60-72 power, 60 apr, arcane element)7.0 T5 staff 2H weapon [Godslayer] Unknown Power 60.0 - 72.0 Arcane Uses 180% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Acc +30 Apr +60 Atk.spd 100% While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.crit +15% Spell.pwr +48 (+15 eff.) Dmg.mod +60% lightning +60% fire +60% arcane +60% cold Res.pen +30% lightning +30% fire +30% arcane +30% cold ---------- misc Max.mana +100.00 Max.P.En +50.00 Max.N.En +50.00 Talents +1 Command Staff May understand old Sher'Tul language. Absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns. Uses 170 power out of 200/200 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
truestriking voratun battleaxe (55-82 power, 4 apr)3.0 T5 battleaxe 2H weapon [Ego+] Master Power 55.0 - 82.5 Physical Uses 50% Mag, 120% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% While equipped: dps ---------- Res.pen +19% physical Acc +35 (+5 eff.) Apr +17 Massive two-handed battleaxes. |
truestriking voratun battleaxe of disruption (55-82 power, 4 apr)3.0 T5 battleaxe 2H weapon [Ego++] Disrupt/Master Power 55.0 - 82.5 Physical Uses 50% Mag, 120% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% Against +38% Unnatural On Hit: * 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: dps ---------- Res.pen +21% physical Acc +35 (+5 eff.) Apr +20 Massive two-handed battleaxes. |
Kindleveil the stralite greatsword (51-82 power, 3 apr)3.0 T4 greatsword 2H weapon [Random Unique] Arcane/Master Power 51.0 - 81.6 Physical Uses 50% Mag, 120% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% Melee+ +24 temporal On Hit.r1 +8 fire On Crit: * Wound the target dealing 367 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +19.0% Phys.pwr +19 (+3 eff.) Dmg.mod +3% light +9% fire Res.pen +15% light +19% all Acc +27 (+4 eff.) Apr +13 Melee Ret 4 light 6 temporal ----- def ----- Resists +22% temporal ---------- misc Light +3 Massive two-handed swords. |
Tarrechik (50-79 power, 3 apr) =Mag+13=3.0 T4 greatsword 2H weapon [Random Unique] Arcane/Master Power 49.5 - 79.2 Physical Uses 50% Mag, 120% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% Melee+ +4 blight On Hit.r1 +8 mind +8 blight While equipped: Stats +12 Str +13 Mag +10 Wil +3 Cun dps ---------- Spell.pwr +14 (+5 eff.) Dmg.mod +6% blight +19% physical Acc +46 (+7 eff.) ----- def ----- Defense +13 (+3 eff.) Resists +3% blight Mind.save +3 (+1 eff.) Disarm- +56% Massive two-handed swords. |
Blade of Distorted Time (40-56 power, 40 apr)3.0 T4 longsword 1H weapon [Unique] Arcane Power 40.0 - 56.0 Physical Uses 70% Mag, 90% Str Acc+ +0.4% crit mult (max 40%) Apr +40 Crit +8.0% Atk.spd 100% Dmg.conv 20% temporal On Hit: * deals 112 temporal damage and slows enemies in radius 6 of the target by 122% 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 4.0 Pwr.cost 9 out of 10/10. Range 8 Travel.spd instantaneous Is a spell Description: Teleport to the target and attack with your melee weapons for 94% damage. Then teleport next to a second random enemy, attacking for 94% damage. Blink Blade can hit the same target multiple times. The remnants of a damaged timeline, this blade shifts and fades at random. |
quick voratun longsword of ruin (44-61 power, 6 apr)3.0 T5 longsword 1H weapon [Ego++] Master Power 43.5 - 60.9 Physical Uses 50% Mag, 100% Str Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +6 Dex dps ---------- Phys.crit +14.0% Crit.mult +30.00% Phys.spd +10% Acc +24 (+4 eff.) Apr +14 Sharp, long, and deadly. |
enhanced stralite waraxe of evisceration (30-43 power, 5 apr)3.0 T4 waraxe 1H weapon [Ego++] Nature/Master Power 30.5 - 42.7 Physical Uses 50% Mag, 100% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% On Crit: * Wound the target dealing 367 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +6 Str +8 Dex +7 Mag +10 Wil +9 Cun +9 Con dps ---------- Phys.crit +13.0% Phys.pwr +7 (+1 eff.) One-handed war axes. |
warbringer's voratun waraxe (40-57 power, 6 apr)3.0 T5 waraxe 1H weapon [Ego+] Master Power 40.5 - 56.7 Physical Uses 50% Mag, 100% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% While equipped: Stats +5 Con dps ---------- Phys.pwr +15 (+2 eff.) Res.pen +15% physical ----- def ----- Disarm- +35% One-handed war axes. |
Shantiz the Stormblade (15-20 power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Nature Power 15.0 - 19.5 Physical Uses 50% Mag, 100% Dex Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +10.0% Atk.spd 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex ----- def ----- Proj.slow +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
Aeralen the Vilebraze (16-18 power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon Reqs Wil 48 [Rare] Nature/Psionic Power 16.0 - 17.6 Nature Uses 50% Wil, 50% Mag, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% On Hit.r1 +24 nature On Hit: * 25% chance to reduce damage dealt by 22% * 25% chance to reduce armor by 35% While equipped: dps ---------- Mind.crit +10% Mind.pwr +16 (+5 eff.) Dmg.mod +21% acid +14% mind +21% darkness Res.pen +15% nature ----- def ----- Resists +33% acid ---------- misc Psi/m.crit +5.00 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. |
Surefire4.0 T1 longbow 2H weapon [Unique] Master Power 0.0 - 0.0 Physical Uses 50% Mag Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 105% Range +9 While equipped: Stats +3 Dex dps ---------- Phys.crit +5.0% Dmg.mod +5% physical Acc +12 (+2 eff.) This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. |
Corpsebow4.0 T2 longbow 2H weapon [Unique] Arcane/Nature Power 0.0 - 0.0 Physical Uses 50% Mag Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 On Hit: 25% Epidemic 1 On Hit: 25% Cyst Burst 1 While equipped: dps ---------- Spell.pwr +10 (+4 eff.) Ranged+ 20 blight Dmg.mod +20% blight On Hit (Ranged): * 40% chance to reduce strength, dexterity, and constitution by 25 ----- def ----- Disease- +50% A lost artifact of the Age of Dusk, the Corpsebow is filled with a lingering essence of that era's terrible plagues. Those struck by arrows fired from its rotten string find themselves afflicted by echoes of ancient sickness. |
swiftstrike elven-wood longbow of true flight4.0 T4 longbow 2H weapon [Ego++] Master Power 0.0 - 0.0 Physical Uses 50% Mag Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 Proj.spd +200% While equipped: Stats +6 Cun dps ---------- Phys.crit +14.0% Phys.spd +10% Acc +14 (+2 eff.) Longbows are used to shoot arrows at your foes. |
blazebringer's dragonbone longbow of true flight4.0 T5 longbow 2H weapon [Ego++] Nature/Master Power 0.0 - 0.0 Physical Uses 50% Mag Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 On Crit.r2 +93 fire While equipped: dps ---------- Phys.crit +11.0% All.spd +10% Res.pen +24% fire Acc +15 (+2 eff.) Longbows are used to shoot arrows at your foes. |
runic drakeskin leather sling4.0 T5 sling 1H weapon [Ego+] Arcane Power 0.0 - 0.0 Physical Uses 50% Mag Mastery Master Marksman Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 On Hit: 10% Arcane Vortex 5 While equipped: Stats +7 Mag dps ---------- Spell.pwr +13 (+5 eff.) Dmg.mod +15% arcane Slings are used to hurl stones or metal shots at your foes. |
throat-seeking voratun steamgun4.0 T5 steamgun 1H weapon [Ego+] Disrupt/Steamtech Power 0.0 - 0.0 Physical Uses 50% Mag Acc+ +0.2% base dam (max 20%) Apr +15 Atk.spd 100% Range +10 Proj.spd +600% Ranged+ +20 nature On Crit: * silences the target Uses 2.0 Steam While equipped: dps ---------- Res.pen +13% nature Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
psychokinetic quiver of ash arrows of corruption (12/12, 20-28 power, 7 apr)3.0 T2 arrow ammo [Ego++] Arcane/Psionic Power 20.0 - 28.0 Physical Uses 70% Dex, 50% Mag, 50% Str Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.5% Capacity 12 Ranged+ +12 physical On Hit: 20% Curse of Vulnerability 2 On Hit: * 20% chance to knock the target back 3 spaces and deal 174 physical damage Arrows are used with bows to pierce your foes to death. |
deadly quiver of yew arrows of accuracy (21/21, 44-61 power, 10 apr)3.0 T3 arrow ammo [Ego] Master Power 43.5 - 60.9 Physical Uses 70% Dex, 50% Mag, 50% Str Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Acc +8 Apr +10 Crit +2.0% Capacity 21 Arrows are used with bows to pierce your foes to death. |
Runagen the Rainsteel (19/19, 53-74 power, 23 apr)3.0 T4 arrow ammo [Random Unique] Arcane/Master Power 53.0 - 74.2 Physical Uses 70% Dex, 50% Mag, 50% Str Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Acc +29 Apr +23 Crit +11.5% Capacity 19 Proj.spd +200% Ranged+ +4 blight +20 cold On Hit: * 20% chance to reduce strength, dexterity, and constitution by 25 * 25% chance for lightning to strike from the target to a second target dealing 86 damage Arrows are used with bows to pierce your foes to death. |
Unroneg the quiver of elven-wood arrows (18/18, 58-82 power, 14 apr)3.0 T4 arrow ammo [Random Unique] Arcane/Master Power 58.5 - 81.9 Physical Uses 50% Str, 50% Mag, 70% Dex Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +14 Crit +2.5% Capacity 18 Ranged+ +4 acid +9 light +8 mind Against +17% Undead On Hit.r1 +12 mind +12 fire On Crit.r2 +8 mind +8 acid Arrows are used with bows to pierce your foes to death. |
barbed quiver of dragonbone arrows of torment (20/20, 76-106 power, 18 apr)3.0 T5 arrow ammo [Ego++] Master/Psionic Power 75.5 - 105.7 Physical Uses 70% Dex, 50% Mag, 50% Str Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +18 Crit +24.0% Capacity 20 On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns On Crit: * Wound the target dealing 367 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
deadly quiver of dragonbone arrows of torment (20/20, 73-102 power, 18 apr)3.0 T5 arrow ammo [Ego+] Master/Psionic Power 73.0 - 102.2 Physical Uses 70% Dex, 50% Mag, 50% Str Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +18 Crit +3.0% Capacity 20 On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Arrows are used with bows to pierce your foes to death. |
barbed pouch of voratun shots of crippling (23/23, 64-76 power, 6 apr)3.0 T5 shot ammo [Ego++] Master Power 63.5 - 76.2 Physical Uses 70% Dex, 50% Mag, 50% Cun Mastery Master Marksman Acc+ +0.2% base dam (max 20%) Apr +6 Crit +34.0% Capacity 23 On Crit: * Wound the target dealing 367 physical damage across 5 turns and reducing healing by 50% * Cripple the target reducing mind, spell, and combat action speeds by 30% Shots are used with slings to pummel your foes to death. |
Shieldsmaiden (5 def, 20 armour, 48-58 power, 150 block)7.0 T5 shield armor Reqs Shield usage training [Unique] Arcane When used to Attack: Power 48.0 - 57.6 Ice Uses 50% Mag, 100% Str Acc+ +2.0% proc dam (max 200%) Crit +8.0% Block +150 On Hit: 15% Ice Shards 3 While equipped: ----- def ----- Armour +20 Defense +5 (+1 eff.) Rng.Def +12 (+2 eff.) Fatigue +10% Resists +25% cold +25% fire ---------- misc Talents +1 Shieldsmaiden Aura +1 Block Granted talent can block up to 1 instance of damage each 10 turns. Myths tell of shieldsmaidens, a tribe of warrior women from the northern wastes of Maj'Eyal. Their martial prowess and beauty drew the fascination of swaths of admirers, yet all unrequited. So began the saying, that a shieldsmaiden's heart is as cold and unbreakable as her shield. |
dispeller's elven-silk robe (0 def, 0 armour)2.0 T5 cloth armor [Ego+] Arcane While equipped: ----- def ----- Resists +12% lightning +11% darkness +12% light +12% blight +11% fire +11% cold +15% all Phys.save +19 (+6 eff.) Spell.save +34 (+11 eff.) Mind.save +19 (+7 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
drakeskin leather armour 'Smolderbreacher' (20 def, 8 armour)9.0 T5 light armor [Rare] Master While equipped: Stats +6 Cun +3 Con dps ---------- Apr +6 Melee Ret 6 fire ----- def ----- Armour +8 Defense +20 (+4 eff.) Fatigue +8% Resists +18% fire +9% physical Crit.dmg- 15.00% Phys.save +25 (+8 eff.) ---------- misc Max.stam +30.00 Light +3 A suit of armour made of leather. |
Eclipsevalor (20 def, 16 armour)17.0 T5 massive armor Reqs Massive armour training [Rare] Psionic While equipped: Stats +5 Cun +4 Wil dps ---------- Crit.mult +24.94% Dmg.mod +9% darkness +24% physical Acc +37 (+6 eff.) ----- def ----- Armour +16 Defense +20 (+4 eff.) Fatigue +22% Resists +10% mind Crit.dmg- 15.00% Mind.save +22 (+8 eff.) A suit of armour made of metal plates. |
voratun plate armour of the dragon (0 def, 16 armour)17.0 T5 massive armor Reqs Massive armour training [Ego+] Nature While equipped: ----- def ----- Armour +16 Fatigue +22% Resists +13% acid +14% physical +10% fire +14% lightning +15% cold Disarm- +33% Stun/Frz- +39% Knockbk- +32% ---------- misc Cooldown Rush -5 A suit of armour made of metal plates. |
balancing hardened leather belt of magery1.0 T3 belt armor [Ego++] Arcane/Master While equipped: Stats +4 Dex +5 Mag +5 Wil +4 Cun dps ---------- Phys.crit +8.0% Spell.crit +4% Mind.crit +7% A belt that goes around your waist. |
Grinydechik the drakeskin leather belt1.0 T5 belt armor [Random Unique] Arcane/Nature While equipped: Stats +5 Str +4 Dex +5 Wil +5 Cun dps ---------- On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Fatigue -9% Resists +6% light +9% nature Phys.save +23 (+7 eff.) Spell.save +17 (+6 eff.) Mind.save +17 (+6 eff.) Max.HP +50.00 Heal.mod +15% ---------- misc Max.enc +60 A belt that goes around your waist. |
nightruned drakeskin leather belt of carrying1.0 T5 belt armor [Ego] Arcane While equipped: ----- def ----- Fatigue -10% Resists +14% light +14% darkness ---------- misc Max.enc +32 A belt that goes around your waist. |
Gloomrock (2 def, 0 armour)2.0 T3 cloak armor [Rare] Psionic While equipped: Stats +1 Str +3 Mag +3 Wil +4 Cun +3 Con dps ---------- Mind.crit +6% Res.pen +5% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 22% ----- def ----- Defense +2 (+1 eff.) ---------- misc Light +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cloak of Deception1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+2 eff.) Mind.pwr +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
pair of rough leather boots 'Cyryta' (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +1 Dex +2 Con ----- def ----- Armour +1 Resists +6% temporal +5% fire +3% light +7% cold A pair of boots made of leather. |
Aetherwalk (6 def, 0 armour)2.0 T4 feet armor [Unique] Arcane While equipped: Stats +8 Cun +8 Mag dps ---------- Spell.pwr +15 (+5 eff.) Dmg.mod +25% arcane ----- def ----- Defense +6 (+1 eff.) Fatigue +1% Resists +25% arcane Def/telep +20 Res/telep +20% Dur/telep +20% Creates an arcane explosion dealing 238 arcane damage based on magic in a radius of 3 around the user after any teleport. Phase door up to range 6, within radius 2 of the target location. Uses 21 power out of 24/24 A wispy purple aura surrounds these translucent black boots. |
Lisamita the Searveil (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Cun +3 Con dps ---------- Dmg.mod +18% cold Res.pen +10% lightning +25% fire ----- def ----- Armour +4 Fatigue +3% Resists +6% fire Phys.save +15 (+5 eff.) Mind.save +14 (+5 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Beluvon the pair of voratun boots (0 def, 5 armour)3.0 T5 feet armor Reqs Heavy armour training [Random Unique] Arcane/Psionic While equipped: Stats +10 Mag +10 Wil +2 Cun +4 Con dps ---------- Spell.crit +5% Mind.crit +3% Spell.pwr +6 (+2 eff.) Mind.pwr +6 (+2 eff.) Res.pen +8% physical ----- def ----- Armour +5 Fatigue +4% ---------- misc Mana/turn +0.41 Vim/s.crit +1.00 Max.mana +46.00 Max.psi +10.00 Blindside: Puts all charms on 22 cooldown Level 2.0 Pwr.cost 22 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 30 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
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 (+2 eff.) Fatigue +8% Pinning- +50% Generate 3 steam each time you walk. Boots. But with steam power! |
Unbreakable Greaves (8 def, 20 armour)3.0 T5 feet armor Reqs Heavy armour training [Unique] Master While equipped: Stats +20 Str -6 Dex +10 Con dps ---------- Phys.pwr +10 (+1 eff.) Dmg.mod +15% physical ----- def ----- Armour +20 Hardiness +20% Defense +8 (+2 eff.) Fatigue +12% Resists +15% acid +15% physical Knockbk- +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
pair of voratun boots of strife (0 def, 5 armour)3.0 T5 feet armor Reqs Heavy armour training [Ego+] Psionic While equipped: Stats +5 Con +5 Wil dps ---------- Mind.pwr +8 (+3 eff.) Res.pen +10% physical ----- def ----- Armour +5 Fatigue +4% Blindside: Puts all charms on 22 cooldown Level 1.0 Pwr.cost 22 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 23 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
scholar's pair of voratun boots of tirelessness (0 def, 5 armour)3.0 T5 feet armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: dps ---------- Spell.pwr +12 (+4 eff.) ----- def ----- Armour +5 Fatigue +4% ---------- misc Stam/turn +1.20 Max.stam +40.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Unarmed combat: Power 7.0 - 7.7 Physical Uses 40% Dex, 40% Cun, 50% Mag 40% Str Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +4.0% Atk.spd 100% On Hit: 35% Slime Spit 1 These gloves are coated with a thick, green liquid. |
Obsidianbreaker (0 def, 7 armour)1.0 T4 hands armor [Rare] Psionic While equipped: Stats +6 Dex dps ---------- Phys.crit +4.0% Dmg.mod +9% physical Res.pen +10% darkness Apr +2 Melee Ret 6 physical ----- def ----- Armour +7 Resists +12% darkness HP.reg +11.00 ---------- misc Stam/turn +1.60 Max.stam +27.00 Unarmed combat: Power 26.5 - 29.2 Physical Uses 40% Str, 40% Dex, 50% Mag 40% Cun Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +5.0% Atk.spd 100% On Hit: 10% Nightmare 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
alchemist's drakeskin leather gloves of war-making (0 def, 3 armour)1.0 T4 hands armor [Ego++] Arcane/Master While equipped: Stats +4 Mag +3 Wil dps ---------- Phys.crit +14.0% Spell.crit +5% Mind.crit +16% Crit.mult +8.00% Melee+ 6 acid 6 fire 8 cold 5 lightning ----- def ----- Armour +3 Unarmed combat: Power 30.0 - 33.0 Physical Uses 40% Cun, 40% Str, 50% Mag 40% Dex Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +13.0% Atk.spd 100% Melee+ +4 ice +10 fire +15 acid +4 lightning On Crit: 20% Cripple 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
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% Unarmed combat: Power 36.0 - 50.4 Physical Uses 40% Str, 40% Dex, 50% Mag 40% Cun Acc+ +0.2% base dam (max 20%) Apr +10 Crit +10.0% Atk.spd 83% Gauntlets. But with steam power! |
Will of Ul'Gruth (0 def, 15 armour)1.5 T5 hands armor Reqs Heavy armour training [Unique] Arcane/Master While equipped: Stats +5 Str +5 Mag dps ---------- Dmg.mod +15% all Res.pen +10% all ----- def ----- Armour +15 ---------- misc Masteries +0.10 Corruption/Wrath +0.10 Corruption/Brutality Unarmed combat: Power 38.0 - 53.2 Physical Uses 40% Cun, 40% Str, 60% Mag 40% Dex Acc+ +0.2% base dam (max 20%) Apr +10 Crit +7.0% Atk.spd 83% On Hit: 20% Obliterating Smash 3 Your Obliterating Smash can destroy walls. Obliterating Smash: Level 3.0 Pwr.cost 22 out of 25/25. Range 3 Travel.spd instantaneous Is a spell Description: Swing your weapon with incredible force, striking all enemies in a radius 3 semicircle, dealing 145% weapon damage to all targets. Starting from talent level 5, all targets hit will have their armour and saves reduced by 16. This attack can not miss. These massive gauntlets once belonged to a very powerful demon named Ul'Gruth. The behemoth was said to be able to level entire buildings with a single swing of his hands. |
cashmere wizard hat 'Ulyldir' (2 def, 0 armour) =Mag+5=2.0 T3 head armor [Rare] Arcane While equipped: Stats +3 Cun +5 Mag dps ---------- Dmg.mod +15% blight +13% darkness +21% mind Res.pen +10% mind On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 25 ----- def ----- Defense +2 (+1 eff.) Resists +19% darkness A pointy cloth hat, very wizardly... |
rough leather cap 'Magmatrencher' (0 def, 1 armour) =Cun=2.0 T1 head armor [Rare] Master While equipped: Stats +1 Str +3 Dex +2 Cun dps ---------- Res.pen +10% physical Melee Ret 2 fire ----- def ----- Armour +1 Fatigue +1% Mind.save +6 (+2 eff.) A cap made of leather. |
Mudradas the hardened leather cap (0 def, 3 armour) =water=2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Crit.mult +10.00% Apr +1 ----- def ----- Armour +3 Fatigue +3% Resists +6% lightning +17% cold +18% acid Crit.dmg- 5.00% Poison- +10% ---------- misc Breathe water A cap made of leather. |
dragonslayer's drakeskin leather cap of dexterity (+10) (0 def, 5 armour)2.0 T5 head armor [Ego+] Nature/Master While equipped: Stats +10 Dex ----- def ----- Armour +5 Fatigue +5% Resists +13% acid +15% fire +11% lightning +13% cold A cap made of leather. |
Sleetroar (5 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +4 Str +4 Wil +2 Con dps ---------- Phys.pwr +7 (+1 eff.) Acc +25 (+4 eff.) Apr +2 ----- def ----- Armour +3 Defense +5 (+1 eff.) Fatigue +5% Resists +9% cold +6% physical Phys.save +5 (+1 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Arydheta the Gloomshine (0 def, 4 armour) =Con+9=3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +5 Wil +4 Cun +9 Con dps ---------- Apr +5 Melee Ret 4 darkness ----- def ----- Armour +4 Fatigue +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Steam Powered Helm (3 def, 12 armour)3.0 T5 head armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +5 Str +0 Cun +5 Con ----- def ----- Armour +12 Defense +3 (+1 eff.) Fatigue +10% Resists +10% all Blind- +50% A Helmet. But with steam power! |
catburglar's voratun helm of fortune (0 def, 5 armour)3.0 T5 head armor Reqs Heavy armour training [Ego++] Nature/Master While equipped: Stats +12 Lck +8 Dex dps ---------- Phys.crit +7.0% Spell.crit +8% Mind.crit +7% ----- def ----- Armour +5 Fatigue +5% Resists +21% darkness ---------- misc Infravis +5 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
miner's voratun helm of constitution (+8) (0 def, 10 armour)3.0 T5 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +8 Con ----- def ----- Armour +10 Fatigue +5% ---------- misc Infravis +4 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
voratun helm 'Brightshear' (0 def, 5 armour)3.0 T5 head armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +27% fire Res.pen +20% light ----- def ----- Armour +5 Fatigue +5% Resists +21% blight +12% fire +24% light Phys.save +25 (+8 eff.) ---------- misc Light +4 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
voratun helm 'Cyruthra' (0 def, 9 armour)3.0 T5 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +0 Cun +6 Dex ----- def ----- Armour +9 Fatigue +5% Resists +22% darkness Spell.save +9 (+3 eff.) HP.reg +4.00 Disarm- +20% Stun/Frz- +20% Teleport- +20% ---------- misc Infravis +6 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
12 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. |
12 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. |
7 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. |
10 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. |
10 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. |
7 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
11 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
11 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. |
6 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. |
13 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+2 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. |
3 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 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 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. |
5 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+1 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 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. |
7 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. |
5 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. |
6 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. |
9 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. |
12 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+4 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+4 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
8 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. |
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. |
Windborne Azurite0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
Pearl of Life and Death2.0 white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Dmg.mod +7% all Resists +7% all Stun/Frz- +100% Light +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
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. |
Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 26 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
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. |
658 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. |
66 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. |
Eilinuvea =+stats=2.0 T1 lite [Rare] Arcane While equipped: Stats +2 Str +2 Mag +4 Wil +3 Con dps ---------- Mind.crit +2% Melee Ret 12 fire ----- def ----- Resists +6% fire ---------- 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. |
Iviminn2.0 T1 lite [Rare] Nature While equipped: Stats +1 Dex ----- def ----- Armour +2 Resists +6% light +3% lightning Max.HP +45.00 Disease- +20% ---------- 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. |
Wintertide Phial2.0 T2 lite [Unique] Arcane While equipped: ---------- misc Light +2 Infravis +7 Cleanse your mind of up to 5 (based on Magic) detrimental mental effects. Uses 34 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
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. |
amazing fiery salve [power 45] amazing fiery salve [power 45]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 205% efficiency and 68% cooldown modifier. Remove 3 magical effects and grants a fiery aura (45% fire, light and lightning affinity) Puts Talent Medical Injector on 22 cooldown Activation is instant. Medical salve. |
great frost salve [power 39] great frost salve [power 39]1.0 T4 salve misc [Normal] Nature/Steamtech Using medical injector with 205% efficiency and 68% cooldown modifier. Remove 2 physical effects and grants a frost aura (39% cold, darkness and nature affinity) Puts Talent Medical Injector on 22 cooldown Activation is instant. Medical salve. |
amazing frost salve [power 45] amazing frost salve [power 45]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 205% efficiency and 68% cooldown modifier. Remove 3 physical effects and grants a frost aura (45% cold, darkness and nature affinity) Puts Talent Medical Injector on 22 cooldown Activation is instant. Medical salve. |
amazing healing salve [power 644] amazing healing salve [power 644]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 205% efficiency and 68% cooldown modifier. Heal 644 Puts Talent Medical Injector on 13 cooldown Medical salve. |
amazing pain suppressor salve [power 563] amazing pain suppressor salve [power 563]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 205% efficiency and 68% cooldown modifier. Let you fight up to -563 life and reduces all damage by 26% for 7 turns (takes no time to activate) Puts Talent Medical Injector on 9 cooldown Activation is instant. Medical salve. |
powerful water salve [power 34] powerful water salve [power 34]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 205% efficiency and 68% cooldown modifier. Remove 2 mental effects and grants a water aura (34% blight, mind and acid affinity). Puts Talent Medical Injector on 22 cooldown Activation is instant. Medical salve. |
amazing water salve [power 45] amazing water salve [power 45]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 205% efficiency and 68% cooldown modifier. Remove 3 mental effects and grants a water aura (45% blight, mind and acid affinity). Puts Talent Medical Injector on 22 cooldown Activation is instant. Medical salve. |
Heart of Poosh5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +2% all Natural balance. Uses 85 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
Lisokira the dwarven-steel pickaxe (dig speed 19 turns)3.0 T3 digger tool [Random Unique] Arcane/Master While equipped: Stats +2 Str +3 Dex +2 Mag +4 Con dps ---------- Spell.crit +6% Phys.pwr +5 (+1 eff.) Mov.spd +10% ---------- misc Max.mana +25.00 Light +3 Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
soldier's dwarven-steel pickaxe (dig speed 15 turns)3.0 T3 digger tool [Ego+] Master While equipped: Stats +2 Str ----- def ----- Armour +4 Defense +5 (+1 eff.) Resists +7% physical While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Dragon Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
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. |
Orb of Destruction (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
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 Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (1/1)2.0 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 619.12 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 22 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
Urugorak the elm totem of thorny skin [power 15] (17 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: Stats +2 Str +4 Dex +1 Mag +1 Wil +1 Cun ---------- misc Light +2 Harden the skin for 7 turns increasing armour by 15 and armour hardiness by 30% Puts all charms on 17 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
elven-wood totem of healing 'Aerumina' [power 434] (13 cooldown)2.0 T4 totem charm [Rare] Nature While equipped: Stats +5 Str dps ---------- Crit.mult +20.00% Phys.pwr +15 (+2 eff.) ----- def ----- Die.at -40.00 life ---------- misc Psi/ret +0.24 Max.hate +4.00 Max.psi +40.00 Heal yourself and all friendly characters within 10 spaces for 434 Puts all charms on 13 cooldown Natural totems are made by powerful wilders to store nature power. |
overpowered yew wand of shielding [power 404] (23 cooldown)2.0 T3 wand charm [Ego+] Arcane Create a shield absorbing up to 404 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 23 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)0.0 mirror [Plot Item] Unknown Change your appearance. Uses 1 power out of 1/1 A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
Forbidden Tome: "Of Knowledge And Horrors"2.0 T4 forbidden tome [Unique] Unknown Read the book. A gross tome of lost knowledge. Even touching it makes you feel sick. |
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. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
A dangerous secret (Nightmare (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Jump Around, Jump Around, Jump! Jump! Jump! Jump! the Ghoul Archer level 35
22nd Dusk 123rd year of Ascendancy at 12:21 see stats
A different point of view (Nightmare (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Jump Around, Jump Around, Jump! Jump! Jump! Jump! the Ghoul Archer level 30
18th Pyre 123rd year of Ascendancy at 02:05 see stats
Arachnophobia (Nightmare (Adventure) difficulty)
Destroyed the spydric menace.By Jump Around, Jump Around, Jump! Jump! Jump! Jump! the Ghoul Archer level 39
39th Dusk 123rd year of Ascendancy at 11:18 see stats
Back and there again (Nightmare (Adventure) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Jump Around, Jump Around, Jump! Jump! Jump! Jump! the Ghoul Archer level 44
40th Haze 123rd year of Ascendancy at 09:18 see stats
Brave new world (Nightmare (Adventure) difficulty)
Went to the Far East and took part in the war.By Jump Around, Jump Around, Jump! Jump! Jump! Jump! the Ghoul Archer level 38
34th Dusk 123rd year of Ascendancy at 08:40 see stats
Bringer of Doom (Nightmare (Adventure) difficulty)
Killed a Bringer of Doom.By Jump Around, Jump Around, Jump! Jump! Jump! Jump! the Ghoul Archer level 50
51st Regrowth 124th year of Ascendancy at 19:37 see stats
Can you bear it? So much bearness! (Nightmare (Adventure) difficulty)
Killed Borius in the Bearscape.By Jump Around, Jump Around, Jump! Jump! Jump! Jump! the Ghoul Archer level 31
25th Pyre 123rd year of Ascendancy at 12:27 see stats
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Jump Around, Jump Around, Jump! Jump! Jump! Jump! the Ghoul Archer level 16
3rd Haze 122nd year of Ascendancy at 22:08 see stats
Destroyer's bane (Nightmare (Adventure) difficulty)
Killed Golbug the Destroyer.By Jump Around, Jump Around, Jump! Jump! Jump! Jump! the Ghoul Archer level 37
30th Dusk 123rd year of Ascendancy at 10:36 see stats
Don't Poosh it! (Nightmare (Adventure) difficulty)
Killed Kelad in the lost land of Poosh.By Jump Around, Jump Around, Jump! Jump! Jump! Jump! the Ghoul Archer level 32
45th Pyre 123rd year of Ascendancy at 07:02 see stats
Dragon's Greed (Nightmare (Adventure) difficulty)
Amassed 8000 gold pieces.By Jump Around, Jump Around, Jump! Jump! Jump! Jump! the Ghoul Archer level 35
19th Dusk 123rd year of Ascendancy at 03:41 see stats
Evil denied (Nightmare (Adventure) difficulty)
Won ToME by preventing the Void portal from opening.By Jump Around, Jump Around, Jump! Jump! Jump! Jump! the Ghoul Archer level 50
53rd Regrowth 124th year of Ascendancy at 15:07 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Jump Around, Jump Around, Jump! Jump! Jump! Jump! the Ghoul Archer level 19
67th Haze 122nd year of Ascendancy at 08:02 see stats
Eye of the storm (Nightmare (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Jump Around, Jump Around, Jump! Jump! Jump! Jump! the Ghoul Archer level 26
61st Regrowth 123rd year of Ascendancy at 20:39 see stats
Fear me not! (Nightmare (Adventure) difficulty)
Survived the Fearscape!By Jump Around, Jump Around, Jump! Jump! Jump! Jump! the Ghoul Archer level 39
37th Dusk 123rd year of Ascendancy at 06:47 see stats
Fear of Fours (Nightmare (Adventure) difficulty)
Killed all four bosses of the Slime Tunnels.By Jump Around, Jump Around, Jump! Jump! Jump! Jump! the Ghoul Archer level 50
50th Regrowth 124th year of Ascendancy at 07:49 see stats
Home sweet home (Nightmare (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Jump Around, Jump Around, Jump! Jump! Jump! Jump! the Ghoul Archer level 27
66th Regrowth 123rd year of Ascendancy at 20:02 see stats
Is that how it feels to be an escort quest?! (Nightmare (Adventure) difficulty)
Got saved from death in the Godfeaster by Malyu and managed to escape.By Jump Around, Jump Around, Jump! Jump! Jump! Jump! the Ghoul Archer level 32
33rd Pyre 123rd year of Ascendancy at 01:05 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Jump Around, Jump Around, Jump! Jump! Jump! Jump! the Ghoul Archer level 10
8th Flare 122nd year of Ascendancy at 08:50 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Jump Around, Jump Around, Jump! Jump! Jump! Jump! the Ghoul Archer level 20
69th Haze 122nd year of Ascendancy at 20:23 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By Jump Around, Jump Around, Jump! Jump! Jump! Jump! the Ghoul Archer level 30
13rd Pyre 123rd year of Ascendancy at 05:50 see stats
Level 40 (Nightmare (Adventure) difficulty)
Got a character to level 40.By Jump Around, Jump Around, Jump! Jump! Jump! Jump! the Ghoul Archer level 40
46th Dusk 123rd year of Ascendancy at 13:49 see stats
Level 50 (Nightmare (Adventure) difficulty)
Got a character to level 50.By Jump Around, Jump Around, Jump! Jump! Jump! Jump! the Ghoul Archer level 50
74th Haze 123rd year of Ascendancy at 08:47 see stats
Myths of an age past (Nightmare (Adventure) difficulty)
Learned all there is to learn about the Gods and the Godslayers.By Jump Around, Jump Around, Jump! Jump! Jump! Jump! the Ghoul Archer level 30
18th Pyre 123rd year of Ascendancy at 02:05 see stats
Orcrist (Nightmare (Adventure) difficulty)
Killed the leaders of the Orc Pride.By Jump Around, Jump Around, Jump! Jump! Jump! Jump! the Ghoul Archer level 50
7th Allure 124th year of Ascendancy at 00:06 see stats
Poisonous (Nightmare (Adventure) difficulty)
Sided with the assassin lord.By Jump Around, Jump Around, Jump! Jump! Jump! Jump! the Ghoul Archer level 22
24th Regrowth 123rd year of Ascendancy at 03:29 see stats
Race through fire (Nightmare (Adventure) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Jump Around, Jump Around, Jump! Jump! Jump! Jump! the Ghoul Archer level 50
4th Decay 123rd year of Ascendancy at 10:26 see stats
Savior of the damsels in distress (Nightmare (Adventure) difficulty)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Jump Around, Jump Around, Jump! Jump! Jump! Jump! the Ghoul Archer level 28
71st Regrowth 123rd year of Ascendancy at 02:27 see stats
Size is everything (Nightmare (Adventure) difficulty)
Did over 1500 damage in one attack.By Jump Around, Jump Around, Jump! Jump! Jump! Jump! the Ghoul Archer level 33
3rd Flare 123rd year of Ascendancy at 18:51 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Jump Around, Jump Around, Jump! Jump! Jump! Jump! the Ghoul Archer level 22
37th Regrowth 123rd year of Ascendancy at 14:37 see stats
Sliders (Nightmare (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Jump Around, Jump Around, Jump! Jump! Jump! Jump! the Ghoul Archer level 38
30th Dusk 123rd year of Ascendancy at 16:17 see stats
Tactical master (Nightmare (Adventure) difficulty)
Fought the two Sorcerers without closing any invocation portals.By Jump Around, Jump Around, Jump! Jump! Jump! Jump! the Ghoul Archer level 50
53rd Regrowth 124th year of Ascendancy at 15:06 see stats
Tales of the Spellblaze (Nightmare (Adventure) difficulty)
Learned the eight chapters of the Spellblaze Chronicles.By Jump Around, Jump Around, Jump! Jump! Jump! Jump! the Ghoul Archer level 30
18th Pyre 123rd year of Ascendancy at 02:05 see stats
That was close (Nightmare (Adventure) difficulty)
Killed your target while having only 1 life left.By Jump Around, Jump Around, Jump! Jump! Jump! Jump! the Ghoul Archer level 15
53rd Dusk 122nd year of Ascendancy at 11:07 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Jump Around, Jump Around, Jump! Jump! Jump! Jump! the Ghoul Archer level 9
3rd Summertide 122nd year of Ascendancy at 21:14 see stats
The Legend of Garkul (Nightmare (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Jump Around, Jump Around, Jump! Jump! Jump! Jump! the Ghoul Archer level 30
18th Pyre 123rd year of Ascendancy at 02:05 see stats
The Right thing to do (Nightmare (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Jump Around, Jump Around, Jump! Jump! Jump! Jump! the Ghoul Archer level 21
80th Haze 122nd year of Ascendancy at 04:04 see stats
The Sun Still Shines (Nightmare (Adventure) difficulty)
Aeryn survived the last battle.By Jump Around, Jump Around, Jump! Jump! Jump! Jump! the Ghoul Archer level 50
53rd Regrowth 124th year of Ascendancy at 15:07 see stats
The bigger the better! (Nightmare (Adventure) difficulty)
Did over 3000 damage in one attack.By Jump Around, Jump Around, Jump! Jump! Jump! Jump! the Ghoul Archer level 50
79th Haze 123rd year of Ascendancy at 09:21 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Jump Around, Jump Around, Jump! Jump! Jump! Jump! the Ghoul Archer level 14
28th Dusk 122nd year of Ascendancy at 16:14 see stats
There and back again (Nightmare (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Jump Around, Jump Around, Jump! Jump! Jump! Jump! the Ghoul Archer level 40
67th Dusk 123rd year of Ascendancy at 03:18 see stats
Thralless (Nightmare (Adventure) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Jump Around, Jump Around, Jump! Jump! Jump! Jump! the Ghoul Archer level 21
79th Haze 122nd year of Ascendancy at 05:27 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By Jump Around, Jump Around, Jump! Jump! Jump! Jump! the Ghoul Archer level 24
46th Regrowth 123rd year of Ascendancy at 21:06 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Jump Around, Jump Around, Jump! Jump! Jump! Jump! the Ghoul Archer level 18
63rd Haze 122nd year of Ascendancy at 12:18 see stats
Vampire crusher (Nightmare (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Jump Around, Jump Around, Jump! Jump! Jump! Jump! the Ghoul Archer level 35
19th Dusk 123rd year of Ascendancy at 20:18 see stats



























































































































































































