












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Items Vault 1.7.6Donators/Buyers bonus! Inventory Filter 1.3.0This addon allows to filter inventory by some text from the description of items. Right click on a tab in the inventory and type a text in the popup dialog. For example, filter "Rings and Amulets" with "lightning" to find any jewelry Possessor Bonus Class 1.7.4Donators/Buyers bonus! Better Item Description 1.7.4This 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 Cleaner Item Descriptions REVISED 1.7.0This is a fork of Cleaner Item Descriptions v2.1.4 (which itself is a fork of Better Item Descriptions) which makes Item Stats easier to read... There were just a couple tweaks I wanted to make: This version:
Known bugs:
Note: As with the original "Cleaner Item Descriptions", this works with zOmnibus's inscription-compare feature
Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Thalore |
| Class | Skirmisher |
| Level / Exp | 23 / 65% |
| Size | medium |
| Lifes / Deaths | Killed by Lisukira the giant black ant at level 12 on the 10th Flare 122nd year of Ascendancy at 16:10 0 / 7Killed by forest wight at level 18 on the 73rd Dusk 122nd year of Ascendancy at 22:11 Killed by Ivyssra the grave wight at level 23 on the 30th Regrowth 123rd year of Ascendancy at 20:25 Killed by Ivyssra the grave wight at level 23 on the 30th Regrowth 123rd year of Ascendancy at 22:31 Killed by Layymira the Guardian at level 23 on the 31st Regrowth 123rd year of Ascendancy at 08:24 Killed by Layymira the Guardian at level 23 on the 31st Regrowth 123rd year of Ascendancy at 13:10 Killed by Glelaith the Guardian at level 23 on the 31st Regrowth 123rd year of Ascendancy at 16:25 |
Primary Stats
| Strength | 33 (base 19) |
| Dexterity | 48 (base 32) |
| Constitution | 25 (base 19) |
| Magic | 8 (base 10) |
| Willpower | 30 (base 18) |
| Cunning | 43 (base 43) |
Resources
| Life | -108/565 |
| Stamina | 216/226 |
| Healing Factor | 1.2245178243369 |
| Regeneration | 5.2042007534318 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -2.2204460492503E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 5 |
| See Stealth | 35.281158001368 |
| See Invisible | 35.281158001368 |
Offense: Mainhand
| Damage | 81 |
| Accuracy | 52 |
| Crit Chance | 14% |
| APR | 11 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 8 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Mind
| Mindpower | 31 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +12% |
| Lightning | +12% |
| Light | +29% |
| All | +2% |
Defense: Base
| Armour (hardiness) | 45.683544434606 (62.07905162586%) |
| Defense | 46 |
| Ranged Defense | 46 |
| Fatigue | 0 |
| Physical Save | 39 |
| Spell Save | 25 |
| Mental Save | 40 |
Defense: Resistances
| Mind | + 14%( 70%) |
| Light | + 57%( 70%) |
| Cold | + 23%( 70%) |
| Blight | + 19%( 70%) |
| Physical | + 15%( 70%) |
| Fire | + 19%( 70%) |
| All | + 10%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Knockback Resistance | 40% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 261 life over 5 turns. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 141 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 60 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. |
Class Talents
| Cunning / Poisons | 1.30 |
| 2/5 |
| 2/5 |
| 4/5 |
| 1/5 |
| Technique / Tireless Combatant | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Cunning / Called Shots | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Skirmisher - Slings | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Technique / Buckler Training | 1.30 |
| 4/5 |
| 3/5 |
| 1/5 |
| 2/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Cunning / Scoundrel | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved Dexterity by +5. | done |
You failed to protect the lost warrior from death by gloomy giant grey rat. Escort: lost warrior (level 2 of Heart of the Gloom) | failed |
You successfully escorted the lost warrior to the recall portal on level 3 of Dreadfell. Escort: lost warrior (level 3 of Dreadfell)As a reward you improved Strength by +5. | done |
You failed to protect the repented thief from death by gloomy giant grey rat. Escort: repented thief (level 1 of Heart of the Gloom) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Norgos Lair. Escort: repented thief (level 2 of Norgos Lair)As a reward you improved Dexterity by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. The fortress's current energy level is: 7. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsUngrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed honey tree root. * You've found the needed giant spider spinneret. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within1 lumberjacks have died. | 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 | traveler's pair of rough leather boots (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego] Master While equipped: defense ------ Armor +1 Fatigue -5% Physical save +6 (+2 eff.) other ------- Encumbrance +21 A pair of boots made of leather. |
| Quiver | Galabar the pouch of dwarven-steel shots (19/23, 42-51 power, 3 apr)3.0 Encumbrance T3 shot ammo [Rare] Master Weapon Damage 42.5 - 51.0 Physical Uses 70% Dex, 50% Cun Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +5.0% Capacity 23 Projectile Speed +200% On-ranged-hit +20 physical While equipped: other ------- Reload +4 Shots are used with slings to pummel your foes to death. |
| Light source | Summertide Phial1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(83 power, based on Willpower). Uses 8 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | Steel Helm of Garkul (0 def, 6 armour)3.0 Encumbrance T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats Str +5, Wil +4, Con +5 offense ------ Damage +10% physical defense ------ Armor +6 Fatigue +8% Physical save +12 (+4 eff.) Spell save +12 (+6 eff.) Mind save +12 (+4 eff.) other ------- Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
| On hands | restful rough leather gloves of dexterity (+3) (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Ego] Master/Psionic While equipped: Stats Dex +3 offense ------ Accuracy +11 (+3 eff.) defense ------ Armor +1 Life Regen +2.00 other ------- Stamina/turn +0.60 Max stamina +10.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | innervating elm wand of shielding [power 110] (14/15 cooldown)2.0 Encumbrance T1 wand charm [Ego+] Arcane Create a shield absorbing up to 110 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 15 turn cooldown 100% to reduce fatigue by 22% 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 | psionicist's copper ring of light (+22%)0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Psionic While equipped: Stats Wil +2 offense ------ Damage +11% light defense ------ Resistance +22% light Mind save +4 (+1 eff.) Rings make your fingers look great! |
| On fingers | savior's steel ring0.1 Encumbrance T2 ring jewelry [Ego] Master While equipped: defense ------ Physical save +8 (+3 eff.) Spell save +6 (+3 eff.) Mind save +7 (+2 eff.) Rings make your fingers look great! |
| Around neck | Earthen Beads0.1 Encumbrance T2 amulet jewelry [Unique] Nature While equipped: Stats Wil +5 offense ------ Mindpower +5 (+3 eff.) defense ------ Affinity +15% nature Life Regen +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Effective talent level: 2.0 Power cost 26 out of 35/35. Range melee/personal Cooldown: 15 Travel.spd instantaneous Is: a nature gift and a mind power Description: Touch a target (or yourself) to infuse it with Nature, healing it for 193 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
| In main hand | mighty hardened leather sling of lightning4.0 Encumbrance T3 sling 1H weapon [Ego] Arcane/Master Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +8 On-ranged-hit +8 lightning While equipped: Stats Str +2 offense ------ Physical Power +5 (+2 eff.) Damage +10% lightning Slings are used to hurl stones or metal shots at your foes. |
| Around waist | Mighty Girdle1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In off hand | Coral Spray (8 def, 8 armour, 18-25 power, 48 block)7.0 Encumbrance T1 shield armor [Unique] Nature When used to Attack: Weapon Damage 18.0 - 25.2 Physical Uses 140% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +2.0% Block +48 On-hit +10 cold While equipped: offense ------ On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. defense ------ Armor +8 Defense +8 (+3 eff.) Fatigue +12% Resistance +15% cold, +10% fire other ------- Max air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
| Cloak | cashmere cloak of backstabbing (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Ego+] Master While equipped: offense ------ Critical power +13.00% Accuracy +10 (+3 eff.) Ignore Armor +8 defense ------ Defense +2 (+1 eff.) Stealth +7 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Blazepunish (6 def, 12 armour)9.0 Encumbrance T2 light armor [Random Unique] Nature/Master/Psionic While equipped: offense ------ Damage +6% light defense ------ Armor +12 Defense +6 (+2 eff.) Fatigue +7% Resistance +5% mind, +6% physical Physical save +12 (+4 eff.) Mind save +12 (+4 eff.) Life +24.00 other ------- Stamina/turn +1.00 A suit of armour made of leather. |
Inventory
healing infusion (heal 64; cd 11)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 64 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the psychic (heal 109; cd 14)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 109 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the titan (heal 107; cd 11)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 107 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the titan (heal 96; cd 15)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 96 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the wizard (heal 62; cd 14)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 62 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion (die at -246; dur 6; cd 26)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 26 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -246 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 492 life, 12 duration) If your life is below 0 when this effect wears off it will be set to 1. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the warrior (die at -238; dur 6; cd 30)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 30 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -238 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 477 life, 12 duration) If your life is below 0 when this effect wears off it will be set to 1. 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 of the psychic (speed 490%; cd 14)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 490% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion (heal 120; 13 cd)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 120 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion (heal 110; 12 cd)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 110 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion (heal 77; 12 cd)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 77 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the warrior (heal 208; 12 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 208 life over 5 turns. 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. |
regeneration infusion of the wizard (heal 108; 15 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 108 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 15%; physical; dur 3; cd 11)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 15% for 3 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 16%; magical; dur 3; cd 13)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 16% for 3 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the psychic (res 23%; magical; dur 2; cd 13)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 23% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the warrior (res 26%; mental; dur 4; cd 10)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 26% for 4 turns. Also removes cross-tier effects of the affected types for free. 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. |
acid wave rune (damage 51; dur 4; cd 21)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Range melee/personal Cooldown: 21 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 51.00 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
biting gale rune of the wizard (damage 72; dur 4; cd 23)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Range melee/personal Cooldown: 23 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 72.01 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune (range 4; phase 15; cd 18)0.1 Encumbrance T1 rune scroll [Normal] Arcane When inscribed on your body: Range 4 Cooldown: 18 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 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 15%, your defense is increased by 15 and all your resistances by 15%. 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 warrior (range 5; phase 15; cd 13)0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 5 Cooldown: 13 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune (absorb 20; cd 18)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 18 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 20 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. |
shatter afflictions rune of the duelist (absorb 69; cd 22)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 22 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 69 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. |
shatter afflictions rune of the psychic (absorb 50; cd 15)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 15 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 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the wizard (absorb 43; cd 19)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 19 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 43 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune (absorb 110; dur 4; cd 16)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 110 damage for 4 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the psychic (absorb 219; dur 4; cd 14)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 219 damage for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the psychic (absorb 140; dur 3; cd 18)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 140 damage for 3 turns. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the psychic (absorb 182; dur 3; cd 15)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 182 damage for 3 turns. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune (threshold 12; blocks 2; dur 4; cd 15)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 15 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 12 up to 2 times. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune of the wizard (range 33; cd 17)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 17 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 33 with a minimum range of 15. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Galerek the Brandsun0.1 Encumbrance T2 amulet jewelry [Rare] Arcane While equipped: Stats Mag +3 offense ------ Spell Crit +3% Mind Crit +1% Spellpower +4 (+4 eff.) Damage +6% acid, +8% fire, +5% cold +4% lightning defense ------ Resistance +15% acid other ------- EQ when Hit +0.04 Hate-on-crit +5.00 Amulets make your neck look great! |
clarifying steel amulet0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +10% mind Confus Resist +22% Amulets make your neck look great! |
restful steel amulet of constitution (+4)0.1 Encumbrance T2 amulet jewelry [Ego] Nature/Master While equipped: Stats Con +4 defense ------ Fatigue -5% Life Regen +2.00 Amulets make your neck look great! |
steel amulet0.1 Encumbrance T2 amulet jewelry [Normal] Amulets make your neck look great! |
Smolderwedge the gold ring0.1 Encumbrance T3 ring jewelry [Rare] Psionic While equipped: offense ------ Damage +6% fire On-Hit (Melee): * 20% chance to reduce armor by 13% defense ------ Resistance +12% acid, +6% darkness Mind save +7 (+2 eff.) Healmod +20% Cut Resist +20% Confus Resist +30% Rings make your fingers look great! |
conjurer's steel ring of pilfering0.1 Encumbrance T2 ring jewelry [Ego++] Arcane/Master While equipped: Stats Mag +5, Wil +4 offense ------ Spellpower +5 (+5 eff.) Accuracy +8 (+2 eff.) Ignore Armor +8 defense ------ Defense +8 (+3 eff.) Disengage: Puts all charms on 8 turn cooldown Effective talent level: 2.6 Power cost 8 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 5 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 159% 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! |
rogue's steel ring of darkness (+22%)0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Master While equipped: Stats Cun +4 offense ------ Damage +11% darkness defense ------ Defense +8 (+3 eff.) Resistance +22% darkness Rings make your fingers look great! |
titan's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: Stats Con +2 defense ------ Physical save +4 (+1 eff.) Rings make your fingers look great! |
warrior's steel ring0.1 Encumbrance T2 ring jewelry [Ego] Master While equipped: Stats Str +3 defense ------ Armor +6 Rings make your fingers look great! |
steel dagger 'Zeyadas' (11-14 power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Rare] Arcane Weapon Damage 11.5 - 15.0 Physical Uses 50% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +16 mind On-Hit, radius 1 +9 fire While equipped: Stats Cun +4 offense ------ Mind Crit +4% defense ------ Armor +4 Resistance +2% physical Unlife -40.00 life Sharp, short and deadly. |
dwarven-steel greatmaul (42-63 power, 2 apr)5.0 Encumbrance T3 greatmaul 2H weapon [Normal] Weapon Damage 42.5 - 63.8 Physical Uses 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.5% Attack Speed 100% Massive two-handed mauls. |
yew longbow4.0 Encumbrance T3 longbow 2H weapon [Normal] Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +8 Longbows are used to shoot arrows at your foes. |
dwarven-steel longsword of crippling (22-31 power, 4 apr)3.0 Encumbrance T3 longsword 1H weapon [Ego+] Master Weapon Damage 22.5 - 31.5 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +8.0% Sharp, long, and deadly. |
arcing dwarven-steel mace (26-36 power, 4 apr)3.0 Encumbrance T3 mace 1H weapon [Ego] Arcane Weapon Damage 26.0 - 36.4 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +1.5% Attack Speed 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Blunt and deadly. |
horrifying thorny mindstar (9-9 power, 24 apr, nature damage)3.0 Encumbrance T3 mindstar 1H weapon [Ego] Nature/Psionic Weapon Damage 9.0 - 9.9 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Mind Crit +3% Mindpower +6 (+3 eff.) On-Hit 6 mind, 6 darkness Damage +4% mind, +3% darkness other ------- 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. |
hardened leather sling of acid4.0 Encumbrance T3 sling 1H weapon [Ego] Arcane Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +8 On-ranged-hit +5 acid While equipped: offense ------ Damage +8% acid Slings are used to hurl stones or metal shots at your foes. |
steady hardened leather sling of cold4.0 Encumbrance T3 sling 1H weapon [Ego] Arcane/Master Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +8 On-ranged-hit +7 cold While equipped: offense ------ Physical Crit +3.0% Damage +11% cold Accuracy +7 (+2 eff.) Slings are used to hurl stones or metal shots at your foes. |
swiftstrike cured leather sling of enduring4.0 Encumbrance T2 sling 1H weapon [Ego++] Nature/Master Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +7 Projectile Speed +200% While equipped: Stats Wil +7, Cun +2, Con +7 offense ------ Combat Speed +10% defense ------ Life +29.00 Slings are used to hurl stones or metal shots at your foes. |
cruel yew magestaff of fate (20-24 power, 4 apr, lightning element)5.0 Encumbrance T3 staff 2H weapon Reqs Mag 24 [Ego] Arcane/Master Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +15% Critical power +12.00% Spellpower +9 (+9 eff.) Damage +20% lightning defense ------ Physical save +5 (+2 eff.) Spell save +5 (+3 eff.) Mind save +7 (+2 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elemental steel waraxe of crippling (16-22 power, 3 apr)3.0 Encumbrance T2 waraxe 1H weapon [Ego++] Arcane/Master Weapon Damage 16.0 - 22.4 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On Hit: * Create an explosion dealing 15 acid damage (1/turn) On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +7.0% Damage +8% acid Ignore resists +9% acid One-handed war axes. |
cleansing rough leather belt of the giants1.0 Encumbrance T1 belt armor [Ego] Disrupt/Master While equipped: offense ------ Physical Power +3 (+1 eff.) defense ------ Resistance +5% acid, +5% blight Spell save +6 (+3 eff.) other ------- Size +1 A belt that goes around your waist. |
insulating rough leather belt of carrying1.0 Encumbrance T1 belt armor [Ego] Arcane/Master While equipped: defense ------ Fatigue -4% Resistance +6% fire, +5% cold other ------- Encumbrance +22 A belt that goes around your waist. |
nightruned rough leather belt of transcendence1.0 Encumbrance T1 belt armor [Ego] Arcane/Psionic While equipped: offense ------ Mindpower +2 (+1 eff.) defense ------ Resistance +6% light, +5% darkness Physical save +6 (+2 eff.) A belt that goes around your waist. |
rough leather belt of unlife1.0 Encumbrance T1 belt armor [Ego+] Arcane While equipped: defense ------ Resistance +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
murderer's cashmere cloak of the voidstalker (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Ego++] Arcane/Master While equipped: Stats Cun +2, Dex +1 offense ------ Accuracy +3 (+1 eff.) Ignore Armor +5 defense ------ Defense +2 (+1 eff.) Resistance +13% darkness, +12% temporal Out-of-Phase Defense +12 Out-of-Phase Resistance +12% Out-of-Phase Resilience +14% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 8 turn cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
regal linen cloak of Iron Throne (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego] Master/Psionic While equipped: Stats Str +1, Wil +2, Con +1 defense ------ Defense +1 (+1 eff.) Mind save +5 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere robe of power (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Ego+] Arcane While equipped: offense ------ Spellpower +13 (+12 eff.) Damage +7% all defense ------ Resistance +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloudbearer the pair of hardened leather boots (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Rare] Arcane While equipped: offense ------ Spellpower +3 (+3 eff.) Damage +3% darkness, +21% lightning When Hit 6 temporal defense ------ Armor +3 Resistance +12% temporal A pair of boots made of leather. |
Frost Treads (1 def, 4 armour)2.0 Encumbrance T2 feet armor [Unique] Nature While equipped: Stats Str +4, Wil +4, Cun +4 offense ------ Move Speed +20% Damage +15% cold defense ------ Armor +4 Defense +1 (+1 eff.) Fatigue +7% Resistance +10% nature, +20% cold other ------- Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Shimmerborn the pair of dwarven-steel boots (0 def, 4 armour)3.0 Encumbrance T3 feet armor [Rare] Arcane While equipped: Stats Mag +3, Wil +2 offense ------ Spell Crit +2% Damage +3% lightning defense ------ Armor +4 Fatigue +3% Resistance +12% darkness, +5% arcane Spell save +3 (+2 eff.) Disease Resist +20% Silence Resist +20% Blink to a nearby random location (rad 11) Puts all charms on 18 turn cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Zubumivea (0 def, 4 armour)3.0 Encumbrance T3 feet armor [Rare] Nature While equipped: offense ------ Damage +3% mind defense ------ Armor +4 Fatigue +3% Resistance +3% lightning Life Regen +4.00 Healmod +33% Disease Resist +20% Cut Resist +20% other ------- EQ when Hit +0.16 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
insulating pair of iron boots of tirelessness (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Ego] Master While equipped: defense ------ Armor +3 Fatigue +2% Resistance +6% fire, +6% cold other ------- Stamina/turn +0.40 Max stamina +11.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Arthomnir (5 def, 6 armour)1.0 Encumbrance T2 hands armor [Rare] Master While equipped: Stats Str +3 offense ------ Physical Power +9 (+3 eff.) defense ------ Armor +6 Defense +5 (+2 eff.) Resistance +12% temporal Life Regen +4.00 Poison Resist +10% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
hardened leather gloves of butchering (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego+] Disrupt While equipped: offense ------ Physical Power +5 (+2 eff.) Accuracy +6 (+2 eff.) Ignore Armor +7 defense ------ Armor +2 Resistance +5% blight Spell save +10 (+5 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
radiant hardened leather gloves of spellstriking (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego+] Arcane While equipped: Stats Mag +4, Wil +5 offense ------ Spellpower +5 (+5 eff.) On-Hit 5 arcane, 5 light Damage +5% arcane, +4% light defense ------ Armor +2 Resistance +5% arcane, +7% light Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
radiant iron gauntlets of strength (+3) (0 def, 1 armour)1.5 Encumbrance T1 hands armor [Ego] Arcane/Master While equipped: Stats Str +3 offense ------ Physical Power +6 (+2 eff.) On-Hit 5 light Damage +4% light defense ------ Armor +1 Fatigue +1% Resistance +7% light Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
scouring hardened leather gloves (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego+] Disrupt While equipped: offense ------ When Hit: * 22 arcane resource burn defense ------ Armor +2 Spell save +8 (+4 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
stone warden's hardened leather gloves (0 def, 7 armour)1.0 Encumbrance T2 hands armor [Ego+] Arcane While equipped: Stats Con +7 defense ------ Armor +7 Hardiness +8% Resistance +4% physical Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Vorelratira the Dourpassion (0 def, 4 armour)3.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats Dex +4 offense ------ Damage +12% darkness defense ------ Armor +4 Fatigue +4% Resistance +6% blight, +3% mind Mind save +6 (+2 eff.) Life +80.00 Disarm Resist +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
augmenting cashmere wizard hat (2 def, 0 armour)2.0 Encumbrance T3 head armor [Ego+] Arcane While equipped: offense ------ Damage +11% acid, +9% lightning +8% fire, +5% arcane +5% cold defense ------ Defense +2 (+1 eff.) A pointy cloth hat, very wizardly... |
cleansing hardened leather cap (0 def, 3 armour)2.0 Encumbrance T3 head armor [Ego] Disrupt While equipped: defense ------ Armor +3 Fatigue +3% Resistance +7% nature, +7% blight A cap made of leather. |
cleansing hardened leather cap of might (0 def, 3 armour)2.0 Encumbrance T3 head armor [Ego+] Disrupt/Master While equipped: Stats Str +3, Con +2 offense ------ Physical Power +4 (+2 eff.) defense ------ Armor +3 Fatigue +3% Resistance +7% nature, +5% blight A cap made of leather. |
grounding hardened leather cap of strength (+4) (0 def, 3 armour)2.0 Encumbrance T3 head armor [Ego] Nature/Master While equipped: Stats Str +4 defense ------ Armor +3 Fatigue +3% Resistance +7% lightning, +9% temporal A cap made of leather. |
grounding iron helm (0 def, 3 armour)3.0 Encumbrance T1 head armor [Ego] Nature While equipped: defense ------ Armor +3 Fatigue +5% Resistance +6% lightning, +6% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
shielding linen wizard hat of lightning (+16%) (1 def, 0 armour)2.0 Encumbrance T1 head armor [Ego] Arcane/Nature While equipped: Stats Mag +2 offense ------ Damage +11% lightning defense ------ Defense +1 (+1 eff.) Resistance +16% lightning Spell save +5 (+3 eff.) A pointy cloth hat, very wizardly... |
stabilizing cashmere wizard hat of madness (2 def, 0 armour)2.0 Encumbrance T3 head armor [Ego+] Master/Psionic While equipped: Stats Cun +3, Wil +5 offense ------ Mind Crit +5% defense ------ Defense +2 (+1 eff.) Physical save +7 (+2 eff.) Mind save +13 (+4 eff.) Hateful Whisper: Puts all charms on 11 turn cooldown Effective talent level: 2.0 Power cost 11 out of 15/15. Range 5 Cooldown: 10 Travel.spd instantaneous Is: a mind power Description: Infect a target's mind with a virulent whisper that deals 74 Mind damage and spreads amongst your foes, dealing damage and feeding you 2.3 Hate for each new victim. Each turn for 2 turns, the initial victim will spread the whisper to a new target within 2 tiles if one is available; beyond this, all affected targets have a 21% chance of spreading the effect each turn for 4 turns. Targets damaged by this ability have a 25% chance of suffering Brainlock. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
Eel-skin armour (16 def, 0 armour)9.0 Encumbrance T2 light armor [Unique] Nature While equipped: Stats Cun +3, Dex +2 defense ------ Defense +16 (+6 eff.) Fatigue +2% Resistance +15% lightning Poison Resist +50% Pinning Resist +50% On Nature Hit: 10% Call Lightning level 2 Call Lightning: Effective talent level: 2.0 Power cost 18 out of 50/50. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 44.69 to 134.06 lightning damage (89.37 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
cured leather armour of the deep (6 def, 7 armour)9.0 Encumbrance T2 light armor [Ego+] Nature While equipped: defense ------ Armor +7 Defense +6 (+2 eff.) Fatigue +7% Resistance +7% acid, +6% cold other ------- Breathe water A suit of armour made of leather. |
duelist's cured leather armour of cold resistance (9 def, 8 armour)9.0 Encumbrance T2 light armor [Ego+] Master While equipped: Stats Cun +3, Dex +5 defense ------ Armor +8 Defense +9 (+3 eff.) Fatigue +7% Resistance +18% cold A suit of armour made of leather. |
radiant reinforced leather armour (12 def, 7 armour)9.0 Encumbrance T4 light armor [Ego+] Nature While equipped: Stats Wil +1 defense ------ Armor +7 Defense +12 (+4 eff.) Fatigue +8% Resistance +12% blight, +10% darkness other ------- Light +2 A suit of armour made of leather. |
exposing steel shield of resistance (0 def, 4 armour, 10-12 power, 42 block)7.0 Encumbrance T2 shield armor [Ego+] Nature/Psionic When used to Attack: Weapon Damage 10.5 - 12.6 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.0% Block +42 While equipped: offense ------ On-Hit (Melee): * 7% chance to reduce all saves and defense by 21 When Hit: * 12% chance to reduce all saves and defense by 21 defense ------ Armor +4 Fatigue +8% Resistance +6% acid, +6% fire +6% lightning, +8% cold other ------- Talents +1 Block Handheld deflection devices. |
shocking dwarven-steel shield of purity (0 def, 6 armour, 29-34 power, 80 block)7.0 Encumbrance T3 shield armor [Ego] Nature When used to Attack: Weapon Damage 29.0 - 34.8 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.5% Block +80 While equipped: offense ------ On-Hit 9 lightning When Hit 1 lightning defense ------ Armor +6 Fatigue +8% Resistance +12% nature, +10% blight other ------- Talents +1 Block Handheld deflection devices. |
quiver of yew arrows (15/15, 31-44 power, 10 apr)3.0 Encumbrance T3 arrow ammo [Normal] Weapon Damage 31.5 - 44.1 Physical Uses 50% Str, 70% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +2.0% Capacity 15 Arrows are used with bows to pierce your foes to death. |
6 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats Str +1, Dex +1, Mag +1, Wil +1 Cun +1, Con +1 Item imbue powers: Stats Str +1, Dex +1, Mag +1, Wil +1 Cun +1, Con +1 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
169 alchemist agate0.0 Encumbrance 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. |
onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats Str +3, Dex +3, Mag +3, Wil +3 Cun +3, Con +3 Item imbue powers: Stats Str +3, Dex +3, Mag +3, Wil +3 Cun +3, Con +3 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
7 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+2 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+2 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
16 opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats Str +2, Dex +2, Mag +2, Wil +2 Cun +2, Con +2 Item imbue powers: Stats Str +2, Dex +2, Mag +2, Wil +2 Cun +2, Con +2 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+1 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+1 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
dwarven-steel pickaxe (dig speed 28 turns)3.0 Encumbrance T3 digger tool [Normal] While equipped: Stats Str +2 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner's iron pickaxe (dig speed 29 turns)3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats Str +1 other ------- Infravision +2 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
7 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of Poosh5.0 Encumbrance land misc [Unique] Nature While carried: offense ------ Damage +2% all Natural balance. Uses 72 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
alchemist's lamp of the sun1.0 Encumbrance T3 lite [Ego+] Arcane While equipped: offense ------ Damage +8% light defense ------ Resistance +7% darkness Affinity +5% light other ------- Light +5 Sun Flare: Puts all charms on 22 turn cooldown Effective talent level: 3.0 Power cost 22 out of 30/30. Range melee/personal Cooldown: 12 Travel.spd instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 48.37 light damage. At talent level 3 you gain 8% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
brass lantern 'Borudas'2.0 Encumbrance T1 lite [Rare] Disrupt While equipped: defense ------ Resistance +5% arcane, +6% temporal +3% nature, +3% all Spell save +6 (+3 eff.) other ------- 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. |
Crystal Focus0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats Mag +5 Damage +20% arcane, +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 145 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 Encumbrance 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. |
barbed pouch of dwarven-steel shots of amnesia (17/17, 37-45 power, 3 apr)3.0 Encumbrance T3 shot ammo [Ego++] Master/Psionic Weapon Damage 37.5 - 45.0 Physical Uses 50% Cun, 70% Dex Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +13.0% Capacity 17 On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) On Critical: * Wound the target dealing 170 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
barbed pouch of steel shots of crippling (15/15, 25-30 power, 2 apr)3.0 Encumbrance T2 shot ammo [Ego++] Master Weapon Damage 25.5 - 30.6 Physical Uses 50% Cun, 70% Dex Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +18.5% Capacity 15 On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 170 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
chilling pouch of steel shots (20/20, 20-24 power, 2 apr)3.0 Encumbrance T2 shot ammo [Ego] Arcane Weapon Damage 20.5 - 24.6 Physical Uses 50% Cun, 70% Dex Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +4.5% Capacity 20 On-ranged-hit +5 cold Shots are used with slings to pummel your foes to death. |
pouch of steel shots of accuracy (20/20, 21-25 power, 2 apr)3.0 Encumbrance T2 shot ammo [Ego] Master Weapon Damage 21.5 - 25.8 Physical Uses 50% Cun, 70% Dex Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Accuracy +7 Ignore Armor +2 Critical Rate +4.5% Capacity 20 Shots are used with slings to pummel your foes to death. |
pouch of steel shots of erosion (16/16, 22-26 power, 2 apr)3.0 Encumbrance T2 shot ammo [Ego] Nature Weapon Damage 22.0 - 26.4 Physical Uses 50% Cun, 70% Dex Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +4.5% Capacity 16 On-ranged-hit +6 nature Shots are used with slings to pummel your foes to death. |
psychokinetic pouch of dwarven-steel shots (23/23, 32-39 power, 3 apr)3.0 Encumbrance T3 shot ammo [Ego+] Psionic Weapon Damage 32.5 - 39.0 Physical Uses 50% Cun, 70% Dex Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +5.0% Capacity 23 On-ranged-hit +5 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 123 physical damage Shots are used with slings to pummel your foes to death. |
storming pouch of steel shots of amnesia (24/24, 18-22 power, 2 apr)3.0 Encumbrance T2 shot ammo [Ego+] Nature/Psionic Weapon Damage 18.5 - 22.2 Physical Uses 50% Cun, 70% Dex Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +4.5% Capacity 24 On-ranged-hit +9 lightning On-crit, radius 2 +6 lightning On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) Shots are used with slings to pummel your foes to death. |
tundral pouch of steel shots of accuracy (15/15, 22-26 power, 2 apr)3.0 Encumbrance T2 shot ammo [Ego] Nature/Master Weapon Damage 22.0 - 26.4 Physical Uses 50% Cun, 70% Dex Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Accuracy +5 Ignore Armor +2 Critical Rate +4.5% Capacity 15 On-ranged-hit +13 cold On-crit, radius 2 +5 cold Shots are used with slings to pummel your foes to death. |
Skull of the Rat Lich1.0 Encumbrance T3 skull tool [Unique] Arcane While equipped: offense ------ Spell Crit +4% Spellpower +10 (+10 eff.) When Hit 12 darkness Raise one or two undead rats to fight beside you. Uses 51 power out of 70/70 This ancient skull is all that remains of the Rat Lich. Some fragments of its power remain and a faint red light still glows within its eye sockets. |
cleansing dwarven-steel torque of mindblast [power 230] (14/11 cooldown)2.0 Encumbrance T3 torque charm [Ego] Psionic Blast the opponent's mind dealing 234 mind damage and silencing them for 4 turns Puts all charms on 11 turn cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
focusing steel torque of psionic shield [power 43] (14/18 cooldown)2.0 Encumbrance T2 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 43 for 5 turns Puts all charms on 18 turn cooldown 100% to reduce 1 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
overpowered iron torque of gale force [power 165] (14/17 cooldown)2.0 Encumbrance T1 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 184 physical damage Puts all charms on 17 turn cooldown Torques are made by powerful psionics to store psionic powers. |
supercharged steel torque of psionic shield [power 69] (14/23 cooldown)2.0 Encumbrance T2 torque charm [Ego+] Psionic Setup a psionic shield, reducing all damage taken by 69 for 5 turns Puts all charms on 23 turn cooldown Torques are made by powerful psionics to store psionic powers. |
Shinepain [power 266] (14/11 cooldown)2.0 Encumbrance T3 totem charm [Rare] Nature While equipped: offense ------ Mind Crit +4% defense ------ Resistance +6% light, +12% cold Life Regen +4.00 other ------- Max psi +20.00 Heal yourself and all friendly characters within 10 spaces for 266 Puts all charms on 11 turn cooldown 100% to increase all damage penetration by 18% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
ash totem of healing [power 182] (14/11 cooldown)2.0 Encumbrance T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 182 Puts all charms on 11 turn cooldown Natural totems are made by powerful wilders to store nature power. |
ash totem of thorny skin [power 27] (14/15 cooldown)2.0 Encumbrance T2 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 27 and armour hardiness by 40% Puts all charms on 15 turn cooldown Natural totems are made by powerful wilders to store nature power. |
elm totem of summon tentacle [power 100] (14/18 cooldown)2.0 Encumbrance T1 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 3 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 241 Base Damage: 102 Armor: 2 All Resist: 3 Puts all charms on 18 turn cooldown Natural totems are made by powerful wilders to store nature power. |
piercing elven-wood totem of stinging [power 374] (14/11 cooldown)2.0 Encumbrance T4 totem charm [Ego+] Nature Sting an enemy dealing 381 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 11 turn cooldown 100% to increase all damage penetration by 16% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
quick ash totem of healing [power 128] (14/9 cooldown)2.0 Encumbrance T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 128 Puts all charms on 9 turn cooldown Natural totems are made by powerful wilders to store nature power. |
14 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
soothing yew wand of conjuration [power 220] (14/11 cooldown)2.0 Encumbrance T3 wand charm [Ego] Arcane Fire a magical bolt dealing 224 cold damage Puts all charms on 11 turn cooldown 100% to heal for 45. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
yew wand of conjuration [power 220] (14/11 cooldown)2.0 Encumbrance T3 wand charm [Ego] Arcane Fire a magical bolt dealing 224 cold damage Puts all charms on 11 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
yew wand of lightning storm 'Vorydhemira' [power 242] (14/11 cooldown)2.0 Encumbrance T3 wand charm [Rare] Arcane While equipped: Stats Mag +3, Wil +2, Con +4 offense ------ Damage +3% acid other ------- Infravision +2 Create a radius 3 storm for 5 turns. Each turn, creatures within take 54 lightning damage and will be dazed for 1 turn (271 total damage) Puts all charms on 11 turn cooldown 100% to reduce fatigue by 20% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning Star1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 22 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. |
amber0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Bringer of Doom
Killed a Bringer of Doom.By Two Thirds There the Thalore Skirmisher level 15
13rd Dusk 122nd year of Ascendancy at 01:31 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Two Thirds There the Thalore Skirmisher level 17
32nd Dusk 122nd year of Ascendancy at 08:24 see stats
Don't Poosh it!
Killed Kelad in the lost land of Poosh.By Two Thirds There the Thalore Skirmisher level 21
7th Decay 122nd year of Ascendancy at 01:10 see stats
Earth Master
Killed Harkor'Zun.By Two Thirds There the Thalore Skirmisher level 18
76th Dusk 122nd year of Ascendancy at 23:23 see stats
Exterminator
Killed 1000 creatures.By Two Thirds There the Thalore Skirmisher level 18
77th Dusk 122nd year of Ascendancy at 08:05 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Two Thirds There the Thalore Skirmisher level 22
16th Regrowth 123rd year of Ascendancy at 01:51 see stats
Level 10
Got a character to level 10.By Two Thirds There the Thalore Skirmisher level 10
7th Mirth 122nd year of Ascendancy at 20:02 see stats
Level 20
Got a character to level 20.By Two Thirds There the Thalore Skirmisher level 20
5th Haze 122nd year of Ascendancy at 08:39 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Two Thirds There the Thalore Skirmisher level 21
48th Haze 122nd year of Ascendancy at 13:13 see stats
The Rat Lich
Killed the terrible Rat Lich.By Two Thirds There the Thalore Skirmisher level 16
14th Dusk 122nd year of Ascendancy at 06:36 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Two Thirds There the Thalore Skirmisher level 22
24th Regrowth 123rd year of Ascendancy at 00:30 see stats
The secret city
Discovered the truth about mages.By Two Thirds There the Thalore Skirmisher level 12
8th Flare 122nd year of Ascendancy at 09:10 see stats
The sky is falling!
Saw a huge meteor falling from the sky.By Two Thirds There the Thalore Skirmisher level 20
32nd Haze 122nd year of Ascendancy at 20:18 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By Two Thirds There the Thalore Skirmisher level 22
23rd Regrowth 123rd year of Ascendancy at 12:58 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Two Thirds There the Thalore Skirmisher level 20
5th Haze 122nd year of Ascendancy at 13:26 see stats
Unstoppable
Returned from the dead.By Two Thirds There the Thalore Skirmisher level 23
31st Regrowth 123rd year of Ascendancy at 13:10 see stats
Log
The shadows converge on Two Thirds There!
Two Thirds There is dazed!
Glelaith the Guardian casts Drain.
Two Thirds There is not dazed anymore.
Glelaith the Guardian hits Two Thirds There for 139 blight damage.
Two Thirds There activates his innervating elm wand of shielding!
A shield forms around Two Thirds There.
Bandit lord slows down.
Shadow misses Two Thirds There.
Umbral horror strikes Two Thirds There in the darkness (+31% damage).
Two Thirds There damages himself through Martyrdom!
Two Thirds There HEALS from nature damage!
Umbral horror's creeping dark hits Two Thirds There for (26 absorbed), 0 darkness (0 total damage).
Umbral horror hits Two Thirds There for (3 absorbed), 0 nature, 1 healing (0 total damage) [2 healing].
Poison from Two Thirds There hits Umbral horror for 24 nature damage.
Umbral horror casts Phase Door.
Gwelgoroth casts Lightning.
Your shield crumbles under the damage!
The shield around Two Thirds There crumbles.
Glelaith the Guardian casts Soul Rot.
Glelaith the Guardian's spell attains critical power!
Gwelgoroth hits Something for 133 lightning damage.
Gwelgoroth hits Something for 147 lightning damage.
Gwelgoroth hits Glelaith the Guardian for 131 lightning damage.
Gwelgoroth hits Two Thirds There for (80 absorbed), 51 lightning (51 total damage).
Spitting spider uses Infusion: Regeneration.
Spitting spider starts regenerating health quickly.
Glelaith the Guardian's Soul Rot hits Two Thirds There for 272 blight damage.
Two Thirds There the level 23 thalore skirmisher was poxed to death by Glelaith the Guardian on level 1 of Ruined Dungeon.

























































































































