










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Easy Map v2 1.6.0Description Original Easy Map mod by Codefly This addon replaces ToME's map display with one that's more in-line with other games. You can drag the mouse to scroll, use the mouse wheel to zoom in and out, and left-click to set the currently viewed area (instead of accidentally traveling there, which can still be done via right-click menu). It also shows the viewport rectangle on the map, and if your computer is powerful enough, you can even show the actual terrain instead of the confusing color blocks, or make the walls red to easily find paths you have yet to explore. The player and zone exits are also displayed as icons on the map. Additionally, if you travel via the map and stop unexpectedly (i.e., you ran into your golem), a friendly dialog will pop up asking if you'd like to continue to your destination. Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Обновление: Я просто пофиксил чекер версии мода и убрал всплывающее окошко о новой версии игры и изменил цвет легенды на черный Мод заменяет карту игры на нечто более схожее с другими играми. Вы можете перемещать карту мышкой, приближать или отдалять карту колесиком и устанавливать текущий обзор левым кликом мыши (вместо того, что бы случайно переместиться туда, как было ранее). Карат способна отображать реальную местность ландшафта и окрашивать непроходимые места в красный цвет, что бы проще найти дорогу. Установка: Удаление: или в игре: 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:
The Auto Archer (Auto Shooter) 1.1.5Takes out the boring grinding fingerwork of archer gameplay with a single keystroke. This addon automatically walks toward visible enemies, uses your archer talents (or basic shoot skill), reloads your bow mid-fight, or autoexplores when nobody is around. Sit back and enjoy the magic of The Auto Archer. Improved Enemy UI 1.7.41. improve the default shockbolt of enemy, making them brighter and easier to find. Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! Items Vault 1.7.6Donators/Buyers bonus! 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:
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 | Normal Adventure |
| Sex | Male |
| Race | Thalore |
| Class | Archer |
| Level / Exp | 43 / 40% |
| Size | medium |
| Lifes / Deaths | Killed by corrupted dredgling at level 14 on the 32nd Dusk 122nd year of Ascendancy at 21:46 0 / 8Killed by Betheta the grave wight at level 21 on the 6th Regrowth 123rd year of Ascendancy at 05:19 Killed by Gluldawyn the cold drake hatchling at level 22 on the 9th Regrowth 123rd year of Ascendancy at 04:58 Killed by elder vampire at level 28 on the 1st Dusk 123rd year of Ascendancy at 04:21 Killed by Grand Corruptor at level 32 on the 28th Regrowth 124th year of Ascendancy at 18:43 Killed by orc cryomancer at level 38 on the 67th Pyre 124th year of Ascendancy at 22:06 Killed by luminous horror at level 39 on the 72nd Pyre 124th year of Ascendancy at 10:56 Killed by orc necromancer at level 43 on the 13rd Dusk 124th year of Ascendancy at 05:40 |
Primary Stats
| Strength | 50 (base 25) |
| Dexterity | 91 (base 60) |
| Constitution | 51 (base 42) |
| Magic | 16 (base 10) |
| Willpower | 29 (base 10) |
| Cunning | 60 (base 54) |
Resources
| Life | -135/1154 |
| Stamina | 141/370 |
| Healing Factor | 1.2840316950178 |
| Regeneration | 0.32100792375446 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 9 |
| See Stealth | 67.288259754221 |
| See Invisible | 73.288259754221 |
Offense: Mainhand
| Damage | 155 |
| Accuracy | 73 |
| Crit Chance | 52% |
| APR | 38 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 29 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Mind
| Mindpower | 32 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Damage Bonus
| Temporal | +32% |
| Physical | +42% |
| Light | +11% |
| All | 0% |
Offense: Damage Penetration
| Temporal | +40% |
| Physical | +52% |
| All | +9% |
| Nature | +34% |
Defense: Base
| Armour (hardiness) | 27 (89.687909656376%) |
| Defense | 64 |
| Ranged Defense | 64 |
| Fatigue | 0 |
| Physical Save | 49 |
| Spell Save | 27 |
| Mental Save | 22 |
Defense: Resistances
| Physical | + 38%( 70%) |
| Lightning | + 36%( 70%) |
| Darkness | + 36%( 70%) |
| Temporal | + 37%( 70%) |
| Blight | + 41%( 70%) |
| Arcane | + 34%( 70%) |
| Fire | + 32%( 70%) |
| All | + 30%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Knockback Resistance | 40% |
| Poison Resistance | 0% |
| Confusion Resistance | 50% |
Inscriptions (4/4)
| 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. |
| 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 371 damage for 3 turns. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 111 with a minimum range of 15. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 22 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 138 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. |
Class Talents
| Technique / Combat techniques | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Technique / Sniper | 1.30 |
| 2/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Technique / Archery training | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Technique / Archery prowess | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 4/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Reflexes | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Marksmanship | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.30 |
| 5/5 |
| 0/5 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Conditioning | 1.00 |
| 2/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.00 |
| 2/5 |
| 1/5 |
| 3/5 |
| 5/5 |
| Cunning / Scoundrel | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 2 of Dreadfell. Escort: injured seer (level 2 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the injured seer to the recall portal on level 6 of Dreadfell. Escort: injured seer (level 6 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Dreadfell. Escort: lone alchemist (level 1 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you gained talent category Spell / Stone alchemy (at mastery 1.00). | done |
You failed to protect the lost warrior from death by sick giant crystal rat. Escort: lost warrior (level 2 of Heart of the Gloom) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Norgos Lair. Escort: lost warrior (level 2 of Norgos Lair)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 7 of Dreadfell. Escort: temporal explorer (level 7 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Daikara. Escort: worried loremaster (level 2 of Daikara)As a reward you improved Dexterity by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Old Forest. Escort: worried loremaster (level 2 of Old Forest)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 |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the 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. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 348. | 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 |
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 AlchemistsStire of Derth needs your help making an elixir of the fox. 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 vial of elder vampire blood. * You've found the needed orc heart. Stire of Derth has completed an elixir of precision without your aid. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * You've found the needed vampire lord fang. * You've found the needed warg claw. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed electric eel tail. * You've found the needed green worm. * You've found the needed hummerhorn wing. You have aided Agrimley the hermit in creating an elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed honey tree root. | active |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle* You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close. | 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! | 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. | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * You have destroyed Grushnak. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * Find a Resonating Diamond. | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You 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 | blood-soaked pair of hardened leather boots of evasion (11 def, 3 armour)2.0 Encumbrance T3 feet armor [Ego++] Master While equipped: offense ------ Physical Crit +5.0% Physical Power +5 (+1 eff.) Ignore Armor +6 defense ------ Armor +3 Defense +11 (+3 eff.) Evasion: (Instant) Puts all charms on 26 turn cooldown Effective talent level: 2.0 Power cost 26 out of 30/30. Range melee/personal Cooldown: 25 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 33% chance to evade melee and ranged attacks and 26 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
| Quiver | Stormoath (20/20, 70-99 power, 18 apr)3.0 Encumbrance T5 arrow ammo [Random Unique] Master/Psionic Weapon Damage 70.5 - 98.7 Physical Uses 70% Dex, 50% Str Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +17 Ignore Armor +18 Critical Rate +20.0% Capacity 20 On-ranged-hit +12 lightning +33 physical On-Hit, radius 1 +8 lightning +16 nature On-crit, radius 2 +8 lightning On Hit: * 20 arcane resource burn * 20% chance to knock the target back 3 spaces and deal 128 physical damage On Critical: * Wound the target dealing 218 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
| Light source | piercing dwarven lantern of the sun1.0 Encumbrance T5 lite [Ego++] Arcane/Master While equipped: offense ------ Damage +11% light Ignore resists +9% all Ignore Armor +7 defense ------ Resistance +9% darkness Affinity +5% light other ------- Light +8 Sun Flare: Puts all charms on 26 turn cooldown Effective talent level: 3.0 Power cost 26 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 93.00 light damage. At talent level 3 you gain 17% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Erelodor the drakeskin leather cap (0 def, 5 armour)2.0 Encumbrance T5 head armor [Random Unique] Nature/Master While equipped: Stats +14 Str +2 Dex offense ------ Critical power +15.00% defense ------ Armor +5 Fatigue +5% Resistance +2% physical Unlife -20.00 life other ------- Stamina when Hit +2.70 EQ when Hit +2.00 See Invisibility +6 A cap made of leather. |
| Tool | Ragytar the Arcraven [power 344] (3/13 cooldown)2.0 Encumbrance T4 totem charm [Random Unique] Nature While equipped: defense ------ Resistance +9% lightning +3% fire +5% arcane Spell save +18 (+9 eff.) Heal yourself and all friendly characters within 10 spaces for 344 Puts all charms on 13 turn cooldown 100% to increase all damage by 19% for 2 turns. 100% to increase the duration of 2 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Bloodcaller0.1 Encumbrance T4 ring jewelry [Unique] Psionic While equipped: defense ------ Fatigue -5% Mind save -7 (-4 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 764.02 You won the Ring of Blood trial, and this is your reward. |
| On fingers | Glory of the Pride0.1 Encumbrance T5 ring jewelry [Unique] Master While equipped: offense ------ Physical Power +10 (+3 eff.) Damage +8% physical Accuracy +10 (+3 eff.) defense ------ Armor +10 Hardiness +20% Defense +5 (+1 eff.) Fatigue -15% Physical save +45 (+14 eff.) Confus Resist +50% other ------- Max mana -40.00 Max stamina +40.00 Cooldown Rush -6 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
| 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 main hand | warden's elven-wood longbow of true flight4.0 Encumbrance T4 longbow 2H weapon [Ego++] Arcane/Master Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +10 While equipped: Stats +3 Mag offense ------ Physical Crit +11.0% Damage +12% temporal +14% physical Ignore resists +11% temporal +8% physical Accuracy +17 (+4 eff.) other ------- Reload +6 Masteries +0.15 Chronomancy/Bow Threading Instant Weapon Swap Longbows are used to shoot arrows at your foes. |
| On hands | brawler's hardened leather gloves of archery (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego++] Master While equipped: Stats +3 Str +6 Dex +6 Cun offense ------ Accuracy +5 (+2 eff.) Ignore Armor +5 defense ------ Armor +2 Physical save +8 (+3 eff.) other ------- Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 17 turn cooldown Effective talent level: 3.9 Power cost 17 out of 20/20. Range 10 Cooldown: 3 Travel.spd instantaneous Description: Fire a steady shot, doing 171% damage with a 28% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Temporal Augmentation Robe - Designed In-Style (9 def, 3 armour)2.0 Encumbrance T4 cloth armor [Unique] Arcane Oddly it never produces a hat. While equipped: Stats +5 Mag +3 Wil offense ------ Spellpower +23 (+11 eff.) Damage +20% temporal +20% physical Ignore resists +20% temporal +20% physical When Hit 20 physical 10 temporal defense ------ Armor +3 Defense +9 (+2 eff.) Resistance +10% temporal +10% physical +13% all Temporal Reprieve: Effective talent level: 1.0 Power cost 43 out of 19/50. Range melee/personal Fixed Cooldown: 40 Travel.spd instantaneous Is: a spell Description: Transport yourself to a safe place for 1 turns. Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers. |
| Cloak | Cleansesin the cashmere cloak (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Nature While equipped: Stats +3 Con offense ------ Critical power +20.00% Ignore resists +25% nature Accuracy +23 (+5 eff.) When Hit 10 nature defense ------ Defense +2 (+0 eff.) Fatigue -7% Resistance +12% blight Unlife -60.00 life Life +72.00 other ------- Stamina/turn +3.00 Max stamina +27.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Arudherin the gold amulet0.1 Encumbrance T3 amulet jewelry [Rare] Nature While equipped: Stats +5 Dex +5 Con offense ------ Critical power +15.00% Physical Power +10 (+3 eff.) Ignore resists +15% physical Ignore Armor +2 defense ------ Unlife -40.00 life other ------- Stamina/turn +3.00 Max stamina +30.00 Amulets make your neck look great! |
Inventory
regeneration infusion of the duelist (heal 399; 13 cd)0.1 Encumbrance infusion scroll [Ego] 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 399 life over 5 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the sneak (heal 264; 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 264 life over 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Rune of Reflection (--)0.1 Encumbrance T3 rune scroll [Unique] 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 and reflecting at most 180 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
Rune of the Rift (266.00 temporal damage, removed from time 4 turns)0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Range 6 Cooldown: 14 Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 351.12 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of Dissipation ( )0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Range 10 Cooldown: 20 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the duelist (absorb 117; 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 117 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 |
shatter afflictions rune of the psychic (absorb 53; 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 53 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shatter afflictions rune of the warrior (absorb 70; cd 17)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 17 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 70 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 Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shielding rune of the duelist (absorb 338; dur 3; cd 17)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 17 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 338 damage for 3 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
Sealed Scroll of Last Hope0.1 Encumbrance 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 Encumbrance tome scroll [Plot Item] Magical scrolls can have wildly different effects! |
Eliwyn0.1 Encumbrance T3 amulet jewelry [Rare] Arcane While equipped: offense ------ Critical power +13.00% Spellpower +8 (+4 eff.) Damage +10% blight +9% fire Ignore resists +25% blight On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 17 * 20% chance to reduce all saves and defense by 22 Amulets make your neck look great! |
Wheel of Fate0.1 Encumbrance T2 ring jewelry [Unique] Arcane While equipped: Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
Elemental Fury0.1 Encumbrance T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag offense ------ Damage +25% lightning +25% fire +25% arcane +25% cold Ignore resists +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. |
Inertial Twine0.1 Encumbrance T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil offense ------ Damage +5% physical defense ------ Armor +5 Resistance +5% physical Physical save +12 (+4 eff.) Knockbk Resist +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
sneakthief's stralite ring of pilfering0.1 Encumbrance T4 ring jewelry [Ego++] Master While equipped: Stats +7 Cun +4 Dex offense ------ Accuracy +19 (+5 eff.) Ignore Armor +12 defense ------ Defense +11 (+3 eff.) Disengage: Puts all charms on 9 turn cooldown Effective talent level: 2.0 Power cost 9 out of 10/10. Range 7 Cooldown: 10 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! |
infernal elven-wood vilestaff of might (25-30 power, 5 apr, fire element)5.0 Encumbrance T4 staff 2H weapon Reqs Mag 35 [Ego+] Arcane Weapon Damage 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Spell Crit +14% Critical power +19.00% Spellpower +19 (+10 eff.) On-Hit 17 fire Damage +25% fire other ------- See Invisibility +13 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Colaryem (48-77 power, 12 apr)3.0 Encumbrance T3 greatsword 2H weapon [Unique] Arcane Weapon Damage 48.0 - 76.8 Physical Uses 130% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +12 Critical Rate +11.0% Attack Speed 50% While equipped: Stats +7 Dex offense ------ Move Speed +10% Damage +7% lightning defense ------ Fatigue -12% Resistance +7% lightning other ------- Encumbrance +50 Avoid Pressure Traps Attack speed improves with your strength and size category. This intricate blade is impractically long and almost as wide as your body, yet contrary to its size and apparent girth it is not only light, but threatens to escape your grasp and fly away. You will need to be really strong to keep it grounded. Or really big. |
Sword of Potential Futures (28-39 power, 10 apr)3.0 Encumbrance T3 longsword 1H weapon Reqs Mag 24 [Unique] Arcane In the past there was a dagger with it. Weapon Damage 28.0 - 39.2 Physical Uses 20% Mag, 80% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +10 Critical Rate +8.0% Attack Speed 111% On-hit +5 temporal Damage Conversion 30% temporal While equipped: offense ------ Spell Crit +5% Spellpower +5 (+3 eff.) Damage +5% temporal defense ------ Out-of-Phase Defense +10 Out-of-Phase Resistance +5% Out-of-Phase Resilience +15% other ------- Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the untapped potential of time. |
Blade of Distorted Time (40-56 power, 40 apr)3.0 Encumbrance T4 longsword 1H weapon [Unique] Arcane Weapon Damage 40.0 - 56.0 Physical Uses 20% Mag, 90% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +40 Critical Rate +8.0% Attack Speed 100% Damage Conversion 20% temporal On Hit: * deals 36 temporal damage and slows enemies in radius 6 of the target by 46% based on Magic While equipped: offense ------ Damage +30% temporal +30% physical defense ------ Out-of-Phase Defense +20 Out-of-Phase Resistance +20% Out-of-Phase Resilience +20% Blink Blade: Effective talent level: 4.0 Power cost 9 out of 10/10. Range 8 Cooldown: 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. |
Corpathus (40-56 power, 12 apr)3.0 Encumbrance T4 longsword 1H weapon [Unique] Master/Unknown Weapon Damage 40.0 - 56.0 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +12 Critical Rate +4.0% Attack Speed 100% On-hit +18 draining blight On Critical: * grows in power On Kill: * grows dramatically in power While equipped: offense ------ Damage +5% blight defense ------ Cut Resist -25% other ------- Max vim +20.00 Thick straps encircle this blade. Jagged edges like teeth travel down the blade, bisecting it. It fights to overcome the straps, but lacks the strength. |
Dagger of the Past (25-32 power, 20 apr)1.0 Encumbrance T3 dagger 1H weapon Reqs Mag 24 [Unique] Arcane Potentially it would go with a sword in the future. Weapon Damage 25.0 - 32.5 Physical Uses 50% Mag, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +20.0% Attack Speed 111% On-hit +5 temporal Damage Conversion 30% temporal While equipped: offense ------ Move Speed +20% Damage +5% temporal defense ------ Defense +10 (+2 eff.) Spell save +10 (+5 eff.) Out-of-Phase Defense +10 Out-of-Phase Resistance +5% Out-of-Phase Resilience +15% other ------- Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
Spelldrinker (27-35 power, 8 apr)1.0 Encumbrance T3 dagger 1H weapon [Unique] Arcane Weapon Damage 27.0 - 35.1 Physical Uses 35% Str, 20% Mag, 55% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +8 Critical Rate +9.0% Attack Speed 100% On Hit: 15% Disperse Magic level 1 On Hit: * steals up to 50 mana from the target While equipped: Stats +6 Cun +6 Mag defense ------ Resistance +12% arcane Spell save +12 (+6 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
Swordbreaker (25-32 power, 20 apr)1.0 Encumbrance T3 dagger 1H weapon [Unique] Master Weapon Damage 25.0 - 32.5 Physical Uses 50% Cun, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +15.0% Attack Speed 111% On Critical: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex defense ------ Hardiness +20% Defense +15 (+4 eff.) Physical save +15 (+5 eff.) Disarm Resist +50% other ------- Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
Tidewake the elven-wood longbow4.0 Encumbrance T4 longbow 2H weapon [Rare] Master Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +9 Projectile Speed +200% While equipped: Stats +8 Cun offense ------ Combat Speed +10% Damage +9% cold defense ------ Resistance +30% fire Life +40.00 Disarm Resist +20% Teleport Resist +20% other ------- Infravision +2 Longbows are used to shoot arrows at your foes. |
dragonbone longbow 'Glarin'4.0 Encumbrance T5 longbow 2H weapon [Random Unique] Arcane/Master Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +10 On-ranged-hit +18 cold While equipped: Stats +5 Mag +2 Con offense ------ Physical Crit +2.0% Damage +23% cold Ignore resists +18% physical Accuracy +18 (+4 eff.) When Hit 6 mind defense ------ Resistance +9% mind Longbows are used to shoot arrows at your foes. |
hardened leather sling 'Galehash'4.0 Encumbrance T3 sling 1H weapon [Rare] Master Mastery Master Marksman Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +8 While equipped: offense ------ Physical Crit +3.0% Accuracy +8 (+2 eff.) defense ------ Resistance +21% lightning +6% blight +12% fire +9% nature +12% cold Slings are used to hurl stones or metal shots at your foes. |
Nithan's Force4.0 Encumbrance T5 sling 1H weapon [Unique] Master Mastery Master Marksman Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 111% Range +10 While equipped: Stats +10 Str +5 Con offense ------ Damage +35% physical Ignore resists +15% physical defense ------ Resistance +10% physical Pinning Resist +30% Knockbk Resist +30% Bull Shot: Effective talent level: 5.2 Power cost 14 out of 16/16. Range 10 Cooldown: 8 Travel.spd instantaneous Description: You rush toward your foe, readying your shot. If you reach the enemy, you release the shot, imbuing it with great power. The shot does 222% weapon damage and knocks back your target by 2. The cooldown of this talent is reduced by 1 each time you move. This requires a sling to use. This powerful sling is said to have belonged to a warrior so strong his shots could knock down a brick wall... |
Nerathad the Arcbliss (19/19, 60-85 power, 14 apr)3.0 Encumbrance T4 arrow ammo [Rare] Master Weapon Damage 60.5 - 84.7 Physical Uses 70% Dex, 50% Str Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +14 Critical Rate +19.5% Capacity 19 On-ranged-hit +20 blight +12 arcane +20 lightning On-Hit, radius 1 +12 arcane On-crit, radius 2 +16 lightning +8 arcane +12 blight On Critical: * Wound the target dealing 218 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
Quiver of Domination (20/20, 24-34 power, 8 apr)3.0 Encumbrance T4 arrow ammo [Unique] Psionic Weapon Damage 24.0 - 33.6 Mind Uses 20% Wil, 60% Dex, 50% Str Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +8 Critical Rate +2.0% Capacity 20 On Critical: * dominate the target Powerful telepathic forces emanate from the arrows of this quiver. The tips appear dull, but touching them causes you intense pain. |
Arkul's Siege Arrows (14/14, 68-95 power, 100 apr)3.0 Encumbrance T5 arrow ammo [Unique] Master Weapon Damage 68.0 - 95.2 Physical Uses 70% Str, 50% Dex Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +100 Critical Rate +10.0% Capacity 14 25% of all damage splashes in a radius of 1 around the target. These titanic double-helical arrows seem to have been designed more for knocking down towers than for use in regular combat. They'll no doubt make short work of most foes. |
Erelagund the Tundramalice (50/50, 23-28 power, 2 apr)3.0 Encumbrance T2 shot ammo [Rare] Master Weapon Damage 23.0 - 27.6 Physical Uses 70% Dex, 50% Cun Mastery Master Marksman Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +4.5% Capacity 50 On-ranged-hit +4 arcane +16 cold On-Hit, radius 1 +8 arcane +4 cold On-crit, radius 2 +12 arcane On Hit: * 20% chance to reduce all saves and defense by 22 While equipped: other ------- Reload +2 Shots are used with slings to pummel your foes to death. |
Glowsquall the pouch of voratun shots (20/20, 67-80 power, 20 apr)3.0 Encumbrance T5 shot ammo [Random Unique] Master Weapon Damage 67.0 - 80.4 Physical Uses 70% Dex, 50% Cun Mastery Master Marksman Accuracy Bonus +0.2% base damage (max 20%) Accuracy +16 Ignore Armor +20 Critical Rate +22.0% Capacity 20 Projectile Speed +400% On-ranged-hit +20 light On-Hit, radius 1 +8 mind On-crit, radius 2 +20 mind Shots are used with slings to pummel your foes to death. |
Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 Encumbrance T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil offense ------ Mind Crit +5% Mindpower +10 (+5 eff.) Damage +15% acid +15% nature +15% mind When Hit 20 nature slow 20 poison defense ------ Armor +15 Hardiness +30% Defense +10 (+2 eff.) Resistance +30% nature +11% all Physical save +10 (+4 eff.) Spell save +10 (+5 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
The Calm (15 def, 0 armour)2.0 Encumbrance T4 cloth armor [Unique] Arcane While equipped: Stats +10 Mag +8 Wil +6 Cun offense ------ Spellpower +20 (+10 eff.) Move Speed +10% Damage +25% lightning Ignore resists +15% lightning defense ------ Defense +15 (+4 eff.) Resistance +20% lightning +13% all Slow Projectiles +15% Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze. This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary. |
Xanonn the reinforced leather armour (23 def, 7 armour)9.0 Encumbrance T4 light armor [Random Unique] Nature/Master While equipped: offense ------ Physical Crit +6.0% Critical power +20.00% Mindpower +15 (+7 eff.) Ignore Armor +17 defense ------ Armor +7 Defense +23 (+6 eff.) Fatigue +8% Resistance +18% fire Life +48.00 Life Regen +9.60 Healmod +18% other ------- Stamina/turn +0.90 EQ when Hit +0.16 Max hate +4.00 Second Wind: (Instant) Puts all charms on 30 turn cooldown Effective talent level: 3.0 Power cost 30 out of 35/35. Range melee/personal Cooldown: 50 Travel.spd instantaneous Description: Take a deep breath to recover 82 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
marauder's reinforced leather armour of delving (16 def, 7 armour)9.0 Encumbrance T4 light armor [Ego++] Master While equipped: Stats +12 Str +5 Dex defense ------ Armor +7 Defense +16 (+4 eff.) Fatigue +8% Resistance +14% darkness +9% physical Physical save +10 (+4 eff.) other ------- Light +2 Track: Puts all charms on 26 turn cooldown Effective talent level: 2.0 Power cost 26 out of 30/30. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 19 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
Death's Embrace (18 def, 18 armour)9.0 Encumbrance T5 light armor [Unique] Arcane While equipped: Stats +5 Dex +5 Mag +5 Cun offense ------ Critical power +20.00% Spellpower +10 (+5 eff.) Damage +20% darkness +20% cold When Hit 15 darkness 15 cold defense ------ Armor +18 Hardiness +15% Defense +18 (+4 eff.) Resistance +30% temporal +30% darkness +30% cold Stealth +10 other ------- Masteries +0.10 Spell/Phantasm +0.10 Spell/Dreadmaster +0.10 Cunning/Stealth Turn yourself invisible (power 23, based on Cunning and Magic) for 10 turns. Uses 43 power out of 50/50 This deep black leather armor, wrapped with thick silk, is icy cold to the touch. |
troll-hide drakeskin leather armour of thunder (20 def, 8 armour)9.0 Encumbrance T5 light armor [Ego++] Arcane/Nature While equipped: Stats +9 Str +9 Mag +7 Wil offense ------ Physical Crit +6.0% Spell Crit +5% Mind Crit +8% Physical Power +16 (+5 eff.) Spellpower +13 (+7 eff.) Mindpower +24 (+10 eff.) defense ------ Armor +8 Defense +20 (+5 eff.) Fatigue +8% Resistance +14% lightning Life +48.00 Life Regen +8.40 Healmod +14% A suit of armour made of leather. |
Cuirass of the Dark Lord (0 def, 33 armour)17.0 Encumbrance T5 massive armor Reqs - Massive armour training ,Str 52 [Unique] Arcane While equipped: Stats +12 Str +12 Con offense ------ Physical Power +12 (+4 eff.) When Hit 36 physical defense ------ Armor +33 Fatigue +24% Resistance +22% physical Physical save +17 (+6 eff.) Life Regen +4.00 Blood Charges: 1 Drain blood from all creatures within range 5, causing them to bleed for 234.30 physical damage over 4 turns (based on your Physicalpower). For each creature drained (up to 10), the armor gains strength, which fades over 10 turns if it is not fed. Uses 22 power out of 25/25 Worn by a villain long forgotten, this armor was powered by the blood of thousands of innocents. Decrepit and old, the dark lord died in solitude, his dominion crumbled, his subjects gone. Only this cuirass remained, dying to finally taste fresh blood again. |
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. |
Wanderer's Rest (4 def, 0 armour)0.0 Encumbrance T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex offense ------ Move Speed +10% defense ------ Defense +4 (+1 eff.) Fatigue -10% Resistance +5% physical Pinning Resist +100% other ------- Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Effective talent level: 3.0 Power cost 17 out of 20/20. Range 5 Cooldown: 15 Travel.spd instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 5 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
Bleaktickler of the Blightspawn (0 def, 11 armour)1.0 Encumbrance T4 hands armor [Random Unique] Nature/Master While equipped: Stats +4 Str +3 Wil +8 Cun -5 Con offense ------ On-Hit 10 cold 10 physical Damage +7% cold +6% physical On-Hit (Melee): * 10 arcane resource burn defense ------ Armor +11 Resistance +3% blight +13% cold +9% light Disarm Resist +29% other ------- Masteries +0.20 Technique/Grappling Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Crown of Burning Pain (8 def, 0 armour)4.0 Encumbrance T3 head armor [Unique] Arcane While equipped: Stats +3 Cun +3 Wil offense ------ Damage +20% fire defense ------ Defense +8 (+2 eff.) Fatigue +4% Resistance +20% fire Meteor Rain: Effective talent level: 2.0 Power cost 33 out of 50/50. Range 5 Cooldown: 30 Travel.spd instantaneous Is: a spell Description: Use arcane forces to summon 3 meteors that fall to the ground within range 2 of the target. Each meteor smashes everything within radius 2, dealing 37.81 fire and 53.69 physical damage to creatures other than yourself, while liquefying some of the terrain into lava for 8 turns. The damage increases with your Spellpower. This crown of pure flames possesses a myriad of small molten rocks floating wildly above it. Each can be removed to throw as a true meteor. |
Crown of Command (3 def, 6 armour)3.0 Encumbrance T3 head armor Reqs - Heavy armour training [Unique] Master While equipped: Stats +3 Con +10 Wil offense ------ Mindpower +5 (+2 eff.) defense ------ Armor +6 Defense +3 (+1 eff.) Fatigue +4% Resistance +8% physical other ------- Masteries +0.20 Technique/Superiority +0.20 Cunning/Survival Indomitable: (Instant) Effective talent level: 1.0 Power cost 51 out of 60/60. Range melee/personal Cooldown: 45 Travel.spd instantaneous Description: Halflings have one of the most powerful military forces in the known world and have been at war with most other races for thousands of years. Removes 2 stun, daze, or pin effects and grants immunity to stuns, dazes and pins for 2 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
9 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. |
4 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. |
4 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. |
8 opal0.0 Encumbrance 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 onyx0.0 Encumbrance 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. |
6 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Physical save +6 (+2 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+1 eff.) Physical save +6 (+2 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 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. |
9 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 sapphire0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Physical save +8 (+3 eff.) Spell save +8 (+4 eff.) Mind save +8 (+4 eff.) Item imbue powers: Defense +8 (+2 eff.) Physical save +8 (+3 eff.) Spell save +8 (+4 eff.) Mind save +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 jade0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 turquoise0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+3 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
9 ruby0.0 Encumbrance 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 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. |
2 bloodstone0.0 Encumbrance T5 red gem [Normal] While equipped: Stun Resist +60% Item imbue powers: Stun Resist +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 diamond0.0 Encumbrance 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. |
2 moonstone0.0 Encumbrance T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Physical save +10 (+4 eff.) Spell save +10 (+5 eff.) Mind save +10 (+5 eff.) Item imbue powers: Defense +10 (+2 eff.) Physical save +10 (+4 eff.) Spell save +10 (+5 eff.) Mind save +10 (+5 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
pearl0.0 Encumbrance T5 white gem [Normal] While equipped: Armor +5 Resistance +5% all Item imbue powers: Armor +5 Resistance +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Prothotipe's Prismatic Eye0.0 Encumbrance T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam level 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Damage +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. |
56 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. |
Liselaith the Hellsteel1.0 Encumbrance T3 lite [Rare] Nature While equipped: Stats +5 Wil offense ------ Physical Crit +5.0% Critical power +16.00% Physical Power +8 (+2 eff.) Ignore resists +25% mind +10% fire On-Hit (Melee): * 20% chance to reduce all saves and defense by 22 defense ------ Resistance +15% mind +9% fire other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Umbraphage0.0 Encumbrance T3 lite [Unique] Psionic While equipped: offense ------ Mindpower +10 (+5 eff.) Damage +15% light +15% darkness Ignore resists +10% darkness defense ------ Resistance +20% darkness Affinity +20% darkness Mind save +10 (+5 eff.) other ------- Light +8 Masteries +0.20 Cursed/Shadows Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 60). Release absorbed darkness in a 8 radius cone with a 80% chance to blind (based on lite radius), dealing 126.00 darkness damage (based on Mindpower and charge). Uses 9 power out of 10/10 This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
alchemist's lamp 'Urtheharadil'1.0 Encumbrance T3 lite [Random Unique] Nature/Psionic While equipped: Stats +5 Wil +3 Con offense ------ Damage +10% mind defense ------ Defense +17 (+4 eff.) Resistance +8% blight +9% cold +9% lightning Physical save +13 (+5 eff.) Spell save +14 (+7 eff.) Mind save +13 (+7 eff.) Life Regen +4.00 Blind Resist +10% Disease Resist +20% other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
scorching dwarven lantern of corpselight1.0 Encumbrance T5 lite [Ego+] Arcane While equipped: offense ------ Spell Crit +3% Spellpower +4 (+2 eff.) When Hit 20 fire defense ------ Resistance +12% blight +7% fire +9% darkness other ------- Light +5 Infravision +4 See Invisibility +5 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 26 turn cooldown Effective talent level: 2.0 Power cost 26 out of 30/30. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 27 blight damage or heals 41 life. Creatures standing in the retch also have 17% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Mummified Egg-sac of Ungolë2.0 Encumbrance egg misc [Unique] Nature While carried: other ------- Light -2 Summon up to 2 spiders. Uses 68 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
Blood-Runed Athame1.0 Encumbrance misc [Plot Item] An athame, covered in blood runes. It radiates power. |
Daimorath the dwarven-steel pickaxe (dig speed 24 turns)3.0 Encumbrance T3 digger tool [Random Unique] Nature/Master While equipped: Stats +2 Str +3 Dex offense ------ Physical Power +5 (+1 eff.) Move Speed +10% Damage +13% nature +6% acid On-Hit (Melee): * 20% chance to reduce armor by 26% defense ------ Resistance +23% nature +6% acid While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Orb of Destruction (Orb of Command)1.0 Encumbrance 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 Many Ways1.0 Encumbrance orb [Plot Item] Unknown Activate a portal. Uses 9 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
Rod of Annulment (1/1)2.0 Encumbrance T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 26 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Gwai's Burninator2.0 Encumbrance T3 rod charm [Unique] Arcane Shoot a cone of flames (radius 5) for 332.00 fire damage (based on Magic). Uses 43 power out of 75/75 Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
Rod of Recall (2/2)2.0 Encumbrance 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 Encumbrance rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 264.00 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. |
Persistent Will2.0 Encumbrance T2 totem charm [Unique] Disrupt/Psionic While equipped: Stats +8 Wil offense ------ Mindpower +10 (+5 eff.) Damage +12% mind Convince all non arcane users in radius 10 to turn on their spellcasting friends for 6 turns (chance increases with your Mindpower). Uses 22 power out of 25/25 During the Age of Dusk a rash of anti-magic activities took place in the Nargol Kingdom immediately after the Spellblaze. Citizens would turn on those with magical powers, burning them alive on stakes of wood. When the authorities found the perpetrators they executed them and planted their heads on stakes throughout their capital city. Despite this however, the citizenry continued to burn alive the enemies of nature. Unbeknownst to the authorities, the heads of the dead perpetrators continued to spread their message long after their deaths. This stake of wood appears to one of those used to prop up one of the executed heads. It has seemingly absorbed the will of the head it propped up, and holding it you can hear the Ziguranth's message echo through your mind. |
The Guardian's Totem2.0 Encumbrance T5 totem charm [Unique] Nature/Disrupt While equipped: Stats +10 Wil offense ------ Mindpower +8 (+4 eff.) When Hit: * 18% chance to slow global speed by 48% defense ------ Resistance +20% blight +20% arcane Spell save +20 (+10 eff.) other ------- Masteries +0.10 Wild-gift/Fungus +0.10 Wild-gift/Antimagic Call forth an immobile antimagic pillar for 10 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.). Uses 43 power out of 50/50 This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
Raintrail the elven-wood wand of shielding [power 344] (3/17 cooldown)2.0 Encumbrance T4 wand charm [Random Unique] Arcane While equipped: Stats +6 Dex +3 Con defense ------ Resistance +12% nature Create a shield absorbing up to 344 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 turn cooldown 100% to reduce 1 talent cooldowns by 2. 100% to increase all damage by 26% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
soothing elven-wood wand of shielding [power 326] (3/17 cooldown)2.0 Encumbrance T4 wand charm [Ego] Arcane Create a shield absorbing up to 326 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 turn cooldown 100% to heal for 33. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Forbidden Tome: "A View From The Gallery"2.0 Encumbrance T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
Forbidden Tome: "Of Knowledge And Horrors"2.0 Encumbrance 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 Encumbrance forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
Achievements
A View From The Gallery
Briefly lived as a lowly halfling during the time of the Sher'tuls.By Alaleir the Thalore Archer level 28
45th Haze 123rd year of Ascendancy at 05:20 see stats
A dangerous secret
Found the mysterious staff and told Last Hope about it.By Alaleir the Thalore Archer level 33
1st Pyre 124th year of Ascendancy at 00:41 see stats
Against all odds
Killed Ukruk in the ambush.By Alaleir the Thalore Archer level 33
80th Regrowth 124th year of Ascendancy at 10:02 see stats
Arachnophobia
Destroyed the spydric menace.By Alaleir the Thalore Archer level 36
45th Pyre 124th year of Ascendancy at 17:14 see stats
Brave new world
Went to the Far East and took part in the war.By Alaleir the Thalore Archer level 35
42nd Pyre 124th year of Ascendancy at 00:03 see stats
Bringer of Doom
Killed a Bringer of Doom.By Alaleir the Thalore Archer level 19
53rd Haze 122nd year of Ascendancy at 13:19 see stats
Clone War
Destroyed your own Shade.By Alaleir the Thalore Archer level 42
12nd Dusk 124th year of Ascendancy at 11:54 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Alaleir the Thalore Archer level 18
6th Haze 122nd year of Ascendancy at 22:07 see stats
Destroyer's bane
Killed Golbug the Destroyer.By Alaleir the Thalore Archer level 34
10th Pyre 124th year of Ascendancy at 23:05 see stats
Dragon's Greed
Amassed 8000 gold pieces.By Alaleir the Thalore Archer level 43
12nd Dusk 124th year of Ascendancy at 15:12 see stats
Exterminator
Killed 1000 creatures.By Alaleir the Thalore Archer level 19
53rd Haze 122nd year of Ascendancy at 06:31 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Alaleir the Thalore Archer level 26
64th Pyre 123rd year of Ascendancy at 15:15 see stats
Fear me not!
Survived the Fearscape!By Alaleir the Thalore Archer level 32
28th Regrowth 124th year of Ascendancy at 21:47 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Alaleir the Thalore Archer level 25
30th Pyre 123rd year of Ascendancy at 12:51 see stats
Is that how it feels to be an escort quest?!
Got saved from death in the Godfeaster by Malyu and managed to escape.By Alaleir the Thalore Archer level 31
4th Decay 123rd year of Ascendancy at 17:07 see stats
Level 10
Got a character to level 10.By Alaleir the Thalore Archer level 10
16th Dusk 122nd year of Ascendancy at 17:53 see stats
Level 20
Got a character to level 20.By Alaleir the Thalore Archer level 20
53rd Haze 122nd year of Ascendancy at 22:46 see stats
Level 30
Got a character to level 30.By Alaleir the Thalore Archer level 30
80th Haze 123rd year of Ascendancy at 03:01 see stats
Level 40
Got a character to level 40.By Alaleir the Thalore Archer level 40
72nd Pyre 124th year of Ascendancy at 18:38 see stats
Size is everything
Did over 1500 damage in one attack.By Alaleir the Thalore Archer level 29
73rd Haze 123rd year of Ascendancy at 05:37 see stats
Size matters
Did over 600 damage in one attack.By Alaleir the Thalore Archer level 25
48th Pyre 123rd year of Ascendancy at 19:12 see stats
Sliders
Activated a portal using the Orb of Many Ways.By Alaleir the Thalore Archer level 35
11st Pyre 124th year of Ascendancy at 05:27 see stats
The Legend of Garkul
Learned the five chapters of the Legend of Garkul.By Alaleir the Thalore Archer level 41
1st Flare 124th year of Ascendancy at 17:34 see stats
The bigger the better!
Did over 3000 damage in one attack.By Alaleir the Thalore Archer level 42
3rd Flare 124th year of Ascendancy at 16:44 see stats
The secret city
Discovered the truth about mages.By Alaleir the Thalore Archer level 14
34th Dusk 122nd year of Ascendancy at 23:02 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By Alaleir the Thalore Archer level 23
7th Pyre 123rd year of Ascendancy at 19:14 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Alaleir the Thalore Archer level 31
10th Allure 124th year of Ascendancy at 00:29 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Alaleir the Thalore Archer level 22
7th Regrowth 123rd year of Ascendancy at 05:28 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Alaleir the Thalore Archer level 32
79th Regrowth 124th year of Ascendancy at 14:37 see stats
You were not supposed to see that!
Read a Forbidden Tome.By Alaleir the Thalore Archer level 31
10th Allure 124th year of Ascendancy at 00:34 see stats
Log
Alaleir reacts to damage from Orc corruptor, mitigating the blow!.
Orc corruptor hits Alaleir for (104 reacted , -5 stam), 215 cold (215 total damage).
Alaleir's Called Shots performs a ranged critical strike against Orc corruptor!
The shield around orc corruptor crumbles.
Orc corruptor is silenced!
Alaleir's Called Shots hits Orc corruptor for (123 absorbed), 552 physical, 10 lightning, 43 physical, 17 arcane, 7 lightning, 16 nature, 7 lightning (653 total damage).
Bloodcaller hits Alaleir for 17 healing, 1 healing (0 total damage) [18 healing].
Orc corruptor's blight area effect hits Alaleir for 45 cold damage.
Orc corruptor is not silenced anymore.
Orc corruptor roars with rage shaking off 2 mental debuffs!
Bloodcaller hits Alaleir for 2 healing, 2 healing, 4 healing (0 total damage) [9 healing].
Deep Wound from Alaleir hits Orc corruptor for 66 physical damage.
Bleeding from Alaleir hits Orc corruptor for 80 physical damage.
Deep Wound from Alaleir hits Orc corruptor for 146 physical damage.
Rime Wraith from Orc necromancer hits Alaleir for 100 cold damage.
Orc corruptor receives 26 healing from Rime Wraith from Orc necromancer.
Talent Rune: Shielding is ready to use.
Talent Tumble is ready to use.
Rotting Disease from Orc corruptor hits Alaleir for 30 blight damage.
Orc corruptor receives 21 healing from Rime Wraith from Orc necromancer.
Orc corruptor casts Blood Grasp.
Alaleir casts Rune: Shielding.
A shield forms around Alaleir.
Orc corruptor stops bleeding.
Bloodcaller hits Alaleir for 2 healing, 4 healing (0 total damage) [6 healing].
Deep Wound from Alaleir hits Orc corruptor for 66 physical damage.
Deep Wound from Alaleir hits Orc corruptor for 146 physical damage.
Rime Wraith from Orc necromancer hits Alaleir for (0 absorbed), 80 cold (80 total damage).
Alaleir the level 43 thalore archer was frozen to death by an orc necromancer on level 1 of Rak'shor Pride.























































































































































