










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! Select your Escorts 1.5.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.5.0Official Expansion!Better Item Description 1.5.10This 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 Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Embers of Rage 1.5.0Official Expansion!ZOmnibus Addon Pack 1.5.0Combines 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 1.5.9Official 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 | Insane Adventure |
| Sex | Male |
| Race | Skeleton |
| Class | Archer |
| Level / Exp | 35 / 0% |
| Size | medium |
| Lifes / Deaths | Killed by Gloryldawen the white wolf at level 15 on the 47th Dusk 122nd year of Ascendancy at 16:17 4 / 3Killed by Vorydatira the giant netherworm at level 23 on the 6th Haze 122nd year of Ascendancy at 23:46 Killed by Eilinynor the bloated horror at level 23 on the 7th Haze 122nd year of Ascendancy at 02:46 |
Primary Stats
| Strength | 92 (base 60) |
| Dexterity | 90 (base 60) |
| Constitution | 10 (base 10) |
| Magic | 38 (base 25) |
| Willpower | 17 (base 10) |
| Cunning | 18 (base 12) |
Resources
| Life | 748/748 |
| Steam | 100/100 |
| Stamina | 150/150 |
| Paradox | 310 |
| Healing Factor | 1.6000000000001 |
| Regeneration | 10.000000000001 |
Speed
| Mental | -10% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 18 |
| Infravision | 6 |
| See Stealth | 20.155423598945 |
| See Invisible | 20.155423598945 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 190 |
| Accuracy | 67 |
| Crit Chance | 69% |
| APR | 48 |
| Speed | 0.89 |
Offense: Spell
| Spellpower | 40 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Mind
| Mindpower | 33 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +41% |
| Mind | +10% |
| All | +7% |
| Darkness | +22% |
| Light | +22% |
| Temporal | +21% |
| Arcane | +10% |
| Fire | +10% |
| Nature | +12% |
Offense: Damage Penetration
| Darkness | +10% |
| Temporal | +14% |
| Arcane | +10% |
| Mind | +10% |
| Physical | +23% |
Defense: Base
| Armour (hardiness) | 38 (70.376569037657%) |
| Defense | 49 |
| Ranged Defense | 49 |
| Fatigue | 0 |
| Physical Save | 55 |
| Spell Save | 21 |
| Mental Save | 34 |
Defense: Resistances
| Acid | + 42%( 70%) |
| Blight | + 20%( 70%) |
| Arcane | + 5%( 70%) |
| Cold | + 57%( 70%) |
| All | 0%( 70%) |
| Darkness | + 70%( 70%) |
| Light | + 31%( 70%) |
| Temporal | + 18%( 70%) |
| Lightning | + 32%( 70%) |
| Physical | + 18%( 70%) |
| Fire | + 42%( 70%) |
| Nature | + 41%( 70%) |
Defense: Immunities
| Stun Resistance | 42% |
| Confusion Resistance | 55% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 100% |
| Silence Resistance | 31% |
| Bleed Resistance | 100% |
| Teleport Resistance | 100% |
| Disarm Resistance | 90% |
| Pinning Resistance | 35% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 20% |
Inscriptions (4/4)
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 165% efficiency and cooldown mod of 96%. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 398 damage for 4 turns. Its effects scale with your Dexterity stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 143% efficiency and cooldown mod of 82%. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 158 with a minimum range of 15. Its effects scale with your Dexterity stat. |
Class Talents
| Technique / Combat techniques | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Technique / Archery training | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Archery prowess | 1.30 |
| 4/5 |
| 4/5 |
| 4/5 |
| 4/5 |
| Technique / Combat veteran | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Reflexes | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Marksmanship | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Generic Talents
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Undead / Skeleton | 1.10 |
| 5/5 |
| 4/5 |
| 1/5 |
| 2/5 |
Prodigies
| 1/1 |
Effects
| talent | Intuitive Shots |
| talent | Precise Strikes |
| talent | Trained Reactions |
| beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
| detrimental effect | On death will restore to the source up to 9 times the vim's worth. Bleak Outcome |
| beneficial effect | Peer into the future, detecting enemies, increasing defense by 0, and granting a 0% chance to ignore critical hits. Precognition |
| beneficial effect | Tuning Paradox at a rate of -10 per turn. Spacetime Tuning |
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 |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)As a reward you gained talent category Celestial / Chants (at mastery 0.80). | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Trollmire. Escort: lost tinker (level 3 of Trollmire) | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Dreadfell. Escort: repented thief (level 1 of Dreadfell)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: temporal explorer (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Precognition (+1 level(s)). | done |
You failed to protect the temporal explorer from death by Betodathra the giant lightning ant. Escort: temporal explorer (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the temporal explorer to the recall portal on level 4 of Dreadfell. Escort: temporal explorer (level 4 of Dreadfell)As a reward you improved talent Precognition (+1 level(s)). | done |
You failed to protect the temporal explorer from death by Yvybretira the dread. Escort: temporal explorer (level 7 of Dreadfell) | failed |
You successfully escorted the temporal explorer to the recall portal on level 8 of Dreadfell. Escort: temporal explorer (level 8 of Dreadfell)As a reward you improved talent Precognition (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge 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. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. | 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. | 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 precision. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * You've found the needed black mamba head. * You've found the needed minotaur nose. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * You've found the needed wretchling eyeball. * You've found the needed bear paw. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * '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 bloated horror heart. 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 vial of greater demon bile. * You've found the needed vial of fire wyrm saliva. * You've found the needed honey tree root. | 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 were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Poliriabeth (0 def, 11 armour) 2.0 T3 feet armor [Rare] Arcane While equipped: dps ---------- Crit.mult +9.00% Phys.pwr +8 (+2 eff.) Acc +2 (+0 eff.) Apr +3 ----- def ----- Armour +11 Fatigue +3% Phys.save +12 (+4 eff.) Die.at -80.00 life Heal.mod +20% Silence- +31% Confus- +35% Pinning- +20% Stun/Frz- +32% Knockbk- +20% Teleport- +100% A pair of boots made of leather. |
| Quiver | Chydrahek the Chargequarry (21/23, 67-93.8 power, 36 apr)3.0 T5 arrow ammo [Random Unique] Arcane/Nature/Master Power 67.0 - 93.8 Lightning Uses 50% Str, 70% Dex Mastery Master Marksman Acc+ +0.2% crit / acc Apr +36 Crit +21.0% Capacity 23 Proj.spd +200% Ranged+ +32 lightning +30 blight +50 fire +12 temporal On Hit.r1 +8 lightning On Crit.r2 +4 lightning +4 temporal +23 fire On Hit: 10% Epidemic 5 On Hit: * 60% chance to daze at end of turn * 30% chance to disease Arrows are used with bows to pierce your foes to death. This item has been sent to the Item's Vault. |
| Light source | Umbraphage0.0 T3 lite [Unique] Psionic While equipped: dps ---------- Mind.pwr +10 (+5 eff.) Dmg.mod +15% light +15% darkness Res.pen +10% darkness ----- def ----- Resists +20% darkness Affinity +20% darkness Mind.save +10 (+5 eff.) ---------- misc Light +10 Masteries +0.20 Cursed/Shadows Absorbs all darkness (power 62, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 300). Release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 230.58 darkness damage (based on Mindpower and charge). Uses 10 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. |
| On head | Duvularan the hardened leather hat (0 def, 3 armour) 2.0 T3 head armor [Random Unique] Nature/Master While equipped: Stats +7 Str +7 Dex +2 Mag dps ---------- Dmg.mod +3% arcane Res.pen +10% arcane Acc +9 (+2 eff.) ----- def ----- Armour +3 Fatigue +3% Resists +13% light +12% darkness ---------- misc Mana/turn +0.08 Stam/ret +1.20 Equi/ret +1.50 Max.mana +60.00 Light +5 Infravis +0 Sight +0 See.Stealth +0 See.Invis +0 A hat made of leather. Very stylish. |
| Tool | Guna the iron torque of thermal psionic shield [power 29] (20 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: ----- def ----- Resists +6% acid +15% darkness +5% arcane Phys.save +12 (+4 eff.) Die.at -40.00 life Blind- +15% Stun/Frz- +10% Setup a psionic shield, reducing all fire, cold, light, and arcane damage by 29 for 7 turns Puts all charms on 20 cooldown 100% to regenerate 2 psi. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Bregindil0.1 T3 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Phys.pwr +9 (+2 eff.) Spell.pwr +10 (+3 eff.) Mind.pwr +11 (+6 eff.) Melee+ 9 bleed Ranged+ 7 bleed Dmg.mod +11% physical +3% mind +7% all Res.pen +10% mind Melee Ret 12 mind On Hit (Melee): * 15% chance to cause random gloom On Hit (Ranged): * 13% chance to cause random gloom ----- def ----- Resists +11% physical ---------- misc Hate/m.crit +2.00 Max.hate +8.00 Bleeding Edge: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings can have magical properties. |
| On fingers | Zubisenor the gold ring0.1 T3 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +5 Str dps ---------- Phys.pwr +8 (+2 eff.) Spell.pwr +8 (+3 eff.) Mind.pwr +7 (+4 eff.) Apr +2 ----- def ----- Armour +12 Resists +22% acid +12% temporal +19% fire +19% cold +17% lightning Heal.mod +10% Rings can have magical properties. |
| Around waist | Girdle of the Calm Waters 1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Fatigue -12% Resists +20% blight +20% cold +20% nature Heal.mod +30% ---------- misc Max.enc +30 A belt rumoured to have been worn by the Conclave healers. |
| In main hand | Ivithra 4.0 T5 longbow 2H weapon [Random Unique] Arcane/Master Mastery Master Marksman Acc+ +0.2% crit / acc Apr +0 Crit +0.0% Atk.spd 125% Range +10 Against +28% Undead +28% Demon +28% Horror On Hit: 10% Shoot 1 While equipped: Stats +11 Mag dps ---------- Phys.crit +23.0% S.pwr/crit +2 Dmg.mod +23% physical +14% temporal Res.pen +23% physical +14% temporal Acc +21 (+5 eff.) ----- def ----- Defense +4 (+1 eff.) Resists +6% temporal Mind.save +12 (+6 eff.) Blind- +5% Cut- +15% Pinning- +15% ---------- misc Reload +8 Max.mana +40.00 Max.hate +6.00 Masteries +0.30 Chronomancy/Bow Threading Instant Weapon Swap Longbows are used to shoot arrows at your foes. This item has been sent to the Item's Vault. |
| On hands | dwarven-steel gauntlets 'Morningdare' (0 def, 2 armour) 1.5 T3 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 7 nature Dmg.mod +5% nature ----- def ----- Armour +2 Resists +6% nature +9% darkness Blind- +25% Cut- +10% Disarm- +80% Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Light +3 Talents +3 Iron Grip Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | hardened leather armour 'Betuta' (3 def, 6 armour) 9.0 T3 light armor [Random Unique] Arcane/Master While equipped: dps ---------- Melee+ 13 acid 8 fire Melee Ret 10 acid 11 fire ----- def ----- Armour +6 Defense +3 (+1 eff.) Fatigue +8% Resists +14% acid +7% physical +12% light +17% fire +15% lightning +11% darkness Phys.save +47 (+13 eff.) HP.reg +6.00 Poison- +50% Disease- +50% Cut- +50% Disarm- +10% A suit of armour made of leather. |
| Cloak | Sunmortal the linen cloak (1 def, 4 armour) 2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +2 Dex dps ---------- Dmg.mod +3% fire ----- def ----- Armour +4 Defense +1 (+0 eff.) Resists +15% nature +18% cold +6% light +6% fire Spell.save +3 (+1 eff.) Confus- +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | The Black Core0.1 T2 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+2 eff.) ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
Inventory
healing infusion (heal 55)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 55 and cleanse 1 wound and 1 poison effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion (heal 44)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 44 and cleanse 1 wound and 1 poison effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the psychic (resist 20%; cure physical)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 20% for 6 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 ability. |
insidious poison infusion of the psychic (32 nature damage, 31% healing reduction)0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range 4 Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to spit a bolt of poison doing 31.84 nature damage per turn for 7 turns, and reducing the target's healing received by 31%. The sudden stream of natural forces also strips you of one random detrimental magical 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 ability. |
acid wave rune of the psychic (108 acid damage; disarm 5 turns with power 31)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 108.50 acid damage. The corrosive acid will also disarm enemies struck for 5 turns (with power 31 vs. physical save). The surge of natural acids will remove one detrimental magical effect from you. 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 ability. |
acid wave rune of the psychic (228 acid damage; disarm 5 turns with power 30)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 228.34 acid damage. The corrosive acid will also disarm enemies struck for 5 turns (with power 30 vs. physical save). The surge of natural acids will remove one detrimental magical effect from you. 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 ability. |
vision rune of the wizard (radius 11; dur 18; see humanoid)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 28 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to get a vision of the area surrounding you (11 radius) and to allow you to see invisible and stealthed creatures (power 15) for 18 turns. Your mind will become more receptive for 18 turns, allowing you to sense any humanoid around. 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 ability. |
schematic: Fireproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Iron Grip0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+3 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
clarifying copper amulet of strength (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Str ----- def ----- Resists +10% mind Confus- +23% Amulets can have magical properties. |
Cyrirevena the steel amulet0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +3 Cun +3 Wil dps ---------- Crit.mult +10.00% Res.pen +25% mind ----- def ----- Resists +15% light +14% darkness Blind- +27% ---------- misc Telepathy Dragon Demon/Major Demon/Minor Amulets can have magical properties. |
grounding steel amulet of magic (+3)0.1 T2 amulet jewelry [Ego] Arcane/Nature While equipped: Stats +3 Mag ----- def ----- Resists +12% lightning Stun/Frz- +24% Amulets can have magical properties. |
Mirror Shards0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Dmg.mod +12% light On Melee Ret: * 30% chance to blind ----- def ----- Resists +25% light ---------- misc Light +1 Create a reflective shield (50% reflection rate, 226 strength, based on Magic) for 5 turns. Uses 24 power out of 24/24 Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
wanderer's gold amulet of mastery (0.13 Steamtech / Chemistry) =3 cun 5 con=0.1 T3 amulet jewelry [Ego+] Master While equipped: Stats +5 Dex +3 Cun +5 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -6% HP.reg +0.60 ---------- misc Stam/turn +0.50 Masteries +0.13 Steamtech/Chemistry Amulets can have magical properties. |
copper ring 'Bethubremira'0.1 T1 ring jewelry [Rare] Nature While equipped: ----- def ----- Resists +12% nature +12% darkness Spell.save +9 (+4 eff.) Max.HP +46.00 HP.reg +0.70 Heal.mod +14% Disease- +15% ---------- misc Max.stam +10.00 Rings can have magical properties. |
Duathellady =4cun 2con=0.1 T2 ring jewelry [Random Unique] Arcane/Nature/Psionic While equipped: Stats +5 Wil +4 Cun +2 Con dps ---------- Mind.pwr +6 (+3 eff.) Dmg.mod +10% light +3% darkness On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Resists +20% light +3% mind Phys.save +4 (+1 eff.) Rings can have magical properties. |
rogue's steel ring =4 cun=0.1 T2 ring jewelry [Ego] Master While equipped: Stats +4 Cun ----- def ----- Defense +8 (+3 eff.) Rings can have magical properties. |
titan's steel ring of fire (+20%) =2 con=0.1 T2 ring jewelry [Ego] Nature While equipped: Stats +2 Con dps ---------- Dmg.mod +10% fire ----- def ----- Resists +20% fire Phys.save +4 (+1 eff.) Rings can have magical properties. |
Alyruiran the gold ring =5 con=0.1 T3 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +6 Str +1 Mag +5 Con dps ---------- Phys.pwr +16 (+4 eff.) Spell.pwr +12 (+4 eff.) Mind.pwr +7 (+4 eff.) Dmg.mod +3% arcane +5% all ----- def ----- Silence- +29% ---------- misc Mana/turn +0.14 Mana/s.crit +4.00 Vim/s.crit +2.00 Rings can have magical properties. |
Emena the Bleakwire0.1 T3 ring jewelry [Rare] Nature While equipped: Stats +10 Mag dps ---------- Dmg.mod +15% cold Melee Ret 8 darkness ----- def ----- Resists +6% darkness +30% cold Crit.dmg- 10.00% Rings can have magical properties. |
Writhing Ring of the Hunter0.1 T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con ----- def ----- Phys.save -30 (-10 eff.) Spell.save -30 (-29 eff.) Mind.save -30 (-15 eff.) When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
Eclipse (18-21.6 power, 4 apr, darkness element)5.0 T2 staff 2H weapon [Unique] Arcane Power 18.0 - 21.6 Physical Uses 110% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +12 (+4 eff.) Dmg.mod +15% light +15% physical +15% darkness +15% temporal ---------- misc P.En/turn +0.10 N.En/turn +0.10 Talents +1 Command Staff Cooldown Twilight -1 Moonlight Ray -1 Searing Light -1 This tall staff is tipped with a pitch black sphere that yet seems to give off a strong light. |
Bolbum's Big Knocker (64-76.8 power, 10 apr, physical element)5.0 T3 staff 2H weapon [Unique] Arcane Power 64.0 - 76.8 Physical Uses 140% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +10 Atk.spd 100% Melee+ +10% confusion While equipped: dps ---------- Spell.crit +18% Spell.pwr +12 (+4 eff.) Dmg.mod +20% physical Acc +7 (+1 eff.) ---------- misc Masteries +0.20 Spell/Staff combat Channel Staff: Level 2.0 Pwr.cost 9 out of 20/20. Range 8 Travel.spd 2000% of base Is a spell Description: Channel raw mana through your staff, projecting a bolt of your staff's damage type, doing 84% staff damage. The bolt will only hurt hostile targets, and pass safely through friendly ones. This attack always has a 100% chance to hit, and ignores the target's Armour. When projecting a bolt with your staff its damage modifier is increased by 20%. A thick staff with a heavy knob on the end. It was said to be used by the grand alchemist Bolbum in the Age of Allure. Much renowned is the fear of his students for their master, and the high rate of cranial injuries amongst them. Bolbum died with seven daggers in his back and his much-cursed staff went missing after. |
Gravitational Staff (30-36 power, 8 apr, physical element)5.0 T3 staff 2H weapon [Unique] Arcane Power 30.0 - 36.0 Gravity pin Uses 130% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +8 Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Spell.pwr +25 (+8 eff.) Dmg.mod +20% physical +10% temporal ----- def ----- Resists +15% physical ---------- misc Masteries +0.10 Chronomancy/Gravity +0.10 Chronomancy/Matter +0.10 Spell/Earth Gravity Spike: Level 3.0 Pwr.cost 14 out of 14/14. Range 6 Travel.spd instantaneous Is a spell Description: Creates a gravity spike in a radius of 3 that moves all targets towards the spell's center and inflicts 163.04 physical (gravity) damage. Each target moved beyond the first increases the damage by 20.38 (up to a maximum of 81.52 bonus damage). Targets take reduced damage the further they are from the epicenter (20% less per tile). The damage dealt will scale with your Spellpower. Time and Space seem to warp and bend around the massive tip of this stave. |
earthen elven-wood magestaff of illumination (25-30 power, 5 apr, lightning element)5.0 T4 staff 2H weapon [Ego] Arcane/Nature Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +12 (+4 eff.) Dmg.mod +25% lightning On Hit (Melee): * 10% chance to blind ----- def ----- Armour +6 Hardiness +7% Defense +8 (+3 eff.) Phys.save +6 (+2 eff.) ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 68.49 light damage. Staves designed for wielders of magic, by the greats of the art. |
Chalihor the dwarven-steel greatsword (49.5-79.2 power, 2 apr)3.0 T3 greatsword 2H weapon [Rare] Master Power 49.5 - 79.2 Physical Uses 120% Str Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +6% Mind.pwr +20 (+9 eff.) Res.pen +20% mind ----- def ----- Heal/summ +30 ---------- misc Hate/m.crit +3.00 Massive two-handed swords. |
balanced deep-steel trident of the mystic (28-44.8 power, 10 apr)3.0 T3 trident 2H weapon [Ego] Arcane/Master Power 28.0 - 44.8 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.1% dam / acc Apr +10 Crit +2.5% Atk.spd 100% While equipped: Stats +6 Mag +5 Wil dps ---------- Spell.pwr +12 (+4 eff.) Acc +12 (+3 eff.) ----- def ----- Defense +13 (+4 eff.) Disarm- +38% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
dwarven-steel longsword 'Demonpower' (21.5-30.1 power, 4 apr)3.0 T3 longsword 1H weapon [Rare] Arcane Power 21.5 - 30.1 Physical Uses 100% Str Acc+ +0.4% crit.pwr / acc Apr +4 Crit +3.5% Atk.spd 100% Melee+ +16 darkness On Hit.r1 +4 darkness On Hit: * 40% chance to inflict 15% damage reduction * Random elemental explosion While equipped: dps ---------- Dmg.mod +12% acid +24% darkness Res.pen +11% acid +12% fire +13% lightning +11% cold Melee Ret 8 acid On Hit (Melee): * 30% chance to corrode armour by 30% Sharp, long, and deadly. |
arcing stralite longsword of massacre (41.5-58.1 power, 5 apr)3.0 T4 longsword 1H weapon [Ego] Arcane/Master Power 41.5 - 58.1 Physical Uses 100% Str Acc+ +0.4% crit.pwr / acc Apr +5 Crit +4.5% Atk.spd 100% Melee+ +7 lightning On Hit: * 25% chance for lightning to arc to a second target Sharp, long, and deadly. |
stralite longsword 'Zeruromivor' (34-47.6 power, 5 apr)3.0 T4 longsword 1H weapon [Random Unique] Nature/Master Power 34.0 - 47.6 Mind Uses 100% Str Acc+ +0.4% crit.pwr / acc Apr +5 Crit +4.5% Atk.spd 100% Melee+ +22 insidious poison +4 mind While equipped: dps ---------- Res.pen +10% nature Acc +12 (+3 eff.) Melee Ret 12 mind ----- def ----- Defense +11 (+4 eff.) Resists +3% fire +9% mind +8% all Spell.save +30 (+15 eff.) Disarm- +33% Sharp, long, and deadly. |
acidic stralite mace of vileness (35-49 power, 5 apr)3.0 T4 mace 1H weapon [Ego] Arcane Power 35.0 - 49.0 Physical Uses 100% Str Acc+ +0.1% dam / acc Apr +5 Crit +2.5% Atk.spd 100% Melee+ +9 blight +17 acid On Hit: * 5% chance to disease On Crit: * splashes the target with acid Blunt and deadly. |
manaburning dwarven-steel waraxe (22.5-31.5 power, 4 apr)3.0 T3 waraxe 1H weapon [Ego] Disrupt Power 22.5 - 31.5 Physical Uses 100% Str Acc+ +0.2% crit / acc Apr +4 Crit +4.5% Atk.spd 100% On Hit: * 13 arcane resource burn One-handed war axes. |
Silent Blade (25-32.5 power, 10 apr)1.0 T2 dagger 1H weapon Reqs Cun 25 [Unique] Master Power 25.0 - 32.5 Physical Uses 35% Str, 55% Dex Acc+ +0.5% APR / acc Apr +10 Crit +8.0% Atk.spd 100% Melee+ +10 silence When used from stealth a simple attack with it will not break stealth. While equipped: dps ---------- Acc +10 (+2 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
Swordbreaker (25-32.5 power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 50% Cun, 50% Dex Acc+ +0.5% APR / acc Apr +20 Crit +15.0% Atk.spd 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex ----- def ----- Hardiness +20% Defense +15 (+5 eff.) Phys.save +15 (+5 eff.) Disarm- +50% ---------- misc Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
Polunn the stralite dagger (31-40.3 power, 9 apr)1.0 T4 dagger 1H weapon [Random Unique] Arcane/Master Power 31.0 - 40.3 Physical Uses 45% Dex, 45% Str Acc+ +0.5% APR / acc Apr +9 Crit +8.0% Atk.spd 100% Melee+ +8 light Against +12% Undead While equipped: Stats +2 Dex +6 Mag dps ---------- Phys.crit +8.0% Crit.mult +8.00% Dmg.mod +7% physical Res.pen +5% physical Apr +16 ---------- misc Infravis +3 Sharp, short and deadly. |
Moldsaw (9.5-10.45 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon Reqs Wil 24 [Rare] Nature Power 9.5 - 10.5 Nature Uses 40% Wil, 20% Cun Mastery Psiblades Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% On Hit: * 40% chance to disease While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) Dmg.mod +9% blight Res.pen +15% blight ----- def ----- Resists +15% nature +9% blight Heal.mod +18% Heal/summ +28 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. |
balanced stralite steamsaw of persecution (30-45 power, 19 apr)3.0 T4 steamsaw 1H weapon [Ego] Disrupt/Master/Steamtech Power 30.0 - 45.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +19 Crit +4.0% Atk.spd 100% Block +80 Against +11% Unnatural Uses 1.0 Steam While equipped: Stats +3 Wil dps ---------- Acc +7 (+1 eff.) ----- def ----- Armour +5 Defense +17 (+6 eff.) Fatigue +10% Disarm- +31% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Hare-Skin Sling4.0 T3 sling 1H weapon [Unique] Nature Mastery Master Marksman Acc+ +0.1% dam / acc Atk.spd 125% Range +10 While equipped: Stats +10 Lck dps ---------- Phys.crit +5.0% Mov.spd +20% ----- def ----- Defense +10 (+3 eff.) ---------- misc Masteries +0.20 Cunning/Survival Inertial Shot: Level 3.0 Pwr.cost 8 out of 8/8. Range 10 Travel.spd instantaneous Description: You fire a mighty shot at your target, doing 139% damage and knocking it back. The knockback chance increases with your Accuracy. This well-tended sling is made from the leather and sinews of a large hare. It feels smooth to the touch, yet very durable. Some say that the skin of a hare brings luck and fortune. Hard to tell if that really helped its former owner, but it's clear that the skin is at least also strong and reliable. |
Halogothel (21/21, 49-68.6 power, 11 apr)3.0 T3 arrow ammo [Rare] Master Power 49.0 - 68.6 Physical Uses 70% Dex, 50% Str Mastery Master Marksman Acc+ +0.2% crit / acc Apr +11 Crit +2.0% Capacity 21 Proj.spd +100% Ranged+ +4 blight On Hit.r1 +12 blight On Crit.r2 +4 physical On Hit: * 40% chance to disease * 40% chance to cause random gloom While equipped: ---------- misc Reload +4 Arrows are used with bows to pierce your foes to death. |
Void Quiver (0/0, 45-63 power, 30 apr)3.0 T5 arrow ammo [Unique] Arcane Power 45.0 - 63.0 Void Uses 70% Dex, 10% Mag, 50% Str Mastery Master Marksman Acc+ +0.2% crit / acc Apr +30 Crit +6.0% Capacity 0 On Hit: 10% Spatial Tether 1 On Hit: 5% Dimensional Anchor 1 An endless supply of arrows lay within this deep black quiver. Tiny white lights dot its surface. |
iron shield of lightning resistance (+17%) (4 def, 2 armour, 20 block)7.0 T1 shield armor Reqs Heavy Armour Training 2 [Ego] Master While equipped: ----- def ----- Armour +2 Defense +4 (+1 eff.) Rng.Def +4 (+1 eff.) Fatigue +6% Resists +17% lightning ---------- misc Talents +1 Block Handheld deflection devices. |
reinforced stralite shield of cold resistance (+27%) (10 def, 10 armour, 172 block)7.0 T4 shield armor Reqs Heavy Armour Training 2 [Ego] Master While equipped: ----- def ----- Armour +10 Defense +10 (+3 eff.) Rng.Def +10 (+3 eff.) Fatigue +14% Resists +27% cold ---------- misc Talents +4 Block Handheld deflection devices. |
stralite shield of crushing (10 def, 2 armour, 136 block)7.0 T4 shield armor Reqs Heavy Armour Training 2 [Ego+] Master While equipped: dps ---------- Phys.crit +5.0% Phys.pwr +5 (+1 eff.) ----- def ----- Armour +2 Defense +10 (+3 eff.) Rng.Def +10 (+3 eff.) Fatigue +14% ---------- misc Talents +4 Block Handheld deflection devices. |
shimmering cashmere robe of protection (4 def, 3 armour)2.0 T3 cloth armor [Ego] Arcane/Master While equipped: dps ---------- Dmg.mod +15% arcane ----- def ----- Armour +3 Defense +4 (+1 eff.) Phys.save +20 (+6 eff.) ---------- misc Max.mana +56.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
silk robe of the mind (+14%) (3 def, 0 armour)2.0 T4 cloth armor [Ego] Psionic While equipped: dps ---------- Dmg.mod +14% mind ----- def ----- Defense +3 (+1 eff.) Resists +14% mind A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Emelewen the dwarven-steel mail armour (3 def, 8 armour)14.0 T3 heavy armor [Random Unique] Arcane/Master While equipped: Stats +5 Str +4 Con dps ---------- Dmg.mod +12% mind +3% temporal Res.pen +5% mind Melee Ret 4 temporal ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +16% Resists +14% arcane Spell.save +28 (+14 eff.) Max.HP +44.00 Def/telep +10 Res/telep +10% Dur/telep +10% A suit of armour made of mail. |
cleansing stralite mail armour (4 def, 8 armour)14.0 T4 heavy armor [Ego] Disrupt While equipped: ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +16% Resists +10% nature +14% blight A suit of armour made of mail. |
prismatic stralite mail armour of cold resistance (4 def, 8 armour)14.0 T4 heavy armor [Ego] Arcane/Master While equipped: ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +16% Resists +21% cold +18% light +14% darkness A suit of armour made of mail. |
Zanoyakath the Smolderbone (5 def, 21 armour)17.0 T3 massive armor Reqs Heavy Armour Training 3 [Rare] Nature While equipped: Stats +6 Dex dps ---------- Res.pen +20% fire Melee Ret 8 fire ----- def ----- Armour +21 Defense +5 (+2 eff.) Fatigue +24% Resists +2% physical Phys.save +15 (+5 eff.) HP.reg +3.70 ---------- misc Stam/turn +1.10 A suit of armour made of metal plates. |
dwarven-steel plate armour 'Gudalle' (5 def, 11 armour)17.0 T3 massive armor Reqs Heavy Armour Training 3 [Rare] Master While equipped: dps ---------- Dmg.mod +6% blight +24% arcane On Hit (Melee): * 20% chance to disease ----- def ----- Armour +11 Defense +5 (+2 eff.) Fatigue +24% Resists +23% acid +20% blight A suit of armour made of metal plates. |
Glorimina =5 con=1.0 T1 belt armor [Rare] Arcane While equipped: Stats +2 Str +5 Con dps ---------- Phys.pwr +4 (+1 eff.) Spell.pwr +3 (+1 eff.) ----- def ----- Defense +6 (+2 eff.) Rng.Def +6 (+2 eff.) Phys.save +3 (+1 eff.) Mind.save +6 (+3 eff.) ---------- misc Max.stam +5.00 A belt that goes around your waist. |
rough leather belt 'Wretchbender' =1 cun=1.0 T1 belt armor [Rare] Nature While equipped: Stats +1 Cun +6 Wil dps ---------- Crit.mult +15.00% Dmg.mod +6% nature Res.pen +15% mind ----- def ----- Max.HP +32.00 A belt that goes around your waist. |
blurring hardened leather belt1.0 T3 belt armor [Ego] Master While equipped: ----- def ----- Defense +10 (+3 eff.) Stealth +8 A belt that goes around your waist. |
Eilinima the linen cloak (1 def, 0 armour) =5 cun=2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +1 Str +2 Mag +1 Wil +5 Cun +1 Con dps ---------- Res.pen +10% blight ----- def ----- Defense +1 (+0 eff.) Resists +0% nature +0% cold Spell.save +6 (+3 eff.) ---------- misc Max.mana +42.00 Infravis +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Unrolach (11 def, 4 armour) =7con=2.0 T3 cloak armor [Rare] Master While equipped: Stats +2 Str +7 Con dps ---------- Crit.mult +6.00% ----- def ----- Armour +4 Defense +11 (+4 eff.) Rng.Def +9 (+3 eff.) ---------- misc Infravis +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak of battle (2 def, 0 armour)2.0 T3 cloak armor [Ego] Master While equipped: dps ---------- Phys.crit +3.0% Phys.pwr +3 (+1 eff.) ----- def ----- Defense +2 (+1 eff.) Fatigue -4% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cloak of Deception1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+2 eff.) Mind.pwr +5 (+3 eff.) ----- def ----- Resists +0% nature +0% cold A black cloak, with subtle illusion enchantments woven into its very fabric. |
Arethra the pair of rough leather boots (3 def, 3 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Phys.pwr +2 (+1 eff.) Res.pen +10% physical Acc +6 (+1 eff.) ----- def ----- Armour +3 Defense +3 (+1 eff.) Rng.Def +3 (+1 eff.) Fatigue +1% Resists +2% physical ---------- misc Telepathy Demon/Minor Demon/Major A pair of boots made of leather. |
Borirerig the pair of hardened leather boots (0 def, 3 armour) =3 cun=2.0 T3 feet armor [Rare] Master While equipped: Stats +3 Cun +4 Dex dps ---------- On Hit (Melee): * 20 arcane resource burn * 30% chance to corrode armour by 30% ----- def ----- Armour +3 Fatigue +3% Resists +12% cold +12% darkness +3% light Disengage: Puts all charms on 15 cooldown Level 1.2 Pwr.cost 15 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 3 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 111% 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. A pair of boots made of leather. |
pair of hardened leather boots of uncanny dodging (7 def, 3 armour)2.0 T3 feet armor [Ego] Master While equipped: ----- def ----- Armour +3 Defense +7 (+2 eff.) Rng.Def +4 (+1 eff.) Fatigue +3% A pair of boots made of leather. |
pair of dwarven-steel boots of uncanny dodging (3 def, 4 armour)3.0 T3 feet armor [Ego] Master While equipped: ----- def ----- Armour +4 Defense +3 (+1 eff.) Rng.Def +5 (+2 eff.) Fatigue +3% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
restful hardened leather gloves of strength (+4) (0 def, 2 armour)1.0 T3 hands armor [Ego] Master/Psionic While equipped: Stats +4 Str dps ---------- Phys.pwr +10 (+3 eff.) ----- def ----- Armour +2 HP.reg +1.90 ---------- misc Stam/turn +1.00 Max.stam +19.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Turiduhor (0 def, 1 armour) =3 con=1.5 T1 hands armor [Rare] Master While equipped: Stats +2 Str +1 Wil +3 Con dps ---------- Phys.pwr +6 (+2 eff.) ----- def ----- Armour +1 Fatigue -4% ---------- misc Max.hate +4.00 Light +1 Telepathy Demon/Minor Demon/Major Metal gloves protecting the hands up to the middle of the lower arm. |
Ivybeth the Squalorburst (0 def, 2 armour) =5 cun=1.5 T3 hands armor [Rare] Master While equipped: Stats +7 Dex +5 Cun +2 Con dps ---------- Acc +6 (+1 eff.) Apr +8 On Hit (Melee): * Slows global speed by 30% ----- def ----- Armour +2 Fatigue -2% Steady Shot: Puts all charms on 20 cooldown Level 3.9 Pwr.cost 20 out of 20/20. Range 10 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). Metal gloves protecting the hands up to the middle of the lower arm. |
linen wizard hat 'Chalibar' (1 def, 0 armour) =3 con=2.0 T1 head armor [Rare] Master While equipped: Stats +7 Dex +2 Wil +3 Con dps ---------- Res.pen +10% arcane ----- def ----- Defense +1 (+0 eff.) Phys.save +5 (+2 eff.) ---------- misc Light +1 A pointy cloth hat, very wizardly... |
Polida the cashmere wizard hat (2 def, 0 armour)2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +21% blight +15% fire Res.pen +25% acid Melee Ret 8 blight On Hit (Melee): * 20% chance to disease ----- def ----- Defense +2 (+1 eff.) Resists +9% blight +22% fire +6% acid A pointy cloth hat, very wizardly... |
cashmere wizard hat (2 def, 0 armour)2.0 T3 head armor [Normal] While equipped: ----- def ----- Defense +2 (+1 eff.) A pointy cloth hat, very wizardly... |
Churek the hardened leather cap (7 def, 3 armour)2.0 T3 head armor [Rare] Nature While equipped: Stats +13 Cun dps ---------- Mind.pwr +6 (+3 eff.) Dmg.mod +30% mind Res.pen +10% mind Acc +8 (+2 eff.) On Melee Ret: * 15% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +3 Defense +7 (+2 eff.) Fatigue +3% Resists +9% temporal A cap made of leather. |
Salemirin (2 def, 0 armour)2.0 T3 head armor [Rare] Nature While equipped: Stats +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) Dmg.mod +15% nature On Hit (Melee): * 20 arcane resource burn ----- def ----- Defense +2 (+1 eff.) Resists +6% fire +22% nature +9% cold Mind.save +15 (+7 eff.) ---------- misc Hate/m.crit +3.00 Telepathy Demon/Minor Demon/Major A pointy cloth hat, very wizardly... |
hardened leather cap (0 def, 3 armour)2.0 T3 head armor [Normal] While equipped: ----- def ----- Armour +3 Fatigue +3% A cap made of leather. |
Halahad the dwarven-steel helm (0 def, 4 armour) =9 cun=3.0 T3 head armor [Rare] Nature While equipped: Stats +9 Cun dps ---------- Dmg.mod +15% mind Acc +0 (+0 eff.) ----- def ----- Armour +4 Fatigue +4% Resists +17% acid +9% fire +10% lightning +8% cold ---------- misc Hate/m.crit +2.00 Light +0 Telepathy Humanoid/Orc A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
2 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
6 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
3 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+4 eff.) Item imbue powers: Defense +8 (+3 eff.) Phys.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. |
2 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise0.0 T4 green gem [Normal] While equipped: See.Stealth +10 See.Invis +10 Item imbue powers: See.Stealth +10 See.Invis +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
1212 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Branichak2.0 T1 lite [Rare] Master While equipped: ----- def ----- Resists +6% blight +6% fire +5% arcane Cut- +20% Disarm- +15% Stun/Frz- +10% Knockbk- +10% ---------- misc Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Kindlesage2.0 T1 lite [Rare] Arcane While equipped: dps ---------- Dmg.mod +3% light Res.pen +20% acid Melee Ret 12 fire ----- def ----- Resists +12% acid +5% fire ---------- misc Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Branykaltholdil the alchemist's lamp =4 con=1.0 T3 lite [Rare] Nature While equipped: Stats +3 Str +3 Dex +4 Con dps ---------- Dmg.mod +6% mind ----- def ----- Phys.save +7 (+2 eff.) Heal.mod +15% ---------- misc Light +3 Telepathy Humanoid/Orc A normal brass lantern, enhanced by alchemy to make it brighter. |
Sootwrecker the dwarven lantern1.0 T5 lite [Random Unique] Arcane/Master/Psionic While equipped: Stats +3 Str dps ---------- Mind.crit +12% Mind.pwr +11 (+6 eff.) Dmg.mod +0% light Res.pen +10% mind +14% all Acc +4 (+1 eff.) Apr +15 Melee Ret 30 fire On Hit (Melee): * 50% chance to inflict 15% damage reduction ----- def ----- Resists +10% fire +5% physical Phys.save +20 (+6 eff.) Mind.save +12 (+6 eff.) Cut- +15% ---------- misc Max.hate +4.00 Light +6 See.Stealth +0 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. This item has been sent to the Item's Vault. |
1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 25 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 100.75 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 100.75 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +4 Call light (64 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
potent healing salve [power 247] potent healing salve [power 247]1.0 T2 salve misc [Normal] Nature/Steamtech Using medical injector with 165% efficiency and 96% cooldown modifier. Heal 247 Puts Talent Medical Injector on 15 cooldown Medical salve. |
potent pain suppressor salve [power 212] potent pain suppressor salve [power 212]1.0 T2 salve misc [Normal] Nature/Steamtech Using medical injector with 165% efficiency and 96% cooldown modifier. Let you fight up to -212 life and reduces all damage by 13% for 5 turns (takes no time to activate) Puts Talent Medical Injector on 10 cooldown Activation is instant. Medical salve. |
potent water salve [power 19] potent water salve [power 19]1.0 T2 salve misc [Normal] Nature/Steamtech Using medical injector with 165% efficiency and 96% cooldown modifier. Remove 1 mental effects and grants a water aura (19% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
powerful frost salve [power 22] powerful frost salve [power 22]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 165% efficiency and 96% cooldown modifier. Remove 2 physical effects and grants a frost aura (22% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
powerful healing salve [power 306] powerful healing salve [power 306]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 165% efficiency and 96% cooldown modifier. Heal 306 Puts Talent Medical Injector on 15 cooldown Medical salve. |
powerful pain suppressor salve [power 264] powerful pain suppressor salve [power 264]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 165% efficiency and 96% cooldown modifier. Let you fight up to -264 life and reduces all damage by 16% for 6 turns (takes no time to activate) Puts Talent Medical Injector on 10 cooldown Activation is instant. Medical salve. |
powerful water salve [power 22] powerful water salve [power 22]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 165% efficiency and 96% cooldown modifier. Remove 2 mental effects and grants a water aura (22% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
iron pickaxe 'Xanybreta' (dig speed 37 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +4 Str +1 Dex +2 Wil +2 Cun ----- def ----- Fatigue -12% ---------- misc Light +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner's iron pickaxe (dig speed 28 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe (dig speed 30 turns)3.0 T3 digger tool [Normal] While equipped: Stats +2 Str While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner's dwarven-steel pickaxe (dig speed 23 turns)3.0 T3 digger tool [Ego] Master While equipped: Stats +2 Str ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 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. |
Achievements
A dangerous secret (Insane (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By znke the Skeleton Archer level 34
24th Regrowth 123rd year of Ascendancy at 14:02 see stats
Against all odds (Insane (Adventure) difficulty)
Killed Ukruk in the ambush.By znke the Skeleton Archer level 34
22nd Regrowth 123rd year of Ascendancy at 10:48 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By znke the Skeleton Archer level 7
9th Dusk 122nd year of Ascendancy at 11:42 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By znke the Skeleton Archer level 30
67th Haze 122nd year of Ascendancy at 13:21 see stats
Earth Master (Insane (Adventure) difficulty)
Killed Harkor'Zun and unlocked Stone magic.By znke the Skeleton Archer level 27
54th Haze 122nd year of Ascendancy at 00:35 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By znke the Skeleton Archer level 19
74th Dusk 122nd year of Ascendancy at 20:51 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By znke the Skeleton Archer level 29
65th Haze 122nd year of Ascendancy at 16:04 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By znke the Skeleton Archer level 30
6th Regrowth 123rd year of Ascendancy at 20:28 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By znke the Skeleton Archer level 24
8th Haze 122nd year of Ascendancy at 18:16 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By znke the Skeleton Archer level 10
18th Dusk 122nd year of Ascendancy at 18:34 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By znke the Skeleton Archer level 20
75th Dusk 122nd year of Ascendancy at 02:50 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By znke the Skeleton Archer level 30
66th Haze 122nd year of Ascendancy at 12:23 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By znke the Skeleton Archer level 17
59th Dusk 122nd year of Ascendancy at 11:21 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By znke the Skeleton Archer level 32
19th Regrowth 123rd year of Ascendancy at 05:06 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By znke the Skeleton Archer level 24
22nd Haze 122nd year of Ascendancy at 19:21 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By znke the Skeleton Archer level 8
15th Dusk 122nd year of Ascendancy at 02:42 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By znke the Skeleton Archer level 29
64th Haze 122nd year of Ascendancy at 20:17 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By znke the Skeleton Archer level 20
75th Dusk 122nd year of Ascendancy at 09:41 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By znke the Skeleton Archer level 15
46th Dusk 122nd year of Ascendancy at 15:58 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By znke the Skeleton Archer level 33
21st Regrowth 123rd year of Ascendancy at 01:52 see stats
Log
Znke shoots!
Target out of range. Hold to force your weapon to fire at targets beyond its range (10).
Talent Precognition is ready to use.
Znke shoots!
Znke's Shoot performs a ranged critical strike against Devourer!
Devourer starts to bleed.
Welcome to level 35 [Znke].
Znke has 3 stat point(s), 2 class talent point(s) to spend. Press p to use them.
You have gained one more life (4 remaining).
Znke's Shoot hits Devourer for 981 lightning, 34 lightning (1015 total damage).
Znke casts Precognition.
Znke's Shoot killed Devourer!
Znke shoots!
Resting starts...
Znke retunes the fabric of spacetime.
Rested for 0 turns (stop reason: hostile spotted to the west (devourer)).
Resting starts...
Rested for 0 turns (stop reason: hostile spotted to the west (devourer)).
Znke deactivates Precise Strikes.
Znke activates Precise Strikes.
Znke deactivates Intuitive Shots.
Znke activates Intuitive Shots.
Znke deactivates Trained Reactions.
Znke activates Trained Reactions.
Znke deactivates Intuitive Shots.
Znke deactivates Trained Reactions.
Znke deactivates Precise Strikes.














































































































































