Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.2.5 |
Addons | Quick Drown NPCs 1.2.1New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Marson's UI Modifications 1.2.4v3.7.0 *** FOR ToME v1.3.0+ ONLY *** An attempt to make 1920x1080 easier on my decaying eyesight, plus a few personal preferences. This is a revamp for the Minimalist UI. It may work for Classic, but hasn't been tested for it. Most settings can be found on the UI tab on the Game Options screen. • Adds a 'Fonts' tab to 'Game Options'. Choose separate font styles and sizes for six categories: * menus & dialogs * HUD elements * tooltips & character sheet * chat & combat log * flying text * lore • Expanded font size range to 8 - 36 points. (Stock range is 10 - 18) • Ability to add your own fonts with a fontpack addon. http://te4.org/games/addons/tome/font_example • Scales most dialog boxes to account for larger fonts. • Hotkey bar revamp: * Frame colors: green = activated talent, blue = sustained talent, yellow = equipped item, orange = unequipped item. Colors on talent screen and buff bar changed to match. * Frame colors do not change when on cooldown. * All talents/items on cooldown will have a red overlay. * Z-layer of key text (C8, etc) moved under color overlay to better differentiate from cooldown text. * Unequipped items get pale yellow color overlay similar to cooldown overlay. * Right-clicking on an item no longer clears the item; it brings up the hotkey assignment menu. (You may clear it from there, as with talents.) • 'Use Talent' screen now also lists all usable items, allowing you to associate a hotkey using the dropdown menu. Objects are separated based on whether they are worn or not and display their current cooldowns. • When assigning a hotkey, the list will show available hotkeys as 1 through 0,-,= with C,S,A,AS, modifiers (example: "Hotkey C7") instead of "Hotkey 1" through "Hotkey 60", so as to match the labels on the hotkey bar. • Enabled and modified 'Creature List' code that was in stock ToME but not used. Lists NPCs in player's sight along with their remaining energy and distance. Mousing over an NPC in the Creature List will center the screen on that creature. Toggle the list on/off with Ctrl-Tab. • 'Limit Terrain Height' option will rescale trees and mushrooms to prevent them from overlapping the grid above them. (Will not affect current level until you leave and return.) • Adds viewport options: 'Original' is the stock behavior from v1.1.5 ToME. The game will use Scroll Distance, but won't show a black border around the map. With a high Scroll Distance, you will remain centered until you get to the edge of the map, at which point the map stops moving and your character moves off-center. 'No Hiding' is now the stock behavior of v1.2.x ToME. It is a bit of a hybrid. The map will scroll similar to 1.1.5, but will show enough of a black border so that your avatar will not hide under UI elements such as the mini-map and hotkey bar. 'Centered' will force the viewport to strictly follow the Scroll Distance setting. If you have it a high number, you will be centered 100% of the time. • Adds option to enable right-click dragging of the viewport. This will coexist with mouse gestures but may not mix with them in a visually pleasing manner. • Separate adjustable background transparencies for dialogs, tooltips, combat log, chat, and hotkeys. • Adjustable tooltip width. • Ability to change tooltip location: each of the four corners / at mouse cursor / opposite corner from mouse. • Tooltip will get out of the way of target location via keyboard as well as mouse cursor. • Ability to disable ambient background noises (dogs barking, water dripping, etc.) on the UI tab in Game Options. Defaults to 'enabled' (no change from stock). • Shields (damage, temporal, etc.) will play a sound when they expire on a character you are controlling. (I've missed that my antimagic shield went down one too many times.) I've included a couple versions of the sound, including silence. (shield_off.ogg created by reg7783 and licensed under the Creative Commons 0 License.) • Adds a choice of tooltip style for the Inventory screen. 'Original' is the same as stock. 'Small Screen' moves the tooltip to either side of the screen so that it obscures less and doesn't bounce around. 'Big Screen' uses a dedicated location between the rag doll and the item list. • If your character knows the talent 'Extract Gems', a tab will appear on the inventory screen listing all items that may be converted to gems based on your current talent level, including items in the Transmogrification Chest. • Adds a 'Usable Items' tab to the Inventory screen. • Adds a 'Preview Talents' button to the character creation screen. This will allow you to view the stats and talents of the current race/class combo without needing to generate a new game. • Character creation screen will remind you if you are in dev/cheat mode. • Ability to ESC from character creation screen. • Alchemist quest shows details about the various rewards you are working towards: "Agrimley the hermit needs your help making an Elixir of Explosive Force, which permanently increase your chance to critically strike with spells by 4%." This will only apply to characters who take the quest after enabling this addon. (Also available as separate addon.) • ToME Bugfix: 'Tactical Overlay' dropdown menu. + ToME v1.3.0 compatible. + Integrated 0player's NPC List speed performance fix. + Added frame highlights when mousing over or dragging a hotkey. Items Vault 1.2.0Donators/Buyers bonus! 'Purists' Breeding Pits Restoration Project 1.2.3Restores the orc breeding pits cut content to the game. This is the original completely unaltered orc breeding pits, just as objectionable as it was in version 1.1.3, before any changes were made. You have been WARNED. Do not complain about the potentially objectionable content. |
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Shalore |
Class | Shadowblade |
Level / Exp | 50 / 2024% |
Size | medium |
Lifes / Deaths | Killed by disarming trap at level 50 on the 4th Haze 124th year of Ascendancy at 21:36 6 / 1 |
Primary Stats
Strength | 111 (base 53) |
Dexterity | 100 (base 60) |
Constitution | 42 (base 8) |
Magic | 46 (base 20) |
Willpower | 51 (base 14) |
Cunning | 114 (base 66) |
Resources
Life | 1170/1170 |
Mana | 349/349 |
Stamina | 20/290 |
Positive | 31/177 |
Healing Factor | 1.26 |
Regeneration | 7.875 |
Speed
Mental | +16.971604378999% |
Attack | 0% |
Movement | 0% |
Spell | +16.971604379% |
Global | +145% |
Vision
Sight | 10 |
Lite | 9 |
Infravision | 5 |
See Stealth | 12 |
See Invisible | 12 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 177 |
Accuracy | 77 |
Crit Chance | 84% |
APR | 76 |
Speed | 0.85 |
Offense: Offhand
Damage | 137 |
Accuracy | 77 |
Crit Chance | 84% |
APR | 76 |
Speed | 0.85 |
Offense: Spell
Spellpower | 61.517971018216 |
Crit Chance | 50% |
Speed | 0.85490833891609 |
Offense: Mind
Mindpower | 49.766666666667 |
Crit Chance | 52% |
Speed | 1 |
Offense: Damage Bonus
All | +7% |
Defense: Base
Armour (hardiness) | 65.92 (100%) |
Defense | 59.627874443525 |
Ranged Defense | 59.627874443525 |
Fatigue | 26 |
Physical Save | 49.058333333333 |
Spell Save | 16.575 |
Mental Save | 59.125 |
Defense: Resistances
All | + 22%( 70%) |
Defense: Immunities
Disarm Resistance | 34% |
Confusion Resistance | 10% |
Stun Resistance | 100% |
Teleport Resistance | 0% |
Knockback Resistance | 33% |
Inscriptions (5/5)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 707 damage for 5 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of mental effects and reduce all damage taken by 41% for 7 turns. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 1054% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 748% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 9 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 21 for 13 turns. While Heroism is active, you will only die when reaching -1111 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. |
Class Talents
Cunning / Shadow magic | 1.68 |
| 1/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Spell / Temporal | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Spell / Phantasm | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.20 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Dual weapons | 1.20 |
| 4/5 |
| 3/5 |
| 3/5 |
| 5/5 |
Cunning / Dirty fighting | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Cunning / Lethality | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Generic Talents
Celestial / Light | 0.80 |
| 4/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Combat training | 1.78 |
| 5/5 |
| 5/5 |
| 2/5 |
| 0/5 |
| 5/5 |
Cunning / Survival | 1.10 |
| 1/5 |
| 5/5 |
| 4/5 |
| 1/5 |
Spell / Conveyance | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Essence of Speed |
talent | Shadow Feed |
talent | Chant of Fortress |
talent | Precision |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there again | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a regenade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the injured seer from death by white worm mass. Escort: injured seer (level 2 of Scintillating Caves) | failed |
You failed to protect the injured seer from death by uruivellas. Escort: injured seer (level 6 of Dreadfell) | failed |
You successfully escorted the lone alchemist to the recall portal on level 2 of Dreadfell. Escort: lone alchemist (level 2 of Dreadfell)As a reward you improved talent Stone Touch (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Dreadfell. Escort: lost anorithil (level 3 of Dreadfell)As a reward you gained talent category Celestial / Light (at mastery 0.80). | done |
You abandoned lost sun paladin to death. Escort: lost sun paladin (level 1 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Scintillating Caves. Escort: lost warrior (level 3 of Scintillating Caves)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 Ruins of Kor'Pul. Escort: repented thief (level 1 of Ruins of Kor'Pul)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You failed to protect the worried loremaster from death by orc soldier. Escort: worried loremaster (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge 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 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: 1598. | 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 |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Stire of Derth is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Stire of Derth has completed an elixir of avoidance without your aid. You have aided Stire of Derth in creating an elixir of precision. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | 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 within2 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
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 Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided 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 | pair of drakeskin leather boots 'Toxinrigor' (0 def, 5 armour) pair of drakeskin leather boots 'Toxinrigor' (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +12 Physical crit. chance: +11.0% Physical power: +11 Armour: +5 Fatigue: +5% Effects on melee hit: * Slows global speed by 42% Damage when hit (Melee): 8 mind Changes stats: +2 Str / +4 Cun / +5 Con Changes resistances: +9% nature Changes resistances penetration: +15% physical Changes damage: +3% mind Physical save: +21 Mental save: +18 A pair of boots made of leather. |
Light source | Eldritch Pearl Eldritch PearlPowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Allows you to breathe in: water Spellpower: +12 Light radius: +6 It can be used to activate talent Tidal Wave (costing 47 power out of 150/150) : Effective talent level: 4.0 Power cost: 47 out of 150/150. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing 1 per turn to a maximum eventual radius of 4, doing 32.32 cold damage and 45.01 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 6 turns. All creatures hit gain the wet effect which reduces their stun/freeze resistance by half of their value and interracts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
On head | Pusserpent (3 def, 0 armour) =20 phys 15 slow 14 aeg= Pusserpent (3 def, 0 armour) =20 phys 15 slow 14 aeg=Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 Effects on melee hit: * Slows global speed by 15% Changes stats: +2 Str / +4 Wil / +1 Con Changes resistances: +20% physical / +19% darkness / +17% mind Changes damage: +9% nature / +20% physical / +17% darkness / +17% mind Life regen: +4.30 Maximum hate: +14.00 Mindpower: +8 Mental crit. chance: +4% Light radius: +1 Damage Shield Power: +14% A pointy cloth hat, very wizardly... |
On hands | Dakhtun's Gauntlets (0 def, 6 armour) Dakhtun's Gauntlets (0 def, 6 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Armour: +6 Changes stats: +6 Str / +6 Mag Changes damage: +10% physical Critical mult.: +50.00% Spell crit. chance: +10% When used to modify unarmed attacks: Base power: 36.0 - 50.4 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Armour Penetration: +10 Physical crit. chance: +10.0% Attack speed: 83% When this weapon hits: Greater Weapon Focus (10% chance level 1). When this weapon hits: Displacement Shield (10% chance level 1). Damage (Melee): +20 arcane Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
Tool | Fortune's Eye Fortune's EyeCrafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Accuracy: +12 Armour penetration: +12 Defense: +12 Changes stats: +10 Lck / +5 Cun Physical save: +10 Spell save: +10 Mental save: +10 See stealth: +12 See invisible: +12 It can be used to activate talent Track (costing 11 power out of 35/35) : Effective talent level: 2.0 Power cost: 11 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 38 for 5 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
On fingers | Bloodcaller BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, and this is your reward. |
On fingers | Blastpython the voratun ring Blastpython the voratun ringInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +29 Armour penetration: +16 Defense: +17 Effects on melee hit: * 15% chance to daze * 40% chance to inflict damage reduction Changes stats: +9 Cun / +9 Dex Changes resistances: +3% lightning / +3% darkness Changes resistances penetration: +5% acid / +5% lightning Changes damage: +6% lightning Life regen: +1.70 Maximum life: +63.00 Healing mod.: +26% Activating this item is instant. It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
Around neck | warmaker's voratun amulet of perfection (0.38 Cunning / Shadow magic,0.38 Technique / Combat training) =HOW MANY COMBAT TRAININGS= warmaker's voratun amulet of perfection (0.38 Cunning / Shadow magic,0.38 Technique / Combat training) =HOW MANY COMBAT TRAININGS=Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +9 Str / +9 Dex / +9 Wil Talent masteries: +0.38 Technique / Combat training +0.38 Cunning / Shadow magic Amulets can have magical properties. |
In main hand | voratun dagger 'Boratodin' (49-63.7 power, 9 apr) voratun dagger 'Boratodin' (49-63.7 power, 9 apr)Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 5 Base power: 49.0 - 63.7 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * 40% chance to corrode armor * 40% chance to cause random insanity Damage (Melee): +20 mind Burst (radius 1) on hit: +4 acid Burst (radius 2) on crit: +8 mind Sharp, short and deadly. |
Around waist | grounding drakeskin leather belt of valiance grounding drakeskin leather belt of valianceInfused by nature Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +4 Wil Changes resistances: +13% lightning / +13% temporal Mental save: +11 Maximum life: +110.00 A belt that goes around your waist. |
In off hand | thunderous voratun dagger of rage (37.5-48.75 power, 9 apr) thunderous voratun dagger of rage (37.5-48.75 power, 9 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 5 Base power: 37.5 - 48.8 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * 16% chance to daze When wielded/worn: Accuracy: +12 Changes stats: +9 Str / +3 Dex / +3 Mag / +3 Wil / +4 Cun / +4 Con Changes resistances penetration: +12% lightning Changes damage: +12% physical Stamina when hit: +2.00 Sharp, short and deadly. |
Cloak | battlemaster's elven-silk cloak of mindcraft (3 def, 0 armour) battlemaster's elven-silk cloak of mindcraft (3 def, 0 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 Changes stats: +6 Str / +3 Dex / +5 Wil / +4 Cun / +4 Con Talent mastery: +0.20 Technique / Combat training Spell save: -30 Stamina each turn: +1.20 Mana each turn: -0.29 Mental crit. chance: +7% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Falogar the stralite plate armour (7 def, 30 armour) Falogar the stralite plate armour (7 def, 30 armour)Requires: - Strength 48 - Talent Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +30 Defense: +7 Fatigue: +26% Changes stats: +11 Str / +6 Cun / +11 Con Changes resistances: +19% acid / +13% physical / +13% cold / +9% lightning / +11% fire Changes damage: +3% mind Talent cooldown: Rush (-5 turns) Mental save: +10 Disarm immunity: +34% Stun/Freeze immunity: +33% Knockback immunity: +33% Psi when hit: +0.08 Maximum life: +85.00 Mental crit. chance: +1% A suit of armour made of metal plates. |
Inventory
wild infusion of the sneak (resist 38%; cure mental, magical) wild infusion of the sneak (resist 38%; cure mental, magical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of mental, magical effects and reduce all damage taken by 38% for 6 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Choker of Dread Choker of DreadPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 Blindness immunity: +100% Spellpower: +5 See invisible: +10 It can be used to summon an elder vampire to your side, costing 35 power out of 60/60. The evilness of undeath radiates from this amulet. |
Feathersteel Amulet Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -20% Maximum encumbrance: +20 Movement speed: +20% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
Vox VoxPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Silence immunity: +100% Maximum mana: +50.00 Maximum vim: +50.00 Spellpower: +9 Spell crit. chance: +4% See invisible: +20 Casting speed: +15% No force can hope to silence the wearer of this amulet. |
Aerylerin =fire 36, crit dmg red= Aerylerin =fire 36, crit dmg red=Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +4 Dex / +1 Wil Changes resistances: +36% fire Changes resistances penetration: +5% blight Changes damage: +3% blight / +18% fire Critical mult.: +10.00% Reduces incoming crit damage: 15.00% Spellpower on spell critical (stacks up to 3 times): +2 Infravision radius: +2 Rings can have magical properties. |
Bedunagorn =conjurer= Bedunagorn =conjurer=Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Mag / +6 Wil Changes resistances: +9% darkness / +3% fire Equilibrium when hit: +0.16 Spellpower: +11 Rings can have magical properties. |
Brightjeer the voratun ring =disarm 50, life= Brightjeer the voratun ring =disarm 50, life=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +4 Changes resistances: +9% fire Silence immunity: +15% Disarm immunity: +49% Pinning immunity: +30% Knockback immunity: +49% Maximum life: +50.00 Rings can have magical properties. |
Relgazilarath =gladiator= Relgazilarath =gladiator=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 Changes stats: +4 Str / +5 Con Grants telepathy: Demon/Minor Humanoid/Orc Demon/Major Rings can have magical properties. |
Ring of the Dead Ring of the DeadInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 Spell save: +10 Mental save: +10 Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
Ring of the War Master Ring of the War MasterCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 Changes stats: +3 Str / +3 Dex / +3 Con Talent masteries: +0.30 Technique / Unarmed discipline +0.30 Technique / Warcries +0.30 Technique / Dual techniques +0.30 Technique / Archery excellence +0.30 Technique / Two-handed weapons +0.30 Technique / Archery training +0.30 Technique / Archery - slings +0.30 Technique / Grappling +0.30 Technique / Thuggery +0.30 Technique / Shield offense +0.30 Technique / Unarmed training +0.30 Technique / Archery prowess +0.30 Technique / Shield defense +0.30 Technique / Combat training +0.30 Technique / Two-handed assault +0.30 Technique / Combat veteran +0.30 Technique / Archery - bows +0.30 Technique / Two-handed maiming +0.30 Technique / Combat techniques +0.30 Technique / Pugilism +0.30 Technique / Superiority +0.30 Technique / Finishing moves +0.30 Technique / Dual weapons A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
gold ring 'Scorchraze' =life, slow= gold ring 'Scorchraze' =life, slow=Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * Slows global speed by 15% Changes resistances: +6% lightning / +15% fire Changes damage: +3% darkness / +9% fire Life regen: +1.40 Maximum life: +76.00 Healing mod.: +22% Rings can have magical properties. |
marksman's stralite ring of warding =elemental resists= marksman's stralite ring of warding =elemental resists=Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +12 Changes stats: +6 Dex Changes resistances: +24% acid / +22% fire / +20% lightning / +22% cold Rings can have magical properties. |
stralite ring 'Polidalaith' =gloom, stun 36= stralite ring 'Polidalaith' =gloom, stun 36=Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +2 Effects on melee hit: * 14% chance to cause random insanity Damage (Melee): 17 bleed Effects on ranged hit: * 15% chance to cause random insanity Damage (Ranged): 17 bleed Changes stats: +4 Cun / +4 Wil Changes resistances: +9% temporal / +5% arcane / +6% fire Mental save: +8 Poison immunity: +10% Stun/Freeze immunity: +36% Life regen: +1.10 Hate when firing a critical mind attack: +2.00 Maximum hate: +8.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 12 cooldown : Effective talent level: 2.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 29%. Rings can have magical properties. |
voratun ring voratun ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings can have magical properties. |
voratun ring voratun ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings can have magical properties. |
voratun ring voratun ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings can have magical properties. |
voratun ring of warding voratun ring of wardingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes resistances: +29% acid / +30% fire / +25% lightning / +30% cold Rings can have magical properties. |
warrior's voratun ring of darkness (+32%) warrior's voratun ring of darkness (+32%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +20 Changes stats: +10 Str Changes resistances: +32% darkness Changes damage: +16% darkness Rings can have magical properties. |
Khulmanar's Wrath (70-105 power, 8 apr) =fearscape emergency= Khulmanar's Wrath (70-105 power, 8 apr) =fearscape emergency=Requires: - Strength 52 Powered by arcane forces 3.00 Encumbrance. 1.40 Ego Multiplier. [Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 70.0 - 105.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +8 Physical crit. chance: +8.0% Attack speed: 100% Damage (Melee): +50 fire Damage conversion: 20% fire When wielded/worn: Changes resistances: +20% fire Changes resistances penetration: +25% fire Changes damage: +20% fire The wearer is treated as a demon. It can be used to activate talent Infernal Breath (costing 21 power out of 35/35) : Effective talent level: 3.0 Power cost: 21 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Exhale a wave of dark fire with radius 6. Any non demon caught in the area will take 195.14 fire damage, and flames will be left dealing a further 45.49 each turn. Demons will be healed for the same amount. The damage will increase with your Strength Stat. Blackened with soot and covered in spikes, this battleaxe roars with the flames of the Fearscape. Given by Urh'Rok himself to his general, this powerful weapon can burn even the most resilient of foes. |
Kindlepierce (20-26 power, 9 apr) =bugged, remember to rprt= Kindlepierce (20-26 power, 9 apr) =bugged, remember to rprt=Requires: - Dexterity 48 Infused by psionic forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 5 Base power: 20.0 - 26.0 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc This weapon will act as a psionic focus. Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * 25% chance to cause random insanity Damage (Melee): +20 mind When wielded/worn: Damage when hit (Melee): 8 light Changes stats: +2 Dex / +6 Wil / +5 Cun Changes damage: +12% physical Physical save: +25 Maximum stamina: +10.00 Sharp, short and deadly. |
Mandible of Ungolmor (40-52 power, 12 apr) Mandible of Ungolmor (40-52 power, 12 apr)Requires: - Cunning 38 Infused by nature 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 5 Base power: 40.0 - 52.0 Uses stats: 35% Dex, 30% Cun, 35% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +12 Physical crit. chance: +22.0% Attack speed: 100% On weapon crit: * inflicts pinning spydric poison upon the target Damage conversion: 30% darkness When wielded/worn: Armour: +5 Armour Hardiness: +5% Changes stats: +8 Cun / +4 Dex Changes damage: +30% nature / +20% darkness Light radius: -2 It can be used to activate talent Creeping Darkness (costing 15 power out of 40/40) : Effective talent level: 3.0 Power cost: 15 out of 40/40. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Creeping dark slowly spreads from 4 spots in a radius of 3 around the targeted location. The dark deals 27 damage, and blocks the sight of any who do not possess Dark Vision or some other magical means of seeing. The damage will increase with your Mindpower. You do +12% damage to anything that has entered your creeping dark. This obsidian-crafted, curved blade is studded with the deadly fangs of the Ungolmor. It seems to drain light from the world around it. |
balanced voratun dagger of shearing (38-49.4 power, 9 apr) =12 respen, 8 damage= balanced voratun dagger of shearing (38-49.4 power, 9 apr) =12 respen, 8 damage=Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 5 Base power: 38.0 - 49.4 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% When wielded/worn: Accuracy: +9 Armour penetration: +12 Defense: +11 Changes resistances penetration: +12% physical Changes damage: +8% physical Sharp, short and deadly. |
voratun dagger 'Woereaper' (39-50.7 power, 9 apr) =acid damage= voratun dagger 'Woereaper' (39-50.7 power, 9 apr) =acid damage=Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 5 Base power: 39.0 - 50.7 Uses stats: 45% Dex, 45% Str Damage type: Acid Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% On weapon crit: * cripple the target Damage (Melee): +15 acid / +24 cold / +12 darkness When wielded/worn: Physical crit. chance: +12.0% Damage when hit (Melee): 12 acid Changes resistances: +6% nature Changes resistances penetration: +10% darkness Changes damage: +15% darkness / +6% nature Sharp, short and deadly. |
Awakened Staff of Absorption (60-72 power, 60 apr, physical element) Awakened Staff of Absorption (60-72 power, 60 apr, physical element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff It must be held with both hands. Base power: 60.0 - 72.0 Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb energies, costing 116 power out of 200/200. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
Lustrevengeance (30-36 power, 6 apr, fire element) =ward= Lustrevengeance (30-36 power, 6 apr, fire element) =ward=Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 40% chance to disease Damage (Melee): +8 light Burst (radius 1) on hit: +8 light When wielded/worn: Physical crit. chance: +11.0% Armour: +11 Defense: +11 Damage (Melee): 33 fire Damage when hit (Melee): 4 light Maximum wards: +3 fire Changes resistances penetration: +5% light Changes damage: +30% fire Talents granted: +5 Ward +1 Command Staff Critical mult.: +47.00% Spellpower: +21 Spell crit. chance: +5% See invisible: +17 Staves designed for wielders of magic, by the greats of the art. |
Darkmalice =15 crit, numbing= Darkmalice =15 crit, numbing=Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +15.0% Defense: +2 Ranged Defense: +2 Effects on melee hit: * 30% chance to inflict damage reduction Changes stats: +6 Cun / +6 Dex Changes resistances: +9% lightning / +9% mind Physical save: +3 Mental crit. chance: +15% Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% A belt that goes around your waist. |
...seriously? (17 def, 0 armour) ...seriously? (17 def, 0 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +17 Damage when hit (Melee): 4 lightning Changes stats: +8 Cun / +6 Wil Changes resistances: +10% acid / +10% cold / +10% fire / +5% arcane / +9% lightning Changes resistances penetration: +5% mind Changes damage: +3% mind Physical save: +30 Mental save: +15 Psi when hit: +0.08 Only die when reaching: -50.00 life Maximum hate: +6.00 Mental crit. chance: +8% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Silekira the elven-silk robe (5 def, 0 armour) Silekira the elven-silk robe (5 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Physical crit. chance: +2.0% Defense: +5 Damage when hit (Melee): 8 mind Changes stats: +4 Str / +3 Dex / +7 Mag Changes resistances: +13% temporal Changes resistances penetration: +15% temporal Changes damage: +17% temporal / +40% all Physical save: +34 Spellpower on spell critical (stacks up to 3 times): +6 Spellpower: +40 Healing mod.: +10% Reduces paradox failures(equivalent to willpower): +29 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stormwoven elven-silk robe of life (5 def, 0 armour) stormwoven elven-silk robe of life (5 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 Changes stats: +8 Str / +8 Mag / +7 Wil Changes resistances: +20% blight / +15% cold / +14% lightning Changes damage: +19% lightning / +15% physical / +17% cold Life regen: +4.20 Maximum life: +100.00 Healing mod.: +24% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Glorin (0 def, 4 armour) =17 phys dmg, 15 heal= Glorin (0 def, 4 armour) =17 phys dmg, 15 heal=Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +8 Str / +6 Con Changes resistances: +9% darkness Changes damage: +17% physical Disarm immunity: +15% Teleport immunity: +20% Maximum life: +10.00 Healing mod.: +15% Size category: +1 Activating this item is instant. It can be used to activate talent Heave, placing all other charms into a 6 cooldown : Effective talent level: 3.0 Power cost: 6 out of 10/10. Range: melee/personal Travel Speed: instantaneous Description: A mighty kick that pushes your target away 5 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Unbreakable Greaves (8 def, 20 armour) Unbreakable Greaves (8 def, 20 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 Armour: +20 Armour Hardiness: +20% Defense: +8 Fatigue: +12% Changes stats: +20 Str / -6 Dex / +10 Con Changes resistances: +15% acid / +15% physical Changes damage: +15% physical Knockback immunity: +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
pair of drakeskin leather boots 'Sileta' (0 def, 5 armour) =30 disease 30 turn= pair of drakeskin leather boots 'Sileta' (0 def, 5 armour) =30 disease 30 turn=Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 30% chance to gain 10% of a turn * 30% chance to disease Changes stats: +7 Dex / +5 Cun / +5 Con / +15 Lck Changes resistances: +3% blight Changes damage: +3% blight / +6% temporal Stealth bonus: +15 Physical save: +25 Mental save: +19 Spellpower: +5 A pair of boots made of leather. |
Much Disperse (0 def, 9 armour) Much Disperse (0 def, 9 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical power: +20 Armour: +9 Damage (Melee): 19 arcane Changes stats: +6 Str / +8 Mag / +10 Wil Changes resistances: +6% lightning / +8% arcane / +3% mind / +6% light Physical save: +20 Spell save: +12 Mental save: +13 Stun/Freeze immunity: +15% Teleport immunity: +15% Life regen: +4.00 Stamina each turn: +2.00 Maximum life: +74.00 Maximum stamina: +36.00 When used to modify unarmed attacks: Base power: 44.5 - 62.3 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +13 Armour Penetration: +15 Physical crit. chance: +10.0% Attack speed: 83% When this weapon hits: Slumber (10% chance level 5). When this weapon hits: Battle Shout (10% chance level 5). When this weapon hits: Manathrust (10% chance level 3). Damage (Melee): +17 arcane It can be used to activate talent Disperse Magic, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Metal gloves protecting the hands up to the middle of the lower arm. |
Blazeglamour (0 def, 5 armour) =LIFE IS LIFE= Blazeglamour (0 def, 5 armour) =LIFE IS LIFE=Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +6 Armour: +5 Fatigue: +5% Effects on melee hit: * 42% chance to daze Changes stats: +14 Str / +8 Dex / +2 Wil / +5 Con Changes resistances: +13% nature / +9% lightning Grants telepathy: Dragon Spell save: +10 Hate when firing a critical mind attack: +3.00 Maximum life: +110.00 Maximum hate: +2.00 Mental crit. chance: +1% Healing mod.: +24% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Cloudnigh the elven-silk wizard hat (3 def, 5 armour) =earthrunes= Cloudnigh the elven-silk wizard hat (3 def, 5 armour) =earthrunes=Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Defense: +3 Effects on melee hit: * 10 arcane resource burn * Slows global speed by 30% Changes stats: +5 Con Changes resistances: +6% lightning / +20% darkness / +6% acid Changes damage: +10% acid / +17% darkness / +15% lightning / +14% cold / +15% arcane / +13% fire Spell save: +12 It can be used to activate talent Stone Wall, placing all other charms into a 47 cooldown : Effective talent level: 1.0 Power cost: 47 out of 80/80. Range: 7 Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 6 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 152.00 physical damage. Duration and damage will improve with your Spellpower. A pointy cloth hat, very wizardly... |
eldritch elven-silk wizard hat of the Brotherhood (3 def, 0 armour) eldritch elven-silk wizard hat of the Brotherhood (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 Changes stats: +10 Mag / +10 Con Changes damage: +20% arcane Mana each turn: +3.00 Mana when hit: +3.00 Maximum mana: +90.00 Spellpower: +8 It can be used to activate talent Arcane Eye, placing all other charms into a 6 cooldown : Effective talent level: 5.0 Power cost: 6 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
Scale Mail of Kroltar (10 def, 18 armour) Scale Mail of Kroltar (10 def, 18 armour)Requires: - Strength 38 - Talent Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 It is part of a set of items. When wielded/worn: Armour: +18 Defense: +10 Fatigue: +16% Changes stats: +5 Str / +3 Dex / +4 Con Changes resistances: +20% acid / +20% blight / +20% fire / +20% nature / +20% lightning Maximum life: +120.00 It can be used to activate talent Inferno (costing 29 power out of 80/80) : Effective talent level: 3.0 Power cost: 29 out of 80/80. Range: 10 Travel Speed: instantaneous Is: a spell Description: Raging flames burn foes and allies alike, doing 52.75 fire damage in a radius of 5 each turn for 8 turns. The damage will increase with your Spellpower. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
voratun mail armour 'Sunseam' (20 def, 19 armour) voratun mail armour 'Sunseam' (20 def, 19 armour)Requires: - Strength 48 - Talent Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +19 Defense: +20 Fatigue: +16% Effects on melee hit: * 30% chance to blind Damage (Melee): 21 acid / 22 fire Damage when hit (Melee): 15 acid / 15 fire Changes stats: +7 Str / +6 Cun / +6 Con Changes resistances: +26% acid / +32% fire / +9% lightning Grants telepathy: Humanoid/Orc Reduces incoming crit damage: 5.00% Mental save: +23 Confusion immunity: +5% Only die when reaching: -40.00 life Maximum life: +100.00 A suit of armour made of mail. |
hardened voratun plate armour of Eyal (9 def, 26 armour) hardened voratun plate armour of Eyal (9 def, 26 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +26 Defense: +9 Fatigue: +26% Changes resistances: +12% acid / +13% physical / +6% cold / +11% lightning / +11% fire Life regen: +4.00 Maximum life: +100.00 Healing mod.: +28% A suit of armour made of metal plates. |
Essence of Bearness Essence of BearnessInfused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness, costing 58 power out of 100/100. The very essence of bearness! |
agate agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Gems can be sold for money or used in arcane rituals. |
242 alchemist agate 242 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Windborne Azurite Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Air currents swirl around this bright blue jewel. |
aquamarine aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Gems can be sold for money or used in arcane rituals. |
Layeba the dwarven-steel pickaxe (dig speed 8 turns) Layeba the dwarven-steel pickaxe (dig speed 8 turns)Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 3 When wielded/worn: Effects on melee hit: * 30 arcane resource burn Changes stats: +4 Str / +2 Con Changes resistances: +6% acid / +12% fire / +7% darkness Physical save: +10 Maximum life: +26.00 Maximum stamina: +21.00 Light radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Lifebinding Emerald Lifebinding EmeraldInfused by nature 0.00 Encumbrance. [Plot Item] Type: gem / green ; tier 5 When wielded/worn: Changes stats: +15 Con Changes resistances: +10% blight Damage affinity(heal): +15% nature Life regen: +2.00 Healing mod.: +30% When used to imbue an object: Changes stats: +15 Con Changes resistances: +10% blight Damage affinity(heal): +15% nature Stun/Freeze immunity: +30% Life regen: +2.00 Healing mod.: +30% A lopsided, heavy emerald with murky green clouds shifting sluggishly under the surface. |
Umbraphage UmbraphageInfused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +15% light / +15% darkness Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 Mindpower: +10 Light radius: +5 Absorbs all darkness in its light radius. It can be used to release the absorbed darkness, costing 6 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. |
Blood-Runed Athame Blood-Runed Athame1.00 Encumbrance. [Plot Item] Type: misc / misc An athame, covered in blood runes. It radiates power. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 6 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. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Atamathon's Lost Ruby Eye Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Runed Skull Runed SkullPowered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 Dull red runes are etched all over this blackened skull. |
2 fire opal 2 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Gems can be sold for money or used in arcane rituals. |
Gwai's Burninator Gwai's BurninatorPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 3 It can be used to shoot a cone of fire, costing 29 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 (3/3) Rod of Recall (3/3)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 118 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 (5/5) Rod of Spydric Poison (5/5)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison, costing 15 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 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. |
Korystir the stralite torque of mindblast [power 301] (4 cooldown) =wards= Korystir the stralite torque of mindblast [power 301] (4 cooldown) =wards=Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Changes stats: +2 Mag Maximum wards: +2 physical / +5 mind / +5 darkness Talent granted: +1 Ward Critical mult.: +10.00% Mana when firing critical spell: +3.00 Maximum vim: +20.00 Spell crit. chance: +3% Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% It can be used to fire a blast of psionic energies in a beam (dam 150-301), placing all other charms into a 4 cooldown. Torques are made by powerful psionics to store psionic powers. |
stralite torque of charged psionic shield 'Noonwreck' [power 131] (12 cooldown) =blind= stralite torque of charged psionic shield 'Noonwreck' [power 131] (12 cooldown) =blind=Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Accuracy: +6 Effects on melee hit: * 40% chance to blind Changes damage: +6% arcane / +3% light Physical save: +3 It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 131 for 7 turns, placing all other charms into a 12 cooldown. Torques are made by powerful psionics to store psionic powers. |
Cyroserin [power 72] (12 cooldown) =wards= Cyroserin [power 72] (12 cooldown) =wards=Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 5 When wielded/worn: Changes resistances: +3% mind Maximum wards: +6 acid / +8 nature / +5 light Changes resistances penetration: +15% mind / +10% temporal Changes damage: +3% mind / +6% temporal Talent granted: +2 Ward It can be used to harden the skin for 7 turns increasing armour by 72 and armour hardiness by 70%, placing all other charms into a 12 cooldown. Natural totems are made by powerful wilders to store nature power. |
Serpentpulverizer [power 90] (12 cooldown) =90 armour= Serpentpulverizer [power 90] (12 cooldown) =90 armour=Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Physical crit. chance: +1.0% Changes stats: +2 Str / +1 Dex Changes resistances: +3% blight / +3% light Talent cooldown: Invoke Tentacle (+5 turn) Talent granted: +1 Invoke Tentacle Maximum stamina: +20.00 It can be used to harden the skin for 7 turns increasing armour by 90 and armour hardiness by 70%, placing all other charms into a 12 cooldown. Natural totems are made by powerful wilders to store nature power. |
yew totem of thorny skin 'Zubann' [power 30] (9 cooldown) =slow= yew totem of thorny skin 'Zubann' [power 30] (9 cooldown) =slow=Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 3 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes resistances: +9% acid / +6% temporal Changes damage: +6% mind Spell save: +10 It can be used to harden the skin for 7 turns increasing armour by 30 and armour hardiness by 50%, placing all other charms into a 9 cooldown. Natural totems are made by powerful wilders to store nature power. |
Rod of Asphyxiation Rod of AsphyxiationPowered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / wand It can be used to asphyxiate an unsuspecting target, costing 4 power out of 80/80. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
elven-wood wand of conjuration 'Blazerip' [power 511] (9 cooldown) =wards= elven-wood wand of conjuration 'Blazerip' [power 511] (9 cooldown) =wards=Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 4 When wielded/worn: Changes resistances: +12% light Maximum wards: +2 lightning / +3 temporal / +2 blight / +3 fire / +3 cold Talents granted: +4 Strike +1 Ward Light radius: +3 It can be used to fire a bolt of a random element (dam 256-511), placing all other charms into a 9 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 It can be used to map surroundings, costing 18 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Pearl of Life and Death Pearl of Life and DeathInfused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
Resonating Diamond Resonating Diamond0.00 Encumbrance. [Plot Item] Type: gem / white ; tier 5 Gems can be sold for money or used in arcane rituals. |
diamond diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Gems can be sold for money or used in arcane rituals. |
2 moonstone 2 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 Physical save: +10 Spell save: +10 Mental save: +10 When used to imbue an object: Defense: +10 Physical save: +10 Spell save: +10 Mental save: +10 Gems can be sold for money or used in arcane rituals. |
2 pearl 2 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Gems can be sold for money or used in arcane rituals. |
amber amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
By ShSh the Shalore Shadowblade level 36
57th Haze 123rd year of Ascendancy at 10:03 see stats
By ShSh the Shalore Shadowblade level 29
34th Dusk 123rd year of Ascendancy at 07:12 see stats
By ShSh the Shalore Shadowblade level 34
71st Dusk 123rd year of Ascendancy at 06:58 see stats
By ShSh the Shalore Shadowblade level 41
75th Haze 123rd year of Ascendancy at 07:43 see stats
By ShSh the Shalore Shadowblade level 43
40th Pyre 124th year of Ascendancy at 08:53 see stats
By ShSh the Shalore Shadowblade level 50
37th Dusk 124th year of Ascendancy at 20:27 see stats
By ShSh the Shalore Shadowblade level 39
69th Haze 123rd year of Ascendancy at 02:23 see stats
By ShSh the Shalore Shadowblade level 46
78th Pyre 124th year of Ascendancy at 04:34 see stats
By ShSh the Shalore Shadowblade level 50
59th Dusk 124th year of Ascendancy at 02:01 see stats
By ShSh the Shalore Shadowblade level 12
49th Dusk 122nd year of Ascendancy at 18:35 see stats
By ShSh the Shalore Shadowblade level 41
8th Decay 123rd year of Ascendancy at 07:08 see stats
By ShSh the Shalore Shadowblade level 38
65th Haze 123rd year of Ascendancy at 10:44 see stats
By ShSh the Shalore Shadowblade level 39
71st Haze 123rd year of Ascendancy at 00:30 see stats
By ShSh the Shalore Shadowblade level 50
54th Haze 124th year of Ascendancy at 12:08 see stats
By ShSh the Shalore Shadowblade level 22
38th Pyre 123rd year of Ascendancy at 15:39 see stats
By ShSh the Shalore Shadowblade level 34
17th Haze 123rd year of Ascendancy at 14:19 see stats
By ShSh the Shalore Shadowblade level 32
68th Dusk 123rd year of Ascendancy at 16:30 see stats
By ShSh the Shalore Shadowblade level 50
49th Haze 124th year of Ascendancy at 15:31 see stats
By ShSh the Shalore Shadowblade level 42
10th Decay 123rd year of Ascendancy at 16:12 see stats
By ShSh the Shalore Shadowblade level 29
34th Dusk 123rd year of Ascendancy at 06:45 see stats
By ShSh the Shalore Shadowblade level 50
37th Dusk 124th year of Ascendancy at 03:23 see stats
By ShSh the Shalore Shadowblade level 10
19th Dusk 122nd year of Ascendancy at 04:30 see stats
By ShSh the Shalore Shadowblade level 20
61st Regrowth 123rd year of Ascendancy at 11:52 see stats
By ShSh the Shalore Shadowblade level 30
55th Dusk 123rd year of Ascendancy at 01:14 see stats
By ShSh the Shalore Shadowblade level 40
72nd Haze 123rd year of Ascendancy at 09:41 see stats
By ShSh the Shalore Shadowblade level 50
36th Dusk 124th year of Ascendancy at 22:50 see stats
By ShSh the Shalore Shadowblade level 50
47th Haze 124th year of Ascendancy at 22:36 see stats
By ShSh the Shalore Shadowblade level 50
54th Haze 124th year of Ascendancy at 12:07 see stats
By ShSh the Shalore Shadowblade level 50
15th Haze 124th year of Ascendancy at 22:58 see stats
By ShSh the Shalore Shadowblade level 19
8th Decay 122nd year of Ascendancy at 18:18 see stats
By ShSh the Shalore Shadowblade level 50
49th Haze 124th year of Ascendancy at 17:52 see stats
By ShSh the Shalore Shadowblade level 20
23rd Pyre 123rd year of Ascendancy at 11:40 see stats
By ShSh the Shalore Shadowblade level 38
65th Haze 123rd year of Ascendancy at 14:11 see stats
By ShSh the Shalore Shadowblade level 29
34th Dusk 123rd year of Ascendancy at 07:12 see stats
By ShSh the Shalore Shadowblade level 34
18th Haze 123rd year of Ascendancy at 12:34 see stats
By ShSh the Shalore Shadowblade level 11
27th Dusk 122nd year of Ascendancy at 14:56 see stats
By ShSh the Shalore Shadowblade level 29
34th Dusk 123rd year of Ascendancy at 07:12 see stats
By ShSh the Shalore Shadowblade level 50
54th Haze 124th year of Ascendancy at 12:08 see stats
By ShSh the Shalore Shadowblade level 6
10th Flare 122nd year of Ascendancy at 19:16 see stats
By ShSh the Shalore Shadowblade level 44
59th Pyre 124th year of Ascendancy at 09:31 see stats
By ShSh the Shalore Shadowblade level 19
60th Regrowth 123rd year of Ascendancy at 20:29 see stats
By ShSh the Shalore Shadowblade level 29
47th Dusk 123rd year of Ascendancy at 07:04 see stats
By ShSh the Shalore Shadowblade level 22
26th Pyre 123rd year of Ascendancy at 17:54 see stats
By ShSh the Shalore Shadowblade level 33
69th Dusk 123rd year of Ascendancy at 14:19 see stats
Log
Talent Draconic Will is ready to use.
Talent Timeless is ready to use.
ShSh deactivates Momentum.
ShSh deactivates Precise Strikes.
ShSh deactivates Precision.
ShSh deactivates Shadow Feed.
There is an item here: reinforced dwarven-steel shield of radiance (8 def, 8 armour, 110.5 block)
There is an item here: Crown of Eternal Night (0 def, 3 armour)
There is an item here: Yaldan Baoth (0 def, 6 armour)
There is an item here: Elamivena (0 def, 4 armour)
There is an item here: Hat of Arcane Understanding (2 def, 0 armour)
There is an item here: Forestbreacher the dwarven-steel helm (0 def, 4 armour)
There is an item here: hardened leather cap 'Arissra' (0 def, 3 armour)
There is an item here: Growreeve (6 def, 9 armour)
ShSh picks up (J.): Crown of Eternal Night (0 def, 3 armour).
There is an item here: Neira's Memory
Talent Grace of the Eternals is ready to use.
Talent Shadow Feed is ready to use.
ShSh activates Shadow Feed.
You transfer Crown of Eternal Night (0 def, 3 armour) to the online item's vault.
Saving done.
Saving game...
Talent Precision is ready to use.
ShSh activates Precision.
Saving done.