Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.8 |
Addons | Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Allow Respec Anywhere 1.2.3Infinite500 v2.5g: Revised high level play for ToME 1.4.8Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. Ashes of Urh'Rok 1.4.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Marson's Bosses Gone AWOL 1.2.5The addon you hope you never have to use. If all goes well, you never have to touch it. Behind the scenes, BGA monitors the location of every NPC on the current map level. • In cheat mode you can use CTRL-B to pull up a list of all NPCs with details about their locations. Cheat mode will stamp your character, but it can be used as a last resort to see if a quest-required boss has gone all-out missing or not. • If an NPC goes outside the map borders or into the middle of a wall (and it isn't a ghost), BGA will notify you and allow you to relocate the offender to a random free tile somewhere else on the level so that you can reach it. The NPC will not be placed into a vault, but it may be in a secluded room you have to dig to reach. Some levels have rooms behind undiggable walls that aren't marked as vaults. At this point, there isn't much that can be done about those locations beyond using a teleport of some sort. • If a summons is temporarily removed from the level via Time Skip, it remains in your party. If you leave the level before the summons returns, the connection to the summons is severed and it becomes a not-there party member. If you return to the previous level, the original summons will come back out of Time Skip, but it will now be a separate entity from the one that's in your party. The one on the level will sit there and then decay. The one in your party will not decay and will take up a summons slot from that point on, but will not be on any level you visit. BGA will remove the summons in the party slot if the connection is broken, clearing it for future summons. • If an NPC spawns and is then killed in the same turn, it can sit on that tile 'dead'. If a creature—including yourself—walks over that tile, a clone will be made, possibly creating an impassable roadblock. Hitting CTRL-C will cycle through all tiles on the level and remove any clones it finds. • Some rooms will spawn a large group of NPCs. If there are more NPCs than tiles, they will exist 'out of phase'. You can't see or target them and can walk through them as if they didn't exist, but party members may attack the tile they are on. If the NPC has an AOE effect on them, such as an Empire Wight's lighting, it may strike you. You may also hear any sounds associated with the NPC. BGA will 'rephase' the NPC once the square they are on is unoccupied. If the tile and NPC are in sight, you will get the message, '[Name] steps out from hiding.' This may result in an unexpected enemy or two showing up in packed rooms once available space is made. • Log will flush after special actions are taken so that cut/paste is available immediately. • Checks for invalid Dark Fey Clones (StarKeep's Faerie Race addon) + Bugfix: Limmir disappearing immediately after quest completion. Removed check for 'mod.class.PartyMember' on non party members. • v2.2.2 - Compatible with ToME 1.1.5 to 1.2.2
Plenum Tooltip: Enhanced tooltips v 2.6 for ToME 1.4.8 1.4.8Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. Items Vault 1.4.8Donators/Buyers bonus! Demon Seed Details 1.4.6This addon is for all you Demonologists out there. Further modifies demon seed names in your inventory to include details about each seed's mods and stats. No more manually tagging hundreds of seeds! I don't do this LUA/addon stuff too often so please forgive any bugs. Currently, switching invenotry tabs for example will remove the details from the seed names. To fix it just close your inventory and open it again. Restart Sustains 1.0.5Mark sustained talents for easy reactivation after being disrupted by an enemy attack. From the Restart Sustains dialog (bound to <alt-shift-s> by default), you can select sustains to be restarted, arranging them in tree order as needed to ensure that certain sustains are activated before others. In addition, if any of these selected sustains is forcibly deactivated by an attacker, you will be notified with a log message and a noticeable particle effect. Also available as part of the ZOmnibus Addon Pack Frequently Asked Questions: Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Classic UI Buff Removal 1.3.1Allows the player to remove beneficial effects with a left click in classic ui. Go to Landmark 1.1.0Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Enhanced Object Compare 1.4.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Inventory Filter 1.3.0This addon allows to filter inventory by some text from the description of items. Right click on a tab in the inventory and type a text in the popup dialog. For example, filter "Rings and Amulets" with "lightning" to find any jewelry Embers Races for Maj'Eyal Campaign 1.4.4Adds Embers of Rage races for use in the Maj'Eyal Campaign. Currently they all start in the Trollmire, Allied faction, with the default Human quest. Suggestions for that stuff is welcome. DarkGod pretty much showed me how to do this, so thank you! Yeti/Whitehoof will be locked unless you've unlocked them in the Embers of Rage DLC. I'm still new at this, so let me know if there are any issues and I'll try to sort them out. V1.0.1 is up, I wasn't paying attention when I did it through TOME so I just got rid of the old version. This version should hopefully add in the random escort quests for the three races, since they weren't defined before. 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 1.4.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Myth's Tactical Borders 1.3.1This addon replaces the default tactical borders with a verson that more clearly shows the healthbars while making target identification quick and easy. +++ This addon only works for new characters, unless you edit your save file+++ Instructions for save file editing: Locate your save folder - (Generally in C:\users\*username*) ( The name of you save folder inside your *username* directory is T-Engine ) BACKUP YOUR T-Engine folder TO A SAFE LOCATION - ( You can copy and paste it on your desktop ) Inside your *username* directory, open your T-Engine folder Locate the line that looks like the following: Add inside the { } the following 'myth-minimalist-ui' so that it now looks like: ( Keep in mind the above will look different based on what addons you have installed ) Save your desc.lua and exit the file. |
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Halfling |
Class | Mindslayer |
Level / Exp | 50 / 1694% |
Size | small |
Lifes / Deaths | Killed by Bethyrin the last hope guard at level 17 on the 43rd Dusk 122nd year of Ascendancy at 19:29 4 / 3Killed by Belekira the bandit at level 38 on the 14th Dusk 123rd year of Ascendancy at 15:49 Killed by Lisalralaith the orc soldier at level 39 on the 26th Dusk 123rd year of Ascendancy at 09:01 |
Antimagic | Follower |
Primary Stats
Strength | 211 (base 60) |
Dexterity | 113 (base 14) |
Constitution | 54 (base 20) |
Magic | 39 (base 12) |
Willpower | 127 (base 60) |
Cunning | 108.21780805997 (base 60) |
Resources
Life | 1436/1436 |
Equilibrium | 63 |
Stamina | 550/550 |
Psi | 132/132 |
Healing Factor | 1.48 |
Regeneration | 12.95 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +73.27158060095% |
Spell | 0% |
Global | +105% |
Vision
Sight | 12 |
Lite | 12 |
Infravision | 9 |
See Stealth | 12 |
See Invisible | 27 |
ESP Range | 10 |
ESP Kinds | demon/minor, demon/major |
Offense: Mainhand
Damage | 183 |
Accuracy | 49 |
Crit Chance | 49% |
APR | 88 |
Speed | 1.00 |
Offense: Offhand
Damage | 176 |
Accuracy | 49 |
Crit Chance | 49% |
APR | 88 |
Speed | 1.00 |
Offense: Spell
Spellpower | 10.2 |
Crit Chance | 51% |
Speed | 1 |
Offense: Mind
Mindpower | 86 |
Crit Chance | 63% |
Speed | 1 |
Offense: Damage Bonus
All | +7% |
Offense: Damage Penetration
All | 0% |
Defense: Base
Armour (hardiness) | 33 (50%) |
Defense | 45 |
Ranged Defense | 45 |
Fatigue | 17 |
Physical Save | 80 |
Spell Save | 65 |
Mental Save | 70 |
Defense: Resistances
All | + 25%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Disarm Resistance | 100% |
Knockback Resistance | 100% |
Confusion Resistance | 68% |
Stun Resistance | 100% |
Pinning Resistance | 88% |
Poison Resistance | 28% |
Blind Resistance | 51% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 41% for 8 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1093% 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 Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 366 and cleanse 1 wound and poison effect. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 691 life over 5 turns. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 38 for 13 turns. While Heroism is active, you will only die when reaching -1522 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 Strength stat. |
Class Talents
Psionic / Absorption | 1.30 |
| 3/5 |
| 3/5 |
| 3/5 |
| 2/5 |
Psionic / Kinetic mastery | 1.68 |
| 1/5 |
| 2/5 |
| 4/5 |
| 5/5 |
Psionic / Projection | 1.30 |
| 4/5 |
| 4/5 |
| 5/5 |
| 0/5 |
Psionic / Augmented striking | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Voracity | 1.30 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Psionic / Focus | 1.30 |
| 4/5 |
| 5/5 |
| 4/5 |
| 5/5 |
Psionic / Psi-fighting | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
Wild-gift / Fungus | 1.10 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Mindstar mastery | 1.20 |
| 5/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.10 |
| 2/5 |
| 1/5 |
| 2/5 |
| 5/5 |
Psionic / Augmented mobility | 1.30 |
| 4/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Psionic / Finer energy manipulations | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Thermal Aura |
talent | Charged Aura |
talent | Psiblades |
talent | Antimagic Shield |
talent | Augmentation |
talent | Thermal Shield |
talent | Skate |
talent | Deflect Projectiles |
talent | Wild Growth |
talent | Kinetic Shield |
talent | Beyond the Flesh |
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 grave | active |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | completed |
You failed to protect the injured seer from death by Lisywe the red crystal. Escort: injured seer (level 1 of Old Forest) | failed |
You successfully escorted the injured seer to the recall portal on level 2 of Dreadfell. Escort: injured seer (level 2 of Dreadfell)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You failed to protect the injured seer from death by red crystal. Escort: injured seer (level 3 of Old Forest) | failed |
You successfully escorted the lone alchemist to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lone alchemist (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Thorn Grab (+1 level(s)). | done |
You failed to protect the lone alchemist from death by war hound. Escort: lone alchemist (level 3 of Scintillating Caves) | failed |
You failed to protect the lost anorithil from death by wixAyyLmar. Escort: lost anorithil (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost anorithil to the recall portal on level 3 of Trollmire. Escort: lost anorithil (level 3 of Trollmire)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Dreadfell. Escort: lost warrior (level 1 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You failed to protect the worried loremaster from death by wixAyyLmar. Escort: worried loremaster (level 7 of Dreadfell) | 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 Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | 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. * The fortress shadow has asked that you come back as soon as possible. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 1496. | 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. You have been shown a secret entrance to his stronghold. | 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. You have aided Stire of Derth in creating an elixir of avoidance. You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit has completed an elixir of explosive force without your aid. 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 have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | completed |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You 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 within1 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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
Psionic focus | Awakened Staff of Absorption (172% power, 60 apr, fire element) Awakened Staff of Absorption (172% power, 60 apr, fire element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff Power: 172% Range: 1.2x 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 (+3 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns, costing 200 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." |
On hands | Spellhunt Remnants (6 def, 8 armour) Spellhunt Remnants (6 def, 8 armour)Requires: - Talent Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +8 Defense: +6 (+2 eff.) Spell save: +15 (+4 eff.) Mindpower: +12 (+2 eff.) Mental crit. chance: +5% Light radius: +1 It can be used to attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 329.22 arcane damage and stunned), costing 100 power out of 150/150. These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
Light source | Burnbreaker BurnbreakerInfused by nature Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +7 (+1 eff.) Changes stats: +5 Wil Changes resistances: +6% darkness / +3% all Changes resistances penetration: +15% fire Changes damage: +12% fire Critical mult.: +12.00% Spell save: +9 (+3 eff.) Blindness immunity: +31% Confusion immunity: +18% Light radius: +8 See stealth: +12 See invisible: +14 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 2.4 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 41 for 5 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | voratun helm 'Gilidunabar' (0 def, 5 armour) voratun helm 'Gilidunabar' (0 def, 5 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +1 Physical crit. chance: +1.0% Armour: +5 Fatigue: +5% Changes stats: +10 Str / +11 Wil / +3 Con Changes resistances penetration: +15% physical Changes damage: +6% acid Physical save: +51 (+10 eff.) Mental save: +29 (+7 eff.) Maximum stamina: +10.00 Light radius: +4 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On feet | 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 (+2 eff.) Armour: +20 Armour Hardiness: +20% Defense: +8 (+3 eff.) 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. |
Tool | The Guardian's Totem The Guardian's TotemInfused by nature Infused by arcane disrupting forces 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 5 When wielded/worn: Damage when hit (Melee): 18 nature slow Changes stats: +10 Wil Changes resistances: +20% blight / +20% arcane Talent masteries: +0.10 Wild-gift / Fungus +0.10 Wild-gift / Antimagic Spell save: +20 (+5 eff.) Mindpower: +8 (+2 eff.) It can be used to call forth an immobile antimagic pillar for 15 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.), costing 35 power out of 35/35. This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
On fingers | Runaromivor RunaromivorCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +2 Physical power: +4 (+1 eff.) Changes stats: +7 Cun / +7 Wil Changes resistances: +5% arcane Mental save: +14 (+3 eff.) Disarm immunity: +54% Confusion immunity: +50% Pinning immunity: +46% Knockback immunity: +41% Maximum life: +48.00 Mindpower: +15 (+3 eff.) Rings can have magical properties. |
On fingers | Tarreharadar TarreharadarInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +11 (+4 eff.) Defense: +9 (+3 eff.) Changes resistances: +24% blight / +9% lightning / +15% nature / +9% acid Poison immunity: +28% Disease immunity: +24% Disarm immunity: +43% Pinning immunity: +42% Knockback immunity: +35% Maximum life: +50.00 Movement speed: +17% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 3.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 31% for 5 turns. Rings can have magical properties. |
Around neck | Layugadhemira LayugadhemiraInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * 10% chance to disease Changes stats: +5 Con Changes resistances penetration: +10% blight / +10% mind Changes damage: +6% acid Grants telepathy: Demon/Minor Demon/Major Talent mastery: +0.38 Psionic / Kinetic mastery Physical save: +17 (+4 eff.) Blindness immunity: +20% Life regen: +2.60 Psi when hit: +0.04 Maximum life: +68.00 Mindpower: +8 (+2 eff.) Infravision radius: +9 Sight radius: +2 See invisible: +13 Amulets can have magical properties. |
In main hand | Lightdeath the living mindstar (116% power, 76 apr, mind damage) Lightdeath the living mindstar (116% power, 76 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural fire should be returned to the wyrm. This mindstar will resonate with other psionic mindstars. Power: 116% Range: 1.1x Uses stats: 93% Wil, 56% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +76 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Effects on melee hit: * 30 arcane resource burn Damage when hit (Melee): 20 fire Changes resistances: +8% blight / +17% fire / +10% mind / +3% light Changes resistances penetration: +19% fire / +10% mind / +25% light Changes damage: +10% acid / +20% fire / +10% mind / +8% nature Disease immunity: +40% Disarm immunity: +5% Knockback immunity: +5% Equilibrium when hit: +2.50 Psi when hit: +2.50 Mindpower: +19 (+4 eff.) Mental crit. chance: +5% Global speed: +5% Damage Resonance (when hit): +25% 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. |
Around waist | Dawnbreaker DawnbreakerInfused by nature 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Damage when hit (Melee): 4 light / 4 darkness Changes stats: +7 Str / +7 Dex / +7 Wil / +7 Cun / +6 Con Changes resistances: +3% darkness Changes damage: +24% light / +9% fire Physical save: +20 (+4 eff.) Spell save: +19 (+5 eff.) Mental save: +33 (+8 eff.) Life regen: +2.60 Mindpower: +9 (+2 eff.) Healing mod.: +30% A belt that goes around your waist. |
In off hand | living mindstar 'Coalseam' (112% power, 76 apr, nature damage) living mindstar 'Coalseam' (112% power, 76 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This psionic mindstar has an epiphany about dreams. This natural venom should be returned to the wyrm. This purifying mindstar will cleanse other mindstars. Power: 112% Range: 1.1x Uses stats: 93% Wil, 56% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +76 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +8 mind When wielded/worn: Effects when hit in melee: * 20 arcane resource burn Damage when hit (Melee): 20 acid Changes stats: +11 Cun Changes resistances: +20% acid / +0% cold / +6% blight / +6% fire / +10% arcane / +12% lightning Changes resistances penetration: +20% acid / +0% fire / +0% cold / +9% arcane / +0% lightning Changes damage: +20% acid / +6% darkness / +0% lightning / +25% mind / +0% fire / +10% arcane / +0% cold Talent masteries: +0.00(-) Psionic / Charged mastery +0.00(-) Psionic / Thermal mastery Critical mult.: +22.00% Spell save: +0 (+0 eff.) Mental save: +0 (+0 eff.) Life regen: +1.30 Psi each turn: +0.00 Hate when firing a critical mind attack: +1.00 Maximum hate: +2.00 Maximum psi: +0.00 Mindpower: +30 (+6 eff.) Mental crit. chance: +11% Activating this item is instant. It can be used to activate talent Destroy Magic, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: The target has a 8% chance (stacking to a maximum of 61%) to fail to cast any spell. At level 2 magical effects may be disrupted, at level 3 magical sustains may be disrupted, and at level 5 magical constructs and undead may be stunned. 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. |
Cloak | Nadig the elven-silk cloak (3 def, 0 armour) Nadig the elven-silk cloak (3 def, 0 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +9 (+3 eff.) Armour penetration: +9 Defense: +3 (+1 eff.) Changes stats: +4 Str / +5 Dex / +6 Wil / +9 Cun / +4 Con Critical mult.: +10.00% Physical save: +14 (+3 eff.) Mana when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +6 Maximum life: +71.00 Spellpower: +6 (+0 eff.) Spell crit. chance: +1% 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 | silk robe 'Falagorn' (3 def, 0 armour) silk robe 'Falagorn' (3 def, 0 armour)Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +7 Str / +6 Mag / +6 Wil Changes resistances: +8% lightning / +28% cold / +9% acid / +10% blight Changes damage: +11% lightning / +24% cold / +7% physical Physical save: +6 (+1 eff.) Spell save: +20 (+5 eff.) Stun/Freeze immunity: +5% Life regen: +2.00 Maximum life: +56.00 Healing mod.: +18% Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
healing infusion of the psychic (heal 351) healing infusion of the psychic (heal 351)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: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 351 and cleanse 1 wound and poison effect. Its effects scale with your Willpower 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. Press to compare to your current inscriptions |
healing infusion of the sneak (heal 309) healing infusion of the sneak (heal 309)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: 7 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 309 and cleanse 1 wound and poison effect. 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. Press to compare to your current inscriptions |
heroism infusion of the psychic (+25 for 12 turns, die at -891) heroism infusion of the psychic (+25 for 12 turns, die at -891)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 25 for 12 turns. While Heroism is active, you will only die when reaching -891 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 Willpower 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. Press to compare to your current inscriptions |
heroism infusion of the psychic (+23 for 10 turns, die at -924) heroism infusion of the psychic (+23 for 10 turns, die at -924)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 23 for 10 turns. While Heroism is active, you will only die when reaching -924 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 Willpower 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. Press to compare to your current inscriptions |
heroism infusion of the wizard (+11 for 12 turns, die at -726) heroism infusion of the wizard (+11 for 12 turns, die at -726)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 11 for 12 turns. While Heroism is active, you will only die when reaching -726 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 Magic 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. Press to compare to your current inscriptions |
movement infusion of the duelist (678% speed; 6 turns) movement infusion of the duelist (678% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 678% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity 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. Press to compare to your current inscriptions |
movement infusion of the psychic (852% speed; 6 turns) movement infusion of the psychic (852% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 852% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower 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. Press to compare to your current inscriptions |
regeneration infusion of the psychic (heal 492 over 5 turns) regeneration infusion of the psychic (heal 492 over 5 turns)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: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 492 life over 5 turns. Its effects scale with your Willpower 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. Press to compare to your current inscriptions |
wild infusion of the psychic (resist 31%; cure mental) wild infusion of the psychic (resist 31%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 31% for 7 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower 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. Press to compare to your current inscriptions |
wild infusion of the titan (resist 32%; cure physical) wild infusion of the titan (resist 32%; cure physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: 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 32% for 7 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution 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. Press to compare to your current inscriptions |
wild infusion of the wizard (resist 19%; cure mental) wild infusion of the wizard (resist 19%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 19% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic 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. Press to compare to your current inscriptions |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Adereth AderethInfused by nature Infused by arcane disrupting forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +23% lightning / +10% blight / +5% arcane / +6% mind / +16% nature Poison immunity: +24% Disease immunity: +24% Stun/Freeze immunity: +48% Amulets can have magical properties. |
Glorytta the Lightpyre Glorytta the LightpyreInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +16 (+6 eff.) Defense: +18 (+6 eff.) Changes stats: +16 Lck Changes resistances: +27% temporal / +6% darkness / +3% fire / +5% arcane / +6% light Changes resistances penetration: +5% light Talent masteries: +0.31 Wild-gift / Fungus +0.31 Technique / Combat training Pinning immunity: +29% Knockback immunity: +41% Reduce all damage from unseen attackers: 18% Amulets can have magical properties. |
Lisotira LisotiraInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +3% mind Cut immunity: +50% Psi when hit: +0.08 Healing mod.: +13% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 3.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 498 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
Turagorn the voratun amulet Turagorn the voratun amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * 30% chance to gain 10% of a turn Damage when hit (Melee): 4 mind Changes resistances: +3% mind / +12% temporal Changes resistances penetration: +10% temporal Changes damage: +3% mind Talent mastery: +0.30 Wild-gift / Mindstar mastery Amulets can have magical properties. |
gold amulet 'Maluhor' gold amulet 'Maluhor'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +20 (+7 eff.) Defense: +14 (+5 eff.) Changes stats: +14 Lck / +4 Dex Reduces incoming crit damage: 10.00% Spell save: +10 (+3 eff.) Mental save: +3 (+0 eff.) Confusion immunity: +10% Reduce all damage from unseen attackers: 15% Amulets can have magical properties. |
grounding copper amulet of strength (+2) grounding copper amulet of strength (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Str Changes resistances: +12% lightning Stun/Freeze immunity: +20% Amulets can have magical properties. |
restful copper amulet of cunning (+4) restful copper amulet of cunning (+4)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +4 Cun Life regen: +1.00 Amulets can have magical properties. |
voratun amulet 'Nightbrace' voratun amulet 'Nightbrace'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * Slows global speed by 30% * 45% chance to inflict damage reduction Changes stats: +10 Str / +10 Dex / +10 Wil / +16 Con Changes resistances: +5% arcane / +3% physical Changes damage: +3% mind Physical save: +19 (+4 eff.) Blindness immunity: +40% Disease immunity: +5% Life regen: +2.80 Maximum life: +80.00 Infravision radius: +10 Sight radius: +2 See invisible: +14 Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% Amulets can have magical properties. |
wanderer's stralite amulet of cunning (+8) wanderer's stralite amulet of cunning (+8)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -5% Changes stats: +8 Dex / +13 Cun / +7 Con Life regen: +0.60 Stamina each turn: +0.40 Movement speed: +10% Amulets can have magical properties. |
warmaker's steel amulet of murder warmaker's steel amulet of murderCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +6 Physical crit. chance: +4.0% Changes stats: +6 Str / +5 Dex / +5 Wil Critical mult.: +12.00% Amulets can have magical properties. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Belimina the gold ring Belimina the gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +11 (+4 eff.) Armour: +4 Defense: +15 (+5 eff.) Ranged Defense: +4 (+2 eff.) Changes resistances: +6% fire Disease immunity: +10% Movement speed: +17% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 3.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 31% for 5 turns. Rings can have magical properties. |
Brodorand BrodorandCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Defense: +18 (+6 eff.) Changes stats: +1 Dex / +9 Cun / +2 Con Changes resistances: +6% blight / +6% cold Reduces incoming crit damage: 10.00% Mental save: +3 (+0 eff.) Stun/Freeze immunity: +15% Rings can have magical properties. |
Rhundil RhundilCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+3 eff.) Changes stats: +6 Cun / +5 Dex Changes resistances: +2% physical Reduces incoming crit damage: 15.00% Stamina each turn: +0.60 Rings can have magical properties. |
copper ring of light (+20%) copper ring of light (+20%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +20% light Changes damage: +10% light Rings can have magical properties. |
mule's copper ring of corrosion (+22%) mule's copper ring of corrosion (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -4% Changes resistances: +22% acid Changes damage: +11% acid Maximum encumbrance: +21 Rings can have magical properties. |
solipsist's steel ring solipsist's steel ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Cun / +4 Wil Mindpower: +5 (+1 eff.) Rings can have magical properties. |
solipsist's steel ring of tenacity solipsist's steel ring of tenacityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +5 Cun / +6 Wil Disarm immunity: +26% Pinning immunity: +20% Knockback immunity: +24% Maximum life: +25.00 Mindpower: +8 (+2 eff.) Rings can have magical properties. |
steel ring 'Glunne' steel ring 'Glunne'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 (+1 eff.) Damage when hit (Melee): 8 physical Changes resistances penetration: +10% physical Disarm immunity: +28% Pinning immunity: +26% Knockback immunity: +28% Maximum life: +28.00 Rings can have magical properties. |
steel ring 'Vorogata' steel ring 'Vorogata'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 (+1 eff.) Damage when hit (Melee): 8 arcane / 4 temporal Spellpower: +5 (+0 eff.) Mindpower: +5 (+1 eff.) Rings can have magical properties. |
warrior's copper ring of clarity warrior's copper ring of clarityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +4 Changes stats: +2 Str Mental save: +6 (+1 eff.) Confusion immunity: +20% Rings can have magical properties. |
stralite battleaxe 'Vorylravea' (154% power, 3 apr) stralite battleaxe 'Vorylravea' (154% power, 3 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 4 It must be held with both hands. Power: 155% Range: 1.5x Uses stat: 72% Wil Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +7.5% Attack speed: 100% On weapon hit: * 40% chance to cause random gloom On weapon crit: * wounds the target reducing their healing Burst (radius 1) on hit: +19 fire When wielded/worn: Armour penetration: +13 Physical crit. chance: +29.0% Physical power: +13 (+2 eff.) Changes stats: +3 Cun Critical mult.: +24.00% Mental crit. chance: +2% Massive two-handed battleaxes. |
Blighted Maul (204% power, 22 apr) Blighted Maul (204% power, 22 apr)Requires: - Strength 60 Powered by arcane forces 12.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 205% Range: 1.5x Uses stat: 84% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +22 Physical crit. chance: +10.0% Attack speed: 83% On weapon hit: * 50% chance to disease * Blasts creatures in a radius 1 shockwave around your target for 362.49 to 1087.47 physical damage (based on Strength). Damage conversion: 20% blight When wielded/worn: Changes damage: +12% physical Critical mult.: +40.00% Knockback immunity: +30% It can be used to knock away other craatures within radius 4), dealing 977.82 to 1955.64 physical damage (based on Strength) to each, costing 50 power out of 50/50. The massive stone limb of the Rotting Titan, a mass of stone and rotting flesh. You think you can lift it, but it is very heavy. |
Erirand (175% power, 4 apr) Erirand (175% power, 4 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 175% Range: 1.6x Uses stat: 72% Wil Damage type: Arcane Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target On weapon crit: * wounds the target reducing their healing Damage (Melee): +28 lightning When wielded/worn: Armour penetration: +21 Physical crit. chance: +42.0% Physical power: +19 (+3 eff.) Changes stats: +1 Wil Changes resistances: +6% temporal / +6% fire Critical mult.: +28.00% Reduces incoming crit damage: 10.00% Disarm immunity: +15% Defense after a teleport: +15 Resist all after a teleport: +6% New effects duration reduction after a teleport: +30% Massive two-handed swords. |
Berontir the pulsing mindstar (109% power, 32 apr, nature damage) Berontir the pulsing mindstar (109% power, 32 apr, nature damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Power: 109% Range: 1.1x Uses stats: 45% Wil, 25% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes stats: +6 Cun / +2 Wil Changes resistances: +5% arcane / +3% fire Changes damage: +3% mind Critical mult.: +18.00% Mindpower: +14 (+3 eff.) Mental crit. chance: +4% 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. |
Charged Focus (100% power, 24 apr, lightning damage) Charged Focus (100% power, 24 apr, lightning damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 3 It is part of a set of items. You feel two unconnected psionic channels on this item. Power: 100% Range: 1.1x Uses stats: 40% Wil, 20% Cun Damage type: Lightning Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: +15% lightning Changes resistances penetration: +9% lightning Changes damage: +15% lightning Talent mastery: +0.15 Psionic / Charged mastery Talent granted: +1 Psionic Maelstrom Mental save: +9 (+2 eff.) Maximum psi: +30.00 Mindpower: +12 (+2 eff.) Mental crit. chance: +6% Electrical energies are focussed in the core of this mindstar. |
Polygamina the vined mindstar (83% power, 18 apr, mind damage) Polygamina the vined mindstar (83% power, 18 apr, mind damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 2 Power: 84% Range: 1.1x Uses stats: 35% Wil, 15% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 3 mind / 3 darkness Changes stats: +2 Cun / +3 Wil Changes damage: +3% mind / +2% darkness Physical save: +3 (+1 eff.) Hate when firing a critical mind attack: +3.00 Maximum psi: +10.00 Mindpower: +8 (+2 eff.) Mental crit. chance: +2% Healing mod.: +12% Heals friendly targets nearby when you use a nature summon: +16 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. |
Thermal Focus (109% power, 32 apr, fire damage) Thermal Focus (109% power, 32 apr, fire damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 It is part of a set of items. You feel two unconnected psionic channels on this item. Power: 109% Range: 1.1x Uses stats: 45% Wil, 25% Cun Damage type: Fire Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Physical crit. chance: +5.0% Attack speed: 100% Damage conversion: 50% cold When wielded/worn: Changes resistances: +20% cold / +20% fire Changes resistances penetration: +12% cold / +12% fire Changes damage: +20% cold / +20% fire Talent mastery: +0.20 Psionic / Thermal mastery Talent granted: +1 Psionic Maelstrom Spell save: +12 (+3 eff.) Psi each turn: +1.00 Mindpower: +16 (+3 eff.) Mental crit. chance: +8% Thermal energies are focussed in the core of this mindstar. This item has been sent to the Item's Vault. |
creative living mindstar (112% power, 40 apr, nature damage) creative living mindstar (112% power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Power: 112% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +6 Cun Critical mult.: +25.00% Mindpower: +10 (+2 eff.) Mental crit. chance: +5% 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. |
creative living mindstar of balance (113% power, 40 apr, mind damage) creative living mindstar of balance (113% power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Power: 113% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +5 Cun Critical mult.: +21.00% Physical save: +8 (+2 eff.) Spell save: +5 (+2 eff.) Mental save: +7 (+1 eff.) Equilibrium when hit: +1.80 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% 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. |
creative pulsing mindstar (105% power, 32 apr, nature damage) creative pulsing mindstar (105% power, 32 apr, nature damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Power: 106% Range: 1.1x Uses stats: 45% Wil, 25% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes stats: +6 Cun Critical mult.: +13.00% Mindpower: +8 (+2 eff.) Mental crit. chance: +4% 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. |
Chaliromidil the elven-wood vilestaff (129% power, 5 apr, blight element) Chaliromidil the elven-wood vilestaff (129% power, 5 apr, blight element)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Power: 129% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% Burst (radius 2) on crit: +4 arcane When wielded/worn: Damage (Melee): 31 fire Changes stats: +1 Mag Changes resistances: +5% arcane Changes resistances penetration: +10% arcane Changes damage: +25% blight Talent granted: +1 Command Staff Critical mult.: +35.00% Spell save: +10 (+3 eff.) Mana each turn: +0.04 Spellpower: +20 (+1 eff.) Spell crit. chance: +4% See invisible: +11 Damage Shield penetration: +10% Staves designed for wielders of magic, by the greats of the art. |
Lightwrecker (136% power, 6 apr, blight element) Lightwrecker (136% power, 6 apr, blight element)Requires: - Magic 48 Powered by arcane forces Infused by nature 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x 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% Damage (Melee): +12 light When wielded/worn: Physical crit. chance: +3.0% Changes stats: +13 Con Changes damage: +30% blight Talent granted: +1 Command Staff Critical mult.: +6.00% Physical save: +25 (+5 eff.) Spell save: +13 (+4 eff.) Mental save: +12 (+3 eff.) Life regen: +3.10 Spellpower: +32 (+2 eff.) Spell crit. chance: +12% Healing mod.: +45% Staves designed for wielders of magic, by the greats of the art. |
Unrudin (136% power, 6 apr, fire element) Unrudin (136% power, 6 apr, fire element)Requires: - Magic 48 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x 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: * 20 arcane resource burn When wielded/worn: Physical crit. chance: +11.0% Defense: +11 (+4 eff.) Effects on melee hit: * 20 arcane resource burn * 11% chance to blind Damage when hit (Melee): 8 acid Changes stats: +4 Con Changes resistances: +6% cold / +6% light / +6% temporal Changes damage: +30% fire Talent granted: +1 Command Staff Critical mult.: +16.00% Life regen: +1.50 Spellpower: +25 (+2 eff.) Spell crit. chance: +5% Light radius: +4 Healing mod.: +25% It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: 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 40.37 light damage. Staves designed for wielders of magic, by the greats of the art. |
infernal dragonbone magestaff of blasting (136% power, 6 apr, lightning element) infernal dragonbone magestaff of blasting (136% power, 6 apr, lightning element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x 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% When wielded/worn: Damage (Melee): 29 fire Changes damage: +30% lightning Talent granted: +1 Command Staff Critical mult.: +37.00% Spellpower: +33 (+2 eff.) Spell crit. chance: +15% See invisible: +20 It can be used to unleash an elemental blastwave, dealing 60.00 to 72.00 lightning damage in a radius 6 around the user, putting all charms on cooldown for 10 turns. Staves designed for wielders of magic, by the greats of the art. |
Cindertyphoon the hardened leather belt Cindertyphoon the hardened leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Damage when hit (Melee): 4 nature / 12 fire Changes stats: +4 Dex / +4 Cun / +7 Lck Changes damage: +6% fire Trap disarming bonus: +14 Stealth bonus: +8 Infravision radius: +4 A belt that goes around your waist. |
Emeleyavena the hardened leather belt Emeleyavena the hardened leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +5 Dex / +5 Cun / +7 Lck Changes resistances: +6% mind / +5% arcane Changes resistances penetration: +5% arcane / +15% mind Trap disarming bonus: +16 Stealth bonus: +7 Infravision radius: +5 A belt that goes around your waist. |
Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
balancing hardened leather belt of resilience balancing hardened leather belt of resilienceInfused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +7.0% Changes stats: +5 Cun / +4 Dex Maximum life: +44.00 Mental crit. chance: +8% A belt that goes around your waist. |
Blazebraze (3 def, 0 armour) Blazebraze (3 def, 0 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +10 (+4 eff.) Armour penetration: +9 Defense: +3 (+1 eff.) Effects on melee hit: * Slows global speed by 30% Changes stats: +5 Str / +4 Dex / +3 Cun / +3 Con Changes resistances: +6% cold / +25% darkness / +6% nature Changes resistances penetration: +12% darkness Changes damage: +14% darkness Stealth bonus: +21 Physical save: +14 (+3 eff.) Spell save: +9 (+3 eff.) Maximum life: +81.00 Light radius: +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Brightburst the elven-silk cloak (3 def, 0 armour) Brightburst the elven-silk cloak (3 def, 0 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +10 (+4 eff.) Armour penetration: +10 Defense: +3 (+1 eff.) Damage when hit (Melee): 4 arcane Changes stats: +5 Str / +4 Dex / +5 Wil / +12 Cun / +5 Con Changes resistances: +5% arcane Changes resistances penetration: +20% fire Changes damage: +18% arcane / +6% fire Physical save: +13 (+3 eff.) Maximum life: +106.00 Mental crit. chance: +6% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Gleamquell the cashmere cloak (2 def, 0 armour) Gleamquell the cashmere cloak (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +3 Dex / +1 Wil / +1 Cun Changes resistances: +15% nature / +15% blight Life regen: +1.60 Light radius: +1 See invisible: +3 Healing mod.: +22% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Ce'Nylrann' (2 def, 0 armour) cashmere cloak 'Ce'Nylrann' (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +10 (+4 eff.) Armour penetration: +10 Defense: +2 (+1 eff.) Damage when hit (Melee): 8 mind Changes stats: +2 Cun Changes resistances: +6% temporal Critical mult.: +19.00% Stealth bonus: +8 Spell save: +6 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
elven-silk cloak of backstabbing (3 def, 0 armour) elven-silk cloak of backstabbing (3 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +15 (+5 eff.) Armour penetration: +9 Defense: +3 (+1 eff.) Critical mult.: +26.00% Stealth bonus: +10 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Broderion the Sparkbraze (9 def, 4 armour) Broderion the Sparkbraze (9 def, 4 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Armour: +4 Defense: +9 (+3 eff.) Damage when hit (Melee): 12 lightning / 8 mind Changes stats: +1 Wil Changes resistances: +30% fire Changes resistances penetration: +15% mind Changes damage: +20% mind / +20% fire Grants telepathy: Demon/Minor Humanoid/Orc Demon/Major Physical save: +30 (+6 eff.) Psi each turn: +0.91 Maximum psi: +60.00 Mindpower: +13 (+3 eff.) Mental crit. chance: +4% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Layydhelaith (0 def, 11 armour) Layydhelaith (0 def, 11 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +11 Fatigue: -2% Changes resistances: +7% acid / +8% fire / +8% lightning / +6% cold Maximum encumbrance: +23 Physical save: +7 (+2 eff.) Mental save: +9 (+2 eff.) Life regen: +2.20 Spell crit. chance: +3% Healing mod.: +15% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Scorpionwire the pair of dwarven-steel boots (4 def, 4 armour) Scorpionwire the pair of dwarven-steel boots (4 def, 4 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Defense: +4 (+2 eff.) Ranged Defense: +3 (+1 eff.) Fatigue: +3% Effects on melee hit: * Slows global speed by 15% Changes stats: +3 Wil / +2 Cun / +6 Con Changes resistances: +3% mind Changes resistances penetration: +15% mind / +7% physical Physical save: +13 (+3 eff.) Mental save: +12 (+3 eff.) Mindpower: +5 (+1 eff.) It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 3.0 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 49% (at 0 Hate) to 163% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 53 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Wanderer's Rest (4 def, 0 armour) Wanderer's Rest (4 def, 0 armour)Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+2 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 20 power out of 20/20) : Effective talent level: 3.9 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares away. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
pair of voratun boots 'Pitchripper' (10 def, 15 armour) pair of voratun boots 'Pitchripper' (10 def, 15 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +15 Defense: +10 (+4 eff.) Ranged Defense: +9 (+3 eff.) Fatigue: +4% Changes resistances: +3% blight / +12% temporal / +6% darkness Physical save: +15 (+3 eff.) Spell save: +15 (+4 eff.) Mental save: +42 (+10 eff.) Life regen: +5.50 Equilibrium when hit: +0.12 Infravision radius: +3 Healing mod.: +27% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Deepstyphoon the hardened leather gloves (0 def, 2 armour) Deepstyphoon the hardened leather gloves (0 def, 2 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical crit. chance: +9.0% Armour: +2 Changes resistances: +3% nature / +3% darkness Critical mult.: +8.00% Spell crit. chance: +11% Mental crit. chance: +10% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Layylrada the Purecut (0 def, 2 armour) Layylrada the Purecut (0 def, 2 armour)Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +7 (+3 eff.) Armour penetration: +9 Armour: +2 Effects on melee hit: * 20% chance to disease Damage (Melee): 10 lightning Changes stats: +5 Cun / +5 Dex Changes resistances: +7% lightning Changes resistances penetration: +5% nature Changes damage: +6% lightning / +9% nature Life regen: +2.80 Stamina each turn: +0.90 Maximum stamina: +27.00 It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: A steady shot, doing 195% damage. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Biletitan (0 def, 3 armour) Biletitan (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +5 Dex / +2 Mag / +4 Wil Changes resistances: +6% blight / +16% darkness Changes resistances penetration: +5% nature / +10% arcane Physical save: +13 (+3 eff.) Mental save: +9 (+2 eff.) Spellpower on spell critical (stacks up to 3 times): +2 Infravision radius: +4 A cap made of leather. |
Emeloth the drakeskin leather cap (12 def, 5 armour) Emeloth the drakeskin leather cap (12 def, 5 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Accuracy: +11 (+4 eff.) Armour: +5 Defense: +12 (+4 eff.) Fatigue: +5% Effects when hit in melee: * 20% chance to gain 10% of a turn Changes stats: +10 Cun Changes resistances: +3% cold Physical save: +25 (+5 eff.) Disease immunity: +10% Disarm immunity: +10% Maximum mana: +80.00 A cap made of leather. |
Getefang (2 def, 0 armour) Getefang (2 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 20% chance to disease Changes resistances: +23% lightning / +5% temporal / +8% darkness / +9% acid / +10% physical Changes damage: +12% lightning / +11% physical / +10% darkness / +9% blight Maximum hate: +8.00 Mindpower: +7 (+1 eff.) Mental crit. chance: +3% A pointy cloth hat, very wizardly... |
Deepsspire (5 def, 10 armour) Deepsspire (5 def, 10 armour)Requires: - Strength 48 - Talent Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+2 eff.) Fatigue: +16% Effects on melee hit: * 15% chance to inflict damage reduction Changes resistances: +18% lightning / +15% cold Spell save: +18 (+5 eff.) Life regen: +4.00 Maximum life: +101.00 Healing mod.: +31% A suit of armour made of mail. |
fortifying voratun mail armour of Eyal (5 def, 10 armour) fortifying voratun mail armour of Eyal (5 def, 10 armour)Requires: - Strength 48 - Talent Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+2 eff.) Fatigue: +16% Changes stats: +5 Str / +4 Con Life regen: +1.40 Maximum life: +117.00 Healing mod.: +23% A suit of armour made of mail. |
285 alchemist agate 285 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. |
Bethalravena the voratun pickaxe (dig speed 11 turns) Bethalravena the voratun pickaxe (dig speed 11 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Fatigue: -4% Changes stats: +3 Str / +3 Con Changes resistances: +9% darkness / +10% fire Changes damage: +6% mind Maximum life: +40.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Elenalerab the Vilewreath (dig speed 22 turns) Elenalerab the Vilewreath (dig speed 22 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Effects on melee hit: * Slows global speed by 15% Damage when hit (Melee): 8 nature Changes stats: +2 Str Changes resistances: +3% mind / +3% nature Changes resistances penetration: +10% nature Changes damage: +3% mind Lowers spell cool-downs by: 10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Voretha the Blackobeisance (dig speed 15 turns) Voretha the Blackobeisance (dig speed 15 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Changes resistances penetration: +5% darkness / +10% fire Changes damage: +12% darkness / +3% fire Maximum life: +26.00 Maximum stamina: +21.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of Ungolë Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders, costing 80 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
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. |
Blazerigor the brass lantern Blazerigor the brass lanternCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +6% cold Changes damage: +6% lightning Blindness immunity: +15% Light radius: +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. |
Blazewitch BlazewitchInfused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +6 (+1 eff.) Changes stats: +6 Wil Changes resistances: +3% light Changes resistances penetration: +5% mind Changes damage: +6% light Critical mult.: +12.00% Mental save: +15 (+3 eff.) Equilibrium when hit: +0.12 Light radius: +3 See stealth: +15 See invisible: +19 A normal brass lantern, enhanced by alchemy to make it brighter. |
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 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. |
Petrified Wood Petrified WoodInfused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% A piece of the scorched wood taken from the remains of Snaproot. |
bloodstone bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 fire opal 3 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% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 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. |
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. |
Xegadana the stralite torque of clear mind [power 4] (15 cooldown) Xegadana the stralite torque of clear mind [power 4] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 4 When wielded/worn: Physical crit. chance: +1.0% Changes stats: +2 Con Changes resistances: +5% arcane / +3% lightning Changes damage: +3% physical Talents cooldown: Telekinetic Blast (+5 turn) Silence (+5 turn) Talents granted: +3 Telekinetic Blast +2 Silence Healing mod.: +5% It can be used to absorb and nullify at most 4 detrimental mental status effects in the next 10 turns, putting all charms on cooldown for 15 turns. Torques are made by powerful psionics to store psionic powers. |
quick iron torque of psychoportation [power 19] (19 cooldown) quick iron torque of psychoportation [power 19] (19 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to teleport randomly (rad 19), putting all charms on cooldown for 19 turns. Torques are made by powerful psionics to store psionic powers. |
stralite torque of psychoportation [power 46] (30 cooldown) stralite torque of psychoportation [power 46] (30 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 It can be used to teleport randomly (rad 46), putting all charms on cooldown for 30 turns. Torques are made by powerful psionics to store psionic powers. |
Tree of Life Tree of LifeInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +7 Wil / +6 Con Changes resistances: +20% blight / +20% nature Changes damage: +20% nature Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony Mindpower: +7 (+1 eff.) Healing mod.: +25% Heals all nearby living creatures by 5 points each turn. Activating this item is instant. It can be used to take root increasing health by 300, armor by 20, and armor hardiness by 20%% but rooting you in place for 4 turns, costing 10 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. |
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. |
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 Latent Damage Type: Cold 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 (+4 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+4 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
pearl 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 Latent Damage Type: Cold 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 wixAyyLmar the Halfling Mindslayer level 34
60th Pyre 123rd year of Ascendancy at 01:46 see stats
By wixAyyLmar the Halfling Mindslayer level 48
30th Haze 123rd year of Ascendancy at 08:44 see stats
By wixAyyLmar the Halfling Mindslayer level 33
58th Pyre 123rd year of Ascendancy at 11:01 see stats
By wixAyyLmar the Halfling Mindslayer level 20
66th Dusk 122nd year of Ascendancy at 21:49 see stats
By wixAyyLmar the Halfling Mindslayer level 45
78th Dusk 123rd year of Ascendancy at 16:55 see stats
By wixAyyLmar the Halfling Mindslayer level 37
75th Pyre 123rd year of Ascendancy at 04:15 see stats
By wixAyyLmar the Halfling Mindslayer level 17
41st Dusk 122nd year of Ascendancy at 02:56 see stats
By wixAyyLmar the Halfling Mindslayer level 48
27th Haze 123rd year of Ascendancy at 22:26 see stats
By wixAyyLmar the Halfling Mindslayer level 35
71st Pyre 123rd year of Ascendancy at 13:14 see stats
By wixAyyLmar the Halfling Mindslayer level 40
30th Dusk 123rd year of Ascendancy at 18:42 see stats
By wixAyyLmar the Halfling Mindslayer level 29
6th Pyre 123rd year of Ascendancy at 07:40 see stats
By wixAyyLmar the Halfling Mindslayer level 50
4th Allure 124th year of Ascendancy at 00:13 see stats
By wixAyyLmar the Halfling Mindslayer level 21
7th Decay 122nd year of Ascendancy at 10:49 see stats
By wixAyyLmar the Halfling Mindslayer level 24
26th Regrowth 123rd year of Ascendancy at 00:17 see stats
By wixAyyLmar the Halfling Mindslayer level 17
41st Dusk 122nd year of Ascendancy at 02:56 see stats
By wixAyyLmar the Halfling Mindslayer level 26
52nd Regrowth 123rd year of Ascendancy at 11:48 see stats
By wixAyyLmar the Halfling Mindslayer level 50
65th Haze 123rd year of Ascendancy at 20:32 see stats
By wixAyyLmar the Halfling Mindslayer level 30
21st Pyre 123rd year of Ascendancy at 09:14 see stats
By wixAyyLmar the Halfling Mindslayer level 10
7th Flare 122nd year of Ascendancy at 17:01 see stats
By wixAyyLmar the Halfling Mindslayer level 20
60th Dusk 122nd year of Ascendancy at 21:29 see stats
By wixAyyLmar the Halfling Mindslayer level 30
9th Pyre 123rd year of Ascendancy at 04:45 see stats
By wixAyyLmar the Halfling Mindslayer level 40
29th Dusk 123rd year of Ascendancy at 21:39 see stats
By wixAyyLmar the Halfling Mindslayer level 50
39th Haze 123rd year of Ascendancy at 19:01 see stats
By wixAyyLmar the Halfling Mindslayer level 50
63rd Haze 123rd year of Ascendancy at 23:44 see stats
By wixAyyLmar the Halfling Mindslayer level 50
4th Allure 124th year of Ascendancy at 00:13 see stats
By wixAyyLmar the Halfling Mindslayer level 47
19th Haze 123rd year of Ascendancy at 20:01 see stats
By wixAyyLmar the Halfling Mindslayer level 20
46th Haze 122nd year of Ascendancy at 02:23 see stats
By wixAyyLmar the Halfling Mindslayer level 50
65th Haze 123rd year of Ascendancy at 00:34 see stats
By wixAyyLmar the Halfling Mindslayer level 21
7th Decay 122nd year of Ascendancy at 07:37 see stats
By wixAyyLmar the Halfling Mindslayer level 36
71st Pyre 123rd year of Ascendancy at 17:36 see stats
By wixAyyLmar the Halfling Mindslayer level 10
1st Dusk 122nd year of Ascendancy at 06:30 see stats
By wixAyyLmar the Halfling Mindslayer level 50
64th Haze 123rd year of Ascendancy at 04:34 see stats
By wixAyyLmar the Halfling Mindslayer level 18
56th Dusk 122nd year of Ascendancy at 03:38 see stats
By wixAyyLmar the Halfling Mindslayer level 40
38th Dusk 123rd year of Ascendancy at 08:50 see stats
By wixAyyLmar the Halfling Mindslayer level 30
9th Pyre 123rd year of Ascendancy at 18:34 see stats
By wixAyyLmar the Halfling Mindslayer level 18
54th Dusk 122nd year of Ascendancy at 16:58 see stats
By wixAyyLmar the Halfling Mindslayer level 32
57th Pyre 123rd year of Ascendancy at 20:54 see stats
Log
wixAyyLmar hits Training Dummy for 843 mind, , 0 arcane, 627 nature, 11 mind, , 0 arcane (1481 total damage).
WixAyyLmar no longer feels strong.
wixAyyLmar performs a melee critical strike against Training Dummy!
wixAyyLmar hits Training Dummy for 285 arcane, , 0 arcane (285 total damage).
WixAyyLmar stops regenerating health quickly.
Talent Pain Enhancement System is ready to use.
Talent Charged Aura is ready to use.
Talent Thermal Aura is ready to use.
Talent Infusion: Regeneration is ready to use.
WixAyyLmar activates Thermal Aura.
Resting starts...
WixAyyLmar activates Charged Aura.
Rested for 108 turns (stop reason: all resources and life at maximum).
There is a teleportation circle to the surface here (press '' or right click to use).
WixAyyLmar deactivates Antimagic Shield.
WixAyyLmar deactivates Thermal Aura.
WixAyyLmar deactivates Augmentation.
WixAyyLmar deactivates Wild Growth.
WixAyyLmar deactivates Skate.
WixAyyLmar deactivates Psiblades.
WixAyyLmar deactivates Charged Aura.
WixAyyLmar deactivates Kinetic Shield.
WixAyyLmar deactivates Deflect Projectiles.
WixAyyLmar deactivates Thermal Shield.
WixAyyLmar deactivates Beyond the Flesh.