









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Male |
Race | Drem |
Class | Arcane Blade |
Level / Exp | 50 / 1059% |
Size | medium |
Lifes / Deaths | Killed by The Spinal Cord at level 3 on the 17th Voratun 122nd year of Ascendancy at 16:01 0 / 8Killed by red jelly at level 15 on the 11st Profit 122nd year of Ascendancy at 06:32 Killed by Xereta the shadowblade at level 20 on the 21st Wealth 122nd year of Ascendancy at 11:28 Killed by armoured skeleton warrior at level 24 on the 10th Loss 122nd year of Ascendancy at 03:21 Killed by Xerura the Caustic Terror at level 45 on the 23rd Stralite 123rd year of Ascendancy at 21:35 Killed by Atamathon the Giant Golem at level 50 on the 16th Voratun 123rd year of Ascendancy at 02:18 Killed by Linaniil, Supreme Archmage of Angolwen at level 50 on the 23rd Voratun 123rd year of Ascendancy at 11:51 Killed by Linaniil, Supreme Archmage of Angolwen at level 50 on the 23rd Voratun 123rd year of Ascendancy at 13:28 |
Primary Stats
Strength | 71 (base 19) |
Dexterity | 113 (base 60) |
Constitution | 51 (base 36) |
Magic | 157 (base 61) |
Willpower | 43 (base 15) |
Cunning | 135 (base 64) |
Resources
Life | -364/1592 |
Mana | 348/800 |
Stamina | 165/396 |
Equilibrium | 20 |
Healing Factor | 1.2840316950178 |
Regeneration | 0.32100792375444 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +22.999999999998% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 12 |
Infravision | 8 |
See Stealth | 50.401056917127 |
See Invisible | 50.401056917127 |
Offense: Mainhand
Damage | 121 |
Accuracy | 87 |
Crit Chance | 63% |
APR | 19 |
Speed | 1.00 |
Offense: Offhand
Damage | 48 |
Accuracy | 87 |
Crit Chance | 68% |
APR | 22 |
Speed | 1.00 |
Offense: Spell
Spellpower | 101 |
Crit Chance | 71% |
Speed | 1 |
Offense: Mind
Mindpower | 51 |
Crit Chance | 42% |
Speed | 1 |
Offense: Damage Bonus
Physical | +18% |
Acid | +28% |
Lightning | +86% |
Darkness | +13% |
Cold | +19% |
Arcane | +28% |
Mind | +16% |
All | +7% |
Offense: Damage Penetration
Arcane | +48% |
Lightning | +62% |
Darkness | +63% |
All | +37% |
Defense: Base
Armour (hardiness) | 15 (35.65183292883%) |
Defense | 94 |
Ranged Defense | 94 |
Fatigue | 0 |
Physical Save | 32 |
Spell Save | 48 |
Mental Save | 60 |
Defense: Resistances
Cold | + 46%( 70%) |
Lightning | + 68%( 70%) |
Light | + 46%( 70%) |
Darkness | + 70%( 70%) |
Blight | + 38%( 70%) |
Arcane | + 36%( 70%) |
Mind | + 40%( 70%) |
All | + 32%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 100% |
Teleport Resistance | 20% |
Disarm Resistance | 0% |
Instadeath Resistance | 100% |
Silence Resistance | 35% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random mental effect and reduce all damage taken by 47% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 139 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 885 damage for 5 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 445% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. |
Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Class Talents
Spell / Air | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Spell / Enhancement | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Magical combat | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Spell / Earth | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Technique / Combat techniques | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Staff combat | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Wild-gift / Harmony | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Race / Drem | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Spell / Aegis | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there 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 successfully escorted the injured seer to the recall portal on level 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 8 of Dreadfell. Escort: injured seer (level 8 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Daikara. Escort: lone alchemist (level 1 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Dreadfell. Escort: lost defiler (level 1 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Norgos Lair. Escort: lost sun paladin (level 3 of Norgos Lair)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Old Forest. Escort: lost tinker (level 2 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Daikara. Escort: lost warrior (level 2 of Daikara)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved talent Misdirection (+1 level(s)). | done |
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 Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
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 Shax 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. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth has completed an elixir of avoidance without your aid. Marus of Elvala has completed an elixir of the savior without your aid. You have aided Agrimley the hermit in creating an elixir of explosive force. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed orc heart. * You've found the needed pouch of faeros ash. * You've found the needed vial of fire wyrm saliva. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * You've found the needed multi-hued wyrm scale. * You've found the needed skeleton mage skull. * You've found the needed black mamba head. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
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 |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | 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 within | active |
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 your homeland 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
On feet | ![]() Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Silence immunity: +35% Confusion immunity: +45% Stun/Freeze immunity: +30% Stamina each turn: +0.90 Maximum stamina: +11.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() Powered by arcane forces 0.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +7 Mag Changes resistances: +12% lightning / +5% arcane / +9% blight Changes damage: +21% acid Reduces incoming crit damage: 15.00% Teleport immunity: +20% Only die when reaching: -80.00 life Spellpower: +13 (+3 eff.) Light radius: +7 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +5 Str / +18 Dex / +4 Mag / +9 Cun / +9 Con Changes resistances: +42% darkness / +20% light Critical mult.: +23.45% Mana when firing critical spell: +1.00 Spell crit. chance: +4% Infravision radius: +8 A cap made of leather. |
On hands | ![]() Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +5 Changes stats: +6 Mag Changes resistances: +15% lightning Changes damage: +15% lightning Critical mult.: +20.00% Spellpower: +12 (+2 eff.) Spell crit. chance: +5% When used to modify unarmed attacks: Base power: 23.0 - 32.2 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +4.0% Attack speed: 83% When this weapon hits: Chain Lightning (20% chance level 2). When this weapon hits: Nova (15% chance level 1). Damage (Melee): +20 lightning Talent level: +1 to all lightning damage spells. Talent on hit(spell): Lightning (10% chance level 1). This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
Tool | ![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Damage when hit (Melee): 4 lightning / 10 darkness Changes resistances: +15% cold / +12% mind / +15% darkness Changes resistances penetration: +26% darkness Changes damage: +9% lightning / +12% cold / +9% mind It can be used to setup a psionic shield, reducing all damage taken by 159 for 5 turns Activation puts all charms on cooldown for 22 turns. When used: * Increase all damage by 26% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +9 (+1 eff.) Defense: +9 (+2 eff.) Changes stats: +3 Cun / +5 Mag Spellpower: +9 (+2 eff.) Movement speed: +13% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 34 cooldown : Effective talent level: 4.0 Power cost: 34 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 35% for 5 turns. Rings make your fingers look great! |
On fingers | ![]() Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 13% chance to reduce all saves and defense by 31 Damage (Melee): 9 physical Effects on ranged hit: * 16% chance to reduce all saves and defense by 31 Damage (Ranged): 24 physical Changes stats: +7 Mag / +3 Wil / +9 Cun Critical mult.: +20.00% Spell save: +14 (+5 eff.) Mental save: +10 (+2 eff.) Confusion immunity: +37% Hate when firing a critical mind attack: +3.00 Maximum hate: +9.00 Maximum psi: +30.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 17 cooldown : Effective talent level: 2.0 Power cost: 17 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! |
Around neck | ![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +2 Cun / +9 Wil Changes damage: +6% darkness Reduces incoming crit damage: 15.00% Mental save: +8 (+2 eff.) Confusion immunity: +15% Mindpower: +9 (+3 eff.) Light radius: +3 Amulets make your neck look great! |
In main hand | ![]() Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +22 (+4 eff.) Physical crit. chance: +18.0% Physical power: +23 (+5 eff.) Changes stats: +3 Str / +2 Dex / +2 Mag / +1 Wil Changes damage: +9% arcane / +30% lightning Talent granted: +1 Command Staff Mana each turn: +0.27 Maximum mana: +100.00 Spellpower: +32 (+6 eff.) Spell crit. chance: +12% Staves designed for wielders of magic, by the greats of the art. |
Around waist | ![]() Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +6 Mag Mana each turn: +0.47 Maximum life: +128.00 Maximum mana: +120.00 Maximum stamina: +56.00 Maximum hate: +18.00 Maximum psi: +26.00 Maximum vim: +36.00 Maximum pos.energy: +40.00 Maximum neg.energy: +40.00 Reduces paradox anomalies(equivalent to willpower): +18 A belt that goes around your waist. |
In off hand | ![]() Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 53.5 - 69.5 Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 10% chance to reduce damage dealt by 25% When wielded/worn: Accuracy: +43 (+8 eff.) Armour penetration: +13 Effects on melee hit: * 20% chance to slow global speed by 59% Changes stats: +9 Str Changes resistances: +6% lightning / +6% cold / +9% darkness Changes resistances penetration: +10% lightning / +12% all Changes damage: +11% physical Sharp, short and deadly. |
Cloak | ![]() Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Changes stats: +3 Wil Changes resistances penetration: +11% arcane Changes damage: +12% arcane Critical mult.: +21.00% Mental save: +9 (+2 eff.) Maximum mana: +21.00 Spellpower: +6 (+1 eff.) Spell crit. chance: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +15 (+3 eff.) Changes stats: +10 Mag / +8 Wil / +6 Cun Changes resistances: +20% lightning / +13% all Changes resistances penetration: +15% lightning Changes damage: +25% lightning Spellpower: +20 (+4 eff.) Movement speed: +10% Slows Projectiles: +15% Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze. This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary. |
Inventory
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 776% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength 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 nature talent. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 318 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 nature talent. |
![]() Powered by arcane forces 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 344.54 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! |
![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +6 Wil Mental save: +13 (+3 eff.) Confusion immunity: +10% Mindpower: +6 (+2 eff.) Light radius: +1 Infravision radius: +2 See invisible: +12 Amulets make your neck look great! |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 9 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. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 4 darkness Changes resistances: +28% lightning / +3% blight Changes damage: +14% lightning / +12% mind Disease immunity: +20% Only die when reaching: -20.00 life Rings make your fingers look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +4 Defense: +20 (+4 eff.) Effects on melee hit: * 20% chance to slow global speed by 59% Changes resistances: +2% physical Mental save: +12 (+3 eff.) Life regen: +9.00 Maximum life: +57.00 Healing mod.: +13% Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+1 eff.) Changes stats: +3 Cun Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Stun/Freeze immunity: +26% Life regen: +2.00 Rings make your fingers look great! |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +4 Changes stats: +2 Str Silence immunity: +21% Mana each turn: +0.10 Rings make your fingers look great! |
![]() Requires: - Magic 44 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Base power: 42.0 - 54.6 Uses stats: 55% Mag, 35% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +11 Crit. chance: +18.0% Attack speed: 100% When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes damage: +15% blight / +15% darkness / +15% acid Spellpower: +12 (+2 eff.) Spell crit. chance: +10% Infravision radius: +2 Talent on hit(spell): Blood Grasp (15% chance level 2). It can be used to activate talent Worm Rot (costing 34 power out of 50/50) : Effective talent level: 2.0 Power cost: 34 out of 50/50. Range: 6 Travel Speed: instantaneous Is: a spell Description: Infects the target with parasitic carrion worm larvae for 5 turns. Each turn the disease will remove a beneficial physical effect and deal 27.48 acid and 22.97 blight damage. If not cleared after five turns it will inflict 130.42 blight damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location. Even if this disease is removed early, there is still a 43% chance for the larvae to hatch. You can never have more than 5 worms active from any source at a time. The damage dealt will increase with your Spellpower. Black blood for foul deeds. This dagger serves evil. |
![]() Requires: - Dexterity 17 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 20.0 - 26.0 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +12.0% Attack speed: 100% Lifesteal (this weapon only): +6% Damage (Melee): +20 blight / +20 fire When wielded/worn: Changes stats: +5 Mag Changes resistances: +10% blight / +10% fire Talent granted: +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
![]() Requires: - Dexterity 24 Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 3 Base power: 19.0 - 24.7 Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * 15% chance to reduce all saves and defense by 31 Damage (Melee): +10 darkness / +13 mind Damage against: +6% Living When wielded/worn: Physical power: +8 (+2 eff.) Changes stats: +3 Wil / +4 Cun / +3 Con Changes resistances: +6% cold Changes resistances penetration: +7% physical Disarm immunity: +13% Maximum life: +100.00 Healing mod.: +10% Sharp, short and deadly. |
![]() Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 30.0 - 39.0 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 4). On weapon hit: * 9% chance to reduce strength, dexterity, and constitution by 40 Damage (Melee): +14 blight When wielded/worn: Accuracy: +6 (+1 eff.) Armour penetration: +9 Changes resistances penetration: +9% all Disease immunity: +27% Sharp, short and deadly. |
![]() Requires: - Dexterity 35 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 37.0 - 48.1 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% Damage (radius 2) on crit: +17 lightning / +33 cold When wielded/worn: Changes resistances penetration: +14% lightning / +10% cold Movement speed: +31% Sharp, short and deadly. |
![]() Requires: - Dexterity 48 Infused by nature 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 39.5 - 51.4 Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% Damage (Melee): +17 nature / +4 blight When wielded/worn: Effects on melee hit: * 24% chance to reduce strength, dexterity, and constitution by 40 Changes stats: +11 Str / +12 Dex / +12 Mag / +22 Wil / +13 Cun / +28 Con Changes resistances: +9% cold Teleport immunity: +24% Only die when reaching: -40.00 life Maximum life: +170.00 Sharp, short and deadly. |
![]() Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 60.0 - 72.0 Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) 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 (+8 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 Activation costs 170 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." |
![]() Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Defense: +12 (+2 eff.) Damage when hit (Melee): 2 arcane Changes resistances: +12% lightning Changes resistances penetration: +5% lightning Changes damage: +18% lightning Talent granted: +1 Command Staff Spellpower: +9 (+2 eff.) Spell crit. chance: +2% Damage Shield penetration: +10% Damage Shield Power: +7% Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff It is part of a set of items. Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Attack speed: 100% When wielded/worn: Changes stats: +4 Mag Changes damage: +20% acid / +20% cold Critical mult.: +20.00% Mental save: +8 (+2 eff.) Confusion immunity: +20% Maximum mana: +50.00 Spell crit. chance: +8% The bottom part of Telos' broken staff. |
![]() Requires: - Magic 11 Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Defense: +5 (+1 eff.) Changes damage: +10% lightning Talent granted: +1 Command Staff Critical mult.: +10.00% Spellpower: +3 (+1 eff.) Spell crit. chance: +6% Light radius: +2 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.0 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 7 that illuminates the area and deals 184.81 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes resistances: +15% lightning Changes resistances penetration: +20% arcane Changes damage: +30% lightning Talent granted: +1 Command Staff Mana each turn: +0.45 Spellpower: +33 (+6 eff.) Spell crit. chance: +5% It can be used to channel mana (increasing mana regeneration by 2000% for 5 turns) Activation puts all charms on cooldown for 26 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 4 Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Accuracy: +9 (+1 eff.) Physical crit. chance: +7.0% Physical power: +9 (+2 eff.) Changes damage: +25% lightning Talent granted: +1 Command Staff Physical save: +9 (+4 eff.) Spell save: +10 (+3 eff.) Mental save: +13 (+3 eff.) Spellpower: +19 (+4 eff.) Spell crit. chance: +13% Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 24 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +11 (+2 eff.) Physical crit. chance: +6.0% Physical power: +7 (+2 eff.) Changes resistances: +10% lightning Changes damage: +20% lightning Talent granted: +1 Command Staff Spellpower: +15 (+3 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
![]() Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Damage when hit (Melee): 4 nature / 8 mind Changes resistances: +6% lightning / +6% temporal / +3% nature Changes resistances penetration: +5% mind A belt that goes around your waist. |
![]() Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes damage: +15% lightning Mana each turn: +0.08 Spellpower on spell critical (stacks up to 3 times): +6 Maximum life: +73.00 Maximum mana: +51.00 Maximum stamina: +33.00 Maximum hate: +13.00 Maximum psi: +27.00 Maximum vim: +26.00 Maximum pos.energy: +26.00 Maximum neg.energy: +27.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Reduces paradox anomalies(equivalent to willpower): +12 A belt that goes around your waist. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +7 Cun / +8 Wil Talent mastery: +0.20 Wild-gift / Harmony Mindpower: +15 (+5 eff.) Mental crit. chance: +15% The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour penetration: +1 Armour: +6 Defense: +12 (+2 eff.) Changes stats: +1 Con Changes damage: +6% nature Critical mult.: +10.00% Physical save: +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Armour: +10 Defense: +1 (+0 eff.) Changes stats: +10 Str / +2 Con Critical mult.: +10.00% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 59% Changes resistances: +5% arcane / +7% all Mental save: +16 (+4 eff.) Disease immunity: +10% Mindpower: +2 (+0 eff.) Mental crit. chance: +2% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +15 Mag Changes resistances: +13% all Reduce damage by fixed amount: +22 all Changes damage: +22% blight Spellpower: +15 (+3 eff.) Spell crit. chance: +8% Movement speed: +32% It can be used to activate talent Carrion Feet (costing 13 power out of 20/20) : Effective talent level: 3.0 Power cost: 13 out of 20/20. Range: 7 Travel Speed: instantaneous Is: a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 26%. You can also activate this talent to instantly destroy more worms, letting you jump in range 7 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
![]() Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +10% mind / +7% all Changes damage: +12% arcane / +10% mind Maximum mana: +10.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +1 Dex / +2 Mag / +1 Wil / +4 Con Changes resistances: +6% lightning / +6% temporal Light radius: +3 A pair of boots made of leather. |
![]() Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Accuracy: +25 (+5 eff.) Armour penetration: +5 Armour: +4 Fatigue: +3% Damage when hit (Melee): 4 mind Changes stats: +3 Mag Changes damage: +9% mind Lowers spell cool-downs by: 10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Damage (Melee): 8 temporal Damage (Ranged): 5 temporal Changes stats: +2 Mag / +3 Wil / +5 Cun / +2 Con Changes resistances: +8% temporal Changes damage: +6% temporal Infravision radius: +2 See invisible: +3 When used to modify unarmed attacks: Base power: 18.5 - 25.9 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 83% On weapon hit: * 7% chance to gain 10% of a turn (3/turn limit) Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Changes stats: +3 Str / +3 Dex / +2 Cun Talent cooldown: Double Strike (-1 turn) Physical save: +10 (+5 eff.) When used to modify unarmed attacks: Base power: 22.0 - 30.8 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +3 Armour Penetration: +9 Crit. chance: +12.0% Attack speed: 83% When this weapon hits: Set Up (10% chance level 3). Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +7 (+1 eff.) Armour penetration: +6 Physical crit. chance: +1.0% Armour: +10 Defense: +10 (+2 eff.) Changes stats: +4 Cun / +5 Dex Changes resistances penetration: +10% acid Only die when reaching: -80.00 life When used to modify unarmed attacks: Base power: 17.5 - 19.2 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +7 Armour Penetration: +8 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Perfect Strike (15% chance level 3). It can be used to activate talent Steady Shot, placing all other charms into a 17 cooldown : Effective talent level: 3.0 Power cost: 17 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Requires: - Heavy armour training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +17 (+3 eff.) Armour: +2 Fatigue: +3% Changes stats: +3 Dex Physical save: +6 (+3 eff.) Mental save: +5 (+1 eff.) Disarm immunity: +20% When used to modify unarmed attacks: Base power: 20.5 - 28.7 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +12 Armour Penetration: +9 Crit. chance: +13.0% Attack speed: 83% When this weapon hits: Perfect Control (10% chance level 3). Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +5 Armour: +1 Fatigue: +1% Damage when hit (Melee): 6 darkness Changes stats: +3 Cun / +3 Dex Changes resistances: +6% cold Changes damage: +3% fire Spell save: +6 (+2 eff.) Disarm immunity: +10% A cap made of leather. |
![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +11 Str / +8 Dex / +3 Mag / +9 Wil / +3 Cun Changes resistances: +14% blight / +5% arcane Changes damage: +6% temporal Physical save: +20 (+9 eff.) Mental save: +12 (+3 eff.) Light radius: +3 It can be used to activate talent Skullcracker, placing all other charms into a 17 cooldown : Effective talent level: 3.0 Power cost: 17 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 367.3 Physical damage. If the attack hits, the target is confused (46% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +4 Str / +1 Mag / +1 Cun / +3 Con Changes resistances: +3% blight Changes damage: +3% mind Infravision radius: +3 A cap made of leather. |
![]() Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +4 Str / +5 Con Changes resistances: +12% acid / +12% fire / +12% lightning / +11% cold Physical save: +8 (+4 eff.) Mental save: +11 (+3 eff.) It can be used to activate talent Battle Cry, placing all other charms into a 24 cooldown : Effective talent level: 2.0 Power cost: 24 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +2 Dex Changes resistances: +5% fire / +5% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +4 Physical power: +6 (+2 eff.) Armour: +1 Fatigue: +1% Changes stats: +3 Str / +2 Dex / +4 Wil / +3 Cun Changes resistances: +6% physical Physical save: +6 (+3 eff.) A cap made of leather. |
![]() Requires: - Strength 18 Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +25 (+5 eff.) Fatigue: +8% Changes stats: +6 Str / +13 Dex / +5 Wil / +8 Cun Changes resistances: +9% lightning / +3% cold Changes damage: +3% mind Physical save: +9 (+4 eff.) Mental save: +14 (+3 eff.) Movement speed: +20% A suit of armour made of leather. |
![]() Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +5 Defense: +6 (+1 eff.) Fatigue: +7% Changes resistances: +7% acid / +6% cold Allows you to breathe in: water A suit of armour made of leather. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+1 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+1 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +8 (+1 eff.) Changes stats: +1 Str / +4 Cun / +3 Con Changes damage: +3% mind Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 59% Damage when hit (Melee): 2 light Changes resistances: +18% blight / +3% lightning Light radius: +9 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +3 Cun Changes resistances: +3% fire Changes resistances penetration: +10% mind Mental save: +6 (+1 eff.) Mental crit. chance: +1% Light radius: +5 See stealth: +6 See invisible: +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. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 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 Activation costs 1 power out of 1/1. This orb is warm to the touch. |
![]() 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 Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
![]() 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 Activation costs 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
![]() 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 Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() 0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Damage when hit (Melee): 100 fire Changes damage: +20% fire Pinning immunity: +50% Maximum life: +60.00 Light radius: +2 When used to imbue an object: Damage when hit (Melee): 100 fire Changes damage: +20% fire Pinning immunity: +50% Maximum life: +60.00 Light radius: +2 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. |
![]() Infused 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% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
![]() 0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 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 Activation costs 172 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() Powered 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) Activation costs 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. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Changes stats: +2 Mag Changes resistances penetration: +25% blight / +20% mind Critical mult.: +20.00% Spell save: +18 (+6 eff.) Spellpower on spell critical (stacks up to 3 times): +10 Spell crit. chance: +3% It can be used to blast the opponent's mind dealing 499 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 13 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +4 Cun Changes damage: +10% mind / +10% lightning Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to brainlock the target. Upon taking lightning damage >10% of your max life, your mind fires back, dealing 30% of the original damage as mind and trying to brainlock the target. Upon taking mind damage >10% of your max life, you reflexively trigger the jolt, sending an arc of dazing lightning toward the target (damage based on mindpower). This item can have up to 2 charges, with each charge having 4 turn cooldown. This torque feels tingly to the touch, but seems to enhance your thinking. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 It can be used to setup a psionic shield, reducing all damage taken by 107 for 5 turns Activation puts all charms on cooldown for 22 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 It can be used to setup a psionic shield, reducing all damage taken by 99 for 5 turns Activation puts all charms on cooldown for 22 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 26 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() Infused 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. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+5 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+5 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. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light 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 Magic Thwack the Drem Arcane Blade level 26
16th Loss 122nd year of Ascendancy at 06:08 see stats
By Magic Thwack the Drem Arcane Blade level 43
9th Stralite 123rd year of Ascendancy at 21:45 see stats
By Magic Thwack the Drem Arcane Blade level 26
11st Loss 122nd year of Ascendancy at 06:20 see stats
By Magic Thwack the Drem Arcane Blade level 31
19th Iron 123rd year of Ascendancy at 13:34 see stats
By Magic Thwack the Drem Arcane Blade level 50
16th Voratun 123rd year of Ascendancy at 04:17 see stats
By Magic Thwack the Drem Arcane Blade level 41
2nd Stralite 123rd year of Ascendancy at 10:24 see stats
By Magic Thwack the Drem Arcane Blade level 30
15th Iron 123rd year of Ascendancy at 03:14 see stats
By Magic Thwack the Drem Arcane Blade level 50
41st Stralite 123rd year of Ascendancy at 08:33 see stats
By Magic Thwack the Drem Arcane Blade level 29
11st Iron 123rd year of Ascendancy at 14:44 see stats
By Magic Thwack the Drem Arcane Blade level 40
28th Gold 123rd year of Ascendancy at 23:52 see stats
By Magic Thwack the Drem Arcane Blade level 50
42nd Stralite 123rd year of Ascendancy at 05:56 see stats
By Magic Thwack the Drem Arcane Blade level 21
21st Wealth 122nd year of Ascendancy at 21:24 see stats
By Magic Thwack the Drem Arcane Blade level 28
28th Shortage 122nd year of Ascendancy at 11:00 see stats
By Magic Thwack the Drem Arcane Blade level 50
40th Stralite 123rd year of Ascendancy at 05:26 see stats
By Magic Thwack the Drem Arcane Blade level 23
8th Loss 122nd year of Ascendancy at 13:37 see stats
By Magic Thwack the Drem Arcane Blade level 33
20th Iron 123rd year of Ascendancy at 12:45 see stats
By Magic Thwack the Drem Arcane Blade level 10
26th Voratun 122nd year of Ascendancy at 07:56 see stats
By Magic Thwack the Drem Arcane Blade level 20
31st Profit 122nd year of Ascendancy at 08:44 see stats
By Magic Thwack the Drem Arcane Blade level 30
11st Iron 123rd year of Ascendancy at 14:44 see stats
By Magic Thwack the Drem Arcane Blade level 40
35th Steel 123rd year of Ascendancy at 08:29 see stats
By Magic Thwack the Drem Arcane Blade level 50
39th Stralite 123rd year of Ascendancy at 21:25 see stats
By Magic Thwack the Drem Arcane Blade level 49
38th Stralite 123rd year of Ascendancy at 14:22 see stats
By Magic Thwack the Drem Arcane Blade level 26
5th Shortage 122nd year of Ascendancy at 23:43 see stats
By Magic Thwack the Drem Arcane Blade level 37
11st Steel 123rd year of Ascendancy at 20:48 see stats
By Magic Thwack the Drem Arcane Blade level 20
19th Wealth 122nd year of Ascendancy at 00:28 see stats
By Magic Thwack the Drem Arcane Blade level 14
6th Profit 122nd year of Ascendancy at 16:21 see stats
By Magic Thwack the Drem Arcane Blade level 30
11st Iron 123rd year of Ascendancy at 16:38 see stats
By Magic Thwack the Drem Arcane Blade level 50
42nd Stralite 123rd year of Ascendancy at 05:54 see stats
By Magic Thwack the Drem Arcane Blade level 9
23rd Voratun 122nd year of Ascendancy at 07:10 see stats
By Magic Thwack the Drem Arcane Blade level 49
38th Stralite 123rd year of Ascendancy at 16:05 see stats
By Magic Thwack the Drem Arcane Blade level 50
42nd Stralite 123rd year of Ascendancy at 05:56 see stats
By Magic Thwack the Drem Arcane Blade level 46
25th Stralite 123rd year of Ascendancy at 14:29 see stats
By Magic Thwack the Drem Arcane Blade level 11
1st Acquisition 122nd year of Ascendancy at 14:54 see stats
By Magic Thwack the Drem Arcane Blade level 37
13rd Steel 123rd year of Ascendancy at 21:52 see stats
By Magic Thwack the Drem Arcane Blade level 28
28th Shortage 122nd year of Ascendancy at 07:11 see stats
By Magic Thwack the Drem Arcane Blade level 16
11st Profit 122nd year of Ascendancy at 13:39 see stats
By Magic Thwack the Drem Arcane Blade level 24
10th Loss 122nd year of Ascendancy at 10:54 see stats
Log
Magic Thwack casts Nova.
Magic Thwack's spell attains critical power!
Linaniil, Supreme Archmage of Angolwen's is vulnerable to attacks and effects!
Linaniil, Supreme Archmage of Angolwen is dazed!
Magic Thwack hits Linaniil, Supreme Archmage of Angolwen for 263 physical, 13 physical, 33 lightning, (36 shifted), 0 fire, 109 physical, 96 physical, 34 lightning, 9 physical, 21 lightning, 24 fire, 708 lightning, 452 lightning, 9 physical, 21 lightning, 24 fire, 76 arcane (1890 total damage).
Linaniil, Supreme Archmage of Angolwen is not stunned anymore.
Linaniil, Supreme Archmage of Angolwen speeds up.
The shield around Magic Thwack crumbles.
Talent Rune: Reflection Shield is ready to use.
Talent Arcane Strike is ready to use.
Hurricane from Linaniil, Supreme Archmage of Angolwen hits Magic Thwack for (35 flat reduction), 0 lightning (0 total damage).
Linaniil, Supreme Archmage of Angolwen is not dazed anymore.
Linaniil, Supreme Archmage of Angolwen's cleansing fire area effect hits Magic Thwack for 77 fire damage.
Linaniil, Supreme Archmage of Angolwen's cleansing fire area effect hits Linaniil, Supreme Archmage of Angolwen for 105 fire damage.
Linaniil, Supreme Archmage of Angolwen's arcane area effect hits Magic Thwack for 328 arcane damage.
Linaniil, Supreme Archmage of Angolwen's cleansing fire area effect hits Linaniil, Supreme Archmage of Angolwen for 52 fire damage.
Linaniil, Supreme Archmage of Angolwen's cleansing fire area effect hits Magic Thwack for 77 fire damage.
Linaniil, Supreme Archmage of Angolwen uses Infusion: Wild.
Linaniil, Supreme Archmage of Angolwen is less vulnerable.
Linaniil, Supreme Archmage of Angolwen is cured!
Linaniil, Supreme Archmage of Angolwen lessens the pain.
Linaniil, Supreme Archmage of Angolwen casts Elemental Array Burst.
Linaniil, Supreme Archmage of Angolwen's spell attains critical power!
Magic Thwack is recovering from the damage!
Linaniil, Supreme Archmage of Angolwen's spell attains critical power!
Linaniil, Supreme Archmage of Angolwen's spell attains critical power!
Linaniil, Supreme Archmage of Angolwen's spell attains critical power!
Linaniil, Supreme Archmage of Angolwen surges with fiery power!
Linaniil, Supreme Archmage of Angolwen hits Magic Thwack for 808 thaumic energy, 300 physical, 366 fire (1474 total damage).
Magic Thwack the level 50 drem arcane blade was combusted to death by Linaniil, Supreme Archmage of Angolwen on level 1 of Angolwen.