Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.5 |
Addons | Faerie addon for ToME 1.0.5Faeries are tiny, winged beings distantly related to Elves. •Unbreathing + 0 Magic, +0 Willpower, +6 Cunning Life per level: 6 Talents: •Flight, sustained •Fey Luck, passive •Fey Speed, activated •Fey Dodge, passive Items Vault 1.0.1Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.4Important: 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. Adjustable Exp 1.0.4This addon allows players to adjust the amount of exp they gain per kill via Game Options. The current allowable range is 0% - 1000%, with 100% being the default rate. The range can be expanded if there's demand for it. The adjustment rate will be set to the default of 100% for each new character made, and once set will remain persistent for that specific character. Also, the level cap on gaining exp from lower leveled opponents has been removed for increased flexibility. Please let me know if there are any issues. Adventurer Plus Addon 1.0.5Incompatibilities: There shouldn't be, unless you name your class "Hero" also. Doctornull's Class Pack 1.0.5This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. Stoic class 1.0.5Stoics are warriors who dedicate their lives to mastering countless secret techniques. Stoics are a warrior subclass inspired by the Samurai class from Hengband. They are a melee class with a wide variety of specialized combat techniques, but require judicious use of their unique Focus resource to succeed. Their advanced trees allow them to alter the element of their attacks and grant passive effects as long as the stance is maintained. Infinite500: Revised high level play for ToME v2.0 1.0.5Version 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. Stone Wardens DLC Class 1.0.5Donators/Buyers bonus! Arcanum Class Pack 1.0.5Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Adjustable Talent/Stat/Generic Point Multiplier 1.0.3Hello, everyone. This is my first mod; I would like to state, first and foremost, that it is my very first, and I hardly know the language. I have been using it, and have not experienced any bugs personally; but to be safe, I would say back-up saves before using, and so on. This mod may be considered a little "Cheaty", but I made it for those who found the game too hard, or wanted faster progress/different customization, but didn't want to reach high level too fast via the 'Adjustable EXP' mod (Like myself). This mod allows you to, via Game Options, set a modifier (Whole numbers only) from 1-10, for how many Stat Points, Talent Points, and Generic Points you get per level, seperately. You could make yourself gain 2x the stats (So 6) per level, or instead, 3x the Talent Points, while only the normal amount of generic ones. I tried to make it pretty customizable, really. I hope you enjoy! Please report any bugs you find. Update 1: Adjusted the md5 hash, and short-name inside the addon, to allow it to register with the md5 check okay. Update 2: As a note, these are editable in Game Options -> Gameplay, AFTER having made a new character. After doing this, you can adjust EXP rate between 0 and 1000%. !! You MUST make a new character !! |
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Female |
Race | Faerie |
Class | Hero |
Level / Exp | 218 / 63% |
Size | tiny |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 462.62962949721 (base 188) |
Dexterity | 326.83170888562 (base 210) |
Constitution | 239 (base 185) |
Magic | 394.92516204822 (base 210) |
Willpower | 235 (base 172) |
Cunning | 247 (base 179) |
Resources
Mana | 2266/2266 |
Psi | 265/265 |
Paradox | 375 |
Life | 9234/9234 |
Positive | 146/731 |
Stamina | 1114/1114 |
Equilibrium | 20 |
Healing Factor | 1.7 |
Regeneration | 128.21364037861 |
Speed
Mental | +259.68996672116% |
Attack | 0% |
Movement | +2396.3738126504% |
Spell | +24.44749899592% |
Global | +907.87431774638% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 7 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 918 |
Accuracy | 170 |
Crit Chance | 198% |
APR | 87 |
Speed | 0.28 |
Offense: Offhand
Damage | 602 |
Accuracy | 170 |
Crit Chance | 205% |
APR | 90 |
Speed | 0.28 |
Offense: Spell
Spellpower | 161.83108135486 |
Crit Chance | 100% |
Speed | 0.8035517049907 |
Cooldown Reduction | 30 |
Offense: Mind
Mindpower | 98.86 |
Crit Chance | 100% |
Speed | 1 |
Offense: Damage Bonus
Blight | +25% |
Physical | +130% |
Mind | +37% |
All | +7% |
Lightning | +36% |
Light | +81% |
Temporal | +73% |
Darkness | +73% |
Arcane | +13% |
Fire | +81% |
Nature | +19% |
Offense: Damage Penetration
Acid | +30% |
Blight | +25% |
Physical | +136% |
Mind | +12% |
All | 0% |
Darkness | +57% |
Light | +30% |
Temporal | +65% |
Arcane | +15% |
Fire | +30% |
Nature | +15% |
Defense: Base
Armour (hardiness) | 106.32000000001 (100%) |
Defense | 342.84053599124 |
Ranged Defense | 343.17386932458 |
Fatigue | 0 |
Physical Save | 174.1528755908 |
Spell Save | 193.47077746627 |
Mental Save | 126.61612445281 |
Defense: Resistances
Acid | + 77%( 77%) |
Blight | + 77%( 77%) |
Physical | + 77%( 77%) |
Cold | + 77%( 77%) |
All | + 77%( 77%) |
Mind | + 77%( 77%) |
Lightning | + 77%( 77%) |
Light | + 77%( 77%) |
Temporal | + 77%( 77%) |
Darkness | + 77%( 77%) |
Arcane | + 79%( 79%) |
Fire | + 77%( 77%) |
Nature | + 77%( 77%) |
Defense: Immunities
Pinning Resistance | 100% |
Confusion Resistance | 100% |
Fear Resistance | 100% |
Teleport Resistance | 15% |
Disarm Resistance | 70% |
Silence Resistance | 100% |
Stun Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 15% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 1188 damage for 6 turns. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of magical, physical effects and reduce all damage taken by 75% for 7 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 73 for 12 turns. Also while Heroism is active, you will only die when reaching -2578 life. However, when below 0 you cannot see how much life you have left, and you will die if you did not heal before the effect ends. It will always increase your three highest stats. Its effects scale with your Strength stat. |
Class Talents
Cunning / Shadow magic | 1.20 |
| 6/5 |
| 8/5 |
| 11/5 |
| 8/5 |
Psionic / Absorption | 1.20 |
| 8/5 |
| 8/5 |
| 8/5 |
| 5/5 |
Technique / Bloodthirst | 1.20 |
| 9/5 |
| 9/5 |
| 6/5 |
| 8/5 |
Spell / Inanimation | 1.20 |
| 21/5 |
| 9/5 |
| 8/5 |
| 5/5 |
Spell / Temporal | 1.20 |
| 5/5 |
| 21/5 |
| 5/5 |
| 13/5 |
Spell / High magic | 1.20 |
| 1/5 |
| 1/5 |
| 9/5 |
| 11/5 |
Spell / Enhancement | 1.20 |
| 9/5 |
| 1/5 |
| 5/5 |
| 8/5 |
Technique / Magical combat | 1.20 |
| 8/5 |
| 8/5 |
| 8/5 |
| 14/5 |
Technique / Combat veteran | 1.20 |
| 9/5 |
| 8/5 |
| 11/5 |
| 2/5 |
Chronomancy / Temporal Combat | 1.20 |
| 11/5 |
| 8/5 |
| 11/5 |
| 5/5 |
Technique / Dual techniques | 1.20 |
| 1/5 |
| 21/5 |
| 0/5 |
| 0/5 |
Technique / Battle tactics | 1.20 |
| 15/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Dual weapons | 1.20 |
| 6/5 |
| 8/5 |
| 6/5 |
| 21/5 |
Spell / Stone | 1.20 |
| 8/5 |
| 5/5 |
| 6/5 |
| 21/5 |
Spell / Meta | 1.20 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/50 |
Generic Talents
Celestial / Light | 1.20 |
| 10/5 |
| 5/5 |
| 10/5 |
| 12/5 |
Race / Faerie | 1.00 |
| 20/5 |
| 20/5 |
| 20/5 |
| 5/5 |
Spell / Aegis | 1.20 |
| 9/5 |
| 17/5 |
| 5/5 |
| 12/5 |
Wild-gift / Harmony | 1.20 |
| 5/5 |
| 12/5 |
| 5/5 |
| 5/5 |
Chronomancy / Energy | 1.20 |
| 2/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.20 |
| 21/5 |
| 12/5 |
| 21/5 |
| 21/5 |
| 18/5 |
Cunning / Scoundrel | 1.20 |
| 11/5 |
| 8/5 |
| 5/5 |
| 21/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Strength of Purpose |
talent | Fiery Hands |
talent | Shadow Combat |
talent | Arcane Shield |
talent | Precision |
talent | Inner Power |
talent | Crystalline Focus |
talent | Lacerating Strikes |
talent | Elemental Harmony |
talent | Premonition |
talent | Shielding |
talent | Beyond the Flesh |
talent | Arcane Feed |
talent | Power Armour |
talent | Magnetize |
talent | Spellcraft |
talent | Thermal Shield |
talent | Quicken Spells |
talent | Shock Hands |
talent | Kinetic Shield |
talent | Momentum |
talent | Entropic Field |
talent | Chant of Fortitude |
talent | Quantum Feed |
talent | Essence of Speed |
talent | Energy Decomposition |
talent | Flight |
talent | Shadow Feed |
beneficial effect | The target is surrounded by a time distortion, absorbing 5064/5093 damage and sending it forward in time. While active all newly applied status effects durations are reduced by 60%. Time Shield |
beneficial effect | The target's strength is increased by 43 by the thrill of combat. Bloodrage |
beneficial effect | The thrill of combat improves the target's maximum life by 18%, life regeneration by 39.02, and stamina regeneration by 7.80. Bloodbath |
beneficial effect | Increases your three highest stats by 64. Heroism |
beneficial effect | The target's spellpower has been increased by 36. Spellsurge |
beneficial effect | 89% chance to score a secondary blow. Greater Weapon Focus |
beneficial effect | Reduces blight damage received by 43%. Premonition Shield |
beneficial effect | Increases global action speed by 694%. Fey Speed |
beneficial effect | Parrying melee attacks: Has a 48% chance to deflect up to 228 damage from the next 4.1 attack(s). Parrying |
beneficial effect | Movement is 1000% faster. Step Up |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
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 |
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 2 of Daikara. Escort: injured seer (level 2 of Daikara)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 4 of Dreadfell. Escort: injured seer (level 4 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Old Forest. Escort: lost anorithil (level 2 of Old Forest)As a reward you improved Cunning by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Dreadfell. Escort: lost sun paladin (level 2 of Dreadfell)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost warrior (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 5 of Dreadfell. Escort: lost warrior (level 5 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Daikara. Escort: temporal explorer (level 1 of Daikara)As a reward you improved talent Precognition (+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 Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire 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. Limmir told you to look for the Valley of the Moon in the southern mountains. | active |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlYou talked for a while and it seems she has a crush on you, even though you are yourself a woman. Melinda decided to come live with you in your Fortress. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 2096. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed pouch of faeros ash. * You've found the needed storm wyrm claw. * You've found the needed hummerhorn wing. 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 skeleton mage skull. * You've found the needed green worm. * You've found the needed multi-hued wyrm scale. | 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. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
Psionic focus | Awakened Staff of Absorption (60-72 power, 60 apr, physical damage) Awakened Staff of Absorption (60-72 power, 60 apr, physical damage)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff Base power: 60.0 - 72.0 Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% physical / +30% temporal / +30% darkness / +30% light Changes damage: +60% physical / +60% temporal / +60% darkness / +60% light Talent granted: +1 Command Staff Maximum mana: +100.00 Spellpower: +48 Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb energies, costing 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 tarnishment. 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 | Radianceorder (0 def, 3 armour) Radianceorder (0 def, 3 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Changes stats: +11 Con Damage when the wearer hits(melee): 15 light Damage when the wearer is hit: 4 darkness / 4 light Changes resistances: +6% darkness / +9% light Changes resistances penetration: +15% darkness Changes damage: +14% light Physical save: +58 Spell save: +18 Mental save: +20 It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 4.8 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 34% for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Light source | Ce'Nina the Brightpain Ce'Nina the BrightpainInfused by psionic forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +1.0% Defense: +30 Fatigue: -24% Changes stats: +3 Dex / +7 Wil Changes resistances: +3% temporal Changes damage: +15% mind Critical mult.: +15.00% Physical save: +34 Spell save: +36 Mental save: +37 Light radius: +5 Healing mod.: +20% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | voratun helm 'Firewalker' (8 def, 14 armour) voratun helm 'Firewalker' (8 def, 14 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +14 Defense: +8 Fatigue: +5% Changes stats: +4 Cun / +5 Wil Damage when the wearer hits(melee): 2 fire / 6 temporal Damage when the wearer is hit: 12 darkness Changes resistances: +25% mind / +7% all Changes resistances penetration: +10% blight / +20% fire / +15% temporal Changes damage: +3% blight / +12% fire Physical save: +15 Mental save: +30 Mindpower: +5 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On feet | pair of drakeskin leather boots 'Ragugaroddavon' (0 def, 11 armour) pair of drakeskin leather boots 'Ragugaroddavon' (0 def, 11 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +11 Ranged Defense: +6 Fatigue: -4% Changes resistances: +2% physical / +12% arcane / +3% lightning / +3% light / +9% mind / +3% temporal Maximum encumbrance: +50 Physical save: +30 Spell save: +15 Mental save: +21 Disease immunity: +5% Silence immunity: +5% Disarm immunity: +15% Stun/Freeze immunity: +15% Life regen: +5.50 Healing mod.: +30% Resist all after a teleport: +6% A pair of boots made of leather. |
Tool | voratun pickaxe 'Velyrawe' (dig speed 3 turns) voratun pickaxe 'Velyrawe' (dig speed 3 turns)Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Physical power: +8 Changes stats: +3 Str / +6 Dex Damage when the wearer hits(melee): 2 arcane / 15 dreamforge / 4 blight Damage when the wearer is hit: 12 temporal Changes resistances: +6% blight / +15% temporal / +12% acid Changes resistances penetration: +15% arcane / +30% acid / +15% blight Changes damage: +6% arcane / +15% fire / +15% mind / +15% blight Mental save: +13 Infravision radius: +3 Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | Cracklemaster CracklemasterPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +14 Defense: +15 Changes stats: +10 Cun Damage when the wearer hits(melee): 2 lightning / 40 bleed / 20 gloom / 6 temporal Damage when the wearer is hit: 8 lightning Changes resistances: +30% fire / +30% cold / +30% lightning / +30% acid / +6% temporal Changes resistances penetration: +5% temporal Changes damage: +6% temporal Stun/Freeze immunity: +50% Life regen: +4.30 Hate when firing a critical mind attack: +3.00 Maximum hate: +15.00 Movement speed: +22% It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 3.6 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 35% for 5 turns. Rings can have magical properties. |
On fingers | Urtholedur the voratun ring Urtholedur the voratun ringCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Fatigue: -10% Changes stats: +1 Wil / +6 Con Changes resistances: +5% arcane Maximum encumbrance: +40 Physical save: +18 Spell save: +35 Mental save: +23 Silence immunity: +35% Spellpower on spell critical (stacks up to 3 times): +6 Maximum stamina: +40.00 Defense after a teleport: +20 Rings can have magical properties. |
Around neck | Infernobreacher InfernobreacherPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +8 Defense: +12 Changes stats: +7 Str / +6 Mag Changes resistances cap: +7% all Changes damage: +9% physical / +6% fire Talent mastery: +0.40 Cunning / Survival Maximum encumbrance: +50 Physical save: +27 Life regen: +1.40 Mana each turn: +0.60 Vim when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +60.00 Maximum stamina: +10.00 Maximum vim: +30.00 Mindpower: +6 Healing mod.: +15% Heals friendly targets nearby when you use a nature summon: +40 Life regen bonus (wilder-summons): +2.00 Amulets can have magical properties. |
In main hand | voratun mace 'Chargeweeper' (58.5-81.9 power, 6 apr) voratun mace 'Chargeweeper' (58.5-81.9 power, 6 apr)Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 5 Base power: 58.5 - 81.9 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +6 Armour penetration: +1 Physical crit. chance: +4.0% Physical power: +19 Fatigue: -6% Changes stats: +4 Str / +2 Dex / +3 Mag / +7 Wil / +6 Cun / +7 Con Damage when the wearer hits(melee): 6 physical Changes resistances: +1% physical / +10% arcane Changes resistances penetration: +13% physical Changes damage: +3% lightning Allows you to breathe in: water Disarm immunity: +35% Life regen: +0.20 Maximum life: +30.00 Mindpower: +10 Healing mod.: +5% Blunt and deadly. |
Around waist | Firepower FirepowerCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +27.0% Physical power: +12 Defense: +14 Changes stats: +6 Cun / +6 Dex Changes resistances penetration: +10% fire Changes damage: +6% nature / +6% fire Critical mult.: +26.00% Disease immunity: +10% Disarm immunity: +20% Confusion immunity: +10% Knockback immunity: +15% Teleport immunity: +15% Mental crit. chance: +13% Defense after a teleport: +15 A belt that goes around your waist. |
In off hand | Treekarma (49-63.7 power, 9 apr) Treekarma (49-63.7 power, 9 apr)Requires: - Dexterity 48 Crafted by a master Infused by psionic forces 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 5 Base power: 49.0 - 63.7 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% Special effect when this weapon hits: 20% chance to torment the target Damage when this weapon hits: +16 temporal / +8 nature slow Burst (radius 2) on crit: +12 nature / +8 temporal Damage conversion: 40% temporal When wielded/worn: Armour penetration: +12 Damage when the wearer hits(melee): 4 nature Damage when the wearer is hit: 16 darkness Changes resistances: +6% nature Changes resistances penetration: +12% physical / +12% mind / +12% darkness / +15% nature Changes damage: +12% physical / +6% nature / +3% darkness Light radius: +1 Sharp, short and deadly. |
Cloak | Chikalthorion the Shadowbane (28 def, 10 armour) Chikalthorion the Shadowbane (28 def, 10 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +10 Defense: +28 Changes stats: +6 Str / +5 Con Damage when the wearer hits(melee): 4 arcane / 4 temporal Damage when the wearer is hit: 16 blight / 16 darkness / 12 temporal Changes resistances: +22% fire / +25% light Changes resistances penetration: +15% temporal Changes damage: +3% darkness Stealth bonus: +13 Physical save: +40 Spell save: +23 Mental save: +25 Maximum life: +110.00 Spell crit. chance: +3% Resist all after a teleport: +6% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Plate of the Blackened Mind (15 def, 20 armour) Plate of the Blackened Mind (15 def, 20 armour)Requires: - Strength 48 - Talent Armour Training (level 3) Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +20 Defense: +15 Fatigue: +17% Changes stats: +6 Wil / +4 Cun / +3 Con Damage when the wearer is hit: 14 gloom Changes resistances: +15% acid / +20% blight / +15% light / +20% darkness / +25% mind Talent mastery: +0.20 Cursed / Gloom Physical save: +15 Mental save: +25 Confusion immunity: +100% Fear immunity: +100% Mindpower: +10 Light radius: -2 Infravision radius: +4 It can be used to activate talent Dominate (costing 15 power out of 25/25) : Effective talent level: 2.4 Power cost: 15 out of 25/25. Range: 2.5 Travel Speed: instantaneous Description: Turn your attention to a nearby foe, and dominate them with your overwhelming presence. If the target fails to save versus your Mindpower, it will be unable to move for 4 turns and vulnerable to attacks. They will lose 36 Armour, 51 Defense and your attacks will gain 63% resistance penetration. If the target is adjacent to you, your domination will include a melee attack. Effects will improve with your Willpower. This deep black armor absorbs all light that touches it. A dark power sleeps within, primal, yet aware. When you touch the plate, you feel dark thoughts creeping into your mind. |
Inventory
wild infusion of the duelist (resist 57%; cure magical, mental) wild infusion of the duelist (resist 57%; cure magical, mental)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: 18 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of magical, mental effects and reduce all damage taken by 57% for 7 turns. 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. |
wild infusion of the warrior (resist 68%; cure mental, magical) wild infusion of the warrior (resist 68%; cure mental, magical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of mental, magical effects and reduce all damage taken by 68% for 6 turns. 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 ability. |
Antimagic Wyrm Bile Extract Antimagic Wyrm Bile ExtractCrafted by a master 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the elixir. This potent elixir extracted from a powerful wyrm can grant the power to repel arcane forces. |
Rune of the Rift (1090.00 temporal damage, removed from time 4 turns) Rune of the Rift (1090.00 temporal damage, removed from time 4 turns)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: 4.0 Cooldown: 10 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Inflicts 1885.70 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 60 (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 ability. |
controlled phase door rune of the psychic (range 20) controlled phase door rune of the psychic (range 20)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport in a range of 20. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
frozen spear rune of the psychic (782 cold damage) frozen spear rune of the psychic (782 cold damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6.0 Cooldown: 16 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a bolt of ice, doing 782.17 cold damage with a chance to freeze the target. The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
manasurge rune (610% regen over 10 turns; 30 instant mana) manasurge rune (610% regen over 10 turns; 30 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 610% over 10 turns and instantly restoring 30 mana. Also when resting your mana will regenerate at 0.5 per turn. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the wizard (absorb 1503 for 7 turns) shielding rune of the wizard (absorb 1503 for 7 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 1503 damage for 7 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
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 |
Scroll of Summoning (Limmir the Jeweler) Scroll of Summoning (Limmir the Jeweler)Powered by unknown forces 0.10 Encumbrance. [Plot Item] Type: scroll / tome It can be used to summon Limmir the jeweler at the center of the lake of the moon, costing 1 power out of 1/1. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score |
The Dark Codex: 'Rex Necrotrus' The Dark Codex: 'Rex Necrotrus'Powered by arcane forces 2.00 Encumbrance. [Plot Item] Type: scroll / tome It can be used to gain knowledge of the darkest magics in a secluded, arcane-infused place or to summon a lich to aid you for a short time., costing 1000 power out of 1000/1000. This skull-faced codex exudes a powerful scent of decay, but also seems to hum with arcane power. Perusal reveals images of death and rebirth embedded within flowing esoteric magical script. |
Puremoon PuremoonInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -18% Changes stats: +18 Dex / +9 Wil / +16 Cun / +16 Con Damage when the wearer hits(melee): 2 fire / 4 acid Changes resistances penetration: +29% nature / +5% acid Changes damage: +6% acid Life regen: +2.20 Stamina each turn: +2.30 Movement speed: +20% Amulets can have magical properties. |
This item will automatically be transmogrified when you leave the level. mindweaver's stralite amulet of willpower (+12)mindweaver's stralite amulet of willpower (+12) Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +12 Wil Mental save: +11 Confusion immunity: +20% Mindpower: +12 Amulets can have magical properties. |
restful voratun amulet of healing restful voratun amulet of healingInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -8% Cut immunity: +70% Life regen: +2.50 Healing mod.: +28% 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 562 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
voratun amulet 'Malurevor' voratun amulet 'Malurevor'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -18% Changes stats: +10 Dex / +6 Mag / +10 Cun / +10 Con Changes resistances: +6% lightning / +15% cold Changes damage: +6% arcane Talent mastery: +0.35 Wild-gift / Mindstar mastery Disease immunity: +10% Silence immunity: +15% Knockback immunity: +15% Life regen: +5.10 Stamina each turn: +1.50 Mana each turn: +0.60 Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +53.00 Movement speed: +10% Defense after a teleport: +5 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 to not be of this world, switching rapidly. If used near a portal it could probably activate it. |
Glory of the Pride Glory of the PrideCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 Physical power: +10 Armour: +10 Defense: +5 Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 Confusion immunity: +50% Maximum mana: -40.00 Maximum stamina: +40.00 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
Ring of the Dead Ring of the DeadInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
Vargh Redemption Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a tidal wave, costing 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
Void Orb Void OrbPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage when the wearer hits(melee): 15 arcane / 15 temporal darkness Changes resistances: +15% arcane / +15% darkness / +15% temporal Changes resistances penetration: +10% arcane / +10% darkness / +10% temporal Changes damage: +15% arcane / +15% darkness / +15% temporal Talent masteries: +0.20 Spell / Void +0.10 Spell / Aether +0.10 Spell / Arcane Talent cooldown: Aether Avatar (-4 turns) Spell save: +18 Silence immunity: +30% Maximum mana: +35.00 Spellpower: +5 It can be used to activate talent Manathrust (costing 6 power out of 6/6) : Effective talent level: 4.8 Power cost: 6 out of 6/6. Range: 10.0 Travel Speed: instantaneous Is: a spell Description: Conjures up mana into a powerful bolt doing 499.49 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
painweaver's voratun ring of clarity painweaver's voratun ring of clarityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +13 Changes damage: +7% all Mental save: +7 Confusion immunity: +29% Spellpower: +14 Mindpower: +15 Rings can have magical properties. |
solipsist's stralite ring of speed solipsist's stralite ring of speedCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +9 Defense: +9 Changes stats: +6 Cun / +7 Wil Mindpower: +9 Movement speed: +17% It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 4.8 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 44% for 5 turns. Rings can have magical properties. |
Kinetic Spike (38-49.4 power, 40 apr) Kinetic Spike (38-49.4 power, 40 apr)Requires: - Willpower 42 Infused by psionic forces 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 5 Base power: 38.0 - 49.4 Uses stats: 30% Wil, 40% Dex, 30% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +40 Physical crit. chance: +10.0% Attack speed: 100% When wielded/worn: Accuracy: +8 Physical power: +15 Changes resistances penetration: +30% physical It can be used to fires a bolt of kinetic force, doing 150% weapon damage, costing 10 power out of 10/10. A simple, rudely crafted stone hilt, this object manifests a blade of wavering, nearly invisible force, like a heat haze, as you grasp it. Despite its simple appearance, it is capable of shearing through solid granite, in the hands of those with the necessary mental fortitude to use it properly. |
Spellblaze Shard (20-26 power, 10 apr) Spellblaze Shard (20-26 power, 10 apr)Requires: - Dexterity 17 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 2 Base power: 20.0 - 26.0 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Physical crit. chance: +12.0% Attack speed: 100% Damage when this weapon hits: +10 draining blight / +10 fire burn Burst (radius 2) on crit: +20 infective blight / +20 fire When wielded/worn: Changes stats: +5 Mag Changes resistances: +10% blight / +10% fire This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
Star (25-32.5 power, 20 apr) Star (25-32.5 power, 20 apr)Requires: - Cunning 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. Base power: 25.0 - 32.5 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Physical crit. chance: +20.0% Attack speed: 100% Damage when this weapon hits: +20 light When wielded/worn: Changes damage: +10% light Light radius: +1 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
Umbral Razor (25-32.5 power, 10 apr) Umbral Razor (25-32.5 power, 10 apr)Requires: - Dexterity 32 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5 Uses stats: 45% Dex, 15% Mag, 35% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Physical crit. chance: +9.0% Attack speed: 100% Damage conversion: 50% darkness When wielded/worn: Changes stats: +3 Mag Changes resistances: +10% darkness Changes damage: +5% darkness Stealth bonus: +8 It can be used to activate talent Invoke Darkness (costing 8 power out of 10/10) : Effective talent level: 2.4 Power cost: 8 out of 10/10. Range: 10.0 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of darkness, doing 548.63 darkness damage. At level 3, it will create a beam of shadows. At level 5, none of your Nightfall spells will hurt your minions. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
voratun dagger (39-50.7 power, 9 apr) voratun dagger (39-50.7 power, 9 apr)Requires: - Dexterity 48 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 5 Base power: 39.0 - 50.7 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% Sharp, short and deadly. |
blazebringer's voratun greatmaul of shearing (68.5-102.75 power, 4 apr) blazebringer's voratun greatmaul of shearing (68.5-102.75 power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master 5.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 68.5 - 102.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +3.0% Attack speed: 100% Damage conversion: 45% fire When wielded/worn: Armour penetration: +18 Changes resistances penetration: +15% physical / +16% fire Changes damage: +15% physical Global speed: +5% Massive two-handed maul. |
voratun greatmaul 'Samarak' (76.5-114.75 power, 4 apr) voratun greatmaul 'Samarak' (76.5-114.75 power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master 5.00 Encumbrance. 1.20 Ego Multiplier. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 76.5 - 114.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +3.0% Attack speed: 100% Special effect when this weapon hits: 25% chance to crush the target Special effect when this weapon crits: wounds the target Damage when this weapon hits: +4 temporal / +8 gravity When wielded/worn: Physical crit. chance: +11.0% Physical power: +10 Damage when the wearer is hit: 16 blight Changes damage: +11% physical / +3% temporal Mana each turn: +0.08 Massive two-handed maul. |
Crystalline Voratun greatsword (80-128 power, 4 apr) Crystalline Voratun greatsword (80-128 power, 4 apr)Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. 1.20 Ego Multiplier. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. It is part of a set of items. Base power: 80.0 - 128.0 Uses stat: 120% Str Damage type: Arcane Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical power: +12 Changes stats: +3 Con / +3 Wil Changes damage: +30% arcane / +30% blight Talent mastery: +0.20 Spell / Blight Spellpower: +12 It can be used to recover the Crystal Focus (destroys this weapon), costing 1 power out of 1/1. Massive two-handed swords. |
Blade of Distorted Time (40-56 power, 10 apr) Blade of Distorted Time (40-56 power, 10 apr)Requires: - Strength 44 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 40.0 - 56.0 Uses stats: 20% Mag, 80% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +10 Physical crit. chance: +8.0% Attack speed: 100% Special effect when this weapon hits: 20% to slow target Damage conversion: 20% temporal When wielded/worn: Changes damage: +10% physical / +12% temporal It can be used to activate talent Rethread (costing 8 power out of 8/8) : Effective talent level: 2.4 Power cost: 8 out of 8/8. Range: 10.0 Travel Speed: instantaneous Is: a spell Description: Creates a wake of temporal energy that deals 510.71 damage in a beam, as you attempt to rethread the timeline. Affected targets may be stunned, blinded, pinned, or confused for 3 turns. Each target you hit with Rethread will reduce your Paradox by 2.7. The damage will increase with your Paradox and Spellpower. The remnants of a damaged timeline, this blade shifts and fades at random. |
voratun longsword 'Nimbusstreak' (43-60.2 power, 6 apr) voratun longsword 'Nimbusstreak' (43-60.2 power, 6 apr)Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 43.0 - 60.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage when this weapon hits: +4 lightning When wielded/worn: Accuracy: +14 Armour penetration: +14 Defense: +15 Changes stats: +6 Cun / +7 Wil Damage when the wearer is hit: 12 acid Changes resistances: +3% acid / +9% light Changes resistances penetration: +14% physical / +5% acid Changes damage: +10% physical / +6% lightning / +9% acid Mindpower: +12 Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. Daimista the Torchknave (38-45.6 power, 6 apr, lightning damage)Daimista the Torchknave (38-45.6 power, 6 apr, lightning damage) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 38.0 - 45.6 Uses stat: 100% Mag Damage type: Lightning Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% Damage when this weapon hits: +16 physical Damage conversion: 50% fire Damage against: +15% Dragon / +20% Giant When wielded/worn: Accuracy: +4 Damage when the wearer hits(melee): 6 fire Changes resistances: +12% fire / +9% cold / +9% acid / +15% blight / +9% light Changes damage: +30% lightning Talent granted: +1 Command Staff Physical save: +9 Stamina each turn: +0.40 Spellpower on spell critical (stacks up to 3 times): +12 Spellpower: +15 Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
Lost Staff of Archmage Tarelion (30-36 power, 4 apr, arcane damage) Lost Staff of Archmage Tarelion (30-36 power, 4 apr, arcane damage)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 150% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes stats: +7 Wil / +8 Mag Changes damage: +30% arcane / +30% fire / +30% cold / +30% lightning Talents cooldown: Chain Lightning (-2 turns) Ice Storm (-2 turns) Arcane Vortex (-2 turns) Fireflash (-2 turns) Talent granted: +1 Command Staff Silence immunity: +40% Mana when firing critical spell: +12.00 Maximum mana: +40.00 Spellpower: +40 Spell crit. chance: +25% Archmage Tarelion travelled the world in his youth. But the world is not a nice place and it seems he had to run fast. |
Telos's Staff (Bottom Half) Telos's Staff (Bottom Half)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Attack speed: 100% When wielded/worn: Changes stats: +4 Mag Changes damage: +20% cold / +20% acid Critical mult.: +20.00% Mental save: +8 Confusion immunity: +20% Maximum mana: +50.00 Spell crit. chance: +8% The bottom part of Telos's broken staff. |
Telos's Staff (Top Half) (35-42 power, 0 apr, arcane damage) Telos's Staff (Top Half) (35-42 power, 0 apr, arcane damage)Requires: - Magic 35 Powered by arcane forces 2.50 Encumbrance. [Unique] Type: weapon / staff ; tier 5 Base power: 35.0 - 42.0 Uses stat: 100% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +0 Physical crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes stats: +5 Wil Changes damage: +35% arcane Talent granted: +1 Command Staff Mental save: +8 Spellpower: +30 Spell crit. chance: +15% The top part of Telos's broken staff. |
Trident of the Tides (80-112 power, 20 apr) Trident of the Tides (80-112 power, 20 apr)Requires: - Strength 35 Infused by nature 3.00 Encumbrance. 1.20 Ego Multiplier. [Unique] Type: weapon / trident ; tier 4 It must be held with both hands. Base power: 80.0 - 112.0 Uses stat: 140% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +20 Physical crit. chance: +15.0% Attack speed: 100% When this weapon hits: Water Bolt (40% chance level 3). Damage when this weapon hits: +20 nature / +15 cold When wielded/worn: Accuracy: +10 Changes resistances: +25% cold Changes damage: +20% cold Spell save: +18 See invisible: +2 Talent on hit(spell): Water Bolt (20% chance level 3). It can be used to activate talent Freeze (costing 60 power out of 150/150) : Effective talent level: 3.6 Power cost: 60 out of 150/150. Range: 10.0 Travel Speed: instantaneous Is: a spell Description: Condenses ambient water on a target, damaging it for 357.96 cold damage with a 25% chance of freezing it. If the target is wet, the chance to freeze is 100% (target's freeze resistance still applies). The damage will increase with your Spellpower. The power of the tides rushing through this trident. Tridents require the exotic weapons mastery talent to use correctly. |
Guwyn GuwynInfused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +8.0% Defense: +2 Changes stats: +4 Cun / +4 Dex Changes resistances: +6% fire / +7% lightning / +12% temporal Maximum encumbrance: +20 Life regen: +0.60 Stamina each turn: +0.60 Mental crit. chance: +8% Healing mod.: +19% A belt that goes around your waist. |
spiritwalker's hardened leather belt of recklessness spiritwalker's hardened leather belt of recklessnessPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +4 Changes stats: +4 Mag Critical mult.: +10.00% Mana each turn: +0.38 Maximum mana: +37.00 A belt that goes around your waist. |
Frozen Shroud (12 def, 0 armour) Frozen Shroud (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +12 Changes stats: +7 Mag Damage when the wearer is hit: 60 ice Changes resistances: -15% fire / +25% cold / +8% all It can be used to release a blast of ice, costing 30 power out of 30/30. All that remains of the Glacial Legion. This cloak seems to exude an icy cold vapor that freezes all it touches. |
elven-silk cloak 'Flashwedge' (3 def, 0 armour) elven-silk cloak 'Flashwedge' (3 def, 0 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 Changes stats: +6 Str / +6 Wil / +6 Cun / +6 Con Changes resistances: +25% darkness / +18% lightning Changes resistances penetration: +16% darkness / +10% lightning Changes damage: +9% lightning / +19% darkness / +6% temporal Stealth bonus: +25 Physical save: +15 Maximum life: +110.00 Mental crit. chance: +8% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Evermoss Robe (12 def, 0 armour) Evermoss Robe (12 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +12 Changes stats: +5 Wil Damage when the wearer is hit: 35 nature slow Changes resistances: +25% nature Changes resistances penetration: +10% nature Changes damage: +30% nature Talent mastery: +0.10 Wild-gift / Moss Physical save: +15 Life regen: +0.20 Mindpower: +12 Mental crit. chance: +5% Healing mod.: +15% This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties. |
Robe of Force (12 def, 8 armour) Robe of Force (12 def, 8 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +8 Defense: +12 Changes stats: +3 Cun / +4 Wil Changes resistances: +12% physical / +15% acid Changes resistances penetration: +10% mind / +10% physical Changes damage: +5% mind / +5% physical Physical save: +10 Mindpower: +8 Mental crit. chance: +4% It can be used to send out a beam of kinetic energy, costing 10 power out of 10/10. This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Robe of the Archmage (10 def, 10 armour) Robe of the Archmage (10 def, 10 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Armour: +10 Defense: +10 Changes stats: +4 Mag / +4 Wil / +4 Cun Damage when the wearer is hit: 15 arcane Changes resistances: +10% fire / +10% cold Changes damage: +12% all Spell save: +18 Mental save: +15 Blindness immunity: +40% Mana each turn: +1.00 Spellpower: +15 Light radius: +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
Spider-Silk Robe of Spydrë (10 def, 15 armour) Spider-Silk Robe of Spydrë (10 def, 15 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +40% Defense: +10 Changes stats: +5 Con / +4 Wil Damage when the wearer is hit: 20 poison / 20 nature slow Changes resistances: +30% nature Changes damage: +10% nature / +10% mind / +10% acid Physical save: +10 Spell save: +10 Mindpower: +10 Mental crit. chance: +5% This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
This item will automatically be transmogrified when you leave the level. stargazer's silk robe of chaos (3 def, 0 armour)stargazer's silk robe of chaos (3 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 Changes stats: +5 Cun Changes resistances: +13% physical / -13% arcane / +12% fire / -12% cold / -13% nature / +13% blight Changes resistances penetration: +15% physical / +14% fire / +17% blight Changes damage: +17% darkness / +14% light Spellpower on spell critical (stacks up to 3 times): +9 Spellpower: +9 Spell crit. chance: +32% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Ce'Nuda (0 def, 5 armour) Ce'Nuda (0 def, 5 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +2 Armour: +5 Fatigue: +4% Changes stats: +9 Str / +4 Mag / +4 Wil / +13 Con Damage when the wearer hits(melee): 4 physical Changes resistances: +4% physical Changes resistances penetration: +15% blight Changes damage: +6% mind / +6% physical Maximum encumbrance: +30 Physical save: +12 Mental save: +9 Maximum psi: +40.00 Mindpower: +4 Movement speed: +20% Size category: +1 It can be used to blink to a nearby random location, placing all other charms into a 25 cooldown. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Shifting Boots (7 def, 1 armour) Shifting Boots (7 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +1 Defense: +7 Fatigue: +2% Changes stats: +8 Cun / +4 Dex Talent mastery: +0.10 Spell / Temporal It can be used to blink to a nearby random location, costing 22 power out of 40/40. Those leather boots can make anybody as annoying as their former possessor, Draebor. |
Venomscar (0 def, 5 armour) Venomscar (0 def, 5 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +3 Cun Changes resistances: +6% nature Changes damage: +6% light Life regen: +5.50 Equilibrium when hit: +0.08 Mental crit. chance: +4% Healing mod.: +29% Heals friendly targets nearby when you use a nature summon: +20 A pair of boots made of leather. |
Alchemical Gloves (10 def, 0 armour) Alchemical Gloves (10 def, 0 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Defense: +10 Changes stats: +10 Cun Changes resistances: +30% nature / +30% acid Changes damage: +30% nature / +30% acid Talent masteries: +0.20 Spell / Water alchemy +0.20 Cunning / Poisons Poison immunity: +50% Spell crit. chance: +10% It can be used to activate talent Corrosive Vapour (costing 50 power out of 50/50) : Effective talent level: 5.0 Power cost: 50 out of 50/50. Range: 8.0 Travel Speed: instantaneous Is: a spell Description: Corrosive fumes rise from the ground doing 104.19 acid damage in a radius of 3 each turn for 7 turns. The damage will increase with your Spellpower. A professional alchemist needs professional protection. These gloves are the best you could buy. |
Storm Bringer's Gauntlets (0 def, 3 armour) Storm Bringer's Gauntlets (0 def, 3 armour)Requires: - Talent Armour Training Powered by arcane forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +3 Changes stats: +4 Mag Changes resistances: +15% lightning Changes resistances cap: +5% lightning Changes damage: +10% lightning Critical mult.: +20.00% Spell crit. chance: +5% It can be used to activate talent Chain Lightning (costing 16 power out of 16/16) : Effective talent level: 3.6 Power cost: 16 out of 16/16. Range: 10.0 Travel Speed: instantaneous Is: a spell Description: Invokes a forking beam of lightning doing 198.24 to 594.73 damage and forking to another target. It can hit up to 7 targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster. The damage will increase with your Spellpower. 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. |
Wyrmbreath (0 def, 4 armour) Wyrmbreath (0 def, 4 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +4 Changes stats: +5 Wil Changes resistances: +10% nature / +10% darkness / +18% fire Changes damage: +10% fire It can be used to activate talent Fire Breath (costing 24 power out of 24/24) : Effective talent level: 2.4 Power cost: 24 out of 24/24. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 1372.57 fire damage over 3 turns. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
Dragonskull Helm (0 def, 2 armour) Dragonskull Helm (0 def, 2 armour)Requires: - Willpower 24 - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +2 Fatigue: +12% Changes resistances: +15% fire / +15% cold / +15% lightning / +15% acid Grants telepathy: Dragon Physical save: +12 Spell save: +12 Mental save: +12 Traces of a dragon's power still remain in this bleached and cracked skull. |
Fogdredge the hardened leather cap (0 def, 3 armour) Fogdredge the hardened leather cap (0 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Physical power: +9 Armour: +3 Fatigue: +3% Changes stats: +5 Str / +6 Wil Damage when the wearer is hit: 8 darkness / 8 nature Changes resistances: +10% physical / +17% cold / +12% nature / +15% darkness Changes damage: +3% nature / +3% darkness Allows you to breathe in: water Physical save: +29 A cap made of leather. |
Helm of the Dwarven Emperors (0 def, 6 armour) Helm of the Dwarven Emperors (0 def, 6 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +3 Wil / +4 Mag Changes damage: +8% light Blindness immunity: +30% Confusion immunity: +30% Light radius: +1 It can be used to activate talent Sun Flare (costing 30 power out of 30/30) : Effective talent level: 3.6 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 246.74 light damage within radius 3. The damage done will increase with your Spellpower. A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
Malslek the Accursed's Hat (2 def, 0 armour) Malslek the Accursed's Hat (2 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Defense: +2 Damage when the wearer hits(melee): 10 gloom Changes resistances: +20% fire Changes damage: +10% darkness / +10% physical Talent mastery: +0.20 Cursed / Punishments Mental save: -10 Hate when firing a critical mind attack: +2.00 Hate per kill: +2.00 Maximum hate: +20.00 Spellpower: +10 Mindpower: +15 Mental crit. chance: +10% Healing mod.: -10% Talent on hit(spell): Agony (10% chance level 2). Talent on hit(mindpower): Hateful Whisper (10% chance level 2). This black hat once belonged to a powerful mage named Malslek, in the Age of Dusk, who was known to deal with beings from other planes. In particular, he dealt with many powerful demons, until one of them, tired of his affairs, betrayed him and stole his power. In his rage, Malslek set fire to his own tower in an attempt to kill the demon. This charred hat is all that remained in the ruins. |
Chromatic Harness (10 def, 14 armour) Chromatic Harness (10 def, 14 armour)Requires: - Talent Armour Training Infused by nature 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +14 Defense: +10 Fatigue: +16% Changes stats: +6 Str / +6 Wil / +4 Cun / +10 Lck Changes resistances: +20% physical / +20% fire / +20% cold / +20% lightning / +20% acid Grants telepathy: Dragon Talents cooldown: Ice Breath (-3 turns) Lightning Breath (-3 turns) Sand Breath (-3 turns) Fire Breath (-3 turns) Corrosive Breath (-3 turns) Blindness immunity: +50% Stun/Freeze immunity: +25% Knockback immunity: +50% This dragon scale harness shines with multiple colors, quickly shifting through them in a seemingly chaotic manner. |
Breath of Eyal (10 def, 10 armour) Breath of Eyal (10 def, 10 armour)Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +10 Defense: +10 Fatigue: +20% Changes resistances: +15% arcane / +20% fire / +20% cold / +20% lightning / +20% acid / +20% nature / +20% blight / +20% light / +20% darkness / +20% temporal Spell save: +20 Mindpower: +10 This light weight armor appears to have been woven of countless sprouts, still curling and growing. When you put it on, you feel the weight of the world on your shoulders, in spite of how light it felt in your hands. |
This item will automatically be transmogrified when you leave the level. marauder's reinforced leather armour of clarity (13 def, 7 armour)marauder's reinforced leather armour of clarity (13 def, 7 armour) Requires: - Strength 18 Crafted by a master Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +13 Fatigue: +8% Changes stats: +8 Str / +9 Dex Changes resistances: +9% mind Physical save: +17 Mental save: +22 A suit of armour made of leather. |
Titanic (20 def, 18 armour, 320 block) Titanic (20 def, 18 armour, 320 block)Requires: - Strength 37 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When wielded/worn: Armour: +18 Armour Hardiness: +20% Defense: +20 Ranged Defense: +10 Fatigue: +30% Talent granted: +4 Block This shield made of the darkest stralite is huge, heavy and very solid. |
This item will automatically be transmogrified when you leave the level. voratun shield 'Blackwarden' (12 def, 3 armour, 209 block)voratun shield 'Blackwarden' (12 def, 3 armour, 209 block) Requires: - Strength 48 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Armour: +3 Defense: +12 Ranged Defense: +12 Fatigue: +14% Damage when the wearer hits(melee): 10 darkness Damage when the wearer is hit: 8 arcane Changes resistances: +30% lightning / +9% mind Changes resistances penetration: +15% arcane Changes damage: +6% mind Talent granted: +5 Block Critical mult.: +15.00% Mana when firing critical spell: +2.00 Vim when firing critical spell: +1.00 Maximum mana: +20.00 Maximum vim: +10.00 Spellpower: +6 Spell crit. chance: +5% Handheld deflection devices |
Petrified Wood Petrified WoodInfused by nature 0.00 Encumbrance. [Unique] Type: gem / black ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +25% nature / +10% cold / +10% darkness When used to imbue an object: Changes stats: +25 Con Changes resistances: +25% nature / +10% cold / +10% darkness A piece of the scorched wood taken from the remains of Snaproot. |
343 alchemist agate 343 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. |
onyx onyx0.00 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 Gems can be sold for money or used in arcane rituals. |
4 lapis lazuli 4 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 When used to imbue an object: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 Gems can be sold for money or used in arcane rituals. |
15 sapphire 15 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 Physical save: +8 Spell save: +8 Mental save: +8 When used to imbue an object: Defense: +8 Physical save: +8 Spell save: +8 Mental save: +8 Gems can be sold for money or used in arcane rituals. |
3 topaz 3 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 When used to imbue an object: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 Gems can be sold for money or used in arcane rituals. |
sapper's iron pickaxe (dig speed 20 turns) sapper's iron pickaxe (dig speed 20 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +4 Changes stats: +2 Cun / +1 Str Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
20 jade 20 jade0.00 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 Gems can be sold for money or used in arcane rituals. |
2 spinel 2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 When used to imbue an object: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 Gems can be sold for money or used in arcane rituals. |
25 turquoise 25 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Gems can be sold for money or used in arcane rituals. |
Eldritch Pearl Eldritch PearlPowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Allows you to breathe in: water Spellpower: +12 Light radius: +6 It can be used to activate talent Tidal Wave (costing 80 power out of 150/150) : Effective talent level: 4.8 Power cost: 80 out of 150/150. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing 1 per turn to a maximum eventual radius of 7, doing 93.82 cold damage and 201.68 physical damage to all inside, as well as knocking back targets each turn and making them wet for 5 turns. The tidal wave lasts for 12 turns. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
Spectral Cage Spectral CagePowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% cold Changes resistances penetration: +10% cold Changes damage: +15% cold Talent cooldown: Chill of the Tomb (-2 turns) Spellpower: +8 Light radius: +4 It can be used to release a will o' the wisp, costing 20 power out of 20/20. This ancient, weathered lantern glows with a pale blue light. The metal is icy cold to the touch. |
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. |
Atamathon's Ruby Eye Atamathon's Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Damage when the wearer is hit: 100 fire Changes damage: +20% fire Pinning immunity: +50% Maximum life: +60.00 Light radius: +2 When used to imbue an object: Damage when the wearer is hit: 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. |
Runed Skull Runed SkullPowered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when the wearer is hit: 25 fire Spellpower: +7 Dull red runes are etched all over this blackened skull. |
51 alchemist bloodstone 51 alchemist bloodstone0.00 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. |
20 bloodstone 20 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% Gems can be sold for money or used in arcane rituals. |
14 fire opal 14 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Gems can be sold for money or used in arcane rituals. |
2 garnet 2 garnet0.00 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% Gems can be sold for money or used in arcane rituals. |
12 ruby 12 ruby0.00 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 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, 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 is 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. |
Honeywood Chalice Honeywood ChaliceInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +5 Str Changes resistances: +10% nature Changes damage: +5% physical Talent granted: +1 Battle Trance Physical save: +10 Life regen: +0.15 Healing mod.: +10% This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
amethyst amethyst0.00 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% Gems can be sold for money or used in arcane rituals. |
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 a normal sized one, that glitters in infinite colours, with slight patterns ever shifting away. |
19 diamond 19 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Gems can be sold for money or used in arcane rituals. |
18 moonstone 18 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 Physical save: +10 Spell save: +10 Mental save: +10 When used to imbue an object: Defense: +10 Physical save: +10 Spell save: +10 Mental save: +10 Gems can be sold for money or used in arcane rituals. |
17 pearl 17 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Gems can be sold for money or used in arcane rituals. |
quartz quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Gems can be sold for money or used in arcane rituals. |
13 amber 13 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Gems can be sold for money or used in arcane rituals. |
3 ametrine 3 ametrine0.00 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% Gems can be sold for money or used in arcane rituals. |
3 citrine 3 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Gems can be sold for money or used in arcane rituals. |
zircon zircon0.00 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 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.
After your victory you came back to Last Hope and reunited with Melinda, who after many years remains free of demonic corruption.
You lived together and led a happy life. Melinda even learned a few adventurer's tricks and you both traveled Eyal, making new legends.
Achievements
By Adai the Faerie Hero level 50
40th Haze 122nd year of Ascendancy at 18:47 see stats
By Adai the Faerie Hero level 50
56th Haze 122nd year of Ascendancy at 08:54 see stats
By Adai the Faerie Hero level 50
29th Haze 122nd year of Ascendancy at 06:00 see stats
By Adai the Faerie Hero level 50
55th Haze 122nd year of Ascendancy at 06:33 see stats
By Adai the Faerie Hero level 50
59th Regrowth 123rd year of Ascendancy at 04:30 see stats
By Adai the Faerie Hero level 50
49th Haze 122nd year of Ascendancy at 11:48 see stats
By Adai the Faerie Hero level 131
6th Flare 123rd year of Ascendancy at 07:28 see stats
By Adai the Faerie Hero level 50
33rd Dusk 122nd year of Ascendancy at 23:45 see stats
By Adai the Faerie Hero level 194
7th Flare 123rd year of Ascendancy at 14:08 see stats
By Adai the Faerie Hero level 50
54th Haze 122nd year of Ascendancy at 02:07 see stats
By Adai the Faerie Hero level 50
44th Haze 122nd year of Ascendancy at 09:23 see stats
By Adai the Faerie Hero level 50
42nd Regrowth 123rd year of Ascendancy at 05:23 see stats
By Adai the Faerie Hero level 175
7th Flare 123rd year of Ascendancy at 08:20 see stats
By Adai the Faerie Hero level 50
25th Pyre 123rd year of Ascendancy at 13:39 see stats
By Adai the Faerie Hero level 50
54th Dusk 122nd year of Ascendancy at 22:37 see stats
By Adai the Faerie Hero level 43
10th Flare 122nd year of Ascendancy at 20:16 see stats
By Adai the Faerie Hero level 50
23rd Pyre 123rd year of Ascendancy at 18:06 see stats
By Adai the Faerie Hero level 50
54th Haze 122nd year of Ascendancy at 02:41 see stats
By Adai the Faerie Hero level 50
51st Haze 122nd year of Ascendancy at 13:13 see stats
By Adai the Faerie Hero level 50
16th Dusk 122nd year of Ascendancy at 19:51 see stats
By Adai the Faerie Hero level 50
55th Haze 122nd year of Ascendancy at 06:51 see stats
By Adai the Faerie Hero level 142
6th Flare 123rd year of Ascendancy at 16:59 see stats
By Adai the Faerie Hero level 76
3rd Flare 123rd year of Ascendancy at 19:35 see stats
By Adai the Faerie Hero level 112
5th Flare 123rd year of Ascendancy at 14:40 see stats
By Adai the Faerie Hero level 10
75th Pyre 122nd year of Ascendancy at 10:19 see stats
By Adai the Faerie Hero level 20
3rd Mirth 122nd year of Ascendancy at 16:38 see stats
By Adai the Faerie Hero level 30
5th Mirth 122nd year of Ascendancy at 18:20 see stats
By Adai the Faerie Hero level 40
7th Flare 122nd year of Ascendancy at 03:47 see stats
By Adai the Faerie Hero level 50
15th Dusk 122nd year of Ascendancy at 15:56 see stats
By Adai the Faerie Hero level 50
11st Regrowth 123rd year of Ascendancy at 05:43 see stats
By Adai the Faerie Hero level 111
5th Flare 123rd year of Ascendancy at 12:38 see stats
By Adai the Faerie Hero level 50
13rd Regrowth 123rd year of Ascendancy at 13:17 see stats
By Adai the Faerie Hero level 50
11st Haze 122nd year of Ascendancy at 17:49 see stats
By Adai the Faerie Hero level 39
1st Flare 122nd year of Ascendancy at 03:59 see stats
By Adai the Faerie Hero level 50
43rd Dusk 122nd year of Ascendancy at 18:46 see stats
By Adai the Faerie Hero level 32
3rd Summertide 122nd year of Ascendancy at 13:47 see stats
By Adai the Faerie Hero level 50
44th Haze 122nd year of Ascendancy at 10:25 see stats
By Adai the Faerie Hero level 50
25th Pyre 123rd year of Ascendancy at 13:38 see stats
By Adai the Faerie Hero level 50
55th Haze 122nd year of Ascendancy at 06:36 see stats
By Adai the Faerie Hero level 50
9th Haze 122nd year of Ascendancy at 23:11 see stats
By Adai the Faerie Hero level 64
3rd Flare 123rd year of Ascendancy at 09:22 see stats
By Adai the Faerie Hero level 39
5th Flare 122nd year of Ascendancy at 19:32 see stats
By Adai the Faerie Hero level 50
42nd Regrowth 123rd year of Ascendancy at 05:23 see stats
By Adai the Faerie Hero level 50
29th Haze 122nd year of Ascendancy at 05:54 see stats
By Adai the Faerie Hero level 50
54th Dusk 122nd year of Ascendancy at 19:21 see stats
By Adai the Faerie Hero level 50
29th Haze 122nd year of Ascendancy at 04:40 see stats
Log
Adai performs a melee critical strike against Spellblaze Simulacrum!
Adai prepares for the next kill!.
Adai hits Spellblaze Simulacrum for 5156 physical, 14 physical, 4 arcane, 132 fire, 2 lightning, 3 nature, 2 blight, 19 light, 23 temporal, 6 mind, 5 fire, 15 physical, 29 lightning, 162 darkness, 404 fire, 5920 physical, 14 physical, 4 arcane, 132 fire, 2 lightning, 3 nature, 2 blight, 19 light, 23 temporal, 6 mind, 5 fire, 15 physical, 29 lightning, 162 darkness, 246 lightning, 838 temporal, 1978 physical, 23 temporal, 6 nature, 14 physical, 4 arcane, 132 fire, 2 lightning, 3 nature, 2 blight, 19 light, 23 temporal, 3 mind, 2 fire, 15 physical, 29 lightning, 162 darkness, 9 nature, 12 temporal, 228 arcane, 870 temporal, 2052 physical, 23 temporal, 6 nature, 14 physical, 4 arcane, 132 fire, 2 lightning, 3 nature, 2 blight, 19 light, 23 temporal, 6 mind, 5 fire, 15 physical, 29 lightning, 162 darkness, 9 nature, 12 temporal, 246 lightning, 1564 physical (21262 total damage).
Adai killed Spellblaze Simulacrum!
Adai picks up (m.): mindweaver's stralite amulet of willpower (+12).
Adai picks up (T.): stargazer's silk robe of chaos (3 def, 0 armour).
Adai picks up (6.): marauder's reinforced leather armour of clarity (13 def, 7 armour).
Adai slows down.
Adai misses Something.
Adai misses Something.
Adai performs a melee critical strike against Something!
Adai focuses and gains an extra blow!
Adai misses Something.
Adai hits Something for 1242 physical, 15 physical, 6 arcane, 203 fire, 2 lightning, 3 nature, 6 blight, 33 light, 33 temporal, 12 mind, 7 fire, 16 physical, 48 lightning, 165 darkness, 302 arcane (2093 total damage).
Talent Fey Speed is ready to use.
Adai performs a melee critical strike against Something!
Adai misses Something.
Adai prepares for the next kill!.
Adai hits Something for (47 parried), 4762 physical (4762 total damage).
You pickup 0.75 gold pieces.
You pickup 1.00 gold pieces.
You pickup 0.45 gold pieces.
The powerful time-altering energies generate a restoration field on Adai.
Adai no longer revels in blood quite so much.
Adai's spell attains critical power!
Adai is surging arcane power.
Adai's spell attains critical power!
Adai's spell attains critical power!