Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Better Sounds Mod 1.7.4Description Added Mods: + The infamous Wilhelm scream mod + Somebody shut that dog up! Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Мод заменяет стандартные звуки в ТоМе, такие как монетки (покупка и подбор), выстрел из лука и пращи, Таланты, основанные на молнии, скрипы дверей и др. - Убран звук бешеного павлина в стартовой локации Yeek'ов. Используются следующие моды: + The infamous Wilhelm scream mod + Somebody shut that dog up! Установка: Удаление: или в игре: Ashes of Urh'Rok 1.6.7Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Forbidden Cults 1.6.7Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Female |
Race | Shalore |
Class | Mindslayer |
Level / Exp | 34 / 83% |
Size | huge |
Lifes / Deaths | Killed by orc corruptor at level 11 on the 8th Flare 122nd year of Ascendancy at 10:36 1 / 6Killed by orc corruptor at level 11 on the 8th Flare 122nd year of Ascendancy at 12:04 Killed by Xanowe the squid at level 17 on the 65th Pyre 123rd year of Ascendancy at 16:32 Killed by Ivissra the brown bear at level 23 on the 13rd Dusk 123rd year of Ascendancy at 01:29 Killed by Blood Master at level 25 on the 78th Dusk 123rd year of Ascendancy at 12:21 Killed by Isusebretta the whitehoof ghoul at level 34 on the 12nd Regrowth 124th year of Ascendancy at 03:59 |
Antimagic | Follower |
Primary Stats
Strength | 88 (base 55) |
Dexterity | 38 (base 10) |
Constitution | 17 (base 10) |
Magic | 12 (base 10) |
Willpower | 85 (base 60) |
Cunning | 52 (base 33) |
Resources
Life | -266/695 |
Psi | 52/115 |
Stamina | 405/405 |
Equilibrium | 53 |
Healing Factor | 1.062941519274 |
Regeneration | 20.518553316654 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +22.7836465099% |
Spell | 0% |
Global | +147.60739178594% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 5 |
See Stealth | 34.182604915697 |
See Invisible | 34.182604915697 |
Offense: Mainhand
Damage | 180 |
Accuracy | 90 |
Crit Chance | 38% |
APR | 18 |
Speed | 1.00 |
Offense: Spell
Spellpower | 12 |
Crit Chance | 17% |
Speed | 1 |
Offense: Mind
Mindpower | 46 |
Crit Chance | 17% |
Speed | 1 |
Offense: Damage Bonus
Acid | +11% |
Fire | +22% |
Temporal | +8% |
Nature | +14% |
Physical | +18% |
Mind | +14% |
All | +2% |
Offense: Damage Penetration
Physical | +15% |
Acid | +7% |
Defense: Base
Armour (hardiness) | 29 (35.65183292883%) |
Defense | 61 |
Ranged Defense | 61 |
Fatigue | 3 |
Physical Save | 35 |
Spell Save | 41 |
Mental Save | 42 |
Defense: Resistances
Acid | + 33%( 70%) |
Blight | + 26%( 70%) |
Arcane | + 10%( 70%) |
Cold | + 18%( 70%) |
All | 0%( 70%) |
Physical | + 1%( 70%) |
Lightning | + 62%( 70%) |
Light | + 24%( 70%) |
Temporal | + 35%( 70%) |
Mind | -24%( 70%) |
Darkness | 0%( 70%) |
Fire | + 55%( 70%) |
Nature | + 3%( 70%) |
Defense: Immunities
Stun Resistance | 30% |
Teleport Resistance | 40% |
Confusion Resistance | 38% |
Pinning Resistance | 19% |
Silence Resistance | 20% |
Instadeath Resistance | 100% |
Knockback Resistance | 0% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 582 life over 5 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 26% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 23% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 706% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
Class Talents
Psionic / Absorption | 1.70 |
| 3/5 |
| 1/5 |
| 3/5 |
| 3/5 |
Psionic / Kinetic mastery | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Projection | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Psionic / Augmented striking | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Psionic / Voracity | 1.64 |
| 0/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Psionic / Focus | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Psionic / Psi-fighting | 1.30 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Generic Talents
Wild-gift / Fungus | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Race / Shalore | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Psionic / Augmented mobility | 1.30 |
| 1/5 |
| 5/5 |
| 3/5 |
| 3/5 |
Psionic / Finer energy manipulations | 1.64 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Charged Aura |
talent | Charged Shield |
talent | Augmentation |
talent | Skate |
talent | Beyond the Flesh |
talent | Kinetic Shield |
talent | Antimagic Shield |
talent | Kinetic Aura |
detrimental effect | The target is starting to get mad (6 stacks), reducing mind damage resistance by 36%, mental save by 30, confusion resistance by 24%, generating 3.0 insanity per turn. Lost in a weird place |
beneficial effect | The target's accuracy is improved by 100. Perfect Accuracy |
beneficial effect | This creatures psionic focus item is supercharged! Frenzied Focus |
beneficial effect | You gain 16% resistance against fire. Resolve |
beneficial effect | The target's combat attack and crit chance are improved by 26 and 13%, respectively. Perfect control |
beneficial effect | Target is using her telekinetically wielded weapon defensively and will block the next melee attack and retaliate. Weapon Warding |
beneficial effect | Increases global speed by 47%. Quick |
detrimental effect | Unlock time (real) is fed upon by Isusebretta the whitehoof ghoul. Fed Upon |
beneficial effect | Reduces all incoming all damage by 71. All Psionic Shield |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffIn its remains, you found a strange staff. It radiates power and danger and you dare not use it yourself. You should bring it to the elders of Last Hope in the southeast. | active |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. * You have killed the necromancers and saved all of the Krogs, well done Ziguranth! | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You abandoned injured seer, to death. Escort: injured seer (level 1 of Old Forest) | failed |
You successfully escorted the injured seer to the recall portal on level 2 of Dreadfell. Escort: injured seer (level 2 of Dreadfell)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 5 of Dreadfell. Escort: injured seer (level 5 of Dreadfell)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Dreadfell. Escort: lost defiler (level 3 of Dreadfell)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Scintillating Caves. Escort: lost defiler (level 3 of Scintillating Caves)As a reward you improved Cunning by +5. | done |
You successfully escorted the repented thief to the recall portal on level 4 of Dreadfell. Escort: repented thief (level 4 of Dreadfell)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 8 of Dreadfell. Escort: repented thief (level 8 of Dreadfell)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Old Forest. Escort: worried loremaster (level 3 of Old Forest)As a reward you improved talent Disarm (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
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: 140. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. You have aided Marus of Elvala in creating an elixir of mastery. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle* You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within19 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | 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 | [vs. voratun greatsword 'Ce'Nawen' (61-98 power, 4 apr) (In main hand, 1 of 2)] elemental dwarven-steel battleaxe of projection (33-49 power, 2 apr)elemental dwarven-steel battleaxe of projection (33-49 power, 2 apr) Requires: - Strength 24 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 33.0 - 49.5(-28.5 - -48.9) Uses stat: 138% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 (-2) Crit. chance: +6.5% (+1.5%) Attack speed: 100% (-) On weapon hit: * 0 arcane resource burn * 0% chance to slow global speed by 56% * 0% chance to reduce all saves and defense by 29 + Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) + Create an explosion dealing 15 acid damage (1/turn) Damage (Melee): +0(-20) mind When wielded/worn: Changes stats: +0(-6) Cun / +0(-8) Wil Changes resistances: +0%(-12%) light / +0%(-6%) acid Changes resistances penetration: +7% acid Changes damage: +9% acid Massive two-handed battleaxes. Tap to cycle through comparison choices |
Light source | [vs. preserving alchemist's lamp of illusion (Light source)] preserving alchemist's lamp of illusionpreserving alchemist's lamp of illusion Infused by nature Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Defense: +7 (+2 eff.) (-) Changes stats: +3(-) Con Changes resistances: +8%(-) blight Physical save: +13 (+6 eff.) (-) Spell save: +10 (+4 eff.) (-) Mental save: +12 (+5 eff.) (-) Life regen: +6.00 (-) Light radius: +4 (-) A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | [vs. elven-silk wizard hat 'Tuligrim' (8 def, 0 armour) (On head)] elven-silk wizard hat 'Tuligrim' (8 def, 0 armour)elven-silk wizard hat 'Tuligrim' (8 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +8 (+2 eff.) (-) Changes resistances: +9%(-) lightning / +11%(-) temporal / +12%(-) blight / +6%(-) cold / +6%(-) mind / +6%(-) acid Life regen: +4.00 (-) A pointy cloth hat, very wizardly... |
On feet | [vs. Yaryrek the pair of dwarven-steel boots (0 def, 8 armour) (On feet)] Yaryrek the pair of dwarven-steel boots (0 def, 8 armour)Yaryrek the pair of dwarven-steel boots (0 def, 8 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical power: +20 (+5 eff.) (-) Armour: +8 (-) Fatigue: +3% (-) Damage when hit (Melee): 8(-) mind Changes stats: +5(-) Str / +2(-) Wil / +4(-) Con Changes damage: +12%(-) mind / +7%(-) physical Only die when reaching: -40.00 life (-) Size category: +1 (-) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Tool | [vs. cleansing dwarven-steel torque of psionic shield [power 71] (22/22 cooldown) (Tool)] cleansing dwarven-steel torque of psionic shield [power 71] (22/22 cooldown)cleansing dwarven-steel torque of psionic shield [power 71] (22/22 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to setup a psionic shield, reducing all damage taken by 71 for 5 turns Activation puts all charms on cooldown for 22 turns. When used: * Cleanse 1 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
On fingers | [vs. Neyon (On fingers, 1 of 2)] NeyonNeyon Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +30 (+6 eff.) (-) Changes stats: +4(-) Dex Changes resistances: +6%(-) mind / +26%(-) fire / +5%(-) arcane / +9%(-) temporal Changes resistances penetration: +15%(-) physical Changes damage: +13%(-) fire Teleport immunity: +20% (-) Rings make your fingers look great! Tap to cycle through comparison choices |
On fingers | [vs. Neyon (On fingers, 1 of 2)] Scorchpall the voratun ringScorchpall the voratun ring Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +0 (+0 eff.) (-30 (-6 eff.)) Damage when hit (Melee): 6 fire Changes stats: +0(-4) Dex Changes resistances: +9% acid / +15%(+6%) temporal / +6% blight / +0%(-26%) fire / +0%(-5%) arcane / +0%(-6%) mind Changes resistances penetration: +0%(-15%) physical Changes damage: +0%(-13%) fire / +6% temporal Spell save: +3 (+1 eff.) Mental save: +13 (+4 eff.) Confusion immunity: +32% Teleport immunity: +20% (-) Only die when reaching: -80.00 life Rings make your fingers look great! Tap to cycle through comparison choices |
Around neck | [vs. Emeleda the Dawnpyre (Around neck)] Emeleda the DawnpyreEmeleda the Dawnpyre Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +11 (+2 eff.) (-) Defense: +15 (+4 eff.) (-) Changes stats: +12(-) Lck Changes resistances: +3%(-) light / +1%(-) physical Talent masteries: +0.34(-) Psionic / Finer energy manipulations +0.40(-) Psionic / Absorption +0.34(-) Psionic / Voracity Mental save: +6 (+2 eff.) (-) Silence immunity: +20% (-) Only die when reaching: -20.00 life (-) Reduce all damage from unseen attackers: 14% (-) Amulets make your neck look great! |
In main hand | [vs. voratun greatsword 'Ce'Nawen' (61-98 power, 4 apr) (In main hand, 1 of 2)] voratun greatsword 'Ce'Nawen' (61-98 power, 4 apr)voratun greatsword 'Ce'Nawen' (61-98 power, 4 apr) Requires: - Strength 48 Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 61.5 - 98.4 Uses stat: 138% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 (-) Crit. chance: +5.0% (-) Attack speed: 100% (-) On weapon hit: * 23% chance to reduce all saves and defense by 29 * 20 arcane resource burn * 20% chance to slow global speed by 56% Damage (Melee): +20(-) mind When wielded/worn: Changes stats: +6(-) Cun / +8(-) Wil Changes resistances: +12%(-) light / +6%(-) acid Massive two-handed swords. Tap to cycle through comparison choices |
On hands | [vs. voratun gauntlets 'Galidar' (0 def, 3 armour) (On hands)] voratun gauntlets 'Galidar' (0 def, 3 armour)voratun gauntlets 'Galidar' (0 def, 3 armour) Requires: - Heavy armour training Infused by nature Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +6 (+1 eff.) (-) Armour penetration: +9 (-) Armour: +3 (-) Fatigue: +5% (-) Damage (Melee): 8(-) fire Changes stats: +4(-) Dex / +7(-) Wil / +7(-) Cun Changes resistances: +6%(-) acid / +6%(-) fire Changes damage: +4%(-) fire Life regen: +2.00 (-) Stamina each turn: +0.90 (-) Maximum stamina: +19.00 (-) When used to modify unarmed attacks: Base power: 30.0 - 42.0 Uses stats: 46% Wil, 86% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +8 (-) Armour Penetration: +22 (-) Crit. chance: +10.0% (-) Attack speed: 83% (-) When this weapon hits: Perfect Strike (15% chance level 5). When this weapon hits: Nightmare (10% chance level 5). When this weapon hits: Fire Breath (10% chance level 5). Damage (radius 2) on crit: +9(-) fire It can be used to activate talent Steady Shot, placing all other charms into a 17 cooldown : Effective talent level: 3.0 Power cost: 17 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 161% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
Around waist | [vs. drakeskin leather belt 'Scorpionwinter' (Around waist)] drakeskin leather belt 'Scorpionwinter'drakeskin leather belt 'Scorpionwinter' Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical power: +7 (+2 eff.) (-) Armour: +4 (-) Defense: +15 (+4 eff.) (-) Changes resistances: +6%(-) cold Changes damage: +12%(-) nature Spell save: +15 (+7 eff.) (-) Pinning immunity: +20% (-) Maximum life: +40.00 (-) Size category: +1 (-) A belt that goes around your waist. |
Cloak | [vs. Pyrewedge (2 def, 0 armour) (Cloak)] Pyrewedge (2 def, 0 armour)Pyrewedge (2 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) (-) Changes resistances: +6%(-) acid / +9%(-) light / +7%(-) fire / +31%(-) lightning / +7%(-) cold Changes damage: +3%(-) fire A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | [vs. Getutogorn (20 def, 8 armour) (Main armor)] Getutogorn (20 def, 8 armour)Getutogorn (20 def, 8 armour) Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +4.0% (-) Armour: +8 (-) Defense: +20 (+6 eff.) (-) Fatigue: +8% (-) Effects on melee hit: * 10% chance to reduce all saves and defense by 29 Damage (Melee): 0(-10) item expose Changes resistances: +23%(-) lightning / +5%(-) arcane / +3%(-) nature Changes damage: +9%(-) physical Confusion immunity: +20% (-) A suit of armour made of leather. |
Inventory
Blood of Undeath Blood of UndeathPowered by arcane forces 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
[vs. Infusion: Wild [wild infusion of the sneak (res 25%; mental; dur 4; cd 16)] (on body, 1 of 2)] wild infusion (res 16%; magical, mental; dur 4; cd 11)wild infusion (res 16%; magical, mental; dur 4; cd 11) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11(-5) Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random +magical and mental effect and reduce all damage taken by 16%(-10%) for 4(-) turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your -Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Tap to cycle through comparison choices |
[vs. Emeleda the Dawnpyre (Around neck)] The Far-HandThe Far-Hand Powered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +0 (+0 eff.) (-11 (-2 eff.)) Defense: +0 (+0 eff.) (-15 (-4 eff.)) Changes stats: +0(-12) Lck / +10 Con Changes resistances: +0%(-3%) light / +0%(-1%) physical Talent masteries: +0.00(-0.34) Psionic / Finer energy manipulations +0.00(-0.40) Psionic / Absorption +0.00(-0.34) Psionic / Voracity Mental save: +0 (+0 eff.) (-6 (-2 eff.)) Silence immunity: +0% (-20%) Teleport immunity: +100% Only die when reaching: +0.00 life (+20.00 life) Reduce all damage from unseen attackers: 0% (-14%) It can be used to activate talent Teleport (costing 31 power out of 36/36) : Effective talent level: 4.0 Power cost: 31 out of 36/36. Range: 10 Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a large range (112). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
[vs. Neyon (On fingers, 1 of 2)] Vargh RedemptionVargh Redemption Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +0 (+0 eff.) (-30 (-6 eff.)) Changes stats: +0(-4) Dex / +4 Wil / +6 Con Changes resistances: +0%(-9%) temporal / +0%(-6%) mind / +0%(-5%) arcane / +0%(-26%) fire / +10% nature / +25% cold Changes resistances penetration: +0%(-15%) physical Changes damage: +0%(-13%) fire / +15% cold Teleport immunity: +0% (-20%) Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 3 tidal wave that expands slowly over 7 turns, dealing 18.94 cold and 21.92 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 51 power out of 60/60. This azure ring seems to be always moist to the touch. Tap to cycle through comparison choices |
[vs. Neyon (On fingers, 1 of 2)] Wheel of FateWheel of Fate Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +0 (+0 eff.) (-30 (-6 eff.)) Changes stats: +0(-4) Dex Changes resistances: +0%(-6%) mind / +0%(-26%) fire / +0%(-5%) arcane / +0%(-9%) temporal Changes resistances penetration: +0%(-15%) physical Changes damage: +0%(-13%) fire Teleport immunity: +0% (-20%) It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation costs 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? Tap to cycle through comparison choices |
[vs. Neyon (On fingers, 1 of 2)] Inertial TwineInertial Twine Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +0 (+0 eff.) (-30 (-6 eff.)) Armour: +5 Changes stats: +4 Str / +0(-4) Dex / +8 Wil Changes resistances: +0%(-9%) temporal / +0%(-6%) mind / +0%(-26%) fire / +0%(-5%) arcane / +5% physical Changes resistances penetration: +0%(-15%) physical Changes damage: +0%(-13%) fire / +5% physical Physical save: +12 (+6 eff.) Knockback immunity: +100% Teleport immunity: +0% (-20%) This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. Tap to cycle through comparison choices |
[vs. Neyon (On fingers, 1 of 2)] BloodcallerBloodcaller Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +0 (+0 eff.) (-30 (-6 eff.)) Fatigue: -5% Changes stats: +0(-4) Dex Changes resistances: +0%(-6%) mind / +0%(-26%) fire / +0%(-5%) arcane / +0%(-9%) temporal Changes resistances penetration: +0%(-15%) physical Changes damage: +0%(-13%) fire Mental save: -7 (-3 eff.) Teleport immunity: +0% (-20%) You heal for 2.5% of the damage you deal. Healing during current combat: 11.79 You won the Ring of Blood trial, and this is your reward. Tap to cycle through comparison choices |
[vs. Neyon (On fingers, 1 of 2)] MnemonicMnemonic Requires: - Level 35 Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +0 (+0 eff.) (-30 (-6 eff.)) Changes stats: +0(-4) Dex / +8 Wil Changes resistances: +0%(-5%) arcane / +0%(-9%) temporal / +25%(+19%) mind / +0%(-26%) fire Changes resistances penetration: +0%(-15%) physical Changes damage: +0%(-13%) fire Talent mastery: +0.20 Psionic / Mentalism Mental save: +20 (+6 eff.) Confusion immunity: +40% Teleport immunity: +0% (-20%) Psi each turn: +0.50 Mindpower: +12 (+4 eff.) When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Talent on hit(mindpower): Mental Refresh (10% chance level 1). Activating this item is instant. It can be used to activate talent Mental Shielding (costing 26 power out of 30/30) : Effective talent level: 2.0 Power cost: 26 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 2 mental effects will be affected. As long as you wear this ring, you will never forget who you are. This item has been sent to the Item's Vault. Tap to cycle through comparison choices |
[vs. voratun greatsword 'Ce'Nawen' (61-98 power, 4 apr) (In main hand, 1 of 2)] Staff of AbsorptionStaff of Absorption Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Plot Item] Type: weapon / staff It must be held with both hands. Base power: 30.0 - 33.0(-31.5 - -65.4) Uses stat: 100% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 (-) Crit. chance: +0.0% (-5.0%) Attack speed: inf% (inf%) On weapon hit: * 0% chance to reduce all saves and defense by 29 * 0 arcane resource burn * 0% chance to slow global speed by 56% Damage (Melee): +0(-20) mind When wielded/worn: Accuracy: +20 (+4 eff.) Changes stats: +0(-6) Cun / +0(-8) Wil Changes resistances: +0%(-12%) light / +0%(-6%) acid Spellpower: +20 (+14 eff.) Spell crit. chance: +10% It can be used to absorb energies Activation costs 850 power out of 1000/1000. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. Tap to cycle through comparison choices |
[vs. voratun greatsword 'Ce'Nawen' (61-98 power, 4 apr) (In main hand, 1 of 2)] Noonreek (51-81 power, 3 apr)Noonreek (51-81 power, 3 apr) Requires: - Strength 35 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 51.0 - 81.6(-10.5 - -16.8) Uses stat: 138% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 (-1) Crit. chance: +4.5% (-0.5%) Attack speed: 100% (-) On weapon hit: * 0% chance to reduce all saves and defense by 29 * 0 arcane resource burn * 0% chance to slow global speed by 56% Damage (Melee): +0(-20) mind Damage (radius 1) on hit: +12 light Damage (radius 2) on crit: +30 lightning / +10 cold When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 56% Changes stats: +0(-6) Cun / +0(-8) Wil Changes resistances: +0%(-6%) acid / +12% nature / +0%(-12%) light Changes resistances penetration: +14% lightning / +16% cold / +5% light Critical mult.: +10.00% Mental crit. chance: +2% Movement speed: +40% Massive two-handed swords. Tap to cycle through comparison choices |
[vs. voratun greatsword 'Ce'Nawen' (61-98 power, 4 apr) (In main hand, 1 of 2)] Falytir the voratun greatsword (62-100 power, 4 apr)Falytir the voratun greatsword (62-100 power, 4 apr) Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 62.5 - 100.0(+1.0 - +1.6) Uses stat: 138% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 (-) Crit. chance: +5.0% (-) Attack speed: 100% (-) On weapon hit: * 0% chance to reduce all saves and defense by 29 * 0 arcane resource burn * 0% chance to slow global speed by 56% Damage (Melee): +28 nature / +0(-20) mind When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +5 Str / +0(-6) Cun / +0(-8) Wil Changes resistances: +15%(+9%) acid / +0%(-12%) light Changes damage: +21% acid Light radius: +3 Infravision radius: +3 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Massive two-handed swords. Tap to cycle through comparison choices |
[vs. voratun greatsword 'Ce'Nawen' (61-98 power, 4 apr) (In main hand, 1 of 2)] Dimsaw (21-29 power, 4 apr)Dimsaw (21-29 power, 4 apr) Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 3 Base power: 21.0 - 29.4(-40.5 - -69.0) Uses stat: 115% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 (-) Crit. chance: +4.5% (-0.5%) Attack speed: 100% (-) On weapon hit: * 0% chance to reduce all saves and defense by 29 * 0 arcane resource burn * 0% chance to slow global speed by 56% Damage (Melee): +0(-20) mind When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +6 Physical power: +5 (+1 eff.) Changes stats: +11(+3) Wil / +0(-6) Cun / +8 Con Changes resistances: +0%(-12%) light / +0%(-6%) acid Changes resistances penetration: +7% physical / +8% all Changes damage: +6% darkness Disarm immunity: +18% Equilibrium when hit: +0.12 Maximum life: +22.00 One-handed war axes. Tap to cycle through comparison choices |
[vs. voratun greatsword 'Ce'Nawen' (61-98 power, 4 apr) (In main hand, 1 of 2)] truestriking stralite waraxe of disruption (32-44 power, 5 apr)truestriking stralite waraxe of disruption (32-44 power, 5 apr) Requires: - Strength 35 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 32.0 - 44.8(-29.5 - -53.6) Uses stat: 115% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 (+1) Crit. chance: +6.5% (+1.5%) Attack speed: 100% (-) On weapon hit: * 0% chance to slow global speed by 56% * 0 arcane resource burn * 0% chance to reduce all saves and defense by 29 + Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% Damage (Melee): +0(-20) mind Damage against: +12% Unnatural When wielded/worn: Accuracy: +15 (+3 eff.) Armour penetration: +9 Changes stats: +0(-6) Cun / +0(-8) Wil Changes resistances: +0%(-12%) light / +0%(-6%) acid Changes resistances penetration: +6% physical One-handed war axes. Tap to cycle through comparison choices |
[vs. voratun greatsword 'Ce'Nawen' (61-98 power, 4 apr) (In main hand, 1 of 2)] Shantiz the Stormblade (15-19 power, 20 apr)Shantiz the Stormblade (15-19 power, 20 apr) Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 15.0 - 19.5(-46.5 - -78.9) Uses stat: 115% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 (+16) Crit. chance: +10.0% (+5.0%) Attack speed: 100% (-) On weapon hit: * 0% chance to slow global speed by 56% * 0 arcane resource burn * 0% chance to reduce all saves and defense by 29 + Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. Damage (Melee): +0(-20) mind When wielded/worn: Changes stats: +20 Dex / +0(-6) Cun / +0(-8) Wil Changes resistances: +0%(-12%) light / +0%(-6%) acid Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. This surreal dagger crackles with the intensity of a vicious storm. Tap to cycle through comparison choices |
Black Mesh (8 def, 2 armour, 120 block) Black Mesh (8 def, 2 armour, 120 block)Requires: - Shield usage training - Strength 20 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +2 Defense: +8 (+2 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +6% On shield block: * Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it Changes stats: +5 Wil Changes resistances: +25% blight / +25% darkness Talent granted: +1 Block Special effect on block: Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it Black, interwoven tendrils form this mesh that can be used as a shield. It reacts visibly to your touch, clinging to your arm and engulfing it in a warm, black mass. |
[vs. Getutogorn (20 def, 8 armour) (Main armor)] Crimson Robe (12 def, 0 armour)Crimson Robe (12 def, 0 armour) Requires: - Level 35 Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Physical crit. chance: +0.0% (-4.0%) Armour: +0 (-8) Defense: +12 (+4 eff.) (-8 (-2 eff.)) Fatigue: +0% (-8%) Damage (Melee): 0(-10) item expose / 35 mind / 10 % chance of gloom effects Damage when hit (Melee): 35 mind / 10 % chance of gloom effects Changes stats: +10 Cun / +10 Wil Changes resistances: +0%(-23%) lightning / +0%(-3%) nature / +0%(-5%) arcane / +15% all Changes resistances penetration: +20% all Changes damage: +0%(-9%) physical Talent masteries: +0.20 Psionic / Focus +0.10 Psionic / Solipsism +0.20 Cursed / Slaughter +0.20 Cursed / Punishments Confusion immunity: +0% (-20%) Psi each turn: +0.20 Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +4.00 Hate per kill: +2.00 Mindpower: +20 (+7 eff.) Mental crit. chance: +9% Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. Talent on hit(mindpower): Agony (8% chance level 2). Talent on hit(mindpower): Hateful Whisper (8% chance level 2). This robe was formerly owned by Callister the Psion, a powerful Psionic that pioneered many Psionic abilities. After his wife was murdered, Callister became obsessed with finding her killer, using his own hatred as a fuel for new and disturbing arts. After forcing the killer to torture himself to death, Callister walked the land, forcing any he found to kill themselves - his way of releasing them from the world's horrors. One day, he simply disappeared. This robe, soaked in blood, was the only thing he left behind. This item has been sent to the Item's Vault. |
[vs. Getutogorn (20 def, 8 armour) (Main armor)] volcanic rough leather armour of the deep (3 def, 10 armour)volcanic rough leather armour of the deep (3 def, 10 armour) Requires: - Strength 10 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Physical crit. chance: +0.0% (-4.0%) Armour: +10 (+2) Defense: +3 (+1 eff.) (-17 (-5 eff.)) Fatigue: +6% (-2%) Damage (Melee): 0(-10) item expose / 6 fire Damage (Ranged): 6 fire Changes resistances: +5% acid / +11% physical / +0%(-3%) nature / +0%(-23%) lightning / +6% cold / +0%(-5%) arcane / +11% fire Changes damage: +0%(-9%) physical Allows you to breathe in: water Confusion immunity: +0% (-20%) A suit of armour made of leather. |
[vs. Getutogorn (20 def, 8 armour) (Main armor)] Rogue Plight (6 def, 7 armour)Rogue Plight (6 def, 7 armour) Requires: - Strength 22 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Physical crit. chance: +0.0% (-4.0%) Armour: +7 (-1) Defense: +6 (+2 eff.) (-14 (-4 eff.)) Fatigue: +7% (-1%) Damage (Melee): 0(-10) item expose Changes stats: +4 Con / +5 Wil Changes resistances: +0%(-23%) lightning / +35%(+32%) nature / +0%(-5%) arcane Changes damage: +0%(-9%) physical Reduces incoming crit damage: 30.00% Confusion immunity: +0% (-20%) Transfers a bleed, poison, or wound to its source or a nearby enemy every 4 turns. No rogue blades shall incapacitate the wearer of this armour. |
[vs. Getutogorn (20 def, 8 armour) (Main armor)] Scale Mail of Kroltar (10 def, 18 armour)Scale Mail of Kroltar (10 def, 18 armour) Requires: - Heavy armour training - Strength 38 Infused by nature Crafted by a master 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 It is part of a set of items. Kroltar's head would turn up the heat. When wielded/worn: Physical crit. chance: +0.0% (-4.0%) Armour: +18 (+10) Defense: +10 (+3 eff.) (-10 (-3 eff.)) Fatigue: +16% (+8%) Damage (Melee): 0(-10) item expose Changes stats: +5 Str / +3 Dex / +4 Con Changes resistances: +20% acid / +0%(-5%) arcane / +20% blight / +20% fire / +20%(+17%) nature / +20%(-3%) lightning Changes damage: +0%(-9%) physical Confusion immunity: +0% (-20%) Maximum life: +120.00 It can be used to activate talent Devouring Flame (costing 43 power out of 80/80) : Effective talent level: 3.0 Power cost: 43 out of 80/80. Range: 10 Travel Speed: instantaneous Is: a mind power and a nature gift Description: Spit a cloud of flames, doing 35.23 fire damage in a radius of 3 each turn for 7 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
[vs. Pyrewedge (2 def, 0 armour) (Cloak)] Glimmerlash (1 def, 0 armour)Glimmerlash (1 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Physical power: +1 (+0 eff.) Defense: +1 (+0 eff.) (-1 (+0 eff.)) Fatigue: -3% Changes stats: +1 Dex / +1 Mag / +3 Cun / +3 Con Changes resistances: +0%(-6%) acid / +0%(-9%) light / +0%(-7%) fire / +0%(-31%) lightning / +0%(-7%) cold Changes damage: +9% mind / +0%(-3%) fire Light radius: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. Pyrewedge (2 def, 0 armour) (Cloak)] Cloth of Dreams (10 def, 0 armour)Cloth of Dreams (10 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 (+2 eff.) (+8 (+2 eff.)) Changes stats: +6 Cun / +5 Wil Changes resistances: +0%(-6%) acid / +0%(-9%) light / +0%(-31%) lightning / +0%(-7%) fire / +15% mind / +0%(-7%) cold Changes damage: +0%(-3%) fire Talent masteries: +0.10 Psionic / Dreaming +0.10 Psionic / Slumber Physical save: +10 (+5 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Mindpower: +6 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Slumber (costing 9 power out of 25/25) : Effective talent level: 3.0 Power cost: 9 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts the target into a deep sleep for 4 turns, rendering it unable to act. Every 48 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
[vs. elven-silk wizard hat 'Tuligrim' (8 def, 0 armour) (On head)] Steel Helm of Garkul (0 def, 6 armour)Steel Helm of Garkul (0 def, 6 armour) Requires: - Heavy armour training - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Defense: +0 (+0 eff.) (-8 (-2 eff.)) Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes resistances: +0%(-9%) lightning / +0%(-11%) temporal / +0%(-12%) blight / +0%(-6%) cold / +0%(-6%) mind / +0%(-6%) acid Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+6 eff.) Spell save: +12 (+4 eff.) Mental save: +12 (+4 eff.) Life regen: +0.00 (-4.00) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
[vs. elven-silk wizard hat 'Tuligrim' (8 def, 0 armour) (On head)] Yaldan Baoth (0 def, 10 armour)Yaldan Baoth (0 def, 10 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Armour: +10 Defense: +0 (+0 eff.) (-8 (-2 eff.)) Fatigue: +4% Changes stats: +10 Str / +10 Con Changes resistances: +0%(-9%) lightning / +0%(-11%) temporal / +15% light / +0%(-6%) acid / +0%(-12%) blight / +0%(-6%) cold / +0%(-6%) mind / +25% darkness Changes resistances cap: +10% darkness Changes damage: +15% light Life regen: +0.00 (-4.00) Light radius: -2 Sight radius: -2 Reduce all damage from unseen attackers: 33% Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. It can be used to lower the helmet's visor, blinding yourself (and protecting from other blinds) for 6 turns. If the helmet is taken off, the effect will end early. Activation costs 34 power out of 40/40. The golden bascinet crown, affiliated with Veluca of Yaldan. King of the mythical city of Yaldan, that was struck from the face of Eyal by the arrogance of its people. Lone survivor of his kin, he spent his last years wandering the early world, teaching man to stand against the darkness. With his dying words, "Fear no evil", the crown was passed onto his successor. |
5 agate 5 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
6 spinel 6 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 ametrine 7 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% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 citrine 9 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 zircon 8 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 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
11 aquamarine 11 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal 4 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 topaz 10 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 amethyst 7 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% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
6 onyx 6 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 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
13 lapis lazuli 13 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 emerald 5 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 garnet 4 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% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
7 quartz 7 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% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 sapphire 2 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 turquoise 3 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 ruby 2 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 Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 amber 3 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% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 26 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
385 alchemist agate 385 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. |
[vs. preserving alchemist's lamp of illusion (Light source)] Summertide PhialSummertide Phial Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Defense: +0 (+0 eff.) (-7 (-2 eff.)) Damage (Melee): 15 Lite Light Burst (radius 1) Changes stats: +0(-3) Con Changes resistances: +30% light / +0%(-8%) blight Changes damage: +10% light Physical save: +0 (+0 eff.) (-13 (-6 eff.)) Spell save: +0 (+0 eff.) (-10 (-4 eff.)) Mental save: +0 (+0 eff.) (-12 (-5 eff.)) Life regen: +0.00 (-6.00) Light radius: +5 (+1) Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(138 power, based on Willpower) Activation costs 9 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
[vs. preserving alchemist's lamp of illusion (Light source)] dreamer's alchemist's lamp of focusdreamer's alchemist's lamp of focus Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Defense: +0 (+0 eff.) (-7 (-2 eff.)) Changes stats: +0(-3) Con / +4 Wil Changes resistances: +0%(-8%) blight Changes damage: +7% mind Physical save: +0 (+0 eff.) (-13 (-6 eff.)) Spell save: +0 (+0 eff.) (-10 (-4 eff.)) Mental save: +7 (+3 eff.) (-5 (-2 eff.)) Life regen: +0.00 (-6.00) Mindpower: +7 (+3 eff.) Mental crit. chance: +6% Light radius: +4 (-) A normal brass lantern, enhanced by alchemy to make it brighter. |
[vs. preserving alchemist's lamp of illusion (Light source)] Planar BeaconPlanar Beacon Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Defense: +0 (+0 eff.) (-7 (-2 eff.)) Changes stats: +0(-3) Con Changes resistances: +0%(-8%) blight Physical save: +0 (+0 eff.) (-13 (-6 eff.)) Spell save: +0 (+0 eff.) (-10 (-4 eff.)) Mental save: +0 (+0 eff.) (-12 (-5 eff.)) Life regen: +0.00 (-6.00) Light radius: +3 (-1) It can be used to activate talent Fearscape Shift (costing 22 power out of 25/25) : Effective talent level: 2.0 Power cost: 22 out of 25/25. Range: 5 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 58.11 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 58.11 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
[vs. cleansing dwarven-steel torque of psionic shield [power 71] (22/22 cooldown) (Tool)] Axe of Fluffy EvilAxe of Fluffy Evil Powered by unknown forces 4.00 Encumbrance. [Unique] Type: misc / axe It can be used to create a ... clockwork gnome Activation costs 43 power out of 50/50. It seems there was still one present left. This is a pink ... axe. It obviously is not made for fighting. It looks fluffy. |
Heart of Poosh Heart of PooshInfused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance Activation costs 85 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
[vs. cleansing dwarven-steel torque of psionic shield [power 71] (22/22 cooldown) (Tool)] Tooth of the Mouth (dig speed 12 turns)Tooth of the Mouth (dig speed 12 turns) Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
[vs. cleansing dwarven-steel torque of psionic shield [power 71] (22/22 cooldown) (Tool)] Eye of the Dreaming OneEye of the Dreaming One Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+3 eff.) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 17 power out of 25/25) : Effective talent level: 3.0 Power cost: 17 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 11 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
[vs. cleansing dwarven-steel torque of psionic shield [power 71] (22/22 cooldown) (Tool)] Prox's Lucky Halfling FootProx's Lucky Halfling Foot Infused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
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. |
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) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Annulment (1/1) Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) Activation costs 26 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (2/2) Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 172 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Forbidden Tome: "A View From The Gallery" Forbidden Tome: "A View From The Gallery"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 2 It can be used to read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
Forbidden Tome: "The Illusory Castle" Forbidden Tome: "The Illusory Castle"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
Achievements
By unlock time (real) the Shalore Mindslayer level 28
40th Haze 123rd year of Ascendancy at 15:37 see stats
By unlock time (real) the Shalore Mindslayer level 11
8th Flare 122nd year of Ascendancy at 12:43 see stats
By unlock time (real) the Shalore Mindslayer level 23
67th Dusk 123rd year of Ascendancy at 07:56 see stats
By unlock time (real) the Shalore Mindslayer level 23
13rd Dusk 123rd year of Ascendancy at 04:07 see stats
By unlock time (real) the Shalore Mindslayer level 12
6th Dusk 122nd year of Ascendancy at 06:42 see stats
By unlock time (real) the Shalore Mindslayer level 22
2nd Dusk 123rd year of Ascendancy at 20:07 see stats
By unlock time (real) the Shalore Mindslayer level 19
10th Mirth 123rd year of Ascendancy at 14:49 see stats
By unlock time (real) the Shalore Mindslayer level 24
72nd Dusk 123rd year of Ascendancy at 02:59 see stats
By unlock time (real) the Shalore Mindslayer level 28
40th Haze 123rd year of Ascendancy at 15:55 see stats
By unlock time (real) the Shalore Mindslayer level 10
1st Flare 122nd year of Ascendancy at 06:26 see stats
By unlock time (real) the Shalore Mindslayer level 20
10th Mirth 123rd year of Ascendancy at 19:16 see stats
By unlock time (real) the Shalore Mindslayer level 30
76th Haze 123rd year of Ascendancy at 07:13 see stats
By unlock time (real) the Shalore Mindslayer level 21
2nd Flare 123rd year of Ascendancy at 12:07 see stats
By unlock time (real) the Shalore Mindslayer level 21
3rd Flare 123rd year of Ascendancy at 11:48 see stats
By unlock time (real) the Shalore Mindslayer level 23
13rd Dusk 123rd year of Ascendancy at 03:49 see stats
By unlock time (real) the Shalore Mindslayer level 28
40th Haze 123rd year of Ascendancy at 15:37 see stats
By unlock time (real) the Shalore Mindslayer level 17
66th Pyre 123rd year of Ascendancy at 12:58 see stats
By unlock time (real) the Shalore Mindslayer level 5
8th Mirth 122nd year of Ascendancy at 05:00 see stats
By unlock time (real) the Shalore Mindslayer level 28
40th Haze 123rd year of Ascendancy at 15:37 see stats
By unlock time (real) the Shalore Mindslayer level 25
78th Dusk 123rd year of Ascendancy at 04:57 see stats
By unlock time (real) the Shalore Mindslayer level 23
13rd Dusk 123rd year of Ascendancy at 23:07 see stats
By unlock time (real) the Shalore Mindslayer level 18
70th Pyre 123rd year of Ascendancy at 16:30 see stats
By unlock time (real) the Shalore Mindslayer level 34
11st Regrowth 124th year of Ascendancy at 02:47 see stats
By unlock time (real) the Shalore Mindslayer level 34
11st Regrowth 124th year of Ascendancy at 13:57 see stats
Log
Minotaur is less vulnerable.
A shield forms around minotaur.
Isusebretta the whitehoof ghoul uses Feed.
Unlock time (real) uses Frenzied Focus.
Unlock time (real) enters a frenzy!
Isusebretta the whitehoof ghoul uses Essence Drain.
Isusebretta the whitehoof ghoul hits unlock time (real) for (63 to psi shield), (35 antimagic), (29 resonance), 29 darkness (30 total damage).
Isusebretta the whitehoof ghoul uses Willful Strike.
Unlock time (real) was smashed!
Your resonance field crumbles under the damage!
The psychic field around unlock time (real) crumbles.
Isusebretta the whitehoof ghoul hits unlock time (real) for (65 to psi shield), (128 resonance), 128 physical, (18 to psi shield), (10 resonance), 17 physical (146 total damage).
Unlock time (real) was smashed!
Minotaur stops regenerating health quickly.
Isusebretta the whitehoof ghoul hits unlock time (real) for (65 to psi shield), 98 physical, (9 to psi shield), 13 physical (112 total damage).
Burning from Unlock time (real) hits Isusebretta the whitehoof ghoul for (28 flat reduction), 0 fire (0 total damage).
Unlock time (real)'s Beyond the Flesh hits Isusebretta the whitehoof ghoul for (36 flat reduction), (77 deflected), 78 physical, (4 flat reduction), 0 fire, (11 flat reduction), 0 physical, (10 flat reduction), 0 lightning, (13 flat reduction), 0 acid (78 total damage).
LIFE LOST WARNING!
Keyboard input temporarily disabled.
Unlock time (real) uses Quick as Thought.
Unlock time (real) speeds up.
Unlock time (real) uses cleansing dwarven-steel torque of psionic shield!
Isusebretta the whitehoof ghoul's mind surges with critical power!
Unlock time (real) was smashed!
Isusebretta the whitehoof ghoul hits unlock time (real) for (65 to psi shield), (71 flat reduction), 266 physical, (23 to psi shield), (35 flat reduction), 0 physical (267 total damage).
Burning from Unlock time (real) hits Isusebretta the whitehoof ghoul for (28 flat reduction), 0 fire (0 total damage).
Isusebretta the whitehoof ghoul bites poison into unlock time (real).
Isusebretta the whitehoof ghoul's mind surges with critical power!