Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
Addons | Ashes of Urh'Rok 1.7.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.0Donators/Buyers bonus! Wall Clock 1.7.0A small modification to the Minimalist and Classic UIs, adding an interface element that displays the current time. (This is intended for use by players who play in full-screen mode, thus obscuring their computer's usual clock.) In the Minimalist UI, the clock element can be moved and resized in the same manner as other interface elements (via the padlock icon on the toolbar in the lower right corner); in both UIs, the clock's time format can be set via the "UI | Wall clock format" game option. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Possessor Bonus Class 1.7.0Donators/Buyers bonus! Prodigious Progress 1.7.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. Embers of Rage 1.7.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Forbidden Cults 1.7.0Official 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 | Insane Roguelike |
Sex | Female |
Race | Dwarf |
Class | Summoner |
Level / Exp | 50 / 4008% |
Size | medium |
Lifes / Deaths | Killed by Ce'Nylaith the master vampire at level 37 on the 20th Shortage 123rd year of Ascendancy at 03:17 / 3Killed by Arariamina the skeleton warrior at level 50 on the 21st Steel 125th year of Ascendancy at 21:18 Killed by Atamathon the Giant Golem at level 50 on the 14th Loss 125th year of Ascendancy at 20:25 |
Antimagic | Follower |
Primary Stats
Strength | 34 (base 16) |
Dexterity | 52 (base 40) |
Constitution | 80 (base 60) |
Magic | 24 (base 10) |
Willpower | 133 (base 65) |
Cunning | 134 (base 65) |
Resources
Life | -405/2241 |
Equilibrium | 83 |
Psi | 252/256 |
Healing Factor | 2.1110366327279 |
Regeneration | 83.48590427664 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +118% |
Vision
Sight | 10 |
Lite | 12 |
Infravision | 6 |
See Stealth | 69.89846746979 |
See Invisible | 69.89846746979 |
Offense: Mainhand
Damage | 126 |
Accuracy | 68 |
Crit Chance | 79% |
APR | 95 |
Speed | 1.00 |
Offense: Offhand
Damage | 122 |
Accuracy | 68 |
Crit Chance | 79% |
APR | 92 |
Speed | 1.00 |
Offense: Spell
Spellpower | 46 |
Crit Chance | 57% |
Speed | 1 |
Offense: Mind
Mindpower | 100 |
Crit Chance | 99% |
Speed | 1 |
Offense: Damage Bonus
Acid | +36% |
Physical | +114% |
Cold | +37% |
All | +22% |
Darkness | +67% |
Temporal | +25% |
Lightning | +37% |
Fire | +99% |
Mind | +65% |
Offense: Damage Penetration
Acid | +8% |
Blight | +15% |
Arcane | +25% |
Cold | +9% |
All | 0% |
Darkness | +14% |
Temporal | +15% |
Physical | +68% |
Mind | +13% |
Fire | +42% |
Lightning | +34% |
Defense: Base
Armour (hardiness) | 34 (48.304188961773%) |
Defense | 59 |
Ranged Defense | 59 |
Fatigue | 0 |
Physical Save | 69 |
Spell Save | 68 |
Mental Save | 89 |
Defense: Resistances
Acid | + 46%( 70%) |
Blight | + 41%( 70%) |
Arcane | + 44%( 70%) |
Cold | + 54%( 70%) |
All | + 37%( 70%) |
Darkness | + 57%( 70%) |
Light | + 37%( 70%) |
Temporal | + 48%( 70%) |
Physical | + 54%( 70%) |
Lightning | + 45%( 70%) |
Fire | + 70%( 70%) |
Nature | + 39%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Bleed Resistance | 80% |
Confusion Resistance | 30% |
Instadeath Resistance | 100% |
Silence Resistance | 10% |
Inscriptions (4/4)
Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 824 life over 5 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 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 physical effect and reduce all damage taken by 31% 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: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1094% 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. |
Infusions | Effective talent level: 2.5 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 23% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 4 each turn for 4 turns. Its effects scale with your Willpower stat. |
Class Talents
Wild-gift / Summoning (melee) | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Wild-gift / Summoning (advanced) | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 2/5 |
Wild-gift / Summoning (distance) | 1.30 |
| 1/5 |
| 5/5 |
| 3/5 |
| 5/5 |
Wild-gift / Summoning (augmentation) | 1.30 |
| 1/5 |
| 5/5 |
| 4/5 |
| 1/5 |
Wild-gift / Summoning (utility) | 1.30 |
| 2/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Generic Talents
Wild-gift / Fungus | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Wild-gift / Mindstar mastery | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Wild-gift / Harmony | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 4/5 |
Wild-gift / Antimagic | 1.00 |
| 2/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there 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 |
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 killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | 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 Earth's Eyes (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Daikara. Escort: lone alchemist (level 1 of Daikara)As a reward you improved talent Thorn Grab (+1 level(s)). | done |
You failed to protect the lone alchemist from death by Ce'Nydann the skeleton magus. Escort: lone alchemist (level 3 of Dreadfell) | failed |
You failed to protect the lost defiler from death by Salana the giant red ant. Escort: lost defiler (level 3 of Old Forest) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved talent Telekinetic Leap (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Dreadfell. Escort: lost warrior (level 1 of Dreadfell)As a reward you improved Constitution by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 6 of Dreadfell. Escort: lost warrior (level 6 of Dreadfell)As a reward you improved Constitution by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you improved Cunning by +5. | done |
You failed to protect the repented thief from death by Arina the vampire lord. Escort: repented thief (level 8 of Dreadfell) | failed |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * The fortress shadow has asked that you come back as soon as possible. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 4302. | 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 |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Stire of Derth is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Stire of Derth has completed an elixir of avoidance without your aid. You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit has completed an elixir of explosive force without your aid. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | 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. * You have closed two books of binding, the castle is now stable and you should probably be able to access the last chapter. * You have killed the Glass Golem and claimed the castle treasures for yourself! | 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 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 within3 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
On feet | Boots of the Hunter (2 def, 12 armour) Boots of the Hunter (2 def, 12 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+3 eff.) Armour: +12 Defense: +2 (+0 eff.) Fatigue: +8% Talent masteries: +0.20 Cunning / Trapping +0.20 Cursed / Endless hunt +0.20 Cursed / Predator Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. It can be used to boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action) Activation costs 24 power out of 32/32. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
Light source | dwarven lantern 'Smolderspitter' dwarven lantern 'Smolderspitter'Infused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +9 (+2 eff.) Damage when hit (Melee): 11 fire Changes stats: +4 Wil Changes resistances: +9% cold / +3% fire Changes damage: +6% fire / +6% cold Critical mult.: +18.00% Physical save: +15 (+4 eff.) Mental save: +8 (+1 eff.) Mindpower: +10 (+1 eff.) Mental crit. chance: +10% Light radius: +5 Healing mod.: +29% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | elven-silk wizard hat 'Lightningmistress' (3 def, 0 armour) elven-silk wizard hat 'Lightningmistress' (3 def, 0 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Damage when hit (Melee): 11 acid Changes stats: +4 Cun / +16 Wil Changes resistances: +19% physical / +20% darkness / +6% arcane Changes resistances penetration: +29% lightning / +20% arcane Changes damage: +6% lightning / +20% physical / +20% darkness Physical save: +15 (+4 eff.) Maximum hate: +15.00 Mindpower: +15 (+2 eff.) Mental crit. chance: +5% A pointy cloth hat, very wizardly... |
On hands | Deepsrace the drakeskin leather gloves (10 def, 12 armour) Deepsrace the drakeskin leather gloves (10 def, 12 armour)Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Physical crit. chance: +15.0% Armour: +12 Defense: +10 (+2 eff.) Damage (Melee): 14 physical / 11 fire Damage when hit (Melee): 4 darkness Changes stats: +3 Mag Changes resistances: +9% fire Changes resistances penetration: +5% arcane Changes damage: +9% fire / +9% physical Critical mult.: +9.00% Mental save: +6 (+1 eff.) Disease immunity: +20% Silence immunity: +10% Only die when reaching: -82.75 life Spell crit. chance: +16% Mental crit. chance: +17% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | Lorohad (dig speed 24 turns) Lorohad (dig speed 24 turns)Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +7 Physical power: +9 (+2 eff.) Changes stats: +3 Str Changes resistances: +6% temporal / +6% fire Changes resistances penetration: +20% physical Changes damage: +13% mind / +12% fire Critical mult.: +20.00% Mental save: +13 (+2 eff.) Stun/Freeze immunity: +10% Only die when reaching: -40.00 life Maximum life: +80.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | Aryra the Galeweeper Aryra the GaleweeperInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +17 (+4 eff.) Damage when hit (Melee): 10 lightning Changes stats: +7 Cun / +8 Wil Changes damage: +6% all Spell save: +12 (+3 eff.) Stun/Freeze immunity: +60% Life regen: +17.00 Maximum life: +81.00 Maximum mana: +80.00 Spellpower: +27 (+9 eff.) Mindpower: +34 (+5 eff.) Healing mod.: +20% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings make your fingers look great! |
On fingers | Falotar the voratun ring Falotar the voratun ringCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Physical power: +17 (+4 eff.) Armour: +10 Defense: +10 (+2 eff.) Damage when hit (Melee): 6 physical Changes stats: +6 Wil / +6 Cun / +2 Con Changes damage: +7% all Physical save: +12 (+3 eff.) Spell save: +13 (+3 eff.) Mental save: +14 (+2 eff.) Maximum stamina: +20.00 Spellpower: +20 (+6 eff.) Mindpower: +32 (+5 eff.) Rings make your fingers look great! |
Around neck | Nimbusidol the stralite amulet Nimbusidol the stralite amuletInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +9 (+3 eff.) Armour penetration: +15 Changes stats: +5 Wil Changes resistances: +6% blight / +12% lightning Changes resistances penetration: +15% blight / +5% lightning Changes damage: +9% lightning Critical mult.: +17.00% Mental save: +9 (+1 eff.) Cut immunity: +80% Confusion immunity: +20% Mindpower: +13 (+2 eff.) Healing mod.: +20% It can be used to activate talent Heal, placing all other charms into a 26 cooldown : Effective talent level: 2.5 Power cost: 26 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 526 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
In main hand | Lorurig the living mindstar (18-20 power, 43 apr, mind damage) Lorurig the living mindstar (18-20 power, 43 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Base power: 18.0 - 19.8 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +43 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical power: +20 (+5 eff.) Defense: +25 (+6 eff.) Damage (Melee): 20 fire Changes stats: +6 Cun Changes resistances: +5% arcane / +19% fire Changes resistances penetration: +8% acid / +24% fire / +9% cold / +6% physical Changes damage: +14% acid / +32% fire / +9% cold / +11% physical Talent granted: +1 Attune Mindstar Critical mult.: +13.00% Mindpower: +10 (+1 eff.) Mental crit. chance: +5% Global speed: +8% Heals friendly targets nearby when you use a nature summon: +45 Max wilder summons: +2 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Around waist | Umbrabrace the drakeskin leather belt Umbrabrace the drakeskin leather beltCrafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +6 (+2 eff.) Effects on melee hit: * 10% chance to reduce damage dealt by 40% Changes resistances: +12% darkness / +18% cold Changes resistances penetration: +10% temporal / +19% physical Changes damage: +21% physical Critical mult.: +7.00% Physical save: +14 (+4 eff.) Mindpower: +12 (+2 eff.) Defense after a teleport: +17 Resist all after a teleport: +17% New effects duration reduction after a teleport: +17% A belt that goes around your waist. |
In off hand | Neroritira the Blindvortex (16-18 power, 40 apr, mind damage) Neroritira the Blindvortex (16-18 power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Base power: 16.5 - 18.2 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% Damage (radius 2) on crit: +8 nature / +8 light When wielded/worn: Damage (Melee): 11 fire Damage when hit (Melee): 10 light / 2 acid Changes stats: +11 Cun / +4 Wil Changes resistances: +15% acid / +20% fire / +8% physical Changes resistances penetration: +10% physical / +18% fire Changes damage: +8% physical / +18% fire Talent granted: +1 Attune Mindstar Critical mult.: +25.00% Mindpower: +10 (+1 eff.) Mental crit. chance: +5% Global speed: +10% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Cloak | Tuleruildil the Flamemonster (3 def, 0 armour) Tuleruildil the Flamemonster (3 def, 0 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +13 (+4 eff.) Armour penetration: +15 Defense: +3 (+1 eff.) Changes stats: +6 Cun / +9 Wil Changes resistances: +12% temporal / +15% fire Changes resistances penetration: +5% temporal Changes damage: +3% temporal Critical mult.: +15.00% Stealth bonus: +13 Mental save: +15 (+3 eff.) Mental crit. chance: +7% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Satyrwasp the elven-silk robe (0 def, 0 armour) Satyrwasp the elven-silk robe (0 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 80% Changes stats: +2 Mag / +3 Wil / +10 Cun Changes resistances: +3% nature / +15% all Changes resistances penetration: +13% physical / +14% darkness / +13% mind Changes damage: +23% physical / +25% darkness / +30% mind Critical mult.: +20.00% Reduces incoming crit damage: 10.00% Psi each turn: +1.00 Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +3.00 Maximum hate: +11.00 Maximum psi: +33.00 Mindpower: +18 (+3 eff.) Mental crit. chance: +9% Light radius: +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
wild infusion of the psychic (res 44%; mental, physical; dur 4; cd 12) wild infusion of the psychic (res 44%; mental, physical; dur 4; cd 12)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: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 44% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Phial of the Ultimate Bearness Phial of the Ultimate BearnessPowered by unknown forces 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff phial's content. Impawssible?! |
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! |
Ancient Tome titled 'Gems and their uses' Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! |
Fanged Collar Fanged CollarPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +10 Cun / -5 Wil Changes resistances: +15% blight / +15% darkness / +15% acid Physical save: +15 (+4 eff.) Spell save: +15 (+3 eff.) Mental save: -7 (-2 eff.) Maximum life: +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
protective voratun amulet of mastery (0.40 Wild-gift / Call of the wild) protective voratun amulet of mastery (0.40 Wild-gift / Call of the wild)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +6 Defense: +10 (+2 eff.) Changes resistances cap: +5% all Talent mastery: +0.40 Wild-gift / Call of the wild Physical save: +20 (+5 eff.) Amulets make your neck look great! |
savior's voratun amulet savior's voratun amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Physical save: +16 (+4 eff.) Spell save: +21 (+5 eff.) Mental save: +20 (+4 eff.) Amulets make your neck look great! |
stralite amulet 'Bethywe' stralite amulet 'Bethywe'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +12 Changes resistances: +3% physical / +15% light / +15% fire Cut immunity: +80% Disarm immunity: +20% Life regen: +4.00 Healing mod.: +22% It can be used to activate talent Heal, placing all other charms into a 26 cooldown : Effective talent level: 3.5 Power cost: 26 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 606 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
voratun amulet 'Glorigalle' voratun amulet 'Glorigalle'Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +5 Cun Changes resistances penetration: +25% acid Changes damage: +3% acid / +18% temporal Cut immunity: +120% Healing mod.: +57% It can be used to activate talent Heal, placing all other charms into a 26 cooldown : Effective talent level: 4.5 Power cost: 26 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 676 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
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 Activation costs 8 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
voratun ring 'Willowhunt' voratun ring 'Willowhunt'Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +14 (+4 eff.) Effects on melee hit: * 23% chance to slow global speed by 80% Changes stats: +10 Wil Changes resistances: +6% arcane / +12% darkness Changes damage: +3% nature / +3% arcane / +7% all Mental save: +20 (+4 eff.) Life regen: +20.00 Maximum life: +100.00 Spellpower: +15 (+5 eff.) Mindpower: +16 (+2 eff.) Healing mod.: +20% Rings make your fingers look great! |
Amethyst of Sanctuary (15-16 power, 26 apr, mind damage) Amethyst of Sanctuary (15-16 power, 26 apr, mind damage)Requires: - Willpower 28 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 Base power: 15.0 - 16.5 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +26 Crit. chance: +6.0% Attack speed: 100% When wielded/worn: Changes stats: +8 Wil Changes resistances: +15% mind Talent masteries: +0.30 Psionic / Focus +0.30 Psionic / Absorption Mental save: +25 (+5 eff.) Maximum psi: +20.00 Mindpower: +14 (+2 eff.) Mental crit. chance: +7% Reduce damage from attackers more than 3 tiles away by 25% This bright violet gem exudes a calming, focusing force. Holding it, you feel protected against outside forces. |
Great Caller (10-11 power, 18 apr, nature damage) Great Caller (10-11 power, 18 apr, nature damage)Requires: - Willpower 34 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 3 Base power: 10.0 - 11.0 Uses stats: 30% Wil, 50% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes stats: +3 Cun / +3 Wil Changes damage: +8% cold / +8% fire / +8% physical Talent masteries: +0.10 Wild-gift / Summoning (utility) +0.10 Wild-gift / Summoning (augmentation) +0.10 Wild-gift / Summoning (melee) +0.10 Wild-gift / Summoning (distance) +0.10 Wild-gift / Summoning (advanced) Mindpower: +12 (+2 eff.) Mental crit. chance: +6% Heals friendly targets nearby when you use a nature summon: +30 Max wilder summons: +2 Gives a 30% chance that your nature summons appear as wild summons. This mindstar constantly emits a low tone. Life seems to be pulled towards it. |
living mindstar 'Smolderbait' (18-19 power, 40 apr, mind damage) living mindstar 'Smolderbait' (18-19 power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Base power: 17.5 - 19.2 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +17.0% Attack speed: 100% On weapon hit: * 20% chance to slow global speed by 80% * 38% chance to reduce armor by 34% Damage (Melee): +4 acid / +8 fire When wielded/worn: Damage (Melee): 7 lightning / 10 physical / 15 darkness / 10 acid / 10 fire / 15 mind / 10 cold Changes resistances: +25% lightning / +10% physical / +8% cold / +10% fire / +3% mind / +10% acid Changes damage: +10% mind / +10% darkness Talent granted: +1 Attune Mindstar Reduces incoming crit damage: 10.00% Disarm immunity: +20% Pinning immunity: +25% Mindpower: +10 (+1 eff.) Mental crit. chance: +5% Healing mod.: +10% It can be used to divide the mindstar in two Activation puts all charms on cooldown for 1 turns. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Awakened Staff of Absorption (60-72 power, 60 apr, fire element) Awakened Staff of Absorption (60-72 power, 60 apr, fire element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 60.0 - 72.0 Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+15 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns Activation costs 145 power out of 200/200. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
Emblem of Evasion Emblem of EvasionCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Ranged Defense: +20 (+5 eff.) Changes stats: +12 Dex / +10 Cun / +8 Lck Deflect projectiles away: +15% Slows Projectiles: +30% Activating this item is instant. It can be used to activate talent Evasion (costing 22 power out of 30/30) : Effective talent level: 5.5 Power cost: 22 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 33% chance to evade melee and ranged attacks and 36 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
Glaciervault the drakeskin leather belt Glaciervault the drakeskin leather beltInfused by nature 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +15 (+4 eff.) Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 6 cold Changes stats: +6 Str / +12 Con Changes resistances: +15% lightning / +18% temporal / +3% mind / +3% cold Changes resistances penetration: +29% mind / +10% temporal Changes damage: +6% cold Physical save: +15 (+4 eff.) Mental save: +15 (+3 eff.) Mindpower: +9 (+1 eff.) Size category: +1 A belt that goes around your waist. |
Urthiyalin UrthiyalinPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +5 (+1 eff.) Armour: +4 Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 24 Changes stats: +6 Mag / +7 Wil Changes resistances: +13% fire / +11% cold Changes resistances penetration: +10% blight Critical mult.: +11.00% Physical save: +12 (+3 eff.) Stamina each turn: +1.00 Spell crit. chance: +3% A belt that goes around your waist. |
Gona (3 def, 13 armour) Gona (3 def, 13 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +8 (+3 eff.) Armour penetration: +9 Armour: +13 Defense: +3 (+1 eff.) Changes stats: +7 Str / +6 Dex / +3 Wil / +5 Cun Changes resistances: +6% lightning / +26% cold / +6% darkness Physical save: +14 (+4 eff.) Mental save: +15 (+3 eff.) Only die when reaching: -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Crimson Robe (12 def, 0 armour) Crimson Robe (12 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +12 (+3 eff.) Damage (Melee): 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: +15% all Changes resistances penetration: +20% all Talent masteries: +0.20 Psionic / Focus +0.10 Psionic / Solipsism +0.20 Cursed / Slaughter +0.20 Cursed / Punishments 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 (+3 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. |
Ashcast (0 def, 13 armour) Ashcast (0 def, 13 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +13 Damage when hit (Melee): 10 acid / 4 arcane Changes stats: +5 Con / +6 Wil Changes resistances: +6% acid / +6% fire Changes resistances penetration: +10% physical Changes damage: +6% arcane / +9% fire Spellpower: +12 (+4 eff.) Mindpower: +9 (+1 eff.) Infravision radius: +3 It can be used to activate talent Blindside, placing all other charms into a 19 cooldown : Effective talent level: 2.5 Power cost: 19 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 46% (at 0 Hate) to 155% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 13 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
Nimbusbutcher the pair of voratun boots (0 def, 5 armour) Nimbusbutcher the pair of voratun boots (0 def, 5 armour)Requires: - Heavy armour training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -4% Effects when hit in melee: * 49% chance to reduce strength, dexterity, and constitution by 24 * 41% chance to reduce damage dealt by 40% Damage when hit (Melee): 4 lightning Changes stats: +5 Cun / +5 Wil Changes resistances: +22% fire / +5% arcane / +13% cold Changes damage: +12% lightning Physical save: +11 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +12 (+2 eff.) Stamina each turn: +0.70 Maximum life: +51.00 Movement speed: +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Snowpain the pair of voratun boots (0 def, 5 armour) Snowpain the pair of voratun boots (0 def, 5 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +9 Physical crit. chance: +5.0% Physical power: +5 (+1 eff.) Armour: +5 Fatigue: +4% Changes resistances: +3% cold / +20% temporal / +21% darkness / +3% nature Changes resistances penetration: +19% darkness / +18% temporal Reduces incoming crit damage: 10.00% Physical save: +9 (+2 eff.) Mental save: +6 (+1 eff.) Silence immunity: +34% Confusion immunity: +60% Stun/Freeze immunity: +50% Life regen: +4.00 Defense after a teleport: +27 Resist all after a teleport: +18% New effects duration reduction after a teleport: +22% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Spellhunt Remnants (6 def, 8 armour) Spellhunt Remnants (6 def, 8 armour)Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +8 Defense: +6 (+1 eff.) Changes stats: +10 Cun / +10 Wil Changes resistances penetration: +25% nature Changes damage: +25% nature Spell save: +15 (+3 eff.) Maximum life: +100.00 Mindpower: +12 (+2 eff.) Mental crit. chance: +15% Light radius: +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. It can be used to attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 244.00 arcane damage and stunned) Activation costs 73 power out of 150/150. These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
Omniscience (7 def, 0 armour) Omniscience (7 def, 0 armour)Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +7 (+2 eff.) Changes resistances: +15% mind Changes resistances cap: +10% mind Changes resistances penetration: +10% mind Mental save: +25 (+5 eff.) Confusion immunity: +40% Psi when firing a critical mind attack: +6.00 Maximum psi: +50.00 Mindpower: +20 (+3 eff.) Mental crit. chance: +9% Infravision radius: +5 It can be used to reveal the surrounding area (range 20) Activation costs 22 power out of 30/30. This white cap is plain and dull, but as the light reflects off of its surface, you see images of faraway corners of the world in the sheen." |
Vorariada (5 def, 3 armour) =water= Vorariada (5 def, 3 armour) =water=Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Defense: +5 (+1 eff.) Fatigue: +5% Changes resistances: +8% cold / +6% nature / +6% darkness Changes resistances penetration: +5% acid Allows you to breathe in: water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
elven-silk wizard hat 'Nerinor' (3 def, 0 armour) elven-silk wizard hat 'Nerinor' (3 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +5 Str / +6 Wil / +7 Cun / +2 Con Changes resistances: +19% darkness / +28% physical Changes resistances penetration: +15% mind Changes damage: +18% darkness / +36% physical Physical save: +6 (+2 eff.) Stamina each turn: +3.00 Maximum stamina: +30.00 Maximum hate: +14.00 Mindpower: +15 (+2 eff.) Mental crit. chance: +5% A pointy cloth hat, very wizardly... |
467 alchemist agate 467 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Windborne Azurite Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
opal 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. |
2 sapphire 2 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+1 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
Forbidden Tome: "Home, Horrific Home" Forbidden Tome: "Home, Horrific Home"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 5 It can be used to read the book. A tome of lost knowledge. Touching it you feel both sick and yet strangely at peace. |
Lifebinding Emerald Lifebinding EmeraldInfused by nature 0.00 Encumbrance. [Plot Item] Type: gem / green ; tier 5 When wielded/worn: Changes stats: +15 Con Changes resistances: +10% blight Damage affinity(heal): +15% nature Life regen: +2.00 Healing mod.: +30% When used to imbue an object: Changes stats: +15 Con Changes resistances: +10% blight Damage affinity(heal): +15% nature Stun/Freeze immunity: +30% Life regen: +2.00 Healing mod.: +30% Latent Damage Type: Nature A lopsided, heavy emerald with murky green clouds shifting sluggishly under the surface. |
emerald 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. |
jade 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 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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 73 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
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. |
Crystal Heart Crystal HeartPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 When wielded/worn: Changes stats: +5 Con Changes resistances: +20% arcane / +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane It can be used to combine with a suit of body armor (makes a non enchanted armour into an artifact) Activation costs 1 power out of 1/1. This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Telos's Staff Crystal Telos's Staff CrystalPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 It is part of a set of items. When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 When carried: Light radius: +2 When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 Latent Damage Type: Blight It can be used to combine with a staff Activation costs 1 power out of 1/1. A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
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 Activation costs 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 Activation costs 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 Activation costs 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 Activation costs 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. |
Petrified Wood Petrified WoodInfused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
Runed Skull Runed SkullPowered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 (+2 eff.) Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
11 bloodstone 11 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
11 fire opal 11 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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% Latent Damage Type: Fire 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. |
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 146 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) 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. |
The Guardian's Totem The Guardian's TotemInfused by nature Infused by arcane disrupting forces 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 5 When wielded/worn: Effects when hit in melee: * 18% chance to slow global speed by 80% Changes stats: +10 Wil Changes resistances: +20% blight / +20% arcane Talent masteries: +0.10 Wild-gift / Fungus +0.10 Wild-gift / Antimagic Spell save: +20 (+5 eff.) Mindpower: +8 (+1 eff.) It can be used to call forth an immobile antimagic pillar for 10 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.) Activation costs 37 power out of 50/50. This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
Tree of Life Tree of LifeInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +7 Wil / +6 Con Changes resistances: +20% blight / +20% nature Changes damage: +20% nature Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony Mindpower: +7 (+1 eff.) Healing mod.: +25% Heals all nearby living creatures by 5 points each turn. Activating this item is instant. It can be used to take root increasing health by 300, armor by 20, and armor hardiness by 20%% but rooting you in place for 4 turns Activation costs 8 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. |
piercing dragonbone totem of healing [power 500] (11 cooldown) piercing dragonbone totem of healing [power 500] (11 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 It can be used to heal yourself and all friendly characters within 10 spaces for 500 Activation puts all charms on cooldown for 11 turns. When used: * Increase all damage penetration by 20% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
powerful dragonbone totem of healing [power 452] (11 cooldown) powerful dragonbone totem of healing [power 452] (11 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 It can be used to heal yourself and all friendly characters within 10 spaces for 452 Activation puts all charms on cooldown for 11 turns. When used: * Increase all damage by 11% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
3 amethyst 3 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. |
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 22 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Pearl of Life and Death Pearl of Life and DeathInfused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
15 diamond 15 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
14 moonstone 14 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
20 pearl 20 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
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% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
amber amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
By DwarfSummoner the Dwarf Summoner level 42
33rd Steel 124th year of Ascendancy at 12:02 see stats
By DwarfSummoner the Dwarf Summoner level 50
2nd Wealth 125th year of Ascendancy at 01:47 see stats
By DwarfSummoner the Dwarf Summoner level 40
4th Iron 124th year of Ascendancy at 17:34 see stats
By DwarfSummoner the Dwarf Summoner level 26
2nd Profit 123rd year of Ascendancy at 03:36 see stats
By DwarfSummoner the Dwarf Summoner level 50
9th Voratun 125th year of Ascendancy at 03:38 see stats
By DwarfSummoner the Dwarf Summoner level 46
17th Gold 124th year of Ascendancy at 19:14 see stats
By DwarfSummoner the Dwarf Summoner level 50
22nd Steel 125th year of Ascendancy at 21:21 see stats
By DwarfSummoner the Dwarf Summoner level 50
44th Dearth 125th year of Ascendancy at 12:00 see stats
By DwarfSummoner the Dwarf Summoner level 45
11st Gold 124th year of Ascendancy at 20:26 see stats
By DwarfSummoner the Dwarf Summoner level 24
22nd Voratun 123rd year of Ascendancy at 04:38 see stats
By DwarfSummoner the Dwarf Summoner level 50
29th Loss 124th year of Ascendancy at 00:06 see stats
By DwarfSummoner the Dwarf Summoner level 12
5th Shortage 122nd year of Ascendancy at 15:17 see stats
By DwarfSummoner the Dwarf Summoner level 44
7th Gold 124th year of Ascendancy at 08:23 see stats
By DwarfSummoner the Dwarf Summoner level 50
6th Shortage 124th year of Ascendancy at 17:38 see stats
By DwarfSummoner the Dwarf Summoner level 32
11st Wealth 123rd year of Ascendancy at 08:33 see stats
By DwarfSummoner the Dwarf Summoner level 50
41st Dearth 125th year of Ascendancy at 00:20 see stats
By DwarfSummoner the Dwarf Summoner level 22
3rd Voratun 123rd year of Ascendancy at 12:55 see stats
By DwarfSummoner the Dwarf Summoner level 33
16th Wealth 123rd year of Ascendancy at 11:48 see stats
By DwarfSummoner the Dwarf Summoner level 50
10th Voratun 124th year of Ascendancy at 18:41 see stats
By DwarfSummoner the Dwarf Summoner level 50
17th Wealth 125th year of Ascendancy at 13:14 see stats
By DwarfSummoner the Dwarf Summoner level 29
19th Profit 123rd year of Ascendancy at 06:41 see stats
By DwarfSummoner the Dwarf Summoner level 47
18th Gold 124th year of Ascendancy at 09:40 see stats
By DwarfSummoner the Dwarf Summoner level 10
5th Loss 122nd year of Ascendancy at 20:51 see stats
By DwarfSummoner the Dwarf Summoner level 20
31st Iron 123rd year of Ascendancy at 15:34 see stats
By DwarfSummoner the Dwarf Summoner level 30
24th Profit 123rd year of Ascendancy at 00:05 see stats
By DwarfSummoner the Dwarf Summoner level 40
4th Iron 124th year of Ascendancy at 01:23 see stats
By DwarfSummoner the Dwarf Summoner level 50
9th Voratun 124th year of Ascendancy at 00:13 see stats
By DwarfSummoner the Dwarf Summoner level 49
3rd Voratun 124th year of Ascendancy at 03:31 see stats
By DwarfSummoner the Dwarf Summoner level 50
15th Wealth 125th year of Ascendancy at 15:38 see stats
By DwarfSummoner the Dwarf Summoner level 21
31st Stralite 123rd year of Ascendancy at 00:08 see stats
By DwarfSummoner the Dwarf Summoner level 50
25th Gold 125th year of Ascendancy at 07:39 see stats
By DwarfSummoner the Dwarf Summoner level 42
32nd Steel 124th year of Ascendancy at 09:18 see stats
By DwarfSummoner the Dwarf Summoner level 25
24th Voratun 123rd year of Ascendancy at 13:18 see stats
By DwarfSummoner the Dwarf Summoner level 44
7th Gold 124th year of Ascendancy at 10:42 see stats
By DwarfSummoner the Dwarf Summoner level 6
18th Voratun 122nd year of Ascendancy at 22:33 see stats
By DwarfSummoner the Dwarf Summoner level 50
41st Dearth 125th year of Ascendancy at 00:20 see stats
By DwarfSummoner the Dwarf Summoner level 12
9th Loss 122nd year of Ascendancy at 23:07 see stats
By DwarfSummoner the Dwarf Summoner level 50
14th Wealth 125th year of Ascendancy at 11:36 see stats
By DwarfSummoner the Dwarf Summoner level 21
35th Stralite 123rd year of Ascendancy at 11:32 see stats
By DwarfSummoner the Dwarf Summoner level 50
41st Dearth 125th year of Ascendancy at 00:20 see stats
By DwarfSummoner the Dwarf Summoner level 50
43rd Profit 125th year of Ascendancy at 21:17 see stats
By DwarfSummoner the Dwarf Summoner level 10
8th Loss 122nd year of Ascendancy at 00:28 see stats
By DwarfSummoner the Dwarf Summoner level 48
10th Stralite 124th year of Ascendancy at 00:21 see stats
By DwarfSummoner the Dwarf Summoner level 23
5th Voratun 123rd year of Ascendancy at 21:14 see stats
By DwarfSummoner the Dwarf Summoner level 16
11st Iron 123rd year of Ascendancy at 07:17 see stats
By DwarfSummoner the Dwarf Summoner level 37
20th Shortage 123rd year of Ascendancy at 03:17 see stats
By DwarfSummoner the Dwarf Summoner level 39
4th Iron 124th year of Ascendancy at 01:23 see stats
By DwarfSummoner the Dwarf Summoner level 50
28th Stralite 125th year of Ascendancy at 18:14 see stats
Log
Atamathon the Giant Golem hits DwarfSummoner for 1847 cold damage.
Melee retaliation hits Atamathon the Giant Golem for 3 lightning, 2 light, 1 darkness, 30 fire, 3 acid, 7 physical (47 total damage).
Fire drake misses Atamathon the Giant Golem.
Stone golem (wild summon) can barely stand!
Fire drake hatchling is pulled in!
Fire drake hatchling can barely stand!
Fire drake hatchling can barely stand!
Fire drake hatchling is pulled in!
Fire drake can barely stand!
Fire drake hatchling is pulled in!
Fire drake hatchling can barely stand!
Atamathon the Giant Golem hits Fire drake hatchling for 114 fire, 332 light, 332 physical (777 total damage).
Atamathon the Giant Golem hits Fire drake hatchling for 114 fire, 332 light, 332 physical (777 total damage).
Atamathon the Giant Golem hits Fire drake hatchling for 125 fire, 188 light, 362 physical (674 total damage).
Atamathon the Giant Golem hits Fire drake hatchling for 114 fire, 332 light, 268 physical (714 total damage).
Atamathon the Giant Golem hits Fire drake for 104 fire, 301 light, 301 physical (707 total damage).
Atamathon the Giant Golem hits Fire drake hatchling for 125 fire, 362 light, 184 physical (670 total damage).
Atamathon the Giant Golem hits DwarfSummoner for 200 fire, 109 light, 166 physical (475 total damage).
Atamathon the Giant Golem hits Fire drake for 125 fire, 362 light, 186 physical (673 total damage).
Atamathon the Giant Golem hits Fire drake for 125 fire, 362 light, 362 physical (848 total damage).
Atamathon the Giant Golem hits Fire drake hatchling for 114 fire, 332 light, 332 physical (777 total damage).
Atamathon the Giant Golem hits Stone golem (wild summon) for 346 fire, 332 light, 332 physical (1009 total damage).
Atamathon the Giant Golem hits Fire drake for 125 fire, 362 light, 362 physical (848 total damage).
Atamathon the Giant Golem hits Fire drake hatchling for 114 fire, 332 light, 332 physical (777 total damage).
Atamathon the Giant Golem hits Fire drake hatchling for 93 fire, 271 light, 195 physical (559 total damage).
Atamathon the Giant Golem hits Fire drake hatchling for 114 fire, 332 light, 254 physical (699 total damage).
Atamathon the Giant Golem hits Fire drake for 125 fire, 179 light, 362 physical (665 total damage).
Atamathon the Giant Golem hits Fire drake hatchling for 114 fire, 332 light, 170 physical (615 total damage).
Burning from Fire drake hits Atamathon the Giant Golem for 1060 fire damage.
DwarfSummoner the level 50 dwarf summoner was sliced to death by Atamathon the Giant Golem on level 1 of Golem Graveyard.