Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
Addons | Opt-in Adventurers Parties 1.1.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Allow Respec Anywhere 1.2.3Infinite500 v2.5c: Revised high level play for ToME 1.3.1Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. Marson's UI Modifications 1.3.0v3.7.0 *** FOR ToME v1.3.0+ ONLY *** An attempt to make 1920x1080 easier on my decaying eyesight, plus a few personal preferences. This is a revamp for the Minimalist UI. It may work for Classic, but hasn't been tested for it. Most settings can be found on the UI tab on the Game Options screen. • Adds a 'Fonts' tab to 'Game Options'. Choose separate font styles and sizes for six categories: * menus & dialogs * HUD elements * tooltips & character sheet * chat & combat log * flying text * lore • Expanded font size range to 8 - 36 points. (Stock range is 10 - 18) • Ability to add your own fonts with a fontpack addon. http://te4.org/games/addons/tome/font_example • Scales most dialog boxes to account for larger fonts. • Hotkey bar revamp: * Frame colors: green = activated talent, blue = sustained talent, yellow = equipped item, orange = unequipped item. Colors on talent screen and buff bar changed to match. * Frame colors do not change when on cooldown. * All talents/items on cooldown will have a red overlay. * Z-layer of key text (C8, etc) moved under color overlay to better differentiate from cooldown text. * Unequipped items get pale yellow color overlay similar to cooldown overlay. * Right-clicking on an item no longer clears the item; it brings up the hotkey assignment menu. (You may clear it from there, as with talents.) • 'Use Talent' screen now also lists all usable items, allowing you to associate a hotkey using the dropdown menu. Objects are separated based on whether they are worn or not and display their current cooldowns. • When assigning a hotkey, the list will show available hotkeys as 1 through 0,-,= with C,S,A,AS, modifiers (example: "Hotkey C7") instead of "Hotkey 1" through "Hotkey 60", so as to match the labels on the hotkey bar. • Enabled and modified 'Creature List' code that was in stock ToME but not used. Lists NPCs in player's sight along with their remaining energy and distance. Mousing over an NPC in the Creature List will center the screen on that creature. Toggle the list on/off with Ctrl-Tab. • 'Limit Terrain Height' option will rescale trees and mushrooms to prevent them from overlapping the grid above them. (Will not affect current level until you leave and return.) • Adds viewport options: 'Original' is the stock behavior from v1.1.5 ToME. The game will use Scroll Distance, but won't show a black border around the map. With a high Scroll Distance, you will remain centered until you get to the edge of the map, at which point the map stops moving and your character moves off-center. 'No Hiding' is now the stock behavior of v1.2.x ToME. It is a bit of a hybrid. The map will scroll similar to 1.1.5, but will show enough of a black border so that your avatar will not hide under UI elements such as the mini-map and hotkey bar. 'Centered' will force the viewport to strictly follow the Scroll Distance setting. If you have it a high number, you will be centered 100% of the time. • Adds option to enable right-click dragging of the viewport. This will coexist with mouse gestures but may not mix with them in a visually pleasing manner. • Separate adjustable background transparencies for dialogs, tooltips, combat log, chat, and hotkeys. • Adjustable tooltip width. • Ability to change tooltip location: each of the four corners / at mouse cursor / opposite corner from mouse. • Tooltip will get out of the way of target location via keyboard as well as mouse cursor. • Ability to disable ambient background noises (dogs barking, water dripping, etc.) on the UI tab in Game Options. Defaults to 'enabled' (no change from stock). • Shields (damage, temporal, etc.) will play a sound when they expire on a character you are controlling. (I've missed that my antimagic shield went down one too many times.) I've included a couple versions of the sound, including silence. (shield_off.ogg created by reg7783 and licensed under the Creative Commons 0 License.) • Adds a choice of tooltip style for the Inventory screen. 'Original' is the same as stock. 'Small Screen' moves the tooltip to either side of the screen so that it obscures less and doesn't bounce around. 'Big Screen' uses a dedicated location between the rag doll and the item list. • If your character knows the talent 'Extract Gems', a tab will appear on the inventory screen listing all items that may be converted to gems based on your current talent level, including items in the Transmogrification Chest. • Adds a 'Usable Items' tab to the Inventory screen. • Adds a 'Preview Talents' button to the character creation screen. This will allow you to view the stats and talents of the current race/class combo without needing to generate a new game. • Character creation screen will remind you if you are in dev/cheat mode. • Ability to ESC from character creation screen. • Alchemist quest shows details about the various rewards you are working towards: "Agrimley the hermit needs your help making an Elixir of Explosive Force, which permanently increase your chance to critically strike with spells by 4%." This will only apply to characters who take the quest after enabling this addon. (Also available as separate addon.) • ToME Bugfix: 'Tactical Overlay' dropdown menu. + ToME v1.3.0 compatible. + Integrated 0player's NPC List speed performance fix. + Added frame highlights when mousing over or dragging a hotkey. Enhanced Object Compare 1.3.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Enhanced Wield Replace 1.1.0Allows you to choose which item to replace when wielding/wearing equipment if there are multiple possibilities. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. NOTE: If you are using this addon in conjunction with Enhanced Object Compare (directly or via ZOmnibus), be sure to update said addon(s) to at least the 2015-05-16 release (v3b for Enhanced Object Compare, v13d for ZOmnibus), as older versions will have minor interaction problems with this addon. Nur Kit 1.3.0Places guaranteed water-breathing equipment in Last Hope's lost merchant store and makes it available via an NPC in Irkkk. In the Embers of Rage DLC, also places similar gear in various stores in Kruk Pride. In the Hammer of Urh'Rok campaign, places water-breathing gear in Lake of Nur. Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Arcanum Class Pack 1.3.1Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Die in Obscurity 1.3.0Adds an option to the Online tab that can disable the broadcasting of death messages. Additionally, can suppress death messages for characters under a specific level. Plenum Tooltip: Enhanced actor tooltip display for TOME v2.4 1.3.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. Pragmatic Heroism 1.1.0Modifies the life bar to show useful information when the player is below zero life. Also available as part of the ZOmnibus Addon Pack. Doctornull's Class Pack 1.2.5This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. "Save" Talent/Stat Points 1.1.0A tweak to the Minimalist UI, allowing you to right-click on the level-up marker to mark your current unspent points as "saved". Saved points use distinct level-up indicators, allowing you to easily visually distinguish between points you want to spend now and points you want to spend later. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Items Vault 1.3.0Donators/Buyers bonus! Corner-Only Threat Brackets 1.1.5Changes the threat brackets in shockbolt so they're only the upper left corner and don't hide the healthbars. Beholder (Continuation) 1.1.5Adds Beholders as a playable race. Created by ajfluffy (design, code and conception) and rexorcorum (ideas and artwork), this addon is now being maintained by Nagyhal under the guidance of rexorcorum in ajfluffy's absence. Edit: Had to change the addon's short_name, and so v1.0.6's automatic upload helpfully made us a completely new addon page. Of course it's all on Steam, which is beautiful (thank you DG!), but I'm hoping we can merge the older versions into this thread. We'll look at it tomorrow. Edit of the edit: In the meantime, players who have fallen afoul of my clumsy Flame Laser bug are encouraged to upgrade to v5.9.2 for compatibility reasons. Have fun and happy facemelting! Ashes of Urh'Rok 1.2.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Uncloak of Inconvenience 1.2.5Sets undead starting faction to Allied Kingdoms so you won't die mashing buttons in the world map because you had the AUDACITY to equip that Wrap of Stone. Online Indicator 1.1.0An experimental addon that adds an icon to the toolbar showing your connection status. Currently tracks three states:
Faerie Race 1.2.3This addon adds in a Faerie, or Fey, race into ToME. This addon was originally created by Kaballah, but he hasn't been online in over a year. --- The Fey are an incredibly quick and agile race, however they are incredibly fragile. Fey stats: Fey skills: -Flight -Fey Luck -Fey Speed -Fey Dust --- Dark Faeries are Faeries that have given up much of their natural agility and defense in exchange for bonus offensive potency. Dark Fey stats: Dark Fey skills: -Powers of the Dark -Fey Clone -Vision of the Shadows -Feyd to Black Store Wish List 1.3.0Allows you to keep notes about things you'd like to buy in various stores in the future, and pops up reminders when you can afford them. Press Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Inventory Sort Order 1.3.0Improves the default sort order of items in the player's inventory. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Necromancy+ 1.3.1Features: Spell/Charnel - class category available to Necromancer only. Tweaked Categories: Spell/Advanced Necrotic Minions Spell/Necrotic Minions Spell/Necrosis Spell/Shades Tweaked the talent levels granted by Blighted Summoning. Also adds in a new class called the Spiritmancer: The dead do not always rest easy, even free from fell influences. Categories: Karma Life Giver Ghosts Dawn Justice Merchant on the Map 1.1.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. Turtle race 1.3.1This addon is home to bonus races, objects, and even a custom zone, for all your turtle pleasures. Races; Objects; Zones; Enemies; |
Campaign | Maj'Eyal |
Mode | Normal Roguelike |
Sex | Female |
Race | VolcanicTurtle |
Class | Sun Paladin |
Level / Exp | 43 / 95% |
Size | big |
Lifes / Deaths | Killed by Xanuna the runed bone giant at level 43 on the 6th Allure 125th year of Ascendancy at 15:21 / 1 |
Primary Stats
Strength | 97 (base 60) |
Dexterity | 34 (base 24) |
Constitution | 98 (base 59) |
Magic | 85 (base 60) |
Willpower | 38 (base 30) |
Cunning | 22 (base 10) |
Resources
Life | -580/3081 |
Mana | 452/452 |
Stamina | 336/336 |
Positive | 120/146 |
Healing Factor | 1.4 |
Regeneration | 53.5447866827 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | -2.4424906541753E-13% |
Global | +40% |
Vision
Sight | 10 |
Lite | 6 |
See Stealth | 12 |
See Invisible | 12 |
ESP Range | 10 |
ESP Kinds | demon/minor, demon/major |
Offense: Mainhand
Damage | 143 |
Accuracy | 54 |
Crit Chance | 25% |
APR | 25 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 28.166666666667 |
Crit Chance | 22% |
Speed | 1 |
Offense: Mind
Mindpower | 28.7 |
Crit Chance | 3% |
Speed | 1 |
Offense: Damage Bonus
All | 0% |
Defense: Base
Armour (hardiness) | 182.01236287997 (100%) |
Defense | 0 |
Ranged Defense | 0 |
Fatigue | 41 |
Physical Save | 85.258969682097 |
Spell Save | 74.898712102621 |
Mental Save | 26.0625 |
Defense: Resistances
All | + 44%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 50% |
Fear Resistance | 0% |
Knockback Resistance | 100% |
Instadeath Resistance | 100% |
Blind Resistance | 80% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 18 for 10 turns. While Heroism is active, you will only die when reaching -737 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. |
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 515 life over 5 turns. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 253 and cleanse 1 wound and poison effect. Its effects scale with your Strength stat. |
Class Talents
Celestial / Guardian | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Celestial / Crusader | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Sun | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Two-handed assault | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Combat | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Technique / Shield offense | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Radiance | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Generic Talents
Celestial / Light | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Spell / Aegis | 0.80 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Celestial / Chants | 1.50 |
| 5/5 |
| 2/5 |
| 1/5 |
| 5/5 |
Race / Volcanicturtle | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Chant of Fortitude |
talent | Searing Sight |
talent | Volcano Shell |
detrimental effect | Zone-wide effect: +10% darkness damage, -10% darkness resistance, -10% mental save, -20% fear immunity. Echoes of the void |
beneficial effect | The target has been affected by space or time manipulations and is becoming more resistant to them (+21). Continuum Destabilization |
beneficial effect | The target is under protection and its life regeneration is boosted by 24. Providence |
detrimental effect | Your arcane powers are disrupted by your antimagic equipment. Antimagic Disruption |
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 |
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 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved Magic by +2. | done |
You failed to protect the lone alchemist from death by snow giant boulder thrower. Escort: lone alchemist (level 2 of Daikara) | failed |
You failed to protect the lone alchemist from death by Aduritta the giant brown ant. Escort: lone alchemist (level 2 of Old Forest) | failed |
You failed to protect the lone alchemist from death by skeleton warrior. Escort: lone alchemist (level 3 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Norgos Lair. Escort: lost sun paladin (level 3 of Norgos Lair)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)As a reward you improved Strength by +2. | done |
You failed to protect the lost warrior from death by orc grand master assassin. Escort: lost warrior (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Norgos Lair. Escort: lost warrior (level 2 of Norgos Lair)As a reward you gained talent category Technique / Conditioning (at mastery 0.80). | done |
You failed to protect the repented thief from death by skeleton mage. Escort: repented thief (level 7 of Dreadfell) | failed |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | active |
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 Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | done |
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: 376. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Ungrol of Last Hope is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of avoidance. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of the savior. 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. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of stoneskin. You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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 too late. The place has been drained of its power and the sorcerers have left. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You 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! You 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: - Talent 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 Cursed / Endless hunt +0.20 Cunning / Trapping +0.20 Cursed / Predator Spell save: +10 (+2 eff.) Mental save: +10 (+5 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 4 turns (does not use a turn), costing 32 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. Press to compare |
Light source | Eldritch Pearl Eldritch PearlPowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 (+3 eff.) Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Allows you to breathe in: water Spellpower: +12 (+2 eff.) Light radius: +6 It can be used to activate talent Tidal Wave (costing 80 power out of 150/150) : Effective talent level: 4.0 Power cost: 80 out of 150/150. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing 1 per turn to a maximum eventual radius of 3, doing 22.56 cold damage and 16.55 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 4 turns. All creatures hit gain the wet effect which reduces their stun/freeze resistance by half of their value and interracts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. Press to compare |
On head | Corrupted Gaze (4 def, 8 armour) Corrupted Gaze (4 def, 8 armour)Requires: - Magic 16 - Talent Armour Training Powered by arcane forces 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Accuracy: +10 (+3 eff.) Armour: +8 Defense: +4 (+0 eff.) Fatigue: +6% Changes stats: +5 Mag / +3 Wil / +4 Cun Changes resistances: +10% blight Changes resistances penetration: +10% blight Changes damage: +20% blight Talent mastery: +0.10 Corruption / Vim Disease immunity: +40% See stealth: +12 See invisible: +12 It can be used to activate talent Vimsense (costing 25 power out of 32/32) : Effective talent level: 3.3 Power cost: 25 out of 32/32. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Feel the very existence of creatures around you for 6 turns, in a radius of 10. The evil touch will reduce their blight resistance by 14%, but also make them aware of you. The resistance reduction will improve with your Spellpower. This helmet radiates a dark power. Its visor seems to twist and corrupt the vision of its wearer. You feel worried that if you were to lower it for long, the visions may affect your mind. Press to compare |
On hands | Islibreta the Daybrand (0 def, 14 armour) Islibreta the Daybrand (0 def, 14 armour)Requires: - Talent Armour Training Infused by nature Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +14 Effects on melee hit: * 15% chance to blind Damage (Melee): 15 lightning Effects when hit in melee: * 35% chance to reduce powers by 20% * 33 arcane resource burn Damage when hit (Melee): 8 light Changes resistances: +9% lightning / +6% light / +9% acid Changes resistances penetration: +10% light Changes damage: +9% lightning Grants telepathy: Demon/Minor Demon/Major Talent granted: +5 Block Spell save: +19 (+5 eff.) Mental save: +12 (+6 eff.) Maximum life: +65.00 Mindpower: +2 (+1 eff.) Tauntlets behave like a shield, and allow you to block attacks. 98 block power. A turtle shell fit with a simple strap. It covers the entire forearm. Press to compare |
Tool | Honeywood Chalice Honeywood ChaliceInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +5 Str Changes resistances: +10% nature Changes damage: +5% physical Talent granted: +1 Battle Trance Physical save: +10 (+2 eff.) Life regen: +0.15 Healing mod.: +10% This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. Press to compare |
On fingers | Glory of the Pride Glory of the PrideCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+3 eff.) Physical power: +10 (+2 eff.) Armour: +10 Armour Hardiness: +20% Defense: +5 (+0 eff.) Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 (+9 eff.) Confusion immunity: +50% Maximum mana: -40.00 Maximum stamina: +40.00 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. Press to compare |
On fingers | Bloodcaller BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-4 eff.) Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, and this is your reward. Press to compare |
Around neck | Frost Lord's Chain Frost Lord's ChainPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 10 cold Changes resistances: +25% cold Changes damage: +12% cold Talent granted: +2 Shivgoroth Form Stun/Freeze immunity: +30% Spellpower: +12 (+2 eff.) Ice block penetration: +20% Gives all your cold damage a 20% chance to freeze the target. This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. Press to compare |
In main hand | Wintertide (39-54.6 power, 10 apr) Wintertide (39-54.6 power, 10 apr)Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 39.0 - 54.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +10 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * Create a Winter Storm that gradually expands (from radius 1 to radius 4), dealing 120.65 cold damage (based on Strength) to your enemies each turn and slowing their ability to act by 20%. Subsequent melee strikes will relocate the storm on top of your target and increase its duration. Damage (Melee): +25 ice When wielded/worn: Damage when hit (Melee): 40 ice Changes resistances: +25% cold Changes damage: +20% cold Ice block penetration: +35% Storm Duration: 0 It can be used to precipitate ice from your winter storm to create walls (lasting 10 turns) in each space it occupies, costing 30 power out of 40/40. The air seems to freeze around the blade of this sword, draining all heat from the area. It is said the Conclave created this weapon for their warmaster during the dark times of the first allure war. Press to compare |
Around waist | Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. Press to compare |
In off hand | Mossy Shell Section (-80 def, 40 armour, 75-105 power, 310 block) Mossy Shell Section (-80 def, 40 armour, 75-105 power, 310 block)Requires: - Willpower 35 - Constitution 35 - Strength 35 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 75.0 - 105.0 Uses stats: 70% Wil, 70% Con, 70% Str Damage type: Nature Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +4.5% Block value: +310 Damage (Melee): +40 nature / +40 acid When wielded/worn: Armour: +40 Defense: -80 (+0 eff.) Fatigue: +12% Changes resistances: +35% acid / +45% nature Talent granted: +4 Block Maximum air capacity: +125.00 Special effect on block: A large wave of slowing slime will fire out from the shield. Slamming this thing into your opponent's face may feel wrong, but you don't ever want to be right. The vines appear ready to latch onto anything that comes in contact with the opposite side. Press to compare |
Cloak | Ethereal Embrace (10 def, 0 armour) Ethereal Embrace (10 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 (+0 eff.) Changes stats: +8 Mag Changes resistances: +12% arcane / +12% darkness Changes damage: +15% arcane / +15% darkness Talent masteries: +0.10 Spell / Aether +0.20 Spell / Arcane +0.20 Spell / Nightfall Spellpower on spell critical (stacks up to 3 times): +5 Spell crit. chance: +6% Damage Shield Duration: +1 Damage Shield Power: +15% Damage shields have +1 duration and +15% power It can be used to activate talent Aether Breach (costing 28 power out of 28/28) : Effective talent level: 2.2 Power cost: 28 out of 28/28. Range: 7 Travel Speed: instantaneous Is: a spell Description: Rupture reality to temporarily open a passage to the aether, triggering 3 random arcane explosions in the target area. Each explosion does 67.76 arcane damage in radius 2, and will each trigger at one turn intervals. The damage will increase with your Spellpower. This cloak waves and bends with shimmering light, reflecting the depths of space and the heart of the Aether. Press to compare |
Main armor | Tarrasca (0 def, 50 armour) Tarrasca (0 def, 50 armour)Requires: - Strength 52 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +50 Armour Hardiness: +15% Fatigue: +35% Changes stats: +15 Con Physical save: +45 (+9 eff.) Knockback immunity: +100% When your effective movement speed (global speed times movement speed) is less than 100%, reduces all incoming damage equal to the speed detriment, but never to less than 30% of the original damage. Current Resistance: 60% It can be used to slow the movement speed of all creatures within 5 spaces (including yourself) by 40%, costing 25 power out of 25/25. This massive suit of plate boasts an enormous bulk and overbearing weight. Said to belong to a nameless soldier who safeguarded a passage across the bridge to his village, in defiance to the cohorts of invading orcs. After days of assault failed to fell him, the orcs turned back. The man however, fell dead on the spot - from exhaustion. The armor had finally claimed his life. Press to compare |
Inventory
This item will automatically be transmogrified when you leave the level. wild infusion of the psychic (resist 20%; cure magical)wild infusion of the psychic (resist 20%; cure magical) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 20% for 8 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Rune of the Rift (302.00 temporal damage, removed from time 4 turns) Rune of the Rift (302.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 302.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Taint of Telepathy (Range 10 telepathy for 5 turns) Taint of Telepathy (Range 10 telepathy for 5 turns)Powered by arcane forces 0.10 Encumbrance. [Plot Item] Type: scroll / taint ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 10 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Strip the protective barriers from your mind for 5 turns, allowing in the thoughts all creatures within 10 squares but reducing mind save by 10 and increasing your mindpower by 35 for 10 turns. It can be used to inscribe your skin with the taint.. Corrupted taints may be inscribed onto your body, granting you an on-demand ability. |
archmage's stralite amulet of perfection (0.26 Corruption / Vile life,0.26 Technique / Shield offense) archmage's stralite amulet of perfection (0.26 Corruption / Vile life,0.26 Technique / Shield offense)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +1 Mag Changes damage: +8% acid / +7% fire / +5% lightning / +7% cold Talent masteries: +0.26 Corruption / Vile life +0.26 Technique / Shield offense Spellpower: +4 (+1 eff.) Spell crit. chance: +4% Amulets can have magical properties. Press to compare |
serendipitous stralite amulet of perfection (0.18 Technique / Combat techniques,0.18 Technique / Two-handed assault) serendipitous stralite amulet of perfection (0.18 Technique / Combat techniques,0.18 Technique / Two-handed assault)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +9 (+3 eff.) Defense: +13 (+0 eff.) Changes stats: +6 Lck Talent masteries: +0.18 Technique / Combat techniques +0.18 Technique / Two-handed assault Reduce all damage from unseen attackers: 11% Amulets can have magical properties. Press to compare |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Nightsong NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+0 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +5% physical Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+6 eff.) Maximum stamina: +25.00 It can be used to activate talent Dark Tendrils (costing 40 power out of 50/50) : Effective talent level: 2.0 Power cost: 40 out of 50/50. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 17 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. Press to compare |
Telos's Staff (Bottom Half) Telos's Staff (Bottom Half)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff It is part of a set of items. Accuracy bonus: +2.5% procs dam / acc Attack speed: 100% When wielded/worn: Changes stats: +4 Mag Changes damage: +20% blight / +20% darkness / +20% acid Critical mult.: +20.00% Spellpower on spell critical (stacks up to 3 times): +5 Maximum mana: +50.00 Maximum vim: +25.00 Spell crit. chance: +8% The bottom part of Telos's broken staff. Press to compare |
The Gaping Maw (72-108 power, 4 apr) The Gaping Maw (72-108 power, 4 apr)Requires: - Strength 60 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 72.0 - 108.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 100% On weapon crit: * deal manaburn damage equal to your mindpower in a radius 3 cone Damage (Melee): +50 acid / +50 nature slow When wielded/worn: Talents cooldown: Ice Claw (-1 turn) Mana Clash (-2 turns) Swallow (-2 turns) This huge granite battleaxe is as much mace as it is axe. The shaft is made of blackened wood tightly bound in drakeskin leather and the sharpened granite head glistens with a viscous green fluid. Press to compare |
The Black Maul (70-105 power, 15 apr) The Black Maul (70-105 power, 15 apr)Requires: - Strength 40 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 70.0 - 105.0 Uses stat: 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Physical crit. chance: +2.0% Attack speed: 100% When this weapon hits: Obliterating Smash (10% chance level 3). When wielded/worn: Accuracy: +20 (+6 eff.) Physical power: +12 (+3 eff.) Talent masteries: +0.20 Technique / Two-handed assault +0.20 Corruption / Brutality Shadow Power: +10 Increases all damage by 1% for each point of your Shadow Power. It can be used to activate talent Reckless Strike (costing 25 power out of 25/25) : Effective talent level: 3.0 Power cost: 25 out of 25/25. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Hits the target doing 255% weapon damage. This attack cannot miss, and ignores all armor and resistances on the target. However, you take damage equal to 25% of the damage dealt, or 30% of your current HP, whichever is lower. "A fitting weapon for the Champion." Press to compare |
Golden Three-Edged Sword 'The Truth' (49-78.4 power, 9 apr) Golden Three-Edged Sword 'The Truth' (49-78.4 power, 9 apr)Requires: - Willpower 18 - Strength 18 - Cunning 18 Infused by psionic forces 12.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 49.0 - 78.4 Uses stat: 129% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +9 Physical crit. chance: +9.0% Attack speed: 100% On weapon hit: * 9% chance to stun or confuse the target Damage (Melee): +49 light / +49 darkness The wise ones say that truth is a three-edged sword. And sometimes, the truth hurts. Press to compare |
This item will automatically be transmogrified when you leave the level. thunderous orichalcum trident (51-81.6 power, 16 apr)thunderous orichalcum trident (51-81.6 power, 16 apr) Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / trident ; tier 5 It must be held with both hands. Base power: 51.0 - 81.6 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +16 Physical crit. chance: +4.0% Attack speed: 100% On weapon hit: * 35% chance to daze When wielded/worn: Changes stats: +3 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances penetration: +13% lightning A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. Press to compare |
Anmalice (47-65.8 power, 20 apr) Anmalice (47-65.8 power, 20 apr)Requires: - Willpower 20 - Strength 32 Infused by psionic forces Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 47.0 - 65.8 Uses stats: 10% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +20 Physical crit. chance: +7.0% Attack speed: 100% On weapon hit: * torments the target with many mental effects On weapon kill: * reduces mental save penalty When wielded/worn: Changes damage: +8% mind Mental save: -30 (-24 eff.) Mindpower: +9 (+4 eff.) The eye on the hilt of this blade seems to glare at you, piercing your soul and mind. Tentacles surround the hilt, latching onto your hand. Press to compare |
This item will automatically be transmogrified when you leave the level. balanced voratun longsword of vileness (40.5-56.7 power, 6 apr)balanced voratun longsword of vileness (40.5-56.7 power, 6 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 40.5 - 56.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to disease Damage (Melee): +16 blight When wielded/worn: Accuracy: +11 (+3 eff.) Defense: +12 (+0 eff.) Disarm immunity: +43% Sharp, long, and deadly. Press to compare |
This item will automatically be transmogrified when you leave the level. blazebringer's voratun longsword of ruin (44-61.6 power, 6 apr)blazebringer's voratun longsword of ruin (44-61.6 power, 6 apr) Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 44.0 - 61.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Burst (radius 2) on crit: +20 fire When wielded/worn: Armour penetration: +14 Physical crit. chance: +15.0% Changes resistances penetration: +11% fire Critical mult.: +16.00% Global speed: +5% Sharp, long, and deadly. Press to compare |
Icy Kill (35-45.5 power, 10 apr) Icy Kill (35-45.5 power, 10 apr)Requires: - Dexterity 42 Infused by nature Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 4 Base power: 35.0 - 45.5 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Physical crit. chance: +15.0% Attack speed: 100% On weapon crit: * freezes the target On weapon kill: * explodes a frozen creature (damage scales with willpower) Damage (Melee): +30 cold When wielded/worn: Changes stats: +6 Cun / +6 Wil Changes damage: +25% cold Hate per kill: +4.00 Ice block penetration: +50% As any scryer knows, the link between the murderer and the murdered is the murder weapon, and a scryer can follow that link from the murdered to the weapon to the murderer. One rather cold blooded killer thought of a way around this. By carving blades out of ice, they could kill as they wished and the link would just melt away. Their killing spree ended when one of the victims got lucky and managed to stab the murderer in the heart with the icey blade. After being united with the cold heart that created it, the final ice blade has never melted. Press to compare |
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: 35% Wil, 50% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical 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 (+6 eff.) Mental crit. chance: +6% Heals friendly targets nearby when you use a nature summon: +30 Max wilder summons: +2 It can be used to activate talent Rage (costing 16 power out of 16/16) : Effective talent level: 4.0 Power cost: 16 out of 16/16. Range: 10 Travel Speed: instantaneous Is: a mind power and a nature gift Description: Induces a killing rage in one of your summons, increasing all its stats by 9 for 10 turns. This mindstar constantly emits a low tone. Life seems to be pulled towards it. Press to compare |
Eye of the Wyrm (16-17.6 power, 24 apr, physical damage) Eye of the Wyrm (16-17.6 power, 24 apr, physical damage)Requires: - Willpower 45 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 It is part of a set of items. The natural wyrm seeks an element. Base power: 16.0 - 17.6 Uses stats: 40% Wil, 10% Cun, 20% Str Damage type: Physical Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +2.5% Attack speed: 100% Damage conversion: 18% acid / 18% cold / 18% lightning / 18% fire When wielded/worn: Physical crit. chance: +4.0% Physical power: +8 (+2 eff.) Changes resistances: +8% acid / +8% physical / +8% fire / +8% lightning / +8% cold Changes damage: +8% lightning / +8% physical / +8% fire / +8% acid / +8% cold Talent masteries: +0.10 Wild-gift / Venom drake aspect +0.10 Wild-gift / Cold drake aspect +0.10 Wild-gift / Fire drake aspect +0.10 Wild-gift / Storm drake aspect +0.10 Wild-gift / Sand drake aspect Mindpower: +8 (+4 eff.) Mental crit. chance: +4% It can be used to activate talent Corrosive Breath (costing 30 power out of 30/30) : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You breathe acid in a frontal cone of radius 8. Any target caught in the area will take 265.11 acid damage. Enemies caught in the acid have a 30% chance of their weapons becoming useless for three turns. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. The Disarm chance is based on your Mindpower. Each point in acid drake talents also increases your acid resistance by 1%. A black iris cuts through the core of this mindstar, which shifts with myriad colours. It darts around, as if searching for something. Press to compare |
Fearstar (24-26.4 power, 40 apr, demonfire damage) Fearstar (24-26.4 power, 40 apr, demonfire damage)Requires: - Willpower 30 - Magic 30 - Cunning 30 Powered by arcane forces Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Base power: 24.0 - 26.4 Uses stats: 30% Wil, 30% Mag, 30% Cun Damage type: Demonfire Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +5 Cun / +5 Mag Changes damage: +30% darkness / +30% fire Vim when firing critical spell: +5.00 Psi when firing a critical mind attack: +5.00 Spell crit. chance: +20% Mental crit. chance: +20% Talent on hit(spell): Nightmare (10% chance level 5). Talent on hit(mindpower): Darkfire (10% chance level 5). It can be used to activate talent Spit Blight (costing 24 power out of 30/30) : Effective talent level: 5.0 Power cost: 24 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spit blight at your target doing 388.78 blight damage. The damage will increase with your Magic. Once a normal Mindstar, this stone was corrupted by an intersecting Fearscape plane. Nightmares are reflected on its surface and it is wrapped by vines that resemble hellish flames. There is much power in this fell crystal, but it is hard to unleash. Press to compare |
Phantasmal Blade (21-27.3 power, 9 apr) Phantasmal Blade (21-27.3 power, 9 apr)Requires: - Magic 28 - Dexterity 28 Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / ritual blade ; tier 4 Base power: 21.0 - 27.3 Uses stats: 45% Mag, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 100% When wielded/worn: Changes resistances penetration: +10% light / +10% darkness / +10% mind Changes damage: +25% light / +25% darkness / +25% mind Talent masteries: +0.20 Spell / Phantasm +0.20 Spell / Illusion Spell crit. chance: +12% Mental crit. chance: +12% The unreal, made real. Press to compare |
Quiver of the Sun (25/25, 34-47.6 power, 15 apr) Quiver of the Sun (25/25, 34-47.6 power, 15 apr)Requires: - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 4 Base power: 34.0 - 47.6 Uses stats: 70% Dex, 50% Str Damage type: Bright light Accuracy bonus: +0.2% crit / acc Armour Penetration: +15 Physical crit. chance: +2.0% Capacity: 25 Travel speed: +300% Shots beam through all targets. This strange orange quiver is made of brass and etched with many bright red runes that glow and glitter in the light. The arrows themselves appear to be solid shafts of blazing hot light, like rays of sunshine, hammered and forged into a solid state. |
Star Shot (20/20, 32-38.4 power, 15 apr) Star Shot (20/20, 32-38.4 power, 15 apr)Requires: - Dexterity 28 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Base power: 32.0 - 38.4 Uses stats: 70% Dex, 50% Cun Damage type: Fire Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Physical crit. chance: +10.0% Capacity: 20 On weapon hit: * sets off a powerful explosion Intense heat radiates from this powerful shot. |
Wind Worn Shot (25/25, 39-46.8 power, 15 apr) Wind Worn Shot (25/25, 39-46.8 power, 15 apr)Requires: - Dexterity 28 Infused by nature 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Base power: 39.0 - 46.8 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Physical crit. chance: +10.0% Capacity: 25 When this weapon hits: Tornado (10% chance level 2). On weapon hit: * 35% chance for lightning to arc to a second target Travel speed: +100% These perfectly white spheres appear to have been worn down by years of exposure to strong winds. |
Black Mesh (8 def, 2 armour, 29.5-35.4 power, 108 block) Black Mesh (8 def, 2 armour, 29.5-35.4 power, 108 block)Requires: - Strength 20 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 29.5 - 35.4 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +108 When wielded/worn: Armour: +2 Defense: +8 (+0 eff.) Ranged Defense: +8 (+8 eff.) Fatigue: +12% Changes resistances: +15% blight / +30% darkness Talent granted: +3 Block Stamina each turn: +2.00 Special effect on block: 30% chance of pulling in the attacker 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. Press to compare |
coruscating stralite shield of crushing (10 def, 2 armour, 59-70.8 power, 135 block) coruscating stralite shield of crushing (10 def, 2 armour, 59-70.8 power, 135 block)Requires: - Strength 35 - Talent Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 59.0 - 70.8 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +4.5% Block value: +135 On weapon crit: * smash the target with your shield crippling them Damage (Melee): +13 fire When wielded/worn: Physical crit. chance: +4.0% Physical power: +6 (+2 eff.) Armour: +2 Defense: +10 (+0 eff.) Ranged Defense: +10 (+10 eff.) Fatigue: +14% Damage when hit (Melee): 23 fire Changes stats: +4 Str Changes resistances: +14% fire Talent granted: +4 Block Handheld deflection devices. Press to compare |
cosmic voratun shield of radiance (12 def, 3 armour, 68.5-82.2 power, 202 block) cosmic voratun shield of radiance (12 def, 3 armour, 68.5-82.2 power, 202 block)Requires: - Strength 48 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 68.5 - 82.2 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +202 Damage (Melee): +15 light Burst (radius 2) on crit: +18 light / +30 darkness When wielded/worn: Armour: +3 Defense: +12 (+0 eff.) Ranged Defense: +12 (+12 eff.) Fatigue: +14% Effects when hit in melee: * 26% chance to blind Changes stats: +4 Con / +3 Mag Changes resistances: +24% light / +11% darkness Talent granted: +5 Block Special effect on block: Unleash the fury of the cosmos, dealing light and darkness damage to your attackers Handheld deflection devices. Press to compare |
gloomy voratun shield of radiance (12 def, 3 armour, 71.5-85.8 power, 197.5 block) gloomy voratun shield of radiance (12 def, 3 armour, 71.5-85.8 power, 197.5 block)Requires: - Strength 48 - Talent Armour Training (level 2) Powered by arcane forces Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 71.5 - 85.8 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +198 Damage (Melee): +17 light When wielded/worn: Armour: +3 Defense: +12 (+0 eff.) Ranged Defense: +12 (+12 eff.) Fatigue: +14% Effects on melee hit: * 9% chance to cause random gloom Effects when hit in melee: * 24% chance to cause random gloom * 17% chance to blind Changes stats: +4 Con / +6 Mag Changes resistances: +11% light Talent granted: +5 Block Handheld deflection devices. Press to compare |
Bindings of Eternal Night (12 def, 12 armour) Bindings of Eternal Night (12 def, 12 armour)Powered by arcane forces 6.00 Encumbrance. [Unique] Type: armor / mummy ; tier 3 It is part of a set of items. A complementing item would be your crowning glory. When wielded/worn: Armour: +12 Defense: +12 (+0 eff.) Damage when hit (Melee): 10 darkness Changes stats: +5 Mag / +5 Wil Changes resistances: +30% blight / -10% fire / +30% darkness / -10% light Changes damage: +20% darkness Poison immunity: +100% Disease immunity: +100% Life regen: +1.00 Light radius: -1 The wearer is treated as an undead. Woven through with fell magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death. Press to compare |
Evermoss Robe (12 def, 0 armour) Evermoss Robe (12 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +12 (+0 eff.) Damage when hit (Melee): 35 nature slow Changes stats: +5 Wil Changes resistances: +25% nature Changes resistances penetration: +10% nature Changes damage: +30% nature Talent mastery: +0.10 Wild-gift / Moss Physical save: +15 (+3 eff.) Life regen: +0.20 Mindpower: +12 (+6 eff.) Mental crit. chance: +5% Healing mod.: +15% This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties. Press to compare |
The Turtle Lich's Robe (0 def, 0 armour) The Turtle Lich's Robe (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +12 Mag / +16 Con Changes resistances: +21% all Changes damage: +45% darkness / +35% cold Physical save: +80 (+16 eff.) Spell save: +80 (+17 eff.) It can be used to activate talent Animus Purge (costing 35 power out of 50/50) : Effective talent level: 5.0 Power cost: 35 out of 50/50. Range: 6 Travel Speed: 2000% of base Is: a spell Description: Try to crush the soul of your foe, doing 236.12 darkness damage (that can never kill the target). If the target is left with less than 25% life you try to take control of its body. Should this succeed the target becomes your permanent minion (unaffected by your aura) and you regain 2 souls. Husks prossess the same abilities as they had in life (affected by Dark Empathy), are healed to full when created but can never heal or be healed by any means. Only one husk can be controlled at any time, if this spell is cast again it will dispell the previous husk, even if no new one is created. Bosses, other undeads and summoned creatures can not be turned into husks. The damage and chance will increase with your Spellpower. A pitch-black robe. It smells oddly of a swamp, and was once owned by the first known TurtleLich, Taelzen. Press to compare |
This item will automatically be transmogrified when you leave the level. spiked drakeskin leather armour of fire resistance (5 def, 8 armour)spiked drakeskin leather armour of fire resistance (5 def, 8 armour) Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+0 eff.) Fatigue: +8% Damage when hit (Melee): 16 physical Changes resistances: +23% fire A suit of armour made of leather. Press to compare |
This item will automatically be transmogrified when you leave the level. fortifying voratun plate armour of acid resistance (9 def, 16 armour)fortifying voratun plate armour of acid resistance (9 def, 16 armour) Requires: - Strength 60 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 (+0 eff.) Fatigue: +26% Changes stats: +7 Str / +5 Con Changes resistances: +21% acid Maximum life: +84.00 A suit of armour made of metal plates. Press to compare |
Searmonster (8 def, 0 armour) Searmonster (8 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +8 (+0 eff.) Changes resistances: +15% acid Changes damage: +6% acid / +6% fire Physical save: +7 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. Press to compare |
This item will automatically be transmogrified when you leave the level. thick elven-silk cloak of sorcery (3 def, 10 armour)thick elven-silk cloak of sorcery (3 def, 10 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Armour: +10 Defense: +3 (+0 eff.) Changes stats: +5 Wil / +3 Mag Changes resistances: +10% cold Spell crit. chance: +6% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. Press to compare |
Pawnch's Shell (0 def, 2 armour) Pawnch's Shell (0 def, 2 armour)Requires: - Constitution 14 Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 2 When wielded/worn: Armour: +2 Fatigue: +7% Damage when hit (Melee): 12 physical Life regen: +2.00 Maximum air capacity: +50.00 10% of all incoming damage is reduced by your Armor stat. Hardiness applies. A giant shell that once belonged to Pawnch, a turtle who dreamed of becoming a brawler. It radiates a powerful aura, and you feel protected when you are in contact with it. Press to compare |
This item will automatically be transmogrified when you leave the level. dreamer's pair of drakeskin leather boots of tirelessness (0 def, 5 armour)dreamer's pair of drakeskin leather boots of tirelessness (0 def, 5 armour) Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Physical save: +12 (+2 eff.) Spell save: +14 (+4 eff.) Mental save: +9 (+4 eff.) Stamina each turn: +1.10 Maximum stamina: +28.00 A pair of boots made of leather. Press to compare |
Umbraterror the pair of dwarven-steel boots (0 def, 4 armour) Umbraterror the pair of dwarven-steel boots (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: -4% Changes resistances: +3% nature Changes damage: +9% darkness Maximum encumbrance: +29 Physical save: +8 (+2 eff.) Stun/Freeze immunity: +5% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. Press to compare |
Fist of the Destroyer (8 def, 0 armour) Fist of the Destroyer (8 def, 0 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. Only the masochistic can unlock its full power. When wielded/worn: Defense: +8 (+0 eff.) Changes stats: +9 Str / +9 Mag / +3 Cun Talent masteries: +0.20 Corruption / Shadowflame +0.20 Corruption / Vim Stun/Freeze immunity: +20% Maximum vim: +25.00 Increases all damage by 4% of current vim Current Bonus: 0% It can be used to activate talent Darkfire (costing 12 power out of 12/12) : Effective talent level: 5.0 Power cost: 12 out of 12/12. Range: 6 Travel Speed: 400% of base Is: a spell Description: Conjures up a bolt of shadowflame that moves toward the target and explodes into a flash of darkness and fire, doing 57.95 fire damage and 72.44 darkness damage in a radius of 6. The damage will increase with your Spellpower. These fell looking gloves glow with untold power. Press to compare |
Woeweeper (0 def, 4 armour) Woeweeper (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +14 (+4 eff.) Armour: +4 Changes stats: +3 Dex Changes resistances penetration: +10% darkness Changes damage: +3% darkness Talent granted: +3 Block Tauntlets behave like a shield, and allow you to block attacks. 40 block power. A turtle shell fit with a simple strap. It covers the entire forearm. Press to compare |
heroic voratun gauntlets of the starseeker (0 def, 7 armour) heroic voratun gauntlets of the starseeker (0 def, 7 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +7 Changes stats: +3 Cun / +1 Mag Changes resistances: +7% light / +7% darkness Mental save: +9 (+4 eff.) Maximum life: +61.00 Infravision radius: +2 It can be used to activate talent Starfall, placing all other charms into a 20 cooldown : Effective talent level: 1.0 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 54.20 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. Press to compare |
Crown of Eternal Night (0 def, 3 armour) Crown of Eternal Night (0 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. You need to find something to bind its powers. When wielded/worn: Armour: +3 Fatigue: +3% Damage (Melee): 0 darkness Changes stats: +0 Cun Reduce damage by fixed amount: +10 all Changes damage: +0% darkness Talent mastery: +0.00(-) Cunning / Stealth Spell save: +0 (+0 eff.) Mental save: +0 (+0 eff.) Confusion immunity: +0% Knockback immunity: +0% Light radius: +0 This crown looks useless, yet you can feel it is woven with fell magics of undeath. Maybe it has a use. Press to compare |
dwarven-steel helm 'Gilydradunahek' (0 def, 4 armour) dwarven-steel helm 'Gilydradunahek' (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +2 (+1 eff.) Armour penetration: +2 Armour: +4 Fatigue: +4% Changes stats: +4 Str / +5 Con Changes resistances penetration: +5% physical Maximum stamina: +5.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. Press to compare |
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. |
7 spinel 7 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 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. |
5 citrine 5 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon 5 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. |
20 aquamarine 20 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. |
7 opal 7 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. |
19 topaz 19 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+0 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+0 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
11 amethyst 11 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. |
8 onyx 8 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. |
8 lapis lazuli 8 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+0 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+0 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 emerald 10 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. |
9 garnet 9 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. |
11 quartz 11 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. |
13 sapphire 13 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+0 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+4 eff.) When used to imbue an object: Defense: +8 (+0 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
11 jade 11 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. |
8 turquoise 8 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
17 ruby 17 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. |
9 amber 9 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. |
5 bloodstone 5 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. |
4 fire opal 4 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. |
3 diamond 3 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. |
5 moonstone 5 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+0 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+5 eff.) When used to imbue an object: Defense: +10 (+0 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+5 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 pearl 4 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. |
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% Air currents swirl around this bright blue jewel. |
359 alchemist agate 359 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. |
62 alchemist bloodstone 62 alchemist bloodstone0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
Essence of Bearness Essence of BearnessInfused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness, costing 100 power out of 100/100. The very essence of bearness! Press to compare |
miner's voratun pickaxe (dig speed 19 turns) miner's voratun pickaxe (dig speed 19 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. Press to compare |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (3/3) Rod of Spydric Poison (3/3)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 12, dealing 540.00 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 25 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
Tree of Life Tree of LifeInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +6 Con / +7 Wil 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 (+3 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, armor, and armor hardiness but rooting you in place, costing 10 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. Press to compare |
Lightbringer's Wand Lightbringer's WandPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 3 When wielded/worn: Damage when hit (Melee): 18 light Changes resistances: +12% darkness / +12% light Changes damage: +10% light Spell save: +15 (+4 eff.) Light radius: +2 It can be used to summon a shining orb, costing 35 power out of 35/35. This gold-tipped wand shines with an unnatural sheen. Press to compare |
Achievements
By Rae'lee the VolcanicTurtle Sun Paladin level 28
4th Haze 123rd year of Ascendancy at 07:31 see stats
By Rae'lee the VolcanicTurtle Sun Paladin level 28
1st Time of Equilibrium 123rd year of Ascendancy at 04:12 see stats
By Rae'lee the VolcanicTurtle Sun Paladin level 20
41st Pyre 123rd year of Ascendancy at 08:36 see stats
By Rae'lee the VolcanicTurtle Sun Paladin level 35
10th Allure 124th year of Ascendancy at 20:21 see stats
By Rae'lee the VolcanicTurtle Sun Paladin level 35
10th Pyre 124th year of Ascendancy at 01:02 see stats
By Rae'lee the VolcanicTurtle Sun Paladin level 40
54th Haze 124th year of Ascendancy at 22:44 see stats
By Rae'lee the VolcanicTurtle Sun Paladin level 30
15th Haze 123rd year of Ascendancy at 22:29 see stats
By Rae'lee the VolcanicTurtle Sun Paladin level 17
15th Regrowth 123rd year of Ascendancy at 16:06 see stats
By Rae'lee the VolcanicTurtle Sun Paladin level 39
6th Dusk 124th year of Ascendancy at 17:32 see stats
By Rae'lee the VolcanicTurtle Sun Paladin level 30
27th Haze 123rd year of Ascendancy at 11:07 see stats
By Rae'lee the VolcanicTurtle Sun Paladin level 7
8th Mirth 122nd year of Ascendancy at 09:40 see stats
By Rae'lee the VolcanicTurtle Sun Paladin level 42
74th Haze 124th year of Ascendancy at 18:20 see stats
By Rae'lee the VolcanicTurtle Sun Paladin level 34
72nd Haze 123rd year of Ascendancy at 14:16 see stats
By Rae'lee the VolcanicTurtle Sun Paladin level 29
12nd Haze 123rd year of Ascendancy at 21:14 see stats
By Rae'lee the VolcanicTurtle Sun Paladin level 42
1st Wintertide 125th year of Ascendancy at 22:59 see stats
By Rae'lee the VolcanicTurtle Sun Paladin level 17
16th Regrowth 123rd year of Ascendancy at 23:41 see stats
By Rae'lee the VolcanicTurtle Sun Paladin level 17
17th Regrowth 123rd year of Ascendancy at 00:47 see stats
By Rae'lee the VolcanicTurtle Sun Paladin level 33
65th Haze 123rd year of Ascendancy at 00:28 see stats
By Rae'lee the VolcanicTurtle Sun Paladin level 42
8th Decay 124th year of Ascendancy at 12:21 see stats
By Rae'lee the VolcanicTurtle Sun Paladin level 34
72nd Haze 123rd year of Ascendancy at 17:42 see stats
By Rae'lee the VolcanicTurtle Sun Paladin level 15
79th Haze 122nd year of Ascendancy at 10:49 see stats
By Rae'lee the VolcanicTurtle Sun Paladin level 37
10th Pyre 124th year of Ascendancy at 04:22 see stats
By Rae'lee the VolcanicTurtle Sun Paladin level 37
35th Pyre 124th year of Ascendancy at 18:52 see stats
By Rae'lee the VolcanicTurtle Sun Paladin level 10
6th Flare 122nd year of Ascendancy at 18:06 see stats
By Rae'lee the VolcanicTurtle Sun Paladin level 20
26th Pyre 123rd year of Ascendancy at 07:11 see stats
By Rae'lee the VolcanicTurtle Sun Paladin level 30
13rd Haze 123rd year of Ascendancy at 04:29 see stats
By Rae'lee the VolcanicTurtle Sun Paladin level 40
51st Haze 124th year of Ascendancy at 16:27 see stats
By Rae'lee the VolcanicTurtle Sun Paladin level 42
76th Haze 124th year of Ascendancy at 04:58 see stats
By Rae'lee the VolcanicTurtle Sun Paladin level 33
63rd Haze 123rd year of Ascendancy at 20:58 see stats
By Rae'lee the VolcanicTurtle Sun Paladin level 11
34th Dusk 122nd year of Ascendancy at 06:14 see stats
By Rae'lee the VolcanicTurtle Sun Paladin level 30
27th Haze 123rd year of Ascendancy at 09:29 see stats
By Rae'lee the VolcanicTurtle Sun Paladin level 29
13rd Haze 123rd year of Ascendancy at 00:30 see stats
By Rae'lee the VolcanicTurtle Sun Paladin level 32
54th Haze 123rd year of Ascendancy at 21:39 see stats
By Rae'lee the VolcanicTurtle Sun Paladin level 10
8th Flare 122nd year of Ascendancy at 03:20 see stats
By Rae'lee the VolcanicTurtle Sun Paladin level 38
70th Pyre 124th year of Ascendancy at 10:52 see stats
By Rae'lee the VolcanicTurtle Sun Paladin level 30
17th Haze 123rd year of Ascendancy at 07:44 see stats
By Rae'lee the VolcanicTurtle Sun Paladin level 19
39th Regrowth 123rd year of Ascendancy at 15:28 see stats
By Rae'lee the VolcanicTurtle Sun Paladin level 27
1st Time of Equilibrium 123rd year of Ascendancy at 02:01 see stats
Log
Rae'lee leeches life from Xanuna the runed bone giant!
Rae'lee hits Xanuna the runed bone giant for 4 light damage.
Xanuna the runed bone giant's aether beam hits Rae'lee for 8 arcane damage.
Rae'lee receives 2 healing from Xanuna the runed bone giant.
Xanuna the runed bone giant's aether beam hits Rae'lee for 8 arcane damage.
Rae'lee's Second Life has been disrupted by anti-magic forces!
Xanuna the runed bone giant's aether beam hits Rae'lee for 8 arcane damage.
Xanuna the runed bone giant's Chromatic Orb hits Rae'lee for 29 acid, 29 acid (58 total damage).
Xanuna the runed bone giant casts Manathrust.
Xanuna the runed bone giant hits Rae'lee for 125 arcane damage.
Xanuna the runed bone giant's aether beam hits Rae'lee for 8 arcane damage.
Aether Breach from Xanuna the runed bone giant hits Rae'lee for 97 arcane damage.
Xanuna the runed bone giant's aether beam hits Rae'lee for 8 arcane damage.
Xanuna the runed bone giant's aether beam hits Rae'lee for 8 arcane damage.
Xanuna the runed bone giant's aether beam hits Rae'lee for 8 arcane damage.
Xanuna the runed bone giant's aether beam hits Rae'lee for 8 arcane damage.
Xanuna the runed bone giant's aether beam hits Rae'lee for 8 arcane damage.
Xanuna the runed bone giant's aether beam hits Rae'lee for 8 arcane damage.
Rae'lee hits Xanuna the runed bone giant for 4 light damage.
Xanuna the runed bone giant casts Chromatic Orb.
Xanuna the runed bone giant's spell attains critical power!
Aether Breach from Xanuna the runed bone giant hits Rae'lee for 97 arcane damage.
Talent Daunting Presence is ready to use.
Rae'lee hits Xanuna the runed bone giant for 4 light damage.
Xanuna the runed bone giant casts Moonlight Ray.
Xanuna the runed bone giant hits Rae'lee for 99 darkness damage.
Aether Breach from Xanuna the runed bone giant hits Rae'lee for 92 arcane damage.
Rae'lee's Second Life has been disrupted by anti-magic forces!
Rae'lee hits Xanuna the runed bone giant for 4 light damage.
Saving game...