







Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | Extra Dungeons Fixed 1.5.5Makes certain locations accessible to all characters. Talent Point Planner 1.5.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: More Experience with High(er) Level Enemy 1.5.5If your level is lower than the target's, you will get more experience. Orcnac Subrace 1.5.5Adds the Orcnac Subrace, the Orc equivilent of a Cornac. Additional Randart Properties 1.5.5 Inferno Race Pack 1.4.0Adds a collection of my races. Extra Dungeons 1.5.5In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Stoneshaper 1.5.0Adds the Stoneshaper, a wild caster. Stoneshapers manipulate terrain, creating or destroying it at need, and have been known to forge formidable weapons from stone. Deathknight 1.5.5Adds the Deathknight class. See forum thread for details. White Monk 1.5.3Adds the White Monk, a warrior subclass. The White Monk wields no arms, instead using intense focus and training to turn their body into a weapon. They fend off enemy blows with their immense willpower and can preform healing and regenerative rites. Primary stats are Dexterity and Willpower. White Monks have the unique ability to project unarmed melee attacks at a distance, with talents that allow them to strike many targets in a area, as well. White Monks have a base damage modifier for hand gear of 60% Dex and 60% Wil, and gain some of the same benefits to unarmed attacks as Brawlers. Includes seven new talent trees and incorporates a few existing trees from Warrior and Rogue classes. Rending - Attack your foes from afar and sap their energy. Mending - Heal and cleanse yourself and even prepare a rite that can ward off death itself. Fending (generic) - Ward off enemy assaults, directing some damage to your stamina pool. Agile Combatant - Move across the battlefield with unmatched agility. Martial Arts - Master the art of unarmed fighting and gain bonus strikes from your attacks. Black Belt (locked) - Learn advanced fighting techniques to cripple your foes and react with finely honed reflexes. Transcending(locked) - Directly manipulate your foes' spirits to sap their energy and learn to project your spirit to assail all nearby foes. Follow one of the Six Ways with a set of class evolutions for the White Monk: Way of the Rushing Bull Way of the Flying Arrow Way of the Open Palm Way of the Arcane Flow Way of the Transcendent Spirit Way of the Hidden Viper Full details in the forum thread. The Ruined 1.5.3Adds the Ruined, an afflicted subclass. Ruined are spell casters that have been twisted by the curse. Items Vault 1.5.0Donators/Buyers bonus! Generous Levels 1.5.5Is more generous with talents, types and stat points for each level gained. Harbinger 1.5.5 Expanded Shop Inventory 1.3.0Significantly increases the number of items available for purchase in all shops, and allows some higher-quality items. Players can set the number of items with the new option appearing in the 'Game Options/Gameplay' tab. Item Vault Tweak 1.4.9No level/plot limits on the item vault. Warning: I have no idea how quests will react to vaulting key items. Mage Knight 1.5.5Adds the Mage Knight metaclass, and its six sub-classes. Forum discussion thread: http://forums.te4.org/viewtopic.php?f=50&t=48329 Phoenix Knight: Powerful warriors who blast their foes with solar fire while calling healing light upon their allies. Their solar fire attacks will strike as either fire or light damage, whichever will hit their target the hardest, and their potent healing and cleansing abilities make them tough opponents to bring down. Mind Knight: Psionic warriors who strengthen their mental abilities by tapping into their inner magic. Adept at telekinesis, telepathy, and teleportation, they are mobile scouts who can quickly get a lay of the land and sow chaos among their foes with physical and mental debilitations, or even outright compulsions. Storm Knight: Swift skirmishers who rely on extreme mobility and powerful lightning magic to strike their foes down and avoid reprisals. Extremely fast and difficult to pin down, they can cast entire enemy units into disarray with their wealth of area attacks. All mage knights can cast while they fight, but experienced storm knights are also able to fight while they move. Earth Knight: The heaviest of infantry, earth knights hammer their foes with physical and natural forces while shielding themselves with the power of the earth. Highly resilient in the face of any attack, earth knights provide a slow and steady offense supported by powerful gemstone shields and the endurance of a living mountain. Sea Knight: Healers first, fighters second, battle mages a somewhat distant third, while sea knights lack the raw offensive power of other mage knights, they make up for it with amazing personal defense and recovery abilities. And though their attacks may be individually weak, like the sea itself, they are able to wear down even the strongest defenses eventually, eroding their opponents away with gradually strengthening spells, making them terrors in a battle of attrition. Mana Knight: Experimenting pioneers who do amazing things with raw magical energy. They have the most conventional magical training of the mage knights, even if they sometimes put it to unconventional use. Their arcane attacks can overwhelm the powers of other spellcasters, and while they lack the scope of power of full-fledged archmages, they are masters of the fundamentals of the various arcane schools. Adventurer Quality of life buff 1.5.0This mod is a simple quality of life change for the adventurer class that gives more points over all as well as starting the class off with 3 points in armour mastery and 1 point in weapon accuracy. It also changed all the categories to 1.5 Minstrel 1.5.5Adds the Minstrel, a lightly armored duelist who uses the power of song to bolster strength and incapacitate foes. Implements 20 new abilities split across 5 ability trees and 2 additional artifacts (which form a set). This is my first mod for ToME4, so if you encounter any bugs or balance issues, feel free to let me know! The source code is available here: https://github.com/ArtixBot/tome4-minstrel Dreamelf 1.5.5 Afflicted Dars 1.5.5Dars subclss for afflicted Daze Tweak 1.5.5This addon will add a low-end threshold to damage values which will break the Daze effect equal to 5 + actor-level/2. This should prevent minor sources of damage from disrupting the effect, with the intent of improving the effectiveness of the status. Credit to ghostbuster for the idea and suggesting the scaling for the threshold. Zephyr 1.5.5 Sholtar 1.5.5Sholtar have no racial talents of their own; instead, the four slots can be used to learn talents from defeated enemies (of a high enough rank). In this manner, the Sholtar can improve nearly any class by adding abilities from other calsses, or even talents that are normally exclusive to NPCs. --- The Sholtar were once a great nation, with many vasts cities in the southeastern regions of Maj'Eyal. In spite of the harsh, dry terrain they inhabitied, or perhaps because of it, they were a people of great ingenuity and adaptability. The Cataclysm which tore the world apart centuries ago swept nearly all of the Sholtar lands into the murky depths, and all but erased their people from the face of Eyal. While very few survived, those who did fought for survival with all of the wit and grit that was their birthright. An already adaptable people grew to become even more adaptable through neccessity, and it has become their greatest strength. Sholtar are able to learn abilities by carefully studying others, and, regardless of their class, they can always improve by incorporating the talents of others into thier skill set. Midnight 1.5.0Adds two new shadowy Celestial classes. Now with a new starting zone: Save the Sunwall crops from a worm infestation. Currently there are nine new categories. It also grants Sun and Glyphs to Sun Paladin at 1.3 mastery. |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Lunar |
Class | Adventurer |
Level / Exp | 50 / 42316% |
Size | huge |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 208 (base 60) |
Dexterity | 130 (base 60) |
Constitution | 112 (base 52) |
Magic | 102 (base 60) |
Willpower | 82 (base 60) |
Cunning | 102 (base 60) |
Resources
Hate | 43/100 |
Equilibrium | 0 |
Life | 1677/1677 |
Positive | 152/152 |
Stamina | 282/282 |
Psi | 112/112 |
Healing Factor | 1.6304614286853 |
Regeneration | 35.739295648736 |
Speed
Mental | +10% |
Attack | +10% |
Movement | +40% |
Spell | +10% |
Global | +100% |
Vision
Sight | 10 |
Lite | 23 |
Infravision | 6 |
See Stealth | 52.830452157173 |
See Invisible | 52.830452157173 |
Offense: Barehand
Damage | 259 |
Accuracy | 80 |
Crit Chance | 85% |
APR | 43 |
Speed | 0.91 |
Offense: Spell
Spellpower | 62 |
Crit Chance | 56% |
Speed | 0.90909090909091 |
Offense: Mind
Mindpower | 52 |
Crit Chance | 46% |
Speed | 0.90909090909091 |
Offense: Damage Bonus
Light | +98% |
Darkness | +40% |
Fire | +75% |
All | +25% |
Offense: Damage Penetration
Light | +93% |
Physical | +31% |
Fire | +48% |
All | 0% |
Defense: Base
Armour (hardiness) | 77.759021976284 (100%) |
Defense | 78 |
Ranged Defense | 82 |
Fatigue | 0 |
Physical Save | 76 |
Spell Save | 69 |
Mental Save | 54 |
Defense: Resistances
Nature | + 20%( 70%) |
Darkness | + 23%( 70%) |
Light | + 70%( 70%) |
Physical | + 33%( 70%) |
Fire | + 70%( 70%) |
Arcane | + 18%( 70%) |
Cold | + 11%( 70%) |
All | + 15%( 70%) |
Defense: Immunities
Pinning Resistance | 70% |
Confusion Resistance | 96% |
Fear Resistance | 60% |
Teleport Resistance | 15% |
Disarm Resistance | 10% |
Silence Resistance | 50% |
Stun Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 100% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical, physical or mental effect and increase affinity for all damage by 21% (scales with Constitution) for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 1009 damage for 6 turns. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 610 damage for 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Controlled Phase DoorUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (91% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 19. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1170% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
Class Talents
Technique / Martial Arts | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Superiority | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat veteran | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Black Belt | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Combat | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Psi-fighting | 1.50 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cunning / Tactical | 1.50 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Celestial / Glory | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Tireless Combatant | 1.50 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Cursed / Strife | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Pugilism | 1.50 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Bloodthirst | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Mending | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Force of will | 1.50 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.50 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Technique / Unarmed training | 1.50 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 1.50 |
| 5/5 |
| 3/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Psionic / Dream Forge | 1.50 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Technique / Conditioning | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Cunning / Scoundrel | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Race / Lunar | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Call of the wild | 1.50 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cursed / Cursed form | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
Technique / Fending | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Agile Combatant | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Chants | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Light | 1.50 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Revive |
talent | Lacerating Strikes |
talent | Striking Stance |
talent | Weapon of Light |
talent | Deflection |
talent | Beyond the Flesh |
talent | Aura of Protection |
talent | Shattering Impact |
talent | Second Life |
talent | Repel |
talent | Path of Light |
talent | Daunting Presence |
talent | Augmentation |
talent | Forge Shield |
talent | Onslaught |
talent | Radiant Soul |
talent | Chant of Fortress |
talent | Measured Blows |
talent | Weapon of Wrath |
beneficial effect | Countering melee attacks: Has a 60% chance to get an automatic counter attack when avoiding a melee attack. (2.3 counters remaining) Counter Attacking |
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. | active |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You failed to protect the injured seer from death by Ryardian. Escort: injured seer (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the injured seer to the recall portal on level 3 of Dreadfell. Escort: injured seer (level 3 of Dreadfell)As a reward you improved Magic by +2. | done |
You successfully escorted the injured seer to the recall portal on level 4 of Dreadfell. Escort: injured seer (level 4 of Dreadfell)As a reward you improved Magic by +2. | done |
You successfully escorted the injured seer to the recall portal on level 7 of Dreadfell. Escort: injured seer (level 7 of Dreadfell)As a reward you improved Magic by +2. | done |
You failed to protect the lost anorithil from death by Ryardian. Escort: lost anorithil (level 1 of Old Forest) | failed |
You failed to protect the lost sun paladin from death by Cyrata the hornet swarm. Escort: lost sun paladin (level 2 of Dreadfell) | failed |
You failed to protect the lost warrior from death by Salodhelle the grave wight. Escort: lost warrior (level 6 of Dreadfell) | failed |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
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. | active |
Most of the soldiers are out in skirmishes with the hated Orcs, as a green recruit you must stay in the relative safety of the Sunwall. Holding the FortThough you itch to fight Orcs, you have been assigned two mundane tasks instead. * You have killed the strange horror causing most of the crop destruction. * The Mad Astrologer is dead, but you can't help feel a sense of impending doom... | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 |
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You must stop the nagas. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 825. | 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. | active |
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. | active |
Thanks to your timely aid, Ungrol of Last Hope is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Marus of Elvala has completed an elixir of the savior without your aid. You have aided Marus of Elvala in creating an elixir of mastery. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of brawn. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. 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 in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | active |
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 were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * Find a Resonating Diamond. | active |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
Psionic focus | ![]() 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Light source | ![]() Powered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Effects on melee hit: * 30% chance to blind * 40% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 30 fire / 12 temporal Changes resistances: +8% fire Changes resistances penetration: +25% light Changes damage: +6% light Light radius: +6 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Damage (Melee): 4 fire Damage when hit (Melee): 8 light / 16 fire Changes stats: +3 Str Changes resistances: +6% fire Changes resistances penetration: +15% light / +20% fire A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() Requires: Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Changes stats: +4 Str / +7 Wil / +4 Cun / +3 Con Changes damage: +5% all Light radius: +3 Infravision radius: +3 It can be used to teleport randomly (rad 49), putting all charms on cooldown for 15 turns. When used: 100% chance to regenerate 8 hate. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to disease Changes stats: +9 Mag Changes resistances: +40% light Changes damage: +20% light Critical mult.: +25.00% Spell save: +6 (+2 eff.) Mana each turn: +0.12 Rings can have magical properties. |
On fingers | ![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +11 (+3 eff.) Effects on melee hit: * 30% chance to blind Damage (Melee): 49 light Effects on ranged hit: * 35% chance to blind Damage (Ranged): 39 light Changes stats: +10 Cun / +9 Dex Rings can have magical properties. |
Around waist | ![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Physical power: +6 (+1 eff.) Changes resistances: +9% darkness Changes damage: +15% darkness Critical mult.: +15.00% Mana when firing critical spell: +8.00 Spellpower: +12 (+3 eff.) Damage Shield penetration: +40% A belt that goes around your waist. |
Main armor | ![]() Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +8.0% Armour: +12 Defense: +15 (+3 eff.) Damage (Melee): 15 light / 30 fire Damage (Ranged): 15 light / 30 fire Damage when hit (Melee): 30 fire Changes stats: +6 Cun / +6 Mag Changes resistances: +20% fire / +12% light / -5% cold Changes resistances penetration: +10% light / +15% fire Changes damage: +20% fire / +5% light / +10% all Talent masteries: +0.10 Celestial / Sun +0.10 Spell / Wildfire +0.10 Celestial / Sunlight +0.10 Spell / Fire Critical mult.: +20.00% Spellpower: +15 (+4 eff.) Spell crit. chance: +10% It can be used to activate talent Blastwave (costing 6 power out of 16/16) : Effective talent level: 6.4 Power cost: 6 out of 16/16. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wave of fire emanates from you with a radius of 6, knocking back anything caught inside and setting them ablaze, doing 301.55 fire damage over 3 turns. The damage will increase with your Spellpower. This mass of fused molten bone from the Heavy Sentinel radiates intense power. It still glows red with the heat of the Sentinel's core, and yet seems to do you no harm. |
On feet | ![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +14 Defense: +25 (+5 eff.) Fatigue: +5% Damage (Melee): 12 light Damage when hit (Melee): 8 blight / 8 arcane / 4 light Changes resistances: +6% light Changes resistances penetration: +5% light Changes damage: +3% fire Silence immunity: +50% Confusion immunity: +36% Stun/Freeze immunity: +42% Maximum pos.energy: +15.00 Maximum neg.energy: +15.00 Light radius: +1 Infravision radius: +3 Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 15 cooldown : Effective talent level: 3.0 Power cost: 15 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 38% chance to evade melee and ranged attacks and 46 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
On hands | ![]() Requires: - Talent Guided Hand (level 1) Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical power: +40 (+6 eff.) Armour: +11 Armour Hardiness: +20% Defense: +6 (+1 eff.) Ranged Defense: +6 (+1 eff.) Changes stats: +12 Str Changes resistances: +3% light / +3% arcane Mental save: +15 (+5 eff.) Teleport immunity: +5% Maximum life: +80.00 When used to modify unarmed attacks: Base power: 60.0 - 84.0 Uses stats: 20% Mag, 84% Wil, 24% Cun, 60% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +13 Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 125% When this weapon hits: Battle Shout (10% chance level 5). On weapon hit: * 20% chance to corrode armour by 30% * 10 arcane resource burn * Slows global speed by 20% Metal gloves protecting the hands up to the middle of the lower arm. |
Cloak | ![]() Requires: Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Armour: +6 Defense: +15 (+3 eff.) Ranged Defense: +12 (+2 eff.) Damage (Melee): 8 light Changes resistances: +18% fire / +9% light / +6% nature Changes damage: +9% light Reduces incoming crit damage: 15.00% Disarm immunity: +10% Stun/Freeze immunity: +35% Teleport immunity: +10% Maximum life: +60.00 Light radius: +2 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +21% fire Changes resistances penetration: +25% light Changes damage: +6% light Physical save: +15 (+4 eff.) Spell save: +13 (+3 eff.) Mental save: +16 (+5 eff.) Light radius: +2 Amulets can have magical properties. |
Inventory
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 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 23 for 12 turns. While Heroism is active, you will only die when reaching -1147 life. 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 Constitution 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. |
![]() insidious poison infusion of the duelist (103 nature damage, 62% healing reduction) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 103.21 nature damage per turn for 7 turns, and reducing the target's healing received by 62%. The sudden stream of natural forces also strips you of one random detrimental magical effect. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() movement infusion (712% speed; 9 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 712% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 9 turns. Note: since you will be moving very fast, game turns will pass very slowly. 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. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (91% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 296 with a minimum range of 15. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() vision rune (radius 17; dur 29; see horror) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Spell (91% of a turn) Is: a spell Description: Activate the rune to get a vision of the area surrounding you (17 radius) and to allow you to see invisible and stealthed creatures (power 27) for 29 turns. Your mind will become more receptive for 29 turns, allowing you to sense any horror around. 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. |
![]() Brightvein the voratun amulet Requires: Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Damage (Melee): 16 fire / 16 temporal Damage when hit (Melee): 16 light Changes stats: +10 Wil Changes resistances: +15% fire Changes damage: +15% blight / +12% fire Spellpower on spell critical (stacks up to 3 times): +13 Amulets can have magical properties. |
![]() Galotir Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +12 Defense: +6 (+1 eff.) Ranged Defense: +6 (+1 eff.) Changes stats: +3 Dex Changes resistances: +26% temporal / +9% arcane / +3% all Changes damage: +20% temporal Physical save: +30 (+7 eff.) Stun/Freeze immunity: +25% Knockback immunity: +15% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings can have magical properties. |
![]() Requires: Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage when hit (Melee): 16 mind Changes stats: +5 Con Changes resistances: +15% blight / +38% fire / +12% nature / +3% light Changes resistances penetration: +5% light Changes damage: +19% fire Grants telepathy: Demon/Minor Demon/Major Spell save: +20 (+5 eff.) Poison immunity: +26% Disease immunity: +20% Equilibrium when hit: +0.04 Maximum stamina: +40.00 Maximum pos.energy: +10.00 Maximum neg.energy: +10.00 Rings can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Physical power: +10 (+2 eff.) Armour: +10 Armour Hardiness: +20% Defense: +5 (+1 eff.) Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 (+10 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. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 arcane Changes resistances: +15% arcane Changes resistances penetration: +10% arcane Changes damage: +4% lightning / +4% physical / +4% cold / +4% fire / +15% arcane / +5% all Talent masteries: +0.10 Spell / Arcane +0.10 Spell / Aether Talent cooldown: Aether Avatar (-4 turns) Spell save: +10 (+3 eff.) Silence immunity: +30% Maximum mana: +35.00 Spellpower: +10 (+2 eff.) Spell crit. chance: +5% Talent on hit(spell): Arcane Vortex (10% chance level 2). It can be used to activate talent Manathrust (costing 3 power out of 6/6) : Effective talent level: 6.0 Power cost: 3 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up mana into a powerful bolt doing 262.01 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
![]() Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 18% chance to cause random gloom Damage (Melee): 12 acid / 21 bleed Effects on ranged hit: * 18% chance to cause random gloom Damage (Ranged): 16 bleed Damage when hit (Melee): 8 lightning Changes stats: +8 Cun Changes resistances: +6% lightning Changes resistances penetration: +20% acid Changes damage: +9% lightning Mental save: +13 (+4 eff.) Confusion immunity: +36% Life regen: +1.30 Hate when firing a critical mind attack: +3.00 Maximum life: +88.00 Maximum hate: +13.00 Healing mod.: +26% It can be used to activate talent Bleeding Edge, placing all other charms into a 10 cooldown : Effective talent level: 4.5 Power cost: 10 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 166% weapon damage. If the attack hits, the target will bleed for 314% weapon damage over 7 turns, and all healing will be reduced by 71%. Rings can have magical properties. |
![]() voratun ring of nature (+40%) Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes resistances: +40% nature Changes damage: +20% nature Rings can have magical properties. |
![]() Requires: - Willpower 18 - Cunning 18 - Strength 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: 77% Wil Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +9 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. |
![]() acidic voratun greatsword of massacre (82-131.2 power, 4 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 82.0 - 131.2 Uses stat: 72% Wil Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +28 acid Massive two-handed swords. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 82.0 - 131.2 Uses stat: 72% Wil Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +7 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 41% chance to daze at end of turn Damage (Melee): +16 physical When wielded/worn: Armour penetration: +21 Physical crit. chance: +20.0% Armour: +6 Changes stats: +5 Str / +7 Dex / +5 Mag / +6 Wil / +5 Cun / +6 Con Changes resistances penetration: +21% lightning Critical mult.: +21.00% Spell save: +6 (+2 eff.) Life regen: +0.60 Massive two-handed swords. |
![]() Scorchborn Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 Damage (Ranged): +30 fire When wielded/worn: Armour penetration: +5 Fatigue: -4% Changes stats: +2 Con Changes resistances: +6% arcane Changes damage: +39% fire Maximum encumbrance: +40 Life regen: +0.40 Healing mod.: +20% Longbows are used to shoot arrows at your foes. |
![]() Requires: - Strength 44 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 40.0 - 56.0 Uses stats: 54% Wil, 20% Mag Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +10 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * inflicts bonus temporal damage and slows target Damage conversion: 20% temporal When wielded/worn: Changes damage: +12% temporal / +10% physical It can be used to activate talent Rethread (costing 4 power out of 8/8) : Effective talent level: 3.0 Power cost: 4 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Rethread the timeline, dealing 115.96 temporal damage to the target before moving on to a second target. Rethread can hit up to 3 targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster. The damage will increase with your Spellpower. The remnants of a damaged timeline, this blade shifts and fades at random. |
![]() Requires: - Magic 20 - Strength 32 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 46.0 - 64.4 Uses stats: 60% Wil, 10% Mag Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * 15% chance to animate a bleeding foe's blood Lifesteal (this weapon only): +5% Damage conversion: 50% blight When wielded/worn: Changes damage: +15% blight / +15% physical Grants telepathy: Undead/Blood Maximum vim: +25.00 Spellpower: +21 (+5 eff.) Spell crit. chance: +8% It can be used to activate talent Bleeding Edge (costing 10 power out of 20/20) : Effective talent level: 6.0 Power cost: 10 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 177% weapon damage. If the attack hits, the target will bleed for 331% weapon damage over 7 turns, and all healing will be reduced by 82%. This deep red sword weeps blood continuously. It was born in the labs of the orcish corrupter Hurik, who sought to make a crystal that would house his soul after death. But his plans were disrupted by a band of sun paladins, and though most died purging his keep of dread minions, their leader Raasul fought through to Hurik's lab, sword in hand. There the two did battle, blade against blood magic, till both fell to the floor with weeping wounds. The orc with his last strength crawled towards his fashioned phylactery, hoping to save himself, but Raasul saw his plans and struck the crystal with his light-bathed sword. It shattered, and in the sudden impulse of energies the steel, crystal and blood were fused into one. Now the broken fragments of Raasul's soul are trapped in this terrible artifact, his mind warped beyond all sanity by decades of imprisonment. Only the taste of blood calls him forth, his soul stealing the lifeblood of others to take on physical form again, that he may thrash and wail against the living. |
![]() voratun longsword 'Hurusta' (41.5-58.1 power, 6 apr) Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 41.5 - 58.1 Uses stat: 60% Wil Damage type: Blight Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 54% chance to disease Burst (radius 1) on hit: +12 blight When wielded/worn: Damage (Melee): 8 acid Changes stats: +10 Cun / +4 Str Changes resistances: +10% all Changes resistances penetration: +15% nature / +10% acid Changes damage: +6% acid Grants telepathy: Humanoid/Orc Movement speed: +20% Sharp, long, and deadly. |
![]() voratun longsword of erosion (42-58.8 power, 6 apr) Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 42.0 - 58.8 Uses stat: 60% Wil Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +20 nature / +20 temporal Sharp, long, and deadly. |
![]() Requires: - Willpower 30 - Strength 50 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 5 Base power: 50.0 - 70.0 Uses stat: 60% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% Burst (radius 1) on hit: +50 lightning / +50 physical Burst (radius 2) on crit: +100 lightning / +100 physical When wielded/worn: Talent masteries: +0.20 Wild-gift / Thunder +0.20 Wild-gift / Supercell It can be used to perform a melee strike against a target at up to range 10 for an automatic critical hit as lightning damage, costing 30 power out of 60/60. Tremendous power is concentrated in this heavy mace. Just dropping it can knock down nearby walls. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Base power: 47.5 - 66.5 Uses stat: 60% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +53 insidious poison When wielded/worn: Accuracy: +27 (+6 eff.) Armour penetration: +15 Effects on melee hit: * 30% chance to gain 10% of a turn (3/turn limit) Damage (Melee): 12 temporal Changes stats: +7 Str / +1 Mag Changes resistances penetration: +5% arcane / +12% physical Changes damage: +15% physical Stamina when hit: +2.50 Vim when firing critical spell: +2.00 Maximum mana: +80.00 Damage Shield penetration: +10% Blunt and deadly. |
![]() Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This psionic mindstar is wrathful to the hated. This harmonious mindstar will complement other natural mindstars. Base power: 18.0 - 19.8 Uses stats: 50% Wil, 30% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +4 arcane Burst (radius 1) on hit: +8 acid Burst (radius 2) on crit: +8 blight When wielded/worn: Damage (Melee): 16 blight Damage when hit (Melee): 8 light Changes resistances: +20% nature / +3% blight Changes resistances penetration: +20% nature / +10% arcane / +10% light Changes damage: +15% nature / +3% arcane Talent mastery: +0.40 Wild-gift / Harmony Equilibrium when hit: +5.00 Hate when firing a critical mind attack: +5.00 Psi when firing a critical mind attack: +6.00 Mindpower: +10 (+4 eff.) Mental crit. chance: +17% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural lightning should be returned to the wyrm. This parasitic mindstar will draw strength from other psionic mindstars. Base power: 17.0 - 18.7 Uses stats: 50% Wil, 30% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +8 mind Burst (radius 1) on hit: +12 mind When wielded/worn: Damage (Melee): 4 acid Damage when hit (Melee): 19 lightning Changes stats: +3 Str / +3 Dex / +4 Mag / +4 Wil / +3 Cun / +4 Con Changes resistances: +6% lightning / +6% mind / +6% acid Changes resistances penetration: +17% lightning Changes damage: +17% lightning / +3% mind Hate when firing a critical mind attack: +5.00 Maximum hate: +8.00 Mindpower: +18 (+6 eff.) Mental crit. chance: +5% Life leech chance: +23% Life leech: +19% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() epiphanous living mindstar (15.5-17.05 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This psionic mindstar has an epiphany about dreams. Base power: 15.5 - 17.1 Uses stats: 50% Wil, 30% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +25% mind Mindpower: +16 (+6 eff.) Mental crit. chance: +11% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() inquisitor's living mindstar of flames (15-16.5 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural fire should be returned to the wyrm. Base power: 15.0 - 16.5 Uses stats: 50% Wil, 30% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 21 arcane resource burn On weapon crit: * burns latent spell energy When wielded/worn: Damage when hit (Melee): 20 fire Changes resistances: +19% fire Changes resistances penetration: +17% fire Changes damage: +9% arcane / +14% fire Spell save: +10 (+3 eff.) Mindpower: +10 (+4 eff.) Mental crit. chance: +5% Global speed: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Boltwilder the voratun sceptre (42-58.8 power, 6 apr) Boltwilder the voratun sceptre (42-58.8 power, 6 apr)Requires: - Magic 38 - Constitution 38 Powered by arcane forces 3.00 Encumbrance. [Random Unique] Type: weapon / sceptre ; tier 5 Base power: 42.0 - 58.8 Uses stats: 50% Mag, 50% Con Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Corrosive Mist (10% chance level 5). Burst (radius 1) on hit: +50 lightning Damage conversion: 19% corrosive acid When wielded/worn: Physical crit. chance: +15.0% Effects on melee hit: * 15% chance to daze at end of turn Damage (Melee): 4 lightning / 4 mind Changes stats: +2 Cun / +5 Wil Changes resistances penetration: +20% acid Changes damage: +20% lightning / +12% mind Critical mult.: +28.00% Mental save: +12 (+4 eff.) Spellpower on spell critical (stacks up to 3 times): +8 Spellpower: +15 (+4 eff.) Spell crit. chance: +11% Blunt and deadly. |
Breacher (40-56 power, 10 apr) Breacher (40-56 power, 10 apr)Requires: - Magic 38 - Constitution 38 Powered by arcane forces Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / sceptre ; tier 5 Base power: 40.0 - 56.0 Uses stats: 50% Mag, 50% Con Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +10 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Arcane Vortex (10% chance level 5). When this weapon hits: Destroy Magic (10% chance level 5). Damage Shield penetration (this weapon only): +30% Burst (radius 1) on hit: +50 manaburn arcane Damage conversion: 50% corrosive acid When wielded/worn: Changes resistances penetration: +20% arcane / +20% acid Changes damage: +30% arcane / +30% acid Spellpower: +20 (+5 eff.) It can be used to activate talent Disperse Magic (costing 25 power out of 50/50) : Effective talent level: 7.5 Power cost: 25 out of 50/50. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 6 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Powerful enchantments have been laid on this sceptre to make it able to break the most formidible of defenses, both physical and magical. |
![]() Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff It must be held with both hands. Base power: 60.0 - 72.0 Uses stat: 130% Mag Damage type: Arcane Accuracy bonus: +2.5% procs dam / acc Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+12 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns, costing 100 power out of 200/200. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
![]() Requires: - Magic 48 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 5 Base power: 38.0 - 45.6 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +1.3% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Burst (radius 2) on crit: +12 fire When wielded/worn: Armour: +6 Defense: +11 (+2 eff.) Ranged Defense: +11 (+2 eff.) Damage when hit (Melee): 8 mind Changes stats: +3 Dex Changes resistances: +7% physical Changes resistances penetration: +10% fire Changes damage: +6% mind / +45% fire Talent granted: +1 Command Staff Spellpower: +15 (+4 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
![]() Nerinne the Scumbreak (30-36 power, 6 apr, physical element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * Slows global speed by 54% * 40% chance to disease Damage (Melee): +8 fire Burst (radius 1) on hit: +16 nature / +8 blight When wielded/worn: Changes resistances penetration: +25% blight Changes damage: +15% acid / +6% fire / +6% nature / +30% physical Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +12 Spellpower: +15 (+4 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
![]() cruel dragonbone magestaff (30-36 power, 6 apr, cold element) Requires: - Magic 48 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +12.0% Changes damage: +30% cold Talent granted: +1 Command Staff Critical mult.: +19.00% Spellpower: +15 (+4 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 40.0 - 56.0 Uses stat: 60% Wil Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 7% chance to disease * 40% chance to daze at end of turn Damage (Melee): +9 temporal / +16 blight / +18 cold / +4 arcane When wielded/worn: Damage when hit (Melee): 20 arcane / 13 temporal Changes resistances: +20% temporal Changes damage: +9% arcane Disease immunity: +22% One-handed war axes. |
![]() Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 53.5 - 74.9 Uses stat: 60% Wil Damage type: Acid Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% When wielded/worn: Armour: +13 Changes stats: +3 Mag Changes resistances: +15% nature / +3% physical Reduces incoming crit damage: 18.00% Spell save: +9 (+2 eff.) Silence immunity: +20% Disarm immunity: +15% One-handed war axes. |
![]() Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 40.0 - 56.0 Uses stat: 60% Wil Damage type: Lightning Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% When this weapon hits: Firebeam (5% chance level 2). On weapon hit: * 20% chance to inflict 15% damage reduction * 40% chance to daze at end of turn * 28% chance to cause random gloom * 25% chance to put talents on cooldown On weapon crit: * cripple the target Damage (Melee): +4 lightning / +24 mind When wielded/worn: Physical crit. chance: +14.0% Damage when hit (Melee): 8 darkness / 4 arcane Changes stats: +7 Cun / +5 Wil Changes resistances: +3% lightning Changes resistances penetration: +15% arcane / +5% lightning Changes damage: +3% lightning One-handed war axes. |
![]() elemental voratun waraxe of erosion (41.5-58.1 power, 6 apr) Requires: - Strength 48 Powered by arcane forces Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 41.5 - 58.1 Uses stat: 60% Wil Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * Random elemental explosion Damage (Melee): +20 nature / +20 temporal When wielded/worn: Changes resistances penetration: +15% acid / +16% fire / +16% lightning / +15% cold One-handed war axes. |
![]() voratun waraxe of amnesia (39.5-55.3 power, 6 apr) Requires: - Strength 48 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 39.5 - 55.3 Uses stat: 60% Wil Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown When wielded/worn: One-handed war axes. |
![]() Requires: Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Accuracy: +4 (+1 eff.) Physical crit. chance: +4.0% Armour: +4 Changes stats: +1 Str / +2 Wil / +3 Con Changes resistances: +10% acid / +9% fire / +8% lightning / +10% cold Reduced damage from: +45% Summoned Mental save: +6 (+2 eff.) Life regen: +0.20 Maximum life: +54.00 A belt that goes around your waist. |
![]() Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +15 (+2 eff.) Armour: +15 Defense: +15 (+3 eff.) Damage (Melee): 20 lightning Changes stats: +5 Str / +2 Wil / +6 Con Changes resistances: +11% lightning / +11% temporal / +6% nature Physical save: +40 (+9 eff.) Spell save: +3 (+1 eff.) Confusion immunity: +15% Psi when hit: +0.08 Mindpower: +2 (+1 eff.) Defense after a teleport: +19 Resist all after a teleport: +19% New effects duration reduction after a teleport: +19% Size category: +1 A belt that goes around your waist. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Defense: +6 (+1 eff.) Changes stats: +5 Mag / +4 Wil / +3 Cun Spell save: +25 (+6 eff.) Blindness immunity: +50% Spellpower: +30 (+7 eff.) See invisible: +10 Talent on hit(spell): Blood Grasp (5% chance level 3). Talent on hit(spell): Soul Rot (5% chance level 3). Talent on hit(spell): Bone Spear (5% chance level 3). A silk robe, darker than the darkest night sky, it radiates power. |
![]() Requires: Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +12 (+3 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 (+4 eff.) Life regen: +0.20 Mindpower: +12 (+4 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. |
![]() elven-silk robe of blight (+20%) (5 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Changes resistances: +20% blight Changes damage: +20% blight A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() mindwoven elven-silk robe (5 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Mental save: +28 (+8 eff.) Mindpower: +6 (+2 eff.) Mental crit. chance: +6% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() spellwoven elven-silk robe of alchemy (5 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Changes resistances: +20% acid / +20% physical / +19% fire / +20% cold Changes damage: +15% acid / +15% physical / +15% fire / +13% cold Talent cooldown: Refit Golem (-6 turns) Spell save: +26 (+7 eff.) Spellpower: +5 (+1 eff.) Spell crit. chance: +6% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() blightbringer's pair of voratun boots of invasion (0 def, 5 armour) Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +6 (+1 eff.) Armour: +5 Fatigue: +4% Changes stats: +10 Mag Changes resistances penetration: +15% physical Changes damage: +10% acid / +10% blight Disease immunity: +48% Spellpower: +10 (+2 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() dreamer's pair of drakeskin leather boots (0 def, 5 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Physical save: +15 (+4 eff.) Spell save: +15 (+4 eff.) Mental save: +15 (+5 eff.) A pair of boots made of leather. |
![]() reinforced pair of drakeskin leather boots of tirelessness (0 def, 15 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +15 Fatigue: +5% Changes resistances: +15% acid / +15% fire / +14% lightning / +13% cold Stamina each turn: +1.20 Maximum stamina: +40.00 A pair of boots made of leather. |
![]() Requires: - Talent Guided Hand (level 1) Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical power: +40 (+6 eff.) Armour: +11 Armour Hardiness: +20% Defense: +6 (+1 eff.) Ranged Defense: +6 (+1 eff.) Changes stats: +12 Str Changes resistances: +3% light / +3% arcane Mental save: +15 (+5 eff.) Teleport immunity: +5% Maximum life: +80.00 When used to modify unarmed attacks: Base power: 60.0 - 84.0 Uses stats: 20% Mag, 84% Wil, 24% Cun, 60% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +13 Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 125% When this weapon hits: Battle Shout (10% chance level 5). On weapon hit: * 20% chance to corrode armour by 30% * 10 arcane resource burn * Slows global speed by 20% Metal gloves protecting the hands up to the middle of the lower arm. |
![]() corrosive voratun gauntlets of strength (+5) (0 def, 3 armour) Requires: - Talent Guided Hand (level 1) Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Physical power: +20 (+3 eff.) Armour: +3 Damage (Melee): 13 acid Changes stats: +5 Str Changes resistances: +10% acid Changes damage: +11% acid When used to modify unarmed attacks: Base power: 41.0 - 57.4 Uses stats: 20% Mag, 84% Wil, 24% Cun, 60% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 125% When this weapon hits: Acid Breath (10% chance level 5). Burst (radius 2) on crit: +14 acid Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Requires: Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +2 Defense: +3 (+1 eff.) Changes stats: +5 Mag / +7 Wil Changes resistances: +3% acid Changes damage: +15% light / +15% temporal / +15% darkness / +15% physical Stealth bonus: +20 Physical save: +10 (+3 eff.) Blindness immunity: +10% Disarm immunity: +15% Mana each turn: +0.40 Maximum pos.energy: +5.00 Maximum neg.energy: +5.00 Spellpower: +12 (+3 eff.) Spell crit. chance: +6% A pointy cloth hat, very wizardly... |
![]() Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +9 Armour Hardiness: +15% Fatigue: +5% Effects on melee hit: * 39% chance to inflict 15% damage reduction Damage when hit (Melee): 12 darkness Changes resistances: +5% physical / +12% light / +18% blight / +15% fire / +15% cold Disease immunity: +30% Cut immunity: +20% Confusion immunity: +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Requires: Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +9 (+2 eff.) Armour: +5 Fatigue: +5% Changes stats: +9 Str / +6 Dex / +2 Mag / +10 Wil Changes resistances: +13% physical Changes resistances penetration: +15% light Changes damage: +15% arcane Physical save: +8 (+2 eff.) Mental save: +13 (+4 eff.) Vim when firing critical spell: +2.00 Maximum pos.energy: +5.00 Maximum neg.energy: +5.00 Light radius: +2 A cap made of leather. |
![]() Lavastrider the drakeskin leather cap (0 def, 7 armour) Requires: Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +7 Armour Hardiness: +5% Fatigue: +5% Damage (Melee): 16 light Changes stats: +10 Wil Changes resistances: +15% blight / +6% lightning / +5% all Changes resistances penetration: +10% fire Reduces incoming crit damage: 20.00% Spell save: +6 (+2 eff.) Mental save: +13 (+4 eff.) Confusion immunity: +10% Pinning immunity: +15% A cap made of leather. |
![]() Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +10 Fatigue: +5% Damage (Melee): 12 mind Damage when hit (Melee): 12 nature Changes stats: +4 Cun / +5 Wil Changes resistances: +22% mind Changes damage: +12% mind Mental save: +54 (+15 eff.) Confusion immunity: +50% Psi when firing a critical mind attack: +2.00 Mindpower: +6 (+2 eff.) Infravision radius: +3 A cap made of leather. |
![]() Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +7 Mag / +17 Wil / +9 Cun Changes resistances: +3% nature Changes resistances penetration: +15% nature Changes damage: +15% nature / +6% mind Mental save: +26 (+8 eff.) Confusion immunity: -20% Fear immunity: -20% Mana each turn: +0.32 Spellpower: +12 (+3 eff.) Spell crit. chance: +4% Mental crit. chance: +7% Talent on hit(nature): Slime Spit (5% chance level 1). It can be used to activate talent Hateful Whisper, placing all other charms into a 8 cooldown : Effective talent level: 4.5 Power cost: 8 out of 15/15. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Send a whisper filled with hate to spread throughout your foes. When the whisper is first heard, they will suffer 227 mind damage and feed you 5 hate. For the first 3 turns, the whisper will travel from the original victim to a new one within a range of 3.0. Every victim of the whisper has a 32% chance of spreading it to another victim every turn. 25% chance of cross tier effects. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
![]() fearwoven elven-silk wizard hat of balance (3 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances: +20% darkness / +18% physical Changes damage: +18% darkness / +17% physical Equilibrium when hit: +2.70 Psi when hit: +3.00 Hate when hit: +3.00 Maximum hate: +15.00 Mindpower: +9 (+3 eff.) Mental crit. chance: +5% A pointy cloth hat, very wizardly... |
![]() grounding voratun helm (0 def, 5 armour) Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes resistances: +15% lightning / +14% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() prismatic drakeskin leather cap of strength (+10) (0 def, 5 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +10 Str Changes resistances: +20% light / +20% darkness A cap made of leather. |
![]() shimmering elven-silk wizard hat (3 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes damage: +20% arcane Maximum mana: +99.00 A pointy cloth hat, very wizardly... |
![]() stabilizing drakeskin leather cap (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Physical save: +19 (+5 eff.) A cap made of leather. |
![]() werebeast's voratun helm of absorption (0 def, 5 armour) Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +5 Str / +5 Dex / +5 Cun / +5 Con Changes resistances: -38% light Life regen: +7.60 Stamina when hit: +3.00 Equilibrium when hit: +2.10 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Requires: - Strength 38 - Talent Heavy Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 It is part of a set of items. Kroltar's head would turn up the heat. When wielded/worn: Armour: +18 Defense: +10 (+2 eff.) Fatigue: +16% Changes stats: +5 Str / +3 Dex / +4 Con Changes resistances: +20% acid / +20% blight / +20% fire / +20% nature / +20% lightning Maximum life: +120.00 It can be used to activate talent Devouring Flame (costing 25 power out of 80/80) : Effective talent level: 4.5 Power cost: 25 out of 80/80. Range: 10 Travel Speed: instantaneous Is: a nature gift and a mind power Description: Spit a cloud of flames, doing 67.06 fire damage in a radius of 4 each turn for 8 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
![]() spiked voratun mail armour (5 def, 10 armour) Requires: - Strength 48 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+1 eff.) Fatigue: +16% Damage when hit (Melee): 20 physical A suit of armour made of mail. |
![]() rejuvenating drakeskin leather armour of cold resistance (5 def, 8 armour) Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+1 eff.) Fatigue: +8% Changes resistances: +30% cold Life regen: +8.00 Stamina each turn: +1.80 A suit of armour made of leather. |
![]() radiant voratun plate armour of Eyal (9 def, 16 armour) Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 (+2 eff.) Fatigue: +26% Damage when hit (Melee): 12 light Changes stats: +6 Wil Changes resistances: +22% blight / +30% darkness Life regen: +3.70 Maximum life: +99.00 Light radius: +2 Healing mod.: +29% A suit of armour made of metal plates. |
![]() Requires: - Strength 28 - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When wielded/worn: Armour: +20 Defense: +5 (+1 eff.) Ranged Defense: +12 (+2 eff.) Fatigue: +10% Changes resistances: +25% cold / +25% fire Talents granted: +1 Shieldsmaiden Aura +4 Block Granted talent can block up to 1 instance of damage each 10 turns. Myths tell of shieldsmaidens, a tribe of warrior women from the northern wastes of Maj'Eyal. Their martial prowess and beauty drew the fascination of swaths of admirers, yet all unrequited. So began the saying, that a shieldsmaiden's heart is as cold and unbreakable as her shield. |
![]() acidic voratun shield of physical resistance (+18%) (12 def, 3 armour, 191 block) Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Armour: +3 Defense: +12 (+3 eff.) Ranged Defense: +12 (+2 eff.) Fatigue: +14% Damage (Melee): 10 acid Damage when hit (Melee): 35 acid Changes resistances: +18% physical Talent granted: +5 Block Handheld deflection devices. |
![]() Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When wielded/worn: Physical power: +4 (+1 eff.) Armour: +3 Defense: +12 (+3 eff.) Ranged Defense: +12 (+2 eff.) Fatigue: +14% Effects when hit in melee: * 37% chance to blind Damage when hit (Melee): 16 arcane Changes stats: +6 Mag / +9 Con Changes resistances: +59% acid / +18% light Changes damage: +6% arcane Talent granted: +5 Block Critical mult.: +6.00% Physical save: +6 (+2 eff.) Maximum life: +30.00 Handheld deflection devices. |
![]() Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When wielded/worn: Armour: +3 Defense: +12 (+3 eff.) Ranged Defense: +12 (+2 eff.) Fatigue: +14% Effects on melee hit: * 39% chance to corrode armour by 30% Damage (Melee): 10 lightning / 12 arcane / 4 nature Damage when hit (Melee): 29 lightning Changes resistances: +19% acid / +13% fire / +13% lightning / +43% cold Changes resistances penetration: +20% nature Talent granted: +5 Block Handheld deflection devices. |
![]() Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Base power: 72.0 - 100.8 Uses stats: 30% Wil, 42% Cun Damage type: Acid Accuracy bonus: +0.2% crit / acc Armour Penetration: +33 Crit. chance: +20.0% Capacity: 20 When this weapon hits: Rethread (5% chance level 1). On weapon hit: * 53% chance to corrode armour by 30% * 10% chance to stun, blind, pin, or confuse the target On weapon crit: * splashes the target with acid Travel speed: +200% Damage (Ranged): +29 acid / +29 temporal / +4 darkness / +4 arcane / +30 physical Burst (radius 1) on hit: +8 darkness Burst (radius 2) on crit: +8 acid Arrows are used with bows to pierce your foes to death. |
![]() Requires: - Strength 30 - Dexterity 20 Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Base power: 62.0 - 86.8 Uses stats: 42% Wil, 30% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +20 Crit. chance: +8.0% Capacity: 18 On weapon crit: * pin the target to the nearest wall These massive arrows are honed to a vicious sharpness, and appear to be nearly unbreakable. They seem more like spikes than any arrow you've ever seen. |
![]() elemental quiver of dragonbone arrows of corruption (22/22, 50-70 power, 18 apr) Requires: - Dexterity 48 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 50.0 - 70.0 Uses stats: 30% Wil, 42% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Crit. chance: +3.0% Capacity: 22 On weapon hit: * 20% chance to curse the target * Random elemental explosion Damage (Ranged): +26 blight / +30 darkness Arrows are used with bows to pierce your foes to death. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Damage (Melee): 32 blight / 12 arcane / 16 lightning Damage when hit (Melee): 24 lightning Changes stats: +3 Str / +6 Mag Changes resistances penetration: +15% blight Changes damage: +27% blight / +30% arcane Maximum mana: +58.00 Spell crit. chance: +7% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str Changes resistances: +6% nature / +10% fire / +22% darkness / +5% all Physical save: +10 (+3 eff.) Spell save: +6 (+2 eff.) Confusion immunity: +10% Stun/Freeze immunity: +20% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Powered by unknown forces 0.00 Encumbrance. [Legendary] Type: gem / gift ; tier 3 When carried: Light radius: +2 It can be used to explode a sphere, costing 1 power out of 2016/2018. A set of 2018 tiny explosive spheres. |
![]() Requires: Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +14 Changes stats: +11 Cun / +2 Mag Changes resistances: +6% lightning Changes resistances penetration: +15% all Changes damage: +21% nature Physical save: +6 (+2 eff.) Knockback immunity: +10% Maximum life: +71.00 Light radius: -4 Infravision radius: +9 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 (+2 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 (+3 eff.) Light radius: +6 It can be used to activate talent Tidal Wave (costing 40 power out of 150/150) : Effective talent level: 6.0 Power cost: 40 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 by 1 per turn to a maximum radius of 4, doing 45.98 cold damage and 45.98 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 7 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts 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. |
![]() Infused by nature Infused by arcane disrupting forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +3.0% Defense: +3 (+1 eff.) Ranged Defense: +3 (+0 eff.) Changes stats: +2 Str / +6 Con Changes resistances: +13% blight / +9% fire / +3% all Critical mult.: +15.00% Stealth bonus: +10 Physical save: +14 (+4 eff.) Spell save: +13 (+3 eff.) Life regen: +4.40 Maximum life: +20.00 Light radius: +4 Healing mod.: +27% Heals friendly targets nearby when you use a nature summon: +10 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() burglar's dwarven lantern Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +11 Cun Light radius: -6 Infravision radius: +9 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Damage when hit (Melee): 30 fire Changes stats: +1 Cun / +5 Wil Changes resistances: +13% light / +9% fire Changes damage: +14% darkness Damage affinity(heal): +5% darkness Mental save: +7 (+2 eff.) Hate per kill: +8.00 Mindpower: +12 (+4 eff.) Mental crit. chance: +9% Light radius: +4 Infravision radius: +5 It can be used to activate talent Moonlight Ray, placing all other charms into a 4 cooldown : Effective talent level: 6.0 Power cost: 4 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 286.02 damage. The damage dealt will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 1.00 Encumbrance. [Plot Item] Type: misc / misc An athame, covered in blood runes. It radiates power. |
![]() 1.00 Encumbrance. [Plot Item] Type: misc / misc An athame, covered in blood runes. It radiates power. |
![]() 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. |
![]() 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. |
![]() 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. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 5 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 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. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Infused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 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 101 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), 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. |
![]() Blazeoath (22/22, 56.5-67.8 power, 6 apr) Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 56.5 - 67.8 Uses stat: 92% Cun Damage type: Lightning Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +21.0% Capacity: 22 When this weapon hits: Mana Clash (5% chance level 2). When this weapon hits: Ravage (15% chance level 3). On weapon hit: * 40% chance to daze at end of turn On weapon crit: * cripple the target Damage (Ranged): +8 lightning / +4 temporal Burst (radius 1) on hit: +12 temporal Burst (radius 2) on crit: +8 temporal Shots are used with slings to pummel your foes to death. |
![]() Requires: - Dexterity 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Base power: 56.0 - 67.2 Uses stat: 92% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +20.0% Capacity: 51 When this weapon hits: Temporal Bolt (10% chance level 3). On weapon hit: * 25% chance to put talents on cooldown On weapon crit: * cripple the target Damage (Ranged): +4 arcane / +24 blight Burst (radius 1) on hit: +4 arcane When wielded/worn: Ammo reloads per turn: +5 Shots are used with slings to pummel your foes to death. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Effects on melee hit: * Slows global speed by 31% * 31% chance to daze at end of turn Damage when hit (Melee): 21 nature / 8 lightning Changes resistances: +15% nature Maximum wards: +3 physical / +5 mind / +5 darkness Changes damage: +18% nature Talent granted: +1 Ward It can be used to fire a blast of psionic energies in a range 9 beam dealing 240.63 to 481.25 mind damage, putting all charms on cooldown for 3 turns. Torques are made by powerful psionics to store psionic powers. |
![]() natural dragonbone totem of cure ailments [power 4] (5 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 It can be used to remove up to 4 poisons or diseases from a target within range 9 (based on Willpower), putting all charms on cooldown for 5 turns. When used: 100% chance to regenerate 16 equilibrium. Natural totems are made by powerful wilders to store nature power. |
![]() Requires: Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 5 When wielded/worn: Fatigue: -2% Changes stats: +1 Str Changes resistances penetration: +5% mind Talent cooldown: Strike (-1 turn) Talents granted: +5 Void Blast +4 Strike Spellpower on spell critical (stacks up to 3 times): +6 Light radius: +1 Movement speed: +20% It can be used to fire a bolt of a random element with (base) damage 264 to 529, putting all charms on cooldown for 5 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.00 Encumbrance. [Plot Item] Type: gem / white ; tier 5 Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
By Ryardian the Lunar Adventurer level 36
31st Dusk 122nd year of Ascendancy at 07:21 see stats
By Ryardian the Lunar Adventurer level 50
7th Allure 123rd year of Ascendancy at 07:48 see stats
By Ryardian the Lunar Adventurer level 30
20th Dusk 122nd year of Ascendancy at 01:07 see stats
By Ryardian the Lunar Adventurer level 41
33rd Haze 122nd year of Ascendancy at 07:44 see stats
By Ryardian the Lunar Adventurer level 38
26th Haze 122nd year of Ascendancy at 06:20 see stats
By Ryardian the Lunar Adventurer level 10
1st Flare 122nd year of Ascendancy at 16:29 see stats
By Ryardian the Lunar Adventurer level 50
40th Haze 122nd year of Ascendancy at 09:31 see stats
By Ryardian the Lunar Adventurer level 38
26th Haze 122nd year of Ascendancy at 21:46 see stats
By Ryardian the Lunar Adventurer level 50
54th Haze 122nd year of Ascendancy at 05:52 see stats
By Ryardian the Lunar Adventurer level 50
9th Decay 122nd year of Ascendancy at 04:13 see stats
By Ryardian the Lunar Adventurer level 37
25th Haze 122nd year of Ascendancy at 10:21 see stats
By Ryardian the Lunar Adventurer level 50
40th Haze 122nd year of Ascendancy at 11:36 see stats
By Ryardian the Lunar Adventurer level 50
7th Allure 123rd year of Ascendancy at 07:28 see stats
By Ryardian the Lunar Adventurer level 50
33rd Haze 122nd year of Ascendancy at 10:07 see stats
By Ryardian the Lunar Adventurer level 50
53rd Haze 122nd year of Ascendancy at 00:55 see stats
By Ryardian the Lunar Adventurer level 10
79th Pyre 122nd year of Ascendancy at 17:26 see stats
By Ryardian the Lunar Adventurer level 20
14th Dusk 122nd year of Ascendancy at 22:20 see stats
By Ryardian the Lunar Adventurer level 30
19th Dusk 122nd year of Ascendancy at 22:32 see stats
By Ryardian the Lunar Adventurer level 40
26th Haze 122nd year of Ascendancy at 23:10 see stats
By Ryardian the Lunar Adventurer level 50
33rd Haze 122nd year of Ascendancy at 09:40 see stats
By Ryardian the Lunar Adventurer level 8
79th Pyre 122nd year of Ascendancy at 15:19 see stats
By Ryardian the Lunar Adventurer level 50
75th Haze 122nd year of Ascendancy at 13:52 see stats
By Ryardian the Lunar Adventurer level 50
76th Haze 122nd year of Ascendancy at 00:06 see stats
By Ryardian the Lunar Adventurer level 50
45th Haze 122nd year of Ascendancy at 11:22 see stats
By Ryardian the Lunar Adventurer level 37
67th Dusk 122nd year of Ascendancy at 04:41 see stats
By Ryardian the Lunar Adventurer level 25
18th Dusk 122nd year of Ascendancy at 12:47 see stats
By Ryardian the Lunar Adventurer level 24
18th Dusk 122nd year of Ascendancy at 00:33 see stats
By Ryardian the Lunar Adventurer level 39
26th Haze 122nd year of Ascendancy at 23:07 see stats
By Ryardian the Lunar Adventurer level 50
9th Decay 122nd year of Ascendancy at 04:12 see stats
By Ryardian the Lunar Adventurer level 50
7th Allure 123rd year of Ascendancy at 07:48 see stats
By Ryardian the Lunar Adventurer level 11
10th Flare 122nd year of Ascendancy at 03:54 see stats
By Ryardian the Lunar Adventurer level 50
7th Allure 123rd year of Ascendancy at 07:48 see stats
By Ryardian the Lunar Adventurer level 50
9th Decay 122nd year of Ascendancy at 04:13 see stats
By Ryardian the Lunar Adventurer level 50
34th Haze 122nd year of Ascendancy at 02:12 see stats
By Ryardian the Lunar Adventurer level 10
8th Flare 122nd year of Ascendancy at 13:37 see stats
By Ryardian the Lunar Adventurer level 50
44th Haze 122nd year of Ascendancy at 15:37 see stats
By Ryardian the Lunar Adventurer level 33
26th Dusk 122nd year of Ascendancy at 07:03 see stats
By Ryardian the Lunar Adventurer level 21
16th Dusk 122nd year of Ascendancy at 13:25 see stats
By Ryardian the Lunar Adventurer level 28
19th Dusk 122nd year of Ascendancy at 22:32 see stats
Log
Ran for 2 turns (stop reason: interesting terrain).
There is no portal to activate here.
Ran for 2 turns (stop reason: interesting terrain).
Ran for 2 turns (stop reason: interesting terrain).
The rod emits a strange noise, glows briefly and returns to normal.
Ryardian deactivates Aura of Protection.
Ryardian deactivates Revive.
Ryardian deactivates Daunting Presence.
Ryardian deactivates Chant of Fortress.
Ryardian deactivates Shattering Impact.
Ryardian deactivates Weapon of Wrath.
Ryardian deactivates Deflection.
Ryardian deactivates Measured Blows.
Ryardian deactivates Onslaught.
Ryardian deactivates Lacerating Strikes.
Ryardian deactivates Forge Shield.
Ryardian deactivates Repel.
Ryardian deactivates Striking Stance.
Ryardian deactivates Radiant Soul.
Ryardian deactivates Path of Light.
Ryardian deactivates Weapon of Light.
Ryardian deactivates Augmentation.
Ryardian deactivates Beyond the Flesh.
Ryardian deactivates Second Life.