











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Items Vault 1.6.0Donators/Buyers bonus! More Experience with High(er) Level Enemy 1.5.5If your level is lower than the target's, you will get more experience. Possessor Bonus Class 1.6.6Donators/Buyers bonus! Unlocked Adventurer 1.5.10This unlocks various(all?) talents trees at x1.3 for Adventurers, including possessor, stone warden and cursed/cursed aura. This addon REQUIRES possessors to be enabled, meaning you must be a donator, and logged in. Tinker Tinkering 1.5.0A collection of small quality-of life tweaks for tinker-using characters in the Embers of Rage DLC. Notable changes:
Ashes of Urh'Rok 1.6.7Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Significantly Generous Levels 1.6.7Is moderately generous with talents, types and stat points for each level gained. + 0.1% resist all per level upto level 50. (Double at level 2) +0.1% resist all every even level at levels 51+ + 1 to all saves per level upto level 50. (Double at level 2) +1 to all saves every even level at levels 51+ + 5 to MaxHP per level. (Double at level 2) 4 stat points per level. ( and 1 category point for every 25 levels after). 1 prodigies at levels 5, 10, 20, 30 and 40. Additionally, +1 prodigies every 50 levels. Sidekick Level Catch-up 1.6.0Modifies various player sidekicks (Alchemists' golem, Writhing Ones' worm that walks from the Forbidden Cults DLC, Annihilators' mecharachnid from the Embers of Rage DLC) to synchronize their level with the player's level every time they are re-added to map, in case the player gained a level while the sidekick dead. (Disclaimer: The failure of sidekicks to do this in the base game is believed to be a bug; if said bug is fixed in a future version, this addon will be officially deprecated.) Unlock Tinker Escorts 1.5.9Unlocks Tinkers Escorts in the main campaign by "removing" a single line. Embers of Rage 1.6.7Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.6.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Forbidden Cults 1.6.7Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Female |
| Race | Cornac |
| Class | Adventurer |
| Level / Exp | 50 / 1004% |
| Size | big |
| Lifes / Deaths | Killed by Emuru the thalore at level 17 on the 27th Dusk 122nd year of Ascendancy at 10:27 6 / 1 |
Primary Stats
| Strength | 45 (base 12) |
| Dexterity | 75 (base 60) |
| Constitution | 67 (base 43) |
| Magic | 109 (base 60) |
| Willpower | 113 (base 60) |
| Cunning | 87 (base 49) |
Resources
| Mana | 1008/1008 |
| Equilibrium | 20 |
| Life | 1630/1630 |
| Positive | 177/177 |
| Paradox | 537 |
| Steam | 100/100 |
| Healing Factor | 1.4907594936708 |
| Regeneration | 24.970221518986 |
Speed
| Mental | +17.53579726198% |
| Attack | +17.53579726198% |
| Movement | +92.14953579437% |
| Spell | +17.53579726198% |
| Global | +135.07159452396% |
Vision
| Sight | 14 |
| Lite | 11 |
| Infravision | 18 |
| See Stealth | 78.752580555917 |
| See Invisible | 66.752580555917 |
Offense: Mainhand
| Damage | 262 |
| Accuracy | 78 |
| Crit Chance | 58% |
| APR | 62 |
| Speed | 0.85 |
Offense: Spell
| Spellpower | 84 |
| Crit Chance | 58% |
| Speed | 0.85080462573548 |
Offense: Mind
| Mindpower | 71 |
| Crit Chance | 28% |
| Speed | 0.85080462573548 |
Offense: Damage Bonus
| Physical | +44% |
| Acid | +32% |
| Light | +20% |
| Temporal | +42% |
| Lightning | +21% |
| Arcane | +7% |
| Mind | +3% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +20% |
| Temporal | +27% |
| Physical | +22% |
| Mind | +35% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 29 (85.376569037657%) |
| Defense | 83 |
| Ranged Defense | 83 |
| Fatigue | 0 |
| Physical Save | 72 |
| Spell Save | 70 |
| Mental Save | 80 |
Defense: Resistances
| Acid | + 27%( 70%) |
| Blight | + 27%( 70%) |
| Arcane | + 26%( 70%) |
| Cold | + 38%( 70%) |
| All | + 20%( 70%) |
| Lightning | + 44%( 70%) |
| Light | + 27%( 70%) |
| Physical | + 60%( 70%) |
| Darkness | + 27%( 70%) |
| Fire | + 62%( 70%) |
| Mind | + 25%( 70%) |
Defense: Immunities
| Stun Resistance | 99% |
| Confusion Resistance | 60% |
| Poison Resistance | 70% |
| Blind Resistance | 100% |
| Silence Resistance | 29% |
| Bleed Resistance | 70% |
| Teleport Resistance | 100% |
| Disarm Resistance | 100% |
| Pinning Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 35% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (85% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 165% efficiency and cooldown mod of 50%. Its effects scale with your Cunning stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 177% efficiency and cooldown mod of 51%. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: PrimalUse 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 heal for 21% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 4 each turn for 4 turns. Its effects scale with your Willpower stat. |
Class Talents
| Chronomancy / Threaded Combat | 1.30 |
| 5/5 |
| 3/5 |
| 2/5 |
| 5/5 |
| Chronomancy / Blade Threading | 1.30 |
| 3/5 |
| 4/5 |
| 3/5 |
| 4/5 |
| Chronomancy / Bow Threading | 1.45 |
| 3/5 |
| 1/5 |
| 2/5 |
| 3/5 |
| Chronomancy / Stasis | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Chronomancy / Speed Control | 1.30 |
| 4/5 |
| 5/5 |
| 5/5 |
| 4/5 |
| Chronomancy / Temporal Combat | 1.30 |
| 3/5 |
| 4/5 |
| 4/5 |
| 3/5 |
| Chronomancy / Flux | 1.30 |
| 3/5 |
| 5/5 |
| 4/5 |
| 5/5 |
| Chronomancy / Temporal Guardian | 1.50 |
| 5/5 |
| 5/5 |
| 3/5 |
| 5/5 |
Generic Talents
| Chronomancy / Chronomancy | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Chronomancy / Spacetime Weaving | 1.30 |
| 4/5 |
| 2/5 |
| 1/5 |
| 4/5 |
| Celestial / Light | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 3/5 |
| Steamtech / Blacksmith | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 0/5 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Energy | 1.30 |
| 4/5 |
| 5/5 |
| 4/5 |
| 4/5 |
| Wild-gift / Harmony | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.50 |
| 3/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Steamtech / Chemistry | 1.50 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Chronomancy / Fate Weaving | 1.30 |
| 2/5 |
| 3/5 |
| 4/5 |
| 3/5 |
| Corruption / Hexes | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Phase Pulse |
| talent | Reality Smearing |
| talent | Contingency |
| talent | Elemental Harmony |
| talent | Energy Decomposition |
| talent | Chant of Fortress |
| talent | Weapon Folding |
| beneficial effect | The target is surrounded by a time distortion, absorbing 577/663 damage and sending it forward in time. While active all newly applied status effects durations are reduced by 53%. Time Shield |
| beneficial effect | The target is surrounded by a magical shield, absorbing 647/647 damage before it crumbles. Damage Shield |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | The target's accuracy and power have been increased by 45. 5 Fateweaver |
| beneficial effect | Increases defense by 25. Mobile Defense |
| beneficial effect | The target is moving is 92% faster. 3 Celerity |
| beneficial effect | Increases global action speed by 35%. Haste |
| beneficial effect | Increases attack, spell, and mind speed by 18%. 1 Time Dilation |
| beneficial effect | Displacing 27% of all damage on to a random enemy. Webs of Fate |
| beneficial effect | Chronomancy spells cast by the target will not produce minor anomalies. Static History |
| beneficial effect | The target is attuned to the wild, increasing all damage affinity by 21% and reducing a random debuff duration by 4 each turn. Primal Attunement |
| beneficial effect | The target's defense and saves have been increased by 25. 5 Spin |
| beneficial effect | The target has a 100% chance of increasing the duration of one detrimental status effects on targets it damages by one. Seal Fate |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lone alchemist (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Stone Touch (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Dreadfell. Escort: lost sun paladin (level 4 of Dreadfell)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the repented thief from death by Sileyawen the cave bear. Escort: repented thief (level 1 of Old Forest) | failed |
You successfully escorted the repented thief to the recall portal on level 3 of Dreadfell. Escort: repented thief (level 3 of Dreadfell)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 7 of Dreadfell. Escort: repented thief (level 7 of Dreadfell)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 5 of Dreadfell. Escort: worried loremaster (level 5 of Dreadfell)As a reward you improved Willpower by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
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. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
Inside some of your foes you have found some intact pieces that give you new ideas. Research. Tinker. Annihilate.Keep on killing mechanical contraptions or steam-related foes... * You destroyed a mecharachnid equiped with a flamethrower. Both those things could prove very useful. | 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 unlocked the hall of reflections. * 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: 735. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Agrimley the hermit. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Stire of Derth has completed an elixir of precision without your aid. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit has completed an elixir of explosive force without your aid. You have aided Agrimley the hermit in creating an elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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 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 |
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 within2 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. In the aftermath you turned against the Grand Corruptor and dispatched him. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Shadebrand the pair of hardened leather boots (0 def, 3 armour) Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Effects on melee hit: * 10% chance to reduce armor by 46% Changes stats: +5 Dex / +4 Wil / +4 Cun / +7 Lck Changes resistances: +9% darkness Changes resistances penetration: +20% darkness Stealth bonus: +7 Physical save: +23 (+6 eff.) Spell save: +7 (+2 eff.) Mental save: +7 (+1 eff.) Silence immunity: +29% Confusion immunity: +34% Pinning immunity: +25% Stun/Freeze immunity: +29% Knockback immunity: +25% Teleport immunity: +100% A pair of boots made of leather. |
| Quiver | storming quiver of dragonbone arrows of grasping (23/23, 53-74.2 power, 18 apr)Requires: - Dexterity 48 Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 53.0 - 74.2 Uses stats: 70% Dex, 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +18 Crit. chance: +3.0% Capacity: 23 On weapon hit: * 20% chance to create vines that bind the target to the ground dealing 269 nature damage and pinning them for 3 turns Damage (Ranged): +44 lightning Damage (radius 2) on crit: +17 lightning Arrows are used with bows to pierce your foes to death. |
| Light source | brass lantern 'Gloldatha' Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour penetration: +3 Physical power: +10 (+2 eff.) Changes stats: +4 Con Changes resistances penetration: +5% physical Changes damage: +20% light Only die when reaching: -40.00 life Maximum life: +40.00 Light radius: +8 See stealth: +10 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Brass Goggles (10 def, 0 armour) Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Accuracy: +20 (+4 eff.) Armour penetration: +15 Defense: +10 (+2 eff.) Changes stats: +20 Cun Changes resistances: +20% fire Talent masteries: +0.20 Steamtech / Physics +0.20 Steamtech / Chemistry Blindness immunity: +100% Infravision radius: +12 Sight radius: +4 See stealth: +25 See invisible: +25 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. Steampower: +5 (+2 eff.) Steam crit. chance: +5% No self respecting craftsman would be caught without them! |
| Tool | Glylena the yew wand of clairvoyance [power 11] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Damage when hit (Melee): 10 blight Changes stats: +10 Wil Changes resistances: +9% blight Changes resistances penetration: +15% temporal Vim when firing critical spell: +2.00 Maximum life: +100.00 Damage Shield penetration: +20% It can be used to reveal the area around you, dispelling darkness (radius 11, power 89 based on Magic), and detect the presence of nearby creatures for 10 turns Activation puts all charms on cooldown for 15 turns. When used: * Reduce fatigue by 44% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | conjurer's gold ring of miseryPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 10% chance to reduce all saves and defense by 39 Damage (Melee): 7 physical Effects on ranged hit: * 10% chance to reduce all saves and defense by 39 Damage (Ranged): 9 physical Changes stats: +4 Mag / +4 Wil / +2 Cun Hate when firing a critical mind attack: +1.00 Maximum hate: +7.00 Spellpower: +7 (+1 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 3.9 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 162% weapon damage. If the attack hits, the target will bleed for 306% weapon damage over 7 turns, and all healing will be reduced by 66%. Rings can have magical properties. |
| On fingers | MorningripperPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +5 (+1 eff.) Changes stats: +5 Str / +7 Con Changes resistances: +1% physical Physical save: +4 (+1 eff.) Mental save: +6 (+1 eff.) Blindness immunity: +22% Knockback immunity: +10% Infravision radius: +3 See stealth: +7 See invisible: +5 Rings can have magical properties. |
| Around waist | spiritwalker's drakeskin leather belt of magery Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Fatigue: +0% Changes stats: +12 Mag / +9 Wil Maximum encumbrance: +0 Mana each turn: +0.30 Maximum mana: +39.00 Spell crit. chance: +5% Slows Projectiles: +25% A belt that goes around your waist. |
| In main hand | elven-wood longbow 'Bethalrawe' Requires: - Dexterity 35 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 4 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.3% crit chance (max 25%) Attack speed: 100% Firing range: +9 On weapon hit: * 10% chance to reduce all saves and defense by 39 * 20% chance to reduce armor by 46% * flashes light on your target dealing 98 damage Damage (Ranged): +15 acid / +26 lightning Damage (radius 1) on hit: +0 20% chance of physical repulsion Damage (radius 2) on crit: +12 mind When wielded/worn: Ammo reloads per turn: +3 Changes stats: +3 Mag Changes resistances penetration: +12% temporal / +17% physical Changes damage: +32% acid / +14% physical / +21% lightning / +3% mind / +12% temporal Talent mastery: +0.15 Chronomancy / Bow Threading Critical mult.: +15.00% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. Longbows are used to shoot arrows at your foes. |
| On hands | drakeskin leather gloves of spellstriking (0 def, 3 armour) Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Damage (Melee): 11 arcane Changes stats: +5 Mag / +8 Wil Changes resistances: +7% arcane Changes damage: +7% arcane Talent granted: +5 Iron Grip Disarm immunity: +100% Spellpower: +9 (+1 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | reinforced leather armour 'Uriromas' (22 def, 13 armour) Requires: - Strength 18 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 4 When wielded/worn: Armour: +13 Defense: +22 (+4 eff.) Fatigue: +8% Changes stats: +7 Str / +7 Dex / +8 Mag / +7 Wil / +9 Cun Changes resistances: +20% cold Mental save: +18 (+4 eff.) Poison immunity: +70% Disease immunity: +70% Cut immunity: +70% Life regen: +10.00 Maximum life: +54.00 Maximum mana: +60.00 Spellpower: +30 (+6 eff.) A suit of armour made of leather. |
| Cloak | Natoyon the Glareumbra (2 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Damage when hit (Melee): 4 light Changes stats: +4 Mag / +3 Wil Changes resistances: +30% lightning / +9% light / +3% cold / +0% nature / +6% mind Changes resistances penetration: +10% mind Stun/Freeze immunity: +50% Spell crit. chance: +5% Light radius: +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | ArthinikInfused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Str / +13 Mag / +3 Wil Changes resistances: +9% acid Changes resistances penetration: +25% mind Mental save: +9 (+2 eff.) Confusion immunity: +16% Mindpower: +9 (+3 eff.) Infravision radius: +3 Amulets can have magical properties. |
Inventory
steam generator implant of the duelist (steam 19)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 19.3 steam per turn. Can be activated for an instant burst of 96 steam. Its effects scale with your Dexterity stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the titan (steam 13)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 13.2 steam per turn. Can be activated for an instant burst of 66 steam. Its effects scale with your Constitution stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
This item will automatically be transmogrified when you leave the level.heroism infusion (die at -517; dur 7; cd 27) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -517 life. The duration and life will increase by 1% for every 1% life you have lost (currently 517 life, 7 duration) If your life is below 0 when this effect wears off it will be set to 1. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
This item will automatically be transmogrified when you leave the level.biting gale rune (damage 112; dur 4; cd 15) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 112.00 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Itching PowderRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] The 'Crawling Ants' itching powder will distract your enemies from any complicated actions. Requires talents: - Chemistry (2) Requires ingredients: - stack of herbs (viperweed) (2) - lump of iron (1) Example Item: crude itching powder Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 1 Attach on item worn on slot 'hands' When attach to an other item: Talent granted: +1 Itching Powder Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Throw a handful of dust that is very itchy to touch. Creatures in a cone of radius 3 are itchy for 1 turns, causing them to fail talents 15% of the time. The itchiness effect is applied with your Steampower. Tinkers can be attached to normal items to improve them with steam power! It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
The Black CorePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
Gunoregochak the gold amuletInfused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +3 Cun / +3 Wil Changes resistances: +18% fire / +19% temporal / +11% cold Mental save: +7 (+1 eff.) Confusion immunity: +15% Pinning immunity: +23% Knockback immunity: +26% Mindpower: +8 (+2 eff.) Light radius: +2 See invisible: +9 Amulets can have magical properties. |
This item will automatically be transmogrified when you leave the level.Blindraptor (20-24 power, 4 apr, lightning element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 46% Changes resistances: +6% darkness / +24% fire Changes resistances penetration: +15% acid / +15% fire Changes damage: +20% lightning / +15% cold / +15% darkness Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +8 Spellpower: +9 (+1 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.Glarena the Tundracutter (20-24 power, 4 apr, light element) Requires: - Magic 24 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 10 light Changes resistances: +30% cold Changes resistances penetration: +15% light / +15% cold Changes damage: +20% light / +24% cold Talent granted: +1 Command Staff Critical mult.: +16.00% Spellpower: +9 (+1 eff.) Spell crit. chance: +14% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.potent dragonbone magestaff of wizardry (34-40.8 power, 6 apr, lightning 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: 34.0 - 40.8 Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Mag / +4 Wil Changes damage: +34% lightning Talent granted: +1 Command Staff Maximum mana: +76.00 Spellpower: +28 (+5 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
voratun battleaxe 'Umbrashear' (58.5-87.75 power, 4 apr)Requires: - Magic 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 58.5 - 87.8 Uses stat: 170% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% Damage (radius 2) on crit: +63 lightning / +63 cold When wielded/worn: Accuracy: +20 (+4 eff.) Defense: +21 (+4 eff.) Changes stats: +17 Str / +19 Dex / +19 Mag / +19 Wil / +20 Cun / +19 Con Changes resistances: +3% lightning / +3% mind / +6% darkness Changes resistances penetration: +27% lightning / +23% cold Spell save: +3 (+1 eff.) Poison immunity: +20% Disarm immunity: +70% Mental crit. chance: +3% Movement speed: +70% Massive two-handed battleaxes. |
Tirakai's Maul (32-41.6 power, 6 apr)Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 32.0 - 41.6 Uses stat: 180% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: No gem It can be used to imbue the hammer with a gem of your choice Activation costs 10 power out of 10/10. This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it. |
This item will automatically be transmogrified when you leave the level.voratun longsword 'Ce'Nyda' (42.5-59.5 power, 6 apr) Requires: - Magic 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 42.5 - 59.5 Uses stat: 150% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 35% chance to reduce all saves and defense by 39 * 25% chance for lightning to strike from the target to a second target dealing 131 damage Damage (Melee): +13 light / +25 mind Damage (radius 1) on hit: +12 arcane Damage against: +25% Undead When wielded/worn: Damage when hit (Melee): 10 acid Changes stats: +1 Mag / +6 Wil / +7 Cun Changes resistances penetration: +10% blight Changes damage: +12% acid Maximum vim: +20.00 Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.Zanadar (23-32.2 power, 4 apr) Requires: - Magic 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 23.0 - 32.2 Uses stat: 150% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 20% chance to reduce armor by 46% * 25% chance for lightning to strike from the target to a second target dealing 131 damage When wielded/worn: Changes stats: +6 Dex / +9 Mag / +6 Con Reduces incoming crit damage: 15.00% Infravision radius: +3 See invisible: +12 One-handed war axes. |
This item will automatically be transmogrified when you leave the level.dwarven-steel waraxe 'Barkwell' (19-26.6 power, 4 apr) Requires: - Magic 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 19.0 - 26.6 Uses stat: 150% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * Create an explosion dealing 131 fire damage (1/turn) Damage (radius 1) on hit: +12 fire When wielded/worn: Defense: +25 (+5 eff.) Damage when hit (Melee): 10 nature Changes resistances: +21% acid / +9% nature / +12% mind Changes resistances penetration: +20% fire Changes damage: +20% fire Reduces incoming crit damage: 15.00% One-handed war axes. |
This item will automatically be transmogrified when you leave the level.Moon (10-13 power, 0 apr) Requires: - Dexterity 24 - Cunning 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. The moon shines alone in a starless sky. Base power: 10.0 - 13.0 Uses stats: 20% Dex, 70% Mag Damage type: Darkness Mastery: Strength of Purpose Accuracy bonus: +0.3% crit chance (max 25%) Attack speed: 125% On weapon hit: * Deal 70 Darkness damage. When wielded/worn: Light radius: -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
This item will automatically be transmogrified when you leave the level.Shantiz the Stormblade (15-19.5 power, 20 apr) Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 15.0 - 19.5 Uses stats: 50% Mag, 100% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. When wielded/worn: Changes stats: +20 Dex Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. This surreal dagger crackles with the intensity of a vicious storm. |
This item will automatically be transmogrified when you leave the level.Offalimmortal the dwarven-steel steamsaw (25.5-38.25 power, 0 apr) Requires: - Magic 24 - Talent Steam Pool Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 3 Base power: 25.5 - 38.3 Uses stat: 150% Mag Damage type: Physical bleed Accuracy bonus: +0.3% crit chance (max 25%) Crit. chance: +3.0% Attack speed: 100% Block value: +48 Damage (radius 2) on crit: +16 nature Attacks use: 1.0 Steam When wielded/worn: Armour: +4 Defense: +6 (+1 eff.) Fatigue: +8% Changes resistances: +24% acid / +6% physical / +9% nature / +6% lightning Changes resistances penetration: +15% physical Changes damage: +15% arcane Talent granted: +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
keeper's elven-wood longbow of piercingRequires: - Dexterity 35 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 4 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.3% crit chance (max 25%) Attack speed: 100% Firing range: +9 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +14 Changes resistances penetration: +12% physical / +17% temporal / +18% all Changes damage: +17% physical / +18% temporal Talent cooldown: Arrow Stitching (-1 turn) Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level.caustic voratun steamgun Requires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Infused by nature Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 5 Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Attack speed: 100% Firing range: +10 Travel speed: +600% Damage (radius 2) on crit: +27 acid / +17 nature Attacks use: 2.0 Steam When wielded/worn: Armour penetration: +12 Changes resistances penetration: +13% acid / +15% nature Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
This item will automatically be transmogrified when you leave the level.pouch of voratun shots of torment (21/21, 56.5-67.8 power, 6 apr) Requires: - Dexterity 48 Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 56.5 - 67.8 Uses stats: 70% Dex, 50% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +7.0% Capacity: 21 On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level.living voratun shield of the stars (0 def, 10 armour, 196 block) Requires: - Shield usage training - Strength 48 Powered by arcane forces Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 5 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +10 Fatigue: +8% Changes stats: +6 Cun / +5 Mag Changes resistances: +14% blight / +11% light / +17% darkness / +16% nature Changes damage: +16% light / +16% darkness Talent granted: +1 Block Maximum life: +57.00 Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level.woollen robe of Angolwen (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +3 Mag / +3 Wil Changes resistances: +9% all Silence immunity: +30% Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +8 (+1 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.voratun mail armour of the deep (5 def, 15 armour) Requires: - Heavy armour training - Strength 48 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +15 Defense: +5 (+1 eff.) Fatigue: +12% Changes resistances: +13% acid / +10% cold Allows you to breathe in: water A suit of armour made of mail. |
Crystle's Astral Bindings (0 def, 0 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Changes stats: +3 Mag Changes resistances: +8% darkness / +8% temporal Changes resistances penetration: +10% darkness / +10% temporal Changes damage: +8% darkness / +8% temporal N.Energy each turn: +0.20 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +2 (+0 eff.) Spell crit. chance: +3% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Talent on hit(spell): Dust to Dust (10% chance level 2). Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
This item will automatically be transmogrified when you leave the level.steady voratun gauntlets of dexterity (+4) (0 def, 3 armour) Requires: - Heavy armour training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +28 (+6 eff.) Armour: +3 Fatigue: +5% Changes stats: +4 Dex Physical save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Disarm immunity: +30% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Frozenrock the cashmere wizard hat (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +2 Str / +3 Mag / +5 Wil Changes resistances: +21% nature Changes damage: +14% nature / +12% cold Silence immunity: +0% Light radius: +2 Infravision radius: +0 Sight radius: +0 See stealth: +0 See invisible: +12 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. A pointy cloth hat, very wizardly... |
6 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
8 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
6 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
8 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
7 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+1 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+1 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
838 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
powerful air recyclerPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item worn on slot 'head' When attach to an other item: Silence immunity: +30% Returns 3 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
voratun shocking edgePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item of type 'weapon' Deals lightning damage and drains resources. Tinkers can be attached to normal items to improve them with steam power! |
voratun silver filigreePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item of type 'weapon' When attach to an other item: Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Damage against: +35% Undead / +35% Demon / +35% Horror Tinkers can be attached to normal items to improve them with steam power! |
voratun silver filigreePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item of type 'weapon' When attach to an other item: Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Damage against: +35% Undead / +35% Demon / +35% Horror Tinkers can be attached to normal items to improve them with steam power! |
voratun silver filigreePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item of type 'weapon' When attach to an other item: Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Damage against: +35% Undead / +35% Demon / +35% Horror Tinkers can be attached to normal items to improve them with steam power! |
mastercraft thunderclap coatingPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 Attach on item of type 'weapon' When attach to an other item: Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Damage (radius 1) on hit: +80 20% chance of physical repulsion Strikes can trigger a thunderclap that damages and repel foes. Tinkers can be attached to normal items to improve them with steam power! |
amazing fiery salve [power 35] amazing fiery salve [power 35]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 165% efficiency and 50% cooldown modifier. Activating this item is instant. It can be used to remove 3 magical effects and grants a fiery aura (35% fire, light and lightning affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
amazing frost salve [power 35] amazing frost salve [power 35]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 165% efficiency and 50% cooldown modifier. Activating this item is instant. It can be used to remove 3 physical effects and grants a frost aura (35% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
great pain suppressor salve [power 380] great pain suppressor salve [power 380]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 4 Using medical injector with 165% efficiency and 50% cooldown modifier. Activating this item is instant. It can be used to let you fight up to -380 life and reduces all damage by 22% for 6 turns (takes no time to activate) Activation puts Talent Medical Injector on cooldown for 10 turns. Medical salve. |
great regeneration salve [power 549] great regeneration salve [power 549]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 4 Using medical injector with 165% efficiency and 50% cooldown modifier. It can be used to heal 549 over 5 turns Activation puts Talent Medical Injector on cooldown for 15 turns. Medical salve. |
amazing water salve [power 35] amazing water salve [power 35]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 165% efficiency and 50% cooldown modifier. Activating this item is instant. It can be used to remove 3 mental effects and grants a water aura (35% blight, mind and acid affinity). Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
Bizzare Contraption2.00 Encumbrance. [Unique] Type: misc / tool ; tier 2 When wielded/worn: Changes stats: +8 Cun Changes resistances: +15% lightning Changes damage: +15% lightning Physical save: +18 (+4 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
Velyta (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str / +2 Con Spellpower on spell critical (stacks up to 3 times): +6 Spellpower: +30 (+6 eff.) Infravision radius: +2 Damage Shield penetration: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
dragonbone totem of stinging 'Bethegata' [power 470] (15 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Changes stats: +6 Str / +4 Mag Changes resistances: +2% physical It can be used to sting an enemy dealing 470 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. When used: * Increase the duration of 2 beneficial effects by 2. * Increase all damage penetration by 24% for 2 turns. * Increase all damage by 19% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Forbidden Tome: "The Illusory Castle"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
Achievements
A dangerous secret (Insane (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Maral the Cornac Adventurer level 50
32nd Pyre 123rd year of Ascendancy at 07:01 see stats
A different point of view (Insane (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Maral the Cornac Adventurer level 27
65th Dusk 122nd year of Ascendancy at 12:09 see stats
Against all odds (Insane (Adventure) difficulty)
Killed Ukruk in the ambush.By Maral the Cornac Adventurer level 50
28th Pyre 123rd year of Ascendancy at 22:12 see stats
Anti-Antimagic! (Insane (Adventure) difficulty)
Destroyed the Ziguranth camp with your Rhaloren allies.By Maral the Cornac Adventurer level 43
17th Regrowth 123rd year of Ascendancy at 16:51 see stats
Bringer of Doom (Insane (Adventure) difficulty)
Killed a Bringer of Doom.By Maral the Cornac Adventurer level 46
3rd Pyre 123rd year of Ascendancy at 06:23 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Maral the Cornac Adventurer level 43
78th Regrowth 123rd year of Ascendancy at 12:00 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By Maral the Cornac Adventurer level 38
62nd Haze 122nd year of Ascendancy at 06:05 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Maral the Cornac Adventurer level 25
64th Dusk 122nd year of Ascendancy at 01:59 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Maral the Cornac Adventurer level 36
37th Haze 122nd year of Ascendancy at 21:49 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Maral the Cornac Adventurer level 27
65th Dusk 122nd year of Ascendancy at 12:29 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Maral the Cornac Adventurer level 10
8th Flare 122nd year of Ascendancy at 14:43 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Maral the Cornac Adventurer level 20
47th Dusk 122nd year of Ascendancy at 00:09 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Maral the Cornac Adventurer level 30
69th Dusk 122nd year of Ascendancy at 04:46 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By Maral the Cornac Adventurer level 40
8th Allure 123rd year of Ascendancy at 06:46 see stats
Level 50 (Insane (Adventure) difficulty)
Got a character to level 50.By Maral the Cornac Adventurer level 50
28th Pyre 123rd year of Ascendancy at 15:25 see stats
Poisonous (Insane (Adventure) difficulty)
Sided with the assassin lord.By Maral the Cornac Adventurer level 36
57th Haze 122nd year of Ascendancy at 21:27 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By Maral the Cornac Adventurer level 31
69th Dusk 122nd year of Ascendancy at 17:06 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Maral the Cornac Adventurer level 23
60th Dusk 122nd year of Ascendancy at 08:46 see stats
Tales of the Spellblaze (Insane (Adventure) difficulty)
Learned the eight chapters of the Spellblaze Chronicles.By Maral the Cornac Adventurer level 27
65th Dusk 122nd year of Ascendancy at 12:09 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Maral the Cornac Adventurer level 9
6th Flare 122nd year of Ascendancy at 22:24 see stats
The Legend of Garkul (Insane (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Maral the Cornac Adventurer level 27
65th Dusk 122nd year of Ascendancy at 12:09 see stats
The bigger the better! (Insane (Adventure) difficulty)
Did over 3000 damage in one attack.By Maral the Cornac Adventurer level 44
1st Time of Balance 123rd year of Ascendancy at 18:55 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Maral the Cornac Adventurer level 17
29th Dusk 122nd year of Ascendancy at 19:19 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Maral the Cornac Adventurer level 24
62nd Dusk 122nd year of Ascendancy at 19:54 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Maral the Cornac Adventurer level 17
24th Dusk 122nd year of Ascendancy at 01:02 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Maral the Cornac Adventurer level 49
28th Pyre 123rd year of Ascendancy at 15:25 see stats
Log
Layama the mountain troll slows down.
Maral's tinker attains critical power!
Maral's Arrow Stitching hits Layama the mountain troll for 471 physical, 14 acid, 10 physical, 59 lightning, 10 mind, 14 lightning, 89 physical, 73 temporal, 133 light (871 total damage).
Maral's temporal clone's Arrow Stitching performs a ranged critical strike against Layama the mountain troll!
Layama the mountain troll's fades into the shadows.
Maral's temporal clone's Arrow Stitching hits Layama the mountain troll for 421 physical, 14 acid, 10 physical, 59 lightning, 10 mind, 14 lightning, 81 physical, 66 temporal, 81 light (755 total damage).
Maral's temporal clone's Arrow Stitching hits Layama the mountain troll for 290 physical, 14 acid, 10 physical, 59 lightning, 66 temporal, 81 light (519 total damage).
Maral uses Vital Shot.
Maral's Vital Shot performs a ranged critical strike against Layama the mountain troll!
You collect a new ingredient: length of troll intestine (1).
You unleash a crippling blast of earthen energy!
Maral's Vital Shot hits Layama the mountain troll for 2247 physical damage.
Maral's Vital Shot killed Layama the mountain troll!
Maral picks up (r.): Offalimmortal the dwarven-steel steamsaw (25.5-38.25 power, 0 apr).
Maral deactivates Chant of Fortress.
Maral deactivates Energy Decomposition.
Maral slows down.
Maral deactivates Reality Smearing.
The shield around Maral crumbles.
Maral deactivates Elemental Harmony.
Maral deactivates Weapon Folding.
Maral deactivates Contingency.
Maral is no longer one with nature.
Maral deactivates Phase Pulse.
The fabric of spacetime around Maral has returned to normal.
Maral stops weaving fate.
Maral stops spinning fate.



































































































































































