










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Crystalist 1.5.6 Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Verbose Enemies 1.3.1Makes the monsters of Eyal somewhat more talkative...and prone to insulting you. Featuring taunts from Gaslamp Games' roguelike Dungeons of Dredmor! Also now featuring the EXTENSIVE taunt collection from the iconic Dredmor mod, Death By A Thousand Taunts. This mod was created by Deeborm, and is only included with their approval. Three cheers for Deeborm! Relive your dredmor adventures in the world of Eyal. You can also add your own taunts! To do this create a file named verbose_user_defined_taunts.cfg and place it in your settings folder where it can be friends with all the other .cfg files. Inside this file put: All taunts (base Dredmor taunts, Deeborm's extended dredmor taunts, and custom taunts) can be toggled from the in-game settings, in the Misc tab. Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.5.0Combines 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:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Weekly Adventurer 1.5.5Adds the Weekly Adventurer class, used in the Weekly Adventurer Challenge. Featuring talent trees generously submitted by the following authors: minmay == Harbinger == ( https://te4.org/games/addons/tome/harbinger )
Wild Gift / Blaze
Wild Gift / Blizzard
Wild Gift / Cyclone
Wild Gift / Endurance
Wild Gift / Rain
Wild Gift / Supercell
Wild Gift / Thunder
== Zephyr == ( https://te4.org/games/addons/tome/zephyr-class )
Spell / Air Archery
Spell / Storm Archery
Spell / Swiftness
Spell / Wild Magic
nsrr == White Monk == ( https://te4.org/games/addons/tome/whitemonk )
Technique / Agile Combatant
Technique / Black Belt
Technique / Fending
Technique / Martial Arts
Technique / Mending
Technique / Transcending
Changelog1.0.2: 1.0.0: |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Female |
| Race | Halfling |
| Class | Crystalist |
| Level / Exp | 50 / 1767% |
| Size | small |
| Lifes / Deaths | no deaths recorded / 0 |
| Antimagic | Follower |
Primary Stats
| Strength | 51 (base 23) |
| Dexterity | 81 (base 28) |
| Constitution | 121 (base 60) |
| Magic | 49 (base 15) |
| Willpower | 120 (base 61) |
| Cunning | 138 (base 61) |
Resources
| Life | 824/824 |
| Equilibrium | 48 |
| Psi | 690/690 |
| Healing Factor | 2.5 |
| Regeneration | 19.675 |
Speed
| Mental | 0% |
| Attack | -1.1102230246252E-14% |
| Movement | +25% |
| Spell | 0% |
| Global | +135.86474501109% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 15 |
| See Stealth | 47 |
| See Invisible | 47 |
Offense: Mainhand
| Damage | 57 |
| Accuracy | 48 |
| Crit Chance | 76% |
| APR | 68 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 36 |
| Accuracy | 48 |
| Crit Chance | 93% |
| APR | 40 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 8.5 |
| Crit Chance | 62% |
| Speed | 1 |
Offense: Mind
| Mindpower | 95 |
| Crit Chance | 100% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +144% |
| Lightning | +79% |
| Light | +58% |
| Mind | +71% |
| Darkness | +79% |
| Arcane | +103% |
| Fire | +77% |
| All | +59% |
Offense: Damage Penetration
| Nature | +101% |
| Arcane | +124% |
| Mind | +88% |
| All | +53% |
Defense: Base
| Armour (hardiness) | 52.17478788678 (85.106982064532%) |
| Defense | 72 |
| Ranged Defense | 72 |
| Fatigue | 0 |
| Physical Save | 82.5 |
| Spell Save | 80.75 |
| Mental Save | 90 |
Defense: Resistances
| Acid | + 38%( 70%) |
| Blight | + 48%( 70%) |
| Arcane | + 60%( 70%) |
| Cold | + 48%( 70%) |
| All | + 29%( 70%) |
| Lightning | + 40%( 70%) |
| Light | + 32%( 70%) |
| Temporal | + 38%( 70%) |
| Mind | + 57%( 80%) |
| Physical | + 30%( 70%) |
| Nature | + 60%( 70%) |
Defense: Immunities
| Disarm Resistance | 10% |
| Bleed Resistance | 15% |
| Confusion Resistance | 80% |
| Stun Resistance | 100% |
| Instadeath Resistance | 100% |
| Blind Resistance | 9% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 850% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 8 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 627 life over 5 turns. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 308 and cleanse 1 wound and 1 poison effect. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or magical effect and reduce all damage taken by 23% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 27 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 -1136 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. |
Class Talents
| Psionic / Sorption | 1.30 |
| 5/5 |
| 4/5 |
| 4/5 |
| 2/5 |
| Psionic / Crystalline fortress | 1.30 |
| 2/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Psionic / Crystalism | 1.30 |
| 3/5 |
| 3/5 |
| 5/5 |
| 5/5 |
| Psionic / Crystalline attacks | 1.30 |
| 5/5 |
| 2/5 |
| 4/5 |
| 5/5 |
| Psionic / Solipsism | 1.30 |
| 4/5 |
| 5/5 |
| 4/5 |
| 5/5 |
Generic Talents
| Wild-gift / Fungus | 1.00 |
| 5/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Wild-gift / Antimagic | 1.37 |
| 4/5 |
| 4/5 |
| 5/5 |
| 5/5 |
| Psionic / Feedback | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 2/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Antimagic Shield |
| talent | Thermal Shield |
| talent | Charged Shield |
| talent | Wild Growth |
| talent | Acuminate |
| talent | Kinetic Shield |
| talent | Beyond the Flesh |
| beneficial effect | The creature has found a state of clarity and sees the world for what it is (+35% global speed). Clarity |
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 |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 5 of Dreadfell. Escort: lone alchemist (level 5 of Dreadfell)As a reward you improved Dexterity by +1. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Dreadfell. Escort: lost sun paladin (level 2 of Dreadfell)As a reward you improved Willpower by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 6 of Dreadfell. Escort: lost sun paladin (level 6 of Dreadfell)As a reward you improved physical save by +4. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Daikara. Escort: repented thief (level 1 of Daikara)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Dreadfell. Escort: temporal explorer (level 1 of Dreadfell)As a reward you improved talent Dream Walk (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: temporal explorer (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Cunning by +2. | done |
You failed to protect the worried loremaster from death by Burb the snow giant champion. Escort: worried loremaster (level 2 of Daikara) | 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 |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. | 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 Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 1147. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Stire of Derth is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. You have aided Stire of Derth in creating an elixir of avoidance. You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of mysticism without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mastery. You have aided Agrimley the hermit in creating an elixir of focus. 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 have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | completed |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
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 within | active |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| Psionic focus | Actinium Sphere Actinium SpherePowered by unknown forces 0.00 Encumbrance. [Unique] Type: gem / white ; tier 5 When wielded/worn: Changes resistances penetration: +28% all Changes damage: +15% all Light radius: +4 See stealth: +47 See invisible: +47 When used to imbue an object: Changes resistances penetration: +15% all Changes damage: +8% all Light radius: +2 See stealth: +25 See invisible: +25 Latent Damage Type: 50% Physical, 50% Light Secondary Damage Type: Light + blind for 5 turns This doesn't seem very safe. |
| Quiver | Inquisitor =Antimagic=Infused by nature Infused by arcane disrupting forces 0.00 Encumbrance. [Unique] Type: gem / green ; tier 5 When wielded/worn: Changes resistances: +28% arcane / +8% all Talent mastery: +0.37 Wild-gift / Antimagic Inflicts spell disruption for 10 turns, causing a stacking 5% chance of spell failure (up to 50%). When used to imbue an object: Changes resistances: +15% arcane / +4% all Talent mastery: +0.20 Wild-gift / Antimagic Latent Damage Type: 50% Nature, 50% Arcane Secondary Damage Type: Arcane + silence for 5 turns The legendary mage-hunter Rol'Vak lost her right eye in a battle with demons. She replaced it with this emerald, which soon became a conduit for her power. |
| On hands | Spellhunt Remnants (6 def, 8 armour) =Antimagic=Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +8 Defense: +6 (+1 eff.) Spell save: +15 (+1 eff.) Mindpower: +12 (+2 eff.) Mental crit. chance: +5% Light radius: +1 It can be used to attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 395.93 arcane damage and stunned), costing 100 power out of 150/150. These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
| Light source | dwarven lantern 'Cureblight'Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +28 Physical crit. chance: +6.0% Physical power: +10 (+3 eff.) Effects on melee hit: * Slows global speed by 15% Changes stats: +11 Cun / +7 Wil Changes resistances: +6% blight / +12% cold / +5% arcane Changes resistances penetration: +25% all Changes damage: +6% nature / +12% fire Critical mult.: +20.00% Spell save: +16 (+1 eff.) Light radius: -2 Infravision radius: +9 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Omniscience (7 def, 0 armour)Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +7 (+1 eff.) Changes resistances: +15% mind Changes resistances cap: +10% mind Changes resistances penetration: +10% mind Mental save: +25 (+5 eff.) Confusion immunity: +40% Psi when firing a critical mind attack: +6.00 Maximum psi: +50.00 Mindpower: +20 (+4 eff.) Mental crit. chance: +9% Infravision radius: +5 It can be used to reveal the surrounding area (range 20), costing 30 power out of 30/30. This white cap is plain and dull, but as the light reflects off of its surface, you see images of faraway corners of the world in the sheen." |
| On feet | Shinebrace (0 def, 13 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +6 (+2 eff.) Armour: +13 Fatigue: -5% Effects on melee hit: * 20 arcane resource burn Changes stats: +4 Cun / +5 Con Changes resistances: +15% lightning / +12% temporal / +3% light / +1% physical / +12% acid Critical mult.: +10.00% Physical save: +24 (+1 eff.) Mental save: +31 (+6 eff.) Stamina each turn: +0.70 Maximum life: +59.00 Infravision radius: +1 Movement speed: +10% Healing mod.: +10% A pair of boots made of leather. |
| Tool | Blazebane the dragonbone totem of thorny skin [power 128] (30 cooldown) =Arcane=Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Changes resistances penetration: +25% arcane Changes damage: +15% arcane / +6% fire Talent cooldown: Lay Web (-1 turn) Talent granted: +1 Lay Web It can be used to harden the skin for 7 turns increasing armour by 128 and armour hardiness by 70%, putting all charms on cooldown for 30 turns. When used: 100% chance to regenerate 20 stamina. Natural totems are made by powerful wilders to store nature power. |
| On fingers | MnemonicInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Wil Changes resistances: +25% mind Talent mastery: +0.20 Psionic / Mentalism Mental save: +20 (+4 eff.) Confusion immunity: +40% Psi each turn: +0.50 Mindpower: +12 (+2 eff.) When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Talent on hit(mindpower): Mental Refresh (10% chance level 1). Activating this item is instant. It can be used to activate talent Mental Shielding (costing 30 power out of 30/30) : Effective talent level: 2.4 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 3 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
| On fingers | Porakira the stralite ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +9 Wil Changes resistances: +18% nature Physical save: +12 (+0 eff.) Mental save: +48 (+10 eff.) Blindness immunity: +10% Cut immunity: +15% Disarm immunity: +10% Stun/Freeze immunity: +20% Rings can have magical properties. |
| Around neck | Limmir's Amulet of the Moon0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes stats: +5 Str / +13 Dex / +5 Mag / +5 Wil / +13 Cun / +5 Con Changes damage: +20% lightning / +8% all Damage affinity(heal): +20% lightning Spell crit. chance: +4% Mental crit. chance: +4% Movement speed: +15% Chance to avoid any damage: +8% Amulets can have magical properties. |
| In main hand | purifying living mindstar of balance (114% power, 40 apr, nature damage) =Arcane=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 purifying mindstar will cleanse other mindstars. Power: 114% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Effects when hit in melee: * 19 arcane resource burn Changes resistances: +10% arcane Changes resistances penetration: +8% arcane Changes damage: +10% arcane Physical save: +5 (+0 eff.) Spell save: +9 (+0 eff.) Mental save: +10 (+2 eff.) Equilibrium when hit: +2.50 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Activating this item is instant. It can be used to activate talent Destroy Magic, placing all other charms into a 30 cooldown : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: The target has a 8% chance (stacking to a maximum of 66%) to fail to cast any spell. At level 2 magical effects may be disrupted, at level 3 magical sustains may be disrupted, and at level 5 magical constructs and undead may be stunned. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Around waist | drakeskin leather belt 'Islath'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +6 Dex / +3 Mag / +3 Wil / +10 Cun Changes damage: +12% mind Critical mult.: +10.00% Life regen: +3.50 Light radius: +3 Healing mod.: +26% A belt that goes around your waist. |
| In off hand | Mandible of Ungolmor (150% power, 12 apr)Requires: - Cunning 38 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Power: 150% Range: 1.3x Uses stats: 21% Wil, 51% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +12 Crit. chance: +22.0% Attack speed: 100% On weapon crit: * inflicts pinning spydric poison upon the target Damage conversion: 30% darkness When wielded/worn: Armour: +5 Armour Hardiness: +5% Changes stats: +8 Cun / +4 Dex Changes damage: +30% nature / +20% darkness Light radius: -2 It can be used to activate talent Creeping Darkness (costing 25 power out of 40/40) : Effective talent level: 3.0 Power cost: 25 out of 40/40. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Creeping dark slowly spreads from 4 spots in a radius of 3 around the targeted location. The dark deals 94.76 darkness damage each turn to anything in its area, and blocks the sight of any who do not possess Dark Vision or some other magical means of seeing. The damage will increase with your Mindpower. You do +12% damage to anything that has entered your creeping dark. This obsidian-crafted, curved blade is studded with the deadly fangs of the Ungolmor. It seems to drain light from the world around it. |
| Cloak | cashmere cloak 'Salildama' (2 def, 7 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +7 Defense: +2 (+0 eff.) Fatigue: -8% Changes resistances: +15% cold Changes resistances penetration: +25% mind Reduces incoming crit damage: 10.00% Mental save: +6 (+1 eff.) Heals friendly targets nearby when you use a nature summon: +20 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Evermoss Robe (12 def, 0 armour)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 (+1 eff.) Life regen: +0.20 Mindpower: +12 (+2 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. |
Inventory
healing infusion of the titan (heal 334)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 334 and cleanse 1 wound and 1 poison effect. 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. Press to compare to your current inscriptions |
wild infusion of the sneak (resist 43%; cure physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 43% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
wild infusion of the sneak (resist 41%; cure magical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 41% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
movement infusion of the duelist (870% speed; 9 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 870% 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. 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. Press to compare to your current inscriptions |
mindweaver's stralite amulet of mastery (0.34 Psionic / Crystalism)Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +5 Wil Talent mastery: +0.34 Psionic / Crystalism Mental save: +11 (+2 eff.) Confusion immunity: +18% Mindpower: +10 (+2 eff.) Amulets can have magical properties. |
voratun amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 5 Amulets can have magical properties. |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Morningbrawn the gold ring =Fire=Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 20 light / 16 mind Changes resistances: +20% light / +32% fire Changes resistances penetration: +15% mind Changes damage: +16% fire Light radius: +2 Rings can have magical properties. |
Xerenn =Physical=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +26 Changes stats: +14 Str / +3 Dex Changes resistances penetration: +25% physical Spell save: +30 (+2 eff.) Life regen: +0.60 Healing mod.: +25% Rings can have magical properties. |
mule's stralite ring of speed =Speed=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +11 (+3 eff.) Defense: +10 (+2 eff.) Fatigue: -7% Maximum encumbrance: +30 Movement speed: +22% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 3.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 30% for 5 turns. Rings can have magical properties. |
rogue's stralite ring of frost (+28%) =Cold=Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Defense: +12 (+3 eff.) Changes stats: +6 Cun Changes resistances: +28% cold Changes damage: +14% cold Rings can have magical properties. |
titan's stralite ring of lightning (+30%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Con Changes resistances: +30% lightning Changes damage: +15% lightning Physical save: +10 (+0 eff.) Rings can have magical properties. |
psionicist's voratun ring of frost (+32%)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Wil Changes resistances: +32% cold Changes damage: +16% cold Mental save: +16 (+3 eff.) Rings can have magical properties. |
voratun ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings can have magical properties. |
yew starstaff 'Glintguile' (120% power, 4 apr, light element) =+LIGHT=Requires: - Magic 24 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 120% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 40% chance to blind Damage (Melee): +28 light When wielded/worn: Physical crit. chance: +11.0% Effects on melee hit: * 30% chance to blind Changes damage: +44% light Talent granted: +1 Command Staff Critical mult.: +16.00% Spellpower: +9 (+1 eff.) Spell crit. chance: +3% Light radius: +3 Staves designed for wielders of magic, by the greats of the art. |
Rod of Sarrilon (136% power, 4 apr, temporal element) =Temporal=Requires: - Magic 48 Powered by unknown forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 136% Range: 1.2x Uses stat: 150% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes stats: +7 Wil / +8 Mag Changes resistances penetration: +30% temporal Changes damage: +40% temporal Talent masteries: +0.10 Chronomancy / Stasis +0.10 Chronomancy / Flux +0.10 Spell / Temporal Talents cooldown: Attenuate (-1 turn) Stop (-2 turns) Time Shield (-3 turns) Time Shield (-3 turns) Teleport immunity: +100% Spellpower: +40 (+3 eff.) Spell crit. chance: +15% Reduces paradox anomalies(equivalent to willpower): +25 A plain looking ceremonial rod. It has connections with Time that even chronomancers do not yet understand. |
This item will automatically be transmogrified when you leave the level.dragonbone vilestaff (136% power, 6 apr, fire element) Requires: - Magic 48 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 136% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +30% fire Talent granted: +1 Command Staff Spellpower: +15 (+1 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.greater dragonbone vilestaff of breaching (136% power, 6 apr, fire element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 136% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances penetration: +15% blight / +15% fire / +15% darkness / +15% acid Changes damage: +30% blight / +30% fire / +30% darkness / +30% acid Talent granted: +1 Command Staff Spellpower: +22 (+2 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
Awakened Staff of Absorption (172% power, 60 apr, fire element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff It must be held with both hands. Power: 172% Range: 1.2x Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery 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 (+4 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 200 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." |
This item will automatically be transmogrified when you leave the level.acidic voratun battleaxe of phasing (170% power, 24 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 170% Range: 1.5x Uses stat: 72% Wil Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +24 Crit. chance: +8.0% Attack speed: 100% On weapon crit: * splashes the target with acid Damage Shield penetration (this weapon only): +63% Damage (Melee): +21 acid Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level.balanced voratun longsword of corruption (151% power, 6 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Power: 151% Range: 1.4x Uses stat: 60% Wil Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to inflict 15% damage reduction * 20% chance to curse the target When wielded/worn: Accuracy: +11 (+3 eff.) Defense: +15 (+3 eff.) Disarm immunity: +50% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.arcing voratun mace of vileness (157% power, 6 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 5 Power: 157% Range: 1.4x Uses stat: 60% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 30% chance to disease * 25% chance for lightning to arc to a second target Damage (Melee): +20 lightning / +30 blight Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.blazebringer's voratun mace of massacre (169% power, 6 apr) Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 5 Power: 169% Range: 1.4x 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 2) on crit: +13 fire When wielded/worn: Changes resistances penetration: +13% fire Global speed: +6% Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.balanced voratun waraxe of phasing (152% power, 16 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Power: 152% Range: 1.4x Uses stat: 60% Wil Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +16 Crit. chance: +7.0% Attack speed: 100% Damage Shield penetration (this weapon only): +60% When wielded/worn: Accuracy: +14 (+4 eff.) Defense: +15 (+3 eff.) Disarm immunity: +46% One-handed war axes. |
This item will automatically be transmogrified when you leave the level.plaguebringer's voratun waraxe of massacre (166% power, 6 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Power: 166% Range: 1.4x 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: * 20% chance to disease Damage (Melee): +15 blight When wielded/worn: Disease immunity: +33% One-handed war axes. |
This item will automatically be transmogrified when you leave the level.plaguebringer's voratun waraxe of massacre (168% power, 6 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Power: 168% Range: 1.4x 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: * 20% chance to disease Damage (Melee): +20 blight When wielded/worn: Disease immunity: +25% One-handed war axes. |
This item will automatically be transmogrified when you leave the level.arcing voratun dagger (149% power, 9 apr) Requires: - Dexterity 48 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Power: 149% Range: 1.3x Uses stats: 27% Wil, 27% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +12 lightning Sharp, short and deadly. |
thorny mindstar 'Falazilamnir' (97% power, 24 apr, nature damage) =Lightning=Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 It is part of a set of items. This natural lightning should be returned to the wyrm. Power: 97% Range: 1.1x Uses stats: 40% Wil, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 40% chance to corrode armour by 30% * 20 arcane resource burn * Slows global speed by 40% When wielded/worn: Effects on melee hit: * 20 arcane resource burn Damage when hit (Melee): 14 lightning / 20 acid Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Changes resistances: +14% lightning / +12% fire / +12% acid Changes resistances penetration: +13% lightning / +10% acid Changes damage: +11% lightning Mindpower: +6 (+1 eff.) Mental crit. chance: +3% 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. |
Thermal Focus (109% power, 32 apr, fire damage) =Fire/cold=Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 It is part of a set of items. You feel two unconnected psionic channels on this item. Power: 109% Range: 1.1x Uses stats: 45% Wil, 25% Cun Damage type: Fire Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +5.0% Attack speed: 100% Damage conversion: 50% cold When wielded/worn: Changes resistances: +20% fire / +20% cold Changes resistances penetration: +12% fire / +12% cold Changes damage: +20% fire / +20% cold Talent mastery: +0.20 Psionic / Thermal mastery Talent granted: +1 Psionic Maelstrom Spell save: +12 (+1 eff.) Psi each turn: +1.00 Mindpower: +16 (+3 eff.) Mental crit. chance: +8% Thermal energies are focussed in the core of this mindstar. |
Blindwell the living mindstar (112% power, 40 apr, mind damage) =COLD=Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural frost should be returned to the wyrm. Power: 112% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% Burst (radius 2) on crit: +8 darkness When wielded/worn: Armour: +10 Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 20 ice Changes stats: +2 Wil Changes resistances: +18% cold Changes resistances penetration: +15% temporal / +20% cold Changes damage: +20% cold Critical mult.: +20.00% Mental save: +15 (+3 eff.) Psi when hit: +0.36 Mindpower: +16 (+3 eff.) Mental crit. chance: +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. |
Core of the Forge (127% power, 40 apr, dreamforge damage) =Phys/Mind/Fire=Requires: - Willpower 40 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Power: 127% Range: 1.1x Uses stats: 60% Wil, 20% Cun Damage type: Dreamforge Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +10 (+3 eff.) Physical power: +10 (+3 eff.) Damage (Melee): 30 dreamforge Changes stats: +4 Cun / +6 Wil Changes resistances: +5% physical / +5% mind / +15% fire Changes resistances penetration: +10% mind / +10% physical Changes damage: +10% physical / +10% mind / +10% fire Talent masteries: +0.20 Psionic / Dream Forge +0.20 Psionic / Dream Smith Mindpower: +16 (+3 eff.) Mental crit. chance: +8% It can be used to activate talent Forge Bellows (costing 24 power out of 30/30) : Effective talent level: 3.0 Power cost: 24 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Release the bellows of the forge upon your surroundings, inflicting 77.38 mind damage, 80.09 burning damage, and knocking back your enemies in a radius 4 cone. Empty terrain may be changed (50% chance) for 3 turns into forge walls, which block movement and inflict 7.02 mind and 7.27 fire damage on nearby enemies. The damage and knockback chance will scale with your Mindpower. This blazing hot mindstar beats rhythmically, releasing a burst of heat with each strike. |
Dayreign the living mindstar (113% power, 40 apr, nature damage) =Acid=Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Power: 113% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% Burst (radius 2) on crit: +8 light When wielded/worn: Damage when hit (Melee): 8 light / 8 fire Changes resistances: +15% light Changes resistances penetration: +15% light / +20% fire Changes damage: +21% acid / +9% fire Equilibrium when hit: +2.40 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Light radius: +3 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. |
creative living mindstar of clarity (116% power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Power: 116% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +6 Cun Critical mult.: +10.00% Mental save: +7 (+1 eff.) Maximum psi: +44.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +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. |
This item will automatically be transmogrified when you leave the level.horrifying living mindstar of flames (112% power, 40 apr, nature 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 natural fire should be returned to the wyrm. Power: 112% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 18 fire / 8 mind / 10 darkness Changes resistances: +20% fire Changes resistances penetration: +20% fire Changes damage: +20% fire / +10% mind / +8% darkness Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Global speed: +6% 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. |
parasitic living mindstar of storms (113% power, 40 apr, nature 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 parasitic mindstar will draw strength from other psionic mindstars. This natural lightning should be returned to the wyrm. Power: 113% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 20 lightning Changes stats: +4 Str / +3 Dex / +4 Mag / +3 Wil / +4 Cun / +4 Con Changes resistances: +19% lightning Changes resistances penetration: +19% lightning Changes damage: +18% lightning Hate when firing a critical mind attack: +6.00 Maximum hate: +25.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Life leech chance: +24% Life leech: +25% 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. |
This item will automatically be transmogrified when you leave the level.caustic dragonbone longbow of dexterity (+12) Requires: - Dexterity 48 - Talent Shoot Infused by nature Crafted by a master 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 On weapon hit: * 20% chance to corrode armour by 30% When wielded/worn: Changes stats: +12 Dex Changes resistances penetration: +20% acid / +38% physical Life regen: +2.00 Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level.fungal drakeskin leather sling Requires: - Dexterity 48 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / sling ; tier 5 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 When wielded/worn: Changes stats: +7 Con Talent mastery: +0.20 Wild-gift / Fungus It can be used to regenerate 260 life over 5 turns, putting all charms on cooldown for 20 turns. Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level.halfling drakeskin leather sling of true flight Requires: - Dexterity 48 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 5 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 When wielded/worn: Accuracy: +15 (+5 eff.) Physical crit. chance: +14.0% Changes damage: +22% physical Talents cooldown: Fragmentation Shot (-2 turns) Pin Down (-1 turn) Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level.throat-seeking drakeskin leather sling Requires: - Dexterity 48 - Talent Shoot Infused by arcane disrupting forces 4.00 Encumbrance. Type: weapon / sling ; tier 5 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 On weapon crit: * silences the target Damage (Ranged): +25 nature When wielded/worn: Changes resistances penetration: +15% nature Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level.pouch of voratun shots of crippling (23/23, 167% power, 6 apr) Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 5 Power: 167% Range: 1.2x Uses stat: 92% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +21.0% Capacity: 23 On weapon crit: * cripple the target Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level.pouch of voratun shots of vileness (24/24, 165% power, 6 apr) Requires: - Dexterity 48 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 5 Power: 165% Range: 1.2x Uses stat: 92% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +7.0% Capacity: 24 On weapon hit: * 14% chance to disease Damage (Ranged): +17 blight Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level.voratun shield of fire resistance (+29%) (12 def, 3 armour, 198.5 block) Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Armour: +3 Defense: +12 (+3 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +14% Changes resistances: +29% fire Talent granted: +5 Block Handheld deflection devices. |
Crimson Robe (12 def, 0 armour) =Mindcaster robe=Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +12 (+3 eff.) Damage (Melee): 35 mind / 10 % chance of gloom effects Damage when hit (Melee): 35 mind / 10 % chance of gloom effects Changes stats: +10 Cun / +10 Wil Changes resistances penetration: +20% all Talent masteries: +0.20 Psionic / Focus +0.20 Cursed / Slaughter +0.20 Psionic / Crystalism +0.20 Cursed / Punishments +0.10 Psionic / Solipsism Psi each turn: +0.20 Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +4.00 Hate per kill: +2.00 Mindpower: +20 (+4 eff.) Mental crit. chance: +9% Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. Talent on hit(mindpower): Agony (8% chance level 2). Talent on hit(mindpower): Hateful Whisper (8% chance level 2). This robe was formerly owned by Callister the Psion, a powerful Psionic that pioneered many Psionic abilities. After his wife was murdered, Callister became obsessed with finding her killer, using his own hatred as a fuel for new and disturbing arts. After forcing the killer to torture himself to death, Callister walked the land, forcing any he found to kill themselves - his way of releasing them from the world's horrors. One day, he simply disappeared. This robe, soaked in blood, was the only thing he left behind. |
Ebonystrider the elven-silk robe (5 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +8 Str / +8 Mag / +10 Wil / +10 Cun Changes resistances: +15% lightning / +3% darkness / +15% cold / +6% fire / +36% acid Changes resistances penetration: +5% darkness Changes damage: +20% lightning / +11% physical / +6% darkness / +20% cold / +20% acid Critical mult.: +19.00% Hate when firing a critical mind attack: +5.00 Psi when firing a critical mind attack: +4.00 Maximum psi: +40.00 Mental crit. chance: +2% Heals friendly targets nearby when you use a nature summon: +30 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.mindwoven elven-silk robe of Angolwen (5 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +6 Mag / +6 Wil Mental save: +24 (+5 eff.) Silence immunity: +49% Spellpower on spell critical (stacks up to 3 times): +7 Spellpower: +16 (+1 eff.) Mindpower: +4 (+1 eff.) Mental crit. chance: +6% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Belyth (5 def, 8 armour) =Acid=Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +10 (+3 eff.) Armour: +8 Defense: +5 (+1 eff.) Fatigue: +8% Changes resistances penetration: +25% acid / +25% mind Changes damage: +27% acid / +9% mind Critical mult.: +20.00% Mental save: +6 (+1 eff.) Maximum psi: +40.00 Mental crit. chance: +4% A suit of armour made of leather. |
Burnveil the drakeskin leather armour (25 def, 16 armour)Requires: - Strength 20 Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +16 Defense: +25 (+6 eff.) Ranged Defense: +16 (+4 eff.) Fatigue: +8% Changes stats: +14 Dex / +6 Wil / +15 Cun Changes resistances: +9% lightning / +6% light / +3% blight / +3% cold / +12% fire Mental save: +22 (+4 eff.) Movement speed: +20% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.impenetrable voratun plate armour (9 def, 29 armour) Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +29 Defense: +9 (+2 eff.) Fatigue: +26% A suit of armour made of metal plates. |
Flareclamor the drakeskin leather belt =FIRE=Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Fatigue: -10% Damage when hit (Melee): 16 arcane / 24 fire Changes resistances: +6% arcane / +9% fire Changes resistances penetration: +15% arcane Changes damage: +37% fire Maximum encumbrance: +60 A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level.ravager's drakeskin leather belt of magery Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +6 Mag / +5 Wil Changes resistances penetration: +16% physical Changes damage: +16% physical Spell crit. chance: +6% A belt that goes around your waist. |
Fogbrace (3 def, 13 armour) =Mind damage=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Armour: +13 Defense: +3 (+0 eff.) Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 12 mind Changes resistances: +30% cold / +15% mind / +9% darkness Changes resistances penetration: +20% mind Changes damage: +21% mind A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Ureslak's Molted Scales (0 def, 0 armour) =Resists=Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 It is part of a set of items. It would go well with another part of Ureslak. When wielded/worn: Changes resistances: +20% lightning / +20% darkness / +20% cold / +20% fire / -30% arcane / +20% nature Changes resistances cap: +10% lightning / +10% darkness / +10% cold / +10% fire / -30% arcane / +10% nature It can be used to energize the scales for 16 turns, increasing resistance to Fire, Cold, Lightning, Nature, or Darkness damage by 15% just before you are damaged. (This effect lasts 5 turns and only works on one type of damage.), costing 50 power out of 50/50. This cloak is fashioned from the scales of some large reptilian creature. It appears to reflect every color of the rainbow. |
pair of drakeskin leather boots 'Mucusseam' (0 def, 5 armour) =Endgame=Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage when hit (Melee): 24 acid Changes stats: +6 Mag / +6 Cun / +6 Con Changes resistances penetration: +15% arcane Changes damage: +15% nature / +12% blight Critical mult.: +25.00% Physical save: +25 (+1 eff.) Mental save: +23 (+5 eff.) Mana when firing critical spell: +5.00 Maximum vim: +50.00 A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level.dreamer's pair of voratun boots (0 def, 5 armour) Requires: - Talent Heavy Armour Training Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Physical save: +14 (+1 eff.) Spell save: +15 (+1 eff.) Mental save: +15 (+3 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level.grounding pair of voratun boots (0 def, 5 armour) Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes resistances: +15% lightning / +15% temporal Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level.pair of voratun boots of spellbinding (0 def, 5 armour) Requires: - Talent Heavy Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +6 Mag Spell save: +8 (+0 eff.) Lowers spell cool-downs by: 10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level.pair of voratun boots of spellbinding (0 def, 5 armour) Requires: - Talent Heavy Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +5 Mag Spell save: +7 (+0 eff.) Lowers spell cool-downs by: 10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Astryl's Crystal Bindings (0 def, 0 armour) Astryl's Crystal Bindings (0 def, 0 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +8% mind / +8% physical Changes resistances penetration: +10% mind / +10% physical Changes damage: +8% mind / +8% physical Psi each turn: +0.20 Psi when firing a critical mind attack: +2.00 Mindpower: +2 (+0 eff.) Mental crit. chance: +3% Talent on hit(mindpower): Lash (10% chance level 2). These gloves shimmer with countless colors, even in the absence of light. |
cinder drakeskin leather gloves of the juggernaut (0 def, 3 armour) =Fire=Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Damage (Melee): 13 fire Changes stats: +4 Con Changes resistances: +10% fire Changes damage: +9% fire Physical save: +21 (+1 eff.) Spell save: +4 (+0 eff.) Mental save: +6 (+1 eff.) Disarm immunity: +42% Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
dwarven-steel gauntlets 'Grinyhir' (0 def, 12 armour) =STAATS=Requires: - Talent Heavy Armour Training Powered by arcane forces Infused by nature 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +12 Armour Hardiness: +9% Damage (Melee): 5 acid / 6 fire / 4 cold / 16 lightning Changes stats: +5 Mag / +3 Wil / +2 Cun / +8 Con Changes resistances: +7% lightning / +9% physical / +6% blight Changes damage: +6% lightning Metal gloves protecting the hands up to the middle of the lower arm. |
voratun gauntlets 'Fogstun' (0 def, 3 armour) =+Arcane=Requires: - Talent Heavy Armour Training Powered by arcane forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Damage (Melee): 38 arcane Damage when hit (Melee): 4 darkness / 8 mind Changes stats: +23 Mag / +20 Wil Changes resistances: +17% arcane Changes resistances penetration: +5% fire Changes damage: +10% arcane / +3% fire It can be used to activate talent Disperse Magic, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level.voratun gauntlets of the juggernaut (0 def, 3 armour) Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Changes stats: +6 Con Physical save: +30 (+2 eff.) Spell save: +10 (+1 eff.) Mental save: +9 (+2 eff.) Disarm immunity: +46% Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 26% and provides a 14% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
mindwoven cashmere wizard hat of the mind (+15%) (2 def, 0 armour) =Mind=Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes resistances: +15% mind Changes damage: +15% mind Psi each turn: +0.10 Mindpower: +4 (+1 eff.) Mental crit. chance: +4% A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level.mindwoven elven-silk wizard hat (3 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Psi each turn: +0.31 Mindpower: +6 (+1 eff.) Mental crit. chance: +6% A pointy cloth hat, very wizardly... |
spellwoven elven-silk wizard hat of light (+22%) (3 def, 0 armour) =Light=Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Changes resistances: +22% light Changes damage: +15% light Mana each turn: +0.10 Spellpower: +4 (+0 eff.) Spell crit. chance: +4% A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level.stabilizing elven-silk wizard hat (3 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Changes stats: +7 Wil Physical save: +8 (+0 eff.) A pointy cloth hat, very wizardly... |
The Face of Fear (8 def, 0 armour)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +6 Cun / +8 Wil Talent mastery: +0.20 Cursed / Fears Fear immunity: +60% Mindpower: +16 (+3 eff.) It can be used to activate talent Instill Fear (costing 18 power out of 45/45) : Effective talent level: 2.0 Power cost: 18 out of 45/45. Range: 8 Travel Speed: instantaneous Is: a mind power Description: Instill fear in your target, causing one of several possible fears that lasts for 8 turns. There is also a 25% chance of instilling fear in any foe in a radius of 2. The target can save versus Mindpower to resist the effect, and can be affected by multiple fears. You gain 2 new fears: The Paranoid effect gives the target an 36% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. The Despair effect reduces the target's resistance to all damage by 29%. Fear effects improve with your Mindpower. This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and it's hollow eye sockets seem to stare back into you. |
This item will automatically be transmogrified when you leave the level.thaloren 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% Changes stats: +10 Wil Changes resistances: +15% blight Mental save: +15 (+3 eff.) A cap made of leather. |
Gleamraider the voratun helm (0 def, 5 armour) =Nature=Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage when hit (Melee): 8 nature / 26 light Changes resistances: +9% blight / +15% fire / +18% lightning / +15% cold Changes damage: +6% light / +33% nature Spell save: +12 (+1 eff.) Light radius: +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Isolratira the voratun helm (0 def, 5 armour) =Arcane=Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage when hit (Melee): 25 arcane Changes stats: +2 Mag / +5 Wil / +10 Con Changes resistances: +6% arcane / +15% light Changes resistances penetration: +15% arcane Physical save: +9 (+0 eff.) Cut immunity: +15% Only die when reaching: -60.00 life A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level.voratun helm (0 def, 5 armour) Requires: - Talent Heavy Armour Training 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level.voratun helm of the bounder (0 def, 5 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +9 Str / +9 Dex A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
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 Secondary Damage Type: Acid + Disarm for 2 turns Gems can be sold for money or used in arcane rituals. |
4 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 Secondary Damage Type: Nature + slow by 40% for 5 turns 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 Secondary Damage Type: Burning Shock (stun) for 5 turns Gems can be sold for money or used in arcane rituals. |
7 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 Secondary Damage Type: Light + blind for 5 turns Gems can be sold for money or used in arcane rituals. |
12 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 Secondary Damage Type: Burning Shock (stun) for 5 turns Gems can be sold for money or used in arcane rituals. |
15 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Secondary Damage Type: Burning Shock (stun) for 5 turns Gems can be sold for money or used in arcane rituals. |
10 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 Secondary Damage Type: Cold + Freeze for 5 turns Gems can be sold for money or used in arcane rituals. |
11 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+0 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+0 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Secondary Damage Type: Cold + Freeze for 5 turns Gems can be sold for money or used in arcane rituals. |
8 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 Secondary Damage Type: Cold + Freeze for 5 turns Gems can be sold for money or used in arcane rituals. |
Pearl of Life and DeathInfused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
Lifebinding EmeraldInfused by nature 0.00 Encumbrance. [Plot Item] Type: gem / green ; tier 5 When wielded/worn: Changes stats: +15 Con Changes resistances: +10% blight Damage affinity(heal): +15% nature Life regen: +2.00 Healing mod.: +29% When used to imbue an object: Changes stats: +15 Con Changes resistances: +10% blight Damage affinity(heal): +15% nature Stun/Freeze immunity: +30% Life regen: +2.00 Healing mod.: +30% Latent Damage Type: Nature Secondary Damage Type: Nature + slow by 40% for 5 turns A lopsided, heavy emerald with murky green clouds shifting sluggishly under the surface. |
Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
dwarven-steel pickaxe 'Issyneg' (dig speed 22 turns) =+Stats/acid=Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +7 Damage when hit (Melee): 12 acid Changes stats: +8 Str / +2 Mag / +4 Wil / +5 Cun Changes damage: +15% acid When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 26 cooldown : Effective talent level: 4.0 Power cost: 26 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +86 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
Eye of the Dreaming One =Lucid=Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+2 eff.) Mindpower: +5 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 22 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying 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), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (3/3)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 12, dealing 966.41 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 25 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
Xanuriminor the elven-wood totem of cure ailments [power 4] (10 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +6 Cun Changes resistances: +6% blight Changes damage: +6% blight Talent cooldown: Lay Web (-1 turn) Talent granted: +4 Lay Web Critical mult.: +15.00% Mental save: +18 (+4 eff.) Mindpower: +4 (+1 eff.) Mental crit. chance: +2% It can be used to remove up to 4 poisons or diseases from a target within range 10 (based on Willpower), putting all charms on cooldown for 10 turns. Natural totems are made by powerful wilders to store nature power. |
The Guardian's Totem =Antimagic=Infused by nature Infused by arcane disrupting forces 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 5 When wielded/worn: Damage when hit (Melee): 18 nature slow Changes stats: +10 Wil Changes resistances: +20% blight / +20% arcane Talent masteries: +0.10 Wild-gift / Fungus +0.10 Wild-gift / Antimagic Spell save: +20 (+1 eff.) Mindpower: +8 (+1 eff.) It can be used to call forth an immobile antimagic pillar for 15 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.), costing 35 power out of 35/35. This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
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.
After your victory you came back to Last Hope and reunited with Melinda, who after many years remains free of demonic corruption.
You lived together and led a happy life. Melinda even learned a few adventurer's tricks and you both traveled Eyal, making new legends.
Achievements
A dangerous secret (Nightmare (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By Sioncri the Halfling Crystalist level 30
41st Haze 122nd year of Ascendancy at 18:14 see stats
A different point of view (Nightmare (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Sioncri the Halfling Crystalist level 30
52nd Haze 122nd year of Ascendancy at 18:39 see stats
Against all odds (Nightmare (Roguelike) difficulty)
Killed Ukruk in the ambush.By Sioncri the Halfling Crystalist level 28
34th Haze 122nd year of Ascendancy at 21:49 see stats
Antimagic! (Nightmare (Roguelike) difficulty)
Completed antimagic training in the Ziguranth camp.By Sioncri the Halfling Crystalist level 16
24th Dusk 122nd year of Ascendancy at 16:56 see stats
Arachnophobia (Nightmare (Roguelike) difficulty)
Destroyed the spydric menace.By Sioncri the Halfling Crystalist level 34
1st Allure 123rd year of Ascendancy at 23:41 see stats
Back and there again (Nightmare (Roguelike) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Sioncri the Halfling Crystalist level 42
72nd Regrowth 123rd year of Ascendancy at 03:50 see stats
Brave new world (Nightmare (Roguelike) difficulty)
Went to the Far East and took part in the war.By Sioncri the Halfling Crystalist level 33
1st Wintertide 123rd year of Ascendancy at 02:58 see stats
Bringer of Doom (Nightmare (Roguelike) difficulty)
Killed a Bringer of Doom.By Sioncri the Halfling Crystalist level 50
6th Dusk 123rd year of Ascendancy at 04:32 see stats
Destroyer of the creation (Nightmare (Roguelike) difficulty)
Killed Slasul.By Sioncri the Halfling Crystalist level 48
34th Pyre 123rd year of Ascendancy at 07:00 see stats
Destroyer's bane (Nightmare (Roguelike) difficulty)
Killed Golbug the Destroyer.By Sioncri the Halfling Crystalist level 32
7th Decay 122nd year of Ascendancy at 08:24 see stats
Dragon's Greed (Nightmare (Roguelike) difficulty)
Amassed 8000 gold pieces.By Sioncri the Halfling Crystalist level 43
9th Pyre 123rd year of Ascendancy at 22:20 see stats
Evil denied (Nightmare (Roguelike) difficulty)
Won ToME by preventing the Void portal from opening.By Sioncri the Halfling Crystalist level 50
13rd Dusk 123rd year of Ascendancy at 13:59 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Sioncri the Halfling Crystalist level 17
42nd Dusk 122nd year of Ascendancy at 22:48 see stats
Eye of the storm (Nightmare (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Sioncri the Halfling Crystalist level 23
17th Haze 122nd year of Ascendancy at 13:43 see stats
Fear me not! (Nightmare (Roguelike) difficulty)
Survived the Fearscape!By Sioncri the Halfling Crystalist level 36
21st Regrowth 123rd year of Ascendancy at 05:37 see stats
Fear of Fours (Nightmare (Roguelike) difficulty)
Killed all four bosses of the Slime Tunnels.By Sioncri the Halfling Crystalist level 50
2nd Dusk 123rd year of Ascendancy at 01:45 see stats
Flooder (Nightmare (Roguelike) difficulty)
Defeated Ukllmswwik while doing his own quest.By Sioncri the Halfling Crystalist level 48
34th Pyre 123rd year of Ascendancy at 15:47 see stats
Gem of the Moon (Nightmare (Roguelike) difficulty)
Completed the Master Jeweler quest with Limmir.By Sioncri the Halfling Crystalist level 50
3rd Mirth 123rd year of Ascendancy at 15:30 see stats
Got eggs? (Nightmare (Roguelike) difficulty)
Finish the Pikataclysm event.By Sioncri the Halfling Crystalist level 40
57th Regrowth 123rd year of Ascendancy at 11:23 see stats
Home sweet home (Nightmare (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Sioncri the Halfling Crystalist level 30
52nd Haze 122nd year of Ascendancy at 16:24 see stats
Invasion from the Depths (Nightmare (Roguelike) difficulty)
Stopped a naga invasion by closing their portal.By Sioncri the Halfling Crystalist level 42
7th Pyre 123rd year of Ascendancy at 02:26 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Sioncri the Halfling Crystalist level 10
2nd Flare 122nd year of Ascendancy at 04:06 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Sioncri the Halfling Crystalist level 20
62nd Dusk 122nd year of Ascendancy at 23:22 see stats
Level 30 (Nightmare (Roguelike) difficulty)
Got a character to level 30.By Sioncri the Halfling Crystalist level 30
39th Haze 122nd year of Ascendancy at 17:48 see stats
Level 40 (Nightmare (Roguelike) difficulty)
Got a character to level 40.By Sioncri the Halfling Crystalist level 40
57th Regrowth 123rd year of Ascendancy at 10:43 see stats
Level 50 (Nightmare (Roguelike) difficulty)
Got a character to level 50.By Sioncri the Halfling Crystalist level 50
42nd Pyre 123rd year of Ascendancy at 22:14 see stats
Orcrist (Nightmare (Roguelike) difficulty)
Killed the leaders of the Orc Pride.By Sioncri the Halfling Crystalist level 50
69th Pyre 123rd year of Ascendancy at 09:03 see stats
Race through fire (Nightmare (Roguelike) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Sioncri the Halfling Crystalist level 47
27th Pyre 123rd year of Ascendancy at 16:19 see stats
Rescuer of the lost (Nightmare (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Sioncri the Halfling Crystalist level 23
7th Haze 122nd year of Ascendancy at 23:44 see stats
Savior of the damsels in distress (Nightmare (Roguelike) difficulty)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Sioncri the Halfling Crystalist level 30
41st Haze 122nd year of Ascendancy at 11:50 see stats
Size is everything (Nightmare (Roguelike) difficulty)
Did over 1500 damage in one attack.By Sioncri the Halfling Crystalist level 44
10th Pyre 123rd year of Ascendancy at 10:41 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By Sioncri the Halfling Crystalist level 19
57th Dusk 122nd year of Ascendancy at 13:39 see stats
Sliders (Nightmare (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By Sioncri the Halfling Crystalist level 32
7th Decay 122nd year of Ascendancy at 10:12 see stats
Tactical master (Nightmare (Roguelike) difficulty)
Fought the two Sorcerers without closing any invocation portals.By Sioncri the Halfling Crystalist level 50
13rd Dusk 123rd year of Ascendancy at 13:54 see stats
Tales of the Spellblaze (Nightmare (Roguelike) difficulty)
Learned the eight chapters of the Spellblaze Chronicles.By Sioncri the Halfling Crystalist level 30
52nd Haze 122nd year of Ascendancy at 18:39 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Sioncri the Halfling Crystalist level 13
8th Dusk 122nd year of Ascendancy at 19:30 see stats
The Legend of Garkul (Nightmare (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By Sioncri the Halfling Crystalist level 30
52nd Haze 122nd year of Ascendancy at 18:39 see stats
There and back again (Nightmare (Roguelike) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Sioncri the Halfling Crystalist level 36
16th Regrowth 123rd year of Ascendancy at 00:47 see stats
Treasure Hoarder (Nightmare (Roguelike) difficulty)
Amassed 3000 gold pieces.By Sioncri the Halfling Crystalist level 26
33rd Haze 122nd year of Ascendancy at 10:46 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Sioncri the Halfling Crystalist level 16
27th Dusk 122nd year of Ascendancy at 09:56 see stats
Vampire crusher (Nightmare (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Sioncri the Halfling Crystalist level 26
34th Haze 122nd year of Ascendancy at 07:26 see stats
Log
Sioncri picks up (Y.): pair of voratun boots of spellbinding (0 def, 5 armour).
Sioncri picks up (s.): balanced voratun longsword of corruption (151% power, 6 apr).
Sioncri picks up (Y.): grounding pair of voratun boots (0 def, 5 armour).
Sioncri picks up ( .): thaloren drakeskin leather cap (0 def, 5 armour).
Sioncri picks up (P.): mindwoven elven-silk robe of Angolwen (5 def, 0 armour).
Lore found: ominous, dark runed staff
You can read all your collected lore in the game menu, by pressing Escape.
Sioncri picks up (r.): Awakened Staff of Absorption (172% power, 60 apr, fire element).
Sioncri receives 1 healing (1 psi heal).
Sioncri receives 1 healing (1 psi heal).
Sioncri picks up (J.): fungal drakeskin leather sling.
Sioncri receives 1 healing (1 psi heal).
Sioncri receives 1 healing (1 psi heal).
Sioncri picks up ( .): voratun helm (0 def, 5 armour).
Sioncri picks up (q.): dragonbone vilestaff (136% power, 6 apr, fire element).
You pickup 2.00 gold pieces.
Sioncri deactivates Wild Growth.
Sioncri deactivates Acuminate.
Sioncri deactivates Thermal Shield.
Sioncri deactivates Kinetic Shield.
Sioncri deactivates Antimagic Shield.
Sioncri deactivates Beyond the Flesh.
Sioncri deactivates Charged Shield.









































































































