












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Embers of Rage 1.7.4Official 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:
Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Halfling |
| Class | Mindslayer |
| Level / Exp | 50 / 2637% |
| Size | small |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 90 (base 13) |
| Dexterity | 100 (base 16) |
| Constitution | 55 (base 28) |
| Magic | 116 (base 60) |
| Willpower | 130 (base 64) |
| Cunning | 139.34817338331 (base 65) |
Resources
| Life | 1098/1098 |
| Equilibrium | 18 |
| Psi | 95/145 |
| Healing Factor | 1.7473148934994 |
| Regeneration | 16.16266276487 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +22.7836465099% |
| Spell | 0% |
| Global | +217.60739178594% |
Vision
| Sight | 10 |
| Lite | 14 |
| Infravision | 5 |
| See Stealth | 54.601924265908 |
| See Invisible | 70.601924265908 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 264 |
| Accuracy | 99 |
| Crit Chance | 230% |
| APR | 69 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 186 |
| Accuracy | 96 |
| Crit Chance | 230% |
| APR | 123 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 64 |
| Crit Chance | 100% |
| Speed | 1 |
Offense: Mind
| Mindpower | 79 |
| Crit Chance | 100% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +28% |
| Arcane | +19% |
| Mind | +10% |
| All | +7% |
| Darkness | +37% |
| Light | +22% |
| Temporal | +51% |
| Physical | +228% |
| Fire | +31% |
| Cold | +43% |
Offense: Damage Penetration
| Darkness | +30% |
| Physical | +86% |
| Temporal | +47% |
| Blight | +40% |
| Arcane | +55% |
| Fire | +45% |
| All | +25% |
Defense: Base
| Armour (hardiness) | 28 (39.516728982928%) |
| Defense | 99 |
| Ranged Defense | 99 |
| Fatigue | 0 |
| Physical Save | 66 |
| Spell Save | 76 |
| Mental Save | 81 |
Defense: Resistances
| Acid | + 68%( 70%) |
| Lightning | + 51%( 70%) |
| Darkness | + 39%( 70%) |
| Cold | + 70%( 70%) |
| Physical | + 70%( 70%) |
| Fire | + 70%( 70%) |
| All | + 33%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Pinning Resistance | 23% |
| Knockback Resistance | 0% |
| Disarm Resistance | 48% |
| Instadeath Resistance | 100% |
| Blind Resistance | 100% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 332 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 159 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 950% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1018% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 53 up to 8 times. Its effects scale with your Magic stat. |
Class Talents
| Psionic / Absorption | 1.30 |
| 5/5 |
| 3/5 |
| 5/5 |
| 2/5 |
| Psionic / Kinetic mastery | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 5/5 |
| Psionic / Projection | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Psionic / Augmented striking | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Psionic / Voracity | 1.30 |
| 0/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Psionic / Focus | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Psi-fighting | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Cunning / Survival | 1.20 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Halfling | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.40 |
| 3/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| 0/5 |
| Psionic / Augmented mobility | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cunning / Scoundrel | 1.00 |
| 2/5 |
| 2/5 |
| 2/5 |
| 2/5 |
| Psionic / Finer energy manipulations | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Beyond the Flesh |
| talent | Augmentation |
| talent | Kinetic Shield |
| talent | Skate |
| talent | Charged Aura |
| talent | Deflect Projectiles |
| talent | Psiblades |
| talent | Charged Shield |
| beneficial effect | The target's luck and cunning combine to grant it 75% higher critical chance and 75 saves. Halflings's Luck |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| beneficial effect | Your telekinesis transcends normal limits. +31 Physical damage and +19% Physical damage penetration, and improved kinetic effects. Transcendent Telekinesis |
| beneficial effect | Increases global action speed by 70%. Speed |
| beneficial effect | Increases global speed by 48%. Quick |
| beneficial effect | The target's combat attack and crit chance are improved by 36 and 18%, respectively. Perfect control |
| beneficial effect | The target is protected a raging storm deflecting up to 8 instances of damage over 53. Stormshield |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
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 | completed |
You failed to protect the lone alchemist from death by Betara the patchwork troll. Escort: lone alchemist (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lone alchemist to the recall portal on level 7 of Dreadfell. Escort: lone alchemist (level 7 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Old Forest. Escort: lost defiler (level 3 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved Willpower by +5. | done |
You abandoned lost warrior, to death. Escort: lost warrior (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of 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 Ruins of Kor'Pul. Escort: repented thief (level 1 of Ruins of Kor'Pul)As a reward you gained talent category Cunning / Scoundrel (at mastery 1.00). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you improved talent Misdirection (+1 level(s)). | done |
You failed to protect the repented thief from death by Eilinyma the ghoulking. Escort: repented thief (level 8 of Dreadfell) | failed |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * 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. | 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. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | active |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth has completed an elixir of precision without your aid. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
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 |
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 within6 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| Psionic focus | voratun greatsword 'Hazeoracle' (62-100 power, 4 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 62.5 - 100.0 Uses stats: 129% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 177 damage over 5 turns and reducing armor and accuracy by 23 * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Armour penetration: +19 Physical crit. chance: +39.0% Changes stats: +3 Cun Changes resistances: +6% cold Critical mult.: +56.00% Mental crit. chance: +4% Massive two-handed swords. |
| On hands | Dakhtun's Gauntlets (0 def, 6 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Armour: +6 Changes stats: +6 Str / +6 Mag Changes damage: +10% physical Critical mult.: +50.00% Spell crit. chance: +10% When used to modify unarmed attacks: Base power: 36.0 - 50.4 Uses stats: 43% Wil, 83% Cun, 50% Mag Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Displacement Shield (10% chance level 3). When this weapon hits: Wave of Power (15% chance level 1). Damage (Melee): +20 arcane Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
| Light source | Erutodig the dwarven lanternInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +12.0% Physical power: +20 (+4 eff.) Changes stats: +2 Str / +13 Wil / +1 Cun / +3 Con Changes resistances: +6% acid Critical mult.: +38.00% Mental crit. chance: +10% Light radius: +10 See invisible: +6 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Unlightspar (3 def, 0 armour)Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +10 Cun / +10 Wil Changes resistances: +6% cold / +9% darkness / +18% physical Changes resistances penetration: +5% darkness Changes damage: +30% darkness / +28% physical / +9% light / +14% temporal Mental save: +23 (+5 eff.) Mental crit. chance: +7% It can be used to activate talent Hateful Whisper, placing all other charms into a 9 cooldown : Effective talent level: 4.0 Power cost: 9 out of 15/15. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Infect a target's mind with a virulent whisper that deals 292 Mind damage and spreads amongst your foes, dealing damage and feeding you 4.2 Hate for each new victim. Each turn for 3 turns, the initial victim will spread the whisper to a new target within 3 tiles if one is available; beyond this, all affected targets have a 30% chance of spreading the effect each turn for 4 turns. Targets damaged by this ability have a 25% chance of suffering Brainlock. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
| On feet | Eden's Guile (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+1 eff.) Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed by 70% (based on Cunning) Activation costs 29 power out of 22/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
| Tool | Rainreeve the dragonbone wand of shielding [power 560] (12 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Accuracy: +30 (+6 eff.) Physical crit. chance: +7.0% Armour: +12 Changes stats: +9 Cun Changes resistances: +21% cold Changes damage: +36% physical / +15% cold Stamina each turn: +4.04 Only die when reaching: -107.63 life It can be used to create a shield absorbing up to 560 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 12 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | voratun bloodstone ringPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +3 Mag / +8 Wil / +8 Cun Changes resistances: +29% acid / +30% fire / +27% lightning / +30% cold Changes resistances penetration: +15% blight / +15% arcane Changes damage: +3% mind Stun/Freeze immunity: +110% Life regen: +9.00 Spellpower on spell critical (stacks up to 3 times): +6 Mindpower: +15 (+3 eff.) Mental crit. chance: +2% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Rings make your fingers look great! |
| On fingers | Ring of the DeadInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
| Around neck | Choker of DreadPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Blindness immunity: +100% Spellpower: +5 (+1 eff.) See invisible: +10 It can be used to summon an elder vampire with Taunt to your side for 15 turns Activation costs 34 power out of 60/60. The evilness of undeath radiates from this amulet. |
| In main hand | Mayyldanor (42-59 power, 6 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 42.0 - 58.8 Uses stats: 108% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +20 mind When wielded/worn: Accuracy: +15 (+3 eff.) Armour penetration: +12 Physical crit. chance: +12.0% Defense: +15 (+3 eff.) Changes stats: +12 Str / +13 Dex / +9 Mag / +13 Wil / +13 Cun / +12 Con Changes resistances penetration: +10% temporal Critical mult.: +54.00% Disarm immunity: +48% Hate when firing a critical mind attack: +3.00 Mental crit. chance: +3% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Sharp, long, and deadly. |
| Around waist | PolurimaPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Defense: +31 (+5 eff.) Changes stats: +10 Mag / +9 Wil Changes resistances: +9% fire Changes resistances penetration: +19% physical Changes damage: +25% physical Stealth bonus: +13 Pinning immunity: +23% Maximum mana: +20.00 Maximum vim: +10.00 Spell crit. chance: +6% Healing mod.: +23% A belt that goes around your waist. |
| In off hand | Duramas the Stokemaim (14-15 power, 61 apr, nature damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 4 Base power: 14.0 - 15.4 Uses stats: 93% Wil, 50% Mag, 56% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +61 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +8 fire When wielded/worn: Damage (Melee): 12 physical Damage when hit (Melee): 6 fire Changes stats: +9 Cun Changes resistances: +11% physical Changes resistances penetration: +16% physical / +20% fire Changes damage: +3% fire / +6% light / +12% physical Talent granted: +1 Attune Mindstar Critical mult.: +21.00% Mindpower: +15 (+3 eff.) Mental crit. chance: +4% Light radius: +2 Healing mod.: +21% Heals friendly targets nearby when you use a nature summon: +50 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Cloak | Drasaldil (23 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +13 (+3 eff.) Armour penetration: +14 Defense: +23 (+4 eff.) Changes stats: +3 Str / +8 Dex / +6 Con Changes resistances: +2% physical Changes resistances penetration: +15% arcane Changes damage: +12% arcane Talent mastery: +0.40 Technique / Combat training Critical mult.: +45.00% Stealth bonus: +12 Physical save: +6 (+2 eff.) Spell save: +11 (+3 eff.) Stamina each turn: +1.10 Maximum mana: +47.00 Maximum hate: +6.00 Spellpower: +9 (+2 eff.) Spell crit. chance: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | elven-silk robe 'Ivegawe' (0 def, 0 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +7 Mag / +3 Wil / +4 Cun Changes resistances: +18% acid / +48% physical / +16% fire / +18% cold / +15% all Changes resistances penetration: +12% temporal / +7% physical Changes damage: +21% acid / +30% temporal / +21% cold / +21% fire / +79% physical Talent cooldown: Refit Golem (-5 turns) Psi when hit: +0.08 Hate when firing a critical mind attack: +1.00 Mindpower: +20 (+4 eff.) Reduces paradox anomalies(equivalent to willpower): +13 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
healing infusion of the psychic (heal 343; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 343 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the psychic (heal 304; cd 15)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 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 instantly heal yourself for 304 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion (speed 410%; cd 14)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 410% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the sneak (speed 1052%; cd 12)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1052% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your 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 nature talent. |
movement infusion of the sneak (speed 826%; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 826% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your 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 nature talent. |
movement infusion of the wizard (speed 1160%; cd 12)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1160% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the wizard (speed 893%; cd 15)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 893% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the duelist (res 39%; mental, physical; dur 3; cd 15)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 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 mental and physical effect and reduce all damage taken by 39% for 3 turns. Also removes cross-tier effects of the affected types for free. 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 nature talent. |
Rune of Reflection (--)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 680 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
acid wave rune of the duelist (damage 320; dur 4; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 320.00 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
acid wave rune of the sneak (damage 541; dur 4; cd 17)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 540.88 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
acid wave rune of the titan (damage 314; dur 4; cd 22)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 313.60 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
This item will automatically be transmogrified when you leave the level.blink rune (range 8; phase 27; cd 20) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 8 Cooldown: 21 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 8 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 27%, your defense is increased by 27 and all your resistances by 27%. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune (absorb 33; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 33 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the titan (absorb 101; cd 13)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 101 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the wizard (absorb 160; cd 12)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 160 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the wizard (absorb 163; cd 22)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 163 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the wizard (absorb 210; cd 13)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 210 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the duelist (absorb 587; dur 5; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 587 damage for 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
This item will automatically be transmogrified when you leave the level.stormshield rune (threshold 80; blocks 6; dur 4; cd 12) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 80 up to 6 times. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune of the psychic (threshold 39; blocks 6; dur 4; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 39 up to 6 times. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune of the psychic (threshold 31; blocks 7; dur 4; cd 13)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 31 up to 7 times. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune of the sneak (threshold 42; blocks 7; dur 4; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 42 up to 7 times. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune of the sneak (threshold 50; blocks 8; dur 4; cd 17)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 50 up to 8 times. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! |
AerilethInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +1 Physical power: +10 (+2 eff.) Armour: +8 Defense: +19 (+3 eff.) Changes stats: +8 Lck Changes damage: +6% physical Critical mult.: +15.00% Stamina each turn: +3.00 Maximum stamina: +30.00 Reduce all damage from unseen attackers: 14% Amulets make your neck look great! |
ArcoracleInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +2 Wil / +1 Mag Changes resistances penetration: +15% lightning Changes damage: +3% temporal Cut immunity: +50% Mana each turn: +0.12 Spell crit. chance: +1% Healing mod.: +11% It can be used to activate talent Heal, placing all other charms into a 20 cooldown : Effective talent level: 2.0 Power cost: 20 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 393 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
BogwillInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 2 temporal Changes stats: +4 Con Changes resistances: +12% nature / +9% cold Changes damage: +12% nature / +9% cold Amulets make your neck look great! |
Boltpyre the voratun amuletInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +12 (+3 eff.) Defense: +20 (+4 eff.) Changes stats: +13 Lck / +9 Cun Changes resistances: +9% lightning / +5% arcane / +30% light / +26% darkness Changes resistances penetration: +10% arcane Changes damage: +21% lightning Blindness immunity: +43% Reduce all damage from unseen attackers: 16% Amulets make your neck look great! |
CoaloracleCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +14 Defense: +35 (+6 eff.) Effects on melee hit: * 23% chance to reduce strength, dexterity, and constitution by 30 * 23% chance to reduce damage dealt by 34% Damage when hit (Melee): 12 blight Changes resistances: +15% acid Changes damage: +12% mind Talent mastery: +0.34 Psionic / Projection Silence immunity: +23% Life regen: +4.65 Maximum life: +116.19 Amulets make your neck look great! |
DuvokhadInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +3 Con / +9 Wil Changes resistances: +18% acid Changes resistances penetration: +25% physical Critical mult.: +20.00% Mental save: +9 (+2 eff.) Stamina each turn: +3.00 Maximum life: +100.00 Amulets make your neck look great! |
Earthen BeadsInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +5 Wil Damage affinity(heal): +15% nature Life regen: +2.00 Mindpower: +5 (+1 eff.) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 20 power out of 35/35) : Effective talent level: 2.0 Power cost: 20 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 366 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
Fanged CollarPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +10 Cun / -5 Wil Changes resistances: +15% blight / +15% darkness / +15% acid Physical save: +15 (+4 eff.) Spell save: +15 (+4 eff.) Mental save: -7 (-1 eff.) Maximum life: +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
GlorydamiraCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +7 (+1 eff.) Defense: +30 (+5 eff.) Changes resistances: +9% acid / +9% nature Changes damage: +8% physical Mental save: +12 (+2 eff.) Combat speed: +10% Amulets make your neck look great! |
Kindlewild the stralite amuletPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +6 Dex / +11 Mag / +5 Cun / +2 Con Changes resistances: +9% light Changes resistances penetration: +26% blight Changes damage: +9% blight Reduces incoming crit damage: 15.80% See invisible: +24 Amulets make your neck look great! |
Nereldath the stralite amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +20 (+4 eff.) Changes stats: +9 Dex Changes resistances: +26% mind / +6% physical Changes resistances penetration: +20% mind Confusion immunity: +40% Stamina each turn: +3.00 Maximum stamina: +30.00 Amulets make your neck look great! |
Polydhenne the CorruptionkissInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +5 Wil Changes resistances: +6% cold Changes damage: +3% nature Physical save: +6 (+2 eff.) Mental save: +12 (+2 eff.) Disease immunity: +20% Life regen: +4.00 Amulets make your neck look great! |
SkybaitInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * 21% chance to reduce all saves and defense by 42 Changes stats: +3 Str / +14 Con Changes resistances: +24% lightning / +30% light / +26% darkness Changes resistances penetration: +20% mind / +26% lightning Changes damage: +9% lightning Blindness immunity: +50% Amulets make your neck look great! |
The Far-HandPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +10 Con Teleport immunity: +100% It can be used to activate talent Teleport (costing 21 power out of 36/36) : Effective talent level: 4.0 Power cost: 21 out of 36/36. Range: 10 Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a large range (164). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
grounding copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% lightning Stun/Freeze immunity: +23% Amulets make your neck look great! |
grounding steel amulet of dexterity (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Dex Changes resistances: +14% lightning Stun/Freeze immunity: +26% Amulets make your neck look great! |
insulating copper amulet of magic (+3)Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Mag Changes resistances: +12% fire / +10% cold Amulets make your neck look great! |
restful copper amulet of willpower (+2)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +2 Wil Life regen: +2.00 Amulets make your neck look great! |
voratun amulet 'Vileoath'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -10% Effects on melee hit: * 20% chance to slow global speed by 71% * 20% chance to reduce all saves and defense by 42 Changes stats: +18 Dex / +7 Wil / +5 Cun / +9 Con Changes resistances: +6% mind Changes damage: +6% nature / +6% mind Life regen: +4.00 Stamina each turn: +1.30 Movement speed: +10% Amulets make your neck look great! |
warmaker's voratun amulet of the eclipsePowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Damage (Melee): 11 light / 12 darkness Effects when hit in melee: * 15% chance to reduce damage dealt by 34% * 9% chance to blind Changes stats: +8 Str / +10 Dex / +7 Wil Changes damage: +14% light / +11% darkness Amulets make your neck look great! |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 6 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. |
CracklebreacherPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Defense: +15 (+3 eff.) Changes stats: +9 Cun / +9 Dex Changes resistances: +34% light / +6% lightning Changes resistances penetration: +15% lightning Changes damage: +17% light / +9% arcane Physical save: +6 (+2 eff.) Blindness immunity: +37% Teleport immunity: +20% Infravision radius: +5 See stealth: +20 See invisible: +25 Healing mod.: +10% Rings make your fingers look great! |
Cracklepiety the gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: -6% Effects on melee hit: * 20% chance to reduce armor by 40% Changes resistances: +15% lightning / +9% darkness / +6% acid Maximum encumbrance: +21 Rings make your fingers look great! |
Eleldath the voratun ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Fatigue: -10% Effects on melee hit: * 23% chance to reduce all saves and defense by 42 Changes resistances: +21% fire / +17% temporal / +17% mind / +15% nature Changes resistances penetration: +29% mind Maximum encumbrance: +36 Rings make your fingers look great! |
FrigidfoeCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 40% Damage when hit (Melee): 10 cold Changes resistances: +5% arcane Changes resistances penetration: +25% arcane Changes damage: +12% acid Stun/Freeze immunity: +31% Life regen: +6.00 Rings make your fingers look great! |
Nightlace the steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical crit. chance: +1.0% Armour: +10 Defense: +15 (+3 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 34% Damage when hit (Melee): 8 darkness / 2 physical Changes stats: +5 Str Changes damage: +9% mind / +6% physical Critical mult.: +15.00% Rings make your fingers look great! |
TundraguilePowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour penetration: +2 Physical crit. chance: +3.0% Defense: +15 (+3 eff.) Damage when hit (Melee): 8 cold Changes stats: +2 Str / +4 Con Changes resistances: +12% blight Changes damage: +12% blight Rings make your fingers look great! |
Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 32.26 cold and 74.05 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 34 power out of 60/60. This azure ring seems to be always moist to the touch. |
Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation costs 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
Writhing Ring of the HunterPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
conjurer's steel ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Mag / +5 Wil Spellpower: +6 (+1 eff.) Rings make your fingers look great! |
copper citrine ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +10% acid / +11% fire / +10% lightning / +12% cold Light radius: +4 Infravision radius: +4 Rings make your fingers look great! |
copper ring0.10 Encumbrance. Type: jewelry / ring ; tier 1 Rings make your fingers look great! |
gladiator's gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +9 (+2 eff.) Changes stats: +4 Str / +6 Con Rings make your fingers look great! |
gold ring 'Aleroddador'Powered by arcane forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +6 (+1 eff.) Changes stats: +16 Mag / +11 Wil Changes resistances penetration: +5% arcane Spell save: +6 (+2 eff.) Mana when firing critical spell: +1.00 Vim when firing critical spell: +2.00 Spellpower: +22 (+5 eff.) Mindpower: +7 (+1 eff.) Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Rings make your fingers look great! |
gold ring 'Hailbraid'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +6% cold Changes resistances penetration: +10% mind / +20% cold Changes damage: +6% mind Life regen: +10.00 Equilibrium when hit: +0.16 Hate when firing a critical mind attack: +5.00 Maximum life: +57.00 Healing mod.: +13% Rings make your fingers look great! |
gold ring 'Hellscut'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 6 fire Changes stats: +3 Cun / +5 Wil Changes resistances: +32% lightning / +21% fire Changes damage: +16% lightning Critical mult.: +15.00% Equilibrium when hit: +0.16 Maximum hate: +10.00 Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level.mule's voratun ring of warding Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Fatigue: -8% Changes resistances: +30% acid / +17% fire / +30% lightning / +23% cold Maximum encumbrance: +33 Rings make your fingers look great! |
steel ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +8 Defense: +8 (+2 eff.) It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
stralite ring 'Armikhad'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +10 Changes stats: +8 Cun Changes resistances: +15% mind / +13% physical Changes damage: +13% physical Critical mult.: +20.00% Pinning immunity: +20% Hate when firing a critical mind attack: +4.00 Rings make your fingers look great! |
voratun bloodstone ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes resistances: +18% acid / +24% fire / +25% lightning / +22% cold Stun/Freeze immunity: +60% Rings make your fingers look great! |
voratun ring 'Duskdare'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Damage when hit (Melee): 4 arcane Changes stats: +4 Wil Changes resistances: +9% lightning / +19% mind / +21% darkness Changes damage: +19% mind / +15% blight Mana when firing critical spell: +2.00 Spellpower: +30 (+7 eff.) Spell crit. chance: +5% Rings make your fingers look great! |
voratun ring 'Glaciercut'Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 30 Damage when hit (Melee): 8 blight Changes stats: +6 Mag / +15 Wil / +6 Cun Changes resistances: +18% mind Changes damage: +9% blight / +3% cold / +18% mind Spellpower: +11 (+3 eff.) Mindpower: +12 (+2 eff.) Rings make your fingers look great! |
warrior's gold ring of darkness (+26%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +4 Changes stats: +2 Str Changes resistances: +26% darkness Changes damage: +13% darkness Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level.iron dagger of torment (10-14 power, 5 apr) Requires: - Dexterity 11 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.5 - 13.7 Uses stats: 54% Wil, 50% Mag, 54% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.stralite dagger of crippling (30-38 power, 9 apr) Requires: - Dexterity 35 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 29.5 - 38.4 Uses stats: 54% Wil, 50% Mag, 54% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +13.0% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.The Black Maul (70-105 power, 15 apr) Requires: - Strength 40 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 70.0 - 105.0 Uses stats: 140% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +2.0% Attack speed: 100% When this weapon hits: Obliterating Smash (10% chance level 3). When wielded/worn: Accuracy: +20 (+4 eff.) Physical power: +12 (+2 eff.) Talent masteries: +0.20 Corruption / Brutality +0.20 Technique / Two-handed assault Shadow Power: +10 Increases all damage by 1% for each point of your Shadow Power. It can be used to activate talent Reckless Strike (costing 15 power out of 25/25) : Effective talent level: 3.0 Power cost: 15 out of 25/25. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Hits the target doing 255% weapon damage. This attack cannot miss, and ignores all armor and resistances on the target. However, you take damage equal to 25% of the damage dealt, or 30% of your current HP, whichever is lower. "A fitting weapon for the Champion." |
This item will automatically be transmogrified when you leave the level.warbringer's voratun greatsword (62-99 power, 4 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 62.0 - 99.2 Uses stats: 129% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical power: +19 (+4 eff.) Changes stats: +9 Con Changes resistances penetration: +21% physical Disarm immunity: +46% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.blazebringer's voratun longsword of enduring (44-61 power, 6 apr) Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 43.5 - 60.9 Uses stats: 108% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (radius 2) on crit: +90 fire When wielded/worn: Changes stats: +12 Con / +15 Wil Changes resistances penetration: +25% fire Maximum life: +110.00 Global speed: +7% Sharp, long, and deadly. |
Amethyst of Sanctuary (15-16 power, 26 apr, mind damage)Requires: - Willpower 28 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 Base power: 15.0 - 16.5 Uses stats: 50% Wil, 50% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +26 Crit. chance: +6.0% Attack speed: 100% When wielded/worn: Changes stats: +8 Wil Changes resistances: +15% mind Talent masteries: +0.30 Psionic / Focus +0.30 Psionic / Absorption Mental save: +25 (+5 eff.) Maximum psi: +20.00 Mindpower: +14 (+3 eff.) Mental crit. chance: +7% Reduce damage from attackers more than 3 tiles away by 25% This bright violet gem exudes a calming, focusing force. Holding it, you feel protected against outside forces. |
This item will automatically be transmogrified when you leave the level.Frozenoozer (16-17 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 15.5 - 17.1 Uses stats: 50% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +8 Changes resistances: +10% blight / +6% physical / +7% arcane Changes resistances penetration: +34% cold Changes damage: +9% nature / +15% acid Talent granted: +1 Attune Mindstar Reduces incoming crit damage: 20.40% Spell save: +24 (+6 eff.) Disease immunity: +25% Silence immunity: +27% Pinning immunity: +27% Life regen: +5.44 Maximum life: +120.00 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. |
Nexus of the Way (22-24 power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Base power: 22.0 - 24.2 Uses stats: 60% Wil, 50% Mag, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +3 Cun / +6 Wil Changes resistances: +20% mind Changes resistances penetration: +20% mind Changes damage: +20% mind Confusion immunity: +30% Mindpower: +18 (+3 eff.) Mental crit. chance: +9% Activating this item is instant. It can be used to activate talent Wayist (costing 34 power out of 60/60) : Effective talent level: 1.0 Power cost: 34 out of 60/60. Range: 4 Travel Speed: instantaneous Is: a mind power Description: Reach through the collective psionic gestalt of the yeeks, the Way, to call for immediate help. Summons up to 3 yeek mindslayers to your side for 6 turns. All their primary stats will be set to 61 (based on your Willpower and Talent Level). Your increased damage, damage penetration, and many other stats will be inherited. The vast psionic force of the Way reverberates through this gemstone. With a single touch, you can sense overwhelming power, and hear countless thoughts. |
This item will automatically be transmogrified when you leave the level.creative living mindstar of gales (17-19 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 17.0 - 18.7 Uses stats: 50% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Defense: +32 (+6 eff.) Changes stats: +7 Cun Changes damage: +16% lightning / +16% cold / +16% physical Talent granted: +1 Attune Mindstar Critical mult.: +21.00% Pinning immunity: +38% 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. |
creative living mindstar of venom (17-19 power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 17.0 - 18.7 Uses stats: 50% Wil, 50% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage (Melee): 13 acid Changes stats: +5 Cun Changes resistances: +10% acid Changes resistances penetration: +9% acid Changes damage: +17% acid Talent granted: +1 Attune Mindstar Critical mult.: +25.00% Life regen: +3.00 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. |
Awakened Staff of Absorption (60-72 power, 60 apr, fire element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 60.0 - 72.0 Uses stat: 180% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+12 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns Activation costs 113 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.elven-wood vilestaff of wizardry (25-30 power, 5 apr, blight element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes stats: +5 Mag / +5 Wil Changes damage: +25% blight Talent granted: +1 Command Staff Maximum mana: +86.00 Spellpower: +22 (+5 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
Razorblade, the Cursed Waraxe (38-53 power, 16 apr)Requires: - Strength 42 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 5 Base power: 38.0 - 53.2 Uses stats: 108% Wil, 50% Mag Damage type: Physical bleed Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +16 Crit. chance: +7.0% Attack speed: 100% When wielded/worn: Accuracy: +40 (+8 eff.) Armour penetration: +30 Changes stats: +4 Str / +4 Dex Changes resistances penetration: +30% physical This mighty axe can cleave through armour like the sharpest swords, yet hit with all the impact of a heavy club. It is said the wielder will slowly grow mad. This, however, has never been proven - no known possessor of this item has lived to tell the tale. |
This item will automatically be transmogrified when you leave the level.elemental voratun waraxe of shearing (40-56 power, 6 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 40.0 - 56.0 Uses stats: 108% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * Create an explosion dealing 106 acid damage (1/turn) When wielded/worn: Accuracy: +24 (+5 eff.) Armour penetration: +15 Changes resistances penetration: +30% acid / +15% all Changes damage: +30% acid One-handed war axes. |
This item will automatically be transmogrified when you leave the level.voratun waraxe of rage (39-55 power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 39.0 - 54.6 Uses stats: 108% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% When wielded/worn: Accuracy: +14 (+3 eff.) Changes stats: +9 Str Changes damage: +7% physical One-handed war axes. |
Globa the drakeskin leather beltPowered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +12 Mag / +8 Wil Changes resistances: +3% acid / +5% arcane / +12% nature Physical save: +15 (+4 eff.) Teleport immunity: +20% Mana each turn: +0.16 Only die when reaching: -40.00 life Maximum mana: +36.00 Spell crit. chance: +5% Mindpower: +6 (+1 eff.) A belt that goes around your waist. |
Glorivea the RainimmortalInfused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Armour: +8 Damage when hit (Melee): 4 physical Changes stats: +8 Cun / +11 Wil Changes damage: +6% cold Damage against: +36% Summoned Reduced damage from: +45% Summoned Mental save: +13 (+3 eff.) Life regen: +3.20 Maximum life: +89.00 Maximum stamina: +30.00 Healing mod.: +30% A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level.balancing drakeskin leather belt of the mystic Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +15.0% Changes stats: +6 Cun / +5 Dex Mental save: +14 (+3 eff.) Spellpower: +12 (+3 eff.) Mental crit. chance: +15% A belt that goes around your waist. |
rough leather belt of unlife =123=Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Oozeward (10 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +15 (+3 eff.) Physical crit. chance: +3.0% Physical power: +3 (+1 eff.) Defense: +10 (+2 eff.) Fatigue: -9% Effects on melee hit: * 20% chance to slow global speed by 71% Changes resistances: +6% cold Changes resistances penetration: +5% cold Changes damage: +3% nature Physical save: +8 (+2 eff.) Maximum life: +45.00 Maximum stamina: +22.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level.spellcowled elven-silk cloak (3 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +6 Mag / +6 Wil Spell save: +15 (+4 eff.) Maximum mana: +80.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level.dreamer's elven-silk robe of nature (+45%) (0 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes resistances: +19% mind / +17% darkness / +45% nature / +15% all Changes damage: +30% nature Physical save: +20 (+5 eff.) Spell save: +20 (+5 eff.) Mental save: +40 (+8 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.elven-silk robe of life (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes resistances: +14% blight / +15% all Life regen: +6.00 Maximum life: +100.00 Healing mod.: +30% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.stormwoven elven-silk robe (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +8 Str / +8 Mag / +8 Wil Changes resistances: +15% lightning / +15% cold / +15% all Changes damage: +30% lightning / +24% physical / +23% cold A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Arurewe the pair of rough leather boots (0 def, 1 armour) =123=Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * 20% chance to reduce all saves and defense by 42 Damage when hit (Melee): 6 arcane Changes stats: +3 Mag / +3 Wil Changes resistances penetration: +20% mind Maximum mana: +40.00 Spell crit. chance: +3% It can be used to blink to a nearby random location (rad 7) Activation puts all charms on cooldown for 15 turns. A pair of boots made of leather. |
Cyroyada (17 def, 5 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +17 (+3 eff.) Fatigue: +4% Effects on melee hit: * 20 arcane resource burn Changes stats: +4 Str / +15 Dex / +4 Con Changes resistances: +12% fire Spell save: +9 (+2 eff.) Only die when reaching: -80.00 life Movement speed: +25% It can be used to activate talent Rush, placing all other charms into a 15 cooldown : Effective talent level: 3.0 Power cost: 15 out of 25/25. Range: 8 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Cyrytta the Shimmerstreak (0 def, 1 armour) =20 stun=Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * 10% chance to reduce armor by 40% Damage when hit (Melee): 4 lightning Changes resistances: +5% arcane Changes resistances penetration: +15% lightning Changes damage: +6% arcane Silence immunity: +21% Confusion immunity: +22% Stun/Freeze immunity: +20% A pair of boots made of leather. |
invigorating pair of hardened leather boots of rushing (0 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: -6% Changes stats: +3 Str / +3 Con Stamina each turn: +0.40 Maximum life: +38.00 Movement speed: +10% It can be used to activate talent Rush, placing all other charms into a 15 cooldown : Effective talent level: 3.0 Power cost: 15 out of 25/25. Range: 8 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
pair of drakeskin leather boots 'Airpanic' (0 def, 5 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +11 Physical crit. chance: +6.0% Physical power: +5 (+1 eff.) Armour: +5 Changes stats: +4 Wil / +4 Cun / +10 Con Changes resistances: +12% blight / +18% lightning Changes resistances penetration: +10% blight / +9% physical / +15% temporal Physical save: +16 (+4 eff.) Mental save: +25 (+5 eff.) Mindpower: +8 (+1 eff.) Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% It can be used to activate talent Blindside, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 23 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level.pair of drakeskin leather boots of disengagement (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Changes stats: +4 Cun / +4 Dex It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 3.0 Power cost: 9 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 168% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level.pair of voratun boots of massiveness (0 def, 5 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +10 Str / +10 Con Changes damage: +10% physical Size category: +1 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.Spellhunt Remnants (6 def, 8 armour) Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +8 Defense: +6 (+1 eff.) Changes stats: +10 Cun / +10 Wil Changes resistances penetration: +25% nature Changes damage: +25% nature Spell save: +15 (+4 eff.) Maximum life: +100.00 Mindpower: +12 (+2 eff.) Mental crit. chance: +15% Light radius: +1 When used to modify unarmed attacks: Base power: 34.0 - 47.6 Uses stats: 43% Wil, 83% Cun, 50% Mag Damage type: Physical Armour Penetration: +18 Crit. chance: +12.0% Attack speed: 83% When this weapon hits: Mana Clash (15% chance level 3). When this weapon hits: Antimagic Zone (15% chance level 3). On weapon hit: * 50 arcane resource burn Damage (Melee): +20 silence Can't be worn by those with arcane powers. It can be used to attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 213.01 arcane damage and stunned) Activation costs 57 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. |
drakeskin leather gloves 'Prismbright' (0 def, 23 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +23 Armour Hardiness: +10% Damage when hit (Melee): 4 mind Changes stats: +5 Cun / +15 Con Changes resistances: +9% light / +12% physical Changes resistances penetration: +10% temporal Changes damage: +6% light / +9% mind Critical mult.: +20.00% Hate when firing a critical mind attack: +4.00 Maximum psi: +52.68 Mindpower: +20 (+4 eff.) Light radius: +2 When used to modify unarmed attacks: Base power: 26.0 - 28.6 Uses stats: 43% Wil, 83% Cun, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Stone Touch (5% chance level 5). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Arthynarinik (6 def, 0 armour) =-80=Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +10 (+2 eff.) Physical power: +5 (+1 eff.) Defense: +6 (+1 eff.) Changes resistances: +16% darkness Changes damage: +11% darkness / +6% blight Only die when reaching: -80.00 life Maximum stamina: +10.00 A pointy cloth hat, very wizardly... |
Eilinodheta the Fogvenom (3 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 34% Damage when hit (Melee): 10 darkness Changes resistances: +20% darkness Changes resistances penetration: +25% mind / +10% fire Changes damage: +15% darkness / +6% fire Equilibrium when hit: +2.40 Psi when hit: +3.00 Hate when hit: +3.00 A pointy cloth hat, very wizardly... |
Eye of the Forest (8 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +6 Cun / +8 Wil Changes resistances penetration: +15% nature Changes damage: +20% nature Talent mastery: +0.10 Wild-gift / Moss Mental save: +12 (+2 eff.) Blindness immunity: +100% Infravision radius: +2 See stealth: +15 See invisible: +15 It can be used to activate talent Earth's Eyes (costing 20 power out of 35/35) : Effective talent level: 2.0 Power cost: 20 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
Silatira the Hellswing (3 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +7 Mag / +12 Wil / +6 Cun Changes resistances: +5% arcane Changes damage: +14% acid / +12% lightning / +10% cold / +8% arcane / +25% fire Spellpower: +5 (+1 eff.) Mindpower: +5 (+1 eff.) A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level.aegis elven-silk wizard hat (3 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Life regen: +4.70 Damage Shield Power: +14% A pointy cloth hat, very wizardly... |
cashmere wizard hat 'Velywe' (32 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical crit. chance: +8.0% Defense: +32 (+6 eff.) Changes stats: +7 Mag Changes damage: +9% acid / +18% arcane Spell save: +11 (+3 eff.) Spell crit. chance: +8% A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level.champion's voratun helm of strength (+10) (0 def, 5 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +10 Str / +6 Wil Mental save: +14 (+3 eff.) Light radius: +2 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.eldritch elven-silk wizard hat of the sentry (3 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Mana each turn: +3.00 Mana when hit: +2.60 Maximum mana: +110.00 Spellpower: +8 (+2 eff.) Infravision radius: +9 See stealth: +25 See invisible: +20 Activating this item is instant. It can be used to activate talent Circle of Warding, placing all other charms into a 23 cooldown : Effective talent level: 3.0 Power cost: 23 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle slows incoming projectiles by 57% and attempts to push all creatures other than yourself out of its radius, inflicting 13.82 light damage and 15.52 darkness damage per turn as it does so. The circle lasts 6 turns. The effects will increase with your Spellpower. A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level.rejuvenating hardened leather armour of the void (9 def, 6 armour) Requires: - Strength 16 Powered by arcane forces Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+2 eff.) Fatigue: +8% Damage (Melee): 8 darkness Damage (Ranged): 8 darkness Changes resistances: +21% darkness / +22% temporal Life regen: +5.60 Stamina each turn: +1.70 Defense after a teleport: +22 Resist all after a teleport: +22% New effects duration reduction after a teleport: +22% It can be used to blink to a nearby random location (rad 11) Activation puts all charms on cooldown for 15 turns. A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.fortifying voratun plate armour (0 def, 16 armour) Requires: - Massive armour training - Strength 60 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Fatigue: +22% Changes stats: +7 Str / +7 Con Maximum life: +100.00 A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level.exposing voratun shield of cold resistance (+30%) (0 def, 10 armour, 190.5 block) Requires: - Shield usage training - Strength 48 Crafted by a master Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 5 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +10 Fatigue: +8% Effects on melee hit: * 14% chance to reduce all saves and defense by 42 Effects when hit in melee: * 29% chance to reduce all saves and defense by 42 Changes resistances: +30% cold Talent granted: +1 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level.Arcwasp (24/24, 70-97 power, 18 apr) Requires: - Dexterity 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Base power: 69.5 - 97.3 Uses stats: 54% Wil, 75% Cun, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +18 Crit. chance: +26.0% Capacity: 24 On weapon hit: * 20% chance to knock the target back 3 spaces and deal 293 physical damage * Create an explosion dealing 154 lightning damage (1/turn) On weapon crit: * Wound the target dealing 339 physical damage across 5 turns and reducing healing by 50% Travel speed: +272% Damage (Ranged): +27 mind / +60 physical Damage (radius 1) on hit: +16 lightning When wielded/worn: Ammo reloads per turn: +2 Arrows are used with bows to pierce your foes to death. |
548 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Windborne Azurite =123=Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Hanytoyon (dig speed 22 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Fatigue: -10% Damage when hit (Melee): 10 mind Changes stats: +7 Str / +6 Wil Changes resistances penetration: +25% acid Changes damage: +9% mind Critical mult.: +20.00% Hate when firing a critical mind attack: +2.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Bloomarc the brass lantern =-80=Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour: +6 Changes resistances: +6% nature Stamina each turn: +2.00 Only die when reaching: -80.00 life Light radius: +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Eldritch PearlPowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 (+2 eff.) Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Allows you to breathe in: water Spellpower: +12 (+3 eff.) Light radius: +6 It can be used to activate talent Tidal Wave (costing 46 power out of 150/150) : Effective talent level: 4.0 Power cost: 46 out of 150/150. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 4, doing 44.88 cold damage and 103.00 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 6 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
This item will automatically be transmogrified when you leave the level.bright dwarven lantern of focus Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +7 Wil Changes damage: +9% mind Light radius: +10 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
dwarven lantern 'Prismfame'Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +8.0% Physical power: +19 (+4 eff.) Changes stats: +13 Wil Changes resistances: +3% temporal / +6% fire / +5% arcane / +9% light Changes resistances penetration: +10% light Critical mult.: +34.00% Blindness immunity: +47% Confusion immunity: +30% Light radius: +11 See stealth: +20 See invisible: +20 It can be used to activate talent Track, placing all other charms into a 23 cooldown : Effective talent level: 6.0 Power cost: 23 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 41 for 8 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb Activation costs 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb Activation costs 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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. |
Runed SkullPowered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 (+2 eff.) Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
8 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
8 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (3/3)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 115 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 (1/1)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 8, dealing 710.48 nature damage (based on Magic) over 6 turns while rendering the target unable to move Activation costs 15 power out of 25/25. This rod carved out of a giant spider fang continuously drips venom. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Lustrepeal [power 475] (9 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Physical power: +20 (+4 eff.) Armour: +12 Defense: +15 (+3 eff.) Changes stats: +4 Str Changes resistances: +12% light Changes damage: +15% physical Light radius: +3 It can be used to project a gust of wind in a cone knocking all creatures back 14 spaces and dealing 1559 physical damage Activation puts all charms on cooldown for 9 turns. When used: * Cleanse 3 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
Bokynarithad [power 470] (9 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Changes stats: +3 Dex Changes resistances: +4% physical / +9% temporal Critical mult.: +35.00% Physical save: +15 (+4 eff.) Mindpower: +31 (+6 eff.) Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% It can be used to sting an enemy dealing 503 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 9 turns. When used: * Increase all damage penetration by 30% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Cyruna the Carrionpyre [power 260] (9 cooldown) =123=Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 3 When wielded/worn: Changes stats: +1 Cun / +2 Wil Changes damage: +12% nature Light radius: +3 It can be used to heal yourself and all friendly characters within 10 spaces for 260 Activation puts all charms on cooldown for 9 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. * Increase all damage penetration by 18% for 2 turns. * Reduce fatigue by 31% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Niblek [power 422] (9 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Armour: +6 Effects on melee hit: * 20% chance to reduce armor by 40% Changes resistances: +5% arcane / +15% blight Disarm immunity: +20% Confusion immunity: +20% Maximum life: +60.00 It can be used to heal yourself and all friendly characters within 10 spaces for 422 Activation puts all charms on cooldown for 9 turns. When used: * Reduce fatigue by 52% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
ash totem of healing 'Hyldir' [power 182] (9 cooldown) =123=Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Armour penetration: +2 Changes stats: +5 Str / +6 Wil Changes resistances: +2% physical It can be used to heal yourself and all friendly characters within 10 spaces for 182 Activation puts all charms on cooldown for 9 turns. When used: * Increase the duration of 2 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
dragonbone totem of stinging 'Morningquench' [power 398] (9 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Changes resistances: +9% light Changes resistances penetration: +25% mind Changes damage: +9% mind Light radius: +3 It can be used to sting an enemy dealing 426 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 9 turns. When used: * Heal for 100. * Reduce 3 talent cooldowns by 2. * Gain a 29% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
yew totem of healing 'Noonrot' [power 320] (9 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Defense: +30 (+5 eff.) Changes stats: +7 Dex / +6 Con Critical mult.: +15.00% Stamina each turn: +3.00 Only die when reaching: -60.00 life Maximum stamina: +30.00 Light radius: +3 It can be used to heal yourself and all friendly characters within 10 spaces for 320 Activation puts all charms on cooldown for 9 turns. Natural totems are made by powerful wilders to store nature power. |
Burning Star =123=Powered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 17 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Pearl of Life and 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. |
2 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
10 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
A dangerous secret (Insane (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By Daydream the Halfling Mindslayer level 36
5th Pyre 123rd year of Ascendancy at 03:58 see stats
A different point of view (Insane (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Daydream the Halfling Mindslayer level 50
42nd Pyre 124th year of Ascendancy at 04:36 see stats
Against all odds (Insane (Roguelike) difficulty)
Killed Ukruk in the ambush.By Daydream the Halfling Mindslayer level 36
3rd Pyre 123rd year of Ascendancy at 10:38 see stats
Are you out of your mind?! (Insane (Roguelike) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Daydream the Halfling Mindslayer level 41
54th Pyre 123rd year of Ascendancy at 07:23 see stats
Back and there again (Insane (Roguelike) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Daydream the Halfling Mindslayer level 50
55th Regrowth 124th year of Ascendancy at 03:13 see stats
Brave new world (Insane (Roguelike) difficulty)
Went to the Far East and took part in the war.By Daydream the Halfling Mindslayer level 40
48th Pyre 123rd year of Ascendancy at 17:51 see stats
Bringer of Doom (Insane (Roguelike) difficulty)
Killed a Bringer of Doom.By Daydream the Halfling Mindslayer level 31
52nd Regrowth 123rd year of Ascendancy at 19:29 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Daydream the Halfling Mindslayer level 9
1st Summertide 122nd year of Ascendancy at 22:09 see stats
Destroyer of the creation (Insane (Roguelike) difficulty)
Killed Slasul.By Daydream the Halfling Mindslayer level 50
21st Pyre 124th year of Ascendancy at 23:00 see stats
Destroyer's bane (Insane (Roguelike) difficulty)
Killed Golbug the Destroyer.By Daydream the Halfling Mindslayer level 38
12nd Pyre 123rd year of Ascendancy at 23:04 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By Daydream the Halfling Mindslayer level 33
72nd Regrowth 123rd year of Ascendancy at 02:19 see stats
Evil denied (Insane (Roguelike) difficulty)
Won ToME by preventing the Void portal from opening.By Daydream the Halfling Mindslayer level 50
1st Dusk 124th year of Ascendancy at 06:42 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Daydream the Halfling Mindslayer level 22
23rd Haze 122nd year of Ascendancy at 21:45 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By Daydream the Halfling Mindslayer level 26
20th Regrowth 123rd year of Ascendancy at 09:20 see stats
Fear of Fours (Insane (Roguelike) difficulty)
Killed all four bosses of the Slime Tunnels.By Daydream the Halfling Mindslayer level 50
4th Flare 124th year of Ascendancy at 06:25 see stats
Flooder (Insane (Roguelike) difficulty)
Defeated Ukllmswwik while doing his own quest.By Daydream the Halfling Mindslayer level 50
20th Pyre 124th year of Ascendancy at 00:39 see stats
I cleared the room of death and all I got was this lousy achievement! (Insane (Roguelike) difficulty)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Daydream the Halfling Mindslayer level 43
55th Pyre 123rd year of Ascendancy at 01:53 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Daydream the Halfling Mindslayer level 10
5th Flare 122nd year of Ascendancy at 08:54 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Daydream the Halfling Mindslayer level 20
57th Dusk 122nd year of Ascendancy at 18:54 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Daydream the Halfling Mindslayer level 30
49th Regrowth 123rd year of Ascendancy at 13:23 see stats
Level 40 (Insane (Roguelike) difficulty)
Got a character to level 40.By Daydream the Halfling Mindslayer level 40
33rd Pyre 123rd year of Ascendancy at 00:19 see stats
Level 50 (Insane (Roguelike) difficulty)
Got a character to level 50.By Daydream the Halfling Mindslayer level 50
17th Haze 123rd year of Ascendancy at 04:31 see stats
Orcrist (Insane (Roguelike) difficulty)
Killed the leaders of the Orc Pride.By Daydream the Halfling Mindslayer level 50
41st Pyre 124th year of Ascendancy at 17:53 see stats
Overpowered! (Insane (Roguelike) difficulty)
Did over 6000 damage in one attack.By Daydream the Halfling Mindslayer level 50
23rd Pyre 124th year of Ascendancy at 07:03 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Daydream the Halfling Mindslayer level 26
63rd Haze 122nd year of Ascendancy at 05:08 see stats
Race through fire (Insane (Roguelike) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Daydream the Halfling Mindslayer level 50
35th Pyre 124th year of Ascendancy at 19:53 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By Daydream the Halfling Mindslayer level 33
71st Regrowth 123rd year of Ascendancy at 07:58 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Daydream the Halfling Mindslayer level 27
30th Regrowth 123rd year of Ascendancy at 14:15 see stats
Sliders (Insane (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By Daydream the Halfling Mindslayer level 40
45th Pyre 123rd year of Ascendancy at 04:16 see stats
Tactical master (Insane (Roguelike) difficulty)
Fought the two Sorcerers without closing any invocation portals.By Daydream the Halfling Mindslayer level 50
1st Dusk 124th year of Ascendancy at 06:41 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Daydream the Halfling Mindslayer level 9
4th Flare 122nd year of Ascendancy at 00:23 see stats
The Legend of Garkul (Insane (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By Daydream the Halfling Mindslayer level 48
8th Haze 123rd year of Ascendancy at 00:39 see stats
The Right thing to do (Insane (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Daydream the Halfling Mindslayer level 26
22nd Regrowth 123rd year of Ascendancy at 10:14 see stats
The Sun Still Shines (Insane (Roguelike) difficulty)
Aeryn survived the last battle.By Daydream the Halfling Mindslayer level 50
1st Dusk 124th year of Ascendancy at 06:42 see stats
The bigger the better! (Insane (Roguelike) difficulty)
Did over 3000 damage in one attack.By Daydream the Halfling Mindslayer level 48
6th Haze 123rd year of Ascendancy at 21:04 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Daydream the Halfling Mindslayer level 11
12nd Dusk 122nd year of Ascendancy at 17:11 see stats
There and back again (Insane (Roguelike) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Daydream the Halfling Mindslayer level 44
78th Pyre 123rd year of Ascendancy at 08:48 see stats
Thralless (Insane (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Daydream the Halfling Mindslayer level 26
21st Regrowth 123rd year of Ascendancy at 22:26 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Daydream the Halfling Mindslayer level 26
62nd Haze 122nd year of Ascendancy at 22:49 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Daydream the Halfling Mindslayer level 16
42nd Dusk 122nd year of Ascendancy at 18:20 see stats
Vampire crusher (Insane (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Daydream the Halfling Mindslayer level 35
1st Pyre 123rd year of Ascendancy at 05:53 see stats
Log
Rested for 0 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Daydream speeds up.
Daydream uses Luck of the Little Folk.
Daydream seems more aware.
Daydream uses Quick as Thought.
Daydream speeds up.
Daydream casts Rune: Stormshield.
Daydream summons a storm to protect them!
Daydream uses Transcendent Telekinesis.
Saving game...
Saving done.



































































































































































