Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Easy Map 1.4.0This addon replaces ToME's map display with one that's more in-line with other games. You can drag the mouse to scroll, use the mouse wheel to zoom in and out, and left-click to set the currently viewed area (instead of accidentally traveling there, which can still be done via right-click menu). It also shows the viewport rectangle on the map, and if your computer is powerful enough, you can even show the actual terrain instead of the confusing color blocks, or make the walls red to easily find paths you have yet to explore. The player and zone exits are also displayed as icons on the map. Additionally, if you travel via the map and stop unexpectedly (i.e., you ran into your golem), a friendly dialog will pop up asking if you'd like to continue to your destination. Tougher Escorts 1.7.4Sets escorts HP to 1000 and life regen to 100. This mod is not intended to be balanced and will make the game easier. Use at your own discretion. 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.
Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! Friendly Patrols 1.7.4Changes Maj-Eyal & Far East world map patrols to always be friendly by altering their faction (and hate for arcane magic). 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:
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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! UI Pack: Plumpkins! 1.6.0Cosmetic pack! Shimmer Pack: Plumpkin Daper 1.6.0Cosmetic pack! Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Shimmer Pack: Pyromania 1.6.0Cosmetic pack! |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Skeleton |
Class | Sun Paladin (Avatar of a Distant Sun) |
Level / Exp | 50 / 1561% |
Size | medium |
Lifes / Deaths | Killed by Eilinewyn at level 50 on the 31st Regrowth 124th year of Ascendancy at 05:27 / 1 |
Primary Stats
Strength | 104 (base 60) |
Dexterity | 91 (base 27) |
Constitution | 84 (base 60) |
Magic | 146 (base 60) |
Willpower | 37 (base 10) |
Cunning | 64 (base 12) |
Resources
Life | 2139/1803 |
Mana | 389/529 |
Stamina | 295/314 |
Positive | 94/197 |
Healing Factor | 2.297682368262 |
Regeneration | 92.245832356004 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +20% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 3 |
ESP Range | 10 |
ESP Kinds | animal/canine, dragon |
Offense: Mainhand
Damage | 161 |
Accuracy | 72 |
Crit Chance | 45% |
APR | 37 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 82 |
Crit Chance | 72% |
Speed | 1 |
Cooldown Reduction | 10 |
Offense: Mind
Mindpower | 47 |
Crit Chance | 17% |
Speed | 1 |
Offense: Damage Bonus
Acid | +25% |
Arcane | +13% |
Mind | +10% |
All | +7% |
Darkness | +35% |
Light | +129% |
Temporal | +13% |
Physical | +17% |
Nature | +13% |
Offense: Damage Penetration
Acid | +25% |
Light | +42% |
Arcane | +36% |
Lightning | +5% |
All | 0% |
Defense: Base
Armour (hardiness) | 49 (48.304188961773%) |
Defense | 63 |
Ranged Defense | 63 |
Fatigue | 0 |
Physical Save | 80 |
Spell Save | 69 |
Mental Save | 55 |
Defense: Resistances
Acid | + 65%( 70%) |
Blight | + 48%( 70%) |
Arcane | + 38%( 70%) |
Cold | + 46%( 70%) |
All | + 23%( 70%) |
Darkness | + 62%( 70%) |
Light | + 70%( 70%) |
Temporal | + 39%( 70%) |
Physical | + 42%( 70%) |
Lightning | + 60%( 70%) |
Fire | + 62%( 70%) |
Nature | + 66%( 70%) |
Defense: Immunities
Stun Resistance | 43% |
Confusion Resistance | 78% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 73% |
Silence Resistance | 44% |
Bleed Resistance | 100% |
Instadeath Resistance | 100% |
Pinning Resistance | 0% |
Inscriptions (4/4)
Runes | Effective talent level: 2.5 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 11 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 172 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 Strength stat. |
Runes | Effective talent level: 2.5 Rune: BlinkUse mode: Activated Range: 9 Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 9 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 25%, your defense is increased by 25 and all your resistances by 25%. Its effects scale with your Strength stat. |
Runes | Effective talent level: 2.5 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 12 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 83 up to 6 times. Its effects scale with your Cunning stat. |
Class Talents
Celestial / Guardian | 1.30 |
| 2/5 |
| 4/5 |
| 5/5 |
| 1/5 |
Celestial / Crusader | 1.30 |
| 3/5 |
| 1/5 |
| 5/5 |
| 2/5 |
Celestial / Sun | 1.30 |
| 3/5 |
| 2/5 |
| 4/5 |
| 2/5 |
Technique / Combat veteran | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Celestial / Combat | 1.30 |
| 2/5 |
| 2/5 |
| 2/5 |
| 1/5 |
Technique / Shield offense | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Celestial / Radiance | 1.30 |
| 5/5 |
| 3/5 |
| 4/5 |
| 3/5 |
Technique / Two-handed assault | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Undead / Skeleton | 1.10 |
| 4/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Spell / Staff combat | 1.20 |
| 1/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 3/5 |
| 3/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Celestial / Light | 1.30 |
| 2/5 |
| 4/5 |
| 5/5 |
| 1/5 |
Celestial / Chants | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
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 grave | active |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the injured seer from death by Eilinewyn. Escort: injured seer (level 1 of Daikara) | failed |
You successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lone alchemist (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Daikara. Escort: lost defiler (level 2 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 5 of Dreadfell. Escort: lost sun paladin (level 5 of Dreadfell)As a reward you improved Magic by +5. | 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 improved talent Track (+1 level(s)). | done |
You failed to protect the repented thief from death by ritch flamespitter (wild summon). Escort: repented thief (level 3 of Old Forest) | 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 Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 2619. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You 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 AlchemistsMarus of Elvala has completed an elixir of mastery without your aid. You have aided Agrimley the hermit in creating an elixir of explosive force. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed honey tree root. * You've found the needed snow giant kidney. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed bloated horror heart. * You've found the needed ritch stinger. * You've found the needed minotaur nose. | 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. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You 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 |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Breezemaim (9 def, 5 armour) Breezemaim (9 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: Physical power: +25 (+5 eff.) Armour: +5 Defense: +9 (+2 eff.) Fatigue: +4% Changes stats: +15 Dex Changes resistances: +21% nature Physical save: +3 (+1 eff.) Silence immunity: +44% Confusion immunity: +38% Stun/Freeze immunity: +43% Spellpower: +13 (+3 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | dwarven lantern 'Blackfame' dwarven lantern 'Blackfame'Powered by arcane forces Infused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Defense: +12 (+3 eff.) Effects on melee hit: * 21% chance to reduce armor by 45% Damage when hit (Melee): 2 darkness Changes resistances: +23% darkness Changes resistances penetration: +15% acid Changes damage: +18% acid / +15% light / +6% darkness Damage affinity(heal): +5% light Physical save: +35 (+7 eff.) Spell save: +20 (+5 eff.) Mental save: +15 (+5 eff.) Light radius: +7 Healing mod.: +24% It can be used to activate talent Sun Flare, placing all other charms into a 30 cooldown : Effective talent level: 4.5 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 4, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 565.49 light damage. At talent level 3 you gain 47% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | Dragonskull Helm (0 def, 20 armour) Dragonskull Helm (0 def, 20 armour)Requires: - Heavy armour training - Willpower 24 Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +20 Fatigue: +12% Changes resistances: +15% acid / +15% physical / +15% cold / +15% fire / +15% lightning Grants telepathy: Dragon Physical save: +12 (+2 eff.) Spell save: +12 (+3 eff.) Mental save: +12 (+4 eff.) Traces of a dragon's power still remain in this bleached and cracked skull. |
On hands | Dakhtun's Gauntlets (0 def, 6 armour) 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: 40% Dex, 40% Str, 40% Cun 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. |
Tool | Arena the voratun pickaxe (dig speed 22 turns) Arena the voratun pickaxe (dig speed 22 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +7 Physical power: +18 (+4 eff.) Effects on melee hit: * 20% chance to reduce armor by 45% Damage when hit (Melee): 4 acid / 10 blight Changes stats: +3 Str / +5 Dex Changes resistances: +6% temporal Changes resistances penetration: +10% acid Changes damage: +6% temporal Critical mult.: +16.00% Lowers spell cool-downs by: 10% Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | voratun ring 'Urichik' voratun ring 'Urichik'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +20 (+4 eff.) Damage (Melee): 25 light Damage (Ranged): 33 light Changes stats: +10 Mag Changes resistances: +12% acid / +28% light / +5% arcane Changes damage: +33% light / +7% all Cut immunity: +20% Maximum life: +20.00 Spellpower: +13 (+3 eff.) Mindpower: +17 (+6 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings make your fingers look great! |
On fingers | voratun ring 'Ivadhevena' voratun ring 'Ivadhevena'Powered by arcane forces Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +7 Mag / +7 Cun / +8 Con Changes resistances: +6% fire Changes damage: +6% arcane Physical save: +16 (+3 eff.) Mental save: +3 (+1 eff.) Cut immunity: +20% Confusion immunity: +10% Life regen: +20.00 Maximum life: +159.00 Spellpower: +13 (+3 eff.) Healing mod.: +18% Rings make your fingers look great! |
Around neck | Cuthudunadur the voratun amulet Cuthudunadur the voratun amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +17 Fatigue: -8% Effects on melee hit: * 10 arcane resource burn Changes stats: +5 Dex / +8 Cun / +8 Con Changes resistances: +3% acid / +5% arcane / +12% darkness Changes damage: +3% mind Critical mult.: +19.00% Spell save: +3 (+1 eff.) Cut immunity: +60% Life regen: +5.00 Stamina each turn: +1.10 Movement speed: +10% Healing mod.: +28% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 3.5 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 326 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
In main hand | dragonbone vilestaff 'Balancequill' (30-36 power, 6 apr, light element) dragonbone vilestaff 'Balancequill' (30-36 power, 6 apr, light element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 57% Damage when hit (Melee): 4 arcane Changes stats: +29 Mag / +16 Wil / +26 Cun / +3 Con Changes resistances penetration: +36% arcane Changes damage: +6% nature / +30% light Talent granted: +1 Command Staff Critical mult.: +26.00% Physical save: +13 (+3 eff.) Spell save: +9 (+2 eff.) Mental save: +11 (+4 eff.) N.Energy each turn: +0.20 Vim when firing critical spell: +7.00 Spellpower on spell critical (stacks up to 3 times): +15 Maximum vim: +43.00 Maximum neg.energy: +28.00 Spellpower: +20 (+4 eff.) Spell crit. chance: +12% Staves designed for wielders of magic, by the greats of the art. |
Around waist | Girdle of Preservation Girdle of PreservationInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +5 Con / +5 Wil Changes resistances: +15% lightning / +15% temporal / +15% light / +15% fire / +15% nature / +15% acid / +10% physical / +15% blight / +15% cold / +10% arcane / +15% darkness Physical save: +15 (+3 eff.) Spell save: +15 (+4 eff.) Mental save: +15 (+5 eff.) Confusion immunity: +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
In off hand | Hettygund the Crackleobsidian (0 def, 14 armour, 72-86 power, 233 block) Hettygund the Crackleobsidian (0 def, 14 armour, 72-86 power, 233 block)Requires: - Shield usage training - Strength 48 Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 71.5 - 85.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +233 When wielded/worn: Accuracy: +22 (+5 eff.) Armour: +14 Fatigue: +8% Changes stats: +12 Str / +13 Dex Changes resistances: +12% lightning / +6% nature Changes resistances penetration: +5% lightning Talent granted: +1 Block Spell save: +6 (+1 eff.) Maximum life: +78.00 Handheld deflection devices. |
Cloak | Huroldir the elven-silk cloak (14 def, 0 armour) Huroldir the elven-silk cloak (14 def, 0 armour)Powered by arcane forces Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +14 (+3 eff.) Changes stats: +6 Wil / +3 Mag Changes resistances: +6% lightning / +12% light / +18% blight / +15% fire / +14% nature / +9% acid Physical save: +15 (+3 eff.) Life regen: +10.00 Spell crit. chance: +7% Healing mod.: +16% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Harisus (4 def, 4 armour) Harisus (4 def, 4 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Armour: +4 Defense: +4 (+1 eff.) Changes stats: +5 Cun / +2 Dex Changes resistances: +36% light / +15% all Changes damage: +36% light / +22% darkness Physical save: +28 (+6 eff.) Equilibrium when hit: +0.04 Spellpower: +9 (+2 eff.) Spell crit. chance: +8% Mindpower: +15 (+5 eff.) Infravision radius: +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
Mirror Image Rune (dur 6; cd 24) Mirror Image Rune (dur 6; cd 24)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. 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 warrior (absorb 124; cd 14) shatter afflictions rune of the warrior (absorb 124; cd 14)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 124 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 Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
Ancient Tome titled 'Gems and their uses' Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! |
Tome of Wildfire Tome of WildfirePowered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / tome It can be used to learn the ancient secrets. This huge book is covered in searing flames. Yet they do not harm you. |
Fanged Collar 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 (+3 eff.) Spell save: +15 (+4 eff.) Mental save: -7 (-2 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. |
Pendant of the Sun and Moons Pendant of the Sun and MoonsPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +10% light / +10% darkness Changes resistances cap: +5% light / +5% darkness Changes resistances penetration: +15% light / +15% darkness Changes damage: +8% light / +8% darkness Spellpower: +8 (+2 eff.) Spell crit. chance: +5% All your damage is converted and split into light and darkness. Activating this item is instant. It can be used to activate talent Circle of Sanctity (costing 30 power out of 60/60) : Effective talent level: 4.5 Power cost: 30 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 4 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 62 light damage to everyone else who enters. The circle lasts 5 turns. This small pendant depicts a hematite moon eclipsing a golden sun and according to legend was worn by one of the Sunwall's founders. |
Silodatha the Unlightrupture Silodatha the UnlightruptureInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +25 (+6 eff.) Effects on melee hit: * 20 arcane resource burn Changes stats: +4 Str / +5 Dex Changes resistances: +5% arcane / +9% darkness Changes resistances penetration: +10% physical Amulets make your neck look great! |
Unlightbrand the steel amulet Unlightbrand the steel amuletPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -9% Damage when hit (Melee): 6 darkness Changes stats: +2 Mag / +2 Cun / +1 Con Changes damage: +6% darkness Life regen: +3.00 Amulets make your neck look great! |
gold amulet 'Radiancelore' gold amulet 'Radiancelore'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Damage when hit (Melee): 6 mind / 10 light Changes damage: +10% blight / +10% fire / +12% light / +12% acid Critical mult.: +15.00% Mental save: +15 (+5 eff.) Psi when hit: +0.12 Maximum psi: +40.00 Spellpower: +10 (+2 eff.) Amulets make your neck look great! |
stabilizing copper amulet of cunning (+3) stabilizing copper amulet of cunning (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Cun Changes resistances: +11% temporal Pinning immunity: +21% Knockback immunity: +20% Amulets make your neck look great! |
starlit copper amulet of dexterity (+3) starlit copper amulet of dexterity (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Dex Changes resistances: +11% light / +11% darkness Blindness immunity: +21% Amulets make your neck look great! |
starlit copper amulet of manastreaming starlit copper amulet of manastreamingPowered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Mag Changes resistances: +12% light / +11% darkness Blindness immunity: +21% Mana each turn: +0.11 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +22.00 Amulets make your neck look great! |
stralite amulet 'Globeth' stralite amulet 'Globeth'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 8 physical Changes stats: +3 Dex / +5 Mag Changes resistances penetration: +20% physical Changes damage: +8% light / +8% temporal / +8% darkness / +8% physical Spell save: +15 (+4 eff.) Spellpower: +31 (+7 eff.) Spell crit. chance: +8% Amulets make your neck look great! |
voratun amulet 'Bregostir' voratun amulet 'Bregostir'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +8 (+2 eff.) Changes stats: +2 Mag / +3 Con Changes resistances: +6% mind / +13% temporal Changes resistances penetration: +25% mind Changes damage: +6% mind / +8% physical Physical save: +20 (+4 eff.) Pinning immunity: +38% Knockback immunity: +36% Life regen: +5.00 Mana when firing critical spell: +2.00 Vim when firing critical spell: +2.00 Maximum life: +74.00 Combat speed: +10% Amulets make your neck look great! |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 10 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Exiler ExilerPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 temporal Changes resistances: +15% temporal Changes damage: +15% temporal / +10% physical Talent mastery: +0.20 Chronomancy / Timetravel Talent cooldown: Time Skip (-1 turn) Spellpower: +10 (+2 eff.) Reduces paradox anomalies(equivalent to willpower): +10 Talent on hit(spell): Rethread (10% chance level 2). It can be used to attempt to inflict 153.71 temporal damage (based on Spellpower and Paradox, if any) on foes in a radius 2 ball out to range 5 (chance depends on rank, summons are always affected), removing any that survive from time for up to 2 turn(s) Activation costs 32 power out of 32/32. The chronomancer known as Solith was renowned across all of Eyal. He always seemed to catch his enemies alone. In the case of opponents who weren't alone, he had to improvise. |
Hailmark HailmarkInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +19 (+5 eff.) Armour penetration: +7 Changes stats: +10 Dex / +7 Con Changes resistances: +3% cold Physical save: +12 (+2 eff.) Mental save: +10 (+3 eff.) Confusion immunity: +24% Rings make your fingers look great! |
Lustrespawn LustrespawnInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 35 Damage when hit (Melee): 4 light / 4 blight Changes stats: +3 Wil Changes damage: +6% blight / +3% fire Mental save: +6 (+2 eff.) Light radius: +2 Rings make your fingers look great! |
Mayibrenor MayibrenorInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +14 Defense: +30 (+7 eff.) Changes resistances: +6% temporal Physical save: +12 (+2 eff.) Mental save: +14 (+5 eff.) Disease immunity: +20% Silence immunity: +20% Confusion immunity: +49% Life regen: +4.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings make your fingers look great! |
Nimbustorrent NimbustorrentInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Cun / +6 Wil Changes resistances: +11% blight / +9% nature / +6% lightning Changes resistances penetration: +5% lightning Physical save: +11 (+2 eff.) Spell save: +9 (+2 eff.) Mental save: +11 (+4 eff.) Poison immunity: +19% Disease immunity: +10% Mana each turn: +0.12 Maximum vim: +40.00 Mindpower: +8 (+3 eff.) Damage Shield penetration: +10% Rings make your fingers look great! |
Obsidianprophet the voratun ring Obsidianprophet the voratun ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical crit. chance: +3.0% Changes stats: +6 Dex / +11 Con Changes damage: +24% darkness Blindness immunity: +42% Stamina each turn: +3.16 Maximum stamina: +31.61 Infravision radius: +5 See stealth: +21 See invisible: +25 Rings make your fingers look great! |
Ring of the Dead 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 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 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. |
Wheel of Fate Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +18 (+4 eff.) Damage (Melee): 31 light Damage (Ranged): 21 light Changes stats: +15 Str / +7 Mag / +16 Con Changes resistances: +12% lightning Changes resistances penetration: +5% lightning / +15% fire Changes damage: +12% light / +15% fire 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? |
conjurer's voratun ring conjurer's voratun ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +6 Mag / +6 Wil Spellpower: +10 (+2 eff.) Rings make your fingers look great! |
copper citrine ring copper citrine ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage (Melee): 12 light Damage (Ranged): 13 light Changes stats: +3 Cun / +5 Mag Changes damage: +11% light Spellpower: +6 (+2 eff.) Light radius: +4 Infravision radius: +4 Rings make your fingers look great! |
copper citrine ring copper citrine ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 (+1 eff.) Changes stats: +3 Wil / +2 Mag Changes resistances: +22% nature / +22% lightning Changes damage: +11% lightning / +11% nature / +5% all Maximum mana: +60.00 Spellpower: +6 (+2 eff.) Mindpower: +7 (+3 eff.) Light radius: +4 Infravision radius: +4 Rings make your fingers look great! |
copper citrine ring copper citrine ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Cun / +2 Mag Spellpower: +6 (+2 eff.) Light radius: +4 Infravision radius: +4 Rings make your fingers look great! |
copper ring 'Lightoracle' copper ring 'Lightoracle'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Cun / +1 Wil Changes damage: +12% light Physical save: +7 (+1 eff.) Spell save: +8 (+2 eff.) Mental save: +7 (+2 eff.) Hate when firing a critical mind attack: +3.00 Maximum hate: +2.00 Mental crit. chance: +1% Rings make your fingers look great! |
gold lapis lazuli ring gold lapis lazuli ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +10 Defense: +6 (+1 eff.) Changes stats: +5 Str Changes resistances: +9% acid Changes damage: +6% all Physical save: +6 (+1 eff.) Spell save: +18 (+4 eff.) Mental save: +6 (+2 eff.) Life regen: +14.00 Mana each turn: +0.08 Maximum life: +70.00 Spellpower: +10 (+2 eff.) Spell crit. chance: +3% Mindpower: +10 (+4 eff.) Healing mod.: +13% Rings make your fingers look great! |
gold ring gold ring0.10 Encumbrance. Type: jewelry / ring ; tier 3 Rings make your fingers look great! |
gold ring gold ring0.10 Encumbrance. Type: jewelry / ring ; tier 3 Rings make your fingers look great! |
gold ring 'Voreyadana' gold ring 'Voreyadana'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 10% chance to reduce all saves and defense by 29 Changes resistances: +30% acid / +6% nature / +6% mind Changes damage: +15% acid Critical mult.: +10.00% Spell save: +6 (+1 eff.) Mental save: +12 (+4 eff.) Mental crit. chance: +7% Rings make your fingers look great! |
gold ring of darkness (+28%) gold ring of darkness (+28%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +28% darkness Changes damage: +14% darkness Rings make your fingers look great! |
mule's gold ring of clarity mule's gold ring of clarityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: -5% Maximum encumbrance: +27 Mental save: +8 (+3 eff.) Confusion immunity: +29% Rings make your fingers look great! |
painweaver's stralite ring of life painweaver's stralite ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +13 (+3 eff.) Changes damage: +8% all Life regen: +9.00 Maximum life: +41.00 Spellpower: +13 (+3 eff.) Mindpower: +5 (+2 eff.) Healing mod.: +16% Rings make your fingers look great! |
psionicist's gold ring of corrosion (+26%) psionicist's gold ring of corrosion (+26%)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Wil Changes resistances: +26% acid Changes damage: +13% acid Mental save: +8 (+3 eff.) Rings make your fingers look great! |
psionicist's steel ring of nature (+22%) psionicist's steel ring of nature (+22%)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +22% nature Changes damage: +11% nature Mental save: +6 (+2 eff.) Rings make your fingers look great! |
rogue's copper ring of perseverance rogue's copper ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+1 eff.) Changes stats: +3 Cun Stun/Freeze immunity: +23% Life regen: +1.00 Rings make your fingers look great! |
savage's voratun ring of life savage's voratun ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +5 Con Spell save: +15 (+4 eff.) Life regen: +10.00 Maximum life: +78.00 Maximum stamina: +15.00 Healing mod.: +16% Rings make your fingers look great! |
savior's voratun ring of life savior's voratun ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical save: +18 (+4 eff.) Spell save: +13 (+3 eff.) Mental save: +15 (+5 eff.) Life regen: +16.00 Maximum life: +91.00 Healing mod.: +15% Rings make your fingers look great! |
savior's voratun ring of misery savior's voratun ring of miseryCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 17% chance to reduce all saves and defense by 29 Damage (Melee): 33 physical Effects on ranged hit: * 18% chance to reduce all saves and defense by 29 Damage (Ranged): 28 physical Changes stats: +7 Cun Physical save: +13 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +18 (+6 eff.) Hate when firing a critical mind attack: +2.00 Maximum hate: +9.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 5.5 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 173% weapon damage. If the attack hits, the target will bleed for 326% weapon damage over 7 turns, and all healing will be reduced by 71%. Rings make your fingers look great! |
sneakthief's voratun ring of luminosity sneakthief's voratun ring of luminosityPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +11 (+3 eff.) Damage (Melee): 26 light Damage (Ranged): 34 light Changes stats: +8 Dex / +7 Mag / +10 Cun Changes damage: +18% light Rings make your fingers look great! |
sneakthief's voratun ring of sensing sneakthief's voratun ring of sensingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Changes stats: +5 Cun / +7 Dex Blindness immunity: +37% Infravision radius: +5 See stealth: +19 See invisible: +19 Rings make your fingers look great! |
steel ring steel ring0.10 Encumbrance. Type: jewelry / ring ; tier 2 Rings make your fingers look great! |
steel ring of tenacity steel ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Disarm immunity: +23% Pinning immunity: +22% Knockback immunity: +25% Maximum life: +23.00 Rings make your fingers look great! |
stralite Prothotipe's Prismatic Eye ring stralite Prothotipe's Prismatic Eye ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes resistances: +7% nature / +10% blight Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Poison immunity: +12% Disease immunity: +26% Talent on hit(spell): Eye Beam (10% chance level 2). Rings make your fingers look great! |
stralite emerald ring stralite emerald ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +3 Changes stats: +6 Mag / +6 Wil Changes resistances: +3% all Spellpower: +7 (+2 eff.) Rings make your fingers look great! |
stralite onyx ring stralite onyx ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +3 Str / +3 Dex / +8 Mag / +3 Wil / +8 Cun / +3 Con Spellpower: +9 (+2 eff.) Rings make your fingers look great! |
stralite onyx ring stralite onyx ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +3 Str / +3 Dex / +8 Mag / +3 Wil / +8 Cun / +3 Con Spellpower: +9 (+2 eff.) Rings make your fingers look great! |
stralite onyx ring stralite onyx ringPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -8% Effects on melee hit: * 14% chance to reduce all saves and defense by 29 Damage (Melee): 20 physical Effects on ranged hit: * 15% chance to reduce all saves and defense by 29 Damage (Ranged): 25 physical Changes stats: +3 Str / +3 Dex / +9 Mag / +9 Wil / +21 Cun / +3 Con Changes damage: +6% acid Maximum encumbrance: +36 Hate when firing a critical mind attack: +2.00 Maximum hate: +7.00 Spellpower: +11 (+3 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 4.5 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 166% weapon damage. If the attack hits, the target will bleed for 314% weapon damage over 7 turns, and all healing will be reduced by 66%. Rings make your fingers look great! |
stralite ring 'Blazeumbra' stralite ring 'Blazeumbra'Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Damage when hit (Melee): 10 fire Changes stats: +7 Cun / +6 Wil Changes resistances: +41% lightning Changes damage: +19% lightning / +18% fire Life regen: +14.00 Maximum life: +88.00 Mindpower: +12 (+4 eff.) Healing mod.: +16% Rings make your fingers look great! |
stralite ring of pilfering stralite ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +11 Defense: +15 (+4 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 3.5 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 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 178% 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! |
voratun ring voratun ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings make your fingers look great! |
voratun ring voratun ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings make your fingers look great! |
voratun ring voratun ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings make your fingers look great! |
voratun ring 'Airpall' voratun ring 'Airpall'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Damage when hit (Melee): 10 lightning Changes stats: +2 Str / +8 Mag / +8 Wil Changes resistances: +18% fire Spell save: +18 (+4 eff.) Mental save: +15 (+5 eff.) Disease immunity: +20% Spellpower: +15 (+3 eff.) Healing mod.: +21% Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level. voratun dagger 'Tundraquill' (38-50 power, 9 apr)voratun dagger 'Tundraquill' (38-50 power, 9 apr) Requires: - Dexterity 48 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 38.5 - 50.1 Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% Damage (Melee): +16 nature / +27 cold Damage (radius 1) on hit: +27 blight When wielded/worn: Changes stats: +3 Wil Changes resistances: +24% cold Changes resistances penetration: +20% arcane Changes damage: +24% arcane / +21% fire Spellpower on spell critical (stacks up to 3 times): +14 Maximum vim: +40.00 Sharp, short and deadly. |
Champion's Will (67-107 power, 22 apr) Champion's Will (67-107 power, 22 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 67.0 - 107.2 Uses stats: 20% Con, 115% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +22 Crit. chance: +12.0% Attack speed: 100% On weapon hit: * releases a burst of light, dealing 188 light damage (based on Spellpower) in a radius 3 cone. When wielded/worn: Changes stats: +12 Str / +6 Mag / +7 Con Talent masteries: +0.20 Celestial / Sun +0.10 Celestial / Radiance +0.20 Celestial / Crusader Talents cooldown: Sun Ray (-1 turn) Absorption Strike (-1 turn) Flash of the Blade (-1 turn) Increases the damage of Sun Beam by 15%. It can be used to attack everything in a line out to range 4, dealing 100% weapon damage (as light), and healing for 50% of the damage dealt Activation costs 30 power out of 30/30. This impressive looking sword features a golden engraving of a sun in its hilt. Etched into its blade are a series of runes claiming that only one who has mastered both their body and mind may wield this sword effectively. |
This item will automatically be transmogrified when you leave the level. protector's living mindstar of flames (16-18 power, 40 apr, mind damage)protector's living mindstar of flames (16-18 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 16.0 - 17.6 Uses stats: 50% Wil, 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): 18 fire Changes resistances: +6% all / +20% fire Changes resistances penetration: +20% fire Changes damage: +20% fire Talent mastery: +0.20 Wild-gift / Antimagic Talent granted: +1 Attune Mindstar Mindpower: +10 (+4 eff.) Mental crit. chance: +5% Global speed: +6% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Fulimakan the dragonbone vilestaff (30-36 power, 6 apr, fire element) Fulimakan the dragonbone vilestaff (30-36 power, 6 apr, fire element)Requires: - Magic 48 Powered by arcane forces Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +8 Defense: +25 (+6 eff.) Changes stats: +8 Str Maximum wards: +3 fire Changes damage: +9% physical / +30% fire Talents granted: +3 Ward +1 Command Staff Critical mult.: +16.00% Life regen: +4.00 Only die when reaching: -60.00 life Spellpower: +15 (+3 eff.) Spell crit. chance: +17% Light radius: +2 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.5 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 370.83 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
Isutira the Glitterfist (30-36 power, 6 apr, fire element) Isutira the Glitterfist (30-36 power, 6 apr, fire element)Requires: - Magic 48 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 29 Damage when hit (Melee): 12 acid / 12 light Changes stats: +14 Con Changes damage: +30% fire / +6% light / +6% mind Talent granted: +1 Command Staff Critical mult.: +20.00% Life regen: +3.80 Spellpower: +35 (+7 eff.) Spell crit. chance: +20% Healing mod.: +60% Staves designed for wielders of magic, by the greats of the art. |
Layyritira the elven-wood starstaff (25-30 power, 5 apr, physical element) Layyritira the elven-wood starstaff (25-30 power, 5 apr, physical element)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% 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: Physical crit. chance: +1.0% Changes stats: +14 Mag / +16 Wil / +22 Cun / +2 Con Changes damage: +25% physical Talent granted: +1 Command Staff Critical mult.: +10.00% Physical save: +13 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) Spellpower on spell critical (stacks up to 3 times): +9 Only die when reaching: -60.00 life Spellpower: +12 (+3 eff.) Spell crit. chance: +21% Staves designed for wielders of magic, by the greats of the art. |
Zubodawyn the dragonbone starstaff (30-36 power, 6 apr, light element) Zubodawyn the dragonbone starstaff (30-36 power, 6 apr, light element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Defense: +10 (+2 eff.) Changes stats: +11 Mag / +10 Wil Changes resistances penetration: +15% blight Changes damage: +30% light Talent granted: +1 Command Staff Spell save: +3 (+1 eff.) Teleport immunity: +21% Life regen: +4.21 Mana each turn: +0.34 Maximum mana: +320.00 Spellpower: +36 (+8 eff.) Spell crit. chance: +5% Healing mod.: +10% Staves designed for wielders of magic, by the greats of the art. |
dragonbone vilestaff 'Brenedor' (30-36 power, 6 apr, fire element) dragonbone vilestaff 'Brenedor' (30-36 power, 6 apr, fire element)Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +11 Armour Hardiness: +10% Damage when hit (Melee): 6 temporal Changes stats: +7 Mag / +5 Wil / +5 Cun Changes damage: +30% fire Talent granted: +1 Command Staff Critical mult.: +17.00% Physical save: +11 (+2 eff.) Maximum mana: +100.00 Spellpower: +27 (+6 eff.) Spell crit. chance: +17% See invisible: +12 Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. voratun waraxe of massacre (54-75 power, 6 apr)voratun waraxe of massacre (54-75 power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 53.5 - 74.9 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% One-handed war axes. |
Samerelar the Burnnaught Samerelar the BurnnaughtPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +12 (+2 eff.) Defense: +18 (+4 eff.) Changes stats: +5 Wil / +9 Mag Changes resistances: +6% fire Changes damage: +6% blight / +6% fire Stealth bonus: +13 Spell save: +12 (+3 eff.) Mana each turn: +0.49 Maximum mana: +42.00 Damage Shield penetration: +20% Size category: +1 A belt that goes around your waist. |
drakeskin leather belt 'Belybretha' drakeskin leather belt 'Belybretha'Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +14.0% Physical power: +23 (+5 eff.) Armour: +15 Defense: +12 (+3 eff.) Changes stats: +5 Str / +5 Dex / +5 Cun / +6 Con Changes resistances: +6% nature / +3% physical Changes damage: +9% physical Physical save: +35 (+7 eff.) Poison immunity: +20% Disarm immunity: +10% Mental crit. chance: +11% Size category: +1 A belt that goes around your waist. |
Cloak of Deception Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+1 eff.) Spellpower: +5 (+1 eff.) Mindpower: +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Black Robe (6 def, 0 armour) Black Robe (6 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Defense: +6 (+1 eff.) Changes stats: +5 Mag / +4 Wil / +3 Cun Changes resistances: +15% all Spell save: +25 (+6 eff.) Blindness immunity: +50% Spellpower: +30 (+6 eff.) See invisible: +10 Talent on hit(spell): Blood Grasp (5% chance level 3). Talent on hit(spell): Soul Rot (5% chance level 3). A silk robe, darker than the darkest night sky, it radiates power. |
elven-silk robe 'Chetar' (0 def, 0 armour) elven-silk robe 'Chetar' (0 def, 0 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Armour penetration: +1 Changes resistances: +27% cold / +45% light / +15% all Changes damage: +18% cold / +30% light / +9% physical Spell save: +29 (+7 eff.) Only die when reaching: -80.00 life Maximum stamina: +30.00 Spellpower: +6 (+2 eff.) Spell crit. chance: +6% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
elven-silk robe 'Freezegasher' (0 def, 0 armour) elven-silk robe 'Freezegasher' (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Effects on melee hit: * 10% chance to reduce armor by 45% Damage when hit (Melee): 8 cold Changes stats: +1 Cun Changes resistances: +45% acid / +16% blight / +40% fire / +9% cold / +15% all Changes resistances penetration: +5% cold Changes damage: +30% acid / +27% fire / +6% cold Critical mult.: +5.00% Life regen: +5.40 Maximum life: +91.00 Mindpower: +10 (+4 eff.) Healing mod.: +30% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Boots of the Hunter (2 def, 12 armour) Boots of the Hunter (2 def, 12 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+2 eff.) Armour: +12 Defense: +2 (+0 eff.) Fatigue: +8% Talent masteries: +0.20 Cunning / Trapping +0.20 Cursed / Endless hunt +0.20 Cursed / Predator Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. It can be used to boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action) Activation costs 32 power out of 32/32. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
Lelegas (38 def, 5 armour) Lelegas (38 def, 5 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +16 (+3 eff.) Armour: +5 Defense: +38 (+9 eff.) Changes stats: +4 Cun / +5 Wil Changes resistances: +1% physical Changes damage: +6% temporal Reduces incoming crit damage: 15.52% Physical save: +14 (+3 eff.) Spell save: +15 (+4 eff.) Mental save: +12 (+4 eff.) Pinning immunity: +10% Only die when reaching: -80.00 life Spellpower: +14 (+3 eff.) Mindpower: +15 (+5 eff.) Healing mod.: +5% Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 4.5 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 36% chance to evade melee and ranged attacks and 47 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
Tuluhir the drakeskin leather gloves (0 def, 3 armour) Tuluhir the drakeskin leather gloves (0 def, 3 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +9 (+2 eff.) Physical crit. chance: +17.0% Armour: +3 Effects on melee hit: * 10% chance to reduce armor by 45% * 10% chance to slow global speed by 57% Damage (Melee): 20 light Changes resistances: +6% lightning / +3% darkness / +23% light / +6% blight Changes damage: +9% light Critical mult.: +13.00% Physical save: +10 (+2 eff.) Mental save: +8 (+3 eff.) Disarm immunity: +50% Spell crit. chance: +15% Mental crit. chance: +17% When used to modify unarmed attacks: Base power: 36.5 - 40.2 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +9 Armour Penetration: +5 Crit. chance: +16.0% Attack speed: 100% When this weapon hits: Searing Light (20% chance level 5). When this weapon hits: Perfect Control (10% chance level 5). When this weapon crits: Cripple (20% chance level 5). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level. Polildassra the elven-silk wizard hat (3 def, 0 armour)Polildassra the elven-silk wizard hat (3 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +9 Cun / +8 Wil Changes resistances: +12% lightning / +12% temporal / +20% mind Changes resistances penetration: +25% mind Equilibrium when hit: +0.16 Psi when hit: +0.16 Maximum hate: +13.60 Mindpower: +25 (+9 eff.) A pointy cloth hat, very wizardly... |
Monolith Armour (40 def, 50 armour) Monolith Armour (40 def, 50 armour)Requires: - Massive armour training - Constitution 150 Powered by arcane forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +50 Defense: +40 (+10 eff.) Fatigue: +70% Changes stats: +15 Str / +25 Mag Changes resistances: +10% all Physical save: +35 (+7 eff.) Spell save: +35 (+9 eff.) Life regen: +10.00 Maximum life: +270.00 Spellpower: +25 (+5 eff.) 15% chance when hit to shatter reality around you creating rifts to help you (free cast of a Reality Fracture talent, level 4). This effect has a 30 turns cooldown. If your constitution drops below requirement while using it, it is so heavy you will automatically unequip it. Beware. This 'armour' seems to mostly consist of chunks of a rune etched stone somehow fused with a highly flexible black mesh. The titanic pieces of stone would undoubtedly deflect any blow thrown at you, but you would need obscene strength just to move while wearing this. The glyphs and runes carved into the chunks sometimes light up of their own accord, letting out small bursts of magic. |
Gloomkiller the voratun shield (0 def, 10 armour, 66-80 power, 202 block) Gloomkiller the voratun shield (0 def, 10 armour, 66-80 power, 202 block)Requires: - Shield usage training - Strength 48 Infused by nature Infused by psionic forces 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 66.5 - 79.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +202 Damage (Melee): +20 nature / +12 darkness Damage (radius 1) on hit: +4 darkness When wielded/worn: Armour: +10 Fatigue: +8% Effects on melee hit: * 10 arcane resource burn * 6% chance to reduce all saves and defense by 29 Effects when hit in melee: * 28% chance to reduce all saves and defense by 29 Changes stats: +5 Dex / +2 Mag / +3 Con Changes resistances: +37% nature / +39% blight Talent granted: +1 Block Maximum life: +86.00 Handheld deflection devices. |
voratun shield 'Noonwasp' (0 def, 10 armour, 66-79 power, 212 block) voratun shield 'Noonwasp' (0 def, 10 armour, 66-79 power, 212 block)Requires: - Shield usage training - Strength 48 Crafted by a master Infused by psionic forces 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 65.5 - 78.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +212 On weapon hit: * 20% chance to slow global speed by 57% When wielded/worn: Accuracy: +42 (+10 eff.) Armour: +10 Fatigue: +8% Effects on melee hit: * 14% chance to reduce all saves and defense by 29 * 20% chance to slow global speed by 57% * 10 arcane resource burn Effects when hit in melee: * 34% chance to reduce all saves and defense by 29 Changes stats: +22 Str / +24 Dex Changes resistances: +6% blight / +6% nature / +6% light / +5% arcane Talent granted: +1 Block Handheld deflection devices. |
50 alchemist agate 50 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 Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
Tooth of the Mouth (dig speed 12 turns) 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. |
iron pickaxe 'Bokurain' (dig speed 36 turns) iron pickaxe 'Bokurain' (dig speed 36 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +2 Mag / +3 Cun Changes damage: +6% arcane / +3% blight Mana each turn: +0.08 Maximum mana: +25.00 Spellpower: +15 (+3 eff.) Spell crit. chance: +6% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe of endurance (dig speed 38 turns) iron pickaxe of endurance (dig speed 38 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +3 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
soldier's dwarven-steel pickaxe (dig speed 15 turns) soldier's dwarven-steel pickaxe (dig speed 15 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour: +3 Defense: +5 (+1 eff.) Changes stats: +2 Str Changes resistances: +5% physical When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang 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. |
emerald emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Blindwish BlindwishInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Defense: +30 (+7 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 24% Changes damage: +18% fire Stamina each turn: +3.00 Maximum life: +44.00 Light radius: +3 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. |
Taregodar the Magmarace Taregodar the MagmaracePowered by arcane forces Infused by nature 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +7 (+1 eff.) Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 35 Changes stats: +6 Wil Changes resistances: +8% darkness / +3% blight Changes resistances penetration: +25% blight Changes damage: +8% light / +9% fire Damage affinity(heal): +5% light Critical mult.: +15.00% Physical save: +11 (+2 eff.) Light radius: +6 Healing mod.: +19% It can be used to activate talent Sun Flare, placing all other charms into a 30 cooldown : Effective talent level: 4.5 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 4, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 565.49 light damage. At talent level 3 you gain 47% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
Zubydatira ZubydatiraInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Defense: +5 (+1 eff.) Changes resistances: +6% mind Mental save: +9 (+3 eff.) Blindness immunity: +20% Poison immunity: +20% Maximum life: +43.00 Light radius: +3 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. |
alchemist's lamp 'Aerytira' alchemist's lamp 'Aerytira'Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Accuracy: +20 (+5 eff.) Effects on melee hit: * 20% chance to reduce armor by 45% Changes stats: +6 Mag Changes resistances penetration: +15% physical Physical save: +15 (+3 eff.) Maximum life: +64.00 Maximum stamina: +20.00 Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 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. |
brass lantern 'Dourbrawn' brass lantern 'Dourbrawn'Powered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 2 darkness / 11 fire Changes resistances: +6% fire Changes resistances penetration: +15% darkness Changes damage: +9% darkness Light radius: +4 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. |
ethereal alchemist's lamp of the sun ethereal alchemist's lamp of the sunPowered by arcane forces 0.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +4 Mag Changes resistances: +8% darkness Changes damage: +8% light Damage affinity(heal): +5% light Spellpower: +6 (+2 eff.) Light radius: +8 It can be used to activate talent Sun Flare, placing all other charms into a 30 cooldown : Effective talent level: 4.5 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 4, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 565.49 light damage. At talent level 3 you gain 47% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)Powered by unknown forces 0.00 Encumbrance. [Plot Item] Type: mirror / mirror It can be used to change your appearance Activation costs 1 power out of 1/1. A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb Activation costs 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb 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) 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. |
Atamathon's Lost Ruby Eye 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. |
57 alchemist bloodstone 57 alchemist bloodstone0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
5 bloodstone 5 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
9 fire opal 9 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. |
ruby 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 (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) 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. |
Oligar [power 420] (15 cooldown) Oligar [power 420] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Armour penetration: +2 Defense: +20 (+5 eff.) Changes damage: +3% physical Critical mult.: +20.00% It can be used to blast the opponent's mind dealing 462 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Reduce fatigue by 48% for 2 turns. * Gain a 36% chance to evade weapon attacks for 2 turns. * Reduce 3 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
innervating iron torque of psionic shield [power 23] (25 cooldown) innervating iron torque of psionic shield [power 23] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to setup a psionic shield, reducing all damage taken by 23 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Reduce fatigue by 20% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Veleba [power 428] (15 cooldown) Veleba [power 428] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Armour penetration: +6 Damage when hit (Melee): 10 arcane / 8 physical Changes damage: +9% arcane / +15% physical Stamina each turn: +3.00 Maximum stamina: +30.00 It can be used to heal yourself and all friendly characters within 10 spaces for 428 Activation puts all charms on cooldown for 15 turns. When used: * Cleanse 3 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
Elykira the Hellgore [power 122] (15 cooldown) Elykira the Hellgore [power 122] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Defense: +10 (+2 eff.) Changes resistances: +3% mind Changes damage: +3% fire Only die when reaching: -40.00 life It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 26 lightning damage and will be dazed for 1 turn (130 total damage) Activation puts all charms on cooldown for 15 turns. When used: * Gain a 10% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
elven-wood wand of conjuration 'Bilerune' [power 350] (15 cooldown) elven-wood wand of conjuration 'Bilerune' [power 350] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Accuracy: +20 (+5 eff.) Physical crit. chance: +3.0% Armour: +10 Effects on melee hit: * 20% chance to slow global speed by 57% Changes stats: +4 Str / +6 Dex Changes resistances: +12% nature It can be used to fire a magical bolt dealing 374 cold damage Activation puts all charms on cooldown for 15 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
11 diamond 11 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. |
3 moonstone 3 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 pearl 3 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. |
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.
Your patron's plan worked. As your body was crushed by the raw forces of the void portal it opened wide. In an instant the connection was made and waves of heat came through.
The mad sun brought forth all its power through the portal, turning the High Peak into a giant searing needle!
A few minutes later the whole world was set ablaze, nothing survived except Faeros elementals.
Achievements
By Eilinewyn the Skeleton Sun Paladin level 34
10th Allure 123rd year of Ascendancy at 18:20 see stats
By Eilinewyn the Skeleton Sun Paladin level 50
1st Allure 124th year of Ascendancy at 09:45 see stats
By Eilinewyn the Skeleton Sun Paladin level 34
8th Allure 123rd year of Ascendancy at 19:08 see stats
By Eilinewyn the Skeleton Sun Paladin level 42
61st Regrowth 123rd year of Ascendancy at 23:23 see stats
By Eilinewyn the Skeleton Sun Paladin level 40
56th Regrowth 123rd year of Ascendancy at 11:55 see stats
By Eilinewyn the Skeleton Sun Paladin level 45
78th Dusk 123rd year of Ascendancy at 07:22 see stats
By Eilinewyn the Skeleton Sun Paladin level 36
38th Regrowth 123rd year of Ascendancy at 04:12 see stats
By Eilinewyn the Skeleton Sun Paladin level 29
63rd Haze 122nd year of Ascendancy at 17:54 see stats
By Eilinewyn the Skeleton Sun Paladin level 18
23rd Dusk 122nd year of Ascendancy at 01:22 see stats
By Eilinewyn the Skeleton Sun Paladin level 35
35th Regrowth 123rd year of Ascendancy at 08:48 see stats
By Eilinewyn the Skeleton Sun Paladin level 38
44th Regrowth 123rd year of Ascendancy at 21:06 see stats
By Eilinewyn the Skeleton Sun Paladin level 21
79th Dusk 122nd year of Ascendancy at 22:55 see stats
By Eilinewyn the Skeleton Sun Paladin level 28
49th Haze 122nd year of Ascendancy at 14:30 see stats
By Eilinewyn the Skeleton Sun Paladin level 50
25th Regrowth 124th year of Ascendancy at 23:10 see stats
By Eilinewyn the Skeleton Sun Paladin level 50
26th Regrowth 124th year of Ascendancy at 14:36 see stats
By Eilinewyn the Skeleton Sun Paladin level 28
53rd Haze 122nd year of Ascendancy at 09:57 see stats
By Eilinewyn the Skeleton Sun Paladin level 41
57th Regrowth 123rd year of Ascendancy at 22:29 see stats
By Eilinewyn the Skeleton Sun Paladin level 10
1st Summertide 122nd year of Ascendancy at 13:17 see stats
By Eilinewyn the Skeleton Sun Paladin level 20
52nd Dusk 122nd year of Ascendancy at 21:48 see stats
By Eilinewyn the Skeleton Sun Paladin level 30
66th Haze 122nd year of Ascendancy at 01:18 see stats
By Eilinewyn the Skeleton Sun Paladin level 40
54th Regrowth 123rd year of Ascendancy at 14:01 see stats
By Eilinewyn the Skeleton Sun Paladin level 50
59th Haze 123rd year of Ascendancy at 12:59 see stats
By Eilinewyn the Skeleton Sun Paladin level 50
24th Regrowth 124th year of Ascendancy at 09:01 see stats
By Eilinewyn the Skeleton Sun Paladin level 20
61st Dusk 122nd year of Ascendancy at 19:31 see stats
By Eilinewyn the Skeleton Sun Paladin level 48
35th Haze 123rd year of Ascendancy at 12:42 see stats
By Eilinewyn the Skeleton Sun Paladin level 47
33rd Haze 123rd year of Ascendancy at 15:33 see stats
By Eilinewyn the Skeleton Sun Paladin level 19
52nd Dusk 122nd year of Ascendancy at 02:11 see stats
By Eilinewyn the Skeleton Sun Paladin level 36
35th Regrowth 123rd year of Ascendancy at 11:56 see stats
By Eilinewyn the Skeleton Sun Paladin level 50
31st Regrowth 124th year of Ascendancy at 05:25 see stats
By Eilinewyn the Skeleton Sun Paladin level 9
8th Mirth 122nd year of Ascendancy at 20:32 see stats
By Eilinewyn the Skeleton Sun Paladin level 50
23rd Regrowth 124th year of Ascendancy at 15:54 see stats
By Eilinewyn the Skeleton Sun Paladin level 50
31st Regrowth 124th year of Ascendancy at 05:27 see stats
By Eilinewyn the Skeleton Sun Paladin level 50
60th Haze 123rd year of Ascendancy at 18:09 see stats
By Eilinewyn the Skeleton Sun Paladin level 11
1st Flare 122nd year of Ascendancy at 05:25 see stats
By Eilinewyn the Skeleton Sun Paladin level 43
1st Pyre 123rd year of Ascendancy at 00:34 see stats
By Eilinewyn the Skeleton Sun Paladin level 50
31st Regrowth 124th year of Ascendancy at 05:27 see stats
By Eilinewyn the Skeleton Sun Paladin level 23
6th Haze 122nd year of Ascendancy at 04:34 see stats
By Eilinewyn the Skeleton Sun Paladin level 16
14th Dusk 122nd year of Ascendancy at 21:23 see stats
By Eilinewyn the Skeleton Sun Paladin level 33
7th Allure 123rd year of Ascendancy at 07:43 see stats
Log
Eilinewyn uses Assault.
Argoniel burns with light!
Eilinewyn shines with light!
Shield of Light performs a melee critical strike against Argoniel!
Eilinewyn is filled with the Sun's fury!
Eilinewyn performs a melee critical strike against Argoniel!
Quest 'Falling Toward Apotheosis' is done! (Press 'j' to see the quest log)
Personal New Achievement: Tactical master (Insane (Roguelike) difficulty)!
Quest 'Falling Toward Apotheosis' status updated! (Press 'j' to see the quest log)
Eilinewyn performs a melee critical strike against Argoniel!
High Sun Paladin Aeryn casts Barrier.
The shield around High Sun Paladin Aeryn crumbles.
A shield forms around High Sun Paladin Aeryn.
Shield of Light hits Argoniel for 1255 light, 106 light, 21 light, 8 arcane (1390 total damage).
Weapon of Light hits Argoniel for 261 light damage.
Eilinewyn hits Argoniel for 137 light, 31 physical, 80 light, 16 light, 6 arcane, 1008 light, 331 physical, 106 light, 21 light, 8 arcane (1744 total damage).
Eilinewyn killed Argoniel!
Eilinewyn's storm dissipates.
Talent Rune: Shatter Afflictions is ready to use.
Acid Splash from Argoniel hits High Sun Paladin Aeryn for (44 absorbed), 0 acid (0 total damage).
Acid Splash from Argoniel hits Eilinewyn for (23 absorbed), 0 acid (0 total damage).
Quest 'Falling Toward Apotheosis' status updated! (Press 'j' to see the quest log)
Lore found: closing the void farportal
You can read all your collected lore in the game menu, by pressing Escape.
New Achievement: This is how the world ends: swallowed in fire, but not in darkness. (Insane (Roguelike) difficulty)!
Personal New Achievement: The Sun Still Shines (Insane (Roguelike) difficulty)!
Saving game...
Saving done.