
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Possessor Bonus Class 1.6.6Donators/Buyers bonus! Nekomancer 1.5.10Adds the Nekomancer class. Nekomancers are summon-based mages that focus on debilitating their enemies while reinforcing their allies. They primarily deal physical and light damage. Uniquely, they do not use mana like other mage subclasses, relying souly on the soul resource. They use the soul resource in a much different way then Necromancer does, since they naturally regain one soul a turn. Combined with a relatively low soul maximum, they run completely counter to the standard ToME resources with tiny regeneration rates and huge maximums. Aside from the usual unlocked Combat Training and Survival, Nekomancer uses completely unique trees. It has 4 unlocked class trees, one locked class tree and two generic trees. Changelog: 1.0.1: Updated description somewhat Ashes of Urh'Rok 1.6.7Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Campaign Uncapper 1.4.2Unlocks the max level for Campaign, scaling all dungeons and bosses accordingly. To be precise, this makes all dungeons in the game scale based on YOUR level, instead of a pre-set value. (Note that bosses still have a minimum level. The Master for example will always be in the 20's at the minimum.) Embers of Rage 1.6.7Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.6.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Better Sandworm Lair 1.5.10This addon aims to make Sandworm Lair less terrible. It does so by doing four things: Enabling natural tunnels, disabling burrowers, replacing the walls with their stable counterparts, and removing the alt version. These changes are accomplished by overloading the zone and npc files with edits and commented out sections. Please consider checking out the following addons that are probably better at dealing with the annoyance offered by SWL: codyfun123's "Sandworm Lair Tweaks" Updates: 1.0.1 Sandworm Lair Tweaks 1.5.10Sandworm lair terrain is automatically revealed. Hope that makes it less annoying. Binds the Zone:create hook. This addon is safe to enable and disable on existing save files, though doing so will not have any effects for characters who have visited the sandworm lair already. Exponential Leveling 1.5.5Exponential Leveling is an addon that changes the amount of points (stats, class, ..) and optionally resources (hp/stamina/mana/regen..) you gain upon EACH level up. Being fully configurable, it can also be used to make the game easier as you wish to. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. How to use this addon: - Download and install, of course. Check if the addon is ACTIVATED. If you have another addon that superload/overload player.lua, it might conflict.
- Start a New Game.
- Under Options > Gameplay, you can enable or disable the addon. This will work from the next levelup. It cannot be used retroactively.
- You can also change mode of operating (Default is balanced) and optional modes of operation (Also increase resources, life, etc on levelup) or be left as is.
Operating Modes: - Balanced -> Gives extra points in a fair way depending on your difficulty (Nightmare, Insane and Madness)
- Extra Points -> Gives many more points than vanilla in any difficulty
- Cheatish -> Gives way more points than you'll ever need
- Only Life -> Does NOT change how many points you gain on levelup, but provide some extra MAX HP on levelup. How much per level can be configured under the options.
Optional Modes (These work alongside Operating Modes): - None -> Nothing else than what chosen under Operating Modes
- All Resources -> Increase stamina, mana, hate, vim, etc (MAX and regen) upon levelup. How much per level can be configured under the options.
- MAX HP -> Increase only MAX HP and not all resources upon levelup. How much per level can be configured under the options. Stacks with Only Life if you want to.
POINTS COMPARISON (Example: Cornac Rogue at lv50): STATS | TALENTS | GENERIC | CATEGORY | PRODIGIES | MAX HP | STAMINA VANILLA | 160 | 70 | 49 | 4 | 2 | 958 | 247 BALANCED NIGHTMARE | 181 | 127 | 101 | 9 | 5 | 958 | 247 BALANCED INSANE | 217 | 145 | 119 | 12 | 8 | 958 | 247 BALANCED MADNESS | 269 | 166 | 140 | 20 | 17 | 958 | 247 EXTRA POINTS | 212 | 171 | 150 | 14 | 17 | 958 | 247 CHEATISH | 1140 | 560 | 539 | 102 | 202 | 958 | 247 ONLY LIFE | 160 | 70 | 49 | 4 | 2 | 1252+ | 247 + ALL RESOURCES | - | - | - | - | - | 1252+ | 396+ All resources ALSO gives, by a small amount, resources regeneration like: mana, stamina, vim, positive/negative, hate (per kill, not passively generated), psi and reduces equilibrium (by a small amount) every turn even in combat. Update v4.0.3
Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Mage Knight 1.6.0Adds the Mage Knight metaclass, and its six sub-classes. Forum discussion thread: http://forums.te4.org/viewtopic.php?f=50&t=48329 Phoenix Knight: Powerful warriors who blast their foes with solar fire while calling healing light upon their allies. Their solar fire attacks will strike as either fire or light damage, whichever will hit their target the hardest, and their potent healing and cleansing abilities make them tough opponents to bring down. Mind Knight: Psionic warriors who strengthen their mental abilities by tapping into their inner magic. Adept at telekinesis, telepathy, and teleportation, they are mobile scouts who can quickly get a lay of the land and sow chaos among their foes with physical and mental debilitations, or even outright compulsions. Storm Knight: Swift skirmishers who rely on extreme mobility and powerful lightning magic to strike their foes down and avoid reprisals. Extremely fast and difficult to pin down, they can cast entire enemy units into disarray with their wealth of area attacks. All mage knights can cast while they fight, but experienced storm knights are also able to fight while they move. Earth Knight: The heaviest of infantry, earth knights hammer their foes with physical and natural forces while shielding themselves with the power of the earth. Highly resilient in the face of any attack, earth knights provide a slow and steady offense supported by powerful gemstone shields and the endurance of a living mountain. Sea Knight: Healers first, fighters second, battle mages a somewhat distant third, while sea knights lack the raw offensive power of other mage knights, they make up for it with amazing personal defense and recovery abilities. And though their attacks may be individually weak, like the sea itself, they are able to wear down even the strongest defenses eventually, eroding their opponents away with gradually strengthening spells, making them terrors in a battle of attrition. Mana Knight: Experimenting pioneers who do amazing things with raw magical energy. They have the most conventional magical training of the mage knights, even if they sometimes put it to unconventional use. Their arcane attacks can overwhelm the powers of other spellcasters, and while they lack the scope of power of full-fledged archmages, they are masters of the fundamentals of the various arcane schools. Items Vault 1.6.0Donators/Buyers bonus! Adjustable Levelup 1.5.10Allows modification of gains for stats, resources, experience gain, category points, and prodigy points. If you would like to be able to modify other values post them in the comments. UPDATE: I've added the ability to modify stat and level maximums. I have also added the ability to customize which levels stats, talents, talent types, and prodigies are gained at. This allows for alternative leveling schemes such as gaining 2 class points on every even level and 2 generic points every odd level. For example, the max/milestone level could be set to 100, xp gain at 300, and all intervals doubled with alternating offsets for a faster early game, a slower late game, and increased potential for early game specialization. NOTE: All options are accessed after loading a character through the game options window under a new Levelup tab. They will only appear for characters created after the addon is enabled. UPDATE: I've added the ability to toggle unlearning of prodigies and stats. I've also reworked some of the internals to improve compatibility with future changes. Sandworm Lair Quick Dig 1.5.10Digging in Sandworm Lair will take only one (1) turn per tile. Forbidden Cults 1.6.7Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Female |
| Race | Cornac |
| Class | Phoenix Knight |
| Level / Exp | 143 / 5% |
| Size | big |
| Lifes / Deaths | Killed by Doomed Shade of Queen Cynthia at level 143 on the 12nd Dusk 124th year of Ascendancy at 15:35 / 1 |
Primary Stats
| Strength | 300 (base 219) |
| Dexterity | 369 (base 219) |
| Constitution | 394 (base 219) |
| Magic | 391 (base 219) |
| Willpower | 385 (base 219) |
| Cunning | 385 (base 219) |
Resources
| Essence | 822/830 |
| Equilibrium | 20 |
| Life | -5159/12614 |
| Positive | 456/456 |
| Stamina | 1444/1444 |
| Healing Factor | 2.5 |
| Regeneration | 20028.238473166 |
Speed
| Mental | +7.35% |
| Attack | +89.95982058895% |
| Movement | +74% |
| Spell | +89.95982058895% |
| Global | +210.07934718872% |
Vision
| Sight | 10 |
| Lite | 28.999999999999 |
| Infravision | 16 |
| See Stealth | 186.59095069289 |
| See Invisible | 186.59095069289 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 1174 |
| Accuracy | 252 |
| Crit Chance | 210% |
| APR | 31 |
| Speed | 0.93 |
Offense: Spell
| Spellpower | 119 |
| Crit Chance | 100% |
| Speed | 0.52642711332302 |
| Cooldown Reduction | 82.609820588959 |
Offense: Mind
| Mindpower | 148 |
| Crit Chance | 100% |
| Speed | 0.52642711332302 |
Offense: Damage Bonus
| Arcane | +63% |
| Cold | +45% |
| All | +30% |
| Darkness | +80% |
| Light | +170% |
| Physical | +45% |
| Mind | +45% |
| Fire | +185% |
| Nature | +48% |
Offense: Damage Penetration
| Physical | +45% |
| Acid | +49% |
| Light | +200% |
| Lightning | +25% |
| Darkness | +39% |
| Arcane | +47% |
| Fire | +165% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 152.28642857143 (100%) |
| Defense | 219 |
| Ranged Defense | 219 |
| Fatigue | 0 |
| Physical Save | 149 |
| Spell Save | 171 |
| Mental Save | 151 |
Defense: Resistances
| Acid | + 70%( 70%) |
| Blight | + 70%( 70%) |
| Arcane | + 70%( 70%) |
| Cold | + 50%( 50%) |
| All | + 96%( 70%) |
| Lightning | + 70%( 70%) |
| Light | +100%(154%) |
| Physical | + 70%( 70%) |
| Mind | + 70%( 70%) |
| Darkness | + 70%( 70%) |
| Fire | +100%(154%) |
| Nature | + 70%( 70%) |
Defense: Immunities
| Pinning Resistance | 38% |
| Confusion Resistance | 78% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 100% |
| Silence Resistance | 32% |
| Disarm Resistance | 78% |
| Stun Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 65% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.3 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 1454 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.3 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 1773 life over 5 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.3 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 827 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.3 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 2 Travel Speed: instantaneous Usage Speed: Spell (53% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 416 with a minimum range of 15. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.3 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 2 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 1617 damage for 6 turns. Its effects scale with your Willpower stat. |
Class Talents
| Spell / Phoenix Light | 1.80 |
| 14/5 |
| 14/5 |
| 14/5 |
| 14/5 |
| Spell / Phoenix Fire | 1.80 |
| 14/5 |
| 14/5 |
| 14/5 |
| 14/5 |
| Spell / Phoenix Ascendance | 1.80 |
| 14/5 |
| 14/5 |
| 14/5 |
| 14/5 |
| Spell / Wizard Knight | 2.40 |
| 14/5 |
| 14/5 |
| 14/5 |
| 14/5 |
Generic Talents
| Technique / Weapons Master | 2.10 |
| 14/5 |
| 14/5 |
| 14/5 |
| 14/5 |
| Cunning / Survival | 1.50 |
| 14/5 |
| 14/5 |
| 1/5 |
| 14/5 |
| Technique / Flexible Combat Training | 1.60 |
| 14/5 |
| 14/5 |
| 14/5 |
| 14/5 |
| Celestial / Chants | 1.80 |
| 14/5 |
| 14/5 |
| 14/5 |
| 14/5 |
| Technique / Combat training | 1.80 |
| 14/5 |
| 14/5 |
| 14/5 |
| 14/5 |
| 14/5 |
| 14/5 |
| Wild-gift / Harmony | 1.50 |
| 1/5 |
| 14/5 |
| 0/5 |
| 0/5 |
| Technique / Tactical Strikes | 1.60 |
| 14/5 |
| 14/5 |
| 14/5 |
| 14/5 |
| Spell / Wild Magic | 1.60 |
| 14/5 |
| 14/5 |
| 14/5 |
| 14/5 |
| Technique / Combat Casting | 2.10 |
| 14/5 |
| 14/5 |
| 3/5 |
| 14/5 |
| Technique / Conditioning | 1.50 |
| 14/5 |
| 14/5 |
| 14/5 |
| 1/5 |
| Cunning / Scoundrel | 1.20 |
| 14/5 |
| 14/5 |
| 14/5 |
| 14/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Daunting Presence |
| talent | Eldritch Combat |
| talent | Elemental Harmony |
| talent | Archmage Knight |
| talent | Wildcast |
| talent | Chant of Resistance |
| beneficial effect | All stats increased by 150. Pain Enhancement System |
| beneficial effect | The target takes cover in its shell, gaining 62% all resist. Shell Shield |
| detrimental effect | Ethereal Form bonuses reduced by 25% Ethereal Form |
| detrimental effect | Your body is cauterizing, burning for 271.63 damage each turn. Cauterize |
| beneficial effect | All damage reduced by 394. Subcutaneous Metallisation |
| beneficial effect | All damage increased by 30% Elemental Surge: Fire |
| detrimental effect | The target's morale is weakened, reducing its attack power, mind power, and spellpower by 167. Intimidated |
| beneficial effect | The target has 764 increased life regeneration. Recovery |
| beneficial effect | All talent cooldowns reduced by 20%. Elemental Surge: Light |
| beneficial effect | Immune to detrimental physical effects Elemental Surge: Physical |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| beneficial effect | Increases defense by 70. Mobile Defense |
| beneficial effect | The target has absorbed excess healing power, restoring 6871.00 life per turn. Rejuvenation |
| detrimental effect | The target is suffering from disabling wounds, reducing their critical strike damage by 138%. Scoundrel's Strategies |
| beneficial effect | Increases global speed by 85%. Elemental Harmony |
| detrimental effect | Your strength is fading, causing you to take 4132.56 damage each turn. Fading |
| detrimental effect | The target is suffering from distracting wounds, and has a 6% chance to fail to use a talent and injure itself for 1201 physical damage. Fumble |
| detrimental effect | Zone-wide effect: +10% critical chance, +20% critical damage, -20% nature and blight resistance. Sinister Aura |
| beneficial effect | A flow of life spins around the target, regenerating 299.41 life per turn. Regeneration |
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 successfully escorted the lone alchemist to the recall portal on level 2 of Dreadfell. Escort: lone alchemist (level 2 of Dreadfell)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 lost defiler to the recall portal on level 2 of Old Forest. Escort: lost defiler (level 2 of Old Forest)As a reward you gained talent category Corruption / Curses (at mastery 1.00). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you gained talent category Celestial / Chants (at mastery 1.00). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)As a reward you gained talent category Technique / Conditioning (at mastery 1.00). | done |
You successfully escorted the lost warrior to the recall portal on level 6 of Dreadfell. Escort: lost warrior (level 6 of Dreadfell)As a reward you improved Constitution by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 8 of Dreadfell. Escort: lost warrior (level 8 of Dreadfell)As a reward you improved Constitution by +5. | done |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you gained talent category Cunning / Survival (at mastery 1.00). | 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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the 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 |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girl | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 969. | 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 AlchemistsYou have aided Stire of Derth in creating an elixir of avoidance. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * You've found the needed skeleton mage skull. * You've found the needed multi-hued wyrm scale. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed vampire lord fang. * You've found the needed black mamba head. * You've found the needed vial of greater demon bile. Agrimley the hermit has completed an elixir of focus without your aid. You have aided Ungrol of Last Hope in creating an elixir of brawn. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. 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 pouch of faeros ash. * You've found the needed vial of squid ink. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | 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 | undeterred pair of dwarven-steel boots of speed (0 def, 4 armour)Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Silence immunity: +32% Confusion immunity: +38% Stun/Freeze immunity: +29% Movement speed: +25% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | nightwalker's alchemist's lamp of illusionInfused by nature Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +8 (+1 eff.) Defense: +8 (+0 eff.) Changes stats: +6 Wil Critical mult.: +16.00% Physical save: +16 (+2 eff.) Spell save: +16 (+2 eff.) Mental save: +16 (+2 eff.) Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Crown of Eternal Night (0 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 It is part of a set of items. You need to find something to bind its powers. The set is complete. When wielded/worn: Armour: +3 Fatigue: +3% Damage (Melee): 40 darkness Changes stats: +10 Cun Reduce damage by fixed amount: +30 all Changes damage: +20% darkness Talent mastery: +0.10 Cunning / Stealth Spell save: +15 (+2 eff.) Mental save: +15 (+2 eff.) Confusion immunity: +30% Knockback immunity: +30% Light radius: -1 It can be used to activate talent Retch (costing 13 power out of 80/80) : Effective talent level: 2.6 Power cost: 13 out of 80/80. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 150 blight damage or heals 174 life. Creatures standing in the retch also have 14% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. This crown looks useless, yet you can feel it is woven with fell magics of undeath. Maybe it has a use. |
| Tool | Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+1 eff.) Mindpower: +5 (+0 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 6 power out of 25/25) : Effective talent level: 3.9 Power cost: 6 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 2 to sleep for 4 turns, rendering them unable to act. Every 38 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
| On fingers | Mogodir the SparkquickCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +10 Effects on melee hit: * 39 arcane resource burn Changes resistances: +24% lightning / +6% physical / +30% blight / +10% arcane / +27% mind Changes resistances penetration: +49% acid / +25% lightning Changes damage: +18% nature Reduces incoming crit damage: 25.00% Stun/Freeze immunity: +42% Life regen: +16.84 Only die when reaching: -100.00 life Rings can have magical properties. |
| On fingers | BregatirCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour penetration: +9 Physical crit. chance: +9.0% Changes stats: +5 Str Changes resistances: +24% blight / +21% light / +15% darkness Changes damage: +15% physical Reduces incoming crit damage: 26.11% Disease immunity: +35% Disarm immunity: +32% Pinning immunity: +38% Knockback immunity: +35% Stamina each turn: +5.22 Maximum life: +198.00 Rings can have magical properties. |
| Around waist | Polayath the hardened leather beltPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour penetration: +10 Physical crit. chance: +7.0% Effects on melee hit: * 37% chance to reduce strength, dexterity, and constitution by 44 Changes stats: +6 Con / +7 Mag Changes resistances: +33% acid Changes resistances penetration: +47% arcane / +45% physical Changes damage: +18% arcane Physical save: +30 (+3 eff.) Mental save: +11 (+1 eff.) Disease immunity: +37% Stun/Freeze immunity: +37% Spellpower: +8 (+1 eff.) A belt that goes around your waist. |
| In main hand | Latafayn (68-108.8 power, 5 apr)Requires: - Magic 40 - Strength 40 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 68.0 - 108.8 Uses stats: 40% Wil, 175% Mag, 176% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +5 Crit. chance: +10.0% Attack speed: 100% Lifesteal (this weapon only): +8% Damage conversion: 50% fire burn When wielded/worn: Changes stats: +3 Cun / +5 Str Changes resistances: +15% fire Changes damage: +10% darkness / +15% fire It can be used to accelerate burning effects on all creatures in a radius 1 ball within range 5, consuming them to instantly inflict 125% of all remaining burn damage Activation costs 3 power out of 25/25. This massive, flame-coated greatsword was stolen by the adventurer Kestin Highfin, during the Age of Dusk. It originally belonged to a demon named Frond'Ral the Red. It roars with vile flames and its very existence seems to be a blight upon the lands. |
| On hands | heroic voratun gauntlets of the juggernaut (0 def, 9 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +9 Fatigue: +5% Changes stats: +6 Con Physical save: +26 (+3 eff.) Spell save: +10 (+1 eff.) Mental save: +22 (+2 eff.) Disarm immunity: +46% Maximum life: +80.00 When used to modify unarmed attacks: Base power: 39.5 - 55.3 Uses stats: 170% Mag, 56% Cun, 40% Wil, 0% Str, 113% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +13 Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Juggernaut (10% chance level 1). When this weapon hits: Battle Shout (10% chance level 5). Damage (Melee): +28 physical Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 8 cooldown : Effective talent level: 2.6 Power cost: 8 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 25% and provides a 13% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | Bindings of Eternal Night (12 def, 12 armour)Powered by arcane forces 6.00 Encumbrance. [Unique] Type: armor / mummy ; tier 4 It is part of a set of items. A complementing item would be your crowning glory. The set is complete. When wielded/worn: Armour: +12 Defense: +12 (+1 eff.) Damage when hit (Melee): 10 darkness Changes stats: +5 Wil / +5 Mag Changes resistances: +30% blight / -10% fire / +30% darkness / -10% light Changes damage: +15% cold / +15% arcane / +20% darkness Poison immunity: +100% Disease immunity: +100% Life regen: +1.00 Light radius: -1 The wearer is treated as an undead. It can be used to activate talent Abyssal Shroud (costing 13 power out of 80/80) : Effective talent level: 2.6 Power cost: 13 out of 80/80. Range: 6 Travel Speed: instantaneous Is: a spell Description: Creates a shroud of darkness over a radius 3 area that lasts 6 turns. The shroud causes 72.45 darkness damage each turn, reduces light radius by 2, and darkness resistance by 40% of those within. Woven through with fell magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death. |
| Cloak | Glitterspiker (8 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +25 (+2 eff.) Defense: +8 (+0 eff.) Damage when hit (Melee): 10 light Changes stats: +18 Str Changes resistances penetration: +39% darkness / +35% light Changes damage: +15% mind Physical save: +28 (+3 eff.) Equilibrium when hit: +0.28 Maximum hate: +12.00 Mental crit. chance: +6% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | grounding 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% lightning Stun/Freeze immunity: +21% Amulets can have magical properties. |
Inventory
regeneration infusion of the titan (heal 1406; 16 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.3 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 1406 life over 5 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
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: 3 Travel Speed: instantaneous Usage Speed: Spell (53% 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. |
Rune of Dissipation ( )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: 10 Cooldown: 3 Travel Speed: instantaneous Usage Speed: Spell (53% 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. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune (absorb 177; dur 4; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 2 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 177 damage for 4 turns. 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. Press to compare to your current inscriptions |
shielding rune of the duelist (absorb 1532; dur 6; cd 18)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: 3 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 1532 damage for 6 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shielding rune of the duelist (absorb 1532; dur 8; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 2 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 1532 damage for 8 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shielding rune of the sneak (absorb 1453; dur 8; cd 18)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: 3 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 1453 damage for 8 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
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! |
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 3 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. |
copper ring 'Stormblack'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +18% mind / +9% nature / +9% darkness Changes damage: +12% lightning Physical save: +9 (+1 eff.) Spell save: +9 (+1 eff.) Mental save: +8 (+1 eff.) Disease immunity: +24% Knockback immunity: +24% Only die when reaching: -95.67 life Maximum life: +60.00 Maximum hate: +11.96 Rings can have magical properties. |
mule's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -5% Maximum encumbrance: +22 Rings can have magical properties. |
Grinirand the BlazenoonCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +7 Cun / +4 Wil Changes resistances: +24% acid / +31% light / +12% cold / +8% arcane / +18% lightning Changes resistances penetration: +35% lightning Disarm immunity: +32% Pinning immunity: +32% Knockback immunity: +32% Maximum life: +32.00 Mindpower: +15 (+1 eff.) Mental crit. chance: +4% Rings can have magical properties. |
NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+0 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +10% darkness Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+1 eff.) Maximum stamina: +25.00 It can be used to activate talent Shadowstep (costing 13 power out of 50/50) : Effective talent level: 2.6 Power cost: 13 out of 50/50. Range: 7 Travel Speed: instantaneous Is: a spell Description: Step through the shadows to your target, dazing it for 4 turns and hitting it with all your weapons for 167% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
steel ring 'Falakhad'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour penetration: +6 Physical power: +33 (+4 eff.) Damage when hit (Melee): 4 mind Changes stats: +3 Dex / +9 Con Changes resistances: +18% acid / +18% fire / +17% lightning / +17% cold Changes resistances penetration: +28% physical Only die when reaching: -88.00 life Rings can have magical properties. |
steel ring of darkness (+24%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +24% darkness Changes damage: +12% darkness Rings can have magical properties. |
mule's gold ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: -6% Maximum encumbrance: +25 Life regen: +8.00 Maximum life: +61.00 Healing mod.: +12% Rings can have magical properties. |
mule's gold ring of speedCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +9 (+1 eff.) Defense: +11 (+1 eff.) Fatigue: -7% Maximum encumbrance: +26 Movement speed: +15% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 11 cooldown : Effective talent level: 3.9 Power cost: 11 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 37% for 5 turns. Rings can have magical properties. |
BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-1 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
psionicist's voratun ring of wardingPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +9 Wil Changes resistances: +30% acid / +30% fire / +30% lightning / +22% cold Mental save: +18 (+2 eff.) Rings can have magical properties. |
voratun ring 'Thunderbrace'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +64 (+5 eff.) Armour penetration: +4 Physical power: +25 (+3 eff.) Changes stats: +9 Str / +9 Dex / +5 Cun Changes resistances: +15% lightning / +13% physical Physical save: +28 (+3 eff.) Light radius: +5 Infravision radius: +5 Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level.cruel elven-wood magestaff of wizardry (25-30 power, 5 apr, arcane element) Requires: - Magic 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Flexible Weapon Training Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes stats: +5 Mag / +5 Wil Changes damage: +25% arcane Talent granted: +1 Command Staff Critical mult.: +18.00% Maximum mana: +90.00 Spellpower: +22 (+3 eff.) Spell crit. chance: +17% Staves designed for wielders of magic, by the greats of the art. |
Telos's Staff (Top Half) (35-42 power, 0 apr, cold element)Requires: - Magic 35 Powered by arcane forces 2.50 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It is part of a set of items. Base power: 35.0 - 42.0 Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Flexible Weapon Training Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +0 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes stats: +5 Wil Changes damage: +35% cold Talent granted: +1 Command Staff Mental save: +8 (+1 eff.) Spellpower: +30 (+4 eff.) Spell crit. chance: +15% The top part of Telos' broken staff. |
The Channel (30-36 power, 6 apr, cold element) The Channel (30-36 power, 6 apr, cold element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stats: 130% Mag, 40% Wil Damage type: Arcane Mastery: Flexible Weapon Training Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +10.0% Damage (Melee): 40 pure mana Changes stats: +10 Wil / +10 Mag Changes resistances penetration: +15% arcane / +15% physical Changes damage: +15% physical / +15% arcane / +30% cold Talent granted: +1 Command Staff Critical mult.: +15.00% Silence immunity: +25% Spellpower: +30 (+4 eff.) Spell crit. chance: +10% Your staff accuracy bonus (after the normal reduction for Eldritch Combat) also applies to the base power of talents triggered from Eldritch Combat. A dragonbone staff topped with a flawless amethyst and vibrating with barely contained power, this was the weapon of Galland Eagleheart in the Age of Dusk. It was said to augment any spell he channeled through it in the midst of battle, the ultimate expression of synthesis between magical and physical combat. After Galland passed away, the staff was wielded by other mana knights throughout the Age of Dusk, but like all of the enchanted weapons of the Eagleheart siblings, it was lost during the Cataclysm. |
This item will automatically be transmogrified when you leave the level.lifebinding dragonbone vilestaff of illumination (30-36 power, 6 apr, blight element) Requires: - Magic 48 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Flexible Weapon Training Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Defense: +15 (+1 eff.) Changes stats: +7 Con Changes damage: +30% blight Talent granted: +1 Command Staff Life regen: +1.90 Spellpower: +25 (+3 eff.) Spell crit. chance: +5% Light radius: +5 Healing mod.: +30% It can be used to activate talent Illuminate, placing all other charms into a 2 cooldown : Effective talent level: 2.6 Power cost: 2 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. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 510.80 light damage. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.shimmering dragonbone magestaff of fate (30-36 power, 6 apr, arcane element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Flexible Weapon Training Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +30% arcane Talent granted: +1 Command Staff Physical save: +12 (+1 eff.) Spell save: +13 (+2 eff.) Mental save: +11 (+1 eff.) Mana each turn: +0.40 Maximum mana: +100.00 Spellpower: +15 (+2 eff.) Spell crit. chance: +13% Staves designed for wielders of magic, by the greats of the art. |
Telos's Staff (Bottom Half)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff It is part of a set of items. Base power: 0.0 - 0.0 Uses stats: 50% Mag, 40% Wil Damage type: Physical Mastery: Flexible Weapon Training Accuracy bonus: +2.5% proc dam (max 200%) Attack speed: 100% When wielded/worn: Changes stats: +4 Mag Changes damage: +20% acid / +20% cold Critical mult.: +20.00% Mental save: +8 (+1 eff.) Confusion immunity: +20% Maximum mana: +50.00 Spell crit. chance: +8% The bottom part of Telos' broken staff. |
hateful iron battleaxe (16-24 power, 1 apr)Requires: - Magic 11 - Strength 11 Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 16.0 - 24.0 Uses stats: 40% Wil, 170% Mag, 169% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +7 darkness Damage against: +7% Living Massive two-handed battleaxes. |
chilling steel battleaxe (18.5-27.75 power, 2 apr)Requires: - Magic 16 - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 18.5 - 27.8 Uses stats: 40% Wil, 170% Mag, 169% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +14 cold Massive two-handed battleaxes. |
Astelrid's Clubstaff (45-67.5 power, 4 apr)Requires: - Magic 23 - Strength 23 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 45.0 - 67.5 Uses stats: 40% Wil, 190% Mag, 141% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Mag Changes damage: +25% nature Spellpower: +15 (+2 eff.) Healing mod.: +25% Improves the contribution of primary stats on infusions and runes by 15% Like its former owner, this was once an instrument of altruistic healing, before fury and fear caused its twisting into a sadistic weapon. Surges of restorative magic can be faintly felt under the layers of plaster and sharp surgical equipment. |
Oludan the Squalorsteel (81-121.5 power, 9 apr)Requires: - Magic 35 - Strength 35 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 81.0 - 121.5 Uses stats: 40% Wil, 170% Mag, 169% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +2.5% Attack speed: 100% Damage (radius 1) on hit: +36 physical When wielded/worn: Accuracy: +74 (+6 eff.) Defense: +19 (+1 eff.) Effects on melee hit: * 39% chance to reduce damage dealt by 50% Damage when hit (Melee): 18 physical Changes stats: +5 Wil Changes resistances penetration: +40% nature Changes damage: +21% blight Physical save: +35 (+4 eff.) Disarm immunity: +62% Maximum stamina: +57.78 See invisible: +36 Massive two-handed mauls. |
balanced iron greatsword (17-27.2 power, 1 apr)Requires: - Magic 11 - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 17.0 - 27.2 Uses stats: 40% Wil, 170% Mag, 169% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Accuracy: +7 (+1 eff.) Defense: +9 (+0 eff.) Disarm immunity: +31% Massive two-handed swords. |
Rhuran the Magmausher (46-73.6 power, 2 apr)Requires: - Magic 24 - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 46.0 - 73.6 Uses stats: 40% Wil, 170% Mag, 169% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +12 fire When wielded/worn: Physical crit. chance: +9.0% Changes stats: +7 Con / +11 Wil Reduces incoming crit damage: 5.00% Maximum life: +42.00 Massive two-handed swords. |
warbringer's dwarven-steel greatsword of massacre (52-83.2 power, 2 apr)Requires: - Magic 24 - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 52.0 - 83.2 Uses stats: 40% Wil, 170% Mag, 169% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Physical power: +12 (+2 eff.) Changes stats: +6 Con Changes resistances penetration: +14% physical Disarm immunity: +34% Massive two-handed swords. |
Warmaster Gnarg's Murderblade (60-96 power, 19 apr)Requires: - Magic 35 - Strength 35 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 60.0 - 96.0 Uses stats: 40% Wil, 170% Mag, 169% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +19 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 10% chance to send the wielder into a killing frenzy Damage against: +20% Living When wielded/worn: Changes stats: +15 Str / +5 Dex / +15 Con Reduced damage from: +20% Living Talent masteries: +0.30 Technique / Berserker's strength +0.20 Technique / Two-handed weapons +0.20 Technique / Two-handed maiming +0.20 Technique / Two-handed assault A blood-etched greatsword, it has seen many foes. From the inside. |
quick voratun greatsword of evisceration (64.5-103.2 power, 4 apr)Requires: - Magic 48 - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 64.5 - 103.2 Uses stats: 40% Wil, 170% Mag, 169% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * Wound the target dealing 481 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Accuracy: +24 (+2 eff.) Physical crit. chance: +21.0% Physical power: +17 (+2 eff.) Changes stats: +10 Dex Combat speed: +10% Massive two-handed swords. |
voratun greatsword 'Bleakraze' (81-129.6 power, 4 apr)Requires: - Magic 48 - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 81.0 - 129.6 Uses stats: 40% Wil, 170% Mag, 169% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 33% chance to reduce damage dealt by 50% Damage (Melee): +32 fire When wielded/worn: Effects on melee hit: * 33% chance to reduce damage dealt by 50% Damage when hit (Melee): 16 darkness Changes stats: +8 Dex / +9 Mag / +7 Wil Changes resistances: +18% mind Changes damage: +24% fire Maximum psi: +82.31 Massive two-handed swords. |
Ego Pierce and Id Sunder (45-63 power, 6 apr) Ego Pierce and Id Sunder (45-63 power, 6 apr)Requires: - Magic 48 - Strength 48 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 It must be held with both hands. It can be used as a weapon and offhand. Base power: 45.0 - 63.0 Uses stats: 40% Wil, 150% Mag, 141% Str Damage type: Psychic Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 15% chance to stun or confuse the target depending on psychic damage done; this will change the psychic damage type if subject to change When wielded/worn: Physical crit. chance: +10.0% Damage (Melee): 40 Psychic Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +15% mind / +15% physical Changes damage: +15% mind / +15% physical Critical mult.: +15.00% Confusion immunity: +25% Mental crit. chance: +10% Recovers one point of power each time you move. Activating this item is instant. It can be used to activate talent Astral Jaunt (costing 3 power out of 10/10) : Effective talent level: 6.5 Power cost: 3 out of 10/10. Range: 11 Travel Speed: instantaneous Is: a mind power Description: You are able to teleport yourself up to 11 tiles within line of sight. At raw talent level 2, you can teleport characters other than yourself. At raw talent level 3, you may teleport up to 6 separate targets per use of this talent, allowing you to reshape the battlefield to your liking. You cannot teleport the same target multiple times. At raw talent level 4, any opponent you teleport is disoriented, Dazing it for 3 turns (this checks Confusion resistance). At raw talent level 5, disoriented opponents are Confused as well. This talent takes no time to use, unless you initiate more than one teleport. This talent can be triggered by Eldritch Combat. In this case, you make a single immediate teleport to a random opponent in your teleport range, make a bonus attack against it for 199% damage, and teleport back to your old position. This sudden attack can catch foes off-guard, giving a 100% chance of causing cross-tier brainlock or off-balance status (depending on if you are currently using telepathic or telekinetic effects). A pair of slender rapier with a blade composed of blue and red crystal, these were the weapon of Elria Eagleheart in the Age of Dusk. They were said to be able to strike at the mind directly, disorienting and disabling those hit by them, and allow her to duel in four dimensions. After Elria passed away, the rapiers were wielded by other mind knights throughout the Age of Dusk, but like all of the enchanted weapons of the Eagleheart siblings, they were lost during the Cataclysm. |
Grindstone and Adamant (48-67.2 power, 6 apr) Grindstone and Adamant (48-67.2 power, 6 apr)Requires: - Magic 48 - Strength 48 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 5 It must be held with both hands. Base power: 48.0 - 67.2 Uses stats: 40% Wil, 150% Mag, 141% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% Block value: +300 On weapon hit: * Imposes a stacking 10% penalty to global and movement speed Damage conversion: 50% nature When wielded/worn: Physical crit. chance: +10.0% Armour: +20 Defense: +10 (+1 eff.) Ranged Defense: +10 (+1 eff.) Fatigue: +10% Damage (Melee): 40 Earth Changes stats: +5 Mag / +5 Wil / +10 Con Changes resistances: +15% lightning / +15% physical / +15% cold / +15% fire / +15% nature / +15% arcane Changes resistances penetration: +15% nature / +15% physical Changes damage: +15% nature / +15% physical Talent granted: +5 Block Critical mult.: +15.00% Stun/Freeze immunity: +25% Spell crit. chance: +10% Damage Shield Duration: +2 Damage Shield Power: +25% A mace made of some unnaturally heavy stone, paired with a sturdy shield made of solid gemstone, these were the weapons of Aethe Eagleheart in the Age of Dusk. Grindstone was said to splash its targets with thick, hardening mud that would slow and hamper them, while Adamant was said to strengthen and prolong any magical shields she cast, and to offer protection against all the elements favored by her siblings. After Aethe passed away, the axe and shield were wielded by other earth knights throughout the Age of Dusk, but like all of the enchanted weapons of the Eagleheart siblings, they were lost during the Cataclysm. |
Tributary (45-49.5 power, 0 apr) Tributary (45-49.5 power, 0 apr)Requires: - Magic 48 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 5 It must be held with both hands. Base power: 45.0 - 49.5 Uses stats: 40% Wil, 150% Mag, 141% Dex Damage type: Physical Mastery: Flexible Weapon Training Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +0 Crit. chance: +5.0% Attack speed: 125% On weapon hit: * Each hit in a round will both heal and shield you for 2%% of your maximum life. If you have Drink Deep active, the healing will instead raise your drinks by 1. If you have Go With The Flow active, the shielding will instead raise your flow by 1. When wielded/worn: Physical crit. chance: +10.0% Damage (Melee): 40 eroding water Changes stats: +5 Mag / +5 Wil / +10 Cun Changes resistances penetration: +15% nature / +15% cold Changes damage: +15% nature / +15% cold Critical mult.: +15.00% Poison immunity: +25% Disease immunity: +25% Spell crit. chance: +10% A whip that appears composed of condensed water, this was the weapon of Tasselia Eagleheart in the Age of Dusk. It was said to release protective and restorative water magic every time it struck. After Tasselia passed away, the whip was wielded by other sea knights throughout the Age of Dusk, but like all of the enchanted weapons of the Eagleheart siblings, they were lost during the Cataclysm. |
Blade of Distorted Time (40-56 power, 40 apr)Requires: - Magic 44 - Strength 44 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 40.0 - 56.0 Uses stats: 40% Wil, 160% Mag, 127% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +40 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * deals 411 temporal damage and slows enemies in radius 6 of the target by 421% based on Magic Damage conversion: 20% temporal When wielded/worn: Changes damage: +30% temporal / +30% physical Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% It can be used to activate talent Blink Blade (costing 3 power out of 10/10) : Effective talent level: 5.2 Power cost: 3 out of 10/10. Range: 9 Travel Speed: instantaneous Is: a spell Description: Teleport to the target and attack with your melee weapons for 101% damage. Then teleport next to a second random enemy, attacking for 101% damage. Blink Blade can hit the same target multiple times. The remnants of a damaged timeline, this blade shifts and fades at random. |
This item will automatically be transmogrified when you leave the level.caustic voratun longsword of erosion (40.5-56.7 power, 6 apr) Requires: - Magic 48 - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 40.5 - 56.7 Uses stats: 40% Wil, 150% Mag, 141% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +20 nature Damage (radius 2) on crit: +44 acid / +45 nature When wielded/worn: Armour penetration: +15 Changes resistances penetration: +25% acid / +25% nature Sharp, long, and deadly. |
Star (10-13 power, 0 apr)Requires: - Magic 24 - Cunning 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. The star shines alone in a moonless sky. Base power: 10.0 - 13.0 Uses stats: 40% Wil, 56% Dex, 90% Mag, 0% Str Damage type: Light Mastery: Dagger Mastery Accuracy bonus: +0.3% crit chance (max 25%) Attack speed: 125% On weapon hit: * Deal 70 Light damage. When wielded/worn: Light radius: +1 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
This item will automatically be transmogrified when you leave the level.chilling stralite dagger of massacre (40.5-52.65 power, 9 apr) Requires: - Magic 35 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 40.5 - 52.6 Uses stats: 40% Wil, 127% Dex, 140% Mag, 0% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% Damage (Melee): +22 cold Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.warbringer's stralite dagger of amnesia (26-33.8 power, 9 apr) Requires: - Magic 35 Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 26.0 - 33.8 Uses stats: 40% Wil, 127% Dex, 140% Mag, 0% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 50% chance to put 1 talent on cooldown for 9 turns (checks Confusion immunity) When wielded/worn: Physical power: +9 (+1 eff.) Changes stats: +5 Con Changes resistances penetration: +13% physical Disarm immunity: +30% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.Life Drinker (42-54.6 power, 11 apr) Requires: - Magic 44 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Base power: 42.0 - 54.6 Uses stats: 40% Wil, 140% Mag, 49% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +11 Crit. chance: +18.0% Attack speed: 100% When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes damage: +15% blight / +15% darkness / +15% acid Spellpower: +12 (+2 eff.) Spell crit. chance: +10% Infravision radius: +2 Talent on hit(spell): Blood Grasp (15% chance level 2). It can be used to activate talent Worm Rot (costing 11 power out of 50/50) : Effective talent level: 2.6 Power cost: 11 out of 50/50. Range: 6 Travel Speed: instantaneous Is: a spell Description: Infects the target with parasitic carrion worm larvae for 5 turns. Each turn the disease will remove a beneficial physical effect and deal 36.68 acid and 36.68 blight damage. If not cleared after five turns it will inflict 208.26 blight damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location. Even if this disease is removed early, there is still a 55% chance for the larvae to hatch. You can never have more than 5 worms active from any source at a time. The damage dealt will increase with your Spellpower. Black blood for foul deeds. This dagger serves evil. |
This item will automatically be transmogrified when you leave the level.wyrm's pulsing mindstar of flames (13-14.3 power, 32 apr, mind damage) Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 13.0 - 14.3 Uses stats: 110% Wil, 130% Mag, 42% Cun Damage type: Mind Mastery: Flexible Weapon Training Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage (Melee): 9 lightning / 9 physical / 23 fire / 8 acid / 9 cold Changes resistances: +8% lightning / +8% physical / +7% cold / +25% fire / +7% acid Changes resistances penetration: +16% fire Changes damage: +16% fire Talent granted: +1 Attune Mindstar Mindpower: +8 (+1 eff.) Mental crit. chance: +4% Global speed: +9% 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. |
Robe of Force (12 def, 8 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +8 Defense: +12 (+1 eff.) Changes stats: +3 Cun / +4 Wil Changes resistances: +15% acid / +12% physical / +9% all Changes resistances penetration: +10% mind / +10% physical Changes damage: +5% mind / +5% physical Physical save: +10 (+1 eff.) Mindpower: +8 (+1 eff.) Mental crit. chance: +4% It can be used to send out a range 5 beam of kinetic energy, dealing 315.13 to 393.92 physical damage (based on Willpower and Cunning) with knockback Activation costs 3 power out of 10/10. This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
psion's woollen robe of lightning (+24%) (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +24% lightning / +9% all Changes resistances penetration: +8% mind Changes damage: +13% mind / +16% lightning Psi each turn: +0.37 Maximum psi: +18.00 Mindpower: +6 (+0 eff.) Mental crit. chance: +2% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stormwoven woollen robe of life (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +5 Str / +5 Mag / +6 Wil Changes resistances: +8% lightning / +8% cold / +10% blight / +9% all Changes damage: +11% lightning / +10% physical / +7% cold Life regen: +2.40 Maximum life: +45.00 Healing mod.: +14% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
tormentor's elven-silk robe of corrosion (+45%) (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +8 Cun Changes resistances: +45% acid / +15% all Changes damage: +30% acid Critical mult.: +18.00% Hate when firing a critical mind attack: +5.00 Psi when firing a critical mind attack: +5.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
rejuvenating drakeskin leather armour of temporal resistance (20 def, 8 armour)Requires: - Magic 20 - Strength 20 Powered by arcane forces Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +20 (+1 eff.) Fatigue: +8% Changes resistances: +30% temporal Life regen: +7.90 Stamina each turn: +2.00 A suit of armour made of leather. |
Iron Mail of Bloodletting (2 def, 4 armour)Requires: - Heavy armour training - Magic 14 - Strength 14 Powered by arcane forces 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+0 eff.) Fatigue: +12% Changes stats: +2 Str / +2 Con Changes resistances: +10% acid / +10% fire / +10% darkness / +10% blight Talent mastery: +0.10 Technique / Bloodthirst Life regen: +3.00 Healing mod.: +30% Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. |
Harerain the Noonimmortal (4 def, 13 armour)Requires: - Heavy armour training - Magic 38 - Strength 38 Powered by arcane forces Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 4 When wielded/worn: Armour: +13 Defense: +4 (+0 eff.) Fatigue: +12% Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 44 Changes stats: +5 Str / +5 Con Changes resistances: +7% acid / +9% physical / +9% light / +9% lightning / +9% fire / +7% arcane / +10% cold Changes damage: +6% light / +3% blight Spell save: +16 (+2 eff.) Maximum life: +52.00 A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.impenetrable stralite mail armour of Eyal (4 def, 25 armour) Requires: - Heavy armour training - Magic 38 - Strength 38 Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +25 Defense: +4 (+0 eff.) Fatigue: +12% Life regen: +9.00 Maximum life: +57.00 Healing mod.: +16% A suit of armour made of mail. |
enlightening voratun mail armour of delving (5 def, 10 armour)Requires: - Heavy armour training - Magic 48 - Strength 48 Crafted by a master Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+0 eff.) Fatigue: +12% Changes stats: +6 Str / +6 Wil / +7 Cun Changes resistances: +16% darkness / +9% physical Mental save: +12 (+1 eff.) Light radius: +2 It can be used to activate talent Track, placing all other charms into a 8 cooldown : Effective talent level: 3.0 Power cost: 8 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 80 for 6 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
Pitchtorrent the steel plate armour (0 def, 18 armour)Requires: - Massive armour training - Magic 28 - Strength 28 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Accuracy: +20 (+2 eff.) Armour: +18 Fatigue: +22% Damage when hit (Melee): 4 darkness Changes stats: +2 Str Changes resistances: +6% cold Changes damage: +18% physical Physical save: +12 (+1 eff.) Only die when reaching: -80.00 life A suit of armour made of metal plates. |
impenetrable dwarven-steel plate armour of the dragon (0 def, 23 armour)Requires: - Massive armour training - Magic 35 - Strength 35 Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +23 Fatigue: +22% Changes resistances: +7% acid / +10% physical / +9% fire / +11% lightning / +10% cold Talent cooldown: Rush (-5 turns) Disarm immunity: +29% Stun/Freeze immunity: +26% Knockback immunity: +30% A suit of armour made of metal plates. |
enlightening stralite plate armour of the dragon (0 def, 13 armour)Requires: - Massive armour training - Magic 48 - Strength 48 Infused by nature Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Fatigue: +22% Changes stats: +7 Cun / +7 Wil Changes resistances: +11% acid / +10% physical / +13% fire / +12% lightning / +9% cold Talent cooldown: Rush (-5 turns) Mental save: +21 (+2 eff.) Disarm immunity: +28% Stun/Freeze immunity: +31% Knockback immunity: +31% A suit of armour made of metal plates. |
insulating rough leather belt of recklessnessCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Physical power: +4 (+1 eff.) Changes resistances: +5% fire / +6% cold Critical mult.: +6.00% A belt that goes around your waist. |
Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +15% A belt rumoured to have been worn by the Conclave healers. |
blurring hardened leather belt of dampeningInfused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Defense: +13 (+1 eff.) Changes resistances: +8% acid / +7% fire / +8% lightning / +8% cold Stealth bonus: +11 A belt that goes around your waist. |
nightruned hardened leather belt of shieldingPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +7 Changes resistances: +10% light / +7% darkness It can be used to create a temporary shield that absorbs 206 damage Activation puts all charms on cooldown for 8 turns. A belt that goes around your waist. |
enveloping linen cloak of Iron Throne (7 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+0 eff.) Changes stats: +1 Str / +2 Con Physical save: +6 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak of the hunter (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +18 (+2 eff.) Defense: +1 (+0 eff.) Fatigue: -5% Maximum life: +48.00 Maximum stamina: +12.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Wrap of Stone (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 2 When wielded/worn: Changes resistances: +5% physical Changes damage: +5% physical Talent masteries: +0.20 Chronomancy / Gravity +0.20 Spell / Stone +0.10 Chronomancy / Matter +0.20 Spell / Earth Spellpower: +6 (+1 eff.) It can be used to activate talent Stone Wall (costing 16 power out of 60/60) : Effective talent level: 1.3 Power cost: 16 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 11 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 287.79 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
Flarewolf the cashmere cloak (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Effects on melee hit: * 36% chance to reduce strength, dexterity, and constitution by 44 Damage when hit (Melee): 10 acid / 18 fire / 8 mind Changes stats: +4 Mag / +4 Wil Changes resistances: +36% acid / +27% fire / +36% blight Changes damage: +12% blight / +33% mind Spell save: +11 (+1 eff.) Maximum mana: +64.00 Defense after a teleport: +27 Resist all after a teleport: +27% New effects duration reduction after a teleport: +27% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick cashmere cloak of protection (2 def, 7 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +7 Defense: +2 (+0 eff.) Changes resistances: +15% cold Spell save: +9 (+1 eff.) Mental save: +9 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
shadow elven-silk cloak (3 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Changes resistances: +25% darkness Changes resistances penetration: +10% darkness Changes damage: +13% darkness Stealth bonus: +20 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of rough leather boots of rushing (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +2 Str / +2 Con It can be used to activate talent Rush, placing all other charms into a 7 cooldown : Effective talent level: 3.9 Power cost: 7 out of 25/25. Range: 9 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
undeterred pair of hardened leather boots of tirelessness (0 def, 3 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Silence immunity: +32% Confusion immunity: +25% Stun/Freeze immunity: +28% Stamina each turn: +0.50 Maximum stamina: +17.00 A pair of boots made of leather. |
pair of iron boots of tirelessness (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Stamina each turn: +0.40 Maximum stamina: +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Urylathaneg the Shadepain (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Effects on melee hit: * 27% chance to reduce damage dealt by 50% * 27% chance to reduce all saves and defense by 63 Changes stats: +15 Dex / +5 Mag / +5 Wil / +4 Cun / +4 Con Changes resistances: +21% cold Changes resistances penetration: +34% darkness Changes damage: +41% temporal It can be used to activate talent Disengage, placing all other charms into a 4 cooldown : Effective talent level: 1.3 Power cost: 4 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 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 116% 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Cinderfeet (3 def, 5 armour)Requires: - Magic 10 Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour: +5 Defense: +3 (+0 eff.) Fatigue: +6% Changes stats: +4 Cun / +4 Mag Changes resistances: +20% cold Changes damage: +18% fire Light radius: +2 Each step you take leaves a burning trail behind you lasting 5 turns that deals 339 fire damage (based on Spellpower) to foes who enter it. A cautionary tale tells of the ancient warlock by the name of Caim, who fancied himself daily walks through Goedalath, both to test himself and the harsh demonic wastes. He was careful to never bring anything back with him, lest it provide a beacon for the demons to find him. Unfortunately, over time, his sandals drenched in the soot and ashes of the fearscape and the fire followed his footsteps outside, drawing in the conclusion of his grim fate. |
pair of voratun boots 'Forestwedge' (10 def, 5 armour)Requires: - Heavy armour training Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Accuracy: +5 (+1 eff.) Armour: +5 Defense: +10 (+1 eff.) Fatigue: +4% Changes stats: +6 Con / +6 Wil Changes resistances: +14% lightning / +27% temporal / +6% nature / +18% acid Changes resistances penetration: +10% physical Changes damage: +12% temporal Critical mult.: +15.00% Life regen: +11.00 Only die when reaching: -20.00 life Maximum stamina: +40.00 Mindpower: +9 (+1 eff.) Healing mod.: +20% It can be used to activate talent Blindside, placing all other charms into a 7 cooldown : Effective talent level: 2.6 Power cost: 7 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 47% (at 0 Hate) to 157% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 67 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Zanysus the rough leather gloves (0 def, 1 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +35 (+3 eff.) Physical crit. chance: +6.0% Armour: +1 Damage when hit (Melee): 15 mind Changes stats: +16 Str Changes resistances: +21% acid Reduces incoming crit damage: 22.25% Physical save: +21 (+2 eff.) Blindness immunity: +30% Poison immunity: +30% Life regen: +3.00 Stamina each turn: +0.80 Maximum stamina: +16.00 When used to modify unarmed attacks: Base power: 7.5 - 8.3 Uses stats: 170% Mag, 56% Cun, 40% Wil, 0% Str, 113% Dex Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 100% When this weapon hits: Nightmare (10% chance level 1). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
rough leather gloves 'Ce'Nessra' (10 def, 1 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Defense: +10 (+1 eff.) Changes stats: +3 Str / +2 Dex / +3 Mag Changes damage: +4% arcane Blindness immunity: +20% Spellpower on spell critical (stacks up to 3 times): +8 Spellpower: +10 (+1 eff.) When used to modify unarmed attacks: Base power: 6.5 - 7.2 Uses stats: 170% Mag, 56% Cun, 40% Wil, 0% Str, 113% Dex Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 100% Damage (Melee): +4 arcane Damage (radius 2) on crit: +6 arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Halathel the Arcquarry (0 def, 20 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +20 Changes resistances: +15% lightning / +15% light / +15% mind / +21% nature / +9% arcane Changes resistances penetration: +40% lightning / +30% temporal / +25% cold Changes damage: +30% cold Disease immunity: +35% Confusion immunity: +35% Mana each turn: +0.28 Spellpower: +12 (+2 eff.) Spell crit. chance: +8% When used to modify unarmed attacks: Base power: 16.0 - 17.6 Uses stats: 170% Mag, 0% Str, 40% Wil, 56% Cun, 113% Dex Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Elemental Bolt (10% chance level 3). Damage (Melee): +13 arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Wyrmbreath (0 def, 4 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +4 Changes stats: +5 Wil Changes resistances: +18% fire / +10% darkness / +10% nature Changes damage: +10% fire When used to modify unarmed attacks: Base power: 18.0 - 19.8 Uses stats: 170% Mag, 56% Cun, 40% Wil, 0% Str, 113% Dex Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +1.0% Attack speed: 100% When this weapon hits: Bellowing Roar (10% chance level 3). When this weapon hits: Fire Breath (10% chance level 2). Damage (Melee): +10 fire Damage conversion: 50% fire It can be used to activate talent Fire Breath (costing 7 power out of 24/24) : Effective talent level: 2.6 Power cost: 7 out of 24/24. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 1812.63 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
hardened leather gloves 'Sunrend' (0 def, 12 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +12 Damage (Melee): 11 blight Damage when hit (Melee): 12 arcane / 10 light Changes resistances: +8% blight / +15% cold / +24% mind / +21% darkness Changes resistances penetration: +20% light Changes damage: +8% blight / +21% mind Blindness immunity: +32% Only die when reaching: -127.00 life Maximum life: +80.00 Defense after a teleport: +24 Resist all after a teleport: +24% New effects duration reduction after a teleport: +24% When used to modify unarmed attacks: Base power: 16.5 - 18.2 Uses stats: 170% Mag, 56% Cun, 40% Wil, 0% Str, 113% Dex Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Soul Rot (20% chance level 3). Damage (radius 2) on crit: +11 blight Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
heroic hardened leather gloves of dexterity (+4) (0 def, 7 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +19 (+2 eff.) Armour: +7 Changes stats: +4 Dex Mental save: +10 (+1 eff.) Maximum life: +56.00 When used to modify unarmed attacks: Base power: 24.0 - 26.4 Uses stats: 170% Mag, 56% Cun, 40% Wil, 0% Str, 113% Dex Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Accuracy: +11 Armour Penetration: +3 Crit. chance: +10.0% Attack speed: 100% When this weapon hits: Battle Shout (10% chance level 3). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
steady hardened leather gloves of the iron hand (0 def, 2 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +7 (+1 eff.) Armour: +2 Changes stats: +4 Str / +4 Wil / +4 Con Talent mastery: +0.20 Technique / Grappling Physical save: +7 (+1 eff.) Mental save: +8 (+1 eff.) Disarm immunity: +51% When used to modify unarmed attacks: Base power: 17.0 - 18.7 Uses stats: 170% Mag, 56% Cun, 40% Wil, 0% Str, 113% Dex Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Accuracy: +8 Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Disarm (10% chance level 3). When this weapon hits: Perfect Control (10% chance level 3). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
heroic voratun gauntlets of the juggernaut (0 def, 8 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +8 Fatigue: +5% Changes stats: +5 Con Physical save: +27 (+3 eff.) Spell save: +10 (+1 eff.) Mental save: +17 (+2 eff.) Disarm immunity: +40% Maximum life: +57.00 When used to modify unarmed attacks: Base power: 37.0 - 51.8 Uses stats: 170% Mag, 56% Cun, 40% Wil, 0% Str, 113% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +10 Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Juggernaut (10% chance level 1). When this weapon hits: Battle Shout (10% chance level 5). Damage (Melee): +29 physical Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 8 cooldown : Effective talent level: 2.6 Power cost: 8 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 25% and provides a 13% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
Cloud Caller (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +10% lightning / +10% cold Changes damage: +10% lightning / +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. It can be used to activate talent Call Lightning (costing 4 power out of 30/30) : Effective talent level: 1.3 Power cost: 4 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 148.62 to 445.87 lightning damage (297.25 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
catburglar's hardened leather cap of the depths (0 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +5 Dex Changes resistances: +19% darkness / +16% cold Allows you to breathe in: water Infravision radius: +6 A cap made of leather. |
This item will automatically be transmogrified when you leave the level.leafwalker's drakeskin leather cap of the depths (0 def, 5 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes resistances: +15% nature / +21% cold Allows you to breathe in: water Spell save: +10 (+1 eff.) Maximum life: +86.00 Healing mod.: +20% A cap made of leather. |
Helm of the Dwarven Emperors (0 def, 6 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +3 Wil / +4 Mag Changes resistances: +10% darkness Changes damage: +10% light Blindness immunity: +30% Confusion immunity: +30% Light radius: +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
Steel Helm of Garkul (0 def, 6 armour)Requires: - Heavy armour training - Magic 16 - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+1 eff.) Spell save: +12 (+2 eff.) Mental save: +12 (+1 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Crown of Command (3 def, 6 armour)Requires: - Heavy armour training - Cunning 25 Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+0 eff.) Fatigue: +4% Changes stats: +3 Con / +10 Wil Changes resistances: +8% physical Talent masteries: +0.20 Technique / Superiority +0.20 Cunning / Survival Mindpower: +5 (+0 eff.) Activating this item is instant. It can be used to activate talent Indomitable (costing 16 power out of 60/60) : Effective talent level: 1.3 Power cost: 16 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Halflings have one of the most powerful military forces in the known world and have been at war with most other races for thousands of years. Removes 2 stun, daze, or pin effects and grants immunity to stuns, dazes and pins for 2 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
Glitterlore the dwarven-steel helm (0 def, 8 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +8 Fatigue: +4% Changes resistances: +24% cold Changes resistances penetration: +28% darkness / +20% light Changes damage: +21% mind Critical mult.: +22.72% Mindpower: +30 (+3 eff.) Mental crit. chance: +5% Infravision radius: +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Muckarc (0 def, 26 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +26 Fatigue: +4% Changes stats: +6 Dex / +9 Con Changes resistances: +12% lightning / +12% temporal / +12% acid Changes damage: +12% nature Reduces incoming crit damage: 20.40% Stun/Freeze immunity: +27% Life regen: +5.44 Spell crit. chance: +9% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Obsidianfear (0 def, 5 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 26% chance to reduce armor by 55% * 26% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 13 fire Changes resistances: +15% lightning / +15% temporal / +21% darkness / +15% blight Changes resistances penetration: +25% darkness / +30% fire Changes damage: +9% darkness / +15% blight A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Salimira the Pureoracle (49 def, 5 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +15 Physical power: +36 (+4 eff.) Armour: +5 Defense: +49 (+4 eff.) Fatigue: +5% Changes stats: +5 Str / +5 Con Changes resistances: +15% acid / +24% fire Changes damage: +21% nature / +24% mind Maximum stamina: +49.02 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
8 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
7 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
11 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
11 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+0 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+0 eff.) When used to imbue an object: Defense: +4 (+0 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+0 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
3 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
10 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+0 eff.) Physical save: +6 (+0 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+0 eff.) When used to imbue an object: Defense: +6 (+0 eff.) Physical save: +6 (+0 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+0 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 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. |
14 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
15 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
7 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+0 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+1 eff.) When used to imbue an object: Defense: +8 (+0 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+1 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+1 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
11 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. |
8 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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. |
5 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. |
3 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. |
moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+1 eff.) Physical save: +10 (+1 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+1 eff.) When used to imbue an object: Defense: +10 (+1 eff.) Physical save: +10 (+1 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+1 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
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. |
666 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. |
survivor's alchemist's lamp of healthInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical save: +10 (+1 eff.) Maximum life: +48.00 Light radius: +4 Healing mod.: +16% A normal brass lantern, enhanced by alchemy to make it brighter. |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(291 power, based on Willpower) Activation costs 3 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Essence of BearnessInfused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness Activation costs 26 power out of 100/100. The very essence of bearness! |
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. |
Adelramina the iron pickaxe (dig speed 36 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +6 Str / +3 Mag Changes resistances: +11% nature Changes damage: +6% nature Maximum hate: +8.00 Maximum psi: +50.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Aryrin (dig speed 15 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Physical power: +25 (+3 eff.) Defense: +41 (+3 eff.) Changes stats: +2 Str / +17 Dex Changes resistances: +15% temporal Changes resistances penetration: +42% physical Changes damage: +21% arcane Stamina each turn: +4.08 Maximum stamina: +40.80 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dream-smith's dwarven-steel pickaxe (dig speed 15 turns)Infused by psionic forces 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Changes damage: +7% mind / +8% fire Mental save: +7 (+1 eff.) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (7/7)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 52 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (3/3)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 8, dealing 2610.72 nature damage (based on Magic) over 6 turns while rendering the target unable to move Activation costs 7 power out of 25/25. This rod carved out of a giant spider fang continuously drips venom. |
stralite torque of gale force 'Erelytobar' [power 370] (4 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 4 When wielded/worn: Changes resistances: +5% arcane Changes resistances penetration: +25% arcane Changes damage: +15% arcane It can be used to project a gust of wind in a cone knocking enemies back 12 spaces and dealing 536 physical damage Activation puts all charms on cooldown for 4 turns. When used: * Increase all damage by 24% for 2 turns. * Reduce fatigue by 44% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Glacierdredge [power 560] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 5 When wielded/worn: Damage when hit (Melee): 6 mind Changes stats: +2 Wil Changes resistances: +3% cold Changes damage: +12% mind Critical mult.: +20.00% Mental save: +6 (+0 eff.) Mental crit. chance: +4% It can be used to create a shield absorbing up to 560 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 6 turns. When used: * Increase all damage by 30% for 2 turns. * Increase all damage penetration by 30% for 2 turns. * Heal for 110. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Forbidden Tome: "The Day It Came"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Forbidden Tome: "The Illusory Castle"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
Achievements
A dangerous secret (Nightmare (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By Queen Cynthia the Cornac Phoenix Knight level 116
36th Haze 123rd year of Ascendancy at 09:33 see stats
Against all odds (Nightmare (Roguelike) difficulty)
Killed Ukruk in the ambush.By Queen Cynthia the Cornac Phoenix Knight level 115
33rd Haze 123rd year of Ascendancy at 23:47 see stats
Anti-Antimagic! (Nightmare (Roguelike) difficulty)
Destroyed the Ziguranth camp with your Rhaloren allies.By Queen Cynthia the Cornac Phoenix Knight level 100
74th Dusk 123rd year of Ascendancy at 03:28 see stats
Arachnophobia (Nightmare (Roguelike) difficulty)
Destroyed the spydric menace.By Queen Cynthia the Cornac Phoenix Knight level 128
55th Haze 123rd year of Ascendancy at 10:29 see stats
Are you out of your mind?! (Nightmare (Roguelike) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Queen Cynthia the Cornac Phoenix Knight level 130
50th Regrowth 124th year of Ascendancy at 17:01 see stats
Back and there again (Nightmare (Roguelike) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Queen Cynthia the Cornac Phoenix Knight level 141
8th Dusk 124th year of Ascendancy at 00:50 see stats
Brave new world (Nightmare (Roguelike) difficulty)
Went to the Far East and took part in the war.By Queen Cynthia the Cornac Phoenix Knight level 123
53rd Haze 123rd year of Ascendancy at 02:37 see stats
Can you bear it? So much bearness! (Nightmare (Roguelike) difficulty)
Killed Borius in the Bearscape.By Queen Cynthia the Cornac Phoenix Knight level 81
75th Pyre 123rd year of Ascendancy at 08:34 see stats
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Queen Cynthia the Cornac Phoenix Knight level 58
13rd Haze 122nd year of Ascendancy at 07:22 see stats
Destroyer's bane (Nightmare (Roguelike) difficulty)
Killed Golbug the Destroyer.By Queen Cynthia the Cornac Phoenix Knight level 120
48th Haze 123rd year of Ascendancy at 14:19 see stats
Dragon's Greed (Nightmare (Roguelike) difficulty)
Amassed 8000 gold pieces.By Queen Cynthia the Cornac Phoenix Knight level 61
26th Haze 122nd year of Ascendancy at 22:12 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Queen Cynthia the Cornac Phoenix Knight level 51
72nd Dusk 122nd year of Ascendancy at 07:12 see stats
Eye of the storm (Nightmare (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Queen Cynthia the Cornac Phoenix Knight level 33
9th Flare 122nd year of Ascendancy at 22:07 see stats
Home sweet home (Nightmare (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Queen Cynthia the Cornac Phoenix Knight level 43
7th Dusk 122nd year of Ascendancy at 16:16 see stats
I cleared the room of death and all I got was this lousy achievement! (Nightmare (Roguelike) difficulty)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Queen Cynthia the Cornac Phoenix Knight level 133
50th Regrowth 124th year of Ascendancy at 17:17 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Queen Cynthia the Cornac Phoenix Knight level 10
76th Pyre 122nd year of Ascendancy at 12:50 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Queen Cynthia the Cornac Phoenix Knight level 20
1st Summertide 122nd year of Ascendancy at 06:50 see stats
Level 30 (Nightmare (Roguelike) difficulty)
Got a character to level 30.By Queen Cynthia the Cornac Phoenix Knight level 30
8th Flare 122nd year of Ascendancy at 22:03 see stats
Level 40 (Nightmare (Roguelike) difficulty)
Got a character to level 40.By Queen Cynthia the Cornac Phoenix Knight level 40
6th Dusk 122nd year of Ascendancy at 17:38 see stats
Level 50 (Nightmare (Roguelike) difficulty)
Got a character to level 50.By Queen Cynthia the Cornac Phoenix Knight level 50
48th Dusk 122nd year of Ascendancy at 05:01 see stats
Overpowered! (Nightmare (Roguelike) difficulty)
Did over 6000 damage in one attack.By Queen Cynthia the Cornac Phoenix Knight level 72
43rd Regrowth 123rd year of Ascendancy at 08:34 see stats
Poisonous (Nightmare (Roguelike) difficulty)
Sided with the assassin lord.By Queen Cynthia the Cornac Phoenix Knight level 78
8th Pyre 123rd year of Ascendancy at 17:54 see stats
Savior of the damsels in distress (Nightmare (Roguelike) difficulty)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Queen Cynthia the Cornac Phoenix Knight level 65
64th Haze 122nd year of Ascendancy at 01:54 see stats
Size is everything (Nightmare (Roguelike) difficulty)
Did over 1500 damage in one attack.By Queen Cynthia the Cornac Phoenix Knight level 33
3rd Dusk 122nd year of Ascendancy at 17:58 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By Queen Cynthia the Cornac Phoenix Knight level 18
10th Mirth 122nd year of Ascendancy at 14:09 see stats
Sliders (Nightmare (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By Queen Cynthia the Cornac Phoenix Knight level 122
48th Haze 123rd year of Ascendancy at 16:00 see stats
Tales of the Spellblaze (Nightmare (Roguelike) difficulty)
Learned the eight chapters of the Spellblaze Chronicles.By Queen Cynthia the Cornac Phoenix Knight level 74
45th Regrowth 123rd year of Ascendancy at 17:01 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Queen Cynthia the Cornac Phoenix Knight level 13
3rd Mirth 122nd year of Ascendancy at 09:46 see stats
The bigger the better! (Nightmare (Roguelike) difficulty)
Did over 3000 damage in one attack.By Queen Cynthia the Cornac Phoenix Knight level 38
5th Dusk 122nd year of Ascendancy at 15:41 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Queen Cynthia the Cornac Phoenix Knight level 13
6th Mirth 122nd year of Ascendancy at 03:16 see stats
There and back again (Nightmare (Roguelike) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Queen Cynthia the Cornac Phoenix Knight level 137
22nd Pyre 124th year of Ascendancy at 16:23 see stats
Thralless (Nightmare (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Queen Cynthia the Cornac Phoenix Knight level 61
36th Haze 122nd year of Ascendancy at 14:29 see stats
Treasure Hoarder (Nightmare (Roguelike) difficulty)
Amassed 3000 gold pieces.By Queen Cynthia the Cornac Phoenix Knight level 33
3rd Dusk 122nd year of Ascendancy at 22:08 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Queen Cynthia the Cornac Phoenix Knight level 19
1st Summertide 122nd year of Ascendancy at 00:24 see stats
Vampire crusher (Nightmare (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Queen Cynthia the Cornac Phoenix Knight level 112
33rd Haze 123rd year of Ascendancy at 15:53 see stats
Log
Doomed Shade of Queen Cynthia's Corona hits Queen Cynthia for (170 flat reduction), 0 light (0 total damage).
Doomed Shade of Queen Cynthia casts Knight Wizardry.
Doomed Shade of Queen Cynthia's spell attains critical power!
Doomed Shade of Queen Cynthia's mind surges with critical power!
Your shield crumbles under the damage!
The shield around Queen Cynthia crumbles.
Wildcast performs a melee critical strike against Queen Cynthia!
Doomed Shade of Queen Cynthia casts Solar Bolt.
Doomed Shade of Queen Cynthia's spell attains critical power!
Your shield crumbles under the damage!
Doomed Shade of Queen Cynthia says: 'Solar Bolt!'
Queen Cynthia steals life from Doomed Shade of Queen Cynthia!
Doomed Shade of Queen Cynthia steals life from Queen Cynthia!
Melee retaliation hits Doomed Shade of Queen Cynthia for (0 absorbed), 10 darkness, (0 absorbed), 347 light (357 total damage).
Eldritch Combat hits Queen Cynthia for (424 flat reduction), (0 absorbed), 8567 light (8567 total damage).
Doomed Shade of Queen Cynthia hits Queen Cynthia for (424 flat reduction), (525 absorbed), 6687 light (6687 total damage).
Wildcast hits Queen Cynthia for (60 flat reduction), 0 arcane (0 total damage).
Queen Cynthia the level 143 cornac phoenix knight was tanned to death by a Doomed Shade of Queen Cynthia but nobody knew why her suddenly became evil on level 3 of Shadow Crypt.
Queen Cynthia internal structure returns to normal.
Queen Cynthia leaves the cover of its shell.
Queen Cynthia deactivates Chant of Resistance.
Queen Cynthia stops regenerating health quickly.
Queen Cynthia deactivates Wildcast.
Queen Cynthia deactivates Elemental Harmony.
Queen Cynthia no longer feels strong.
Queen Cynthia has finished recovering.
Queen Cynthia deactivates Archmage Knight.
Queen Cynthia deactivates Daunting Presence.
Queen Cynthia deactivates Eldritch Combat.
Queen Cynthia stops rejuvenating.






























































































































































